TEXT:  
  The 
  The 
  The 
  The 
  definitive 
  definitive 
  definitive 
  definitive     
  3333rd
  rd
  rd
  rd    eeeedition 
  dition 
  dition 
  dition 
  Ravenloft 
  Ravenloft 
  Ravenloft 
  Ravenloft     
  Monstrous 
  Monstrous 
  Monstrous 
  Monstrous 
  List
  List
  List
  List    
      
  
  Sources: 
  Sources: 
  Sources: 
  Sources:     
   
  • 
  The main sources for this document are :  
   
  John W Mangrum’s A-Z monsters list, and the blurbs project, as suggested by fans on the 
  FoS site (from the years 2006 to 2007), and  
   
  Knowledge checks for monsters posted on the WotC board by fans, of which JWM did a 
  large part, especially for the monsters found in Ravenloft. 
   
  • 
  Chris Nichols additional suggested monster list, either on the main board, or while 
  working on the Nocturnal Sea report. 
   
  • 
  Plus monsters added by Joël Paquin of the FoS:  
   
  - from WotC’s Monster Manual 5 (which wasn’t released when the A-Z project started);  
  - some new monsters from Dragon mag and Pathfinder, as well as interesting sources, 
  - monsters from FoS report (Souragne, Zherisia, Nocturnal Sea), FoS VRS Dopp files. 
   
  • 
  It includes the official erratas, and the suggested fix, official or not 
   
  • 
  Additional names for monsters 
   
  • 
  New monster files and things posted by RL authors 
   
  • 
  This PDF can be searched with Ctrl-F! 
   
  If you want to add blurbs to monsters that do not have one, please sent them my way, I’ll add 
  them to this document! 
   
  Knowledge check: A
  Knowledge check: A
  Knowledge check: A
  Knowledge check: A    Peek Behind the Rules Curtain
  Peek Behind the Rules Curtain
  Peek Behind the Rules Curtain
  Peek Behind the Rules Curtain 
  So how do designers determine the Difficulty Class for Knowledge checks about creatures? The 
  following is excerpted from Monster Manual IV: 
  The description of the Knowledge skill indicates that in general, the baseline DC of checks to 
  identify monsters and remember one bit of useful information about their special powers or 
  vulnerabilities is equal to 10 + the monster's HD. Every 5 points by which the check result 
  exceeds the DC yields another useful piece of information (PH 78). 
   
  As a general rule of thumb, a DC 15 check or higher will reveal all of the base creature's type 
  and subtype traits as defined in the glossary. This often includes information about energy 
  resistance or various immunities. For instance, a DC 15 Knowledge (arcana) check reveals that 
  dragons have high hit points (12-sided HD), all good saves, and have darkvision out to 60 feet 
  and low-light vision. They eat, sleep, and breathe. 
   
  Information specific to the creature, such as its type of damage resistance, spell-like abilities, or 
  immunities come with the high DC check results. 
  
  A 
  Aboleth [Monster Manual]
  Aboleth [Monster Manual]
  Aboleth [Monster Manual]
  Aboleth [Monster Manual]    
  CR7 Proposed by CNichols for the NS Gaz 
   
  See also: Aboleth   "Ecology of the Aboleth, The"   
  Brandon Grist   Dragon#131(36)    D&D1 
   
  Abomination [Carnival]
  Abomination [Carnival]
  Abomination [Carnival]
  Abomination [Carnival]    
  Characters with ranks in Knowledge (Ravenloft) 
  can learn more about abominations. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  16 This hideous mass of writhing flesh is an 
  abomination, a nearly mindless mutation. This 
  result reveals all aberration traits.  
  21 An abomination’s misshapen lump of a body 
  sprouts numerous dangerous limbs and 
  appendages, which pose unique threats. No two 
  abominations are alike.  
  26 Abominations were once normal humanoids, 
  but were transformed by unthinkable magic. 
  Driven insane and trapped in this form, 
  abominations are immune to polymorph effects, 
  fear, and all forms of mind control.  
  31 Abominations are created at the whim of 
  Isolde, mistress of the Carnival that displays these 
  monstrous freaks.  
  36 Only a wish or miracle can restore an 
  abomination to normal.  
   
  --- 
   
  “Behold this freak among freaks, this monster in 
  the eyes of monsters. I defy you to tear your eyes 
  from the mass of roiling, noisome flesh at the 
  bottom of this dank pit. A true horror, is it not? So 
  malformed, one would never suspect that the 
  shapeless fiend you look upon was once a man 
  like any one of you.”  
  —Professor Archemo Pacali, Carnival barker  
   
  Afflicted beast [new] 
  Afflicted beast [new] 
  Afflicted beast [new] 
  Afflicted beast [new]     
  JWM: I'm not quite done with the afflicted beast 
  yet, but basically it's an option for what happens 
  when a lycanthrope bites a normal member of its 
  phenotype (a werewolf biting a wolf, for example) 
  and afflicts it with lycanthropy. The afflicted beast 
  doesn't become a true lycanthrope and can't 
  spread the Dread Disease, but when exposed to its 
  trigger it adopts the alignment of its progenitor 
  and becomes more powerful and more aggressive.  
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about afflicted 
  beasts. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  13 This slavering, overgrown predator is no mere 
  animal — it is an afflicted beast. Once a simple 
  animal, it has been touched by the Dread Disease 
  of lycanthropy. This result reveals all animal traits.  
  18 Animals exposed to lycanthropy cannot 
  become werebeasts themselves, but sometimes, 
  they are tainted by a shadow of the curse. Afflicted 
  beasts grow strong and malevolent when exposed 
  to whatever triggers the change in their bloodline 
  — usually the light of the full moon. An afflicted 
  beast cannot spread lycanthropy.  
  23 While transformed, an afflicted beast is 
  unusually resistant to damage, but it shares the 
  same material and chemical bane as the 
  lycanthrope that created it (for afflicted wolves, 
  this is usually silver and wolfsbane).  
  28 An afflicted beast has a ravenous appetite and 
  may fly into a mad rage if subjected to pain. 
  Magic such as remove curse or remove disease can 
  sometimes cleanse an afflicted beast of the Dread 
  Disease’s taint.  
   
  --- 
   
  September 3rd, 757 – second day of full moon  
   
  Ô Belenus! In the last days, I do not recognize 
  Greyfur, my old wolf companion. A strange glow 
  now lights his gaze. Since yesterday, I find him 
  looking at me strangely, like if his animal thoughts 
  have somehow … changed. It’s difficult to 
  explain. I can still force my will upon Greyfur, but 
  
  his whole body expression has changed, like he … 
  evolved?  
  And I still wonder what happened in the hills 
  when he came back with this nasty bite in its 
  flank. This is not a goblyn wound. However, this 
  wound has now healed satisfactory.  
  The wandering goblyn tonight didn’t have a 
  chance against my wolf: even before I was ready 
  to fight it, Greyfur jumped on it and snapped his 
  neck with ease. When I think about the way my 
  wolf looked at me after his kill, a savage 
  expression of joy in his eyes, it gives me the 
  shivers…  
  - 
  A Druid’s diary in Forlorn.  
  Akikage 
  Akikage 
  Akikage 
  Akikage (shadow assassin) 
  (shadow assassin) 
  (shadow assassin) 
  (shadow assassin) [RL 
  [RL 
  [RL 
  [RL 
  Monstrous Compendium III; Denizens of 
  Monstrous Compendium III; Denizens of 
  Monstrous Compendium III; Denizens of 
  Monstrous Compendium III; Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR7 
  Characters with ranks in Knowledge (religion) can 
  learn more about akikage. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  17 This misty figure is an akikage, also known as 
  a shadow assassin. This result reveals all undead 
  traits and the incorporeal subtype. Akikage never 
  speak.  
  22 An akikage is the spirit of an assassin that died 
  during an unsuccessful attempt at killing a specific 
  target. Akikage are obsessed with completing their 
  final mission, and attack with their chilling touch. 
  Akikage may appear to be armed, but this is just 
  part of the spirit’s manifestation.  
  27 An akikage is usually invisible, turning visible 
  only after it attacks. An akikage retains some of 
  the killing arts it had mastered in life, including 
  the ability to make sneak attacks.  
  32 Normal animals panic in the presence of an 
  akikage, even when it is invisible. If an akikage 
  appears and begins to draw shadowy vapors 
  toward itself, it is gathering its ki in order to make 
  a deadly strike. Unless the akikage is interrupted, 
  the spirit’s next attack will burn with an unearthly 
  cold that may even freeze its victim’s heart into a 
  solid block of ice.  
  37 Several varieties of akikage exist, including the 
  more versatile greater akikage (a type of ghost) 
  and the ansasshia, an akikage tasked to serve a 
  specific, living master.  
  42 This result reveals the methods for binding an 
  akikage into one’s service as an ansasshia. 
   
  --- 
   
  Bound by death to death  
  Blade wrapped in smoke and shadow  
  Leaves cold death behind  
    --Rokushima haiku  
   
  Albatross 
  Albatross 
  Albatross 
  Albatross [[[[Stormwrack
  Stormwrack
  Stormwrack
  Stormwrack    ----    animal
  animal
  animal
  animal]]]]    
  Characters with bardic knowledge or ranks in 
  Knowledge (nature) can learn more about 
  albatrosses. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 11: This hefty, seagoing bird is an albatross. 
  This result reveals all animal traits. 
   
  DC 16: Albatrosses feed on tiny squid and fish, 
  but they sometimes follow ships to scavenge from 
  their refuse. Albatrosses are capable of extremely 
  long flights and can be sighted miles from land. 
   
  BARDIC KNOWLEDGE 
  DC 16: Many sailors consider it extremely 
  unlucky to kill an albatross. 
   
  Albesadow (
  Albesadow (
  Albesadow (
  Albesadow (see
  see
  see
  see    vampire
  vampire
  vampire
  vampire, elven
  , elven
  , elven
  , elven) [RLMC 
  ) [RLMC 
  ) [RLMC 
  ) [RLMC 
  I; Denizens of Dread] 
  I; Denizens of Dread] 
  I; Denizens of Dread] 
  I; Denizens of Dread]     
  Alchemical child [
  Alchemical child [
  Alchemical child [
  Alchemical child [VR
  VR
  VR
  VR's Arsenal] 
  's Arsenal] 
  's Arsenal] 
  's Arsenal]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about alchemical children. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  16 This creature is actually an alchemical child, a 
  duplicate grown in a vat of alchemical fluids. This 
  
  result reveals all construct traits and the living 
  construct subtype.  
   
  21 An enhanced version of alchemical children, 
  known as enlightened children, also exists. 
  Enlightened children are created using more 
  advanced alchemical formulas and have additional 
  abilities. Although they are similar to magical 
  clones in some ways, alchemical children do not 
  possess any of the memories of the original 
  creature, unless specifically given such in a 
  separate procedure. Alchemical children are highly 
  resistant to acid. Slain alchemical children 
  dissolve into steaming ichor.  
   
  26 An alchemical child is telepathically linked to 
  its creator. Through this bond, the child can relay 
  everything it sees, and the creator can issue 
  commands. This result also reveals the general 
  process for creating alchemical and enlightened 
  children.  
   
  31 The creator of an enlightened child can grant it 
  several alchemical abilities, such as an acidic 
  touch, poisonous blood, the ability to reshape its 
  feature. The creator can even free its child from 
  the aging process, making it ageless like a golem. 
   
  --- 
   
  Take care to use all of the best & freshest of these 
  Things, most especially in the matter of Blood; for 
  the expense of a spoilt child of the ordinary 
  persuasion, in both money & grief, is as nothing 
  compared to that of a spoilt Alchemical Childe.  
   
  Notes on the Alchemie, Paridon, published 567 
  BC  
  Alchemical 
  Alchemical 
  Alchemical 
  Alchemical undead
  undead
  undead
  undead    [[[[Dragon 350
  Dragon 350
  Dragon 350
  Dragon 350] ] ] ]     
  Under “Creatures of corruption” 
  CR 6 undead, alchemically tainted 
  AAAAlhoon (a.ka. mind flayer lich) [Lords of 
  lhoon (a.ka. mind flayer lich) [Lords of 
  lhoon (a.ka. mind flayer lich) [Lords of 
  lhoon (a.ka. mind flayer lich) [Lords of 
  Madness]
  Madness]
  Madness]
  Madness]        
  "It was a dry, papery sound that was out of place 
  in the damp cavern that first drew my concern. We 
  eventually found Korivr and Renee. The poor girl 
  had a hole in the front of her skull. Her mind 
  ripped away. I threw up as Howard asked Korivr 
  what he saw.  
  "All he could do was mutter incomprehensively 
  under his breath. It was then I saw It, in all Its 
  glorious majesty. It stood like a triumphant God, 
  it's holy being infusing my mind. I watched as it 
  used its tentacles to rip Howard's mind apart.  
  "But it left me alive, and now I worship it."  
   
  - Extract from Claude DuBec's psychological 
  profile, transcript by Dr Illhousen 
   
  See also: Alhoon   "Magic In the Evening"   Ed 
  Greenwood   Dragon#185(63)   D&D2 
  Allip
  Allip
  Allip
  Allip    [Monster Manual]
  [Monster Manual]
  [Monster Manual]
  [Monster Manual]        
  CR3 
  Originally posted by Eric Cagle 
  Characters with ranks in Knowledge (religion) can 
  learn more about allips. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. Characters who recognize the creatures' 
  ancestry can also use Bardic Knowledge to learn 
  more. 
   
  Knowledge (Religion) 
   
  DC Result 
   
  13 This creature is an allip, the spectral remains of 
  someone driven to suicide by madness. This result 
  reveals all undead and incorporeal traits. 
   
  18 Though it can cause no physical harm, an allip's 
  touch can drain away a victim's willpower. Also, 
  an allip babbles incoherently to itself, and those 
  who hear this babble can become hypnotised. 
  Allips cannot, however, speak intelligibly. 
   
  23 It is dangerous to try to connect metally with an 
  allip, be that through thought detection, mind 
  control or telepathy as an allip's mind is so 
  tortured as to damage any other mind that touches 
  it. 
   
  Bardic Knowledge 
   
  DC Result 
   
  
  13 The babble ability of an allip is a sonic effect 
  and can be countered with bardic music. 
   
  --- 
   
  “In the corner of Garner’s barn, where a frayed 
  rope hung from the rafters, I could see a cloud of 
  tattered rags twist and float. Rags… or were they 
  shadows? I cannot say. Sighs, words, sobs rustled 
  through the darkness. In a rush, the thing in the 
  corner came at me, gibbering. I heard Allyk and 
  Rosanna shout, but faintly as my world filled with 
  onrushing blackness, the touch of rotten cloth and 
  the shade’s cold cries.  
  “I hear it still…”  
  —Journal of Thomasson, Dementlieuse farmer 
   
  See also Dragon #336 and Pathfinder’s bestiary. 
  Ambiant (DT&DL)
  Ambiant (DT&DL)
  Ambiant (DT&DL)
  Ambiant (DT&DL)    
  AAAAncient dead (dread mummy) [R3E, 
  ncient dead (dread mummy) [R3E, 
  ncient dead (dread mummy) [R3E, 
  ncient dead (dread mummy) [R3E, VR
  VR
  VR
  VR's 
  's 's 
  's 
  Guide to the Ancient Dead] 
  Guide to the Ancient Dead] 
  Guide to the Ancient Dead] 
  Guide to the Ancient Dead]     
  Errata: All samples of the Ancient Dead use the 
  “8d12 + class HD” formula for hit points. It is 
  astonishingly wrong, as the template suggests 
  changing the hit point dice to d12, and that’s it (as 
  all undead templates). It should be: 
  5d12 = 33 HP   
  7d12 = 45 HP  
  9d12 = 58 HP   
  10d12 = 65 HP  
  12d12 = 78 HP 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s ancient dead nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  18 This desiccated corpse, wrapped in moldering 
  burial finery, is one of the ancient dead, called a 
  mummy by some. This result reveals all deathless 
  traits.  
   
  23 Ancient dead are not the undead creatures 
  known as mummies, though some sages believe 
  that the latter represent a necromantic attempt to 
  mimic the former. The ancient dead are the 
  deathless remains of those who have refused to 
  move on to the afterlife, be it because they are 
  bound by duty to serve as guards, because they 
  cannot believe they are dead, or because they 
  refuse to relinquish their grip on worldly power 
  and pleasures. Ancient dead generally retain all the 
  special attacks and qualities of the base creature.  
   
  28 The mere sight of an ancient dead invoked 
  tremendous awe and despair, which can paralyze 
  witnesses. An ancient dead’s flesh is unnaturally 
  tough, but magic weapons can pierce its defenses. 
  Each ancient dead is vulnerable to a specific form 
  of energy — often fire. Ancient dead exist in a 
  range of power, with higher-ranking ancient dead 
  possessing more potent physical and supernatural 
  powers.  
   
  33 The ancient dead carry supernaturally powerful 
  disease-like curses with their touch. The most 
  common of these ancient plagues is mummy rot, 
  which can be cured only by casting break 
  enchantment or remove curse. This plague is 
  highly resistant, though not immune, to healing 
  spells. Victims killed by mummy rot crumble 
  away to dust. More powerful ancient dead may be 
  immune to one or more forms of energy.  
   
  38 More powerful ancient dead can rejuvenate any 
  damage dealt to their bodies. An ancient dead is 
  helpless while rejuvenating, but more powerful 
  ancient dead take less time to rejuvenate. The most 
  powerful ancient dead can reform their bodies 
  even after being reduced to ash, and can be 
  permanently destroyed only through the use of 
  ancient rites specific to individual ancient dead. 
   
  --- 
   
  "You have to understand, we were young, 
  indolent, and rich, always a dangerous 
  combination. And we weren't the first to break into 
  Florian's crypt to leave behind flowers, bad poetry, 
  and other memorials to the way he captured the 
  spirit of our times with his music. Andre thought 
  to stay awhile, sing the bard's songs and smoke 
  some of the Hazlani magic that the bard loved. We 
  all agreed, seeking a catharsis to move us past this 
  first real loss in our quite sheltered lives.  
   
  
  "We alighted our candles in the gloomy 
  mausoleum and in their cheery light partook of 
  wine and song and poppy, soon quite forgetting 
  ourselves. As such, while I caught that Andre 
  rearranged the candles and drew straight lines 
  between, I failed to discern any pattern and 
  thought nothing of it. When Andre led our song to 
  show our love and our adoration and our devotion 
  to this angel come down to us and taken back too 
  early, I thought nothing of it. And when our chants 
  changed to a call-and-repeat in the tongue I'd later 
  learn was Har'Akiri, I thought nothing of it. But 
  when I saw that ruby signet ring of Florian's, the 
  one I'd so admired when I saw it during his last 
  concert, still worn upon the withered hand that'd 
  just ripped through the stone casket... It was then I 
  realized I'd spent too much of my life not 
  thinking."  
   
  - 
  Hymn of the Dead by Donatien Naiffleur 
  of Port-a-Lucine, semi-autobiographical  
   
  See also RL CS. 
   
  Angel of Decay [Libris Mortis]
  Angel of Decay [Libris Mortis]
  Angel of Decay [Libris Mortis]
  Angel of Decay [Libris Mortis]        
  Characters with ranks in Knowledge (religion) can 
  learn more about angels of decay. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  25 This repulsive, rotting mockery of a celestial is 
  an angel of decay, a powerful undead horror. This 
  result reveals all undead traits. Angels of decay 
  speak Abyssal and Common. 
  30 These creatures draw their power from the 
  energies of decay; their faint phsyical 
  resemblabnce to angels is nothing more than 
  unfortunate happenstance. An angel of decay’s 
  festering flesh ignores most lesser wounds, but 
  magic weapons forged of admantine can pierce 
  their supernatural defenses. 
  35 An angel of decay’s body constantly streams 
  with rivulets of corruption. This liquid rot pools to 
  about five paces in every direction, and causes the 
  flesh of any corporeal creature that comes into 
  contact with it to rapidly slough away. Even if 
  creatures avoid this fate, the stench of rot alone is 
  nauseating. 
  40 If an angel of decay strikes the same opponent 
  several times in quick succession, its foul energies 
  cause the victim’s wounds to instantly fester and 
  rot. 
  --- 
  “We arrived too late: Jezebel was able to complete 
  her foolish summoning of an abyssal creature. The 
  stink near the wood clearing was nearly 
  unbearable. What few remained of Jezebel’s body 
  rested in a pool of foul smelling liquid rot. Erik 
  fainted. But suddenly this monstrosity flew over 
  us, tainting us by its mere presence. We fled this 
  horrible place. Erik is still missing.”  
   
  - 
  Jorane Amos, Letter to her superiors  
  Anguilian [Stormwrack]
  Anguilian [Stormwrack]
  Anguilian [Stormwrack]
  Anguilian [Stormwrack]        
  Characters with ranks in Knowledge (nature) can 
  learn more about anguilians. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This strange cross between a humanoid and an 
  eel is an anguilian. This result reveals all 
  aberration traits and the aquatic subtype. 
  Anguilians speak a dialect of Sahuagin, and clever 
  individuals may also know Aquan or the racial 
  tongues of other aquatic races. 
  17 Anguilians are tribal, deep sea hunters whose 
  preferred prey is whales and squid. However, they 
  are generally malevolent and have sometimes been 
  known to raid ships or coastal communities under 
  cover of night. An anguilian can survive out of 
  water for about five hours. Anguilians can see in 
  the dark, but their eyes are extremely sensitive to 
  bright light. 
  22 Anguilians can wield weapons, but just as often 
  prefer to attack with their bony pincers and 
  lamprey-like maws. An anguilian can latch onto an 
  opponent with its maw, then drink the creature’s 
  blood. 
  27 Anguilians can communicate simple concepts 
  with eels and dire eels, and can train these 
  creatures to act as guardians. Aquilians need to 
  keep their skin moist, so fire is particularly 
  effective against them. 
  
  32 Anguilians respect nothing but power. When 
  they attack underwater, they try to surround their 
  foes in all three dimensions, forming a rough 
  sphere. 
   
  --- 
   
  We had reports from fishermen about an 
  abandoned merchant boat drifting about a mile 
  south-west of the Mordentshire Bay. Me and a few 
  other fellow Lamplighters boarded the small 
  Lamordian ship later this very day. All 6 crew 
  members were dead, often with signs of violence 
  in the area where their body stood. Their dead face 
  expressed fear. They appear to be drained of all 
  blood, and oddly they all bear the same round 
  leech-like mark. This mark puzzled us, since it’s 
  very large: about 6” to 8”. Usual body precautions 
  with blood suckers have been used prior to putting 
  the sailor men to their last rest in the cemetery.  
   
  Deposition of Mordentshire Sheriff, on the HMS 
  Valiant affair  
  AAAAnimated object [Monster Manual] 
  nimated object [Monster Manual] 
  nimated object [Monster Manual] 
  nimated object [Monster Manual]     
  CR ½ - 10 
  I still say it takes a real sick son-of-a-gun of a 
  wizard to kill people with cabinetry.  
   - Attributed to Geddar Ironheart 
   
  "That Ezra-damned thief!" screamed Silvana.  
  The heavy furnishing of her room, where we tried 
  to catch the thief who terrorized Mordentshire, 
  was animating as soon as the man, his face 
  covered by a black scarf, hit it with a magical 
  mallet.  
  Hadn't it be a tragic situation, I'd be laughing hard, 
  as two pointed riding boot were kicking my fellow 
  cleric in her back. I started to unleash a spell 
  aimed to bind the man, but one of Silvana's 
  nighgowns flew over my head, covering my eyes 
  and preventing me from casting my spell.  
  "Don't you DARE use your dagger!" Silvana 
  yelled at me, while fending off her old boots' 
  attacks "that nightgown is made of Rokuma silk!"  
   
   - From "Beginnings", first book from the "Trilogy 
  of the Two Clerics" serie by Sir Julius Renaut 
  (published in Mordent, Richemulot, Dementlieu 
  and Martira Bay. Banned in Borca, Hazlan and 
  Nova Vaasa for heresy and showing living 
  nightgowns). 
   
  Animator [RLMC III; Denizens of
  Animator [RLMC III; Denizens of
  Animator [RLMC III; Denizens of
  Animator [RLMC III; Denizens of    Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR 1-11 Errata: The sample Animators have 
  "Same as the base object +1" as Challenge 
  Ratings. Object is a game term and never has a 
  challenge rating for start. So, using the MM 3.5 as 
  reference, the CRs could be: 
  Size  
   
  CR  
  Tiny  
   
  1  
  Small   
  2  
  Medium  
  3  
  Large   
  4  
  Huge   
  6  
  Gargantuan   
  8  
  Colossal  
  11 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about animators. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  15 This attacking object is actually being 
  manipulated by an undead spirit called an 
  animator. This result reveals all undead traits and 
  the incorporeal subtype.  
  20 In its true form, an animator is formless and 
  invisible. Its defining trait is its ability to possess 
  and animate mundane objects, using them to 
  terrify or attack living creatures. When it is not 
  animating an object, an animator is virtually 
  unable to affect its surroundings. Dispel evil drives 
  an animator out of an object, as does destroying 
  the object. Neither actually harms the spirit, 
  however.  
  25 Unlike animated objects created by magic, 
  animators cannot flex rigid materials, such as 
  wood or metal. However, they can animate linked 
  objects, such as chains or suits of armor. 
  Animators can also telepathically levitate the 
  objects they possess. Spells such as soul bind, trap 
  the soul, and anti-magic field can trap an animator 
  in the object it currently occupies.  
  30 Animators feed on negative emotions. They 
  often adopt a living “ward,” using their animated 
  objects and spell-like abilities such as crushing 
  
  despair, fear, and rage to ensure a constant supply 
  of the sensations it craves. Animators slowly fade 
  away is separated from its ward or denied its diet 
  of fear, jealousy, and wrath. However, an animator 
  can adopt a new ward whenever it wishes. To 
  destroy an animator, you must trap it in an object, 
  then destroy that object. 
   
  --- 
   
  "Well, Arthur. The matter is settled; no-one could 
  or did leave the room after Master Despain was 
  stabbed. Therefore, there can only be one 
  conclusion."  
  "That his murderer is still here," I said. The reader 
  can imagine my emotion at that moment--to be 
  present with the person or thing that could effect 
  so brutal a murder, all unknowing! "But, then, 
  where...?"  
  As I spoke the greatsword which had transfixed 
  Despain moved, shuddering as if attempting to 
  free itself of the corpse which burdened it.  
   
  Arthur Sedgwick, "The Man Who Wasn't There", 
  The Casebook of Alanik Ray 
   
  Ape
  Ape
  Ape
  Ape    [[[[Monster Manual 
  Monster Manual 
  Monster Manual 
  Monster Manual ----    animal
  animal
  animal
  animal]]]]    
  CR2 
  Characters with ranks in Knowledge (nature) can 
  learn more about apes. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 14: This hairy, heavyset primate is an ape. 
  This result reveals all animal traits. 
   
  DC 19: Apes are omnivorous, but primarily feed 
  on fruit and plants. However, they are powerfully 
  built and highly territorial, and can pose a danger 
  to intruders. Before an ape attacks, however, it 
  usually displays seemingly violent acts of 
  aggression, hoping to scare off the interloper. 
   
  Aquatic ooze, bloodbloater [Fiend Folio] 
  Aquatic ooze, bloodbloater [Fiend Folio] 
  Aquatic ooze, bloodbloater [Fiend Folio] 
  Aquatic ooze, bloodbloater [Fiend Folio]     
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about 
  bloodbloaters. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  11 These red-flecked, platter-sized gobs of jelly 
  are a kind of ooze called bloodbloaters. They are 
  not particularly dangerous on their own, but they 
  attack in swarms. This result reveals all ooze traits 
  and the aquatic and swarm subtypes. 
  16 Bloodbloaters are mindless predators drawn to 
  creatures swimming through the water with them. 
  When they attack, they slither over their prey, then 
  attach themselves and begin to suck out the 
  creature’s blood at a shocking rate. 
  21 Bloodbloaters have no sense of satiation. If 
  they drink more than their “fill,” they simply flush 
  excess blood into the surrounding water and 
  continue draining blood until the victim goes dry. 
  Fire is particularly damaging to bloodbloaters. 
   
  --- 
   
  “While I was in the swamp to fish my dog’s diner, 
  I saw strange disgusting jelly-like things in the 
  water when we passed in one brook. I do not 
  usually mind floating things in the water but these 
  repulsive things seemed to gather in my swamp 
  boat trail and follow my boat... Just before they 
  left my boat trail to flock around my hunting dog, 
  I think there were more then a hundred of these 
  odd floating blobs! Before I could catch his leash, 
  my dog jumped in the water to run after a large 
  meaty frog. I didn’t really see what happened to 
  the animal, because bushes prevented me to 
  witness his death, but my dog yelped in pain for a 
  moment before its last scream was drowned in the 
  water … What were these things? My dog 
  drowned and I found nothing but these floating 
  nauseating amoeba things. I left this place as quick 
  as I could.”  
   
  As told by a young noble in Souragne   
  Aquatic ooze, flotsam ooze [Fiend Folio]
  Aquatic ooze, flotsam ooze [Fiend Folio]
  Aquatic ooze, flotsam ooze [Fiend Folio]
  Aquatic ooze, flotsam ooze [Fiend Folio]        
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about floatsam 
  oozes. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
  
   
  DC Result 
  12 This sticky mass of floating debris is glued 
  together by a transparent slime called a flotsam 
  ooze. This result reveals all ooze traits and the 
  aquatic subtype. 
  17 A flotsam ooze is a mindless predator that 
  attacks prey by lashing out with a psuedopod. The 
  ooze’s attacks move with startling speed, and it 
  secretes a powerful adhesive. 
  22 Once organic material is affixed to a flotsam 
  ooze, the ooze beats it into submission, then 
  slowly digests it over the course of several days. 
  Weapons that strike the ooze may also adhere to 
  its mass. A flotsam ooze is nearly invisible in 
  water, but it can also survive in air. 
  27 Soap and lye can weaken a flotsam ooze’s 
  adhesive. The adhesive also breaks down naturally 
  within moments once the ooze dies. 
   
  The swamp hunter then told us about a strange 
  thing he saw once in the marshes when he was 
  young. Still after all these years, he seemed quite 
  shocked by this bad memory. In his childhood, he 
  said, he and his friends once found an odd floating 
  heap of debris: rocks, branches, wooden planks 
  and similar things. One of them dared prodding 
  the heap with a spear, thinking it hid rodents that 
  would be fun to frighten. To his surprise, his spear 
  was glued to the thing but worse a gelatinous 
  tentacle came from under the water surface and hit 
  him! It held him there, and more tentacles hit him 
  while he was drowned in the water, screaming!  
  Aquatic ooze, 
  Aquatic ooze, 
  Aquatic ooze, 
  Aquatic ooze, reekmurk [Fiend Folio]
  reekmurk [Fiend Folio]
  reekmurk [Fiend Folio]
  reekmurk [Fiend Folio]        
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about reekmurks. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  16 This pool of black oil is a reekmurk, an ooze 
  normally found only in the lightless ocean depths. 
  This result reveals all ooze traits and the aquatic 
  subtype. 
  21 A reekmurk is a mindless predator that takes its 
  name from its nauseating stench. A reekmurk 
  attacks by extending a long tentacle to lash at prey. 
  A reekmurk constantly secretes a powerful acid 
  that quickly digests any organic matter but is 
  particularly destructive against wood. These 
  secretions are also poisonous, causing tremors and 
  possible paralysis. 
  26 A reekmurk constantly extends thousands of 
  hairlike tendrils several paces in every direction, 
  feeling for prey. Any creature that touches these 
  tendrils is subjected to their acidic secretions. A 
  reekmurk is immune to cold. 
  31 A reekmurk is utterly fearless in its pursuit of 
  prey, but it instinctually retreats from the 
  scorching touch of sunlight. 
   
  “During year 740, large waves disturbed the cold 
  waters north of Lamordia, you might remember 
  these weird times. Well, in 740, one night, it is 
  after one of these monstrous treacherous waves 
  that our boat capsized. All of us were able to swim 
  and get on the top of the metallic hull. We thought 
  we were lucky to escape this event with our lives. 
  Then we smelled something horrible, much worse 
  than when we retrieve rotten fishes in the water 
  and their stench arrive at our nostrils, believe me. 
  Then we saw “it”, but it looked like a large cloud 
  of squid ink. We screamed when a dirty black 
  tentacle came from this cloud, and began prodding 
  the hull until it grabbed one of my sailors by the 
  leg. His flesh burned like if acid as struck him! It 
  swiftly dragged him in the water before we could 
  help him and he was swallowed by the ink cloud. 
  The tentacle came back for its horrible prodding 
  after about half an hour, but we managed to escape 
  its grasp. After a few minutes of this terror, the 
  sun’s first ray came at the horizon, and the thing 
  left. I still have no idea what this thing was… We 
  were rescued by a merchant boat a few hours 
  later.”  
  - 
  Tavern tale, by old “Captain” Haskins  
  Arak
  Arak
  Arak
  Arak, all
  , all
  , all
  , all        (Shadow Fey) 
  (Shadow Fey) 
  (Shadow Fey) 
  (Shadow Fey) [[[[DoD, 
  DoD, 
  DoD, 
  DoD, The 
  The 
  The 
  The 
  Shadow Rift, 
  Shadow Rift, 
  Shadow Rift, 
  Shadow Rift, VR's Guide to the Shadow 
  VR's Guide to the Shadow 
  VR's Guide to the Shadow 
  VR's Guide to the Shadow 
  Fey
  Fey
  Fey
  Fey]]]]    
   
  See VRGttSF – powers and abilities, changeling, 
  way to DM, fey creations, etc. 
   
  Shadow fey subtype: VRGttSF p 103 
   
  See also changelings, half-fey, fey touched 
  
  Arak, alven 
  Arak, alven 
  Arak, alven 
  Arak, alven (Carrot
  (Carrot
  (Carrot
  (Carrot    Top, Fire Flit) 
  Top, Fire Flit) 
  Top, Fire Flit) 
  Top, Fire Flit) [The 
  [The 
  [The 
  [The 
  Shadow Rift, 
  Shadow Rift, 
  Shadow Rift, 
  Shadow Rift, VR
  VR
  VR
  VR's Guide to the Shadow 
  's Guide to the Shadow 
  's Guide to the Shadow 
  's Guide to the Shadow 
  Fey
  Fey
  Fey
  Fey] ] ] ]     ----    CGood
  CGood
  CGood
  CGood    
   
  CR 3         Characters with ranks in Knowledge 
  (nature) can learn more about alven. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  13 This brightly colored sprite goes by many 
  names, including fire flits, carrot tops, and night 
  sprites. These Seelie fey are master gardeners, but 
  they are never seen by day. This result reveals all 
  fey traits. Fire flits speak Sylvan.  
   
  18 These sprites call themselves the alven. They 
  are a form of shadow fey: spirits that call the 
  Shadow Rift their home. Like all shadow fey, they 
  burn to ash in sunlight. The best way to impress 
  alven is to compliment their gardens or offer a gift 
  of seeds. An alven simply ignores most attacks, 
  but weapons forged of cold iron can pierce its 
  defenses.  
   
  23 Never offer cut flowers to an alven; it’s an 
  inexcusable offense. When alven dance through 
  the air, the mystic patterns they trace can enthrall 
  — even blind and deafen — mortal onlookers. 
  Alven never lose their way in the wilds; they ask 
  the plants themselves the way. An alven is 
  immune to electricity and slightly resistant to 
  spells.  
   
  28 Alven are minor innate drudic spellcasters. 
  They can see invisible creatures and take the form 
  of butterflies or bumblebees. Stone weapons 
  simply pass right through them. 
   
  --- 
   
  "Never you take a flower from that meadow, sir!" 
  she told me, her old eyes bright and strange. 
  "When I was but a wee thing my sister plucked but 
  one flower from it, a sweet bright daisy, and put it 
  in her hair; and that very night the fey-folk came 
  and plucked every hair from her head, and made 
  little wreathes of golden hair for the flowers, as 
  those that saw it told us, for we could never dare to 
  venture there for many a year after."  
   
  - 
  Bertram Mac Laren, Sixty Nights in 
  Tepest  
   
  Arak, brag 
  Arak, brag 
  Arak, brag 
  Arak, brag (Whitfolk) 
  (Whitfolk) 
  (Whitfolk) 
  (Whitfolk) [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  VR
  VR
  VR
  VR's Guide to the Shadow Fey
  's Guide to the Shadow Fey
  's Guide to the Shadow Fey
  's Guide to the Shadow Fey]]]]        ----    lawful 
  lawful 
  lawful 
  lawful 
  neutral
  neutral
  neutral
  neutral    
  CR 6 Characters with ranks in Knowledge (nature) 
  can learn more about brag. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC 15: This colorless, beardless dwarf is actually 
  a fey creature commonly known as whitfolk. 
  These fey are master builders and architects, but 
  they are never seen by day. This result reveals all 
  fey traits. Whitfolk speak Sylvan and a language 
  of their own, which is indistinguishable from horse 
  whinnies.  
   
  DC 20: Whitfolk call themselves the brag. They 
  have no strong affiliation to either the Seelie or 
  Unseelie, with a presence in both courts. Brag are 
  a form of shadow fey: spirits that call the Shadow 
  Rift their home. Like all shadow fey, they burn to 
  ash in sunlight. The best way to impress a brag is 
  with a demonstration of your architectural skills. A 
  brag simply ignores most attacks, but weapons 
  made of leather or forged of cold iron can pierce 
  its defenses.  
   
  DC 25: Mortals who meet a brag’s unsettling gaze 
  may fall asleep. A brag’s powerful kick can addle 
  the mind of its recipient, leaving the creature 
  under the delusion that it is a horse. A brag is 
  immune to fire and resistant to spells.  
   
  DC 30: Brag have some talent as innate sorcerers. 
  They can take the form of sturdy ponies. Wooden 
  weapons simply pass right through a brag, but they 
  find the sting of a whip especially painful. 
   
  --- 
   
  
  "Ayuh, Thaddeus is one of my best men now," the 
  old man said, "but during his 'prenticeship I 
  thought I was going to have to send him packing. 
  If he applied himself he was fine, but he had a way 
  of lettin' his mind wander and messin' up work-- 
  and then cussin' or throwin' tools around.  
   
  "Well, one day it was goin' especial bad and 
  Thaddy was in a real temper. When he hit his 
  thumb hammerin' down a hoop, he just about 
  turned the air blue with his cursin'... and then I 
  heard a high voice sayin', 'Well, perhaps if you 
  knew something about working with your hands 
  you wouldn't waste so much work waggling your 
  tongue.'  
   
  "We both turned and there was a wee fellow there-
  - one of those halflin's, we thought, but I'm not so 
  sure now-- just standin' there like he'd been there 
  for hours, lookin' at us and shakin' his head. 
  Thaddy got red in the face and said 'And what 
  makes you think you can talk so big, little man?' 
  and spat at his feet.  
   
  "The halflin' let out a loud snort like Master 
  Henry's old plowhorse and then faster than I can 
  tell ye he jumped right up and gave Thaddy a kick 
  in the chest that knocked him off the bench-- and 
  I'll be damned if Thaddy didn't suddenly let out a 
  neigh like a bloody horse and try runnin' after the 
  little guy on all fours yet! The halflin' laughed 
  and... well, he was just *gone*.  
   
  "Took me and two other 'prentices to get hold of 
  Thaddy-- took a kick in the shin for that, and Jo 
  got a nasty bite-- and we ended up havin' to hobble 
  him with ropes. Even then, Thaddy wouldn't stop 
  whinnyin' for hours.  
   
  "Ezra be praised, he was fine the next day, and 
  sometimes I wonder if the small man meant to 
  kick the sense out of Thaddy or back into him. Oh, 
  he still loses his temper now and again, but when 
  he gets in too much of a temper--" here, the old 
  man let out a chuckle-- "I just bring this out at tea 
  and he straightens right up." And he patted a worn 
  leather feedbag on the bench beside him.  
   
  Interview with cooper Giles Bennett, found among 
  the Weathermay-Foxgrove's notes for the Guide to 
  the Shadow Fey. An annotation in the handwriting 
  of Gennifer Weathermay-Foxgrove suggests that 
  this story was omitted from the final manuscript 
  for reasons unknown.  
   
  Arak, fir 
  Arak, fir 
  Arak, fir 
  Arak, fir (Tolly
  (Tolly
  (Tolly
  (Tolly----Knocks
  Knocks
  Knocks
  Knocks    or Gremlins) 
  or Gremlins) 
  or Gremlins) 
  or Gremlins) 
  [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, VR
  VR
  VR
  VR's Guide to the 
  's Guide to the 
  's Guide to the 
  's Guide to the 
  Shadow Fey
  Shadow Fey
  Shadow Fey
  Shadow Fey] ] ] ]     ----    G or E
  G or E
  G or E
  G or E    
   
  CR6  
  My blood froze in my veins as I saw the creatures 
  surrounding Ashlein's pale form. Her life blood 
  stained the long delecate fingers of the child like 
  beings and their large heads nodded in silent 
  agreement as they dug deeper into the gaping 
  wound. I could see flashes of silver and copper as 
  their fingers flew over the tattered remains of her 
  heart. After several agonising moments the 
  creatures pulled back and I could hear a faint 
  ticking of moving parts and the bitter sweet sound 
  of Ashleins moans...  
   
  Sir Pipin Powderhill, The tale of the Clockwork 
  Heart  
   
  Arak, gwytune [RL Gaz V]
  Arak, gwytune [RL Gaz V]
  Arak, gwytune [RL Gaz V]
  Arak, gwytune [RL Gaz V]    ––––    lawful neutral
  lawful neutral
  lawful neutral
  lawful neutral    
  CR6 
  "He is a kidnapper, a slaver," I told the ram-horned 
  man. "He is a murderer many times over, he killed 
  my mother before my eyes."  
   
  "I cannot take part in a religious dispute," he said, 
  shaking his head slowly. "I am totally 
  unacquainted with your respective dogmas and can 
  hardly help you resolve this sort of question."  
   
  I despaired; but then my eyes fell to the book he 
  held, as gently as if it were his own babe in arms. 
  "He has committed book-murder," I said, staring 
  the faerie in the eye. "Thousands of books he has 
  burned."  
   
  "A fiend, a devil!" the ram-man exclaimed. "He 
  must be brought to justice!"  
   
  Excerpt from the testimony of Moran Darksburg 
  regarding the death of Talon Riens Esbeck  
   
  
  Arak, muryan 
  Arak, muryan 
  Arak, muryan 
  Arak, muryan (Dancing Men) 
  (Dancing Men) 
  (Dancing Men) 
  (Dancing Men) [The 
  [The 
  [The 
  [The 
  Shadow Rift, 
  Shadow Rift, 
  Shadow Rift, 
  Shadow Rift, VR
  VR
  VR
  VR's Guide to the S
  's Guide to the S
  's Guide to the S
  's Guide to the SFFFF]]]]    ––––    
  chaotic neutral
  chaotic neutral
  chaotic neutral
  chaotic neutral    
  CR 7  
  The dancing-man glided forward, its eyes fixed on 
  my companion. "Come, bright son of Summer," it 
  commanded in its sweet voice. "We dance. Dance 
  well, and you shall tread the measures with me in 
  Endless Twilight." Harespex made no reply, but 
  drew his longsword and stepped forward. As he 
  did so, I saw that his eyes were as blank and 
  unfocused as a sleepwalker's.  
   
  Bertram Mac Laren, Sixty Nights in Tepest  
  Arak, portune
  Arak, portune
  Arak, portune
  Arak, portune    (Hodge
  (Hodge
  (Hodge
  (Hodge----Podgers)
  Podgers)
  Podgers)
  Podgers)    [The 
  [The 
  [The 
  [The 
  Shadow Rift, 
  Shadow Rift, 
  Shadow Rift, 
  Shadow Rift, VR
  VR
  VR
  VR's Guide to the Shadow 
  's Guide to the Shadow 
  's Guide to the Shadow 
  's Guide to the Shadow 
  Fey
  Fey
  Fey
  Fey] ] ] ] ––––    lawful good
  lawful good
  lawful good
  lawful good    
  CR 2 
  GWF: It must be difficult to organize so many 
  books! If one were mis-shelved you might never 
  find it again.  
  PLC: Actually, that's very rare indeed; our 
  librarians are very industrious. Here is our 
  terrarium (here we looked at the small garden 
  located at the center of the Great Library). Replete 
  with tortoise and light-lizards. We give them the 
  run of the library, when they choose to have it. 
  Mascots, you might say.  
   
  From G. Weathermay-Foxgrove's notes on her 
  visit to the Great Library of Port-a-Lucine, guided 
  by head curator Pierre Lacomte.  
   
  Arak, powrie
  Arak, powrie
  Arak, powrie
  Arak, powrie    (Redcap)
  (Redcap)
  (Redcap)
  (Redcap)    [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  VR
  VR
  VR
  VR's Guide to the Shadow Fey
  's Guide to the Shadow Fey
  's Guide to the Shadow Fey
  's Guide to the Shadow Fey] ] ] ] ––––    chaotic 
  chaotic 
  chaotic 
  chaotic 
  evil
  evil
  evil
  evil    
  CR4 
  There was a buzzing, as if the King of Flies was 
  there, and the sharp reek of blood even before we 
  entered the room. Throwing open the door, we saw 
  the thing crouched over its victim, knife in hand; a 
  creature like a starved child with wasp wings. 
  Dabbling its cap at Mistress Hartree's slit throat, it 
  clapped it on its head and gave us a hangman's 
  grin.  
   
  Bertram Mac Laren, Sixty Nights in Tepest  
   
  See also “Redcap” [Monster Manual III, 
  Pathfinder 4] 
  Arak, shee 
  Arak, shee 
  Arak, shee 
  Arak, shee (faeries) 
  (faeries) 
  (faeries) 
  (faeries) [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  VR
  VR
  VR
  VR's Guide to the Shadow Fey
  's Guide to the Shadow Fey
  's Guide to the Shadow Fey
  's Guide to the Shadow Fey] ] ] ] ----    neutral
  neutral
  neutral
  neutral    
  CR 5 
  "She dances like no tomorrow under the silver 
  moon, her feet never touching the pool. Her music 
  is the evening wind, her rhythm the gentle rippling 
  of water beneath her delicate toes. Her hair is as 
  steel, yet it trails white and fades away in 
  gossamer. She is as a swan, illuminated by her 
  own inner light. One glimpse of her true form and 
  she disappears; one touch of her fingers, and you 
  fade away."  
   
  --Gaston d'Ouevire (of Port-a-Lucine), Romance 
  of the Countryside  
   
  Arak, sith 
  Arak, sith 
  Arak, sith 
  Arak, sith (Shades) 
  (Shades) 
  (Shades) 
  (Shades) [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  VR
  VR
  VR
  VR's Guide to the Shadow Fey
  's Guide to the Shadow Fey
  's Guide to the Shadow Fey
  's Guide to the Shadow Fey] ] ] ] ––––    lawful 
  lawful 
  lawful 
  lawful 
  evil
  evil
  evil
  evil    
  CR5 
  His moon-bright hair fell over me; the wind sighed 
  as it passed through the cemetary trees, and the 
  long grass danced, but far less gracefully than he 
  and I. The touch of his fingers at my back was a 
  burning promise of ecstasy--not the insipid 
  ecstasies of Life, but the fuller and deeper 
  pleasures of Death.  
   
  Fellow-Travelers: Love and Death in Darkon, 
  second sequel to The Dead Travel Fast  
  Arak, teg 
  Arak, teg 
  Arak, teg 
  Arak, teg (Bogies) 
  (Bogies) 
  (Bogies) 
  (Bogies) [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, 
  [The Shadow Rift, VR
  VR
  VR
  VR's 
  's 's 
  's 
  Guide to the Shadow Fey
  Guide to the Shadow Fey
  Guide to the Shadow Fey
  Guide to the Shadow Fey] ] ] ] ––––    neutral evil
  neutral evil
  neutral evil
  neutral evil    
  CR3 
  Come all ye wild folk  
  Come without warning,  
  Come to wreak our mischief,  
  Gone before the morning.  
  
   
  Come while the humans sleep,  
  Take them unawares,  
  Come join the High Hunt,  
  Chase the men like hares.  
   
  Sing herry-down, derry-down  
  Sing we all together,  
  Sing for the wild wind and the stormy weather.  
   
  from the Marcusen Manuscript, trans. G. 
  Weathermay-Foxgrove  
   
   
  Errata: Teg can cast Animal cleric domain spells 
  as a 5th-level cleric. 
  The Teg’s DR should be listed as having "DR 
  15/+2 and gold" (Errata) Please note that in 
  DenDr, all arak’s DR have been reduced to 5 
  instead of 15, and teg now have "DR 5/gold" 
  (DM’s prerogative, I guess!) 
   
  Aranea [M
  Aranea [M
  Aranea [M
  Aranea [Monster Manual]
  onster Manual]
  onster Manual]
  onster Manual]        
  CR4 
  "Please, come in," my hostess said, smiling. "Step 
  into my parlor." It was a beautifully appointed 
  room, with elaborate silk hangings on the walls 
  and the chairs and sopha decorated with 
  exquisitely knotted doilies of every sort. Seeing 
  that they had caught my eye, she said, "Do you 
  like them? I made them all myself."  
   
  I hastened to assure her that I thought her work the 
  height of elegance; that Arachne herself could 
  hardly have outdone her.  
   
  In the House of Silk, from Twelve Tales of the 
  Macabre by Jean Lafolie 
  Arayashka [Denizens of Dread, Dark of 
  Arayashka [Denizens of Dread, Dark of 
  Arayashka [Denizens of Dread, Dark of 
  Arayashka [Denizens of Dread, Dark of 
  the Moon] 
  the Moon] 
  the Moon] 
  the Moon]     
  CR5  Characters with ranks in Knowledge 
  (religion) can learn more about arayashka. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  15 This icy, vaporous form is a snow wraith, also 
  known as an arayashka. This result reveals all 
  undead traits and the cold and incorporeal 
  subtypes.  
  20 Snow wraiths appear only during intense 
  blizzards like those in which they died. An 
  arayashka’s unearthly senses are unhindered by 
  snowfall, even in complete whiteout conditions.  
  25 A snow wraith can slowly drain the heat from a 
  nearby source, such as a campfire or a living 
  creature. These spirits often try to extinguish 
  warming flames or freeze victims to death while 
  remaining hidden by the blizzard’s snows a few 
  paces away.  
  30 A snow wraith’s touch is bitterly cold, causing 
  victims to grow numb and weak. Victims slain by 
  an arayashka’s touch rises as new snow wraiths 
  the next time snow falls on their grave. Victims 
  who survive a snow wraith’s touch can recover 
  more quickly than normal by resting in sweltering 
  heat, such as a sweat lodge 
   
  --- 
   
  Clever Ivan stayed in the tree, singing and 
  throwing snowballs at the wolves while he waited 
  for them to get bored and go away; but then the 
  sky grew dark, and the wind began to howl, and 
  the wolves fled into the woods, as well they might, 
  for the zilinya neshka brings worse things than 
  wolves with it when it comes.  
   
  The Story of Clever Ivan and the Arayashka, 
  traditional Vorostokov  
   
  Arcane head [The Nightmare Lands] 
  Arcane head [The Nightmare Lands] 
  Arcane head [The Nightmare Lands] 
  Arcane head [The Nightmare Lands]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about arcane heads. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  12 These flying, screeching heads are called 
  arcane heads. This result reveals all construct 
  traits.  
  17 Arcane heads attack by bashing into their foes, 
  stunning them.  
  
  22 By working together, a complete flock of 
  thirteen arcane heads can open a magical portal 
  that acts like a two-way gate spell, leading into or 
  out of dreamscapes.  
  27 Arcane heads are the creation of, and actively 
  serve, the primal witch Mullonga, a mysterious 
  member of the Nightmare Court.  
   
  --- 
   
  "It was scary, Mummy. They came and the nasty 
  woman was there. They bounced and screamed 
  and sang. Just heads, Mummy, just heads! But I 
  saw Daddy and Granpapa! Does that mean they're 
  dead, Mummy, because they're just heads in my 
  dream?  
   
  "Mummy, when is Daddy coming home?"  
   
  - A story recounted by Jane Mycroft, after her 
  daughter was found dead in her bed.  
  Ashen Husk [Sandstorm]
  Ashen Husk [Sandstorm]
  Ashen Husk [Sandstorm]
  Ashen Husk [Sandstorm]        
  Characters with ranks in Knowledge (religion) can 
  learn more about ashen husks. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This desiccated corpse is an ashen husk, the 
  undead remains of someone who died of thirst. 
  This result reveals all undead traits. 
  18 Ashen husks are shambling, mindless undead 
  that attack any living creatures they encounter 
  with their bony fists. They don’t even feel most 
  minor blows that strike them, but dismembering 
  them with slashing weapons can prove quite 
  effective. 
  23 The air around an ashen husk continuously 
  wavers with the heat of the desert wastes. Living 
  creatures that enter this aura instantly become 
  parched, and weaker creatures can become 
  dangerously dehydrated. Protecting oneself from 
  extreme heat — as if preparing for a trek across 
  the desert — can offer some protection. 
  28 Creatures slain by an ashen husk’s dehydrating 
  aura rise as new ashen husks several days later. 
   
  --- 
   
  Delirious thoughts of a sick and weak widower in 
  Sebua:  
   
  No! I plead you not to go hunting for her, Sahib! 
  Please! My wife is back for me, on this moonless 
  night! For me! The thirst for her! I could not 
  believe the shouts my neighbours made “Nahlah is 
  back”! We thought she died in the desert! But she 
  came to my house tonight! Yes, Sahib! My tears of 
  joy from seeing her dried quickly when she came 
  to embrace me. The thirst! She came from the 
  realm of Osiris for me! Oh, the thirst for her! Then 
  your priest friend chased her! The thirst! The 
  thirst!!!  
   
  We chased this skeletal creature from the village 
  with our holy symbols. Later, six persons were 
  found dried dead in and around the village. We 
  shall hunt this horror tomorrow.  
   
  Journal of Dominic, humble anchorite   
  (for the record, Nahlah is a genuine Arabic female first name, 
  meaning “a glass of water”) 
   
  Assassin bug, giant [De
  Assassin bug, giant [De
  Assassin bug, giant [De
  Assassin bug, giant [Denizens of Dread] 
  nizens of Dread] 
  nizens of Dread] 
  nizens of Dread]     
  CR2  
  N. deV. claims to have heard "clicking" directly 
  before attack and claims that the 
  digestion/exsanguination of Powellers (poor 
  fellow!) is remarkably similar to feeding of the 
  beetle A. matador on mice. Pointed out that this is 
  ridiculous--would require that "bug" be the size of 
  a horse! Some kind of vampire? Variant were-rat?  
   
  Nathaneal Dent, grimetrekker, Pont-a-Museau, 
  case notes on expedition 7/7/754  
  Assassin Vine 
  Assassin Vine 
  Assassin Vine 
  Assassin Vine [Monster Manual]
  [Monster Manual]
  [Monster Manual]
  [Monster Manual]        
  CR3 
  “Assassin vine instructions: One goat per week for 
  each patch plus fertilizer. Weed regularly. Harvest 
  berries at eight to ten weeks. The largest 
  (“Vyniknot”) gets a goblin, kobold, other, in place 
  of goat. Variant vines in underground garden 
  receive silver-laced fertilizer. Use oil of quessence 
  when near vines.”  
  —Gardeners’ log-book at Veneficus 
  
  Astral construct [Expanded Psionics 
  Astral construct [Expanded Psionics 
  Astral construct [Expanded Psionics 
  Astral construct [Expanded Psionics 
  Handbook]
  Handbook]
  Handbook]
  Handbook]        
  Characters with ranks in Knowledge (psionics) can 
  learn more about astral constructs. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  10 This shimmering, quicksilver creature is 
  actually an astral contruct, composed of animate 
  ectoplasm. This result reveals all construct traits. 
  15 Astral constructs obey the psionic who conjure 
  them via their metacreative powers. Their 
  ectoplasmic bodies are resistant to damage, but 
  magic weapons are particularly effective. 
  20 More powerful psionicists can create larger and 
  more powerful astral constructs. Astral constructs 
  may have a wide range of powers, which their 
  psionic creators select while manifesting the 
  construct. More powerful astral constructs possess 
  a wider variety of more powerful abilities. 
   
  --- 
   
  "Master Ulathar did not even turn to face us, but as 
  we approached, we found a monstrosity in our 
  midst. A titan shaped of a hard, glistening, milky-
  white substance, it was as though the very Mists 
  had crystallized into an ogre out of legend. Even 
  before it had fully manifested, it lashed out at us 
  with its long, many-jointed claws. Without even 
  trying, I could sense the aura of hatred and 
  egomania, so like to Master Ulathar's, that 
  surrounded our adversary's new minion. It was 
  congealed madness, pride and malice given 
  shape."  
  --from the journals of Matthew Swiftsinger of 
  Skald  
   
  Avanc [T
  Avanc [T
  Avanc [T
  Avanc [The Shadow Rift; Ravenloft 
  he Shadow Rift; Ravenloft 
  he Shadow Rift; Ravenloft 
  he Shadow Rift; Ravenloft 
  Gazetteer V]
  Gazetteer V]
  Gazetteer V]
  Gazetteer V]    
  CR6 
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (local) can learn more about the avanc. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  16 This huge, reptilian monster is the avanc. Long 
  ago, he was an evil man, and was transformed into 
  a ravenous beast. This result reveals all magical 
  beast traits and the aquatic subtype.  
  21 The avanc can crush small boats with its 
  powerful bite and tail slap. It usually attacks by 
  clamping its jaws around a victim, then drags the 
  poor soul underwater to drown. It can crawl onto 
  shore for a time, but it’s truly at home in the water.  
  26 While swimming in deep water, the avanc can 
  thrash around, creating a vortex that can suck 
  swimmers and small boats to the bottom of Lake 
  Kronov.  
  31 The avanc can communicate with the fish of 
  Lake Kronov.  
   
  --- 
   
  Shading my eyes, I stared down into the water 
  while Harespex readied the harpoon and line. 
  Suddenly, something moved beneath us--a 
  shadowed form passing beneath us perpendicular 
  to our course. It moved deliberately but by no 
  means slowly, and for three long heart's beats I 
  waited for its form to pass entirely. By my rough 
  estimate the creature was thirty feet in length.  
   
  Turning to Harespex, his preparations now 
  complete, I signaled to him to stow the harpoon. 
  At a loss to convey what I had just seen, I finally 
  said only, "We're going to need a bigger boat."  
   
  Bertram Mac Laren, Sixty Nights in Tepest  
   
   
   
  B 
  Baboon [Monster Manual 
  Baboon [Monster Manual 
  Baboon [Monster Manual 
  Baboon [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR ½ Characters with ranks in Knowledge 
  (nature) can learn more about baboons. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  
  DC 11: This large monkey is a baboon, known for 
  its doglike snout and aggressive demeanor. This 
  result reveals all animal traits. 
   
  DC 16: Baboons are gifted climbers, but they 
  spend most of their time scavenging on the 
  ground. When threatened, baboons gather in 
  groups before overwhelming their foes. 
  Backward man [Denizens of Dread] 
  Backward man [Denizens of Dread] 
  Backward man [Denizens of Dread] 
  Backward man [Denizens of Dread]     
  CR4 
  The good folk of Mordent have stories of any 
  number of bizarre bogies, the most amusingly 
  miscellaneous being the "backward-man"--an old 
  man going on all fours, stomach-up (hence the 
  name) and full of tentacles, if I understood the 
  description correctly. I hardly know whether to 
  congratulate them on their imagination or take 
  them to task for crediting a creature so obviously 
  impossible in its physiology.  
   
  (Two days later)  
  I owe the Mordentish an apology in the matter of 
  the backward-man. I was obliged to kill one in the 
  front room this morning.  
   
  From the wastebooks used to compile the 
  Doomsday Gazetteer  
   
  Badger [Monster Manual 
  Badger [Monster Manual 
  Badger [Monster Manual 
  Badger [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Cr ½ Characters with ranks in Knowledge (nature) 
  can learn more about badgers. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 11: This wedge-shaped, striped mammal is a 
  badger, a creature known for its foul temper.. This 
  result reveals all animal traits. 
   
  DC 16: Badgers primarily hunt smaller mammals, 
  such as mice, squirrels, and voles. Injured badgers 
  often fly into mad rages. A raging badger is 
  particularly dangerous and never backs down from 
  a fight. 
  Bajang [Oriental A
  Bajang [Oriental A
  Bajang [Oriental A
  Bajang [Oriental Adventures] 
  dventures] 
  dventures] 
  dventures]     
  Characters with ranks in Knowledge (nature) can 
  learn more about bajangs. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 This stunted, feral-looking humanoid is a 
  bajang, a malevolent nature spirit associated with 
  tropical jungles that have been courrupted by evil. 
  This result reveals all fey traits. Bajangs speak 
  Sylvan and Common. 
   
  20 Bajangs are vicious and cruel, and prefer to 
  attack helpless victims — such as sleeping 
  creatures. Their sharp talons secrete a venom that 
  leaves its victim too weak to fight back. 
   
  25 A bajang can assume the form of a small 
  wildcat. Bajangs can always be identified by their 
  bright orange eyes, regardless of their form. A 
  bajang can also utilize bane, divination, ghost 
  sound, gust of wind, steam breath, and transfix as 
  spell-like abilities. 
   
  30 Like a dryad, a bajang is mystically linked to a 
  specific tree in the corrupted forest it calls home. 
  A bajang dies immediately if its tree is destroyed. 
   
  --- 
   
  Dear Ezra, we even have to be wary with cats in 
  this place! In the strange forests of Rokushima 
  Taiyoo, we were followed by a strange cat, with 
  orange eyes. We first thought it was a peculiar 
  creature of this island. We were wrong.  
   
  Later, when Maria was alone hunting for diner, the 
  cat followed her and then led her to a deer trail, 
  which Maria followed. But this “cat” wasn’t a 
  helpful spirit. When Maria was far in the forest, 
  near some kind of ruins, she said, it transformed 
  into some kind of ape-like goblin that viciously 
  attacked her with its claws. The creature 
  eventually fled before Maria’s sword, but her 
  strength took many days before coming back. 
   
  - 
  Martin’s letter to the Mordent Ezra church  
   
  
  Bakhna Rakhna [DoD] see Goblin, d
  Bakhna Rakhna [DoD] see Goblin, d
  Bakhna Rakhna [DoD] see Goblin, d
  Bakhna Rakhna [DoD] see Goblin, dread
  read
  read
  read    
  Bane wraith [Heroes of Horror] 
  Bane wraith [Heroes of Horror] 
  Bane wraith [Heroes of Horror] 
  Bane wraith [Heroes of Horror]     
  “He’s now got all of them. My closest friends are 
  now dead. Tonight, while we were trying to flee 
  on the road to Karg, this spectre got my wife and 
  my son. I was powerless to save them. My sword 
  passed through it. Why is this thing haunting me? 
  Leaving me alive after killing my loved ones? 
  Why wasn’t I killed with them? Whatever he 
  thinks, I wasn’t responsible for his death and the 
  gruesome massacre of his family, in this cursed 
  hamlet near Necropolis. The leaders sent us to 
  destroy this family of traitors. I told him! Why not 
  go after the leaders? They ordered this, not me! I 
  was just following the orders. I wasn’t the one 
  who had the idea to ravage his family. I told him I 
  regret but still he killed them all. 
   
  The last thing I will do is I will not give him the 
  pleasure to kill me.” 
   
  - 
  Notes found on a man hanging from a 
  tree, possibly a suicide  
  Banedead [Monsters of Faerun] 
  Banedead [Monsters of Faerun] 
  Banedead [Monsters of Faerun] 
  Banedead [Monsters of Faerun]     
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (religion) can learn more about 
  banedead. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  Knowledge (religion) 
  DC Result 
  13 This withered humanoid is a banedead, an 
  undead minion created from the fanatical 
  worshipper of an evil deity. This result reveals all 
  undead traits. 
  18 A banedead attacks with its sharp claws and 
  bite. Unlike simple zombies, these creatures retain 
  much of their intellect and are capable of utilizing 
  complex tactics. 
  23 A banedead’s flesh is preternaturally tough, but 
  silver weapons can pierce its defenses. A 
  banedead’s claws sap the agility and coordination 
  of the living creatures they strike. 
  28 Banedead are usually found in the service of 
  powerful evil clerics. They go out of their way to 
  attack paladins and clerics who serve the forces of 
  good. 
   
  Knowledge (arcana) 
  DC Result 
  18 This result reveals the specific ritual required to 
  create banedead (see text). 
   
  --- 
   
  We had to retreat from the evil shrine after the first 
  assault inside the mountain temple went horribly 
  wrong. We got the information that all the priests 
  of this awful cult were gone, and we trust they 
  were taken care of by the 4th battalion. We 
  expected undead minions, but what the cultist left 
  behind to guard the temple was atrociously 
  dangerous. The cunning creatures left us enter the 
  temple and then while we were deep inside, they 
  sneakily attacked us with great speed. They were 
  everywhere! The undying hate in their face! Their 
  hideous large claw got six of our men before we 
  were finally able to retreat. I request a large supply 
  of gun powder to blow the entrance and seal this 
  horrible place forever. 
   
  - 
  Paul Klotz, engineer, 3rd Falkovnian 
  battalion; Message to his superior  
  Baneguard [Monsters of Faerun] 
  Baneguard [Monsters of Faerun] 
  Baneguard [Monsters of Faerun] 
  Baneguard [Monsters of Faerun]     
  Characters with ranks in Knowledge (religion) can 
  learn more about banedead. Characters who 
  recognize a baneguard’s nature can make a 
  Knowledge (arcana) check to learn more. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (religion) 
  DC Result 
  14 This skeletal warrior is a moderately powerful 
  undead minion called a baneguard. This result 
  reveals all undead traits. 
  19 Because it lacks internal organs or soft tissues, 
  a baneguard is immune to cold. Most glancing 
  weapon blows simply clatter off its skeletal body, 
  but smashing its bones with bludgeoning weapons 
  can prove quite effective. 
  
  24 A baneguard can use magic missile every few 
  moments and blink once every ten minutes as 
  spell-like abilities. 
  29 More powerful baneguards, called direguards, 
  appear to be clad in shadowy, semitransparent 
  armor, and their eye sockets burn with unholy 
  flame. These direguards are slightly harder to 
  damage, and they can see invisibile foes. 
   
  Knowledge (arcana) 
  DC Result 
  16 A cleric of at least 14th level can create 
  baneguards with the create undead spell. 
  21 To create direguards, the cleric must be at least 
  16th level. 
   
  --- 
   
  "Beware, you who would violate the sanctity of 
  this resting place of the Lawgiver's chosen. The 
  faithful servants of the Unbending Lord shall 
  return from the Iron Paradise to assail you, and 
  they shall use their weapons of iron and eldritch 
  power to condemn you to the Hell of Slaves" 
   
  - 
  Inscription on a Hazlani aerkebiskop's 
  sepulchre. 
   
  Banflur clann [Gaz. 1, Forlo
  Banflur clann [Gaz. 1, Forlo
  Banflur clann [Gaz. 1, Forlo
  Banflur clann [Gaz. 1, Forlorn] 
  rn] 
  rn] 
  rn]     
  Suggested by Chris Nichols 
  Banshee [Monster Manual II] 
  Banshee [Monster Manual II] 
  Banshee [Monster Manual II] 
  Banshee [Monster Manual II]     
  JWM: The most infamous banshees in Ravenloft 
  are those in the retinue of Lord Soth, darklord of 
  Sithicus. During Soth’s reign, if one of these dozen 
  banshees was destroyed, then within the span of 
  eight nights another elfmaid’s spirit would rise to 
  join the chorus of doubt and deceit. Even after his 
  downfall in 753 BC, these tormentors continue to 
  haunt the shattered ruins of Nedragaard Keep. 
   
  --- 
   
  (Underlined text is Ravenloft-specific. Though, 
  come to think of it, it could also apply to 
  Dragonlance by swapping Nedralund for Sithicus.) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about banshees. In Sithicus, a 
  Knowledge (local) check reveals the same 
  information, but in this case the DC increases by 
  5. A character who recognizes a banshee’s nature 
  can make a bardic knowledge check to learn more. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (religion) 
  DC 27: This ghostly, mournful woman is a 
  banshee, also known as a wailing spirit. This result 
  reveals all undead traits and the incorporeal 
  subtype. Banshees speak the languages they knew 
  in life. 
   
  DC 32: Banshees are exceptionally powerful 
  spirits, driven by their hatred for all life. The mere 
  sight of a banshee can leave even experienced 
  warriors feeling weak and feeble. A banshee’s 
  mournful wailing can strike nearby creatures dead. 
  Fortunately, a banshee’s wail holds this power 
  only at night, and even then only for a few uses. 
   
  DC 37: Three times a day, a banshee can pinpoint 
  the presence of living creatures up to half a mile 
  away. A banshee’s touch leaves living creatures 
  feeling listless and dull. 
   
  DC 42: The presence of a banshee usually stunts 
  plant life within half a mile. This sometimes hints 
  at the location of the gravelike lair to which a 
  banshee typically retreats by day. 
   
  Bardic Knowledge 
  DC 32: A banshee’s deadly wail is a sonic effect 
  that can be countered with bardic music. 
   
  --- 
   
  We finally arrived to the old and dusty throne 
  room of Nedragaard Keep. Answering Jezebel’s 
  calling, the phantoms appeared to us, eerily 
  floating above ground in their supernatural elven 
  beauty.  
   
  “We are the thirteen voices of guilt”, said the one 
  called Gisella. “The voices of forgotten pain”, said 
  the banshee named Lareeda. “The voices that 
  remembers your sins”, sneered Marantha.  
   
  
  Then they said in unison “The slithering green-
  eyes shadow is restless! Integrity torments her! 
  The blackened knight left his throne, but still 
  painful guilt is found here! The guilt! The painful 
  guilt!” 
   
   - From the journals of Jameld of Hroth.  
  Bansh
  Bansh
  Bansh
  Banshrae
  rae
  rae
  rae    [Monster Manual 
  [Monster Manual 
  [Monster Manual 
  [Monster Manual 5555] ] ] ]     
  CR 8 Fey with blowgun and some bardic powers. 
  Serve as messengers for evil feys 
  Baobhan sith 
  Baobhan sith 
  Baobhan sith 
  Baobhan sith (Black Sprite) 
  (Black Sprite) 
  (Black Sprite) 
  (Black Sprite) [D
  [D
  [D
  [Denizens of 
  enizens of 
  enizens of 
  enizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread] ----    CE
  CE
  CE
  CE    
  CR3 
  "The hand is the fist, the fist is the knife, but 
  neither hand nor fist nor knife kills, human-thing. 
  It is our hate that does that. And that is why we 
  laugh; because you do not understand us. It is our 
  hate that kills, and now we will kill you." Then the 
  air was filled with laughter, and, horribly, I found 
  myself laughing, too; because for that one moment 
  (may I never have another such!) I understood 
  what the voice had meant.  
   
  Bertram Mac Laren, Sixty Nights in Tepest 
  Barghest [
  Barghest [
  Barghest [
  Barghest [Monster Manual] 
  Monster Manual] 
  Monster Manual] 
  Monster Manual]     
  Cr 4 
   
  "Did silver work?  
  "No."  
  "Cold iron?"  
  "No."  
  "Gold?"  
  "No."  
  "Platinum?"  
  "We don't have any."  
  "Wood? Stone?"  
  "No."  
   
  The door shuddered again, and a long vertical 
  crack appeared in it as the wolf-thing flung itself 
  at the door again.  
   
  "Do we have something else?"  
  "Well...no."  
   
  From the journal of Matthew Swiftsinger of Skald 
  Barracuda [Stormwrack 
  Barracuda [Stormwrack 
  Barracuda [Stormwrack 
  Barracuda [Stormwrack ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about barracudas. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 12: This sleek, elongated fish is a barracuda, 
  an ambush predator known for its speed. This 
  result reveals all animal traits and the aquatic 
  subtype. 
   
  DC 17: Barracudas lie in wait for prey to come 
  into view, then rush forward in a burst of speed to 
  snap up the fish in their fanged jaws. Barracudas 
  have been known to stalk unfamiliar creatures 
  (such as humanoid swimmers) across their 
  territorial reefs, but they generally do not attack 
  unless provoked. 
   
  Basilisk [Monster Manual] 
  Basilisk [Monster Manual] 
  Basilisk [Monster Manual] 
  Basilisk [Monster Manual]     
  CR 5 
  We could now hear the beast, its scales scraping 
  against the ground--could even hear the heavy, 
  dull exhalation of each fetid breath. I imagined--or 
  perhaps it was not imagination, at all--that I could 
  smell that breath, still rank with Mikkel's blood. 
  Harkon shouted, and I could see the flare of the 
  daylight spell even through the cloth over my 
  eyes; I lifted the great silvered mirror, knowing 
  that if our surmise was incorrect I would literally 
  be fighting blind.  
   
  From the journals of Matthew Swiftsinger of 
  Skald 
   
  This monster is presented by JWM in the netbook: 
  http://www.fraternityofshadows.com/Library/New
  RavenloftMonsters_JWM.zip  
  Bastellus
  Bastellus
  Bastellus
  Bastellus    (Dream Stalker)
  (Dream Stalker)
  (Dream Stalker)
  (Dream Stalker)    [Denizens of 
  [Denizens of 
  [Denizens of 
  [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR 6  
  I noted with very great interest an increase in the 
  number and severity of nightmares experienced by 
  the patients in block C in the last six weeks. I 
  therefore spent last night in that hallway with two 
  orderlies, to see if some external condition might 
  
  be influencing this group. You can imagine my 
  surprise as I observed that the patient in room 117, 
  at the north end of the hall, was first to awake, 
  screaming; no sooner had I collected his 
  impressions than the patient in 118 awoke in a 
  similar condition. Each and every patient from 117 
  to 132 (at the south end of C block) experienced a 
  nightmare in sequence during the course of the 
  night. Further investigation into the phenomenon 
  is demanded.  
   
  Case notebook for October 754, Dr. Heinrich 
  Dominiani 
   
  Bat [Monster Manual 
  Bat [Monster Manual 
  Bat [Monster Manual 
  Bat [Monster Manual ----    animal]  
  animal]  
  animal]  
  animal]      
  Cr 1/10 Characters with ranks in Knowledge 
  (nature) or Knowledge (arcana) can learn more 
  about bats. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This leathery-winged rodent is 
  immediately identifiable as a common bat. This 
  result reveals all animal traits. 
   
  DC 15: Common bats are nocturnal insectivores. 
  They use echolocation to sense their surroundings 
  with great precision. A bat can cannot hear must 
  rely on its vision, which is extremely poor. 
   
  KNOWLEDGE (ARCANA) 
  DC 10: Some mages adopt bats for use as 
  familiars. Such mages tend to have particularly 
  sharp hearing. 
  Bat, bonebat [Monsters of Faerun] 
  Bat, bonebat [Monsters of Faerun] 
  Bat, bonebat [Monsters of Faerun] 
  Bat, bonebat [Monsters of Faerun]     
  Characters with ranks in Knowledge (religion) can 
  learn more about bonebats. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This flying skeleton, composed of little more 
  than bone and scraps of papery leather, is a 
  bonebat. This result reveals all undead traits. 
  17 A bonebat has no internal organs or soft tissues, 
  so many minor weapon strikes simply skitter off 
  its skeleton. However, smashing a bonebat with 
  bludgeoning weapons is often effective. 
  22 A bonebat’s bite paralyzes living creatures for 
  several minutes. Only elves are immune to this 
  effect. 
  27 A bonebat can see extremely well in the dark, 
  and can even sense the presence of invisible foes 
  within twenty paces. 
   
  --- 
   
  (…) Also, do not send your messages anymore via 
  this large skeleton bat. I understand you want to 
  show off your minor arcane skills to me, but this 
  unordinary messenger sent everybody in town 
  running for cover. Our law officers had many 
  request from the masses about this creature. As 
  reliable as it seems to be, it is really out of place in 
  here: you are not in Thay anymore. I sometimes 
  wonder how you are thinking. 
   
   - Postscript by Hazlik to an anonymous wizard in 
  Nova Vaasa.  
  Bat, carrion bat [Denizens of Dread] 
  Bat, carrion bat [Denizens of Dread] 
  Bat, carrion bat [Denizens of Dread] 
  Bat, carrion bat [Denizens of Dread]     
  CR 1 
  JWM: Shriek (Ex): As a standard action, a carrion 
  bat can loose a piercing blast, affecting any 
  creatures in a 10-foot cone. A victim caught in the 
  cone must make a successful DC 12 Fortitude save 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. This is a sonic attack.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about carrion bats. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  11 This large, screeching creature is a carrion bat. 
  This ravenous predator feeds on vermin, but kills 
  larger creatures to attract its actual prey. This 
  result reveals all magical beast traits.  
  16 Carrion bats use a powerful shriek to 
  momentarily stun larger creatures.  
  21 A carrion bat uses echolocation to perceive its 
  surroundings. If deafened, the bat must rely on its 
  weak vision instead.  
   
  
  --- 
   
  My beloved hawk lay dead at my feet. She had 
  been sent plummeting from the evening sky of 
  Barovia by neither wound nor illness but rather the 
  accursed shriek of a hideous bat of extraordinary 
  size which had the gall to smirk down at us from 
  an overhanging branch. Slowly I drew forth my 
  throwing dagger but the foul creature sensed the 
  danger and spit forth its hideous cry. I froze in 
  place and it swooped down at my exposed neck. In 
  the instant that it would have sliced me open, I 
  twisted away and my sword connected solidly, 
  knocking it to the ground. Not a heart-beat was 
  lost in silencing it forever.  
   
  Gustov Petroff, hawksman and horse smuggler 
  wanted for desertion from the Falkovnian army.  
   
  Bat, skeletal bat [Denizens of Dread] 
  Bat, skeletal bat [Denizens of Dread] 
  Bat, skeletal bat [Denizens of Dread] 
  Bat, skeletal bat [Denizens of Dread]     
  CR 1/3 
   
  Bat, sentinel bat [RL MC I]
  Bat, sentinel bat [RL MC I]
  Bat, sentinel bat [RL MC I]
  Bat, sentinel bat [RL MC I]    
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (Ravenloft) can learn more about 
  sentinel bats. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs.  
   
  DC Result  
  11 This sinister bat is a sentinel bat. This result 
  reveals all magical beast traits.  
  16 Sentinel bats are sometimes drawn to 
  powerfully evil figures, whom they serve much as 
  familiars serve an arcane spellcaster. They arrive 
  of their own accord, and cannot be purposefully 
  summoned.  
  21 Like a familiar, a sentinel bat grows more 
  powerful alongside its master. A sentinel bat often 
  develops a subtle physical mark reflecting its 
  master’s true nature.  
  26 A sentinel bat’s master can magically scry 
  through the bat’s senses, observing everything that 
  the bat perceives.  
   
  --- 
   
  A few nights ago, Kazandra found a new pet--no, 
  not the handsome but foolish young men she 
  usually favors, but a bat. I was about to say 
  'common bat', but this thing seems decidedly 
  uncommon. I can't exert any influence over it, and 
  I've found it watching me with a strange look of 
  intelligence in its eyes. One of those eyes has a 
  greenish tint to it . . . almost like Kazandra's 
  damaged one.  
  Most of all, last night, I saw a drunken nobleman 
  accost Tavelia on a balcony while she was hosting 
  one of her little soirees at the Cosmopolis Club. 
  The bat swooped down from out of the night sky 
  and fastened on the back of his neck.  
  He was dead within a minute.  
   
  --Personal files of Tavelia, 753 BC  
   
  Bean nidhe [Gaz. 1, Forlorn] 
  Bean nidhe [Gaz. 1, Forlorn] 
  Bean nidhe [Gaz. 1, Forlorn] 
  Bean nidhe [Gaz. 1, Forlorn]     
  Suggested by Chris Nichols 
  Bear [Mo
  Bear [Mo
  Bear [Mo
  Bear [Monster Manual 
  nster Manual 
  nster Manual 
  nster Manual ----    animal]  
  animal]  
  animal]  
  animal]      
  Brown CR2, black CR 4 
  Characters with ranks in Knowledge (nature) can 
  learn more about bears. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 12: This stocky, furry mammal is a bear, a 
  clever but unpredictable omnivore. This result 
  reveals all animal traits. 
   
  DC 17: Bears are often drawn to humanoid camp 
  sites to steal food that has not been properly 
  secured. Many different varieties of bear exist. 
  Black bears tend to be smaller, but can climb trees. 
   
  DC 22: Some bears can reach a weight of nearly a 
  ton. They are too large to climb trees, but have 
  little fear of humanoids and tend to grapple prey 
  while tearing them apart. In temperate regions, 
  brown bears are the most common of these large 
  breeds. Polar bears fill this niche in arctic regions. 
   
  
  Beetle, giant [Monster Manual, vermin] 
  Beetle, giant [Monster Manual, vermin] 
  Beetle, giant [Monster Manual, vermin] 
  Beetle, giant [Monster Manual, vermin]     
  CR2 BOMBARDIER BEETLE; CR 1/3 FIRE 
  BEETLE; CR4 GIANT STAG BEETLE 
  JWM: note that Sithican rangers ride giant stag 
  beetles. 
   
  GIANT BOMBARDIER BEETLE LORE 
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about giant 
  bombardier beetles. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 12: This monstrous insect is a giant variant of 
  the common bombardier beetle. This result reveals 
  all vermin traits. 
   
  DC 17: Giant bombardier beetles primarily feed 
  on carrion and offal. They attack only to defend 
  themselves or their nests. Due to its bulk, it cannot 
  fly or skitter up walls. 
   
  DC 22: A giant bombardier beetle that feels 
  threatened can spit a cone of acid at nearby foes. 
   
  GIANT FIRE BEETLE LORE 
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about giant fire 
  beetles. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  DC 11: This oversized insect is a giant fire beetle. 
  These scavengers have two luminescent glands 
  just above their eyes which emit a red glow like 
  burning embers, illuminating an area about six 
  paces across. This result reveals all vermin traits. 
   
  DC 16: A fire beetle has a particularly nasty bites. 
  Due to its bulk, it cannot fly or skitter up walls. 
  Harvested glands retain their luminescence for 
  several days, and are highly prized by miners and 
  others who work underground. 
   
  GIANT STAG BEETLE LORE 
  (Underlined text is Ravenloft-specific.) 
   
  Characters with bardic knowledge or ranks in 
  Knowledge (dungeoneering) or Knowledge 
  (nature) can learn more about giant stag beetles. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (dungeoneering) or Knowledge 
  (nature) 
  DC 14: This hulking insect is a giant stag beetle, 
  which takes its name from its antlerlike, chitinous 
  horns. This result reveals all vermin traits. 
   
  DC 19: Giant stag beetles are herbivores with 
  ravenous appetites. Left unchecked, they can 
  devour entire fields of crops. They attack only if 
  they feel threatened. Due to their bulk, they cannot 
  fly or skitter up walls. 
   
  DC 24: A giant stag beetle is a lumbering creature 
  that often simply tramples right over threats 
  smaller than itself. 
   
  Bardic Knowledge 
  DC 14: The elves of Sithicus have somehow 
  learned how to train giant stag beetles, which their 
  wilderness rangers ride as mounts. 
   
  --- 
   
  Jameld had often told me that his people made it 
  their practice to domesticate the great stag beetles, 
  larger than a horse, which make their home in the 
  forests of Sithicus. Despite my high opinion of his 
  honesty I was never really able to believe that such 
  a thing was possible; the intelligence of a beetle of 
  the ordinary sort is so limited that training one 
  seemed to me to be the epitome of an exercise in 
  futility. On my recent visit, however, Jameld 
  showed me his own mount--by his lights, a true 
  beauty, 
  which 
  he 
  calls 
  "Eothacha" 
  ("Dawnchaser"). Having seen him put it through 
  its paces, I am forced to concede that one can, in 
  fact, train a giant stag beetle to serve as a mount.  
  I am, of course, left with the far more pressing 
  question of why anyone would want to do such a 
  thing.  
   
  Rudolph van Richten, private correspondence with 
  Laurie Weathermay-Foxgrove 
  
  Beetle, scarab [Denizens of Dread]
  Beetle, scarab [Denizens of Dread]
  Beetle, scarab [Denizens of Dread]
  Beetle, scarab [Denizens of Dread]    
  Grave CR1/2, Giant CR2, Monstrous CR4 
   
  Beholder
  Beholder
  Beholder
  Beholderkin, Eye of the Deep 
  kin, Eye of the Deep 
  kin, Eye of the Deep 
  kin, Eye of the Deep [[[[Lords of 
  Lords of 
  Lords of 
  Lords of 
  Madness
  Madness
  Madness
  Madness]]]]    
  Proposed by C Nichols for the NS Gaz; CR 8 
   
  Belker [Monster Manual] 
  Belker [Monster Manual] 
  Belker [Monster Manual] 
  Belker [Monster Manual]     
  CR6 
  The sole survivor was in sad shape when Sister 
  Helene allowed me to see him. She took the 
  opportunity to change his bandages as I questioned 
  him, and I caught a glimpse of the wounds. They 
  were like none I'd seen in my career. There were 
  only exit wounds; no point of entry was visible, 
  yet the edges were ragged, like those of an animal 
  attack, not the mark of a weapon. The damage to 
  his chest and throat was severe, but he was 
  cooperative, croaking out brief answers to my 
  queries as best he could. But that all changed when 
  I took the liberty of lighting my pipe. The victim 
  became wild and deranged, stiffening in fear as 
  though in a fit, staring madly at the pipe smoke. 
  The sisters tried to calm him, but ultimately, I was 
  asked to leave, and I complied.  
   
  Report filed by Lamplighter Colin Dunwitty on 
  the incident at Hallworth manor. 
  Bhut [Fiend Folio] 
  Bhut [Fiend Folio] 
  Bhut [Fiend Folio] 
  Bhut [Fiend Folio]     
  Characters with ranks in Knowledge (religion) can 
  learn more about bhuts. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 19: This horrifying spirit is a bhut, the undead 
  remains of someone who died a sudden, violent 
  death in remote lands. This result reveals all 
  undead traits and the incorporeal subtype. 
   
  DC 24: Bhuts tend to avoid direct combat, 
  preferring to act against the living with subtlety 
  and subterfuge. When revealed, a bhut attacks 
  with a deadly, incporeal bite. A bhut’s appearance 
  is so frightful it can literally leave opponents weak 
  at the knees. 
   
  DC 29: Bhuts can possess humanoid corpses, 
  operating it like a puppet. The resulting corpse is 
  somewhat like an intelligent, unusually 
  coordinated zombie. While possessed by a bhut, 
  the corpse’s bite delivers a mind-numbing poison 
  that can even induce a coma or death. Victims who 
  succumb to a bhut’s poison rise as new bhuts 
  when the sun next sets. 
   
  DC 34: While in its natural state, a bhut cannot 
  abide contact with earth or stone; any such 
  contact—including with weapons made of these 
  materials—burn the bhut’s incorporeal flesh. A 
  bhut protected from this vulnerability while 
  possessing a corpse. 
   
  --- 
   
  One, two, three and four  
  He is entering the corpse  
  five, six, seven, eight,  
  he is exiting the grave  
  nine, ten, eleven, twelve  
  he is gazing from the road  
  run as faster as you can  
  he is out to... get... you!  
   
  From a Rajian children's count (translated in 
  Mordentish by Giorgio Satagi of Lechberg, 
  Borcan explorer, now fakir) 
   
  Bison [Monster Manual 
  Bison [Monster Manual 
  Bison [Monster Manual 
  Bison [Monster Manual ----    animal]  
  animal]  
  animal]  
  animal]      
  CR 2  Characters with ranks in Knowledge 
  (nature) can learn more about bison. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC 12: This massively built, horned ungulate is a 
  bison, a creature distantly related to domesticated 
  cattle. This result reveals all animal traits. 
   
  DC 17: Bison are herbivores, but they can be 
  aggressive during mating season and when 
  defending their young. Bison are easily spooked, 
  
  and a stampeding herd will heedlessly trample 
  over anything in its path. 
  Blackskate [Stormwrack] 
  Blackskate [Stormwrack] 
  Blackskate [Stormwrack] 
  Blackskate [Stormwrack]     
  Characters with ranks in Knowledge (religion) can 
  learn more about blackskates. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 14: This mismatched clump of bones and 
  detritus in the vague shape of a manta ray is a 
  blackskate, an undead creature formed in the 
  deepest, darkest trenches of the ocean floor. This 
  result reveals all undead traits and the aquatic 
  subtype. 
   
  DC 19: Blackskates are drawn to attack warm, 
  living creatures. They usually attack by swimming 
  past opponents, jabbing them with the poisonous 
  stinger in its tail as it goes. Blackskate venom 
  causes the poisoned flesh to die and rot away. A 
  blackskate’s bony body deflects glancing blows, 
  but hacking it apart with slashing weapons can 
  prove effective, if difficult underwater. 
   
  DC 24: Blackskates do not feed on the creatures 
  they kill, but once a day the taste of blood in the 
  water can send a blackskate into a berserk, 
  thrashing rage. A blackskate can inerringly track 
  any creature whose blood it has tasted, so long as 
  the subject remains in the same body of water. 
  Blackskates will often track fleeing prey for 
  hundreds of miles if they must 
   
  --- 
   
  Dr. Fulviani: Can you hear me, Gregor?  
  Gregor Cossal: Yes.  
  Dr. Fulviani: Now, I want you to remember what 
  you saw down there.  
  Gregor Cossal: The priest... He cast the spell to 
  allow us to find the city... So we could breath 
  under water...  
  Dr. Fulviani: What city?  
  Gregor Cossal: That of the deep ones.  
  Dr. Fulviani: Go on.  
  Gregor Cossal: The only light we had was 
  provided by Christina... The water was black... 
  The floor was littered with bones of fish... Some as 
  big as an ox... I could see, in the ink we were 
  swimming in, something that LOOKED like a 
  city... Then the bones raised.  
  Dr. Fulviani: What do you mean?  
  Gregor Cossal: The bones... They moved and 
  formed a great creature... Like the ray I used to 
  fish in Martira Bay, with my father. Only bigger. 
  Then... It moved with grace toward Christina... It 
  bit her hand. The one with the light. Then It was 
  all dark...  
  Dr. Fulviani: ... Let's move another topic, Gregor.  
   
  Excerpt from an interview in Mikki Sanitarium, 
  Chateaufaux. 
  Blackwing
  Blackwing
  Blackwing
  Blackwing    [[[[MM5
  MM5
  MM5
  MM5]]]]    
  CR 8 large skeletal undead bird 
  Blaspheme [Libris Mortis] 
  Blaspheme [Libris Mortis] 
  Blaspheme [Libris Mortis] 
  Blaspheme [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about blasphemes. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 19: This looming guardian, stitched together 
  from numerous corpses, is a blaspheme, created by 
  madmen in a bygone age. This result reveals all 
  undead traits. 
   
  DC 24: A blaspheme resonates with unholy power. 
  Living creatures bitten by a blaspheme are 
  weakened and momentarily dazed by the contact. 
  The best way to deal with a blaspheme is to hack it 
  to pieces with slashing weapons. 
   
  DC 29: Blasphemes are surprisingly lithe and 
  agile. They’re even capable of changing direction 
  when charging a foe. Blasphemes are immune to 
  cold. 
   
  --- 
   
  The thing suddenly appeared from a door in the 
  lich’s ruined lair, grinning wildly and babbling 
  insanely. At first we thought it was a mad 
  construct, but its supernatural undead nature was 
  found later by our researches. It rushed at me, 
  hissing and showing off its mean looking black 
  teeth. I figured I was lost, since the shoulder-belt 
  
  of my crossbow was entangled with that of my 
  backpack and I could not prepare myself for this 
  blasphemous horror. When it ran toward me I saw 
  its immense hate in its eyes, and its hunger too... 
  But suddenly it erratically changed its course to 
  attack Viktor, our anchorite. By chance, Viktor 
  was ready to receive the charge with his spear. 
  This gave us time to hack at the thing until all its 
  parts hideously fell apart… 
   
   - Van Richten’s journal  
   
  Bleakborn (Moil zombie) [Libris Mortis] 
  Bleakborn (Moil zombie) [Libris Mortis] 
  Bleakborn (Moil zombie) [Libris Mortis] 
  Bleakborn (Moil zombie) [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about bleakborns. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 18: This frozen corpse is a bleakborn, a 
  shambling horror that feeds on the warmth of the 
  living. This result reveals all undead traits. 
   
  DC 23: When a bleakborn detects living prey, it 
  lurches forward to beat the creature to death with 
  fists that burn with otherworldly cold. The mere 
  presence of a bleakborn drains the heat from living 
  creatures within 10 paces, though creatures 
  immune to cold are unaffected. A bleakborn is 
  resistant to turning. 
   
  DC 28: Some obscure texts refer to bleakborns as 
  Moil zombies, named for the legendary city in 
  which they were first created. A bleakborn uses 
  the heat it drains from the living to close its 
  wounds. Even a Moil zombie that appears to have 
  been destroyed can reanimate when the living 
  draw near. Any humanoid slain by a bleakborn 
  rises as a zombie after a few moments. Bleakborn 
  speak both a local language and Moilian. 
   
  DC 33: Fire heals a bleakborn rather than dealing 
  damage. Despite appearances, Moil zombies are 
  not immune to other sources of cold. On rare 
  occasion, bleakborn’s victim rises as a new 
  bleakborn rather than as a mere zombie, but only 
  the gods can say when or why this occurs. 
   
  --- 
   
  It was the damnedest thing. High on Death's 
  Glacier we were about to receive civilised 
  company. A toboggan rider, dusted in ice particles 
  glistening with the light of the full moon, bore 
  down rapidly upon our position. The threat of 
  arrows and arrows themselves did not slow the 
  chap. An instant after we marked him as being a 
  parody of life, we were hammered by a wave of 
  cold that fell a third of us. Too late I ordered the 
  men to scatter for within seconds the dead out 
  numbered the living and were rising to fill out the 
  ranks of our foe. I would not be here had the thing 
  been just that little bit cleverer and put its sled 
  beyond use.  
   
  - 
  Gustov Petroff, hawksman and horse 
  smuggler, wanted for desertion from the 
  Falkovnian army, remembering his 
  mission to the Sleeping Beast Mountains  
   
  PS: The official description of when bleakborn 
  spawn vs. zombie spawn are created seems 
  confused if not flat out contradictory. Also its 
  healing when reduced to/below zero seems less 
  than clear (comment by Cure) 
   
  Blightspawned [Unapproachable East] 
  Blightspawned [Unapproachable East] 
  Blightspawned [Unapproachable East] 
  Blightspawned [Unapproachable East]     
  Chris Nichols: CR +1. Blightspawned are 
  perversions of nature, tainted by poison and evil 
  druidic magic. Fueled by rot and hate, 
  blightspawned creatures seek to corrupt and ruin 
  all things natural and wholesome. The rot that 
  blightspawn carry changes their type to plant, and 
  is communicable by any natural attack. This blight 
  touch does both Cha and Con damage. Creatures 
  reduced to 0 Cha due to the blight become 
  blightspawn; creatures reduced to 0 Con simply 
  die. Blightspawn eventually succomb to the rot 
  they carry within and die, only to immediated rise 
  again as juju zombies.  
   
  In Ravenloft, the corrupted treants of the Black 
  Circle create blightspawn to combat both the 
  druids of Forlorn and the goblyn forces of Tristen 
  ApBlanc. The Black Circle sometimes passes the 
  secret of creating blightspawn to hags and evil 
  druids in order to further corrupt the natural world 
  to their liking.  
  
   
  --- 
   
  "We were trying to reach the castle, Tristenoira, 
  because we'd been told there was some sort of 
  unclaimed treasure in it. Naturally, we had to 
  make it through that damned forest. No problem, 
  right? It's just a bunch of trees, right?"  
   
  "Wrong. We hadn't been in the woods more than 
  five minutes when the trees started rustling, 
  branches and leaves swaying, making a sound like 
  silibant laughter. Then a voice like thunder shouts 
  something, and out of the undergrowth come... all 
  kinds of critters - badgers, stoats, squirrels, a 
  couple of deer, others. But every last one is sick or 
  something, with patches of black and green rot on 
  'em, and eyes burning green as witchfire."  
   
  "Have you ever seen a man torn to pieces by a 
  dozen animals that ought to be harmless? I did. 
  Three of my friends. And lost my leg as well."  
   
  - Interview with Batrau Ghuirov, resident of 
  Immol  
   
  Bloodhawk [LotB
  Bloodhawk [LotB
  Bloodhawk [LotB
  Bloodhawk [LotB    p56
  p56
  p56
  p56]]]]    
  Falkovnia mainly; CR ½ 
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about blood 
  hawks. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  10 This fiece raptor is a blood hawk. It is a vicious 
  predator that often attacks humans even when it is 
  already well fed. This result reveals all magical 
  beast traits. 
  15 A blood hawk’s beak is so sharp that wounds 
  from its bite bleed freely until the bloodflow is 
  staunched. This blood loss is often deadlier than 
  the bite that caused it. 
  20 Particularly well trained blood hawks are so 
  fierce that they fight to the death, even to the point 
  when other creatures would pass out from their 
  wounds. 
   
  --- 
   
  Mme Maisonbleu: "[...] and why was your brother 
  impaled?"  
  Anonymous:"He killed an hawk"  
  Mme Maisonbleu:"An hawk? He died so horribly 
  for this?"  
  Anonymous:"It was one of the ferocious hawk the 
  butcher Drakov raise in his Hala-damned castle. It 
  gave my brother a lot of a fight."  
  Mme Maisonbleu:"What do you mean 'fight'?"  
  Anonymous:"It was attacking our rabbits. My 
  brother hit it with the pitchfork. It was screaming, 
  impaled on the spikes, but it was still moving. It 
  kept biting at my brother for a full minute... By 
  Hala, it kept biting even as my brother snapped its 
  neck!"  
   
  From the article Interview with a Falkovnian 
  disertor by M.me Christine Maisonbleu, published 
  on the Minute of Port-au-Lucine. 
  Blood amniote [Libris Mortis] 
  Blood amniote [Libris Mortis] 
  Blood amniote [Libris Mortis] 
  Blood amniote [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about blood amniotes. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 19: This heaving wave of congealing blood is 
  a blood amniote, an undead horror composed of 
  the blood and fluids of its past victims. This result 
  reveals all undead traits. 
   
  DC 24: These mindless killers form flowing 
  pseudopods to deliver crushing blows to their 
  victims. Although blood amniotes are not oozes, 
  their amorphous form grants them many of the 
  same traits. They cannot be flanked. A blood 
  amniote’s oozing mass simply absorbs most 
  weapon blows. 
   
  DC 29: Whenever a blood amniote strikes a living 
  creature, a portion of the victim’s blood forces its 
  way out through the creature’s pores and streams 
  into the amniote, strengthening it. A blood 
  amniote’s wounds heal quickly so long as the 
  creature remains animate. 
   
  
  DC 34: Whenever a blood amniote absorbs 
  enough blood and life energy, it splits in two, 
  forming a second blood amniote. 
   
  --- 
   
  It was maddening enough that our captain had 
  orders to behead our dead where they fell. But it 
  was far too much when the spilt blood that pooled 
  at our feet reared up in a hulking congealed mass 
  that bore the shifting and twisted faces of our 
  dispatched comrades.  
   
  -Gustov Petroff, hawksman and horse smuggler, 
  wanted for desertion from the Falkovnian army, 
  recalling the Dead Man’s Campaign of 722 
   
   
  Blooded One [Unapproachable East] 
  Blooded One [Unapproachable East] 
  Blooded One [Unapproachable East] 
  Blooded One [Unapproachable East]     
  Chris Nichols: CR +1. Blooded ones are created 
  through a ritual devised by the Red Wizards of 
  Thay - a ritual that Hazlik brought with him to the 
  Demiplane of Dread. By immersing a young 
  humanoid in a pool of alchemically prepared 
  blood, Hazlik can transform the subject into a 
  powerful warrior. Blooded ones gain +2 natural 
  armor, +2 Str, +4 Con, and the feat Combat 
  Reflexes. One per day, a blooded one may issue a 
  mighty war cry that give it and all nearby blooded 
  ones a +1 morale bonus to attack and damage 
  rolls. The process of creating a blooded one only 
  works on creatures that have not reached maturity; 
  the alchemical blood is a deadly poison to any 
  adult being.  
   
  --- 
   
  Lord Hazlik showed us the blooding ritual today. 
  He cut the throats of to Rashemani wretches who 
  had been suspended upside-down above the 
  ceremonial baptismal font. After the font was 
  filled, Lord Hazlik spent several hours adding the 
  necessary alchemical components and arcane 
  preparations (full details in lecture notebook D). 
  When he finished, Eleni ushered a little caliban 
  child, perhaps two or three years of age, into the 
  room. She and Lord Hazlik did something that 
  paralyzed the child and submerged it in the pool of 
  blood and placed a stone lid over the font.  
   
  Tomorrow, they will bring the caliban child out of 
  the blood, and we shall see the results. Of course, 
  we have already the results. Who in the Red 
  Academy has not see the blood calibans that guard 
  the academy grounds, with their skin stained red 
  with blood and the blood-hunger in their eyes?  
   
  - Journal of Taklar Uent, student at the Red 
  Academy  
  Bloodmote cloud [Libris Mortis] 
  Bloodmote cloud [Libris Mortis] 
  Bloodmote cloud [Libris Mortis] 
  Bloodmote cloud [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about bloodmote clouds. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 16: This buzzing menace is a swarm of undead 
  mosquitos, known in tales as a bloodmote cloud. 
  Bloodmote clouds can be distinguished from 
  normal mosquitos by their unnervingly deep drone 
  and the sickening stench of fresh blood. This result 
  reveals all undead traits and the swarm subtype. 
   
  DC 21: These vampiric insects feed on the blood 
  of living creatures. Unlike living vermin, their 
  thirst is never sated, and the cloud is fully capable 
  of draining a large creature dry. 
   
  --- 
   
  It was a sound strategy. We had satisfied ourselves 
  that the peasants' tale was true. Our confidence 
  grew as the mosquitos, which made the bog a 
  living Hell, sped past us with complete 
  indifference. Then it came, that buzzing, swirling 
  black cloud of living death, which bore the rank 
  odour of the very blood it craved. The trifling spell 
  would not withhold it from its feast.  
   
  -Gustov Petroff, hawksman and horse smuggler, 
  wanted for desertion from the Falkovnian army, 
  explaining his longstanding aversion to flying 
  insects 
  Bloodroot [Denizens of Dread, plant] 
  Bloodroot [Denizens of Dread, plant] 
  Bloodroot [Denizens of Dread, plant] 
  Bloodroot [Denizens of Dread, plant]     
  CR3 Characters with ranks in Knowledge (nature) 
  can learn more about bloodroots. When a character 
  makes a successful skill check, the following lore 
  
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  13 These writhing, crimson-tinted tendrils are a 
  bloodroot. This result reveals all plant traits.  
  18 Bloodroots feed by poisoning their prey. This 
  toxin causes euphoria, followed by death. The 
  bloodroot then drains the blood from the victim’s 
  corpse.  
  23 A bloodroot uses scent and vibration to sense 
  its surroundings. It is unaffected by sight- or 
  sound-based effects. Its sap can be distilled into 
  bloodroot poison (for effects, see the DMG).  
   
  --- 
   
  We were, as we thought, prepared for every 
  eventuality, being well equipped against every 
  creature of the night, silver, holy water and so 
  forth at the ready; but there was a creature of the 
  daylight with which we had not reckoned, and as 
  we passed beneath it into the mouldering tomb 
  below, it assaulted us with its thousand dagger-like 
  roots. One does not normally number courage 
  among the vegetative virtues, and yet it seems to 
  me that the bloodroot (for so they call it in this 
  place) was a right puissant and even an ill-
  tempered foe.  
   
   - Reginald St. Jacques, Remarks upon an 
  Expedition in Souragne  
  Bloodrose [Denizens of Dread, plant] 
  Bloodrose [Denizens of Dread, plant] 
  Bloodrose [Denizens of Dread, plant] 
  Bloodrose [Denizens of Dread, plant]     
  CR ½ Characters with ranks in Knowledge 
  (nature) can learn more about bloodroses. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  11 These beautiful white roses are actually a 
  dangerous species known as bloodroses. This 
  result reveals all plant traits.  
  16 Bloodroses lash out at living prey with their 
  thorny vines, soaking up the spilled blood with 
  their extensive root system.  
  21 Bloodroses are sensitive to vibrations, but 
  cannot see, smell, or hear.To destroy a bloodrose, 
  you must wipe out the entire patch, or they’ll grow 
  back.  
  26 Contact with salt inflicts severe pain to a 
  bloodrose bush. A bloodrose that touches 
  something coated in salt will not touch it again. 
  Dousing a bloodrose with salt water may even kill 
  it.  
   
  --- 
   
  Some of the roses had an exquisite crimson 
  veining in their bone-white blooms; pointing them 
  out to my patroness, I asked if it had been very 
  difficult to breed so exotic a type. Glancing out the 
  window of the carriage, she smiled slightly and 
  replied, in her enigmatical way, "It is not so very 
  difficult. It is a matter of feeding, not breeding, my 
  dear."  
   
  Nostalia Romaine, Memoirs 
  Bloodrot [Heroes of Horror] 
  Bloodrot [Heroes of Horror] 
  Bloodrot [Heroes of Horror] 
  Bloodrot [Heroes of Horror]     
  Characters with ranks in Knowledge (religion) can 
  learn more about bloodrots. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  20 This heaving pool of blood and congealing 
  fluids is a bloodrot, believed to be the undead 
  remains of an ooze. This result reveals all undead 
  traits. 
   
  25 In fact, bloodroots are not undead oozes. These 
  undead fluids are all that remain of a creature that 
  was completely dissolved in acid. Although 
  bloodrots are not oozes, they act much like one, 
  forming pseudopods to flail at foes. If a bloodroot 
  strikes a foe, it attempts to wrap itself around the 
  creature and crush it to death. Its amorphous body 
  simply absorbs glancing weapon blows. 
   
  30 The touch of a bloodrot spreads a disease-like 
  curse called blood fever. Like mummy rot, this 
  lethal disease impairs magical healing and cannot 
  be cured until the curse is broken with break 
  enchantment or remove curse. A creature that 
  succumbs to blood fever dissolves into a pool of 
  blood and fluid, which the bloodroot feeds upon. 
  
  Striking a bloodroot with a slashing or piercing 
  weapon causes its to split into two smaller 
  bloodroot, but otherwise causes the creature no 
  harm. 
   
  35 A bloodroot can supernaturally sense the 
  distance and direction to any creature infected 
  with blood fever, and uses this ability to track any 
  prey that escape its clutches. If a bloodroot senses 
  that it is in danger of being destroyed, it can 
  attempt to force itself into the bloodstream of any 
  creature infected with bloodroot, disappearing into 
  its body and nauseating the victim. Remove curse 
  or heal can expel the bloodrot. 
   
  --- 
   
  When we returned to the Angel of Decay 
  summoning place, three days after, the smell of rot 
  was overwhelming. Jezebel and Erik’s corpse 
  were found horribly liquefied into pools of reddish 
  liquid matter. But while we were busy searching 
  the place for the necromantic book used by 
  Jezebel, as our superiors requested, the pools 
  coalesced into a wave-like thing that attacked us! 
  We were able to flee this horrible place in the 
  forest, but Kev found strange ooze-like liquids on 
  his doorstep this morning? Advice needed. 
   
  - 
  Jorane Amos, Letter to her superiors  
  Boar [Monster Manual 
  Boar [Monster Manual 
  Boar [Monster Manual 
  Boar [Monster Manual ----    animal] 
  animal] 
  animal] 
  animal]     
  CR 2  Characters with ranks in Knowledge 
  (nature) can learn more about boars. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC 11: This bristly, tusked pig is a wild boar, a 
  creature closely related to domesticated swine. 
  This result reveals all animal traits. 
   
  DC 16: Although boars are not carnivores—
  mainly feeding on plants and burrowing insects—
  they are extremely bad tempered and prone to 
  charging anything that threatens them. Boars can 
  be so ferocious that they continue fighting to their 
  final breath. 
  BBBBog hound [Howls in the Night] 
  og hound [Howls in the Night] 
  og hound [Howls in the Night] 
  og hound [Howls in the Night]     
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (Ravenloft) can learn more about bog 
  hounds. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  12 This eerie, eyeless hound is a bog hound, a 
  supernatural creature composed of reeds and 
  muck. This result reveals all construct traits.  
  17 The spirit animating a bog hound is 
  immediately dispersed by contact with sunlight.  
  22 Bog hounds exist to perpetuate terrible curses, 
  ensuring that no one ever lifts the curse.  
  27 Bog hounds serve a terrible master, a huge 
  mastiff called the Moor Hound.  
   
  --- 
   
  Moor Hound Lore : Characters with ranks in 
  Knowledge (arcana) or Knowledge (Ravenloft) 
  can learn more about the Moor Hound. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  16 This monstrous mastiff is a supernatural terror 
  called the Moor Hound. This result reveals all 
  magical beast traits.  
  21 The Moor Hound exists to guard terrible 
  curses, and is the master of a pack of lesser spirits 
  called bog hounds. This result reveals the Mists 
  subtype. Legends also speak of the Great Moor 
  Hound, which is the size of a cottage.  
  26 The Moor Hound can quickly recover from 
  most attacks, but magic weapons can pierce its 
  defenses and exposure to daylight renders it 
  vulnerable to damage until the sun sets.  
  31 Lifting the curse guarded by the Moor Hound 
  robs the creature of most of its power, 
  permanently dispelling its ability to regenerate 
  damage.  
  --- 
   
  We were traveling the road from Mordent to 
  Dementlieu when we heard these terrible howling. 
  Me and Peter are experimented soldiers, but these 
  “wolves” really gave us the creeps, believe me! 
  
  And we realized with dread there were no trees to 
  climb to if these howling creatures attacked. 
  Thankfully, we walked with a quicker pace and we 
  have the strange feeling they “let us pass”. For you 
  see, these were not natural creatures: when I saw 
  their large mastiff shape in the shadows, calmly 
  watching us, their eyes reflected no light …  
   
  - 
  An often heard tale in Chateaunoir  
  Bog imp [Heroes of Horror] 
  Bog imp [Heroes of Horror] 
  Bog imp [Heroes of Horror] 
  Bog imp [Heroes of Horror]     
  Characters with ranks in Knowledge (nature) can 
  learn more about bog imps. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 This scaly, toadlike creature is a bog imp. 
  Despite the name, it is a fey spirit native to 
  swamps, not a fiend. This result reveals all fey 
  traits and the aquatic subtype. Bog imps speak 
  Sylvan and Common. Some of them can also 
  speak a little Elven. 
   
  20 Bog imps torment anyone who passes through 
  their territory. Bog imps lack combat prowess, but 
  a scratch from one of their claws can sicken a 
  mortal for several minutes. With just a glance, a 
  bog imp can will any foe within 20 paces who is 
  standing on a soft surface (such as mud) to be 
  sucked down into the mire. A bog imp can exist 
  comfortably in or out of the water. A bog imp 
  ignores glancing blows, but weapons forged of 
  cold iron can pierce its defenses. Bog imps have a 
  strange connection to elves, but it is little 
  understood. 
   
  25 Any mundane liquids that come near a bog imp 
  immediately stagnate. A bog imp can swim well, 
  and it can also burrow through wet earth or 
  viscous fluids with remarkable speed. A bog imp 
  is immune to acid, paralysis, poison, and sleep. If 
  an elf is drowned by a bog imp, the elf’s spirit 
  merges with the surrounding swamp. Rather than 
  going to its intended afterlife, the spirit eventually 
  reforms as a new bog imp. 
   
  30 A bog imp’s strong will is resistant to mind-
  affecting spells and effects. Each clutch of bog 
  imps has its own code of behavior, which is must 
  follow. For example, a clutch of bog imps may 
  allow travelers to pass unaccosted if they can 
  name the imp’s clan name. The code of law is 
  different for each clutch, however. A bog imp that 
  violates its own code is greatly weakened. 
   
  --- 
   
  In the Southern parts of Sithicus, the elves believe 
  that when they die by drowning, their spirit 
  sometimes comes back as little, mischievous 
  gremlin-like green creature. Their spirit is then 
  transformed to insatiable cruelty and evil 
  playfulness. These green gremlins are also said to 
  love to watch people drown. 
    -- From a bard’s folklore notes  
  Bogeyman [D
  Bogeyman [D
  Bogeyman [D
  Bogeyman [DT&DL
  T&DL
  T&DL
  T&DL] ] ] ]     
  JWM: I think it would be appropriate if the 
  Bogeyman blurbs were accredited as snippets 
  from the Hans & Jakob Gleam tales named for 
  them.  
   
  "If you don't leave on the lights tonight, you're in 
  for a big surprise,  
  If you should put out the lights tonight, you'll fear 
  to believe your eyes,  
  For every scare that ever there was  
  Will leap and creep and seek you, because  
  Tonight's the night the boogeymen play their worst 
  tricks"  
  -- Taunting children's rhyme... 
  Bogeyman, Alligato
  Bogeyman, Alligato
  Bogeyman, Alligato
  Bogeyman, Alligator Lenny [DT&DL] 
  r Lenny [DT&DL] 
  r Lenny [DT&DL] 
  r Lenny [DT&DL]     
  CR7 
  There was a humming, and a buzzing, and the 
  sound of something big breathing behind them, 
  and Katerina saw the red eyes of the Alligator 
  Man burning as he looked up at them from the 
  storm sewer. "Walk a little faster, Papa," she said, 
  clutching her daisies tighter. "There's a bad man 
  down there." And she pointed to where the red 
  eyes gleamed.  
   
  "Little Katerina," her father said, smiling. "There's 
  no bad man. That's just the lantern light on the 
  puddles." Katerina did not reply; she had already 
  concluded that her father was not going to be of 
  much help to her in this matter.  
  
   
  This version of the story, Richemulot 733, offers 
  more circumstantial detail than most--names and 
  realistic detail, more consciously literary. Not 
  clear whether this makes it more or less likely to 
  be an original account. File with "Alligator 
  Lenny" stories.  
   
  Hans Gleam, private notes 
  --- 
   
  Why not just use the rhyme from CotN: Vampires 
  for Alligator Lenny? I think it works well.  
   
  Whispered sounds behind you,  
  Gurgle underfoot,  
  No one ever to find you,  
  No one dares to look,  
  Alligator Lenny  
  Gags you with his stink,  
  Plucks your every penny,  
  Drowns you in the drink  
   
  -Children's Jump rope rhyme 
   
  Bogeyman, the Bad Thing [DT&DL] 
  Bogeyman, the Bad Thing [DT&DL] 
  Bogeyman, the Bad Thing [DT&DL] 
  Bogeyman, the Bad Thing [DT&DL]     
  CR3 
  "Adon continued to dig his spade into the earth 
  with each stroke, while his mind played over the 
  events of the previous night. How did it happen? 
  How could it happen? His Lorenz was such a 
  gentle child. But lately he had been struck by a 
  mood, a temper which darkened his features. And 
  the bags under his eyes. The boy wasn't sleeping 
  well. But why did he do it? And why lie about it? 
  He loved that dog; he ought to; they were both 
  young together, and were inseparable since their 
  first meeting. What made him go for the hatchet 
  last night? And why did he keep insisting that it 
  wasn't him, that it was the Bad Thing?" 
   
  Bogeyman, Monsieur Croquemitaine 
  Bogeyman, Monsieur Croquemitaine 
  Bogeyman, Monsieur Croquemitaine 
  Bogeyman, Monsieur Croquemitaine 
  [DT&DL] 
  [DT&DL] 
  [DT&DL] 
  [DT&DL]     
  CR5  
  Hear a knock  
  Rattle the lock  
  Midnight strikes on the big old clock.  
   
  Hide from sight  
  In the night  
  Close the window and shine the light.  
   
  Heart will beat  
  Oh so sweet  
  Just the hearts that he likes to eat.  
   
  Nothing fat  
  Thin and flat  
  Squeezes in like a scuttling rat  
   
  Treasure fair  
  Lucky pair  
  Little twins in the darkness there.  
   
  Out again  
  Very plain  
  Grown-ups nod at a simple swain  
   
  They depart  
  Vanished heart  
  Off to tea in a rattling cart.  
   
  - Rhyme found chalked on a wall in Port-a-Lucine 
   
   
  Bogeyman, Madame Croquemitaine 
  Bogeyman, Madame Croquemitaine 
  Bogeyman, Madame Croquemitaine 
  Bogeyman, Madame Croquemitaine 
  [DT&DL] 
  [DT&DL] 
  [DT&DL] 
  [DT&DL]     
  CR5 
  Chemical composition:  
  59% glucose  
  23% fructose  
  15% starch.  
  Plus binding agents, associated colouring (bright 
  pink)  
   
  Investigation of samples of paper taken from the 
  paper wrapping the item reveal traces of the same.  
   
  Control substance, a humbug purchased nearby, 
  reveals identical composition.  
   
  Several other such sweet papers, recovered from 
  other children interacting with the obese woman, 
  produce similar results, within an error margin of 
  5%.  
   
  
  It's a sweet.  
   
  Just a sweet.  
   
  ....  
   
  So why did it kill my daughter?  
   
  - Final lab notes of Dr Wilhelm Strauss 
  Bogeyman, Mister Fox [DT&DL] 
  Bogeyman, Mister Fox [DT&DL] 
  Bogeyman, Mister Fox [DT&DL] 
  Bogeyman, Mister Fox [DT&DL]     
  CR4 
  … horribly wicked and immoral. The children 
  who disappeared had friends of the same age, who 
  know part of the terrible story. These children are 
  at first too afraid to speak after what happened to 
  their friends. But after some time, kindness and 
  patience, I learned about other badly corrupt 
  magical toys given by Mister Fox to innocent 
  children, including a small mechanical Jack-in-
  the-box that starts playing by itself after midnight. 
  If the children look at it, it stops. But when he was 
  sleeping after hours of terror, or a sleepless night 
  or two, what got out of the box at the end of the 
  song? And where is the kid now?  
   
  Another known toy is a small silver coloured pan 
  wooden pipe. It was given by Mister Fox to a little 
  girl, who disappeared from her room a few days 
  after. Her brother is dreadfully afraid of the pipe. I 
  understand he played with it once since his sister 
  vanished, and that a certain chord made him hear 
  his sister crying and pleading “to get out of the 
  dark forest” instead of the innocent pipe music. 
   
  On a torn piece of paper found behind Jacob 
  Gleam’s book case, University of Dementieu.  
   
  *** 
  "Marie saw him first standing by the stream, his 
  bushy tail sticking out of his long coat. I don't 
  know why but she ran away from me and tugged 
  at his coat. "Mister mister,"she squealed in her 
  bright little voice, "You're a kitty!" The creature 
  turned with a grin, his smile far too wide for his 
  small face. "What a bright little girl you are my 
  dear but I must correct you as I am a fox. But you 
  are still a bright little girl so you may be able to 
  help me find a hare. "I've got red hair but my curls 
  get all tangled up..." "So you do my little darling 
  and I may be able to help you with that as well."  
   
  The creature turned and winked at me as I stood 
  transfixed. He reached deep into the midnight 
  black bag he had at his side and produced a comb 
  of pure white ivory and handed it Marie as she 
  squealed with glee. "Well my lovely little one I 
  have miles to go before I reach my home at the 
  end of the white road and the hour is late." he said 
  tipping his hat and within moments he was long 
  out of sight.  
   
  Shaking off the odd feeling the creature put on me 
  I took Marie home where she would comb her hair 
  every night. Within a week we saw the first signs 
  as her hair began to thin. A month later she was 
  bauld, with in two the wasting disease had taken 
  her from us. All while she would sit in front of the 
  mirror with tears in her eyes combing hair that was 
  no longer there.  
   
  Tomorrow I take off to find the white road and 
  when I get there I will skin that fox alive..."  
   
  As told by Jon Basset Demount in a final letter to 
  his cousin 
   
  Bogeyman, the Scissorman [DT&DL] 
  Bogeyman, the Scissorman [DT&DL] 
  Bogeyman, the Scissorman [DT&DL] 
  Bogeyman, the Scissorman [DT&DL]     
  CR 8 
  “Dear journal, 
   
  Yesterday was Daniel’s turn! I heard my parents 
  say they found Daniel in his bed, and he wasn’t 
  alive. They didn’t want to discuss this in front of 
  me but I heard them saying it was full of blood. 
  Like for Maurice and Jeanne. I’m scarred. My 
  stupid parents do not hear what I try to tell them. I 
  know who did this, we all knew. I’m afraid and do 
  not want to go outside. Now I’m the last. I’m too 
  afraid to sleep, since I also heard these scissors 
  noise yesterday night at my window. Tonight, my 
  parents said they will let me sleep in the room 
  besides theirs, and they will let the door opened. If 
  he arrives, they will hear and protect me. 
   
  Scissorman case #3 (Chateaufaux, year 755): 
  excerpts from the last victim’s personal journal.” 
   
  
  From Hans Gleam’s notes.  
   
  Bone rat swarm [Libris Mortis] 
  Bone rat swarm [Libris Mortis] 
  Bone rat swarm [Libris Mortis] 
  Bone rat swarm [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about bone rat swarms. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  14 This clattering horde of skeletal rodents is a 
  swarm of bone rats. This result reveals all undead 
  traits and the swarm subtype. 
  19 Although the swarm skitters across the ground 
  as one, it is composed of hundreds of fleshless 
  rats. Targeting individual rats can prove vexing, 
  but crushing the swarm with bludgeoning weapons 
  can prove effective. 
  24 Bone rat swarms attack by crawling over and 
  around living creatures, subjecting victims to 
  hundreds of tiny bites. Because they lack soft 
  tissues, the bone rats are immune to cold. 
  --- 
  I have it! Finally, something to use against le 
  Grand Dame! I know about her predilection for the 
  vermin of the city, so I've devised a way to use 
  them against her. Scores of dead rats, polished to 
  the bone and given unholy life through my power!  
  I'll send them against her, yes I will! Then she will 
  learn not to scorn my affection!  
   
  -Last, bloodstained entry in the Journal of Medraut 
  of Pont-a-Museau 
  Bone Creature [Book of Vile Darkness] 
  Bone Creature [Book of Vile Darkness] 
  Bone Creature [Book of Vile Darkness] 
  Bone Creature [Book of Vile Darkness]     
  Chris Nichols: Template, CR remains the same. 
  Bone creatures are essentially intelligent skeletons, 
  retaining their skills, feats, and abilities from life. 
  They can be created via create undead.  
   
  Although bone creatures can be created through 
  spells, in Ravenloft they often result from 
  powerful curses. They may also arise 
  spontaneously, when beings of extraordinary will 
  refuse to die even once flesh crumbles into dust. 
  This may occur when a person focuses obcessively 
  on a task or duty for years on end, not ever 
  noticing their moment of death. 
   
  --- 
   
  "In the distance, do you see that light? That is the 
  highest window of Scribe's Tower. A light has 
  burned in that window since my father showed it 
  to me as a boy, and since his father showed it to 
  him as a boy, and since grandfather's father 
  showed it to grandfather as a boy. By that light, 
  there is a scribe who has been writing something 
  since who knows when. The scribe has been 
  writing for a very, very long time. He writes and 
  the years pass and flesh becomes dust. But the 
  bones keep writing."  
   
  - Taldemor Galadric of Kislova to his son  
   
  Bone tree (Dragon mag compendium)
  Bone tree (Dragon mag compendium)
  Bone tree (Dragon mag compendium)
  Bone tree (Dragon mag compendium)    
  Suggest by JP 
  Huge poisonous carnivorous plant 
   
  Boneclaw [Monster Manual III] 
  Boneclaw [Monster Manual III] 
  Boneclaw [Monster Manual III] 
  Boneclaw [Monster Manual III]     
  Characters with ranks in Knowledge (religion) can 
  learn more about boneclaws. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (religion) 
  DC 15: The spindly, unnaturally long fingers and 
  talons on this towering corpse mark it as a 
  boneclaw, a dangerous undead minion. This result 
  reveals all undead traits. 
   
  DC 20: A boneclaw can extend its already lengthy 
  razor-sharp talons to spear foes more than six 
  paces away. Glancing blows skitter off a 
  boneclaw’s skeletal body, but smahing a boneclaw 
  with bludgeoning weapons can prove effective. 
   
  DC 25: A boneclaw is resistant to turning and 
  immune to cold. 
   
  Knowledge (arcana) 
  DC 16: This result reveals the details of the rite for 
  creating boneclaws (see Dragon Magazine #336). 
  --- 
  Christina Masall: We were... Far. Our friend, 
  Marcel, made the floor collapse behind us, and the 
  
  bridge over the abyss, in that horrible, horrible 
  crypt [the patient screams and sobs]...  
  It was then... We were looking away from that 
  monsters [sobs] and then... I felt Marcel's hot 
  blood on my face. He was dead, and he didn't even 
  had the time to realize it! [cries]  
   
  Dr. Fulviani: How did he die?  
   
  Christina Masall: The claws... The claws... They 
  reached over the chasm, directly into Marcel's 
  heart!  
   
  From an interview with a patient of the Mikki 
  Sanitarium, made by Dr. Dario Fulviani 
   
  See also Dragon #336 
  Bonedrinker [Monster Manual III] 
  Bonedrinker [Monster Manual III] 
  Bonedrinker [Monster Manual III] 
  Bonedrinker [Monster Manual III]     
  Characters with ranks in Knowledge (religion) can 
  learn more about bonedrinker. A character who 
  recognizes a bonedrinker’s nature can make a 
  Knowledge (arcana) check to learn more. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (religion) 
  DC Result 
  16 This repulsive, ghoulish creature is a 
  bonedrinker, an undead horror ritually created 
  from a goblinoid’s corpse. This result reveals all 
  undead traits. 
   
  21 Bonedrinkers are feral predators. They pounce 
  on their foes, then grapple them with the two 
  slender tentacles that emerge from their sore-
  ridden flesh. A bonedrinker is mildly resistant to 
  cold, fire, and sonic attacks. 
   
  26 The saliva in a bonedrinker’s bite contains 
  toxins that dissolve bones in still-living creatures, 
  resulting in a painful death. Bonedrinkers prefer to 
  stalk lone victims, but may attack groups when 
  their hunger grows ravenous. 
   
  Knowledge (arcana) 
  DC Result 
  21 This result reveals the ritual for creating a 
  bonedrinker (see MM III text). 
   
  --- 
   
  Dr. Fulviani: You and your friend were in Tepest, 
  right?  
  Christina Masall: No! No! [sobs and screams]  
  Dr. Fulviani: Relax, Christina. Tell me everything. 
  [mesmerism begins]  
  Christina Masall: Yes... We enter the mound... It 
  was of the goblins... [shivers]. We saw a rite...  
  Dr. Fulviani: What kind of rite?  
  Christina Masall: There was a dead goblin... A 
  GIANT goblin. A shaman was upon its corpse... 
  Three dead goblins near him. Then the shaman 
  casts a spell... The corpses of the goblins 
  shudder... [water begins to form at the corner of 
  the eyes]  
  Dr Fulviani: Then what?  
  Christina Masall: The marrow... The marrow of 
  their bones flows from their mouth into the giant 
  goblin... And it MOVES! IT MOVES!  
   
  From an interview with a patient of the Mikki 
  Sanitarium, made by Dr. Dario Fulviani 
   
  Boneless [Denizens of Dread] 
  Boneless [Denizens of Dread] 
  Boneless [Denizens of Dread] 
  Boneless [Denizens of Dread]     
  (template) 
  Too late to save the poor ferryman, we 
  nevertheless rejoiced over vanquishing so many of 
  the lich's servants, and hoped that the cargo it 
  sought to steal might contain something we could 
  use against the creature. In our haste to find the 
  imaginary prize, we set aside a half-dozen barrels 
  of water after only a cursory look inside. It was 
  only when Mycanron got parched did he discover 
  something pressed tight against the bottom of a 
  barrel, which he mistook for an oilskin bundle.  
   
  His cry of discovery was cut short by a pair of 
  ropelike arms that throttled the life from him as we 
  ran to help. It pulled him halfway inside the barrel 
  before any of us reached him, and even as we 
  wondered what could fit in such a small space, the 
  rest of them slithered out of the other water 
  barrels. The lich hadn't sent that gang to steal 
  anything: it had been rescuing troops!  
   
   - from the fireside tales of Alphonse Tremain, 
  Kartakan bard. 
  
  Bone
  Bone
  Bone
  Bonestorm
  storm
  storm
  storm    ((((PPPPathfinder 10
  athfinder 10
  athfinder 10
  athfinder 10))))    
  CR 8 A swirling, 15-foot-high, funnel cloud 
  composed of thousands of jagged human bones 
  whirls in an uncontrolled vortex of death. From it, 
  the air splits with the deafening grind of bone-on-
  bone 
  Boneyard [Libris Mortis] 
  Boneyard [Libris Mortis] 
  Boneyard [Libris Mortis] 
  Boneyard [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about boneyards. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 24: This massive serpent, made from the 
  skeletons of countless creatures, is an undead 
  horror known by many names, including 
  boneyards, bone weirds, dancing bones, and bone 
  takers. This result reveals all undead traits. 
   
  DC 29: A boneyard attacks by snatching up 
  smaller creatues with its crushing bite. When a 
  boneyard bites any creature that has a skeleton, a 
  few of the victim’s bones melt away to join the 
  boneyard’s fleshless mass. A boneyard ignores 
  most weapon strikes. 
   
  DC 34: A boneyard is resistant to magic and 
  immune to cold. Once a day, a boneyard can 
  create lesser skeletons from its own mass, 
  controlling them like summoned creatures. 
   
  DC 39: A boneyard that pins a creature can 
  quickly tear out the victim’s entire skeleton 
   
  --- 
   
  For reasons that I will never know the captain sent 
  us marching into the black maw. Incredibly the 
  walls, floor and ceiling were not of stone but of 
  bone, human bone, animal bone, unidentified 
  bone. The resilient stuff chattered without 
  cracking under our boots as we trundled down the 
  passage. Suddenly comrades plunged from sight as 
  the floor gave way in a half dozen places. But it 
  was not only the floor that betrayed us. The walls 
  and ceiling melted away too in a terrible clattering 
  of bone as the stuff flowed like water back to the 
  cave entrance, where it gathered itself to cut off all 
  escape and begin its assault. What should have 
  been the commanding voice of our captain was 
  instead a pitiful wail that collapsed into a 
  loathsome gurgling. In the ensuing bedlam it was 
  my inspiration to look up. I managed the climb 
  into the natural chimney that would deliver from 
  the debacle the time worn bones that you have 
  here before you and them alone.  
   
  - Gustov Petroff, hawksman and horse smuggler, 
  wanted for desertion from the Falkovnian army, 
  recounting his escape from the Maw of Death in 
  G'henna 
  Bony hands 
  Bony hands 
  Bony hands 
  Bony hands [VRG to the Walking Dead] 
  [VRG to the Walking Dead] 
  [VRG to the Walking Dead] 
  [VRG to the Walking Dead]     
  CR3 
  May 14, 752. Eyes acting up, must see doctor. 
  Weather nice. Brats unruly. Lashed Viggo again, 
  locked Inge in closet. Inge getting worse; loss of 
  brother? Must see doctor, saw Andor again, third 
  time today. Guilt? Not withholding much, but 
  daughter wants horse. Not my fault, they suffer or 
  I suffer. Inge won't look me in eyes. Ungrateful 
  brats, all of them. Fed better than on street, but 
  complain more. Maybe right; Andor not first to die 
  this month: Gunnar, Lucia, Sofie. See them too, 
  outside windows, in corner of kitchen. See Andor 
  even now, in corner of office, see Lucia by door; 
  look at Andor, see Lucia; look at Lucia, see 
  Andor. Look straight, see nothing. Look at door, 
  see Lucia next to it. Can't make out face, but their 
  eyes. Hungry eyes, even dead. Gunnar joining, all 
  staring, hungry eyes. Must see doctor. Why me? 
  Better life than on streets. Look at Andor, see 
  Lucia. Look at Lucia, see Gunnar. Not my fault. 
  Stalking me. Hungry eyes. Staring. Stalking. Look 
  at Gunnar, see Lucia. Look at Lucia, see Sofie. 
  Why me? Did my best. Must see doctor. Not my 
  fault. They keep staring. Hungry eyes. Moving 
  toward me. Not my fault, not my fault, not m  
   
  --- Last entry from logbook of Konraad Weigand, 
  Iron Caress Orphanage, Headmaster 748-752. 
  Case closed in June 752, officially listed as due to 
  a pack of rabid dogs; real cause unknown. 
  Boowray [Denizens of Dread] 
  Boowray [Denizens of Dread] 
  Boowray [Denizens of Dread] 
  Boowray [Denizens of Dread]     
  CR3 
  Every night the maid gazed out that dirty window 
  looking at something unseen by the rest of us. Her 
  child was dead only one season but in her 
  
  sadness...or should it be madness she could not 
  come to grips with its death. She clamed she saw 
  her child reborn in the ever present mists. In her 
  delusions her precious Steven would come to her 
  every night telling tales of the other side and 
  asking her to help him come back. We tolerated 
  her actions until the night we found her standing 
  over the bloody form of our own newborn 
  screaming about a sacrifice to bring her son back.  
   
  As she was led up the gallows I finally saw her 
  "son". The child or creature as I now know it to be 
  stood in the shadows silently laughing. Its 
  childlike looks and bright green eyes belaying a 
  soul of pure evil.  
   
   - Told to a Barovian Guard after the hanging of 
  Marie Pertova.  
   
  Bowlyn [Denizens of Dread] 
  Bowlyn [Denizens of Dread] 
  Bowlyn [Denizens of Dread] 
  Bowlyn [Denizens of Dread]     
  CR3 
  Old Capp was singing in his whining voice in the 
  galley, the same song he always sang, just as I had 
  heard it every night on that long, miserable voyage 
  to Rokushima Taiyoo. It was so familiar a sound 
  that it was several minutes before I remembered 
  we had buried him at sea--truth be told, that we 
  had "buried" him alive, to keep the plague that had 
  made him a living skeleton from taking hold in the 
  ship and killing us all.  
   
  I heard his footsteps in the passageway, and his 
  imbecile laugh; he stopped at the door of my 
  cabin, and I could feel his gaze on me. "Like a bad 
  penny, ain't I?" he asked, his voice high and 
  querulous. "I always come back, matie."  
   
  The Voyage of the Bon-Chance, from Twelve 
  Tales of the Macabre, Jean Lafolie 
   
  Brain in a jar [Libris Mortis]
  Brain in a jar [Libris Mortis]
  Brain in a jar [Libris Mortis]
  Brain in a jar [Libris Mortis]        
  JWM:  The Brain of Port-a-Lucine is not actually 
  a Libris Mortis brain in a jar (those are undead, 
  while it's a living aberration). These are a more 
  generic version of the same concept.  
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about brains in jars. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 Sadly, the brain floating in this strange jar is 
  not merely a grisly exhibit. The mind within this 
  dead brain yet lives, and it hungers for control 
  over the living. This result reveals all undead traits 
  and the psionic subtype. 
   
  19 A brain in a jar cannot defend itself physically, 
  but its psionic prowess is formidable. If a brain in 
  a jar focuses its attention on a single foe, it can 
  assault that creature’s mind, causing severe pain 
  and possibly even death. The brain uses telepathy 
  to sense its surroundings, so it cannot be blinded. 
   
  24 A brain in a jar can mentally reach out to 
  rebuke or control undead minds, much like an evil 
  cleric. Living creatures unwise enough to touch 
  the mind of a brain in a jar with any form of 
  telepathy may find their own minds seared by the 
  brain’s seething madness. 
   
  29 A brain in a jar can rely on the psi-like abilities 
  of psionic dominate, psionic suggestion, and 
  telekinesis, which it uses to bend its foes to its 
  will. 
   
  --- 
   
  The words that summoned me to the dusty 
  anatomy lab were assuredly those of the renowned 
  biologist Latimus Rienis. I unlocked the sample 
  room door, which swung open effortlessly, and 
  stepped eagerly into the place for I was impatient 
  to be reunited with my long departed mentor. But 
  there was no one there, only row upon row of 
  body parts, of every imaginable sort and size, 
  suspended in preservative-filled glass jars. The 
  door shut softly behind me. It was unlocked but I 
  could not budge it. No sooner had I abandoned the 
  attempt than I heard, not so much with my ears as 
  inside my head, “You see my esteemed 
  colleagues, the fool has come.”  
   
  - 
  Doctor Abelhous Nicholis, Professor of 
  Biology at the University of Il Aluk in 
  
  Exile at Karg, describing to his therapist a 
  recurrent nightmare 
   
  Breathdrinker [Monster Manual II] 
  Breathdrinker [Monster Manual II] 
  Breathdrinker [Monster Manual II] 
  Breathdrinker [Monster Manual II]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about breathdrinkers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  17 This misty, translucent figure is a 
  breathdrinker, a dangerous creature native to the 
  Elemental Plane of Air. This result reveals all 
  elemental traits and the air subtype. Breathdrinkers 
  speak Auran and often learn a local language. 
  22 Breathdrinkers are normally invisible. They 
  become visible only when they attack. It is 
  difficult to harm a breathdrinker’s vaporous body, 
  but magic weapons prove effective. 
  27 A breathdrinker feeds by stealing the breath 
  directly from the lungs of helpless creatures, 
  which can quickly prove lethal to the victim. 
  32 Opponents who meet a breathdrinker’s glowing 
  gaze may be briefly paralyzed with fear. 
   
  --- 
   
  This repulsive air-based creature feeds on the 
  polluted air contained by human lungs. How 
  superbly disgusting to feed on these pitiable 
  humans’ exhalations! It tried to fool me by 
  becoming invisible but of course I was able to put 
  it back in the glass container where it came from. I 
  shall watch its thirst in the next months, unless of 
  course I grow bored with it. 
     - from a lich’s bestiary notes  
   
  Broken one [Denizens of Dread] 
  Broken one [Denizens of Dread] 
  Broken one [Denizens of Dread] 
  Broken one [Denizens of Dread]     
  CR3 
   
  It was just breathtaking.  
   
  Head of a fish, three arms dangling from its scaly 
  hide, legs that looked like they were melting into 
  stumps. And the eyes... they were human, and so 
  filled with rage. I shivered in anticipation, and 
  reached out a hand. The thing snarled, throwing 
  itself against the bars. I couldn't suppress a gasp, 
  and Vlad grinned to see it.  
   
  "Well Greta..." he said, reaching down for a key to 
  unlock the cage. "Didn't I say that I'd get you 
  something special for our aniversary..."  
   
  "Why... Herr Ludzig..." I breathed, he loves it 
  when I call him that. "It's just perfect! A whole 
  meal all in one."  
   
  "Trust me..." he said, baring those beautiful fangs. 
  "No two are ever quite the same. A unique 
  culinary delight..."  
   
  My mouth watered in anticipation.  
   
  - Memoires of Greta Haskopf, Vampyre debutante. 
   
  Broken one, M
  Broken one, M
  Broken one, M
  Broken one, Markovian [Book of 
  arkovian [Book of 
  arkovian [Book of 
  arkovian [Book of 
  Sacrifices] 
  Sacrifices] 
  Sacrifices] 
  Sacrifices]     
  JWM:  For a quick refresher, Markovian broken 
  ones are all man-animal combinations, while the 
  generic 3E broken one can be hideously 
  misshapen in all sorts of ways. Shattered brethren 
  are psionic Bluetspur broken ones 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about broken 
  ones. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  13 This twisted, bestial creature is a broken one. 
  This result reveals all aberration traits.  
  18 Broken ones are not natural creatures. They are 
  created in twisted experiments or magical 
  accidents.  
  23 Broken ones combine humanoid and 
  animalistic traits. Their abilities vary widely from 
  one individual to another, usually in the form of 
  special physical talents, such as enhanced scent, 
  leaping ability, and the like.  
  --- 
   
  Dear Matilda,  
   
  
  I hope this reaches you and I want you to know 
  that I love you. We have been shipwrecked with 
  no hope for rescue. For three days now we have 
  stayed on the beach, hoping to see a ship on the 
  horizon.  
   
  They came for Dieter yesterday, we found his 
  clothes shredded as if by an animal, blood 
  everywhere, but only the footprints of men around 
  where he was taken. By Ezra, we saw one of them. 
  It looked like a cat, but walked like a man, it 
  growled like a cat, but spoke like a man. Oh, my 
  Matilda, it was an abomination unto Ezra.  
   
  Food runs low, but some of the men think that 
  they have seen a hut in the jungle. We go now, 
  hoping to find respite. I write this and cast it into 
  the ocean, hoping it will reach you.  
   
  Know that I love you now and always will.  
   
  - Message found in a bottle in the Sea of Sorrows, 
  the name at the end smeared away. 
   
  Bruja [Denizens of 
  Bruja [Denizens of 
  Bruja [Denizens of 
  Bruja [Denizens of Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR4 
  Errata: The hit points of the Bruja should be 36 HP 
   
  They dragged the repulsive crone roughly to the 
  pyre in the city square, and I could not help but 
  think of the trials I had witnessed many a time in 
  my homeland. But something was different here. 
  The witch did not shout her defiance, nor plead for 
  mercy, nor lash out with her spellcraft. She strode 
  forward calmly, hollow and resigned. And when 
  they lashed her down and lit the flame, she said 
  only, "Yes, at last, the time has come."  
   
  Sister Dacey of Tepest, Journeys Among the 
  Heathen Horselords 
  Burrow Root
  Burrow Root
  Burrow Root
  Burrow Root    [[[[MM5
  MM5
  MM5
  MM5]]]]    
  CR 8 huge eel-like carnivorous plant 
  Buso [Oriental Adventures]
  Buso [Oriental Adventures]
  Buso [Oriental Adventures]
  Buso [Oriental Adventures]    
  BUSO LORE (Oriental Adventures) 
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about busos. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (arcana) or Knowledge (nature) 
  DC Result 
  13 This bony, one-eyed ghoul is a tigbanua buso. 
  This result reveals all monstrous humanoid traits. 
  18 A buso attacks with its sharp fangs and talons. 
  A buso’s claws carry a terrible curse similar to 
  lycanthropy. Humanoid victims who succumb to 
  the curse have a growing chance each night of 
  transforming into tagmaling busos, which 
  resemble their buso creators in both appearance 
  and behavior. This result reveals the shapechanger 
  subtype. 
  23 A tigbanua buso is always surrounded by an 
  aura of fear. 
  28 Victims of the tagmaling curse cannot create 
  more busos like themselves. To cure an afflicted 
  victim, the original tigbanua buso must be slain, 
  and then remove disease or remove curse must be 
  cast on the tagmaling before 99 nights have 
  passed. One hundred nights after affliction, the 
  curse becomes permanent. 
   
  Bardic Knowledge 
  DC Result 
  15 Legend claims busos were once helpful 
  creatures, but degenerated over time. 
   
  --- 
   
  [...]it was then, after spending a night inside the 
  old kami temple, besieged by those aberration that, 
  until sunset, were normal commoners, that our 
  Noble and pure Shujin [...] Heaven-blessed Yami-
  sama, gave us the order to burn the village of 
  Three Points to the ground, to slay every villager 
  and to burn their corpses on pyres blessed by a 
  kami-guided shaman of the mountain.  
  The search for the one-eyed abomination that 
  caused their death, my old friend, is left to you and 
  your sons and your servants.  
  I hope the kami will guide you in your quest.  
   
  Excerpts from a letter from Most Honored General 
  Taro to Most Honorable Yakisuke-sama, clanlord 
  of White Crane Clan, of Minami-no-Kashaku. 
   
  
  Bussengeist 
  Bussengeist 
  Bussengeist 
  Bussengeist ––––    see geist
  see geist
  see geist
  see geist    
   
  C 
  Cadaver collector [Monster Manual III] 
  Cadaver collector [Monster Manual III] 
  Cadaver collector [Monster Manual III] 
  Cadaver collector [Monster Manual III]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about cadaver collectors. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
  22 This spike-encrusted, mechanical giant is a 
  cadaver collector, a powerful construct akin to a 
  golem. This result reveals all construct traits. 
  27 Cadaver collectors are created by powerful 
  spellcasters to collect corpses for all manner of 
  dark purposes. They are usually seen wandering 
  battlefields, crushing soldiers underfoot as they 
  collect the fallen for their arcane generals. Cadaver 
  collectors are almost completely immune to 
  magic. Their iron-hard bodies are resistant to 
  harm, though adamantine weapons can prove 
  effective. 
  32 Although their metal fists can crush bone by 
  themselves, cadaver collectors typically attack by 
  snatching up smaller creatures and violently 
  impaling them on their spikes. Once impaled, it 
  takes a heroic feat of strength to pull oneself free. 
  A cadaver collector is affected normally by 
  magical rust attacks. Spells that alter stone (such 
  as transmute rock to mud) damage a cadaver 
  collector, but have no other effect. 
  37 A cadaver collector usually begins combat by 
  spewing a cone of paralyzing gas at nearby foes. 
  Sonic-based magical attacks briefly slow a cadaver 
  collector, but have no other effect. Electrical 
  attacks heal the cadaver collector and break any 
  slow effects. 
  42 Spells of 3rd level or lower that cannot 
  penetrate a cadaver collector’s defenses invariably 
  rebound on their caster. 
   
  --- 
   
  JWM: These monsters were originally created by 
  Vecna to fill his ranks on the battlefields of the 
  Burning Peaks. After the destruction of that 
  cluster, however, it's possible that one or more of 
  these creatures could have been flung into the 
  Mists, to remeerge at some other time and place.  
   
  After this terrible battle, I walked the fields of 
  death near the end of the day, trying to get 
  inspiration for a song to the madness of Drakov’s 
  war, while avoiding getting too much spooked. 
  The odour of fresh blood was overwhelming. The 
  Falkovnians had already passed to embark those 
  that could be saved and healed, and they killed the 
  helpless others.  
   
  Then I saw this large metallic monster reflected by 
  the light of a dying fire. This thing walked 
  mechanically through the killing field, and 
  methodically collected the dead corpses by 
  skewing them on spikes all over its metal body. I 
  say collected, since I do not have other words to 
  express what I think the creature was doing.  
   
  But it was huge and terrible in its cold systematic 
  mode of functioning. Then it came a little close to 
  my hidden watch position and I left the field 
  quietly.  
   
  I still wonder who or what needed all these dead 
  bodies. 
   
  - 
  an old bard tale in Rivalis  
   
  Caliban [Ravenloft 3rd Edition] 
  Caliban [Ravenloft 3rd Edition] 
  Caliban [Ravenloft 3rd Edition] 
  Caliban [Ravenloft 3rd Edition]     
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (local) can learn more about calibans. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  12 This brutish, misshapen humanoid is a caliban, 
  an unnatural race of cannibals. This result reveals 
  all humanoid traits.  
  17 Calibans are born to human parents, but were 
  twisted in the womb by evil supernatural forces, 
  such as exposure to witches. Calibans are 
  physically powerful, but dimwitted and violent.  
  22 Calibans can see in the dark. They are not 
  innately evil, but often become cruel due to their 
  
  unkind upbringings. They are related to 
  mongrelfolk. Calibans who find each other and 
  cluster together in groups often learn the 
  Mongrelfolk language. 
   
  --- 
   
  T'is not my fault that I am a monster  
  Tricky fate played my Mother for a fool  
  And twisted my looks, stole my beauty and  
  Created this wretch. Laugh and thy words will  
  Rip my dignity away. But know that  
  With the stealing of looks comes the gift  
  Of brutality  
   
  - 
  From the Storm Wracked Island, by 
  Lemot Sediam Juste 
   
  See Qtr 8 - Guide to the Caliban Race (Brutes and 
  banshees) 
      
  Caliban, vampi
  Caliban, vampi
  Caliban, vampi
  Caliban, vampire [FoS Nocturnal Sea 
  re [FoS Nocturnal Sea 
  re [FoS Nocturnal Sea 
  re [FoS Nocturnal Sea 
  Report] 
  Report] 
  Report] 
  Report]     
  See Vampire, Caliban 
  Caller from the deeps [Stormwrack] 
  Caller from the deeps [Stormwrack] 
  Caller from the deeps [Stormwrack] 
  Caller from the deeps [Stormwrack]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about callers from the deeps. A 
  character who recognizes a caller from the deeps’ 
  nature can make a bardic knowledge check to 
  learn more. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  Knowledge (the planes) 
  DC Result 
  19 This swirling cloud of cold, inky black water is 
  a caller from the deeps. These entities form from 
  the death and detritus that gathers in the very 
  deepest, darkest chasms of the ocean floor. This 
  result reveals all elemental traits and the water 
  subtype. 
   
  24 As a spell-like ability, a caller from the deeps 
  can use a siren’s call to tempt sailors into jumping 
  overboard. Once victims are in the water, the 
  caller wraps its inky tendrils around them and 
  crushes the life from them. 
   
  29 A caller from the deeps’ watery mass simply 
  flows around glancing blows. While a caller 
  grapples a victim, the otherworldly chill of its 
  touch saps the creature’s vitality. 
   
  34 Once per hour, a caller from the deeps can 
  summon either a water elemental or a fiendish 
  shark to its aid. 
   
  Bardic Knowledge 
  DC Result 
  24 A caller from the deeps’ siren call is a sonic 
  effect and can be countered with bardic music 
   
  --- 
   
  I was staring at the black night sea from atop the 
  Valiant, [the ship Silvana's father lent to Marco 
  and Silvana to reach Vechor at the end of the first 
  book of the saga] when I saw it. Or rather, I felt it. 
  The sea had become much more dark, so dark that 
  even the stars of that beautiful summer night were 
  no more reflecting on its surface. The sea was so 
  beautiful, that night... It was calling my very soul. 
  I could remember the long swim with my dear 
  Julia at night... The passionate love that followed 
  our night swim, when we still lived in our pacific 
  hut on the Jagged Shore...  
  The sea was calling me. I could feel it. Julia was 
  somewhere in there, I was sure.  
  I was about to jump, when Silvana grabbed my 
  cape and dragged my far from the railing. "Wake 
  up, Marco, you cretin!" she yelled at me.  
  Only then I saw the amorphous blot of ink 
  covering the light of the stars.  
  Silvana clutched her pendant, showing the symbol 
  of Ezra, and whispered "It seems that, if you don't 
  go to the sea, the sea comes to you..." I said 
  nothing, ashamed, and grabbed my dagger...  
   
  From "The Stormy Sea", second book from the 
  "Trilogy of the Two Clerics" serie by Sir Julius 
  Renaut (published in Mordent, Richemulot, 
  Dementlieu and Martira Bay. Banned in Borca, 
  Hazlan and Nova Vaasa for heresy and scabrous 
  contents). 
   
  
  Caller in darkness [Expanded Psionics 
  Caller in darkness [Expanded Psionics 
  Caller in darkness [Expanded Psionics 
  Caller in darkness [Expanded Psionics 
  Handbook] 
  Handbook] 
  Handbook] 
  Handbook]     
  Characters with ranks in Knowledge (religion) or 
  Knowledge (psionics) can learn more about callers 
  in darkness. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  19 The dozens of tortured faces visible in this 
  rolling bank of pale mist mark it as a caller in 
  darkness, the undead remains of countless victims 
  who died together in terror. This result reveals all 
  undead traits and the incorporeal and psionic 
  subtypes. 
   
   
  24 A caller in darkness attacks by touching living 
  creatures with tendrils of its wispy, death-imbued 
  essence. The spirit of any creature slain by a caller 
  in darkness is merges with the rest of the entity’s 
  trapped spirits. Animals balk at the presence of a 
  caller in darkness and panic if they come within 10 
  paces of one. 
   
  29 A caller in darkness can also steal the soul of 
  any nearby creature that is paralyzed, asleep, 
  unconscious, or otherwise rendered mentally 
  helpless. Callers in darkness are powerless in 
  sunlight and flee from it. When exposed to 
  sunlight, they cannot attack and can barely move. 
   
  34 A caller in darkness can manifest the following 
  psi-like abilities: clairvoyant sense, concussion 
  blast, co-opt concentration, death urge, detect 
  psionics, ego whip, mind thrust, psychic crush, 
  and psionic suggestion. 
   
  -- 
   
  "Even months after Master Ulathar's destruction, 
  his wickedness stains both Kartakass and my soul. 
  To ensure we had not overlooked some legacy of 
  malign will that could plague the land in later 
  years, we returned to a small village I and his 
  other acolytes had visited with him, where he had 
  instructed us in the arts of wounding and slaying 
  others with their own fears.  
  "At first, I thought the banks of fog among the 
  collapsing and abandoned houses to be purely 
  natural, or outliers of the Worlds-End Mists. The 
  uneasiness that gripped my heart, likewise, I put 
  down merely to my own guilt and remorse over 
  the evils I had witnessed and even abetted in this 
  very place. It was only with a glimpse of the face 
  of my old colleague Endorlas in the swirling white 
  vapors--a lad of elven stock, who had been set 
  upon by three other apprentices when he rebelled 
  against Ulathar's 'teachings'--that I realized both 
  the lich's sins and my own had left yet another 
  taint upon our land."  
   
  --From the journal of Matthew Swiftsinger of 
  Skald 
  Camel
  Camel
  Camel
  Camel    [[[[Monster Manual & Sandstorm
  Monster Manual & Sandstorm
  Monster Manual & Sandstorm
  Monster Manual & Sandstorm    ----    
  animal
  animal
  animal
  animal]]]]    
  CR 1  Characters with ranks in Knowledge 
  (nature) can learn more about camels. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 11: This humped creature is a camel. Denizens 
  of arid wastes prize these herbivores, calling them 
  “ships of the desert.” This result reveals all animal 
  traits. 
   
  DC 16: Camels are extremely sure-footed on the 
  shifting desert sands, and can survive for lengthy 
  periods without food or water. For this reason, 
  they are often domesticated for use as mounts and 
  beasts of burden. Both one-humped and two-
  humped camels exist. Some desert riders even 
  raise and train warcamels that carry them 
  fearlessly into battle. 
   
  DC 21: Among sages, one-humped and two-
  humped camels are often called dromedary and 
  Bactrian camels, respectively. Dromedaries thrive 
  in warm, sandy deserts. Bactrian camels live in 
  cooler, rockier deserts, and tend to be hardier but 
  slower than dromedaries. 
   
  Caryati
  Caryati
  Caryati
  Caryatid Column
  d Column
  d Column
  d Column    (Pathfinder)
  (Pathfinder)
  (Pathfinder)
  (Pathfinder)    
  CR3 construct 
  
  Carrion crawler [Monster Manual] 
  Carrion crawler [Monster Manual] 
  Carrion crawler [Monster Manual] 
  Carrion crawler [Monster Manual]     
  CR4  
  We were dragged by those horrible, dessiccated 
  corpses, to a great room with a circular pit in the 
  middle. The air was full with the smell of death, 
  and I and Silvana started praying aloud for the 
  mercy of our two godesses. Then we saw him.  
  Tomtadet, the dreaded Tomtadet, was standing 
  there, on the edge of the pit. He laughed at us, 
  dragged in chains before him, and opened his 
  purple silk cape, as if greeting us. He showed us a 
  tattoo on his bare back.  
  "This, my arch-enemies, is my new tattoo. This 
  tattoo is called "Victory". I think you can guess 
  why I had it made as soon as my servants captured 
  the two of you alive." He laughed again. We could 
  not reply, since a gag was in our mouths, clearly to 
  prevent our spellcasting.  
   
  Tomtadet grasped my hair and made me look in 
  the pit. Three aberrations of nature were in there, 
  three monsters so horrible I could not even 
  describe them now. They were part centipede, part 
  caterpillar, part snail... With tentacles near mouths 
  filled with pointed teeth... Slithering on the bottom 
  of the pit, slowly but voraciously consuming the 
  body of young Artu, the Rashemani guide that 
  accompanied us in Ramulai.  
  "These" the desplicable wizard continued "are 
  creations of great magick, granted to me by His 
  Most Great Stupidity Hazlik... A gift for someone 
  who is now his greatest enemy! Hah!" He laughed 
  again, his voice booming in the cellar.  
  I prayed Hala he didn't suspect our plan...  
   
  From "Lord of the Ensonmmark", third and last 
  book from the "Trilogy of the Two Clerics" serie 
  by Sir Julius Renaut (published in Mordent, 
  Richemulot, Dementlieu and Martira Bay. Banned 
  in Borca, Hazlan and Nova Vaasa for heresy and 
  public insult of Divine Lord Hazlik).  
   
  Carrion stalker [Denizens of Dread] 
  Carrion stalker [Denizens of Dread] 
  Carrion stalker [Denizens of Dread] 
  Carrion stalker [Denizens of Dread]     
  CR2 Characters with ranks in Knowledge 
  (dungeoneering) can learn more about carrion 
  stalkers. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  14 This horrid, tentacled, crablike creature is a 
  carrion stalker, a parasite that lays its larvae in the 
  dead. This result reveals all aberration traits.  
  19 Carrion stalkers lash out with paralyzing 
  tentacles, dragging their victims in for the kill.  
  24 Once a carrion stalker pulls a pinned victim 
  close, it expels a burst of wormlike larvae which 
  burrow into the creature’s flesh.  
  29 Once a carrion stalker expels a larval burst, it 
  can’t do so again for weeks and tends to ignore 
  passing creatures in the meantime. 
   
  --- 
   
  We saw poor Eduardo, lying dead, his guts on 
  display to the whole world. I tells ya, it's the 
  worstest thing I'd ever did see. Those wolves ate 
  him up good. Of course, then the man's guts 
  started to move, started to sniff like an animal. 
  Then they moved. Twasn't a dead man we where 
  looking at, but a beastie that looked like the 
  viscera of our friend, chewing on his head.  
   
  I take no shame in admittin' to heaving my guts up 
  that day.  
   
  -Tharod Ironflint, Darkonese adventurer. 
   
  Carrion
  Carrion
  Carrion
  Carrion    Storm
  Storm
  Storm
  Storm    [[[[Pathfinder 2
  Pathfinder 2
  Pathfinder 2
  Pathfinder 2] ] ] ]     
  Swarm of undead birds / crow raven 
   
  Carrionette [Denizens of Dread
  Carrionette [Denizens of Dread
  Carrionette [Denizens of Dread
  Carrionette [Denizens of Dread, , , , Dragon 
  Dragon 
  Dragon 
  Dragon 
  Magazine #339
  Magazine #339
  Magazine #339
  Magazine #339] ] ] ]     
  CR1 
  Errata: The carrionette's attacks should read: 
  Attacks: Straight razor +3 melee; or silver needle 
  +5 ranged. In addition, in the skills, it should 
  receive a +10 racial bonus to Climb checks 
  (netting the same final +8 score) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about carrionettes. In Odiare, the same 
  information can be gained with a Knowledge 
  (local) check, but using this sill raises the DC by 5. 
  When a character makes a successful skill check, 
  
  the following lore is revealed, including the 
  information from lower DCs. DC Result:  
   
  13 This tiny wooden manikin is a malevolent, 
  animated puppet or doll called a carrionette. This 
  result reveals all construct traits.  
   
  18 Unlike most constructs, carrionettes are fairly 
  intelligent and are capable of speech. Carrionettes 
  are 
  immune 
  to 
  electricity 
  and 
  can 
  use 
  ventriloquism at will as a spell-like ability. More 
  dangerous, they can fling silver needles at foes up 
  to five paces away. These needles, which remain 
  attached to the carrionette by silver threads, can 
  slow or even paralyze living creatures. 
   
  23 Carrionettes envy the living. If they drive a 
  silver needle into a paralyzed victim’s neck, they 
  switch minds with that creature. The carrionette’s 
  animating spirit takes control of its host’s body, 
  and the soul of its victim finds itself trapped in the 
  carrionette’s wooden frame. 
   
  28 To reverse the mind switch, the living creature 
  inhabiting a carrionette must drive a silver needle 
  into the neck of its true body. Any spell or effect 
  that can negate a magic jar also ends the exchange 
  immediately. Destroying a carrionette inhabited by 
  a living host kills the host’s body as wel, and the 
  possessing carrionette with it. Thus, carrionettes 
  never destroy their original bodies after a mind 
  switch, usually locking up the puppet instead. 
   
  --- 
   
  No sooner had we laid the unfortunate girl-child 
  on the table than we heard a thumping overhead, 
  as if something fairly heavy had been cast to the 
  floor. "The cat?" Despadon asked. Shrugging, I 
  took up the lantern and went upstairs to look.  
   
  There in the hallway lay a child's doll--doubtless 
  the toy of the comatose young girl we had left 
  upstairs. It was a delicate thing, with a cherubic 
  face of white porcelain in a flood of gold hair, so 
  cunning made that the eyes seemed to open and 
  close in the flickering lantern light.  
   
  Marietta, from Twelve Tales of the Macabre, Jean 
  Lafolie 
  Casurua (Dragon mag compendium)
  Casurua (Dragon mag compendium)
  Casurua (Dragon mag compendium)
  Casurua (Dragon mag compendium)    
  Proposed by JP 
  Undead cloud of eyes 
   
  Cat [Monster Manual 
  Cat [Monster Manual 
  Cat [Monster Manual 
  Cat [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR ¼ Characters with ranks in Knowledge 
  (nature) or Knowledge (arcan) can learn more 
  about cats. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This feline is a common domestic 
  housecat. This result reveals all animal traits. 
   
  DC 15: Cats hunt rodents, birds, and other small 
  prey with their sharp fangs and retractable claws. 
  Cats are excellent climbers. 
   
  KNOWLEDGE (ARCANA) 
  DC 10: Some mages adopt cats for use as 
  familiars. Such mages tend to be exceptionally 
  quiet and graceful in their movements. 
  Cat, Crypt, see Crypt Cat
  Cat, Crypt, see Crypt Cat
  Cat, Crypt, see Crypt Cat
  Cat, Crypt, see Crypt Cat    
  Cat, Midnight, see Midnight Cat
  Cat, Midnight, see Midnight Cat
  Cat, Midnight, see Midnight Cat
  Cat, Midnight, see Midnight Cat    
  Cat, Plain (Denizens of Darkness)
  Cat, Plain (Denizens of Darkness)
  Cat, Plain (Denizens of Darkness)
  Cat, Plain (Denizens of Darkness)    
  Cat, 
  Cat, 
  Cat, 
  Cat, Serval [Sandstorm 
  Serval [Sandstorm 
  Serval [Sandstorm 
  Serval [Sandstorm ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about servals. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This slender, spotted, long-legged 
  savannah wildcat is a serval. This result reveals all 
  animal traits. 
   
  DC 16: Servals pounce of the small animals they 
  hunt. Once they strike, they hold on with their 
  jaws and sharp talons, using their hind claws to 
  rake the creature’s soft belly. However, they 
  seldom attack creatures larger than themselves. 
   
  
  Cat, Skeletal
  Cat, Skeletal
  Cat, Skeletal
  Cat, Skeletal    [[[[MC III
  MC III
  MC III
  MC III]]]]    
  Catoblepas 
  Catoblepas 
  Catoblepas 
  Catoblepas [[[[Monster manual II
  Monster manual II
  Monster manual II
  Monster manual II]]]]    
  Proposed by JP, rare in Souragne 
  Centipede, monstrous [Monster Manual] 
  Centipede, monstrous [Monster Manual] 
  Centipede, monstrous [Monster Manual] 
  Centipede, monstrous [Monster Manual]     
  CR 1/8, ¼, ½, 1,2,6, 9 
  Characters 
  with 
  ranks 
  in 
  Knowledge 
  (dungeoneering) can learn more about monstrous 
  centipedes. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC 10: This skittering creature is a monstrously 
  large centipede. This result reveals all humanoid 
  traits. 
   
  DC 15: Monstrous centipedes typically anything 
  that might be food. The venom they inject with 
  their bite can slowly paralyze their prey, leaving 
  the creature helpless while the centipede feeds. 
   
  DC 20: Monstrous centipedes can grow to truly 
  enormous sizes. Larger centipedes have more 
  potent venom. Even the largest monstrous 
  centipedes can skitter along walls or ceilings as 
  well as they can across a floor. 
   
  --- 
   
  In that very first moment we thought it was a 
  snake; when Geddar had dispatched it, I measured 
  it at three feet from head to tail. Our guide noted it 
  was "just a baby"; when I asked him just how big 
  the centipedes get in that part of the world, he 
  shrugged and spread his arms to their full width, 
  then made a little fillip with his fingers as if to say, 
  "There's really no limit."  
   
  At the time I suspected him of pulling my leg.  
   
  Unpublished notes on the first expedition to 
  Har'Akir, Rudolph van Richten 
  Cerebral symbiont [Fiend Folio
  Cerebral symbiont [Fiend Folio
  Cerebral symbiont [Fiend Folio
  Cerebral symbiont [Fiend Folio, app 2
  , app 2
  , app 2
  , app 2] ] ] ]     
  Cerebral symbiont: cerebral hood [Fiend 
  Cerebral symbiont: cerebral hood [Fiend 
  Cerebral symbiont: cerebral hood [Fiend 
  Cerebral symbiont: cerebral hood [Fiend 
  Folio] 
  Folio] 
  Folio] 
  Folio]     
  I was looking at the ceiling of the cave the Mists 
  brought me in after the lightning hit the Spire.  
  I could feel a voice in my head, a calm, relaxing 
  voice. That cavern was the place where I ever 
  wanted to be. It was my home. I felt claws 
  caressing my chest, slimy tentacles prodding my 
  head... Then I saw a large ray-like creature 
  descending from the ceiling, over my head.  
  I was relaxed. It was my friend, the voice in my 
  mind said.  
  I could see nothing, then. The cloak of leather was 
  on my head.  
  Then I was myself no more.  
  I was not to be myself for the next seven months.  
   
  From the journal of Batu Basemap, Rashemani 
  Warlock of Hala. 
  Cerebral symbiont: mind leech [Fiend 
  Cerebral symbiont: mind leech [Fiend 
  Cerebral symbiont: mind leech [Fiend 
  Cerebral symbiont: mind leech [Fiend 
  Folio
  Folio
  Folio
  Folio, app 2
  , app 2
  , app 2
  , app 2] ] ] ]     
  Tomtadet was dead. Silvana was barely standing, 
  and my arm was severely burned. We were 
  victorious, by Hala and Ezra's twin blessings.  
  It was then: I saw it. Slowly crawling out of the 
  dead wizard's neck, was a small creature, similiar 
  to a worm ora a leech, colored of a reddish purple, 
  slithering as if possessing an innate intelligence. 
  As it moved toward me, I could feel a voice in the 
  back of my head: it was the creature, begging to be 
  pick up and placed on my own neck!  
  The horrible creature ended its pathetic life under 
  my boots. Was it the source of much of Tomtadet 
  powers?  
   
  From "Lord of the Ensonmmark", third and last 
  book from the "Trilogy of the Two Clerics" serie 
  by Sir Julius Renaut (published in Mordent, 
  Richemulot, Dementlieu and Martira Bay. Banned 
  in Borca, Hazlan and Nova Vaasa for heresy and 
  references to the "By The Lawgiver's Holy And 
  Powerful Decree Best Forgotten And Lost Realm 
  Of Unholiness Named Bluetspur, May It Be Lost 
  In The Mists Forever"). 
  
  Cerebral symbiont: psionic sinew [Fiend 
  Cerebral symbiont: psionic sinew [Fiend 
  Cerebral symbiont: psionic sinew [Fiend 
  Cerebral symbiont: psionic sinew [Fiend 
  Folio
  Folio
  Folio
  Folio, app 2
  , app 2
  , app 2
  , app 2] ] ] ]     
  To be honest, none of us quite knew what to 
  expect when we moved in to arrest that murderous 
  lunatic. From his handiwork, we'd almost expected 
  something more animal than man. When we burst 
  in and found a bloke who could've been mistaken 
  for just another day labourer, had we not known 
  better, we were almost ready to start laughing I 
  suppose. Nothing funny about when those claws 
  came out, long as a shortsword and twice as sharp. 
  I swear, he took more of a pounding than any man 
  like that has the right to, and for a fellow wearing 
  nothing but his work clothes, our clubs bounced 
  off him a touch more than they should've. Never 
  did work out what the trick behind all that was, 
  and since we couldn't take him alive, I guess we 
  never will. Still, makes you wonder where he 
  learned to do all that, doesn't it?  
   
  Unnamed Paridonian detective, on the attempted 
  arrest of the "Griffoth Street Mauler" 
  Changeling (kin) [Denizens of Dread
  Changeling (kin) [Denizens of Dread
  Changeling (kin) [Denizens of Dread
  Changeling (kin) [Denizens of Dread, , , , 
  VRGttSF
  VRGttSF
  VRGttSF
  VRGttSF] ] ] ]     
  Powriekin, Sheekin, Sithkin, Tegkin 
   
  CR 0 or 1 
  To my surprise, Mistress Eiadhe received my 
  thanks and praise with a very ill grace, and our 
  hostess, overhearing me, made a brusque sign 
  motioning me to silence; puzzled, I made some 
  excuse and followed her into the next room.  
   
  "Young master," she said, her voice low and 
  angry, "you're not of our folk, so you're not to 
  know. But you must never praise a person so. 
  Never. If the Fair Folk should hear you, what 
  would become of Mistress Eiadh then? Will you 
  comfort her family if they wake to find her elf-
  shot tomorrow morn?"  
   
  Bertram Mac Laren, Sixty Nights in Tepest 
   
  Changeling Fog
  Changeling Fog
  Changeling Fog
  Changeling Fog    [[[[VTGttMists
  VTGttMists
  VTGttMists
  VTGttMists] ] ] ]     
   
  Charnel hound 
  Charnel hound 
  Charnel hound 
  Charnel hound [Monster Manual III] 
  [Monster Manual III] 
  [Monster Manual III] 
  [Monster Manual III]     
  JWM: These monsters were originally created by 
  Vecna to fill his ranks on the battlefields of the 
  Burning Peaks. After the destruction of that 
  cluster, however, it's possible that one or more of 
  these creatures could have been flung into the 
  Mists, to remeerge at some other time and place.  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about charnel hounds. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
  23 This massive, hound-shaped horror, composed 
  of hundreds of fused corpses, is called a charnel 
  hound. This result reveals all undead traits. 
   
  28 Charnel hounds are created by powerful 
  necromancers, who use them as guardians or 
  terrible engines of war. A charnel hound lashes out 
  at foes with its jagged claws and teeth. If a charnel 
  hound hits a foe with both claws, it can tear that 
  creature apart. 
   
  33 Charnel hounds are truly terrifying to behold. 
  They are highly resistant to magic, and their 
  rotting flesh simply ignores most physical attacks. 
  Magic silver weapons can pierce their defenses, 
  however. 
   
  38 Whenever a charnel hound cuts down a living 
  foe, it can absorb that creature’s body into its own 
  mass — whether the foe is now dead or merely on 
  the brink of death. This kills the victim and 
  empowers the hound. Fortunately, charnel hounds 
  loathe daylight and fight poorly while exposed to 
  it. 
   
  --- 
   
  Dr. Fulviani: Can you hear me, Antonia?  
  Antonia B.: Yes...  
  Dr. Fulviani: Very well. I want you to go back to 
  that time in that graveyard in Darkon.  
  Antonia B.: No! No!  
  Dr. Fulviani: You will go there.  
  
  Antonia B.: I'm opening the gates. I'm walking in. 
  The corpses have been stolen. The villagers are 
  scared.  
  Dr. Fulviani: Go on, my dear.  
  Antonia B.: I enter. I prepare holy water in my 
  hand. Then... The corpses start to dig out of the 
  grave.  
  Dr. Fulviani: Did you use the water?  
  Antonia B.: I can't... I'm too scared...  
  Dr. Fulviani: Why?  
  Antonia B.: There is a dog... A giant dog. It is... 
  Oh, Ezra... It is made of corpses...  
  Dr. Fulviani: What does it do?  
  Antonia B.: It is baying... Baying... It is baying 
  right now in my head! Make it stop!  
   
  From the personal notes of Dr. Dario Fulviani, in 
  the Mikki Sanitarium of Chateaufaux. 
   
  See also Dragon #336 
  Cheetah [Monster Manual 
  Cheetah [Monster Manual 
  Cheetah [Monster Manual 
  Cheetah [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR2  Characters with ranks in Knowledge (nature) 
  can learn more about cheetahs. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 12: This spotted great cat is a cheetah, a 
  savannah predator. This result reveals all animal 
  traits. 
   
  DC 18: Cheetahs can reach startling speeds in 
  short sprints. 
   
  DC 22: When a cheetah strikes a creature with its 
  fangs or claws, it tries to wrench the creature to 
  the ground. 
  Choker [Monster Manual] 
  Choker [Monster Manual] 
  Choker [Monster Manual] 
  Choker [Monster Manual]     
  Suggested by Chris Nichols  CR2 
  Chosen one [Monsters of Faerûn]
  Chosen one [Monsters of Faerûn]
  Chosen one [Monsters of Faerûn]
  Chosen one [Monsters of Faerûn]    
  JWM: Chosen ones are primarily created by 
  Hazlik and his apprentices.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about chosen ones. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This gaunt and leathery humanoid is a chosen 
  one. Originally human, these creatures have been 
  magically twisted into deranged minions. This 
  result reveals all monstrous humanoid traits. 
  17 A chosen one attacks with its sharp claws and 
  teeth. A chosen one’s bite injects a deadly venom. 
  22 A chosen one exists in a constant state of 
  agony, and is conditioned to believe that everyone 
  but its creator as the cause of its pain. Chosen ones 
  thus attack anyone they see with unquenchable 
  fury. However, the longer a chosen one fights, the 
  greater the chance that it will suddenly remember 
  some sliver of its former existence and go beserk, 
  running off to avenge itself on its master, if it can. 
  27 Chosen ones are created by the Red Wizards of 
  Thay, who guard the secrets of their creation 
  tightly. 
   
  --- 
   
  [...]most important thing is to channel evil and 
  hatred in Rashemani specimens[...]rture and pain 
  are the quickest way to accomplish this, especially 
  that of loved on[...]so that the specimen can feel 
  such 
  pure 
  hatred 
  for 
  his 
  slayer, 
  and 
  thus[...]member to ward yourse[...] sting the 
  spell![...]Should 
  an 
  apprentice 
  forg[...]most 
  probalby the newly-awakened undead will leash at 
  him[...]stead of his enemies[...]  
   
  - From a blood-spattered note from Hazlik to his 
  apprentices, found near the rent corpse of 
  Samalek, graduated from the Red Academy in 765 
  BC. 
   
  Chuul [Monster Manual] 
  Chuul [Monster Manual] 
  Chuul [Monster Manual] 
  Chuul [Monster Manual]     
  Suggested by Chris Nichols  CR7 
  JWM:  I believe they’re specifically mentioned in 
  the Hazlan gazetteer.  
   
  --- 
   
  
  7.17.57...after injection with the putative 
  mutagenic serum 13/A/2 the crayfish were 
  returned to their enclosure.  
   
  7.20.57 Experiment with serum 13/A/2 must be 
  delayed; a groundskeeper finding the injected 
  crayfish apparently took them home with the 
  intention of eating them. (Note: instruct factor to 
  hire new groundskeeper.) The loss of the 
  experiment is highly annoying, but anecdotal 
  evidence of the groundskeeper's cousin indicates 
  that the results were impressive. Attempt with 
  spiders? Spiders considered inedible even by the 
  most stupid.  
   
  Hazlik, laboratory notes 
   
  Cinder swarm [Monster Manual III] 
  Cinder swarm [Monster Manual III] 
  Cinder swarm [Monster Manual III] 
  Cinder swarm [Monster Manual III]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about cinder swarms. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  23 This roiling cloud of burning embers and acrid 
  smoke is a creature called a cinder swarm, which 
  is native to the Elemental Plane of Fire. This result 
  reveals all elemental traits and the fire and swarm 
  subtypes. 
  28 A cinder swarm usually initiates combat simply 
  by flowing over the nearest opponent. Cinder 
  swarms burn to the touch and can ignite 
  flammable materials. The cinders within the 
  swarm speak Ignan, but it is nearly impossible to 
  communicate with an individual cinder. 
  33 Unlike most elementals, cinder swarms are 
  decidedly malevolent. Once combat has begun, a 
  cinder swarm tends to focus its attacks on 
  whatever opponents prove most threatening. 
   
  --- 
   
  10/01/759  
  I witnessed today a most disturbing scene during 
  my stay in an unnamed village near Viktal, maybe 
  even more disturbing than my true memories 
  returning after crossing Darkonese borders. A 
  cleric of the Inquisition, true leader of the 
  community, was preparing to burn two people at 
  the stake, under the pretense of witchcraft. One of 
  them was the man who had been my guide in the 
  woods. The same evening, it seems, he got drunk 
  (thanks to the money I gave him) and said 
  something about the Inquisitor's mother. The other 
  one, it was evident, was a minus habens, whose 
  diversity was to be his death.  
  The Inquisitor shouted, before igniting the pyre: 
  "May this fire purge the wicked".  
  I prepared to cast a spell for distraction, so I could 
  quench the fire with a create water and spirit those 
  unfortunate solus away from the stake during the 
  confusion.  
  Then, the cinders from the pyre began to coalesce, 
  to fuse in an undulating mass of fire, that moved 
  away from the wood and literally jumped on the 
  cleric, burning him to ashes. In the terror and 
  ensuing panic, I was able to "kill" those creatures 
  and to free the two men.  
  I must say, this land has a soft spot for poetic 
  justice.  
   
  From the private journal of Witch Claire Silence 
  of Viaki. 
   
  Cloaker, dread, outlander [Monster 
  Cloaker, dread, outlander [Monster 
  Cloaker, dread, outlander [Monster 
  Cloaker, dread, outlander [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  CR5 
  JWM: This is the standard MM cloaker. They 
  aren't native to Ravenloft. 
   
  Cloaker Lore – WotC  
   
  Cloakers are bizarre and devious creatures that 
  lurk in the tunnels and warrens beneath the earth. 
  They are intelligent, yet cruel beings with a 
  distinctly alien mindset. Humanoids have yet to 
  comprehend their mysterious goals. 
   
  Knowledge 
  (Dungeoneering) 
  or 
  Knowledge 
  (Nature) 
   
  Characters 
  with 
  ranks 
  in 
  Knowledge 
  (dungeoneering) or Knowledge (nature) can learn 
  more about cloakers. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
  
   
  DC Result 
   
  11 This creature is a cloaker, a foul creature that 
  prowls the vast caverns beneath the earth. It 
  reveals all aberration traits. 
   
  16 When at rest cloakers closely resemble large 
  black cloaks, which aids their disguise. They can 
  fly, and they can also unfurl and completely engulf 
  a Medium creature. 
   
  21 Cloakers can produce a dangerous subsonic 
  moan that causes shakiness, fear, nausea, or stupor 
  in its victims. 
   
  26 A cloaker can manipulate the shadows, 
  producing several effects that mimic the following 
  spells -- obscure vision, dancing images, and silent 
  image. 
   
   
  --- 
   
  They say the air went bad, and that made me 
  imagine what happened after the cave-in. It isn't 
  so! The collapse sealed us in, but it opened up a 
  deeper tunnel. Good air came through the gap, but 
  not only air. It let THEM in. Gods! It all happened 
  so fast. They hit the lantern bearers first, so we 
  didn't have a good look at 'em 'fore the lights went 
  dark. I just saw these flat shapes moving along the 
  stone walls, hard to make out against the stone. 
  The colors seemed to blend in, like a rock lizard 
  will do. There was this queer noise, like clothes 
  rustling in a draughty hall closet. Then it was all 
  pitch black, and all I could hear were the screams 
  of my mates. I hid under a mine cart. Was still 
  there, three days later, when the rescue crew broke 
  through to us. To me, since all the others were 
  vanished. That gap had been closed up, too. Those 
  things must have done it. That's why I had to quit 
  the mines. Cannot stand to be shut in, or left in the 
  dark. And those things are still down there....  
   
  - a story told by an old man in Bergovitsa, likely a 
  lie to excite the sympathy of strangers 
   
  See also Pathfinder’s Dungeon Denizens Revisited 
  Cloaker, dread, resplendent [Denizens of 
  Cloaker, dread, resplendent [Denizens of 
  Cloaker, dread, resplendent [Denizens of 
  Cloaker, dread, resplendent [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR5 
  Personally, I found Giulietta's behaviour this 
  evening inexcusable.  
   
  It is simply a common courtesy not to overshadow 
  your hostess. To turn up to an informal party 
  dressed in such a gaudy and tasteless thing, all 
  flashing jewels and glitter... the woman simply has 
  no manners. Doesn't she know that capes are to be 
  left in the cloakroom? Of course we can normally 
  put up with her eccentricities, one keeps friends 
  who like to poke around in crypts primarily for 
  amusement value.  
   
  Unfortunately, dear Ivana was not amused.  
   
  I was really rather surprised how much of the 
  party that Giulietta attended. I am certain that the 
  cocktail which Ivana offered her normally works 
  so much more quickly.  
   
  Other than that, of course, the evening was an 
  unparalleled success, although it fell to me to store 
  Giulietta in one of the cloakrooms. I must admit, I 
  was rather irked to discover that one of the other 
  guests must have taken her cape by mistake. It 
  would have gone beautifully next week for fancy 
  dress.  
   
  - From the Private Diaries of Nostalia Romaine 
   
  Cloaker, dread, shadow [Denizens of 
  Cloaker, dread, shadow [Denizens of 
  Cloaker, dread, shadow [Denizens of 
  Cloaker, dread, shadow [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR5 
  The Great King gave several beautiful black 
  cloaks to lucky guests at the beginning of the 
  masque, including the Marquis de Verre, with 
  whom I danced not once, not twice, but thrice, 
  including the closing waltz. I sense a new 
  conquest may be made there, dear sister! In truth it 
  was a most diverting evening, but quite a taxing 
  one; I have not quite been myself for the last two 
  days, and write to you from bed even now.  
   
  Letter 
  to 
  Lucrezia 
  Drakkeshart 
  to 
  Marta 
  Drakkeshart, both of Darkon 
  
  Cloaker, dread, tattered 
  Cloaker, dread, tattered 
  Cloaker, dread, tattered 
  Cloaker, dread, tattered (undead) 
  (undead) 
  (undead) 
  (undead) 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread]     
  CR5 
  Also, J. came back from his exploration of R. d. 
  Lachryma side tunnel with a horrible ratty cloak 
  which he refuses to take off; if he persists in 
  wearing it I may be forced to steal the thing at 
  least long enough to wash it, as it is still rather 
  odorous. Can't think what has gotten into J., but 
  must be careful of his feelings at present, as his cat 
  died this afternoon.  
   
  Entry for 5/12/744, journal of Nathaneal Dent, 
  grimetrekker 
   
  Cockatrice [Monster Manual] 
  Cockatrice [Monster Manual] 
  Cockatrice [Monster Manual] 
  Cockatrice [Monster Manual]     
  CR3 
  Ianna looked in the henhouse and saw there a great 
  fat toad, seated on a strange speckled egg--an egg 
  the size of a goose's, or bigger.  
   
  "Granny, Granny," she said, "such a strange nest-
  mother you have for your little chickens!"  
   
  "All my little chickens have such a nest-mother, 
  my sweet," the bean chailleach replied, smiling to 
  show her iron teeth. "It makes them grow strong 
  and fat."  
   
  Ianna and the Bad Hen, traditional Tepestani  
  Composite walking dead [V
  Composite walking dead [V
  Composite walking dead [V
  Composite walking dead [VRGttWD p12
  RGttWD p12
  RGttWD p12
  RGttWD p12] ] ] ]     
  When I first saw it there in the shadows, my first 
  thought was of the centaurs of myth. I was not 
  alone in my thoughts of fanciful creatures, for later 
  I would learn that my colleague, Humphries, 
  seeing the abomination at first from the opposite 
  vantage, thought it a pegasus. Alas, it was no 
  noble creature of the classic tales, though perhaps 
  its creator is well-versed in such prose. I daresay 
  he was trying for something of a manticore or 
  lammasu, for as the thing shambled forward, we 
  saw that this madman had stitched together the 
  corpses of a man and a once-fine stallion. I know 
  not where he found the wings, for they appeared to 
  be those of a bat, but larger than any bat we had 
  heard of in even the wildest of Barovian folktales. 
  I wish I could say that we set the poor defiled man 
  to rest, but as we were prepared only for a mission 
  of observation, we exercised the better part of 
  valor... and ran for our lives.  
   
  - Notes on the Expedition to the Lost Citadel, 
  Professor A. Krenshaw of the University of Il 
  Aluk 
   
  Construct, dread (construct of obsession) 
  Construct, dread (construct of obsession) 
  Construct, dread (construct of obsession) 
  Construct, dread (construct of obsession) 
  [Denizens o
  [Denizens o
  [Denizens o
  [Denizens of Dread] 
  f Dread] 
  f Dread] 
  f Dread]     
  Bollenbach proposes that this procedure actually 
  imbues the body with a "soul" capable of 
  distinguishing 
  right 
  and 
  wrong, 
  which 
  is 
  manifestly ridiculous on the evidence. I never 
  heard of any such creature with any moral 
  understanding whatsoever; and surely we need not 
  posit that every animating force inhabiting a 
  physical body be, ipso facto, a moral actor?  
   
  - 
  marginal notes on Van Richten's Guide to the 
  Created, Erik van Rijn 
  Corpse candle [Denizens of Dread] 
  Corpse candle [Denizens of Dread] 
  Corpse candle [Denizens of Dread] 
  Corpse candle [Denizens of Dread]     
  CR6 
  "Poor dear, he was shaking like an aspen leaf 
  when he left this morning."  
   
  "Left before breakfast? Not like Marcus..."  
   
  "Bless you, no! But then... well... after that 
  dreadful business over at Arden farm..."  
   
  "Aye... dreadful. Buried her this morning. People 
  like that ought to be strung up..."  
   
  "Too true. But I think it hit Marcus worst of all... 
  after finding those bodies... ugh, makes me quesy 
  to thing about it..."  
   
  "Don't you go thinking about it too much. I don't 
  want two of you brooding on it, it's bad for the 
  mind. You know, he wouldn't sit near the fire last 
  night. Kept glancing over at it and mumbling."  
   
  "Mumbling?"  
   
  
  "Aye, something about 'soon...' and that he was 
  'still trying to find them...'. Load of rubbish if you 
  ask me."  
   
  "Still... I do worry about the boy. His teacher says 
  he's been missing from school."  
   
  "Heh, don't you worry yourself about the lad. He's 
  just going through that age."  
   
  "True... everyone has to grow up eventually. But it 
  makes an old woman wistful..."  
   
  "Tell you what, why don't you put his old night 
  light in his room when he comes home tonight? 
  There's nothing like a bit of candle light to help 
  you forget your troubles."  
   
  - Overheard the Night before the fire at Grebe 
  farm, East Mordentshire. 
   
  Corpse Creature
  Corpse Creature
  Corpse Creature
  Corpse Creature    [[[[Book of Vile Darkness
  Book of Vile Darkness
  Book of Vile Darkness
  Book of Vile Darkness] ] ] ]     
  Suggested by Chris Nichols 
   
  Dear journal, one week after slaying this dreadful 
  abomination, we went back to this forgotten 
  chapel to retrieve the holy items that were stolen 
  by this treacherous priest and this illithid thing that 
  was probably controlling him. One week ago, we 
  defeated this tentacled monster and we saw the 
  priest flee.  
   
  When we came back, we were ready to detect 
  whatever traps and spells the priest could have left 
  behind for revenge. But we were not ready to face 
  the illithid creature, again. Its corpse was in the 
  same position as when it fell when Geddar’s 
  hammer hit it, but to our surprise it rose as a 
  shambling corpse and struck us with its unholy 
  mental attack. Thankfully, Geddar defeated it 
  again, but I fear for our priest’s sanity. 
   
  Van Richten’s private diary  
  Corpse rat swarm [Libris Mortis] 
  Corpse rat swarm [Libris Mortis] 
  Corpse rat swarm [Libris Mortis] 
  Corpse rat swarm [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about corpse rat swarms. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  14 This heaving mass of putrescent rodents is a 
  swarm of corpse rats. This result reveals all 
  undead traits and the swarm subtype. 
   
  19 Although the swarm crawls across the ground 
  as one, it is composed of hundreds of zombified 
  rats. Targeting individual rats can prove vexing, 
  but hacking at the swarm with slashing weapons 
  can prove effective. 
   
  24 Corpse rats swarms attack by crawling over and 
  around living creatures, subjecting victims to 
  hundreds of tiny bites and spreading filith fever. 
   
  --- 
   
  "Honeeeeyyyyyyy! Thaere are RATS in the 
  kitchen!"  
  "By Ezra's mercy, woman... Just SWAT them with 
  you mop!"  
  "But I ALREADY DID! LAST WEEK!"  
  - 
  Darkonese joke  
   
  *** 
   
  The grime was clinging to my boots. In the murky 
  water I could see things better not be descript.  
  But THEY were behind me.  
  I could hear their small paws trampling in the 
  sewer tunnel, the echo carried in multiple 
  directions. Their squeaking was starting to sound 
  like a chant, the smell of decadence of their small 
  corpses was overwhelming. I was starting to lose 
  hope.  
  I came to an intersection in the tunnel. Four dark 
  tunnels were meeting in a larger vault. The 
  flickering light of my lantern could not pierce the 
  shadows.  
  Then I understood why the squeaking and the 
  trampling were so close and pervasive.  
  They were coming from ALL THE 
  DIRECTIONS.  
   
  - 
  From Memories of a Tunnel Dweller, by 
  Ralph "Mudboots" LaRache, grimetrekker. 
   
  *** 
  
  When I arrived with the buckets of water from the 
  Vuchar river, he sat hunched at work before a 
  prodigious pile of dead rats, separating flesh from 
  bone with a knife. When I returned with more 
  water the prodigious pile of dead rats sat hunched 
  at work upon him, separating flesh from bone with 
  tooth and claw.  
   
  -Gustov Petroff, hawksman and horse smuggler, 
  wanted for desertion from the Falkovnian army, 
  recalling the death on December 23, 750 of 
  company cook Timvad Nayor 
  Corrupted Creature
  Corrupted Creature
  Corrupted Creature
  Corrupted Creature    [[[[Book of Vile 
  Book of Vile 
  Book of Vile 
  Book of Vile 
  Darkness, Dragon 350
  Darkness, Dragon 350
  Darkness, Dragon 350
  Darkness, Dragon 350] ] ] ]     
  Suggested by Chris Nichols 
   
  See also Dragon 350, under “Creatures of 
  corruption”: 
  Corvus Regis (raven) 
  Corvus Regis (raven) 
  Corvus Regis (raven) 
  Corvus Regis (raven) ––––    see King’s Raven
  see King’s Raven
  see King’s Raven
  see King’s Raven    
  Crab, monstrous [Stormwrack] 
  Crab, monstrous [Stormwrack] 
  Crab, monstrous [Stormwrack] 
  Crab, monstrous [Stormwrack]     
  Characters with ranks in Knowledge (nature) can 
  learn more about monstrous crabs. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
  10 This scuttling crustacean is a monstrously large 
  crab. This result reveals all vermin traits and the 
  aquatic subtype. 
   
  15 Crabs are ravenous scavengers that eat 
  whatever meat they can find, including any 
  creature smaller than themselves and their own 
  dead. Monstrous crabs crush foes with their 
  oversized pincers. 
   
  20 Monstrous crabs can grow to truly enormous 
  sizes. Although they live in seawater, they can 
  survive indefinitely on land. 
   
  --- 
   
  7.10.738 Caught and killed crab today, feast for all 
  hands. At one time we mt. have scrupled to eat a 
  creat. wh. had made itself fat on dead men's flesh 
  (inc. pr Bartree, Ez. rest him), but no longer; esp. 
  as so many have been tempted (& mr than 
  tempted, in truth) to make the exp. of eating men's 
  flesh direct.  
   
  Ship's log of the Stormrake, Captain Elias 
  Blackburn, recovered from Saragoss in 749 
  Crawling apocalypse [Sandstorm] 
  Crawling apocalypse [Sandstorm] 
  Crawling apocalypse [Sandstorm] 
  Crawling apocalypse [Sandstorm]     
  "One wonders how such barren earth can harbor a 
  powerful thing so fertile in men's fears. The priests 
  say it is but myth, but I dare say now that I have 
  seen it with my own eyes, perhaps fortunate that I 
  witnessed its emergence from a safe distance. It 
  was after dusk when it heaved from the sands 
  outside the city, a wretched gargantuan mass of 
  onyx bone and tentacle, a terrible nightmare that 
  transcends the boundaries of time. Wreathed in the 
  barrenness of the wastes it let out a cry not unlike 
  a chorus of trumpets. It seemed to fear the setting 
  sun, and fell back into the earthly hell it had come 
  from. Where it receded no hole could be seen--it 
  was as if the earth itself gave succor to its 
  primeval slumber."  
   
  -- Gustav diMuelikki, caravan trader of G'Henna 
   
  Crawling claw [Monsters of Faerûn] 
  Crawling claw [Monsters of Faerûn] 
  Crawling claw [Monsters of Faerûn] 
  Crawling claw [Monsters of Faerûn]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about crawling claws. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
  11 These crawling claws are magical constructs, 
  mindless minions created by an arcane spellcaster. 
  This result reveals all construct traits and the 
  swarm subtype. 
  16 Crawling claws are created from humanoid’s 
  amputated left hands. They usually attack in the 
  dozens, flinging themselves at foes at digging into 
  the opponent’s flesh with their nails or talons. 
  They are particularly dangerous against foes that 
  have fallen to the ground. 
  21 Crawling claws cannot see, so they are immune 
  to all sight-based effects. A crawling claw is 
  somewhat resistant to magic. 
   
  
   
  "Whaddaya mean 'Ya hear someone snap fingers'? 
  The house shouldn't be inhabited"  
  "Well, I hear it, I tell ya I hear it!"  
  "Johnson, this family was said to be misterious 
  and spooky... But they're all d-e-a-d now!"  
  "Look! There! I saw it!"  
  "Look wh-aaaaaaaargh!"  
  ...  
  *snap* *snap*  
  - From the play “Conversation between two dead 
  homeless in an abandoned house of the 
  Mordentshire environs”, by Sir Resteph Dams 
  (never published).  
  *** 
  My mother always said: "The left hand is the hand 
  of the fiends".  
  I always wrote with my left hand. I did everything 
  with my left hand, from eating to spellcasting. 
  Then I lost my left hand, and it fell in possession 
  of our necromantic nemesis.  
  Only then I understood it. My mother was always 
  right. 
  *** 
  Even as the hand’s freakish intelligence seemed to 
  grow, its flesh decomposed. It started slowly, with 
  discolored patches of bruised skin, but progressed 
  to greenish-black blotches, and started spreading 
  up Dunkel’s forearm. When the hand started to 
  reek of rotten meat, the chiurgeon was called for, 
  despite Dunkel’s urgent, desperate pleas against it. 
  The chiurgeon immediately declared Kralle’s hand 
  to be gangrenous, and pronounced that it must be 
  amputated at once. Kralle went into a panic, 
  pitifully pleading for them not to remove his hand. 
  Obviously in a feverish delirium, Kralle insisted 
  that, so long as the hand was anchored at the end 
  of his arm, he could keep it under control. The 
  healer ignored his ranting, calmly warning Kralle 
  that, if the hand was not removed, it would surely 
  drag him into the grave with it.  
  After the hand was amputated, Kralle made just 
  one, feeble request before he passed out.  
  “Bury it deep.”  
  --from the notes of the Corvia militia.  
   
  Footnote: This is actually a piece of flavor text 
  from John's entry for the crawling claw in "The 
  Forgotten Children" netbook. 
   
  See also Dragon #336 
  Crawl
  Crawl
  Crawl
  Crawling ivy [Denizens of Dread
  ing ivy [Denizens of Dread
  ing ivy [Denizens of Dread
  ing ivy [Denizens of Dread, under 
  , under 
  , under 
  , under 
  plant
  plant
  plant
  plant] ] ] ]     
  CR2 
  Characters with ranks in Knowledge (nature) can 
  learn more about crawling ivy. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  12 This patch of leafy vines is actually a 
  monstrous plant called crawling ivy. This result 
  reveals all plant traits.  
  17 Crawling ivy often lets creatures climb over it, 
  waiting for the most opportune to lash out and 
  entangle its prey.  
  22 Crawling ivy feeds on blood, which it drains 
  using its magenta-veined leaves. Crawling ivy can 
  sometimes be trained to serve a master to a limited 
  degree, acting as a guardian.  
  27 Crawling ivy sprouts clumps of berries each 
  autumn. If collected, these berries can be prepared 
  into an herbal poultice that helps stop blood loss.  
   
  --- 
   
  Handsome large dark-green leaves with magenta 
  veins, flourishes in semi-shaded areas and does not 
  require rich soil. Available as clipping, unusual 
  transport requirements double normal delivery 
  price.  
   
  N.B. Tends to be invasive & can be intractable 
  without careful handling. NOT 
  RECOMMENDED for the casual enthusiast.  
   
  - 
  Beauraix' Commercial Catalogue of Flora  
   
  Crimson bones [Denizens of Dread] 
  Crimson bones [Denizens of Dread] 
  Crimson bones [Denizens of Dread] 
  Crimson bones [Denizens of Dread]     
  CR2 
  As Harespex cleaved the second blood-drenched 
  skeleton's head from its shoulders, a fine spray of 
  red droplets coated his hands and arms. The thing 
  fell, but even as it did so Harespex dropped his 
  sword, turning frightened eyes toward me. "The 
  blood," he whispered. "It's burning me, Mac 
  Laren."  
   - Bertram Mac Laren, Sixty Nights in Tepest  
  
  Crimson death [Monster Manual II] 
  Crimson death [Monster Manual II] 
  Crimson death [Monster Manual II] 
  Crimson death [Monster Manual II]     
  (The bardic knowledge is Ravenloft-specific.) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about crimson deaths. Characters who 
  recognize a crimson death’s nature can make a 
  bardic knowledge check to learn more. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (religion) 
  DC Result 
  21 This vaguely humanoid knot of fog somewhat 
  resembles a wraith, but it actually a misty creature 
  called a crimson death. This result reveals all 
  undead traits and the incorporeal subtype. 
  26 A crimson death feeds on the blood of living 
  creatures. It is a stealthy predator, and if it sneaks 
  up on a victim, it wraps its misty tendrils around 
  the victim and starts draining blood through its 
  skin. A crimson death has a ravenous appetite, so 
  it often leaves its victims completely drained of 
  blood. As the creature feeds, its normally colorless 
  mists flush deep crimson. 
  31 Due to its vaporous form, a crimson death is 
  usually hard to spot in foggy conditions, and it can 
  slip through the tiniest of cracks. Unlike 
  incorporeal spirits, however, a crimson death 
  cannot pass through solid objects. 
  36 Although a crimson death’s misty tendrils 
  actually have no strength, the creature can 
  telepathically lift and carry fairly heavy objects. 
  The crimson death often uses this ability to cart off 
  the bodies of its victims. A crimson death’s lair is 
  often marked by a charnel house of exsanguinated 
  corpses, still wearing whatever gear they were 
  carrying when they died. 
   
  Bardic Knowledge 
  DC Result 
  21 Some legends claim that crimson deaths are the 
  lingering, tortured spirits of vampires destroyed by 
  flame or sunlight, and whose remains were not 
  then properly laid to rest. 
  26 Decades ago, the kingdom of Darkon was 
  ravaged by a lethal plague called the Crimson 
  Death, but the name seems to be coincidental. 
   
  --- 
   
  Around the fire, our guide told us of a strange kind 
  of phantom, and he was irritated that we had a 
  hard time believing him. But here’s his story. He 
  was a soldier before this arm wound forced him to 
  do something else for a living. He said his 
  regiment once was searching for a lost soldier in 
  light moors, and suddenly they found a thick patch 
  of water weeds that held the corpses of many 
  beings, floating in the weeds. He said may be 
  twenty dead bodies were there. Then they heard a 
  splashing noise in the back on the group: one of 
  their comrades just fell in the water and started 
  yelling in pain. Panic spread to the group as they 
  saw a hideous fog creature holding to the man, its 
  white-red color slowly changing from to blood 
  red, like if the phantom was draining his blood… 
  They ran away from the place, leaving their friend, 
  and without fighting it. I’ve never heard of an 
  incorporeal bloodsucker before, and never since 
  then, so I wonder if this was a tall tale, but our 
  guide seemed to believe what he was telling us. 
   
   - An adventurer’s journal in Darkon.  
   
  See also Dragon #336 
   
  Croc
  Croc
  Croc
  Crocodile [Monster Manual 
  odile [Monster Manual 
  odile [Monster Manual 
  odile [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR2; GIANT CR 4 
  Characters with ranks in Knowledge (nature) can 
  learn more about camels. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 12: This toothy reptile is a crocodile. This 
  result reveals all animal traits. 
   
  DC 14: A crocodile is an ambush predator that 
  lurks in murky waters. A slap from its tail can be 
  as dangerous as its bite. Although most crocodiles 
  are about 12 feet long, some can grow more than 
  20 feet from tip to tail. 
   
  DC 22: When a crocodile bites its prey, it keeps its 
  prey in a vicelike grip and attempts to drown it. A 
  crocodile can hold its breath for minutes at a time. 
  
  Crypt cat [Denizens of Dread] 
  Crypt cat [Denizens of Dread] 
  Crypt cat [Denizens of Dread] 
  Crypt cat [Denizens of Dread]     
  CR 1/3 
  Characters with ranks in Knowledge (religion) can 
  learn more about crypt cats. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  12 This desiccated feline is a crypt cat, an animal 
  ritualistically prepared to serve as a guardian in the 
  afterlife. This result reveals all deathless traits.  
  17 A crypt cat attacks much like a living cat 
  would, by biting and scratching with its claws. 
  Wounds dealt by a crypt cat tend to fester, 
  preventing them from healing properly. Only heal, 
  remove disease, or similar magic can cure the 
  infection.  
  22 A crypt cat is nearly skeletal. Because of this, it 
  is immune to cold, and slashing and piercing 
  weapons tend to skitter off its bones. Bludgeoning 
  weapons are fully effective, however.  
  27 Crypt cats invariably serve a greater master, 
  which is usually a more powerful ancient dead not 
  unlike themselves. 
  --- 
  JWM: 
  These 
  creatures 
  are 
  ancient 
  dead 
  (deathless), not undead – see Deathless type.  
   
  The first was Professor deMeran. I found his body 
  in the small hut he used in his staying in Har'Akir. 
  Flies were all over him, feasting in his blood. In 
  his hand, a small golden scarab we found in the 
  tomb, not yet catalogued. His throath was slit by 
  four claws on a small paw.  
  The second was Ifi, our beautiful guide. She 
  wasted slowly, her wounds festering and sore. 
  Every night, a small claw wounding her some 
  more.  
  Tonight I'll be the last. May Ezra guide my soul. 
  The feline scream at my window - claws rasping 
  on th  
   
  From the last entry of the diary of Doctor 
  McDarmon of Mordentshire, Mordent (naturalized 
  Akiri). 
  Crypt chanter [Libris Mortis] 
  Crypt chanter [Libris Mortis] 
  Crypt chanter [Libris Mortis] 
  Crypt chanter [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about crypt chanters. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  17 This fluttering spirit of a lithe humanoid in a 
  flowing cloak is a crypt chanter, noted for the 
  otherworldly songs and music they constantly 
  produce. This result reveals all undead traits and 
  the incorporeal subtype. 
   
  22 Crypt chanters never speak directly to mortals, 
  though they may sometimes communicate through 
  the lyrics of their music. These lyrics are usually 
  in Abyssal. However, a crypt chanter’s haunting 
  melodies creep their way into the minds of living 
  creatures. Listeners who succumb are first dazed, 
  then enthralled. Eventually, their life energy seeps 
  away entirely. 
   
  27 A crypt chanter is slightly resistant to turning. 
  However, natural sunlight renders a crypt chanter 
  utterly powerless, so these spirits always flee from 
  the light of day. 
   
  32 Any humanoids slain by a crypt chanter’s lethal 
  melody rise a few moments later as new crypt 
  chanters enslaved to their creator. 
   
  --- 
   
  “I do not know why Joseph asked me to 
  accompany him in this cemetery at night, because 
  when the chant started, he hit me on the head with 
  his cudgel, and it made me unconscious, you 
  know. The chant was so wonderful, very sad and 
  frightening, but the most strange and beautiful 
  voice at the same time. But then Joseph hit me so I 
  don’t know how long it lasted. It was more 
  fascinating than those vistani’s songs, really. I 
  came to myself in the early hours of morning, and 
  Joseph was laying on the ground, his face showing 
  a mix of awe and horror. I’ve never been back to 
  this place at night.” 
   
   - as told to his friends, by Maurice in Darkon  
  
  Crypt warden, dread [Book of Exalted 
  Crypt warden, dread [Book of Exalted 
  Crypt warden, dread [Book of Exalted 
  Crypt warden, dread [Book of Exalted 
  Deeds] 
  Deeds] 
  Deeds] 
  Deeds]     
  Characters with ranks in Knowledge (religion) can 
  learn more about crypt wardens. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  18 This skeletal warrior is a crypt warden, the 
  result of a guard or soldier who voluntarily chose 
  to protect this structure after death. This result 
  reveals all deathless traits. 
  23 A crypt warden is nearly skeletal. Because of 
  this, slashing and piercing weapons tend to skitter 
  off its bones. Bludgeoning weapons are fully 
  effective, however. A crypt guardian can use holy 
  smite against its foes at will as a spell-like ability. 
  Crypt wardens usually speak the local language 
  and Celestial. 
  28 Crypt wardens are fearless defenders of their 
  tombs. They can animate objects at will, often 
  turning their tomb’s décor against intruders. 
  Crypts wardens are resistant to magic. 
  33 Crypt wardens rise from their tombs only when 
  the structures they guard have been violated. 
  When the intrusion has been dealt with, their 
  spirits willingly return to the afterlife. 
   
  --- 
   
  JWM: 
  These 
  creatures 
  are 
  ancient 
  dead 
  (deathless), not undead – see Deathless type 
   
  Ghastria Smith: Well, I was in a tomb in the 
  southern Core...  
  Mme Maisonbleu: Where, exactly?  
  Ghastria Smith: I cannot tell you. I swore I 
  wouldn't.  
  Mme Maisonbleu: Continue, please.  
  Ghastria Smith: After rooms of traps and empty 
  corridors, I entered the inner chamber, or to be 
  more precise its anti-chamber, to find a guardian. 
  It was a skeleton dressed in a wonderfully built 
  gold armor, the like of those you see in ancient 
  scrolls. It wielded a magnificent greatsword made 
  of platinum.  
  Mme Maisonbleu: What did it do?  
  Ghastria Smith: Nothing. It looked at me with its 
  empty socket and politely bowed. Then it spoke: 
  "This tomb is sacred -it said- and it is my duty and 
  pleasure to be its guardian. If you are a decent 
  man, then you will not advance toward me. Should 
  my perceptions be deceived, then you will come 
  toward me, and I will be forced to slay you. Do 
  not force me to stain my sword with the blood it 
  never spilled in life"  
  Mme Maisonbleu: What did you do? I can't wait 
  for the tale of the battle!  
  Ghastria Smith: My lady, there was no battle! We 
  bowed and I retreated. I promised him to never 
  reveal the location of the tomb, and I even hid 
  better its entrance.  
  Mme Maisonbleu: Why did you do such a thing?  
  Ghastria Smith: Surely the skeleton was not an 
  adversary to be understimated... And I picture 
  myself as decent man, you know?  
   
  From the article Interview with a crypt raider by 
  M.me Christine Maisonbleu, published on the 
  Minute of Port-au-Lucine. 
   
  D 
  Darkenbeast [Monsters of Faerûn] 
  Darkenbeast [Monsters of Faerûn] 
  Darkenbeast [Monsters of Faerûn] 
  Darkenbeast [Monsters of Faerûn]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about darkenbeasts. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 This batwinged creature is a darkenbeast, a 
  magical creation. This result reveals all magical 
  beast traits. 
  19 Spellcasters create darkenbeasts from ordinary 
  animals. Darkenbeasts then serve their master as 
  messengers or guardians. Darkenbeasts are 
  immune to mind-influencing effects. 
  24 Darkenbeasts tend to fight heedlessly, starting 
  combat by plunging from the air in a charge. A 
  spellcaster can imprint a single spell into each 
  darkenbeast he or she creates. The spellcaster can 
  later trigger this spell as a spell-like abilitiy. The 
  magical energy consumes the darkenbeast. 
  29 Darkenbeasts shy away from bright light, 
  hampering their attacks. If a darkenbeast is 
  
  exposed to bright light for an extended period, 
  there is an increasing chance that the darkenbeast 
  will permanently revert to the normal animal from 
  which it was created. A sunbeam spell 
  automatically reverts a darkenbeast to normal. 
   
  --- 
   
  "...no mistaking it, Old Silas was as cruel a man as 
  any in these parts: vicious to his wife, brutal to his 
  boys and scornful to his daughters. Worst of all, 
  by far, to his beasts, from his broken-down 
  carthorse to those miserable sacks of bones and 
  feathers in the henhouse. He starved his cattle, 
  kicked his sheep into moving if they wouldn't heed 
  his raggedy old dog; he cut the throats of piglets 
  without even hiding them from the sow's sight, 
  and what kind of a gods-fearing man does that, I 
  ask you? If ever a farmer deserved his own 
  livestock's hatred, Old Silas was that man.  
   
  "Thinking back, now, I can't help but wonder if 
  that foul fiend of a Hazlani knew Silas was such a 
  man, when he choose whose farm to work his 
  deviltries upon. Because those things he'd warped 
  and twisted those dumb, pitiable beasts into -- the 
  things that tore Old Silas to pieces, first of all their 
  prey -- seemed like that very hatred he'd kindled in 
  them, made flesh: vile hatred for him, and for all 
  men, and boasting all the claws and spines and 
  teeth and terror them poor beasts must've wished 
  they'd had, to turn against such a cruel, uncaring 
  master...."  
   
  -- Malcolm Byrne, witness to the Hillsdarrow 
  Farm massacre 
  Darque (DT&DL)
  Darque (DT&DL)
  Darque (DT&DL)
  Darque (DT&DL)    
  Darkling [Champions of Darkness] 
  Darkling [Champions of Darkness] 
  Darkling [Champions of Darkness] 
  Darkling [Champions of Darkness]     
  (TEMPLATE) 
   
  Sandro, 'Sandro,  
  What hast thou done?  
  'Sandro, 'Sandro,  
  Where hast thou gone?  
   
  Opened a grave,  
  A life for to save,  
  Walked into darkness  
  To find a new sun.  
   
  'Sandro, o 'Sandro,  
  You'll never find pardon,  
  'Sandro, o Sandro,  
  You must leave the vardos.  
   
  Then I'll be a darkling,  
  A man of the night;  
  I'll love death and dark  
  And flee from the light.  
  Traditional Vistani children's rhyme 
   
  Dea
  Dea
  Dea
  Deadborn Vulture
  dborn Vulture
  dborn Vulture
  dborn Vulture    [[[[MM5
  MM5
  MM5
  MM5] ] ] ]     
  CR 8 magical beast that come back to life as a 
  zombie after its death 
  Dea
  Dea
  Dea
  Deamon 
  mon 
  mon 
  mon ––––    see Demon
  see Demon
  see Demon
  see Demon        
  Death
  Death
  Death
  Deathweb
  web
  web
  web    [[[[Pathfinder 4
  Pathfinder 4
  Pathfinder 4
  Pathfinder 4] ] ] ]     
  CR 6 Sort of gargantuan undead spider 
   
  Death dog [Fiend Folio] 
  Death dog [Fiend Folio] 
  Death dog [Fiend Folio] 
  Death dog [Fiend Folio]     
  JWM: “In the domain of Har’Akir, scores of death 
  dog packs prowl the Valley of Kings, home to 
  many ancient tombs, including that of Pharaoh 
  Anhktepot. They seldom stray far, taking shelter in 
  the innumerable cracks and hollows lining the 
  valley walls and rushing forward in waves to 
  attack anything that intrudes on their territory. No 
  one knows what sustains these beasts in such 
  barren terrain. On the Night of Thoth, an irregular, 
  astrologically determined event when Anhktepot’s 
  tomb mystically opens, the death dogs retreat to 
  their lairs. So long as the pharaoh’s tomb stands 
  open, the death dogs remain in their dens, peering 
  down at explorers with flinty eyes and attacking 
  only if approached.” 
   
  --- 
   
  Characters with ranks in Knowledge (arcana), 
  Knowledge (nature), or bardic knowledge can 
  learn more about death dogs. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. A character who recognizes a death dog’s 
  
  nature can make a Knowledge (local) check to 
  learn more.  
   
  Knowledge (arcana) or Knowledge (nature)  
  DC Result  
  12 This mangy, two-headed canine is a death dog. 
  This result reveals all magical beast traits.  
  17 Death dogs are cunning hunters that knock their 
  prey to the ground before tearing them apart.  
  22 A death dog’s two sets of jaws carry a deadly 
  disease. Early symptoms include jaundiced skin 
  and swollen eyes and throat.  
   
  Knowledge (local)  
  DC Result  
  15 Scores of death dogs roam the Valley of Kings 
  in Har’Akir, acting as feral guardians to the tombs 
  of those ancient rulers.  
  20 The death dogs retreat to their dens on the 
  Night of Thoth, for once allowing intruders to pass 
  by unaccosted.  
   
  Bardic Knowledge  
  DC Result  
  12 According to legend, death dogs are descended 
  from Cerberus, the mythical three-headed hound 
  that guards the gates of the underworld.  
   
  --- 
   
  We were spending a few days in Har’Akir to meet 
  scholars there, actually looking to identify the 
  symbols found by our uncle on Ivana’s Death 
  Stone long ago.  
   
  But we also had read about Anhktepot’s tomb in 
  his notes, and were eager to explore it, and at least 
  locate it on a map. Because this place was said to 
  be a den of evil according to our uncle. Alas, 
  nobody in the small hamlet of Mubar wanted to 
  show us the way, less escort us there. Dogs, they 
  said, large dogs in the desert near the crypt. But 
  not ordinary wild dogs, they said. They told us of 
  two-headed dogs and we wondered for a while if 
  they were not pulling our leg. Later, Allam, one of 
  the scholars we were to meet, confirmed the 
  existence of these two-headed dogs strangely 
  confining themselves to the crypt surrounding 
  area.  
   
  Unprepared to fight magical beasts this time, we 
  didn’t go near the crypt 
   
  From Laurie Weathermay-Foxgrove journals  
   
  Death
  Death
  Death
  Death’s horsemen
  ’s horsemen
  ’s horsemen
  ’s horsemen    [[[[new, JWM
  new, JWM
  new, JWM
  new, JWM] ] ] ]     
  Death Undaunted  
   
  Characters with ranks in Knowledge (religion) or 
  Knowledge (local) can learn more about Death’s 
  Horsemen. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs.  
   
  DC Result  
  22 This monstrous rider is one of Death’s 
  Horsemen. Although it appears undead a creature 
  composed of animate negative energy manifested 
  in physical form. This result reveals all elemental 
  traits and the evil subtype.  
  27 Three Horsemen serve Death; they are known 
  by many names, including Famine, Pestilence, and 
  War. Their minds are linked, so whatever one 
  knows, they all know.  
  32 A Horsemen is surrounded by the forces of 
  entropy. Its touch — even its mere presence — 
  spreads the affliction for which it is named.  
  37 Death’s Horsemen can create steeds for 
  themselves merely by touching a normal horse. 
  This slays the horse and created a monstrous steed 
  that acts as an extension of the Horseman itself.  
  42 Each Horsemen is repelled by the tokens 
  symbolizing its conceptual antithesis. This result 
  reveals the details of the Horseman’s antithetical 
  token.  
   
  --- 
   
  “A sudden chorus of terror erupted ahead of me in 
  the marketplace. Mad panic flashed through the 
  crowd. People trampled each other to flee and 
  rushed the outer stalls, savagely tearing food out 
  of each other’s clutches and desperately stuffing it 
  down their own throats. Nearer at hand, I watched 
  a row of smoked ducks blacken and shrivel before 
  my very eyes. As the crowd thinned, I saw the 
  source of everyone’s terror. An emaciated corpse 
  sat slumped in the saddle of an equally wasted 
  horse. The horror snatched up a halfling child, 
  
  dragging him kicking and screaming onto the 
  saddle. Just like the smoked meat, I watched the 
  flesh shrivel from the child’s bones! The monster 
  defiantly addressed the panicked crowd.”  
  “‘We seek a fiery eye,’ it said. Its voice was 
  horrible. ‘Give it to us, and the suffering of this 
  innocent will end.’”  
   
  —Witness account, Rivalis, August 755 BC 
   
  War:  
  Reports came rushing in of a riot spreading 
  through the South District, though no one could 
  offer any guess as to what had sparked such 
  unrest. I immediately dispatched every available 
  constable to the scene, leading them myself. We 
  soon reached a miserable scene — a street filled 
  with men, women, and children all viciously 
  hacking and bashing at each other with whatever 
  weapons they could grab. I ordered my men in to 
  end the violence, only to watch my own constables 
  turn savage! They attacked everyone around them 
  as mindlessly as the rioters themselves. I rushed 
  ahead in horror, screaming at my men to stop — 
  but so help me, I felt the bloodlust come over me 
  as well. Before I could act, however, someone 
  struck the back of my head and I fell to the 
  cobbles, dazed. That was when I saw it. A terrible 
  warrior, completely hidden beneath mauled black 
  plate, rode past me on a mauled warhorse. It strode 
  through the melee, the mindless killers parting for 
  it. It struck me as a general inspecting its troops. 
  But whatever that thing was, it was no living 
  knight. Its voice alone made that quite clear.  
   
  “We know the fiery eye is near,” it bellowed. 
  “Know that we seek it! Know that we are! Know 
  to fear us!”  
   
  —Chief Constable Liam Osgul’s report, Martira 
  Bay, August 755 BC 
   
   
  This monster is presented by JWM in the netbook: 
  http://www.fraternityofshadows.com/Library/New
  RavenloftMonsters_JWM.zip  
  Death engine [Die Vecna Die] 
  Death engine [Die Vecna Die] 
  Death engine [Die Vecna Die] 
  Death engine [Die Vecna Die]     
  JWM: One of Vecna's most horrific necromantic 
  war engines. PCs encounter a partially destroyed 
  version of one in Vecna Reborn.  
   
  “Yes, I still have nightmares about these war 
  horrors. I wake up screaming and looking at my 
  guts to see if it’s rotting.  
   
  I was a mercenary in a battle in Tovag when I saw 
  these atrocious things in action. There is no word 
  strong enough to say how disgusted we were in 
  front of this, and how terrifying this machine made 
  out of dead flesh was. Let me try to explain … 
   
  Imagine endless rows of corpse’s heads on the 
  thing, each screaming its own evil mantras, or 
  howling in pain. We could hear this terrifying 
  noise a long time before actually seeing the thing. 
  The sound of the damned, this really was.  
   
  Imagine many arms fused all over it, from 
  humans, animals and other things, trying to grab 
  and tear to pieces whatever passes near it, and also 
  making it move forward. 
   
  Imagine a detestable aura of bleak corruption 
  around its base, visibly warping the very land 
  under it and altering it to miasma and bubbling rot. 
  I know many people caught deadly diseases in its 
  path, and these people rotted within minutes, 
  screaming in pain. 
   
  Now imagine this “machine”, wandering loose on 
  a battlefield, without control, spreading death, 
  diseases and corruption in an insane random 
  pattern, even within its own side.  
   
  Many warriors in my unit ran from terror when 
  they saw it. And yes, this thing can only come 
  from an amazingly evil mind.” 
   
   -  a mercenary tale  
   
  Death 
  Death 
  Death 
  Death knight 
  knight 
  knight 
  knight [[[[Monster Manual II, 
  Monster Manual II, 
  Monster Manual II, 
  Monster Manual II, 
  Dragon 2 90
  Dragon 2 90
  Dragon 2 90
  Dragon 2 90] ] ] ]     
  Knowledge of the Death Knight 
  
  The following table shows the results of a Religion 
  check as it relates to death knights. 
  Religion 
  DC 
  Result 
  15 
  Death knights are skeletal warriors who 
  retain the intelligence and combat skills 
  they had in life. They often lead other 
  undead soldiers in a war against the 
  living. 
  20 
  Death knights are warriors who chose to 
  become undead. Often they have a 
  specific goal or vendetta that provoked 
  their transformations, but some simply 
  fear the afterlife so much that they 
  instead choose an eternal living death. 
  25 
  A death knight carries its soul in its 
  weapon. This weapon has the power to 
  become ghostly and pierce armor as if it 
  was not there. If you take a death 
  knight’s weapon, you weaken the knight. 
  A death knight can also surround itself in 
  a burst of unholy fire that burns the 
  living and wreathes undead in dangerous 
  green and black flames. 
  30 
  A death knight’s soul weapon weakens 
  anyone else who wields it as long as the 
  death knight has not been destroyed. If 
  you break a death knight’s weapon, the 
  knight can restore it with a touch. Death 
  knights bolster nearby undead allies, so 
  it’s best to separate the knight from its 
  minions. 
   
  See also Dragon #336 
  Deathbringer [Monster Manual II] 
  Deathbringer [Monster Manual II] 
  Deathbringer [Monster Manual II] 
  Deathbringer [Monster Manual II]     
  JWM: “Vecna is known to have created several of 
  these horrors to serve as officers in the armies of 
  Cavitius, and a few may have survived the 
  destruction of the Burning Peaks.”  
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about deathbringers. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  27 This hulking, waxy grey humanoid is a 
  deathbringer, a powerful undead warrior. 
  Necromancers often create these creatures to lead 
  their undead armies. This result reveals all undead 
  traits. Deathbringers can usually hiss Common and 
  either Abyssal or Infernal through their sewn-shut 
  lips. 
   
  32 Deathbringers are unsubtle killers, using brute 
  strength to plow through foes. A notorious 
  deathbringer tactic is to trip their foes and then 
  trample them. 
   
  37 A deathbringer can release a silent buirst of 
  negative energy up to more than 30 paces away. 
  Deathbringers use these bursts both to harm the 
  living and to heal themselves and their undead 
  allies. Once a deathbringer releases a burst, it must 
  wait a few moments before it can do so again. 
   
  42 A deathbringer can produce a greater dispelling 
  effect at will. 
   
  --- 
   
  “Yes, those war machines made of corpses in 
  Cavitius were terrible. But that wasn’t all. They 
  had one of their generals, or whatever title it had 
  as a commanding officer, a tall, large brute with a 
  large spiked war flail in each hand.  
   
  This general didn’t stay back to command its 
  troops from a safe distance: it stood first line and 
  was also a terrible warrior.  
   
  One of our best cavalier tried to take it down, but 
  the brute made the horse trip on the ground, and 
  then it endlessly flailed horse and man on the 
  ground until they were unrecognizable from each 
  other.  
   
  Then it laughed maniacally and some of the 
  human warriors around it fell on the ground or had 
  nasty bloody wounds appearing on them, while the 
  undead were healed by the same supernatural 
  effect! 
   
  It was later sent to a magical pit in the ground by a 
  magic user on our side. But it wasn’t destroyed, 
  I’m quite sure of it.” 
  
   
   -  a mercenary tale  
   
  Deathlock [Libris Mortis] 
  Deathlock [Libris Mortis] 
  Deathlock [Libris Mortis] 
  Deathlock [Libris Mortis]     
  JWM: “In Ravenloft, some occult scholars 
  theorize that deathlocks may represent the 
  aftereffects of failed attempts to attain lichdom.”  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about deathlocks. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This cadaverous corpse‘s eyes crackle with 
  magical energy. This is a deathlock, the remains of 
  a spellcaster so charged with arcane power that it 
  cannot rest in peace. This result reveals all undead 
  traits. Deathlocks speak Abyssal, Infernal, and 
  Common. 
   
  18 Some sages believe deathlocks are the result of 
  failed attempts to become liches. Unlike liches, 
  they have lost all but paltry fragments of their 
  memories and arcane prowess. However, 
  deathlocks can use detect magic, inflict minor 
  wounds, and read magic at will as spell-like 
  abilities. 
   
  23 Deathlocks can also use cause fear, death knell, 
  ghoul glyph, magic missile, and summon monster 
  I as spell-like abilities several times a day. They 
  prefer to rely on these abilities, attacking from a 
  distance. Deathlocks are resistant to turning. 
  --- 
   
  … red with blood, Ah! Ah! The petty necromancer 
  also wrote me from his island about another 
  strange unwanted effect when one worthy wizard 
  is trying to become a lich. Sometimes, the wizard 
  fails to attain this higher state of mind, but instead 
  of being destroyed, it becomes something N. calls 
  a “deathlock”. He describes it as a spell casting 
  corpse of minor abilities, but who has lost its once 
  keen mind and wishes the destruction of all things 
  instead of the continuation of its arcane researches. 
  It will even destroy its whole library¸ research 
  facilities and all it has built in its wizard life.  
   
  Becoming insane, another pathetic peril those 
  jailers have found to block us from our shining 
  destiny. Ah! But this warning happens to late for 
  me, for you see already … 
   
  On a torn paper found in Il-Aluk  
   
  Death’s head tree [Denizens of Dread
  Death’s head tree [Denizens of Dread
  Death’s head tree [Denizens of Dread
  Death’s head tree [Denizens of Dread, , , , 
  Dragon # 339
  Dragon # 339
  Dragon # 339
  Dragon # 339] ] ] ]     
  CR9 
  Characters with ranks in Knowledge (nature) can 
  learn more about death’s head tree. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  19 This macabre willow tree is a death’s head tree, 
  a monstrous plant that germinated in blood-soaked 
  soil. This result reveals all plant traits.  
  24 The severed heads dangling from the branches 
  are actually the tree’s fruit. Their teeth are actually 
  sharp seeds that lodge in victim’s flesh. Due to its 
  constant exposure to death, a death’s head tree is 
  resistant to necromantic effects.  
  29 Death’s head fruit can also spit their seeds and 
  even detach from the tree. They float on the 
  breeze, having grown buoyant as they bloat with 
  the gasses of decay. Death’s head trees ignore 
  creatures that give off no heat.  
  34 A death’s head tree often signals the presence 
  of an ancient site of battle. The tree has no use for 
  treasure, so its half-buried victims often still bear 
  whatever treasures they had when they died.  
   
  --- 
   
  “So my pretty little Elf thing yea would look upon 
  the face of your long lost father, kiss his cheek 
  once more, let him whisper little nonsenses in your 
  ear? Tis a far sweeter thing than to have yea for 
  tea. We be off then to the Willow’s Grove.”  
   
  -The Three Hags of Tepest 
  
  DDDDeathless type
  eathless type
  eathless type
  eathless type    [[[[see 
  see 
  see 
  see Book of Exal
  Book of Exal
  Book of Exal
  Book of Exalted 
  ted 
  ted 
  ted 
  Deeds
  Deeds
  Deeds
  Deeds]]]]    
  Deathshrieker [Monster Manual III] 
  Deathshrieker [Monster Manual III] 
  Deathshrieker [Monster Manual III] 
  Deathshrieker [Monster Manual III]     
  Characters with ranks in Knowledge (religion) can 
  learn more about deathshriekers. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  25 This horrible, screaming apparition is called a 
  deathshrieker. These skeletal spirits form at the 
  sites of bloody battlefields, charnel houses, or 
  similar locales of mass death. They are the 
  embodiment of countless victims’ cries of agony 
  and woe as they met violent ends. This result 
  reveals all undead traits and the incorporeal 
  subtype. 
   
  30 Deathshriekers typically plunge themselves 
  into the thick of battle, trying to affect as many 
  foes as possible with their dreadful abilities. The 
  mere sight of a deathshrieker can paralyze 
  witnesses with fear. Its touch drains victims’ 
  vivacity and their will to live. Although 
  deathshriekers have little interest in 
  communicating with the living, they do usually 
  speak one or two common local languages. 
   
  35 Once a day, a deathshrieker can release a soul-
  numbing wail of pure agony and despair. This 
  unearthly howl persists for several moments, 
  drowning out all normal conversation. In addition, 
  nearby creatures may be deafened, stunned, and 
  even driven insane by the sheer misery of the 
  wailing. 
   
  40 A deathshrieker cannot abide complete silence, 
  even to the point of suffering damage whenever 
  magically silenced. When a deathshrieker is 
  destroyed, it dissipates into one last, truly spirit-
  wrenching scream powerful enough to sap the life 
  force of every creature within 100 paces that hears 
  its death rattle. 
   
  --- 
   
  It is widely known, throughout Darkon, that truly 
  gruesome deaths, especially those that happen on 
  battlefields and in poor houses, or those that 
  happen regularly in the streets of Paridon, generate 
  undead. I dismiss all of this as rubbish! Undead 
  are only born of the foulest necromancy.  
  There are, of course, exceptions.  
  For example, a year after I came back to my native 
  Darkon from my travel in Dementlieu and 
  Markovia, I witnessed a creature called Eiulatus in 
  Darkonese. This creature, an horrible undead 
  whose semblance was that of a ghostly skeleton, 
  was roaming the place of a battle of the first 
  Falkovnian invasion. The ghost was screaming 
  like he was being torn apart by some unseen force. 
  I must admit that, in spite of all of my noteworthy 
  willpower, even I was moved to fear!  
   
  From All that is true about this world a pamphlet 
  by the Toret Warlock Claude Seymar of Martira 
  Bay.  
   
  Deathtouched
  Deathtouched
  Deathtouched
  Deathtouched    [[[[Dragon # 313
  Dragon # 313
  Dragon # 313
  Dragon # 313] ] ] ]     
  Dee
  Dee
  Dee
  Deep hound [Races of Stone] 
  p hound [Races of Stone] 
  p hound [Races of Stone] 
  p hound [Races of Stone]     
  Characters with ranks in Knowledge (nature) or 
  Knowledge (dungeoneering) can learn more about 
  deep hounds. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  14 This stocky grey dog is a deep hound. This 
  result reveals all magical beast traits. 
  19 Deep hounds are usually domesticated by 
  dwarves for use as guardians and companions. 
  They are more easily trained than most magical 
  beasts. 
  24 A deep hound is acclimated to life 
  underground. Its eyes are sensitive to bright lights, 
  which leave it dazzled. 
   
  --- 
   
  “The dwarves we met in those caverns for trade 
  were not very friendly, and didn’t offer us any of 
  their famous ale, but at least they were honest. 
  When we set the terms of the trade after long 
  discussions, a monstrously large hound effortlessly 
  
  dragged the metal chunks outside, where we took 
  property of it. You should have seen it, this hound 
  was bigger then a bull!” 
   
   - a merchant tale in Darkon  
   
  DDDDemodand, shator [Fiend Folio] 
  emodand, shator [Fiend Folio] 
  emodand, shator [Fiend Folio] 
  emodand, shator [Fiend Folio]     
  Demodand. Shator: Drigor, author of the 
  Madrigorian.  
   
  "My kind are held in a honeyed trap here in these 
  Mists. We are tempted to gain a power by tying 
  ourselves to the land, a power that would elevate 
  us in stature compared to the other Infernal 
  creatures. Demons and Devils would have to pay 
  us the respect we are due.  
   
  But the irony is that our abilities would tie us to 
  the land. I feel that staying untethered is my safest 
  route. Though the ability to hide my magnificent 
  form, the rolls of supple flesh, the large, eloquent 
  mouth and the delicate wings of my being, would 
  help me avoid being a target for all would-be do-
  gooders in this accursed land."  
   
  -Extract from the Mandragorian. 
   
  Demon
  Demon
  Demon
  Demon    (fiends)
  (fiends)
  (fiends)
  (fiends)    
  JWM: Fiends in General: Most of the fiends listed 
  here are represented in Ravenloft by a single 
  known individual. Feel free to incorporate these 
  villains.  
   
  See also RL CS 
   
  Demon, alkilith [Fiend Folio] 
  Demon, alkilith [Fiend Folio] 
  Demon, alkilith [Fiend Folio] 
  Demon, alkilith [Fiend Folio]     
  Demon, Alkilith: Marasmos from Children of the 
  Night: Demons.  
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about alkiliths. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 20: This shapeless mass of oozing corruption 
  is an alkilith, a vile demon despised even by most 
  other denizens of the Abyss. This result reveals all 
  outsider traits and the tanar’ri subtype. 
   
  DC 25: Despite their oozelike appearance, alkiliths 
  are highly intelligent and surprisingly quick. An 
  alkilith attacks foes by lashing them with its acidic 
  pseudopods. Unlike most tanar’ri, alkiliths are 
  completely immune to acid, and they are immune 
  to sleep, paralysis, stunning, and polymorphing. 
  An alkilith’s oozing body simply ignores most 
  attacks, but good-aligned or cold iron weapons can 
  pierce its defenses. Even then, only bludgeoning 
  weapons can produce maximum effect. 
   
  DC 30: At will, an alkilith can dissipate itself into 
  a noxious cloud of vapor as toxic as a cloudkill 
  spell. An alkilith is highly resistant to magic and is 
  immune to the effects of toxic gases. Alkiliths can 
  command nearby oozes, directing them like 
  puppets. 
   
  DC 35: An alkilith can attempt to summon a 
  hezrou in battle, but it usually prefers to rely on its 
  spell-like abilities: cone of cold, contagion, 
  desecrate, detect magic, dispel magic, enervation, 
  hold monster, magic circle against good, stinking 
  cloud, unholy blight, and wall of ice. If a battle 
  turns against the alkilith, it can use greater teleport 
  to escape. 
   
  --- 
   
  Warden Defors: ...the trail led through the village 
  which has been mentioned previously...  
  Inquisitor Despain: Aix-la-Forte.  
  WD: Yes. On entering the village we saw that the 
  plague-fiend had been there before us. Every 
  person, Ezra being witness to it, bore the mark of 
  the beast, and I gave the order that it be cleansed 
  before we moved on.  
  ID: You say, cleansed. You mean you burned 
  every man, woman and child to death, is that not 
  correct, Warden?  
  WD: Yes, that is correct, Inquisitor.  
  ID: No other solution was possible? Not with 
  twelve men strong in the Faith at your back?  
  WD: I think that the sequel to these events--I refer 
  to what happened in Neufectenburg--showed my 
  actions to be necessary and proper, Inquisitor.  
  
   
  Court transcript of the trial of Warden Esmond 
  Defors before the Ezran Inquisition 
   
  Demon, babau [Monster Manual] 
  Demon, babau [Monster Manual] 
  Demon, babau [Monster Manual] 
  Demon, babau [Monster Manual]     
  CR6  
  Demon, Babau: The Whistling Fiend, who wiped 
  out Creeana.  
   
  There's things in this world beyond our ken, son. I 
  was near Creena when the thing came. All black 
  skin and bones, covered in red stuff. A big horn 
  stuck out back of its head and it carried a wicked 
  pike.  
   
  Things where bad enough, sure as eggs is eggs. 
  Then it started whistling.  
   
  Not afeared to say that that day, I turned and ran as 
  fast as I could.  
   
  - 
  Tharod Ironflint, Darkonese Adventurer 
  Demon, d
  Demon, d
  Demon, d
  Demon, dretch [Monster Manual] 
  retch [Monster Manual] 
  retch [Monster Manual] 
  retch [Monster Manual]     
  CR 2 
  To my astonishment and disgust, the thing began 
  to weep great black tears. "I too am a servant of 
  the Most Low Lords," it sniveled, "and you should 
  not despise me, dirt-thing. Avant, Gallipat!"  
   
  Suddenly a second demon, equally vulgar and 
  hideous, stood by the first. Having no desire to 
  prolong this extremely unfortunate interview, I 
  invoked Galliter's white inferno and disposed of 
  my disappointing visitors, burning the small ivory 
  idols they had brought with them as well.  
   
  From the laboratory notebooks of the lich known 
  as Phantom's Bane 
   
  Demon
  Demon
  Demon
  Demon, Ebonbane
  , Ebonbane
  , Ebonbane
  , Ebonbane    [[[[Bane of the 
  Bane of the 
  Bane of the 
  Bane of the 
  Shadowborn
  Shadowborn
  Shadowborn
  Shadowborn] ] ] ]     
  Mangrum Posted: Thu Jun 26, 2008  
   
  Ebonbane is a unique entity who the Mists can't 
  contain in its true form, not so much due to raw 
  power as its metaphysical makeup. Were I to stat 
  up Ebonbane now for 3E, I'd retroactively make 
  him an extremely powerful version of the demonic 
  "type" introduced in the first Book of Fiends book 
  (or whatever the title was) was WotC put out a few 
  years back -- the demons, not tanar'ri, that are 
  naturally formless but possess mortals. Don't 
  remember the name and I don't have access to my 
  books for now.  
    
  High Priest Mikhal Posted: Thu Jun 26, 2008      
   
  The book is the Fiendish Codex I: Hordes of the 
  Abyss and the type is the loumara. Ebonbane as 
  loumara...so essentially he's not a being of 
  physical matter but is more like energy? Strangely 
  that makes a lot of sense. How else could he be 
  bound inside a magic sword? Not his soul but his 
  entire being. 
  DDDDaemon, Leukodaemon
  aemon, Leukodaemon
  aemon, Leukodaemon
  aemon, Leukodaemon    [[[[Path
  Path
  Path
  Pathfinder 8
  finder 8
  finder 8
  finder 8] ] ] ]     
  Sort of demon with disease 
   
  Demon, mane [
  Demon, mane [
  Demon, mane [
  Demon, mane [Book of Vile Darkness
  Book of Vile Darkness
  Book of Vile Darkness
  Book of Vile Darkness] ] ] ]     
  JWM: Formed directly from the souls of chaotic 
  evil creatures sent to the Abyss for eternity, manes 
  are the lowest form of the demons, even lower 
  than the dretches. They have no magical abilities 
  at all and are almost mindless. They act more like 
  wild beasts than anything else.  
  Manes are 3-foot-tall humanoids with pale, 
  bloated flesh riddled with maggots. Their white 
  eyes show no signs of sentience, but their claws 
  and jagged teeth betray their feral nature. 
   
  "This place has its pleasures, but there is nothing 
  here to compare to the great battlefields of Hell! 
  Ah, there was delight! To have even a mane to 
  slaughter would recall me to old times, at least. 
  Have you seen a mane, Captain? Well, you missed 
  nothing by the lack. They are puling miserable 
  things, less even than a human, which they much 
  resemble, though they are less clever; the worst of 
  their wretched race. We mowed down a thousand 
  in two minutes at the Carceri Flats and were 
  bathed in their ichor as if it were a spring dew! 
  Though, to be sure, they are not toothsome--the 
  maggots, you know."  
   
  From The Beast of Ehrendton 
  
  Demon, marilith [Monster Manual] 
  Demon, marilith [Monster Manual] 
  Demon, marilith [Monster Manual] 
  Demon, marilith [Monster Manual]     
  CR 17 
  Demon, Marilith: Baltoi, trapped under the 
  Sleeping Beast.  
   
  I see myself standing. I'm issuing orders. I'm 
  bathing in blood.  
  Thunderclap.  
  I stir.  
  Then I bask again in my dreams. I have a strange 
  creature before me. It is like a horrible gargoyle 
  with reptilian skin of a tainted red. It is whriting in 
  pain. Two of my arms are teasing him with 
  silvered pokers. The other four are carefully 
  tearing his limbs. He is screaming. I have no 
  question to make. I live only for his pain.  
  Thunderclap.  
  I stir.  
  I see a great army, spanning at least two countries. 
  It is ready for a bloody fight. A bloody war. A 
  shout, they charge.  
  Thunderclap.  
  ...  
  I almost opened my eyes. I could see a dark hall, 
  where my body is confined. Then I fell asleep 
  again. What is real? What is not?  
  I'll never know.  
  I'll just wait some more thunderclaps... 
   
  --- 
   
  Demon Marilith (take 2, more gore than horror) 
   
  "Again questioning of any of the four survivors of 
  the massacre brought no results. It's been 16 days 
  now since the remains of the merchant train were 
  discovered by the patrol. Still, the four survivor's 
  mad ramblings make no sense at all, even after 
  they were administered by a local priest named 
  Benalion that claims he can call the power of the 
  Gods. He was indeed able to miracusly heal many 
  of their wounds so Benalion must be saying the 
  truth. However he said there was nothing he could 
  do about their minds.  
   
  We need to find who did that massacre. The 
  lycanthropes? Perhaps. However the wounds on 
  many of the bodies were made by cutting 
  instruments although others seemed to be crushed 
  as if a huge constrictor crushed them. Yet it 
  seemed some caution was taken for many of the 
  victims to not die of their wounds. I shudder to 
  think of the state we found many of the victims; 
  their suffering seems to have been prolonged for 
  hours after their arms and legs were cut off. What 
  twisted mind could have brought so much 
  suffering to living beings and leave the valuables 
  lying around?  
   
  We can always put the blame on a vistani curse to 
  dissuade the local people; Invidians seem ready to 
  blame everything on the vistani. However, I'm not 
  sure the boy lord would be so easily convinced. 
  Perhaps the walking dead? They harbor a hate for 
  the living. But why would they let anyone alive 
  after all? 
   
  All the four could do, those that still had their 
  tongues, was to mourn pitifully. Their resemblance 
  to some of the tortured that were still indentifiable 
  was evident. But would the living dead recognise 
  parent and child or siblings through physical 
  resemblance? Would they care?  
   
  One word the survivors keep repeating when they 
  can be made to talk: "Marilith" among mad 
  ramblings about a multiple swords slashing, a 
  huge snake-woman and other, more unerving 
  things they witnessed that creature doing, some of 
  which still turn my stomach. It seems that all of 
  them agree it was a single, huge creature. I can 
  discard their rumblings about multiple hands as 
  born out of their fear, but from my experience 
  when dealing with panicked, griefstriken, mentally 
  unsettled peasants, they increase the number of 
  assailants, don't decrease it; "an army" is usually 
  less than 10. 
   
  Marilith... I've never in my adventures, travels and 
  investigations heard of anything like that. A big 
  snake woman with supernatural abilities and 
  inhuman strength. How could all of them 
  remember and even repeat that name? Did the 
  creature forced them to memorize it? If so, why?" 
   
  - A page of the journal of late investigator and 
  adventurer Bornic Hald, found pinned on his 
  savaged body, near the broken holy symbol of 
  Ezra, belonging to the missing cleric Benalion. 
   
  
  Demon, nalfeshnee 
  Demon, nalfeshnee 
  Demon, nalfeshnee 
  Demon, nalfeshnee [Monster Manual] 
  [Monster Manual] 
  [Monster Manual] 
  [Monster Manual]     
  CR14 
  Demon, Nalfeshnee: Malistroi, leader of the Army 
  of Darkness and creator of demonwracked 
  creatures.  
   
  "It was the night after my return to Zhukar that the 
  thing unleased by Madar's insane plots reached the 
  city. I saw it land atop the Temple, confronting 
  Petrovna there. By the eerie gray glow of the High 
  Altar, I could make out the details--the feathered 
  black wings, the ape-like arms and chest, the 
  toothy boar's head--that told me that, while 
  increased in size and power, this was the same 
  creature that we had believed to be the Provider."  
   
  --Life Under the Devourer, by Olvoro Vladinov 
   
  Demon, quasit [Monster Manual] 
  Demon, quasit [Monster Manual] 
  Demon, quasit [Monster Manual] 
  Demon, quasit [Monster Manual]     
  CR2 
  Then there came a hideous little man, a man with 
  wings; his skin was green and covered in boils, 
  and he had long clever fingers and long sharp 
  teeth. He drank up the bowl of milk, and then he 
  broke it--clack!--on the stone floor.  
   
  Then Jolenta knew her present had been accepted. 
  "Little man, little man," she called. "Teach me 
  how to get gold and jewels and a fine young 
  husband, and you shall sleep on my pillow and eat 
  from my plate, and I'll give you a lock of my long 
  gold hair."  
   
  The little man turned to her and smiled and said, 
  "Jolenta, my dear, you're a wise girl and you know 
  how to entice a fellow; but you must give me one 
  thing more, and that's your first-born child."  
   
  "Done!" said Jolenta, and the little man laughed 
  and laughed, and leapt to her shoulder and 
  whispered his first secret to her.  
   
  The Red Witch, traditional Tepestani 
   
  Demon, shadow demon [Denizen
  Demon, shadow demon [Denizen
  Demon, shadow demon [Denizen
  Demon, shadow demon [Denizens of 
  s of 
  s of 
  s of 
  Darkness
  Darkness
  Darkness
  Darkness, BoVD
  , BoVD
  , BoVD
  , BoVD] ] ] ]     
  Errata: The middle of the first paragraph should 
  read, "They require no sustenance, existing only to 
  spread evil, fear and destruction wherever they go. 
  Fortunately, however, they have lost their reality 
  wrinkles over time" 
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about shadow demons. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 18: This jagged, monstrous black silhouette is 
  a shadow demon, a denizen of the Abyss that 
  trades in souls. This result reveals all outsider 
  traits and the incorporeal subtype. Shadow demons 
  communicate telepathically. 
   
  DC 23: Although shadow demons are incorporeal, 
  their deadly claws flow with vile energy and 
  become corporeal whenever they touch flesh, 
  allowing these fiends to slice flesh and grapple 
  foes. Opponents who try to pin the fiend in return 
  find their limbs passing right through the demon, 
  however. Shadow demons often attack by 
  pouncing on their victims, then raking with their 
  hind claws. 
   
  DC 28: A shadow demon draws physical power 
  from surrounding darkness. Conversely, exposure 
  to bright lights drains their power, usually causing 
  them to flee. Although shadow demons are not 
  undead, they share many advantages of those 
  accursed spirits. This result reveals a shadow 
  demon’s immunities. 
   
  DC 33: A shadow demon enjoys an array of spell-
  like abilities. It can create darkness at will. Once 
  per day, it can create deeper darkness and damning 
  darkness. Once a week, it can use a magic jar to 
  make off with a mortal’s soul. 
  --- 
  He turned at the top of the staircase, and stopped. 
  There in the great mirror he saw it--a shadow 
  perched upon his shoulder, which seemed to 
  whisper in his ear and caress his face with its long, 
  
  delicate hands. As he stood paralyzed in horror, 
  the thing turned its face to the mirror and smiled at 
  him; and then it drew his own shadow around it 
  like a cloak and disappeared.  
   
  The Man Who Sold His Shadow, from Twelve 
  Tales of the Macabre, Jean Lafolie 
   
  Demon, succubus [Monster Manual] 
  Demon, succubus [Monster Manual] 
  Demon, succubus [Monster Manual] 
  Demon, succubus [Monster Manual]     
  CR7 
  Demon, Succubus: Elsepeth, the soul collector.  
   
  "With her flesh Zhanna tempted me, but being 
  sworn to Ezra, I was unmoved. With riches she 
  tempted me, but Ezra provides all I need, so I 
  swayed not. With the successes of others she 
  tempted me, but as only Ezra may decide a man's 
  station in life, I did not quaver. With mockery she 
  derided my silent stillness as indolence, but busy 
  in prayer I faltered not. With invective she sought 
  to raise my ire, but as Ezra is my center of calm, I 
  did not lash out in reply. And, desperate to reach 
  me in some way, she lauded my virtue and praised 
  me as the greatest of all of Ezra's faithful, but in 
  Ezra's service I had shed my prideful ways and 
  remained still in my circle of protection.  
   
  "The life seemed then to flee her as she dropped 
  her seeming and fell to her knees. Her wings, 
  hidden since our first encounter, drooped even as 
  her shoulders did, and she threw up a pitieous cry 
  to the heavens. Weeping freely, she recanted her 
  very existence, swearing to undo all of her 
  momentous evil if Ezra would but take her into 
  Her arms. As her breast heaved in sobbing and she 
  made to tear her clothes, I felt such great pity for 
  so lowly a creature. I stepped forward and caught 
  her hands, offering Ezra's forgiveness and succor. 
  As she smiled, sweet but sad, and drew me into 
  her embrace, I chanced to look back at the circle, 
  only then realizing I'd fallen for the oldest trick in 
  the book."  
   
  --- From The Nature of Evil: Demonic Entities in 
  Our Land Today  
   
  -------------  
   
  (This is quite loosely based on the scene from 
  Grant Morrison's "The Invisibles" where Jack 
  Frost encounters the King Of All Tears, which 
  starts on page 159 of the trade paperback "Entropy 
  In The UK", with temptations of the seven deadly 
  sins in the place of KOAT's illusions. Originally 
  done to fit Drigor, but modified as John Mangrum 
  rightfully pointed out that it didn't quite fit; I didn't 
  realize that 3rd Ed shator were different from 2nd 
  Ed shator. I chose not to use Elsepeth as the 
  succubi as I didn't want to get into how the writer 
  would be able to escape one of Elspeth's dolls...) 
  Demonwracked creature
  Demonwracked creature
  Demonwracked creature
  Demonwracked creature    [Circle of 
  [Circle of 
  [Circle of 
  [Circle of 
  Darkness] 
  Darkness] 
  Darkness] 
  Darkness]     
  JWM: “In the Abyss, nalfeshnees are the lords of 
  woe. They judge the spirits brought before them 
  and feed on the hatred and despair. Through 
  arcane rituals and the power of the Abyss, they 
  transform the husks of the damned into lesser 
  fiends to fuel the Blood Wars.  
   
  “In the Demiplane of Dread, nalfeshnees’ ties to 
  the Abyss are severed; they cannot summon 
  demonic aid to their side, nor can they complete 
  the proper rituals to transform the damned. 
  However, should a nalfeshnee come into 
  possession of a talisman of great power and evil, 
  such as a cursed major artifact, it can tap into that 
  power to warp the flesh of its victims, partially 
  transforming them into demonlike wretches. These 
  demonwracked creatures do not possess all of the 
  powers of true fiends, but they are able to replicate 
  most of their models’ extraordinary abilities.  
   
  “Combat: To create a demonwracked creature, a 
  nalfeshnee must seize a living humanoid, 
  monstrous humanoid, or giant, requiring a 
  successful grapple check. Once the victim is in its 
  clutches, the nalfeshnee expends one of its 
  summon attempts for the day to pour wrenching, 
  evil energies through the mortal’s flesh. The 
  victim must succeed on a DC 20 Fortitude save or 
  be transformed in both body and soul. The save 
  DC is Charisma-based. If the subject has a lawful 
  alignment, she gains a +1 circumstance bonus on 
  her saving throw; if she is good, she gains a +2 
  circumstance bonus. If the subject is chaotic, she 
  suffers a –1 circumstance penalty, and a –2 
  penalty if she is evil. If the subject is Innocent, she 
  
  gains an additional +2 sacred bonus to her save. 
  These modifiers all stack with each other (thus, a 
  lawful good Innocent gains a total +5 bonus to 
  resist the transformation).  
   
  “Once transformed, the subject’s type permanently 
  changes to monstrous humanoid. To be 
  transformed into a given type of demonwracked 
  creature, a victim must have at least as many Hit 
  Dice as the type of demon it is modeled after. 
  Demonwracked creatures retain none of their 
  former abilities and only dim fragments of their 
  former identities. Only a wish or miracle can 
  restore the victim. Demonwracked creatures 
  fearfully serve the demon that created them until 
  destroyed.  
   
  “Although no records exist of it yet occurring, 
  other types of fiends (such as powerful devils or 
  yugoloths) may also be able to create equivalent 
  (devilwracked) creatures using the same 
  techniques.  
   
  “Demonwracked Traits: Most demonwracked 
  creatures possess the following traits (unless 
  otherwise noted in a creature’s entry).  
   
   Damage reduction 5/cold iron or good.  
   Immune to poison.  
   Resistance to acid 5, cold 5, electricity 10, and 
  fire 5.  
   
  Although demonwracked creatures seldom speak, 
  they still understand the languages they knew 
  before their transformation.”  
   
  Just haul out a copy of Circle of Darkness for 
  more.  
  Demonwracked creature, apeman [Circle 
  Demonwracked creature, apeman [Circle 
  Demonwracked creature, apeman [Circle 
  Demonwracked creature, apeman [Circle 
  of Darkness] 
  of Darkness] 
  of Darkness] 
  of Darkness]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about apemen. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  16 This orangutan-like creature is an apeman, a 
  variety of demonwracked creature. This result 
  reveals all monstrous humanoid traits and the evil 
  subtype.  
  21 An apeman is a mortal permanently 
  transformed into the image of a lesser demon 
  called a bar-lgura. This result reveals all 
  demonwracked traits.  
  26 An apeman is physically powerful and nimble. 
  It pounces on foes and rips at them with its claws 
  and teeth.  
  31 An apeman can change the coloration of its 
  skin at will, like a chameleon, making it easy to 
  hide.  
   
  --- 
   
  "As I tried to find shelter in Zhukar, I noticed a 
  hideous shape leap over the city wall. It landed 
  only a few dozen feet from me, leaning on its 
  mighty forearms. I only caught a glimpse of its 
  dagger-like claws and fangs before it shambled off 
  on some errand--undoubtedly in the service of 
  either Petrovna or the demon-thing I fled."  
   
  --Life Under the Devourer, by Olvoro Vladinov 
   
  J W Mangrum : 
    
  Apeman (Demonwracked Bar-Lgura)  
  Usually CE Medium Monstrous Humanoid (Evil)  
  Initiative: +4  
  Speed: 40 ft. (8 squares), climb 20 ft.  
  Senses: Darkvision 60 ft., Listen +2, Spot +2  
  Space/Reach: 5 ft./5 ft.  
  Base Attack/Grapple: +6/+10  
  Attack: Claw +10 melee (1d6+4)  
  Full Attack: 2 claws +10 melee (1d6+4) and bite +5 
  melee (1d6+2)  
  Special Attacks: Pounce  
  Hit Dice: 6d8+18 Hit Points: 45 hp)  
  Armor Class: 22 (+4 Dex, +8 natural) touch 14, 
  flat-footed 18  
  Damage Reduction: 5/cold iron or good  
  Immune: Poison  
  Resist: Acid 5, cold 5, electricity 10, fire 5  
  Saves: Fort +5, Ref +9, Will +7  
  Defense Options: Dodge, Mobility  
  Abilities: Str 18, Dex 19, Con 16, Int 13, Wis 14, 
  Cha 12  
  
  Skills: Balance +7, Climb +7, Hide +13, Jump +23, 
  Move Silently +6, Sense Motive +2, Tumble +9  
  Languages: See text  
  Outcast Rating: 9 (+1 size, +3 appearance, +3 
  reputation, +1 beyond the pale, +1 unnatural 
  powers)  
  Feats: Dodge, Mobility  
  Environment: Any land and underground  
  Organization: Solitary, pair, or pack (3–11)  
  Challenge Rating: 4  
  Treasure: Standard  
  Alignment: Usually chaotic evil  
  Advancement: 7–12 HD (Medium); 13–18 HD 
  (Large)  
  Level Adjustment: —  
   
  Apemen are the demonwracked equivalent of 
  bar-lguras (also known as leaping demons). They 
  resemble lumbering, fiendish orangutans.  
   
  Demons typically create apemen to serve as 
  scouts and skirmishers. When apemen are 
  created in groups, they prefer to operate together 
  in small packs. Unlike true bar-lguras, apemen are 
  not particularly cunning opponents, preferring to 
  simply launch themselves at opponents and tear 
  them limb from limb.  
   
  Standing 5 to 6 feet tall and weighing about 300 
  pounds, an apeman is covered in reddish-brown 
  hair, but it can change color. Its face is apelike, 
  with gray skin and wicked fangs. Its barrel-chested 
  body and thick limbs are powerful, with the latter 
  ending in cruel talons. Apemen usually walk on all 
  fours, but they are capable of walking upright 
  with a shambling gate. Unlike true bar-lguras, 
  apemen never wield weapons or don armor.  
   
  Combat  
  Apemen enjoy setting ambushes and attacking 
  foes with surprise. They leap into combat and 
  throttle opponents with their powerful limbs. If 
  they outnumber their foes, some apemen grapple 
  and hold the enemy while the others tear at them 
  with powerful claws.  
   
  Pounce (Ex): If an apeman charges, it can make a 
  full attack even though it has moved.  
   
  Skills: An apeman can change the color of its skin 
  at will, allowing it to blend with its surroundings 
  like a chameleon and conferring a +4 racial bonus 
  on Hide checks. An apeman receives a +10 racial 
  bonus on Jump checks. An apeman’s jumping 
  distance is not limited by its height.  
  Demonwracked creature, bloated [Circle 
  Demonwracked creature, bloated [Circle 
  Demonwracked creature, bloated [Circle 
  Demonwracked creature, bloated [Circle 
  of Darkne
  of Darkne
  of Darkne
  of Darkness] 
  ss] 
  ss] 
  ss]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about bloated. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  12 This squat, distended humanoid is a bloated, a 
  kind of demonwracked creature. This result 
  reveals all monstrous humanoid traits and the evil 
  subtype.  
  17 A bloated is a mortal permanently transformed 
  into the image of a lesser demon called a dretch. 
  This result reveals all demonwracked traits.  
  22 Once per day, a bloated can belch forth a 
  noxious cloud of vapor that acts as a stinking 
  cloud.  
   
  --- 
   
  "'They came upon the village just a few days after 
  you left us,' Tvoshe told me. 'There were a dozen 
  of them, things out of the Dark Wastes. Four of 
  them were blasphemously overweight, bloated 
  things that wobbled towards us. The stench of 
  rotted food was overwhelming . . . '"  
   
  --Life Under the Devourer, by Olvoro Vladinov 
   
  J W Mangrum:  
   
  Bloated (Demonwracked Dretch)  
  Usually CE Small Monstrous Humanoid (Evil)  
  Initiative: +0  
  Speed: 20 ft. (4 squares)  
  Senses: Darkvision 60 ft., Listen +1, Spot +1  
  Space/Reach: 5 ft./5 ft.  
  Base Attack/Grapple: +2/–1  
  Attack: Claw +4 melee (1d6+1)  
  
   Stone +2 ranged (1d4+1)  
  Full Attack: 2 claws +4 melee (1d6+1) and bite +2 
  melee (1d3)  
  Special Attacks: Foul belch  
  Hit Dice: 2d8+4 Hit Points: 13  
  Armor Class: 16 (+1 size, +5 natural), touch 11, 
  flat-footed 16  
  Damage Reduction: 5/cold iron or good  
  Immune: Poison  
  Resist: Acid 5, cold 5, electricity 10, fire 5  
  Saves: Fort +2, Ref +3, Will +3  
  Abilities: Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 
  11  
  Skills: Hide +5, Move Silently +2, Sense Motive +0  
  Languages: See text  
  Outcast Rating: 8 (+3 appearance, +3 reputation, 
  +1 beyond the pale, +1 unnatural powers)  
  Feats: Multiattack  
  Environment: Any land and underground  
  Organization: Solitary, pair, gang (3–5), crowd (6–
  15), or mob (10–40)  
  Challenge Rating: 1  
  Treasure: None  
  Advancement: 3–6 HD (Small)  
  Level Adjustment: —  
   
  The bloated are bulbous wretches warped to 
  resemble dretches. They are short, squat, and 
  rubbery, with swollen torsos and gangly limbs. 
  Their slack, slobbering mouths are lined with 
  small fangs.  
  A bloated stands 4 feet tall and weighs about 60 
  pounds.  
   
  Combat  
  The bloated are petty and vicious creatures that 
  often work together to overpower larger foes. 
  They usually initiate combat by pelting their foes 
  with stones from a distance. If forced into melee, 
  a bloated typically emits a foul belch to weaken 
  the opposition before attacking with its claws and 
  bite.  
   
  Foul Belch (Ex): Once per day, as a standard 
  action, a bloated can belch forth a noxious cloud 
  of vapor with the effects of a stinking cloud 
  (caster level 2nd, Fortitude DC 13), centered on 
  itself. The save DC is Constitution based. Bloated 
  are immune to their own stinking clouds and 
  those of their kind.  
   
  Demonwracked creature, impling [Circle 
  Demonwracked creature, impling [Circle 
  Demonwracked creature, impling [Circle 
  Demonwracked creature, impling [Circle 
  of Darkness] 
  of Darkness] 
  of Darkness] 
  of Darkness]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about implings. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  11 This stunted, bloated humanoid is an impling, a 
  kind of demonwracked creature. This result 
  reveals all monstrous humanoid traits and the evil 
  subtype.  
  16 An impling is a mortal permanently 
  transformed into the image of a lesser demon 
  called a mane. This result reveals all 
  demonwracked traits.  
  21 An impling is a nearly mindless creature that 
  attack foes with no regard for their own safety. 
  When an impling dies, it dissolves into a cloud of 
  acidic vapor.  
   
  --- 
   
  "'The other eight were less of an offense to the 
  Devourer--indeed, they looked like those who had 
  begun the holy path of sacrifice, with swollen 
  stomaches and wasted limbs, but then turned to 
  evil before they had been welcomed into Zhakata's 
  embrace. They tore at us with wicked claws, and 
  when Vorik stabbed one of them with his 
  pitchfork, it burst into a cloud that ate through 
  both the tool and him!' Tvoshe shuddered at the 
  memory."  
  --Life Under the Devourer, by Olvoro Vladinov 
   
  J W Mangrum:  
   
  Impling (Demonwracked Mane)  
  Usually CE Small Monstrous Humanoid (Evil)  
  Initiative: +0  
  Speed: 20 ft. (4 squares)  
  Senses: Darkvision 60 ft., Listen –4, Spot –4  
  Space/Reach: 5 ft./5 ft.  
  Base Attack/Grapple: +1/–3  
  
  Attack: Claw +2 melee (1d3)  
  Full Attack: 2 claws +2 melee (1d3) and bite +0 
  melee (1d4)  
  Special Attacks: Acidic cloud  
  Hit Dice: 1d8 (4 hp)  
  Armor Class: 14 (+1 size, +3 natural), touch 11, 
  flat-footed 14  
  Damage Reduction: 5/cold iron or good  
  Immune: Poison  
  Resist: Acid 5, cold 5, electricity 10, fire 5  
  Saves: Fort +2, Ref +2, Will –2  
  Abilities: Str 10, Dex 10, Con 10, Int 3, Wis 3, Cha 
  4  
  Skills: Climb +2, Jump +2, Sense Motive –4  
  Languages: See text  
  Outcast Rating: 8 (+3 appearance, +3 reputation, 
  +1 beyond the pale, +1 unnatural powers)  
  Feats: Multiattack  
  Environment: Any land and underground  
  Organization: Solitary, swarm (6–15), or horde 
  (10–100)  
  Challenge Rating: 1/2  
  Treasure: None  
  Advancement: 2–6 HD (Small)  
  Level Adjustment: —  
   
  These horrid, twisted midgets resemble manes. 
  Their bloated bellies, spindly arms and diseased 
  flesh make them truly repugnant, and they 
  possess cruel fangs and claws.  
   
  Implings cannot speak but understand simple 
  orders given by their master.  
   
  An impling stands 3 feet tall and weighs about 50 
  pounds.  
   
  Combat  
  Like the manes they resemble, implings are nearly 
  mindless yet instinctually cruel. They gang up to 
  throw themselves at foes with no regard for their 
  own safety.  
   
  Acidic Cloud (Ex): When an impling dies, it 
  dissolves into a cloud of noxious vapor. Anyone 
  within 10 feet of the slain impling who fails a DC 
  20 Reflex save takes 1d6 points of acid damage. 
  The save DC is Constitution-based, with a +10 
  racial bonus.  
   
  Demonwracked creature, rejected [Circle 
  Demonwracked creature, rejected [Circle 
  Demonwracked creature, rejected [Circle 
  Demonwracked creature, rejected [Circle 
  of Darkness] 
  of Darkness] 
  of Darkness] 
  of Darkness]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about rejected. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  14 This oozing, misshapen wretch is a rejected, a 
  kind of demonwracked creature. This result 
  reveals all monstrous humanoid traits and the evil 
  subtype.  
  21 A rejected is a mortal permanently transformed 
  into the image of a lesser demon. In this case, 
  however, the process seems to have failed, and this 
  monster resembles no known fiend. This result 
  reveals all demonwracked traits.  
  24 The stingers on a rejected’s tail deliver a 
  paralytic poison.  
   
  --- 
   
  "After it crushed Yart, it turned its gaze on the 
  mongrelmen, reshaping them by its malefic will 
  into even more loathsome thing. The one closest to 
  me did not even flinch oozing sores burst out on 
  his flesh. Strange growths, like stunted wings, 
  emerged from his back, and a long thin tail 
  sprouted from his behind.  
  "It was at that point that I decided that even if this 
  was the Provider, I had no interest in his gifts . . . "  
   
  --Life Under the Devourer, by Olvoro Vladinov 
   
  J W Mangrum:  
   
  Rejected  
  Usually CE Medium Monstrous Humanoid (Evil)  
  Initiative: +0  
  Speed: 20 ft. (4 squares), fly 40 ft. (clumsy)  
  Senses: Darkvision 60 ft., Listen +1, Spot +1  
  Space/Reach: 5 ft./5 ft.  
  Base Attack/Grapple: +4/+6  
  Attack: Bite +6 melee (1d4+2)  
  
  Full Attack: Bite +6 melee (1d4+2) and tail sting +4 
  melee (1d6+1 plus poison)  
  Special Attacks: Poison  
  Hit Dice: 4d8+4 Hit Points: 22  
  Armor Class: 18 (+8 natural) touch 10, flat-footed 
  18  
  Damage Reduction: 5/cold iron or good  
  Immune: Poison  
  Resist: Acid 5, cold 5, electricity 10, fire 5  
  Saves: Fort +2, Ref +4, Will +5  
  Defense Options: Diehard  
  Abilities: Str 14, Dex 10, Con 13, Int 10, Wis 12, 
  Cha 8  
  Skills: Climb +9, Sense Motive +1, Swim +9  
  Languages: See text  
  Outcast Rating: 9 (+1 size, +3 appearance, +3 
  reputation, +1 beyond the pale, +1 unnatural 
  powers)  
  Feats: Diehard, Multiattack  
  Environment: Any land and underground  
  Organization: Solitary  
  Challenge Rating: 3  
  Treasure: Standard  
  Advancement: 5–9 HD (Medium); 10–16 HD 
  (Large)  
  Level Adjustment: —  
   
  These awful demonwracked creatures do not 
  resemble any known fiend. None can say whether 
  nalfeshnees create the rejected on purpose or 
  whether they represent some flaw or failure in 
  the process. A rejected is vaguely humanoid, but 
  has pale, oozing flesh, a horrid stench, and skin 
  puckered by weeping sores. Great folds of flesh 
  sprout from its back, resembling a rotting cloaker 
  or manta ray. A rejected can spread these fleshy 
  flaps wide to fly. A rejected’s unspeakably 
  distorted face surrounds a drooling maw lined 
  with sharp teeth.  
   
  A rejected stands 6 feet tall and weighs about 200 
  pounds.  
   
  Combat  
  The rejected swoop down from the sky to bite 
  their foes and lash out with their stingray-like 
  tails. They fight with no regard for their own 
  safety. Indeed, they seem to fight to the death in 
  the hopes of achieving its sweet release.  
   
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  paralysis 1d4+1 rounds, secondary damage none. 
  The save DC is Constitution-based.  
  Demonwracked creature, shapeless 
  Demonwracked creature, shapeless 
  Demonwracked creature, shapeless 
  Demonwracked creature, shapeless 
  [Circle of Darkness] 
  [Circle of Darkness] 
  [Circle of Darkness] 
  [Circle of Darkness]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about shapeless. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  15 This malformed humanoid with malleable flesh 
  is a shapeless, a kind of demonwracked creature 
  This result reveals all monstrous humanoid traits 
  and the evil subtype.  
  20 A shapeless is a mortal permanently 
  transformed into the image of a lesser demon 
  called a rutterkin. This result reveals all 
  demonwracked traits.  
  25 A shapeless can wield weapons or slash at foes 
  with its claws. A shapeless secretes a fear-
  inducing contact poison through its skin, which 
  affects any creature that touches the shapeless or is 
  struck by its claws.  
  30 A shapeless can use telekinesis three times per 
  day as a spell-like ability.  
   
  --- 
   
  "One of the most pathetic mongrelmen, a pitiable 
  creature called Petchko, had the courage to 
  challenge the unleashed monster. Its gaze turned 
  upon him, and he fell into a trance and began to 
  change like all the others. His features softened as 
  though his flesh had turned to clay, and his skull 
  began to acquire a strangely pointed shape."  
   
  --Life Under the Devourer, by Olvoro Vladinov 
   
  J W Mangrum: 
    
  Shapeless (Demonwracked Rutterkin)  
  Usually CE Medium Monstrous Humanoid (Evil)  
  Initiative: +2  
  
  Speed: 20 ft. (4 squares)  
  Senses: Darkvision 60 ft., Listen +4, Spot +4  
  Space/Reach: 5 ft./5 ft.  
  Base Attack/Grapple: +5/+7  
  Attack:  Double axe +7 melee (1d8+2/3)  
   Claw +7 melee (1d6+2)  
  Full Attack:  Double axe +5 melee (1d8+2/3) 
  and double axe +5 melee (1d8+1/3)  
   2 claws +7 melee (1d6+2)  
  Special Attacks: Fear toxin, telekinesis  
  Hit Dice: 5d8+10 Hit Points: 32  
  Armor Class: 18 (+2 Dex, +6 natural) touch 12, 
  flat-footed 16  
  Damage Reduction: 5/cold iron or good  
  Immune: Poison  
  Resist: Acid 5, cold 5, electricity 10, fire 5  
  Saves: Fort +3, Ref +6, Will +5  
  Abilities: Str 14, Dex 15, Con 14, Int 9, Wis 12, Cha 
  10  
  Skills: Climb +3, Jump +4, Move Silently +4, Sense 
  Motive +1, Tumble +3  
  Languages: See text  
  Outcast Rating: 8 (+1 size, +3 appearance, +3 
  reputation, +1 unnatural powers)  
  Feats: Alertness, Two-Weapon Fighting  
  Environment: Any land and underground  
  Organization: Solitary or gang (3–10)  
  Challenge Rating: 2  
  Treasure: Standard  
  Advancement: 6–10 HD (Medium); 11–15 HD 
  (Large)  
  Level Adjustment: —  
   
  These malformed creatures resemble rutterkin, 
  taking the form of oddly misshapen humans with 
  pointed skulls, distorted features, and claylike 
  flesh. Their limbs are malformed, and they move 
  with ungainly, staggering steps.  
   
  A shapeless demonwracked creature stands 5 to 7 
  feet tall and weighs about 200–300 pounds.  
   
  Combat  
  Shapeless retain enough of their minds to wield 
  weapons, preferring heavy, axes or scythes with 
  which they can butcher their foes. They 
  occasionally wear armor, when it is available and 
  their forms are not so malformed as to keep it 
  from fitting them.  
   
  Fear Toxin (Ex): Shapeless excrete a poison 
  through their skin that affects any opponents hit 
  by their claw attacks or that grapple with them. 
  Contact, Fortitude DC 14, initial damage panicked 
  for 2d4 rounds, secondary damage none.  
   
  Telekinesis (Sp): A shapeless can use telekinesis 
  3/day. DC 15 Will save negates; caster level 6th.  
  Devil
  Devil
  Devil
  Devil        
  DEVIL LORE (GENERAL) 
  Originally posted by Eric Cagle 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about devils. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (The Planes) 
   
  DC Result 
   
  15 Devils are outsiders from the Nine Hells of 
  Baator, a lawful evil realm, and many of them 
  belong to a special race known as baatezu. 
  Baatezu are immune to fire and poison, resistant to 
  acid and cold, can see in darkness of any kind, can 
  summon others of their kind, and possess 
  telepathy. They enjoy bullying and causing untold 
  misery in mortal beings. 
   
  20 Devils are the eternal foes of demons. The two 
  races have been engaged in an eternal conflict 
  known as the Blood War. In most cases, devils 
  speak Infernal, Celestial, and Draconic. 
   
  25 Devils have a rigid caste system in which 
  authority derives not only from power but also 
  from station. They extend their power by 
  corrupting mortals -- those who are successful 
  receive elevated status. 
   
  --- 
   
  
  JWM: Fiends in General: Most of the fiends listed 
  here are represented in Ravenloft by a single 
  known individual. Feel free to incorporate these 
  villains.  
   
  Devils are fiends from lawful evil-aligned planes.  
  Many devils are surrounded by a fear aura, which they 
  use to break up powerful groups and defeat opponents 
  piecemeal. Devils with spell-like abilities use their 
  illusion abilities to delude and confuse foes as much as 
  possible. A favorite trick is to create illusory 
  reinforcements; enemies can never be entirely sure if a 
  threat is only a figment or real summoned devils joining 
  the fray. 
   
  Devil, bearded (barb
  Devil, bearded (barb
  Devil, bearded (barb
  Devil, bearded (barbazu) [Monster 
  azu) [Monster 
  azu) [Monster 
  azu) [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  CR5 Originally posted by Eric Cagle 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about bearded devils. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (The Planes) 
   
  DC Result 
   
  16 Bearded devils, also known as barbazu, serve 
  as shock troops in hell's armies. This reveals all 
  outsider and baatezu traits. 
   
  21 Bearded devils carry fearsome glaives that 
  cause wounds that do not heal normally. A 
  bearded devil's natural weapons as well as any 
  weapons it wields are treated as evil-aligned and 
  lawful-aligned for the purpose of overcoming 
  damage reduction. They have damage reduction 
  5/silver or good. 
   
  26 Bearded devils can work themselves into a 
  frenzy, similar to a barbarian's rage. Once per day, 
  they can attempt to summon several lemures or 
  another bearded devil. 
   
  31 Bearded devils can cast greater teleport at will. 
  A victim struck by a bearded devil's beard may 
  contract a horrible disease known as devil chills -- 
  this causes Strength damage. 
   
  --- 
   
  Devil, Bearded: One entered Ravenloft with the 
  styx devil during the Grand Conjunction and 
  posed as a mortal in Chateaufaux.  
   
  There is no house among the Dukes of Hell who 
  have not their own guards and sentinels, of whom 
  the great majority are great bearded devils, 
  anthropomorphous, though with a long tail, clawed 
  on both hands and feet; their beards are a great 
  source of pride to such, and a devil of this sort 
  bathes its beard in the ichor of those they have 
  slain in combat to work them into fantastical 
  shapes and great matted tangles; a long beard 
  soaked with the blood of many enemies is a mark 
  of status among them, and to be shaved is their 
  great fear, far more than of death.  
   
  From Five Visions of Hell, attributed to Yakov 
  Dilisnya 
  Devil, chain (kyton) [Monster Manual] 
  Devil, chain (kyton) [Monster Manual] 
  Devil, chain (kyton) [Monster Manual] 
  Devil, chain (kyton) [Monster Manual]     
  CR6 
  Originally posted by Eric Cagle 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about chain devils. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (The Planes) 
   
  DC Result 
   
  18 Chain devils are chain-shrouded beings, often 
  mistaken for undead. This reveals all outsider and 
  baatezu traits. 
   
  23 They have damage reduction 5/silver or good, 
  are immune to cold, can regenerate, and lack many 
  of the abilities normally associated with devils. A 
  chain devil's natural weapons as well as any 
  weapons it wields are treated as evil-aligned and 
  lawful-aligned for the purpose of overcoming 
  damage reduction. 
   
  
  28 The chains that make up this devil's clothing, 
  armor, and weapons can be animated to create a 
  whirling sphere of death and destruction. Chain 
  devils can climb with alarming speed. 
   
  33 A chain devil can alter its face to resemble one 
  of an opponent's departed loved ones or enemies, 
  instilling deep woe. 
   
  --- 
   
  All things are most evident when placed in 
  immediate contrast with their opposites. The 
  foolish think that pain is ugly, that it disfigures the 
  soul; but the wise know the reverse is true. It is 
  agony that refines, that makes beauty pure and 
  sweet. The foolish think that chains imprison a 
  man; the wise know it is not so. Chains make a 
  man free.  
   - Reflections, the Marquis de Penible 
   
  Devil, erinyes 
  Devil, erinyes 
  Devil, erinyes 
  Devil, erinyes [[[[Monster Manual
  Monster Manual
  Monster Manual
  Monster Manual]]]]    
  CR8 
  Originally posted by Eric Cagle 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about erinyes. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (The Planes) 
   
  DC Result 
   
  19 Erinyes are thought to be fallen angels, who 
  now serve the lords of the Nine Hells as scouts, 
  servants, and even concubines. Unlike most devils, 
  erinyes are very comely. This reveals all outsider 
  and baatezu traits. 
   
  24 They have damage reduction 5/good, excellent 
  spell resistance, and resistance to both acid and 
  cold. An erinyes' natural weapons as well as any 
  weapons it wields are treated as evil-aligned and 
  lawful-aligned for the purpose of overcoming 
  damage reduction. Erinyes can use true seeing at 
  will. 
   
  29 Erinyes carry stout ropes that can entangle 
  opponents as if by an animated rope. Once per 
  day, they can attempt to summon several lemures 
  or bearded devils. 
   
  34 Erinyes can use the following spell-like 
  abilities: charm monster, greater teleport, minor 
  image, and unholy blight. 
   
  --- 
   
  "Forsaking all others in heaven and earth, I pledge 
  myself to you, Queen and Angel of the Night. 
  There is no good other than what pleases you, no 
  truth other than the words of your sweet lips, no 
  beauty other than your face and form. I surrender 
  my soul to the voluptuous darkness of your 
  embrace."  
  "I accept your pledge, my servant, and will keep 
  you forever under my dominion. I will free you 
  from the tyranny of virtue, and reveal to you the 
  glories and delights of Hell."  
   
  --Vows from a legendary 'dark wedding' between 
  an erinyes and a fallen paladin, found in a 
  fragmentary manuscript in the ruined cathedral in 
  Mordentshire. 
   
   
  Devil, Styx (amnizu) [Monster Manual II] 
  Devil, Styx (amnizu) [Monster Manual II] 
  Devil, Styx (amnizu) [Monster Manual II] 
  Devil, Styx (amnizu) [Monster Manual II]     
  Originally posted by Eric Cagle 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about amnizus. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (The Planes) 
   
  DC Result 
   
  15 Amnizus are short, stocky, winged devils that 
  serve as trackers and troubleshooters in the hellish 
  realms. This reveals all outsider and baatezu traits. 
   
  20 Amnizus are immune to any effect that affects 
  their Intelligence. They have good spell resistance 
  and can regenerate (though they take normal 
  
  damage from acid, from holy weapons, and from 
  attacks that deal holy damage). An aminzu's 
  natural weapons as well as any weapons it wields 
  are treated as evil-aligned and lawful-aligned for 
  the purpose of overcoming damage reduction. 
   
  25 The touch of an amnizu duplicates the effects 
  of a feeblemind spell. Once per day, amnizus can 
  attempt to summon other advespas or another 
  amnizu with variable levels of success. 
   
  35 Amnizus can use the following spell-like 
  abilities: fireball, major image, and sequester. 
   
  --- 
   
  Devil, Styx: One entered Ravenloft during the 
  Grand Conjunction and posed as Henri Melano, 
  the mayor of Chateaufaux – (Chilling Tales) 
   
  “Mayor Melano wasn’t very good for us, no. He 
  changed the laws so often it was difficult to keep 
  track of the edict and all the new taxes. But his  
  Black Watch has been dissolved, and now it’s 
  much better. What’s really bad is that many people 
  from the region now have a terrible opinion of our 
  city. That’s bad for trade, you know… Say what? 
  Those rumours about him actually being a 
  monster? Don’t believe them, they are ridiculous. I 
  saw the mayor often with my own eyes, as I see 
  you now, and he wasn’t such a thing. Who told 
  you that? Zazette?” 
   
   - Madame Grier’s tale, short after a new mayor 
  was appointed by the Council. She owns the 
  Laughing Pig Inn in Chateaufaux  
   
  (These NPCs are from Chilling Tales) 
   
  Devil, horned (cornugon) [Monster 
  Devil, horned (cornugon) [Monster 
  Devil, horned (cornugon) [Monster 
  Devil, horned (cornugon) [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  CR16 
  Originally posted by Eric Cagle 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about horned devils. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (The Planes) 
   
  DC Result 
   
  20 Horned devils serve as the Nine Hells' elite 
  defense force and are feared by almost every other 
  devil. This reveals all outsider and baatezu traits. 
   
  25 They have damage reduction 10/good and 
  silver, are immune to fire and poison, are resistant 
  to acid and cold, have superior spell resistance, 
  and can regenerate. A horned devil's natural 
  weapons as well as any weapons it wields are 
  treated as evil-aligned and lawful-aligned for the 
  purpose of overcoming damage reduction. 
   
  30 Horned devils can produce an aura of fear, as 
  the spell. The damage dealt by their spiked chains 
  can stun opponents. In addition, the wounds 
  caused by the horned devil's tail attack create a 
  persistent injury that cannot heal naturally and 
  resists healing spells. Once per day, horned devils 
  can attempt to summon several lemures, bearded 
  devils, barbed devils, or a single horned devil, 
  with variable levels of success. 
   
  35 Horned devils can use the following spell-like 
  abilities: dispel chaos, dispel good, fireball, 
  lightning bolt, greater teleport, magic circle 
  against good, and persistent image. 
   
  --- 
   
  Devil, Horned: The Black Duke, cult leader of the 
  Brothers of the Whip.  
   
  The credo "Might makes right" may be 
  abominated by lesser religions, such as the 
  milksop Ezrans or the witches of Hala, but we who 
  worship that highest god, whose very name it is 
  death to speak, know that this is merely a cover for 
  their weakness. The Divinity creates right; could 
  he possibly allow his servants to falter when they 
  serve him well?  
   
  Commentaries on "The Book of Stone", "Reinhold 
  Schwartzgraf" 
   
  --- 
   
  
  The credo "Might makes right" may be 
  abominated by lesser men, but we who serve 
  Omnipotence, and see its lash raised among us to 
  scourge out weakness, know that it is a simple 
  statement of fact. To allow the weak to rule the 
  strong is against the order of Nature, set forth from 
  the hand of Omnipotence. All praise to that Being 
  which stands among us unseen and whose prowess 
  guides us in the True Path!  
   
  The Secret Scourges of the Brothers of the Whip, 
  Reinhold Schwartzgraf 
   
  Devil, imp, imp [Monster Manual] 
  Devil, imp, imp [Monster Manual] 
  Devil, imp, imp [Monster Manual] 
  Devil, imp, imp [Monster Manual]     
  JWM - Covers the following: 
  Imp: Monster Manual (under Devil) CR2 
  Assassin imp: Denizens of Dread (under Imp, 
  Assassin) CR4 
  Bloodbag imp, euphoric imp, and filth imp: Fiend 
  Folio (under Devil, Imp) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about imps. Characters who 
  recognize an imp can make a Knowledge (arcana) 
  check to learn more. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  Knowledge (the planes) 
  DC Result 
  12 This tiny, batwinged devil is an imp, one of the 
  weakest of all the fiends native to the Nine Hells. 
  This result reveals all outsider traits and the evil 
  subtype. Imps speak Infernal, Celestial, and 
  Draconic. 
  17 The poison stinger in an imp’s tail causes 
  muscle tremors, possibly leading to paralysis. An 
  imp’s infernal flesh resists most glancing blows, 
  and it recovers quickly from its wounds, but 
  weapons that are either blessed or silver can pierce 
  its defenses. An imp is resistant to fire and 
  immune to poison. They primarily rely on deceit 
  and hit-and-run tactics in combat. 
  22 An imp can assume the form of one or two 
  lesser creatures, such as a goat, monstrous spider, 
  raven, or boar. As spell-like abilities, an imp can 
  detect good, detect magic, and turn itself invisible 
  at will. It can use suggestion once a day, and can 
  use commune to ask six questions a week. 
  27 Many different varieties of imp exist, each with 
  slightly different abilities and reflecting different 
  venal sins and petty evils. As a few examples, 
  assassin imps are skilled at eliminating foes with 
  carefully planned “accidents.” Bloodbag imps can 
  curse their foes to bleed freely, but drinking the 
  imp’s blood has curative properties. Euphoric 
  imps secrete hallucinogenic slime in their stingers. 
  Filth imps spread disease and emit a sickening 
  stench. 
   
  Knowledge (arcana) 
  DC Result 
  10 Evil mages sometimes recruit imps for use as 
  their arcane familiars. 
  14 A spellcaster can conjure any variety of imp 
  with a summon monster IV spell. 
   
  --- 
   
  Originally posted by Eric Cagle 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about imps. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (The Planes) 
   
  DC Result 
   
  15 Imps are craven, obsequious devils that often 
  serve as familiars to mortal spellcasters. This 
  reveals all outsider and baatezu traits. 
   
  20 They have damage reduction 5/good or silver, 
  fast healing, immunity to poison, and resistance to 
  fire. An imp's natural weapons as well as any 
  weapons it wields are treated as evil-aligned and 
  lawful-aligned for the purpose of overcoming 
  damage reduction. 
   
  25 Imps possess stingers filled with poison that 
  causes Dexterity damage. Imps can assume other 
  alternate forms, typically that of a monstrous 
  spider, raven, rat, or boar. 
   
  
  30 Imps can use the following spell-like abilities: 
  detect good, detect magic, invisibility, and 
  suggestion. 
   
  Devil, imp, assassin imp [Denizens of 
  Devil, imp, assassin imp [Denizens of 
  Devil, imp, assassin imp [Denizens of 
  Devil, imp, assassin imp [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR4 
  Devil, Imp, Assassin: These guys don’t have any 
  special ties to the Dark Powers any more; they’re 
  just another type of “specialized” imp like 
  bloodbag, euphoric, and filth imps.  
   
  Errata: Assassin Imp: Add the Mists subtype. 
   
  --- 
   
  "Evina gently placed the teapot upon her table, 
  then walked over to her window, and opened it. A 
  shadowy blur oozed into the little girl's room, 
  whereupon a tiny red man appeared, seated at the 
  table.  
  ""I'm sorry I was late: I was helping Mother bake 
  bread for the MacIntires. Their house burned down 
  last night."  
  ""Yes, I know, milady," the imp said. "It's not the 
  tardiness that troubles me. Your mother is a silly, 
  foolish woman to give anything to those inbred 
  savages. Why, wasn't it just yesterday that Billy 
  MacIntire threw a dirt clod at you, milady?"  
  ""Mother said that all who suffer deserve 
  kindness, even if they don't deserve it." The imp 
  broke a cookie in half and poured a little cream.  
  ""I see, milady. Still, I'm not terribly sure if your 
  mother trusts you."  
  ""Why not?" Evina became flustered, and started 
  rearranging the flowers in the vase on her dresser. 
  "She let me boil our tea, and she even gave me the 
  shears to cut my own flowers so the stems 
  wouldn't be raggedy."  
  ""Forgive, milady, I know it pains you to hear 
  anyone speak ill of your mother, as, after all, you 
  owe your whole existence to her, but, let me 
  rephrase what I'm trying to say..." It put its cup 
  and half-eaten cookie down and got up from the 
  table. "If your mother trusts you, like you say, then 
  why did she hire strange men, armed to the teeth, 
  no less, to spy on you in your closet?"  
  "And with a flourish of its arm, it opened Evina's 
  closet, revealing Claude's hiding place."  
   
  -from the journal of Jerome Delacroix, Mordentish 
  explorer 
   
  Devil, imp [Fiend Folio] 
  Devil, imp [Fiend Folio] 
  Devil, imp [Fiend Folio] 
  Devil, imp [Fiend Folio]     
  There are also in that place any number of lesser 
  devils, among whom I saw a great number of bat-
  winged, scorpion-tailed mannikins of the size of a 
  newborn child, whose employment is to attach 
  themselves as familiar spirits, either to a greater 
  devil or to those who fancy themselves masters of 
  the Arcane Art; these latter they drive to 
  perversions and abominations, tempting them to 
  ever-greater abuses of that power which no wise 
  man takes upon himself.  
   
  From Five Visions of Hell, attributed to Yakov 
  Dilisnya 
  Devil, imp, bloodbag imp [Fiend Folio]
  Devil, imp, bloodbag imp [Fiend Folio]
  Devil, imp, bloodbag imp [Fiend Folio]
  Devil, imp, bloodbag imp [Fiend Folio]    
  "Been to the Gathering, this night. Vladimir took 
  me to a "special chamber". Inside, a little creature, 
  like a big bat, and a prisoner. Felt like entering 
  another world. The creature pointed the finger to 
  the prisoner, a little girl from the streets. She 
  seemed in pain. Then Vlad told me to enjoy 
  myself. Killed her slowly. Wounds kept bleeding. 
  Bleed and bleed and bleed until she was pale and 
  dead. The Vlad chained me and started hitting me 
  with a whip. Then he unchained me and told me to 
  drink. The creature was in his hand. Like a large 
  and bloated bat. Could see his entrails. V shown 
  me how. I did like he did, and bit on the creature. 
  Hot blood in my mouth. Sweet and tasty. My 
  wound healed. Little creature was trembling in 
  ecstasy, like he was mating. I want to taste it 
  again.  
   
  From the personal diary of Vlad Drakov II 
   
  Devil, imp, euphoric imp [Fiend Folio] 
  Devil, imp, euphoric imp [Fiend Folio] 
  Devil, imp, euphoric imp [Fiend Folio] 
  Devil, imp, euphoric imp [Fiend Folio]     
  The Hazlani scum managed to get away, and I'm 
  sorry to say he's managed to do quite a bit 
  "business" in our neighborhood. We had some of 
  those he sold to sent to the Celebrents...bloody 
  hell, one of them was a girl couldn't have been 
  more than twelve years old. I hope the Divinity 
  
  can help them. Still, what really puzzles me is 
  what he was selling, stuff unlike anything I ever 
  saw, a sort of greenish slime you inject. No one's 
  heard of anything like it before, and that 
  bookworm we asked said something about it being 
  not quite natural. Still, if we catch word of him in 
  our territory again, we'll be sure to get him. This is 
  our home, and we don't tolerate that sort of thing 
  here.  
   
  Journal Wallace Collins, leader of the Allan Street 
  Boys, Paridon 
   
  Devil, imp, filth imp [Fiend Folio] 
  Devil, imp, filth imp [Fiend Folio] 
  Devil, imp, filth imp [Fiend Folio] 
  Devil, imp, filth imp [Fiend Folio]     
  As I study the strange creature captive in the 
  basement of my villa, I become even more excited 
  than the time I created the White Pox. As I said, 
  under its disgusting and viscid appearance, it is a 
  wonderful concentrate of filth and diseases! I think 
  I can extract at least five new "children" from its 
  skin, and maybe more from the tissue of its batlike 
  wings. It heals really quickly, so I can take even 
  bigger samples than with every other creature. It 
  lives on filth, and finding wonderful filth, here, is 
  not a daunting task.  
  (note: try to see if a stomach disease can be found 
  in its entrails, tomorrow)  
   
  From the lab notes of Malus Sceleris. 
  Devil, imp
  Devil, imp
  Devil, imp
  Devil, imp    : : : : Choleric
  Choleric
  Choleric
  Choleric, Me
  , Me
  , Me
  , Melancholic,  
  lancholic,  
  lancholic,  
  lancholic,  
  Phlegmatic,
  Phlegmatic,
  Phlegmatic,
  Phlegmatic,    Sanguine
  Sanguine
  Sanguine
  Sanguine        [[[[Dragon 338
  Dragon 338
  Dragon 338
  Dragon 338]]]]        
  Devil, lemure [Monster Manual] 
  Devil, lemure [Monster Manual] 
  Devil, lemure [Monster Manual] 
  Devil, lemure [Monster Manual]     
  CR1 
  I saw also the most wretched of creatures, like 
  men degenerated into jellies, mired in the most 
  horrible fear of their masters and loathing of 
  themselves; they covered the floor of Hell like 
  maggots on a rotting corpse for many leagues in 
  all directions. In them I saw the ignominy, the 
  weakness, the stupidity of all evil actions clearly 
  drawn.  
   
  from Five Visions of Hell, attributed to Yakov 
  Dilisnya 
   
  Devourer [monster manua
  Devourer [monster manua
  Devourer [monster manua
  Devourer [monster manual] l] l] l]     
  CR11; Wasn’t in JWM’s list 
   
  See also Dragon #336 
   
  Dhampir (half
  Dhampir (half
  Dhampir (half
  Dhampir (half----vampire) [Denizens of 
  vampire) [Denizens of 
  vampire) [Denizens of 
  vampire) [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  (Template) 
  Lore incorporates some elements from the half-
  vampire in Libris Mortis 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s dhampir heritage. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. The DCs are 
  unusually high due to the rarity of these creatures.  
   
  DC 19: This creature is a dhampir, also known as 
  a half-vampire, the child of a living mother and a 
  vampiric father. Although dhampirs inherit some 
  traits from their undead sires, they are living 
  creatures. This result reveals all monstrous 
  humanoid traits and the vampire subtype.  
   
  DC 24: Like their vampire sires, dhampirs are 
  physically and mentally powerful. In addition, 
  they inherit their father’s ability—and need—to 
  drain the blood of living creatures. Unlike a 
  vampire, however, dhampirs are not necessarily 
  evil, though many are, and they do cast reflections 
  and shadows.  
   
  DC 29: A dhampir can climb vertical surfaces as 
  easily as a spider and can dominate the weak-
  minded simply by looking into their eyes. 
  Exposure to daylight does not harm a dhampir, but 
  it does temporarily rob it of its supernatural 
  powers. A dhampir is physically resilient and their 
  wounds heal quickly, but weapons that are either 
  magic or silver can pierce its defenses.  
   
  DC 34: A dhampir is resistant to cold, electricity, 
  and energy drain. It can bend bats, rats, and 
  wolves to its will. When a dhampir dies, regardless 
  of the cause of death, it is doomed to rise again as 
  
  a vampire several days after burial unless its body 
  is destroyed as one would destroy a vampire. 
   
  --- 
   
  The man awaiting me was tall, with regular, 
  aristocratic features and a commanding air. He 
  was pale, with dark hair worn longer than is the 
  custom in our country and piercing gray eyes; his 
  hand enclosed mine in a grip of iron.  
   
  "Arthur Sedgwick, at your service," I introduced 
  myself.  
   
  "Tamarlane Gundar," he said, revealing long white 
  teeth in what I belatedly realized was a friendly 
  smile.  
   
  "Gundar!" I said, trying to cover my confusion 
  with humor. "That is a name to conjure with, 
  surely."  
   
  "I assure you, Master Sedgwick, it is mine by 
  right," he said, frowning.  
   
  The Mark of Blood, from The Casebook of Alanik 
  Ray, Arthur Sedgwick 
   
   
  See also Libris Mortis- half vampire 
   
  See also Dragon # 313 (Katane = half-vampire) 
   
  Dharculu
  Dharculu
  Dharculu
  Dharculus [Planar Handbook] 
  s [Planar Handbook] 
  s [Planar Handbook] 
  s [Planar Handbook]     
  JWM: Medium Aberration (Extraplanar), CR 9, 
  neutral. Imagine a graboid from Tremors, except 
  that instead of burrowing through the earth and 
  poking its jawed tentacles up from the soil to snag 
  prey, it lurks in the Near Ethereal, poking its 
  tentacles through to the Material Plane. Another 
  ethereal monster in the Lovecraftian “if you can 
  see it, it can see you” category. Has human-level 
  intelligence. [Planar Handbook]  
   
  “It is not unknown for these ethereal predators to 
  inadvertently enter the Demiplane of Dread, where 
  they share the Near Ethereal with spirits of the 
  restless dead.”  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about dharculuses. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  19 The eyeless, eelike serpents writhing through 
  the air are actually the probing tentacles of a 
  cunning planar predator called a dharculus. This 
  result reveals all aberration traits. 
   
  24 The bulk of a dharculus’ wormlike body exists 
  on the Ethereal Plane, but it can extend its mawed 
  tentacles into the Material Plane to seek prey. 
  While extending its tentacles, a dharculus is partly 
  ethereal and partly material, so it can be attacked 
  by foes on either plane. However, since it isn’t 
  completely on either plane, striking it can prove 
  tricky. If a dharculus retracts its tentacles from the 
  Material Plane, it becomes completely ethereal. 
   
  29 If a dharculus attaches all six of its jawed 
  tentacles to a single creature, it presses its massive 
  central maw just far enough into the Material 
  Plane to tear chunks of flesh out of its prey. Even 
  then, the main mass of the dharculus is visible to 
  material creatures only as a strange thickness in 
  the air. A dharculus is resistant to magic. 
   
  --- 
   
  ...little Toby has grown quite impossible to 
  manage in the last few months, claiming to see 
  things in the house and so forth. Only last week he 
  broke a good mirror because he said it showed 
  "snakes" in it; he now refuses to look into any 
  mirror in the house, and has taken even to 
  avoiding the windows, so that the "snakes" will 
  not see his reflection, burst through the glass, and 
  eat him! I pointed out that we look in mirrors 
  often, and remain uneaten; to which he only 
  replied that, as we couldn't see them, naturally 
  they couldn't see us! I am quite convinced he is 
  merely indulging in these fits to get attention, and 
  I have arranged for him to visit Dr. Heinfroth's 
  asylum for a time for observation; he charges 
  fearfully high rates, but nothing is too good for our 
  son!...  
  
   
  letter from Sophie Ste. Claire to her sister, Port-a-
  Lucine, Dementlieu, October 759 
  Dire Animals
  Dire Animals
  Dire Animals
  Dire Animals    [Monster Manual]
  [Monster Manual]
  [Monster Manual]
  [Monster Manual]    
  JWM: So many are included because they’re not 
  just useful as standalone creatures; they’re also 
  handy as base animals for lycanthropes and 
  numerous other templates, not mention as minions 
  for more fearsome monsters. In Ravenloft, dire 
  animals are just massive, feral versions of their 
  normal kin; although they may look “prehistoric,” 
  they usually don’t have the obvious random armor 
  plating and horns D&D sticks on. Also, a dire 
  animal isn’t necessarily a separate species from its 
  normal cousins. Deep in untamed wildernesses, 
  where humanoids have no power, the creatures of 
  nature may simply grow large and fierce, unbound 
  by the limits of civilization.  
  Dire ape [Monster Manual] 
  Dire ape [Monster Manual] 
  Dire ape [Monster Manual] 
  Dire ape [Monster Manual]     
  CR3 
  Characters with ranks in Knowledge (nature) can 
  learn more about dire animals. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This massive gorilla is a dire ape. This result 
  reveals all animal traits. 
  18 A dire ape is incredibly strong and can literally 
  tear its foes limb from limb. 
   
  --- 
   
  “You humans think you are powerful because you 
  have steel swords and steel skins and guns; but it 
  is the steel and the firepowder that are powerful, 
  and not you. Without them…” Here the great ape 
  paused its prowl and took Macdougal by the arm, 
  lifting him into the air and dashing him to the 
  ground, where he lay like a broken doll.  
   
  “That is the lesson you will learn here,” it said, 
  turning its all-too-human gaze over us again. 
  “Here it is the strength of sinew and tooth and 
  claw that counts, and you have none.”  
   
  In the Wildlands, Captain John Smith 
  Dir
  Dir
  Dir
  Dire badger [Monster Manual] 
  e badger [Monster Manual] 
  e badger [Monster Manual] 
  e badger [Monster Manual]     
  CR2 
  DC Result 
  12 This squat, striped mammal is a dire badger. It 
  is a vicious beast that does not tolerate the 
  intrusions of other creatures. This result reveals all 
  animal traits. 
  17 A dire badger can burrow through soft earth, 
  and often flies into a berserk rage while fighting 
  opponents. 
   
  --- 
   
  I was in Sithicus at the time, before the Night of 
  the Screaming Shadows. Gods, that was a rough 
  time. Stopped at a tavern for a pint, then headed 
  off to the Valachani border.  
   
  Saw the damnedest thing, huge, great hairy 
  beastie, chewing on this man's corpse. Being the 
  hardened adventurer I am, I tried to chase it off, 
  but it raised it's head and, blow me! If t'weren't a 
  great badger of some kind!  
   
  Now, I know badgers can be vicious if roused, so I 
  took my leave and walked away. Heck, I even 
  ignored the tooth-covered cart that the poor man 
  must've been driving.  
   
  Damnedest thing I ever saw.  
   
  - Tharod Ironflint, Darkonese Adventurer. 
  Dire barracuda [Stormwrack] 
  Dire barracuda [Stormwrack] 
  Dire barracuda [Stormwrack] 
  Dire barracuda [Stormwrack]     
  DC Result 
  14 This streamlined fish is a dire barracuda, a 
  quick and aggressive predator. This result reveals 
  all animal traits and the aquatic subtype. 
  19 A dire barracuda attacks using its deadly bite, 
  and can flash through the water with startling 
  speed when it charges. 
   
  --- 
   
  6.13.738 Hve bn fishing to + stores of food. Cont. 
  difficulties w/finding line for task. Perford brought 
  line w/whch claims t.hve caught sharks, but when 
  put out w/bait (lst of beef, too gone w/wrms fr 
  eating), line cut thr. as if w/knife. Whtevr is done 
  there has teeth.  
  
   
  Ship's log of the Stormrake, Captain Elias 
  Blackburn, recovered from Saragoss in 749 
   
  Dire bat [Monster Manual] 
  Dire bat [Monster Manual] 
  Dire bat [Monster Manual] 
  Dire bat [Monster Manual]     
  CR2 
  12 This leathery creature is a dire bat. Dire bats 
  are easily excited, and usually attack any creatures 
  they encounter. This result reveals all animal 
  traits. 
  17 Dire bats use echolocation to sense their 
  surroundings. If deafened, they must rely on their 
  weak vision instead. 
   
  --- 
   
  As it skittered across the courtyard I thought it a 
  deformed child—perhaps an unfortunate like the 
  footless beggar we had seen at the city gate. Only 
  when it spread two wings which seemed in the 
  moonlight like ship’s sails did I realize what it 
  was.  
   
  “The horses,” Djembala said, and we hurried to 
  where we had stabled them. My own stallion 
  Rajah lay there, his blood black in the pale light 
  where the demon-bat had bit him. He died before 
  dawn, his head in my lap.  
   
  Anecdotes, Rashim Tagreb 
  Dire bear [Monster Manual] 
  Dire bear [Monster Manual] 
  Dire bear [Monster Manual] 
  Dire bear [Monster Manual]     
  CR7 
  17 This house-sized ursine is a dire bear. It is an 
  omnivore that is usually content to ignore 
  creatures that avoid it, but it will fearlessly defend 
  its kills and its young. This result reveals all 
  animal traits. 
  22 A dire bear can snatch up foes with its lethal 
  claws. 
   
  --- 
   
  “You see here the drawings of the First Men, our 
  ancestors,” our guide said, gesturing with his torch 
  toward the cavern wall. “See, here is the Bear 
  Totem.” I gasped involuntarily; although crude, 
  the massive figure, depicted surrounded by a ring 
  of dwarfish man-figures with spears, had a 
  terrifying rude power, far more striking than a 
  natural philosopher’s labeled illustration in a 
  Darkonese bestiary.  
   
  “Sometimes he is still seen in the high peaks,” he 
  continued. “Some worship him still.”  
   
  Adventures of a Wanderer , Larraby Quift 
  Dire boar [Monster Manual] 
  Dire boar [Monster Manual] 
  Dire boar [Monster Manual] 
  Dire boar [Monster Manual]     
  CR4 
  14 This hulking swine is a dire boar. It is an ill-
  tempered omnivore that attacks anything that gets 
  near it. This result reveals all animal traits. 
  19 A dire boar is an incredibly fierce combatant, 
  continuing to fight long after other creatures 
  would pass out from their wounds. 
   
  --- 
   
  My delectable Elf lass, a shortspear is a fine 
  weapon for sticking pigs, but show a little care for 
  your flesh and take, if not a longspear, then at least 
  a proper spear, for we are to hunt Grandfather 
  Boar himself.  
  -Harkon Lukas 
  DDDDire eagle [Races of Stone] 
  ire eagle [Races of Stone] 
  ire eagle [Races of Stone] 
  ire eagle [Races of Stone]     
  13 This powerful raptor is a dire eagle. This result 
  reveals all animal traits. 
  18 Like smaller eagles, these creatures prefer to 
  dive at their prey from above. A dire eagle has 
  extremely sharp vision. 
  --- 
  I dashed into the clearing at the foot of the cliff 
  and clambered up it, expecting at any moment to 
  feel the teeth of a wolf on my legs; reaching a 
  ledge some twenty feet above the ground I looked 
  back at my pursuers. They had stayed at the 
  timberline, where they paced back and forth 
  nervously, and after a moment they faded away 
  into the forest.  
   
  At first I congratulated myself on my good 
  fortune; then it occurred to me to wonder what 
  might be the cause of it. Looking downward and to 
  my right I saw a veritable charnel house of bones, 
  stark and white in the afternoon sunlight; looking 
  upward, I saw the nest—a mess of branches some 
  thirty feet across projecting slightly from the cliff 
  
  face, perhaps fifty feet above me. Looking back 
  down to the bones, I caught the eye of a human 
  skull. It seemed I might have “escaped wolves, 
  only to be eaten by eagles”, just as in the famous 
  proverb.  
   
  Adventures of a Wanderer, Larraby Quift 
   
  Dire eel [Stormwrack] 
  Dire eel [Stormwrack] 
  Dire eel [Stormwrack] 
  Dire eel [Stormwrack]     
  13 This serpentine fish is a dire eel. This result 
  reveals all animal traits and the aquatic subtype. 
  18 Dire eels usually lurk out of view in coral reefs, 
  where they dart out to clamp their powerful jaws 
  around passing prey. 
  --- 
  5.1.738 Visit frm 2 wndring slimerakes, offered 
  var. goods incl. muckboots (for wlking on sea-
  slime), hrbs claimd to be med., also sewing 
  needles fr sails, clothes. These dserv some mntion; 
  length of a finger, shrper than our stl needles. 
  Sppsdly made from eel's teeth. Eels mst be imprsv 
  herabouts.  
   
  Ship's log of the Stormrake, Captain Elias 
  Blackburn, recovered from Saragoss in 749 
   
  Dire elephant [Monster Manual II]
  Dire elephant [Monster Manual II]
  Dire elephant [Monster Manual II]
  Dire elephant [Monster Manual II]    
  DC Result 
  20 This walking mountain is a dire elephant. It is 
  an herbivore, but also moody and somewhat 
  unpredicatable. This result reveals all animal traits. 
  25 A dire elephant attacks by smashing foes with 
  its trunk or trampling creatures — even entire 
  caravan wagons — under its massive feet. 
  However, these elephants can sometimes be 
  trained for use as beasts of burden. 
  --- 
  “In this place you shall be judged neither by man 
  nor by man’s justice, but by the Law of the Jungle! 
  Now abase yourself, for you come into the 
  presence of your judges.”  
   
  I was hurled forward, falling to my knees; raising 
  my head, I saw so fearful a sight that it might 
  shake the heart of any man. I knelt before three 
  great oliphaunts, greatest of all jungle beasts. If 
  one can imagine a bull twice the height and ten 
  times the bulk of the largest of cattle, but with 
  tusks jutting downward from the upper lip rather 
  than horns, and a snout longer than a man is tall, 
  snaky and sinuous with muscle yet able to pick up 
  a blade of grass with its tip, one has some idea of 
  their nature; but no word can convey the awful 
  majesty of their presence.  
   
  In the Wildlands, Captain John Smith   
   
  Dire elk [Monster Manual II] 
  Dire elk [Monster Manual II] 
  Dire elk [Monster Manual II] 
  Dire elk [Monster Manual II]     
  DC Result 
  14 This towering beast with the broad antlers is a 
  dire elk. Dire elks are herbivores, but aggressively 
  defend their young. This result reveals all animal 
  traits. 
  19 A dire elk will attempt to frighten away foes 
  before attacking. Once battle begins, the elk 
  attacks by trampling opponents into the ground. 
   
  --- 
   
  Even the deer of the high peaks are frightening—
  not so much because of their aggressive nature, or 
  animosity to man, but because they too are sized 
  beyond the human scale. The wapiti, or forest elk, 
  grow there to be taller than the tallest man at the 
  shoulder, and their belling on an autumn morning 
  is like the sounding of the deep war horns of 
  Darkon; it makes the very earth to tremble.  
   
  Adventures of a Wanderer, Larraby Quift 
   
  Dire 
  Dire 
  Dire 
  Dire fox
  fox
  fox
  fox        ----    see
  see
  see
  see    fox, sliverfox
  fox, sliverfox
  fox, sliverfox
  fox, sliverfox    
  Dire hawk [
  Dire hawk [
  Dire hawk [
  Dire hawk [Monster Manual II, Races of 
  Monster Manual II, Races of 
  Monster Manual II, Races of 
  Monster Manual II, Races of 
  the Wild] 
  the Wild] 
  the Wild] 
  the Wild]     
  Dire Animals (H-M) 
  Characters with ranks in Knowledge (nature) can 
  learn more about dire animals. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
  Dire Hawk (MM II, Races of the Wild) 
  DC Result 
  12 This fearsome raptor is a dire hawk. This result 
  reveals all animal traits. 
  
  17 Dire hawks swoop down from high altitudes, 
  snatching up smaller prey and carrying them away 
  to feed upon. Although difficult, a dire hawk can 
  be trained for use as an animal companion. 
  --- 
  It killed two of us falconers and blinded another, 
  but that hardly meant anything to the Kingfuhrer. 
  It was only when it broke from its jesses and killed 
  twenty or more raptors--gyrfalcons, eagles, even 
  bloodhawks going down before it like so many 
  chickens before a hawk--that he could be 
  persuaded to have it removed from the mews. 
  Even then he simply had it released. Ezra send it 
  has not learned a taste for human flesh.  
  Master falconer Tobin Schwartzkopf 
   
  Dire hippopotamus [Sandstorm] 
  Dire hippopotamus [Sandstorm] 
  Dire hippopotamus [Sandstorm] 
  Dire hippopotamus [Sandstorm]     
  24 This hulking creature is a dire hippopotamus, 
  also known as a water horse. Its is an herbivore, 
  but does not hesitate to kill any creature that 
  threatens or startles it. This result reveals all 
  animal traits. 
  29 Although not particularly stealthy, a dire 
  hippopotus can remain underwater for exteneded 
  periods, and often rests quietly in murky water 
  with just the top of its head visible above the 
  surface. 
   
  --- 
   
  This beast, whom they call “River-horse”, is a 
  great menace to all who go upon the waters, as he 
  is enraged by any incursion into his demesne and 
  will come up beneath the boat to capsize it; 
  because of his great bulk only the largest boats are 
  immune from his attentions. Those unfortunates 
  thereby forced to swim he savages with his great 
  tusks. For all his ferocity he eats no more meat 
  than the cattle, yet he causes more death than any 
  other creature of those parts.  
   
  From Harrald’s Bestiary 
   
  Dire horse [Monster Manual II] 
  Dire horse [Monster Manual II] 
  Dire horse [Monster Manual II] 
  Dire horse [Monster Manual II]     
  DC Result 
  14 This powerfully-built equine is a dire horse. It 
  is an aggressive herbivore that prefers to be left 
  alone. This result reveals all animal traits. 
  19 When forced to fight, dire horses trample their 
  foes with their hooves. They can be trained to 
  accept a rider. 
   
  --- 
   
  Old Rivtoff tells me that he has something which I 
  will have to see to believe; he claims that one of 
  his sons has brought back a horse twenty-four 
  hands at the shoulder from the deep plains, and he 
  is busy making plans to breed it to his mare 
  Szeytla. If he is not exaggerating, and if the mare 
  lives, it will be a notable steed indeed.  
   
  Journal of Tristen Hiregaard 
   
  Dire jackal [Sandstorm] 
  Dire jackal [Sandstorm] 
  Dire jackal [Sandstorm] 
  Dire jackal [Sandstorm]     
  DC Result 
  12 This huge canine is a dire jackal. Unlike its 
  lesser kin, it is a fearless hunter. This result reveals 
  all animal traits. 
  17 Dire jackals hunt alone or in mated pairs, 
  dragging their prey to the ground before killing 
  them. 
   
  --- 
   
  “Merciful Ezra!” I swore, jerking backward. The 
  thing was the size of a wolf—a big wolf. 
  “Selective breeding,” the old tinker said, with a 
  malicious grin. “I aim to improve the stock. 
  Progress, always progress, isn’t that right?” This 
  with a conspiratorial wink at the enormous jackal 
  at the edge of the circle of light made by our fire. 
  “And progress never comes without clearing away 
  the old; which makes it an ideal by-word for those 
  who feed upon the dead.”  
   
  Farelle, Reginald St. Jacques 
   
  Dire lion [Monster Manual] 
  Dire lion [Monster Manual] 
  Dire lion [Monster Manual] 
  Dire lion [Monster Manual]     
  CR5 
  15 This tawny cat is a dire lion, a predator the size 
  of a horse. This result reveals all animal traits. 
  20 A dire lion pounces on its prey, and a pride of 
  dire lions will not be afraid to attack creatures 
  larger than themselves. 
   
  
  --- 
   
  If it had been only been the size of the beast, I 
  would not have faltered (though to see it pace, 
  high at the shoulder as a horse, was an awful 
  thing). It was the gravitas of it—the clear bold 
  eyes, the grace (nothing diminished, for all its 
  massive frame), the mane like a crown—that 
  stayed my hand. “Well is it called the King of 
  beasts,” I whispered.  
   
  At this (though it was a hundred yards away) it 
  turned toward me and growled, in human speech, 
  “I am not king here.” And suddenly it was gone in 
  the tall grass, leaving us to wonder at what we had 
  seen and heard.  
   
  This was our first encounter in the Wildlands; if I 
  had been a wiser man, it would have been our last.  
   
  In the Wildlands, Captain John Smith 
  Dire maggot [Libris Mortis] 
  Dire maggot [Libris Mortis] 
  Dire maggot [Libris Mortis] 
  Dire maggot [Libris Mortis]     
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about dire 
  maggots. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  12 This repulsive grub is a dire maggot, the larval 
  form of an even larger monstrous fly. This result 
  reveals all vermin traits. 
  17 A dire maggot is nearly mindless and tries to 
  eat any creature that crosses its path. It paralyzes 
  prey with its toxic saliva. 
   
  --- 
   
  In that country, where Death holds sway over all, 
  one sees Life emerge in weird and dreadful ways; 
  there are great bronze-backed flies which lay their 
  eggs in charnel houses, and their worm-children 
  grow fat, first on human flesh and then on their 
  fellows, until they seem great fat snakes or that 
  legendary fish (not found in this world) called 
  lamprey…  
   
  History of Tovag, volume 2, Tertius Escritor 
   
  Dire polar bear [Frostburn] 
  Dire polar bear [Frostburn] 
  Dire polar bear [Frostburn] 
  Dire polar bear [Frostburn]     
  Characters with ranks in Knowledge (nature) can 
  learn more about dire animals. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  21 This towering white ursine is a dire polar bear, 
  a dire bear adapted to cold climates. This result 
  reveals all animal traits. 
  26 A dire polar bear is an aggressive hunter that 
  will stalk smaller creatures across miles of frozen 
  wasteland. It tears its prey apart with its claws and 
  teeth. 
   
  --- 
   
  Winter is a great bear, a great white bear; icicles 
  are his teeth, snow his pelt, the zilinya neshka his 
  breath. Sometimes a wanderer may see him in the 
  storm; if he does, that man will never return to his 
  home again.  
   
  Traditional Voros 
  Dire puma [Sandstorm] 
  Dire puma [Sandstorm] 
  Dire puma [Sandstorm] 
  Dire puma [Sandstorm]     
  14 This huge, black cougar is a dire puma. This 
  result reveals all animal traits. 
  19 Dire pumas pounce on their prey from above 
  whenever possible, tearing the creature open with 
  their raking talons. 
   
  --- 
   
  Behind me I heard the scream again—like the 
  yowl of a house-cat magnified a thousand times. I 
  thought of the bull-elk I had found that morning 
  with a broken neck, and the paw-print my hand 
  could not begin to cover beside it; and I knew I 
  must find shelter before dark; a fire and a place to 
  put my back would be little enough against such a 
  creature, if it chose to attack, and yet it was all I 
  could hope to find.  
   
  Adventures of a Wanderer, Larraby Quift 
   
  Dire rat [Monster Manual] 
  Dire rat [Monster Manual] 
  Dire rat [Monster Manual] 
  Dire rat [Monster Manual]     
  CR 1/3 
  
  10 This child-sized rodent is a dire rat. Dire rats 
  are scavengers, but fearlessly defend their 
  territory. This result reveals all animal traits. 
  15 A dire rat spreads filth fever, a dangerous 
  disease, with its sharp bite. 
   
  --- 
   
  GWF claimed to be “shocked and astonished” by 
  the size of the rats we saw today (killed one just 
  under two stone), also complained of the smell. 
  Told her not to be missish, and what on earth did 
  she expect in a sewer anyway? Had the desired 
  effect of putting her back up; she will be on her 
  mettle and inclined to sniff at any rat smaller than 
  a mastiff, which is good as we visit the Central 
  Line tomorrow and I can’t have her fainting when 
  she sees the granddaddies.  
   
  5/24/755, journal of Nathaneal Dent, grimetrekker 
   
  Dire raven [Ravenloft Gazetteer I] 
  Dire raven [Ravenloft Gazetteer I] 
  Dire raven [Ravenloft Gazetteer I] 
  Dire raven [Ravenloft Gazetteer I]     
  CR1 
  DC Result 
  10 This ebon bird is a dire raven. It is a scavenger 
  that attacks only to defend its carrion meals. This 
  result reveals all animal traits. 
  15 Dire ravens are attracted to shiny baubles, and 
  if attacked, instinctually try to peck out their 
  opponents’ eyes. 
  --- 
  Another example is the corvus barovicus, a breed 
  of raven distinguished by its enormous size, with 
  the largest recorded example of this subspecie 
  measuring 3'6" from beak to tail. Like its brethren, 
  the corvus barovicus is omnivorous, consuming 
  fruits, grains, insects and carrion though this 
  subspecie is more likely than the others to actively 
  hunt small animals, aided by a beak proportionally 
  thinner than the common corvus corax. This 
  tendency has ensured its dominance in the food 
  chain and allowed this breed to spread through the 
  southern forested realms such as Barovia, Invidia 
  and Kartakass. Folklore of the area also grants to 
  these ravens the power of speech and higher 
  cognition, inspiring some naturalists to call for the 
  creation of a new subspecie, corvus sapiens, but 
  my own research has found that such myths are 
  purely that.  
   
  --- Struggle and Victory in the Animal Kingdom 
  by Inard Milhavet.  
  (Book name taken from a reference in GazIII, p86) 
   
  Dire rhino
  Dire rhino
  Dire rhino
  Dire rhinoceros [Fiend Folio] 
  ceros [Fiend Folio] 
  ceros [Fiend Folio] 
  ceros [Fiend Folio]     
  DC Result 
  19 This wooly, horned creature is a dire rhinceros. 
  It is an herbivore, but highly irritable. This result 
  reveals all animal traits. 
  24 A dire rhinoceros typically charges its foes, 
  either trampling them or impaling them on its 
  deadly horn. 
  --- 
   
  Apparently this creature is the basis of the 
  Mordentish legends of the “unicorn”, and in some 
  sense the descriptions are not unlike; it is rather 
  more horse-like than anything else, with the fly-
  whisk tail of folklore (though it has no cloven 
  hoof), and, of course, the famous horn—though 
  here at the end of the nose, rather than centered in 
  the forehead. But how hideous the beast in 
  comparison with its fantastic progeny! Where the 
  unicorn is grace and beauty, this nose-horned beast 
  was the epitome of blunt, brute savagery, stupid, 
  ill-tempered and ungainly.  
   
  In the Wildlands, Captain John Smith 
  Dire shark [Monster Manual] 
  Dire shark [Monster Manual] 
  Dire shark [Monster Manual] 
  Dire shark [Monster Manual]     
  CR9 
  DC Result 
  19 This ship-sized fish is a dire shark, a predator 
  with a maw full of razor-sharp fangs. This result 
  reveals all animal traits and the aquatic subtype. 
  24 A dire shark can smell blood in the water from 
  a mile away and can swallow a creature as large as 
  a horse in one bite. 
   
  --- 
   
  At first we took it for a sail, but soon that happy 
  illusion was dispelled. It took its time in 
  approaching our little skiff, circling near and then 
  distancing itself again. The dorsal fin stood at the 
  height of a tall man above the water, making a 
  sound like the tearing of silk as it ripped through 
  the waves around us.  
  
   
  After an hour or so of this, that menacing form 
  sank into the ocean and was gone; just at this 
  moment we saw the island well to windward. 
  Without warning Simpson launched himself over 
  the side and struck out strongly; he had swum 
  perhaps fifty paces when a mouth like a 
  mausoleum door opened before him, and he was 
  gone.  
   
  Deposition of Captain Horatio Withers in the 
  death of Jonas Simpson, Mordent, 733 
  Dire animal, smilodon (saber
  Dire animal, smilodon (saber
  Dire animal, smilodon (saber
  Dire animal, smilodon (saber----toothed 
  toothed 
  toothed 
  toothed 
  tiger) [Frostburn] 
  tiger) [Frostburn] 
  tiger) [Frostburn] 
  tiger) [Frostburn]     
  DC Result 
  15 This stocky, fanged feline is a saber-toothed 
  tiger, a type of dire animal also known as a 
  smilodon. This result reveals all animal traits. 
  20 A saber-toothed tiger tries to pounce on its 
  prey, then tear out their throats with its 
  exceptionally deadly incisors. 
   
  --- 
   
  Last and greatest is the cat called “smilodon,” or 
  sometimes, especially in their folk-stories, “Knife-
  Fighter,” because of the bravos who fight with a 
  knife in each hand. A knife made of the great 
  canine teeth of such a beast is considered a 
  powerful symbol of wealth, and of physical 
  prowess if one obtains one for himself by killing 
  the beast.  
   
  Adventures of a Wanderer, Larraby Quift 
   
  Dire snake
  Dire snake
  Dire snake
  Dire snake    [Monster Manual II] 
  [Monster Manual II] 
  [Monster Manual II] 
  [Monster Manual II]     
  DC Result 
  15 This massive serpent is a dire snake. This result 
  reveals all animal traits. 
  20 A dire snake combines the most dangerous 
  elements of lesser serpents. It can both constrict 
  prey and inject deadly venom with its fangs. 
   
  --- 
   
  Exhibition on Bond Street to Be Held 7 Feb 757  
   
  Captain John Smith…will hold an exhibition in 
  Bond Street No. 422 this coming Friday to display 
  curios and taxidermical specimens brought back 
  from his recent expedition to the Wildlands via Sri 
  Raji…[A]mong the many marvels he saw there, 
  your correspondent saw prodigies of Nature the 
  like of which can hardly be imagine. The skin of a 
  great pithon, that devilish snake of Sri Raji, was 
  shown me; stretched out across the floor it 
  measured fifty-two feet four inches, without the 
  head…it was captured and killed after eating a 
  baggage mule…  
   
  Paridon Newsbill, 2 Feb 757 
   
  Dire tiger [Monster Manual] 
  Dire tiger [Monster Manual] 
  Dire tiger [Monster Manual] 
  Dire tiger [Monster Manual]     
  CR8 
  Characters with ranks in Knowledge (nature) can 
  learn more about dire animals. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  18 This huge, striped feline is a dire tiger. They 
  are patient stalkers that prefer to attack prey once 
  it drops its guard. This result reveals all animal 
  traits. 
  23 A dire tiger can leap dozens of feet through the 
  air when pouncing, tearing its victim apart with its 
  fangs and retractable claws. 
   
  --- 
   
  Exhibition on Bond Street to Be Held 7 Feb 757  
   
  …also the skin of a tiger, greater than any yet 
  seen, whose canines were as long as your 
  correspondent’s palm, shot and killed while 
  attacking an elephant on which Captain John 
  Smith was riding; those who have seen or heard of 
  the elephant can form some idea of the size of the 
  beast which might attempt such a feat…  
   
  Paridon Newsbill, 2 Feb 757 
  Dire toad [Monster Manual II] 
  Dire toad [Monster Manual II] 
  Dire toad [Monster Manual II] 
  Dire toad [Monster Manual II]     
  DC Result 
  
  13 This man-sized amphibian is a dire toad. They 
  are generally dangerous only when disturbed. This 
  result reveals all animal traits. 
  18 A dire toad can lash out with its tongue and 
  swallow prey up to the size of a human child in a 
  single gulp. 
  23 A dire toad’s toothless bite is not terribly 
  damaging, but delivers a dangerous poison. 
   
  --- 
   
  But that Granddaddy Toad, he don’t say a word. 
  So Anansi, he begin to get angry. “Don’t you sass 
  me, ol’ Toad, as I be your elder and your better 
  both! Where has that stone got to? You’d better 
  show me your tongue and say a few words or 
  you’ll be sorry for it.”  
   
  Just then go flying by that old hoopoe-bird, (who 
  is a sight bigger than Anansi, I remind you) and 
  Grandaddy Toad he let flip out with his tongue—
  tsass!—and where the old hoopoe-bird was flying 
  there ain’t nothing, and Granddaddy Toad 
  cleaning a few feathers from his mouth with his 
  thumbs.  
   
  That quiets Anansi down a bit, and he says, “Well, 
  I seen enough of your tongue, I guess, Grandaddy 
  Toad. But if you be seeing that stone I hope you’ll 
  say so.”  
   
  Granddaddy Toad, he blink and nod, and that’s all 
  the answer Anansi gets; so he goes on his way.  
   
  Anansi and the Stone of Wisdom, traditional 
  Souragnien 
   
  Dire tortoise [Sandstorm] 
  Dire tortoise [Sandstorm] 
  Dire tortoise [Sandstorm] 
  Dire tortoise [Sandstorm]     
  DC Result 
  18 This massive, armored reptile is a dire tortoise. 
  It feeds on desert plants, but is ill-tempered and 
  likely to attack anything that annoys it. This result 
  reveals all animal traits. 
  28 Despite its sluggish appearance, a dire tortoise 
  is capable of snapping at foes with lightning 
  speed. 
   
  --- 
   
  Today we found a specimen of the great land-
  turtle tortuga maximus maximus in the most 
  amusing fashion; Professor Quant was informed 
  by Kopa, the native guide, that he had spotted one 
  of the great land-behemoths, and pointed to it. The 
  professor thought it was at some distance and 
  actually clambered up onto the shell of the beast to 
  get a better look, causing no end of hilarity as we 
  endeavored to explain that his goal was actually 
  and literally under foot! His mistake was very 
  natural; the beast had evidently been at rest for 
  some time, and a great deal of dirt and even a few 
  weeds had accumulated on its shell, which we 
  measured as twelve feet across and almost five in 
  height.  
   
  Adventures of a Wanderer, Larraby Quift 
   
  Dire vulture [Sandstorm] 
  Dire vulture [Sandstorm] 
  Dire vulture [Sandstorm] 
  Dire vulture [Sandstorm]     
  DC Result 
  13 This ugly, stooped bird is a dire vulture. This 
  result reveals all animal traits. 
  18 Dire vultures feed on carrion. Thanks to scraps 
  of rotting flesh cling to their feathers, they emit a 
  sickening stench. 
  23 Due to their disgusting diet, dire vultures are 
  exceptionally hardy and highly resistant to disease. 
   
  --- 
   
  “Old Kebros, king of the air, he comes,” our guide 
  muttered. “Best not to be here when he arrives.” 
  He gestured quickly toward the sky, where the 
  wheeling carrion-eaters could already be seen.  
   
  “Surely they wouldn’t attack a group of living, 
  healthy men,” I argued. “I would think we could 
  take as long as we need for the analysis.”  
   
  Our guide shook his head and pointed mutely to 
  the sky. Looking up again, I saw the reason for his 
  concern. Among the many smaller vultures glided 
  two monstrous forms, four times the wingspan of 
  their compatriots.  
   
  “I take your point,” I told him. “Let’s go.”  
   
  Rudolf van Richten, unpublished notes on an 
  expedition to Har’Akir 
  
  Dire weasel [Monster Manual] 
  Dire weasel [Monster Manual] 
  Dire weasel [Monster Manual] 
  Dire weasel [Monster Manual]     
  CR2 
  DC Result 
  12 This long, manic creature is a dire weasel. This 
  result reveals all animal traits. 
  17 A dire weasel latches onto its prey with its 
  powerful jaws. It then refuses to let go and sucks 
  out the victim’s blood through the open wound. 
   
  --- 
   
  Ki-naga, snake-body, snake killer!  
  Neck-biter, blood drinker!  
  Red-eye, bloody mouth, the fearless one,  
  Shadowdancer, shadowed slayer!  
   
  Song of the Mongoose, traditional Rajian, trans. 
  Malcolm Hopper 
  Dire wolf [Monster Manual] 
  Dire wolf [Monster Manual] 
  Dire wolf [Monster Manual] 
  Dire wolf [Monster Manual]     
  CR3 
  DC Result 
  13 This hulking lupine creature is a dire wolf. This 
  result reveals all animal traits. 
  18 Dire wolves are pack hunters that use their 
  sheer mass to drag creatures to the ground, then 
  tear them apart once prone.  
   
  --- 
   
  Our outlander visitor laughed aloud at the mention 
  of Grandfather Wolf and said, in his barbaric 
  pidgen, "You have not here such great wolves, 
  nyet? In the woods of Vorostokov we such have as 
  you cannot imagine. Big, big! He come into a 
  house, he break the door; a stag he carry away in 
  his teeth. Here they are little dogs like for a 
  woman's pet."  
   
  Harkon smiled and leaned back. "Oh, I'm sure the 
  wolves you have seen here have been puny, 
  contemptible things, Master Alexei. But be of 
  good cheer; you may yet see bigger."  
   
  From the journals of Matthew Swiftsinger of 
  Skald 
  Dire wolverine [Monster Manual] 
  Dire wolverine [Monster Manual] 
  Dire wolverine [Monster Manual] 
  Dire wolverine [Monster Manual]     
  CR4 
  DC Result 
  14 This shaggy, wedge-shaped mammal is a dire 
  wolverine, also known as a glutton. This result 
  reveals all animal traits. 
  19 A dire wolverine is a foul-tempered creature 
  that often flies into berserk rages when attacking 
  its prey. 
   
  --- 
   
  Misha insisted that we secure the supplies by 
  suspending them in mid-air at least twenty feet 
  from the ground—an arduous task, and one that 
  had me asking angrily what on earth could 
  possibly necessitate this precaution. When we 
  came back to the camp I had my answer. We 
  found that something had been in our camp—
  neither man nor wolf, the two greatest dangers, but 
  some other fell creature that Misha called “the 
  glutton”. It left a track something like a weasel’s, 
  if one can imagine a weasel eight feet long and 
  half that broad, and it had scraped the bark from 
  the tree where we had stashed the supplies to a 
  height of almost ten feet. “The glutton, he do 
  anything for food,” Misha remarked. “We are 
  lucky this one too big to climb.”  
   
  Adventures of a Wanderer, Larraby Quift 
   
  Doedridere [Gaz. 5, Nova Vaasa] 
  Doedridere [Gaz. 5, Nova Vaasa] 
  Doedridere [Gaz. 5, Nova Vaasa] 
  Doedridere [Gaz. 5, Nova Vaasa]     
  Suggested by Chris Nichols 
  Dog [Monster Manual 
  Dog [Monster Manual 
  Dog [Monster Manual 
  Dog [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 1/3; Riding CR 1 
  Characters with ranks in Knowledge (nature) can 
  learn more about dogs. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 10: This barking creature is a common 
  domesticated dog. This result reveals all animal 
  traits. 
   
  DC 15: Humanoids have bred dogs into scores of 
  different breeds, from tiny lap dogs to working 
  dogs nearly as large as a man. Halflings 
  sometimes train the largest dog breeds for use as 
  
  riding beasts. Dogs have a strong sense of smell, 
  and are used to track game or as guard animals. 
  Dokufu (mountain spider) [Oriental 
  Dokufu (mountain spider) [Oriental 
  Dokufu (mountain spider) [Oriental 
  Dokufu (mountain spider) [Oriental 
  Adventures] 
  Adventures] 
  Adventures] 
  Adventures]     
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about dokufus. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  29 This hulking, shapechanging spider is a dokufu, 
  also known as a mountain spider. This result 
  reveals all aberration traits and the shapechanger 
  subtype. Most dokufu speak Sylvan and Common. 
  34 A dokufu can assume human form, which it 
  uses to lure its prey into secluded areas. In its true 
  form, a dokufu is terrifying, and can swallow 
  creatures up to the size of a horse whole. 
  39 A dokufu’s digestive system is swarming with 
  its young. In its natural form, it can spew these 
  monstrous spiders at foes. 
  44 If a dokufu in its natural form can use its claws 
  to implant an egg in a victim’s torso. Remove 
  disease can kill the egg; otherwise the spawn 
  devours the still-living creature from the inside out 
  once it hatches about a month later. 
   
  --- 
   
  “In this wicked land of I’Cath, we were chasing 
  what we first thought was a hag when we entered 
  this nightmare. Really, this was much worse then a 
  hag hunt. The old lady wasn’t a hag, which in 
  itself would have been terrible, but she was a 
  supernatural creature able to shape change into a 
  terrible, huge dark spider!  
   
  When we fought this monstrous spider, the beast 
  swallowed poor Anthony whole! I still hear his 
  scream of pain when I think about how it 
  happened. Then the monster vomited spiders at 
  our face, and fled as the two paladins came to the 
  fight. We destroyed the tiny spiders but we never 
  found the huge spider fiend. It probably left the 
  region, or waited until we left I’Cath. 
   
  However, what is worse is for Helen. We were 
  able to rescue her alive from this spider’s den, but 
  three days later, she was found dead in her bed, a 
  lot of blood around her and a huge hole in her 
  belly, like if something has crawled out of her 
  shattered body… I can’t stand spiders since then, 
  they give me the creeps…” 
   
   - a priest’s tale in Nova Vaasa  
   
  Donkey [Monster Manual 
  Donkey [Monster Manual 
  Donkey [Monster Manual 
  Donkey [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 1/6 
  Characters with ranks in Knowledge (nature) can 
  learn more about donkeys. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 10: This grey equine is a donkey. This result 
  reveals all animal traits. 
   
  DC 15: Donkeys are common beasts of burden, 
  known for being particularly stable on their 
  hooves. They can be stubborn, however. 
  Doom guard 
  Doom guard 
  Doom guard 
  Doom guard [[[[Monster Manual II,
  Monster Manual II,
  Monster Manual II,
  Monster Manual II,    as 
  as 
  as 
  as 
  “Dread Guard”
  “Dread Guard”
  “Dread Guard”
  “Dread Guard”] ] ] ]     
  (Note: In Ravenloft, the setting where these 
  creatures originated, dread guards are called doom 
  guards. The bardic knowledge results are 
  Ravenloft-specific.) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about dread guards. A character who 
  recognizes a dread guard’s nature can make a 
  bardic knowledge check to learn more. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (arcana) 
  DC Result 
  13 This animate suit of armor is a construct called 
  a dread guard. This result reveals all construct 
  traits. 
  18 Unlike most constructs, a dread guard is semi-
  intelligent and can proficiently wield weapons, but 
  it remains an utterly loyal servant of its master. 
  This result also reveals the procedure for creating 
  dread guards. 
  
  23 A dread guard is resistant to cold and fire. 
   
  Bardic Knowledge 
  DC Result 
  18 Dread guards patrol the walls of Castle 
  Avernus, home to Azalin, the wizard king of 
  Darkon. 
  23 Azalin Rex was the original creator of dread 
  guards, and although the secrets of their creation 
  have since spread, he is said to know secret means 
  of manufacturing them relatively cheaply and 
  quickly. 
   
  “Azalin Rex is said to have been the original 
  inventor of doom guards, though most of the 
  secrets of their creation have spread during the 
  subsequent centuries. […] To this day, doom 
  guards patrol the walls of Castle Avernus with 
  such regularity that their feet have worn ruts into 
  the stone.  
   
  --- 
   
  “At the annual bal of the King in Avernus, we 
  once tried to sneak and explore this famously 
  fascinating castle to find things we could steal, or 
  information we could sell.  But we didn’t go very 
  far from the main room, as a seemingly harmless 
  suit of armour suddenly chased us back to the 
  ballroom… This armour set was empty, but it 
  moved and brandished a rusty sword. We didn't 
  want to attract attention with the noise of a fight. 
  We were luckier with our skills on the guests 
  instead.” 
   
   - A thief’s tale in Darkon  
   
  (Cheeze ;), 40 000 gp cost to fabricate one of these 
  27 hp creature?) 
   
  Doppleganger, outlander [Monster 
  Doppleganger, outlander [Monster 
  Doppleganger, outlander [Monster 
  Doppleganger, outlander [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  CR3; Suggested by Chris Nichols 
   
  Doppelganger, dread [Denizens of 
  Doppelganger, dread [Denizens of 
  Doppelganger, dread [Denizens of 
  Doppelganger, dread [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR3 
  (Underlined text refers to a Ravenloft variant 
  called the dread doppelganger.) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about dread doppelgangers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  13 This featureless humanoid is a doppelganger, a 
  creature that can perfectly mimic other people. 
  This result reveals all humanoid traits and the 
  shapechanger subtype. 
  18 A doppelganger can perfectly mimic the form 
  of any Small or Medium humanoid, including 
  specific individuals. Doppelgangers often work 
  together in clans, secretly helping each other 
  maintain their stolen identities. 
  23 A greater doppelganger can continuously read 
  the surface thoughts of the people around it. It uses 
  this ability to help stay in character. A rare variant 
  is the greater doppelganger, which can consume 
  minds. 
  28 A doppelganger can wrap its carried gear in 
  limited glamers, making objects of a given type 
  (clothing, weapons, tools, and so on) assume 
  whatever appearance the doppelganger wants. 
  Glamered items return to their true appearance if 
  separated from the doppelganger, however. 
   
  --- 
   
  “How is it possible?” I asked at last. “Sir Hobbs 
  went in to speak with Mr. Farquhar; Mr. Farquhar 
  emerged after their argument and went down into 
  the street; Sir Hobbs never came out at all, as far 
  as we can tell, and yet it is Mr. Farquhar’s body 
  we have before us, and Sir Hobbs is nowhere to be 
  found.”  
   
  “Not only possible, but easy, in this city,” Ray 
  replied, his mouth set in a firm line. “To explain 
  these events is child’s play; but the puzzle of 
  finding a man able to change his face, in a city of 
  thousands—that is a worthy challenge.  
   
  An Incident in Paridon, from The Casebook of 
  Alanik Ray, Arthur Sedgwick 
   
  
  See also FoS Zherisia report for “Doppelganger 
  Salient Powers” 
   
  Doppelganger, greater [Monsters of 
  Doppelganger, greater [Monsters of 
  Doppelganger, greater [Monsters of 
  Doppelganger, greater [Monsters of 
  Faerûn] 
  Faerûn] 
  Faerûn] 
  Faerûn]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about greater doppelgangers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  22 This gangly humanoid is a greater 
  doppelganger, a more powerful variety of the 
  common doppelganger. This result reveals all 
  humanoid traits and the shapechanger subtype. 
  27 A greater doppelganger can perfectly mimic the 
  form of any Small or Medium humanoid, 
  including specific individuals. Unlike lesser 
  doppelgangers, these pompous creatures tend to 
  work alone. 
  32 A greater doppelganger can continuously read 
  the surface thoughts of the people around it. It can 
  also use magic items, regardless of the identity is 
  has assumed. 
  37 If a greater doppelganger eats a humanoid’s 
  brain, it gains all the memories and abilities of that 
  creature. A greater doppelganger cannot gain 
  powerful divinely-granted abilities, however. 
  42 A greater doppelganger can disrupt magical 
  polymorph effects, damaging polymorphed targets 
  with a mere touch. 
   
  --- 
   
  Dear journal, 
   
  I’m writing this in a state of confusion. I’m 
  exhausted and this might be the cause of my 
  trouble. Everything will be clearer tomorrow, I 
  hope. 
   
  Late afternoon today, we had a report of a body 
  floating near the southern docks. I retrieved it 
  tonight with my men and to my immense surprise, 
  the body, bloated by water, is a copy of Inspector 
  Wilderton! How can it be, since Wilderton works 
  at a desk near me? I saw him again this morning, 
  and he was as witty as usual!  
   
  There were some rocks remaining in his pockets as 
  if someone threw the body in the water with the 
  intention of drowning it forever. But the fabric 
  was later ruptured by the water and the rocks fell 
  off and the body floated.  
   
  Also, strangely, a large hole has been punctured in 
  the back of his head, and his brain is missing. I 
  assume that fishes in the canal thought it was a 
  delicacy while the body was held at the bottom. 
   
  Tomorrow, I will show this puzzling discovery to 
  Wilderton, in the hope he might have an 
  explanation for this weird case. 
   
   - Last entry in Constable Van Horne’ private 
  journal, shown as possible clue to the investigation 
  of the nearly simultaneous disappearance of 
  Inspector Wilderton and Constable Van Horne, in 
  Martyra Bay  
   
  Doppelganger Plant [Den of Dr]
  Doppelganger Plant [Den of Dr]
  Doppelganger Plant [Den of Dr]
  Doppelganger Plant [Den of Dr]    
  (under Plant, Dread) ; CR 6 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about doppelganger plants. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  16 This sprawling patch of coffin-sized pods is a 
  doppelganger plant. This result reveals all plant 
  traits.  
  21 A doppelganger plant cannot move or defend 
  itself physically, but it possesses a vast, malign 
  intelligence and feeds on humanoid souls. Each 
  night, the plant can spiritually reach out and draw 
  a humanoid’s life force into itself. The humanoid 
  lives on as a soulless puppet of the plant, called a 
  podling.  
  26 The plant knows everything its podlings know. 
  Because a podling has no mind or spirit of its own, 
  it is immune to all mind-affecting and death 
  effects. As the doppelganger plant slowly devours 
  a humanoid’s soul, the podling’s body slowly 
  wastes away, hollowing out like a rotten pumpkin.  
  
  31 Destroying a pod before the soul trapped inside 
  is consumed frees the soul, restoring that podling 
  to normal. If the soul is consumed, the podling 
  wastes away completely can cannot be restored to 
  life by any means short of true resurrection.  
  36 Destroying all vines that connect a 
  doppelganger plant’s pods also breaks the plant’s 
  control over its podlings. However, to permanently 
  destroy the plant, both its pods and its vines must 
  be destroyed.  
   
  --- 
   
  “Proof of the fecundity of these wretched swamps 
  is that while the meteor only struck two days ago, 
  the crater is already infested with vegetation. One 
  specimen in particular might be of interest to those 
  dirt-grubbing botanists in Il Aluk — a mass of 
  entangling vines, with gigantic, oblong pods 
  smothered between them. We’ll have to clear them 
  out to recover the fallen star — those lackwits 
  from the village who tagged along might be of 
  some use after all. It will keep until tomorrow, 
  though; our guide suggests that we sleep here 
  tonight and get an early start.”  
   
  —Last entry in the journal of Hendrich von 
  Brahen, Professor of Astronomy at the Bratslava 
  Institute 
  Doppelganger plant, podling [Denizens 
  Doppelganger plant, podling [Denizens 
  Doppelganger plant, podling [Denizens 
  Doppelganger plant, podling [Denizens 
  of Dread] 
  of Dread] 
  of Dread] 
  of Dread]     
  JWM: Azalin suggest that the doppelganger plant 
  suffers from some particularly nasty flying 
  monkey business. Here's how the entire first 
  paragraph of the doppelganger plant's Combat 
  section should read: "The doppelganger plant has 
  no physical way to defend itself." Just cross out 
  the rest of the paragraph. 
   
  Well, but when he come back he wasn’t hardly the 
  same at all, at all. He used to sit on the porch and 
  just bask there in the sun and vegetate, or go out in 
  the garden with his feet bare. “Horace, that’s 
  dirty,” said I, but he never paid me no never-mind 
  anymore. And he never ate, but just picked liked a 
  bird; and always trying to get me to go down to 
  the wood where he’d found that old stone, that he 
  said used to have been a star, which I never would 
  do, as who would tend the house if we was both to 
  go? And at last he just withered away, withered 
  away, and I found his body in the garden one 
  morning, and it was just a shell, that’s all; a man-
  shaped shell, as if it had been a pumpkin, where 
  my Horace used to have been.  
   
  Deposition of Caitlin MacCallem regarding the 
  death of her husband, recorded by Inquisitor 
  MacTeague of the Most Holy Belenite Inquisition, 
  23 June 758 
   
  Dra
  Dra
  Dra
  Dracolich
  colich
  colich
  colich    
  See also: Dracolich   "Cult of the Dragon, The"   
  Ed Greenwood   Dragon#110(12)   D&D1 
  Dracolich   "Ecology of the Dracolich, The"   Pett 
  & Vaughan    Dragon#344(84)    D&D3 
  Dragon
  Dragon
  Dragon
  Dragon    eel
  eel
  eel
  eel    [Monster
  [Monster
  [Monster
  [Monster    Manual III
  Manual III
  Manual III
  Manual III] ] ] ]     
  Proposed by C Nichols for the NS Gaz, CR 11 
  Dragon, shadow [Monsters of Faerûn] 
  Dragon, shadow [Monsters of Faerûn] 
  Dragon, shadow [Monsters of Faerûn] 
  Dragon, shadow [Monsters of Faerûn]     
  Dragon, Shadow: More or less synonymous with 
  Ebb.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about shadow dragons. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  13 This winged, shadowy reptile is a shadow 
  dragon. This result reveals all dragon traits and the 
  shadow subtype. 
  18 Shadow dragons have ties to the Plane of 
  Shadow and lair in areas of broken light and 
  darkness, such as in deep caverns. Shadow 
  dragons easily blend into the pools of darkness 
  that fill their lairs.  
  23 A shadow dragon’s breath weapon is a cone of 
  smoky shadows that drain life energy. 
  28 Shadow dragons have a variety of magical 
  abilities, including dimension door, mirror image, 
  nondetection, and shadow walk. Shadow dragons 
  are also innately talented sorcerous spellcasters 
  who prefer to use illusions to confuse their foes. 
  
  33 Three times per day, a great wyrm shadow 
  dragon can conure up a surrounding mass of 
  shadows that extinguish light sources and allow 
  shadow creatures to conceal themselves as if 
  invisible. 
   
  --- 
   
  We had snuck into the chamber of her hoard. Gold 
  and jewels piled around us called out to be taken. 
  Ebb had left her lair unguarded, a foolish move.  
   
  It was then the rolling darkness took over us. 
  Black winged death descended from the surface of 
  the cavern, landing behind us. I turned, watching 
  the stalwart priest Thaddeus fell to the ground 
  screaming in terror. Ebon scales covered a lizard 
  like body. No light reflected from the black pits. A 
  long, thin neck topped with a hideous head leered 
  at us.  
   
  "Your second mistake was coming here," the thing 
  hissed in a hoarse voice.  
   
  "Ebb..." I whispered, terror turning my bowels to 
  liquid.  
   
  I swear, the thing grinned, "That was your first 
  mistake. My name is Gloom, and I am your 
  destruction."  
   
  -recounted by Tharod Ironflint, Darkonese 
  Adventurer 
  Dread 
  Dread 
  Dread 
  Dread Guards
  Guards
  Guards
  Guards    ––––    see Doom Guards
  see Doom Guards
  see Doom Guards
  see Doom Guards    
  Dread warrior [Monsters of Faerûn] 
  Dread warrior [Monsters of Faerûn] 
  Dread warrior [Monsters of Faerûn] 
  Dread warrior [Monsters of Faerûn]     
  Dread Warrior: Medium Undead, CR 3, neutral 
  evil. Basically, a slightly-more-powerful-than-
  average zombie made from a dead warrior, 
  capable of using weapons and possessed of limited 
  intelligence. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about dread warriors. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This lightly decayed walking corpse is a form 
  of enhanced zombie known as a dread warrior. 
  This result reveals all undead traits. 
   
  18 Dread warriors are created from experienced 
  warrirors, animated within a day of their death. 
  Using special techniques, these zombies retain the 
  warrior’s will to fight and martial prowess. They 
  retain only fragments of their minds, however, and 
  may be confused by complex orders. 
   
  23 Although far more competent than ordinary 
  zombies, a dread warrior’s reflexes are still 
  somewhat damaged by its decaying tissues. Dread 
  warriors can use ranged weapons, but their aim is 
  poor. 
   
  --- 
   
  Security [black], encryption [Talos II]  
  Destroy after reading  
   
  Re: Suggestion that research be directed toward 
  "fighting fire with fire" and generating un-dead 
  warriors to march against Darkon. Initial efforts 
  have proven surprisingly fruitful. Improvement in 
  both manual dexterity and in retention of 
  conceptualization abilities has proven less difficult 
  than expected. Border raid utilizing new "death 
  troops" scheduled for June 760. KF must NOT BE 
  INFORMED of progress at present.  
   
  Internal memorandum, Radiant Tower 
   
  See also Unapproachable East version 
   
  Dreamspawns
  Dreamspawns
  Dreamspawns
  Dreamspawns    [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]    
  Errata: These creatures should be elementals 
  (dream) rather than outsiders. 
  JWM: Also, as a minor editorial note, rather than 
  communicating in the "voices of bats," remember 
  that dream spawn's native language is Oneiros, 
  described 
  as 
  sounding 
  like 
  half-whispered 
  lullabies, capable of lulling unwary mortals to 
  sleep. 
   
  
  Dream spawn, ennui [Denizens
  Dream spawn, ennui [Denizens
  Dream spawn, ennui [Denizens
  Dream spawn, ennui [Denizens    of 
  of 
  of 
  of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR6 
  Characters with ranks in Knowledge (the planes) 
  can learn more about ennui. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  18 This eerily indistinct, winged figure is an ennui, 
  the most powerful form of dream spawn. This 
  result reveals all elemental traits and the dream 
  subtype.  
  23 Ennui are the masters of the dreamscapes in 
  which they are found, directing the actions of 
  lesser dreamspawn. Ennui speak Oneiros, but they 
  also understand all languages known to the 
  dreamer. An ennui can take nearly any form, and 
  literally feeds on fear. An ennui is resistant to 
  magic.  
  28 Hearing Oneiros lulls mortals to sleep. Dream 
  spawn can absorb memories with a touch, gaining 
  access to much of a dreamer’s knowledge and 
  weakening the victim’s intellect. An ennui’s 
  quicksilver body is nearly impervious to harm, but 
  magic weapons can pierce its supernatural 
  defenses.  
  33 An ennui can turn itself invisible at will. 
  Natural sunlight renders an ennui powerless and 
  slowly boils it away. It an ennui latches onto a foe 
  with all four arms, it can rend the victim’s flesh 
  for extra damage.  
  38 An ennui can use a dreamer as a portal to pull 
  itself between a dreamscape and the waking world. 
  However, they rarely do so, simply because dream 
  spawn are far more powerful within dreamscapes.  
   
  --- 
   
  The murmuring water relaxed the Falkovnian and 
  wore away his wariness.  
  Sleep crept over him. He was snatched up into a 
  dream. In it he saw himself from the outside. He 
  was desperate to wake himself but could not. His 
  perspective widened. He was being hunted by the 
  methodical and astute captain of the Vistin militia, 
  the thread of his very thoughts being tracked 
  where there were no prints to follow. Then he was 
  seized violently out of his sleep, pinned face down 
  to the ground, silenced with a razor blade pulling 
  at his mouth like a bridle, and bound at the wrists. 
  Next he was dragged to his feet, held from behind, 
  menaced with a second razor blade, and asked 
  softly, "Do you wish to confess your sins?" When 
  he gave no sign the voice whispered, "Let us 
  begin."  
   
  -Gustov Petroff, hawksman and horse smuggler, 
  wanted for desertion from the Falkovnian army, 
  recalling the nightmare that would preoccupy his 
  final hours 
  Dream spawn, gray morph [Denizens of 
  Dream spawn, gray morph [Denizens of 
  Dream spawn, gray morph [Denizens of 
  Dream spawn, gray morph [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR3 
  JWM: Along with pale morphs and shadow 
  morphs, gray morphs are among the most 
  prevalent varieties of lesser dream spawn. Gray 
  morphs are pathetic creatures that play the 
  “supporting cast” in dreamscapes, impersonating 
  animals and minor characters. They are obedient 
  and unimaginative, dutifully assisting shadow 
  morphs as they terrorize dreamers. When not 
  actively involved in dreamscapes, they huddle 
  together in groups and passively wait for new 
  dream seeds to come along to give them identity 
  and purpose.  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about gray morphs. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  13 This shifting entity is a spirit of elemental 
  dream called a gray morph. This result reveals all 
  elemental traits and the dream subtype.  
  18 Gray morphs are among the weakest of lesser 
  dream spawn. Gray morphs speak Oneiros, but 
  they also understand all languages known to the 
  dreamer. A gray morph can take many forms, and 
  literally feeds on fear.  
  23 Hearing Oneiros lulls mortals to sleep. Dream 
  spawn can absorb memories with a touch, gaining 
  access to much of a dreamer’s knowledge and 
  weakening the victim’s intellect. A gray morph’s 
  
  quicksilver body is resistant to harm, but magic 
  weapons can pierce its supernatural defenses.  
  28 Natural sunlight renders a gray morph 
  powerless and quickly boils it away to nothing.  
   
  --- 
   
  …[A]t last I came to a window of that high tower 
  and was able to look out; I cannot say what I 
  expected, but it was not what I saw. It was a city; 
  the streets (which I could see as if they were at 
  hand, though the tower was so tall) were lined 
  with tiny grey mannikins, without eyes or ears or 
  features of any kind, walking up and down. There 
  was a low continual murmur like the memory of a 
  mother's lullaby as they whispered to each other in 
  the weird hushed language of the Dream-men.  
   
  It was the City of Nod, not as we see it in our 
  waking life, but as it is; the capital of the Land of 
  Nightmare, the home of the Nightmare Host.  
   
  From a purported journal of Dr. Gregory Illhousen 
  written in the Nightmare Lands, purchased by the 
  Great Library of Port-a-Lucine, 21 February 759 
   
  Dream spawn, pale morph [new] 
  Dream spawn, pale morph [new] 
  Dream spawn, pale morph [new] 
  Dream spawn, pale morph [new]     
  JWM: Pale morphs are the lowliest of the dream 
  spawn. In dreamscapes, they play the roles of 
  distant figures and minor objects. They are poor at 
  mimicking fine details, however. If a pale morph 
  assumes the shape of an ancient tome, it might 
  look fine at first glance, but a reader who flipped 
  through its pages would discover them filled with 
  unintelligible gibberish, not words. 
   
  --- 
   
  Pale Morph Lore  
  New  
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about pale morphs. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  11 This flitting entitiy is a spirit of elemental 
  dream called a pale morph. This result reveals all 
  elemental traits and the dream subtype.  
  16 Pale morphs are the weakest of all dream 
  spawn. Pale morphs speak Oneiros, but they also 
  understand all languages known to the dreamer. A 
  pale morph can take the form of many lesser 
  creature, and literally feeds on fear.  
  21 Hearing Oneiros lulls mortals to sleep. Dream 
  spawn can absorb memories with a touch, gaining 
  access to much of a dreamer’s knowledge and 
  weakening the victim’s intellect. A pale morph’s 
  quicksilver body is somewhat resistant to harm, 
  but magic weapons can pierce its supernatural 
  defenses.  
  26 Natural sunlight instantly destroys a pale 
  morph.  
  31 Some spellcasters who specialize in dream 
  magic acquire pale morphs for use as familiars. 
  These creatures help their masters dream with 
  great clarity and detail.  
   
  --- 
   
  I threw open the door and saw a bizarre and eerie 
  scene; the "room" was a vast gray plain, on which 
  stood a number of pale and flimsy creatures like 
  starving children. They squeaked and fluttered, 
  leaping here and there and quickly merging (to my 
  startled eyes) into walls, books, a table, a chair, 
  forming at last (it took perhaps two heartbeats) my 
  father's library. It was as if I had turned the light 
  on a stage between acts and caught the stage-hands 
  rearranging the scenery--if there existed any place 
  in the waking world in which the stage-hands were 
  the scenery.  
   
  From a purported journal of Dr. Gregory Illhousen 
  written in the Nightmare Lands, purchased by the 
  Great Library of Port-a-Lucine, 21 February 759 
  Dream spawn, shadow morph [De
  Dream spawn, shadow morph [De
  Dream spawn, shadow morph [De
  Dream spawn, shadow morph [Denizens 
  nizens 
  nizens 
  nizens 
  of Dread] 
  of Dread] 
  of Dread] 
  of Dread]     
  CR5 
  JWM: Shadow morphs are among the most 
  powerful of the lesser dream spawn. They direct 
  the events in a dreamscape, either aiding an ennui 
  or acting as overseers themselves, and tailor their 
  actions to inspire the most fright in dreamers. 
  They play major roles in dreams, impersonating 
  
  vanquished foes, departed loved ones, or whatever 
  terrors a dreamer secretly dreads.  
   
  Like other lesser dream spawn, shadow morphs 
  have no true society. They seek dreams to give 
  them form and substance, waiting listlessly when 
  not so engaged. 
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about shadow morphs. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  15 This shifting entity is a spirit of elemental 
  dream known as a shadow morph. This result 
  reveals all elemental traits and the dream subtype.  
  20 Shadow morphs are among the most powerful 
  of lesser dream spawn. They may guide 
  dreamscapes themselves or act as the servants of 
  ennui. Shadow morphs speak Oneiros, but they 
  also understand all languages known to the 
  dreamer. A shadow morph can take many forms, 
  and literally feeds on fear.  
  25 Hearing Oneiros lulls mortals to sleep. Dream 
  spawn can absorb memories with a touch, gaining 
  access to much of a dreamer’s knowledge and 
  weakening the victim’s intellect. A shadow 
  morph’s quicksilver body is resistant to harm, but 
  magic weapons can pierce its supernatural 
  defenses.  
  30 Natural sunlight renders a shadow morph 
  powerless and quickly boils it away to nothing.  
  35 A shadow morph can issue a blood-chilling 
  howl so terrifying that it can briefly paralyze 
  nearby listeners with fear.  
   
  --- 
   
  The shadowy figure which had been my father 
  moved closer, and I could see now that it had no 
  face--its head was a smooth, featureless oval atop 
  an almost-human body. At this last revelation of 
  terror I was struck motionless. "Now you see," it 
  crooned. "Now you see the truth. It is a vision 
  reserved for those about to die."  
   
  I bit my cheek until the blood came, but I did not 
  wake, could not wake, and I knew that I had 
  wandered into the land where Dream and Waking 
  mingle and are fused.  
   
  From a purported journal of Dr. Gregory Illhousen 
  written in the Nightmare Lands, purchased by the 
  Great Library of Port-a-Lucine, 21 February 759 
   
  Dream vestige [Libris Mortis] 
  Dream vestige [Libris Mortis] 
  Dream vestige [Libris Mortis] 
  Dream vestige [Libris Mortis]     
  Dream Vestige: Has the Dream subtype. Has ties 
  to the Nightmare Lands, for the obvious reasons. 
   
  Characters with bardic knowledge or ranks in 
  Knowledge (religion) can learn more about dream 
  vestiges. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  Bardic Knowledge 
  DC 26: The first dream vestige is said to have 
  arisen from the combined souls of an entire city 
  population, slain as one in accursed sleep. 
   
  Knowledge (religion) 
  DC 26: This rolling river of fog, accompanied by 
  the dreamlike cries of the damned, is a dream 
  vestige. This result reveals all undead traits and 
  the dream and incorporeal subtypes. 
   
  DC 31: Mortals may be shaken just by the 
  unnatural sight of a dream vestige’s attack. When 
  a vestige does attack, it caresses foes with its misty 
  tendrils, stealing some of their minds. Eventually, 
  the victim may slip into a coma. Comatose victims 
  are bodily absorbed into the dream vestige’s mass. 
  Mindless creatures are immune to a dream 
  vestige’s caress, however, A dream vestige’s misty 
  body simply swirls around most weapon strikes. 
   
  DC 36: A dream vestige is surrounded by an aura 
  of pure desecration, as if the vestige itself were an 
  evil shrine. Whenever a dream spawn feeds on 
  enough mortal minds, it splits in two, spawning a 
  new dream vestige. A dream vestige is highly 
  resistant to magic. 
   
  DC 41: A dream vestige can pull itself fully into 
  the world of dreams. In the fluid time of dreams, it 
  
  can quickly fly across the landscape before 
  returning to other planes. 
   
  --- 
   
  By all evidence the man is an outlander and was 
  skilled in the art. But something robbed him of his 
  wits and drove him deep into madness. Doctor I., 
  in whom I have considerable confidence, all but 
  confessed that there is no prospect of recovery, at 
  least not by his methods. The fellow is obsessed 
  with a whisperer in the night. He describes it, in 
  effect, as twenty thousand murmuring nightmares 
  fused by torment and hunger into a malignant will. 
  The entity struck with unerring tendrils of mists at 
  him and his companions, its touch overwhelming 
  them with mind-numbing visions, until they at last 
  were claimed bodily by it. To escape this fate, 
  whether in life or in death, the man shattered a 
  staff of the greatest power. But he is quite sure that 
  he has not escaped it, that it has his scent, that it 
  has followed him to this world, that we are all 
  doomed.  
   
  -Correspondence of Eleni of Toyalis to Lord 
  Hazlik, intercepted by Barovian agents 
  Dreamweaver [Denizens of Dread] 
  Dreamweaver [Denizens of Dread] 
  Dreamweaver [Denizens of Dread] 
  Dreamweaver [Denizens of Dread]     
  CR ½ 
  Characters with ranks in Knowledge (the planes) 
  can learn more about dreamweaver. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  11 This strange spider is a spirit of elemental 
  dream called a dreamweaver. This result reveals 
  all elemental traits and the dream subtype.  
  16 Dreamweavers spin the stuff of which dreams 
  are made. They usually remain unseen, but 
  particularly lucid dreamers can sometimes spot 
  them out of the corner of their eye. Dreamweavers 
  understand Oneiros, but do not speak. A 
  dreamweaver’s bite injects sleep-inducing poison.  
  21 Two varieties of dreamweaver exist. Light 
  dreamweavers, which are rosy-colored, weave 
  sweet dreams, Dark dreamweavers, which are 
  black as night, weave nightmares. Within a 
  dreamscape, dreamweavers can weave — or 
  unweave — literally any object.  
  26 If a dreamweaver is brought into the waking 
  world, it can fetch exceptional prices from the 
  right buyers. Sleeping near objects woven from 
  dreamweaver silk either prevent or cause 
  nightmares, depending of the type of dreamweaver 
  (light or dark). However, sunlight instantly 
  destroys dreamweavers.  
   
  --- 
   
  The case of XXXXX, the brag commonly known 
  as Walltapper, against YYYYY, the shee 
  commonly known as Nightlily; alleged by the 
  aggrieved party that YYYYY borrowed a cloak of 
  black dreamweaver silk from XXXXX for the 
  discomfiting of a mortal with whom YYYYY had 
  had a dispute over a birch tree. YYYYY failing to 
  retrieve the cloak in good time, it was destroyed 
  by sunlight.  
   
  Judged in the presence of Queen Maeve that 
  YYYYY must provide to XXXXX a spindle of 
  four dreamweavers, two black and two white, for a 
  period sufficient to make silk enough for two new 
  cloaks.  
   
  From The Marcusen Manuscript, trans. G. 
  Weathermay-Foxgrove 
   
  Drowned [Monster Manual III] 
  Drowned [Monster Manual III] 
  Drowned [Monster Manual III] 
  Drowned [Monster Manual III]     
  Characters with ranks in Knowledge (religion) can 
  learn more about drowned. Experienced sailors 
  (characters trained in Profession [sailor]) can learn 
  the same information with a Knowledge (local) 
  check, but in this case the DC increases by 5. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC 19: This bloated, fish-eaten corpse is a deadly 
  undead horror called a drowned, the remains of a 
  drowned due to the negligence or malice of 
  another. This result reveals all undead traits. The 
  drowned usually speak Abyssal and whatever 
  language they knew in life. 
   
  
  DC 24: Unlike zombies, the drowned are 
  intelligent and physically powerful, battering the 
  hated living with their sodden fists.. Even more 
  dangerous, a drowned is surrounded by a 
  necromantic aura that makes living creatures feel 
  as though they too are drowning. Foes within 10 
  paces of a drowned must hold their breath or face 
  suffocation. Light within this aura softens and 
  wavers, as if underwater. 
   
  DC 29: So long as it remains animate, a drowned 
  recovers quickly from its wounds. 
   
  --- 
   
  2/6/758  
   
  This sea voyage is one of the most frightening I 
  ever made. The way to Markovia is riddled, it 
  seems, with difficulties and hardships. A great 
  vessel, during the night, approached us. It was an 
  old ship, like those that sailed the Sea of Sorrows 
  two centuries ago. This night, on insistence of 
  Anchorite Seymar (a person I came to despise 
  greatly, I must admit), we will explore it.  
   
  Later that night  
   
  I must pen this now, before I faint again. Writing 
  is a good way of exorcizing our ghosts. During the 
  exploration of the ship that boarded us, we found 
  out that the whole crew was made of undead. 
  Some of them were truly horrible. Bloated and 
  partially decomposed, they were exhuding a thick 
  mist, like the sprays of the sea. As soon as they 
  came near us, I felt my lungs fill with water, but i 
  was quick enough to hold my breath. Jean-
  Michelle, Tids and Anchorite Claude were not so 
  lucky. There were more than twenty of them, and 
  only I and Lyr were still standing. The others were 
  choking, like suffocating under water...  
   
  From the private journal of Witch Claire Silence 
  of Port-au-Lucine. 
   
  See also Dragon #336 
   
   
  Drownling [Denizens of Dread] 
  Drownling [Denizens of Dread] 
  Drownling [Denizens of Dread] 
  Drownling [Denizens of Dread]     
  CR3 
  “If you should see a little girl there by Dollwith’s 
  Pool, young master, never you give her your 
  hand!” the old man said. “She and her sisters are 
  fey, the drownlings they call them; they look like 
  wee lasses drenched to the bone, and one pretends 
  to drown while the other calls for help. But the 
  third, you see, she has a little net; and she wraps it 
  around a man in the water, and all three together 
  drag him to the bottom. So they took young Martin 
  Fiske, and so they’ll do to you if you let them.”  
   
  Sixty Nights in Tepest, Bertram Mac Laren 
   
  Dryad [Monster Manual] 
  Dryad [Monster Manual] 
  Dryad [Monster Manual] 
  Dryad [Monster Manual]     
  CR3 
  Today, we will be one. All those days, spying on 
  her, looking at her singing, naked, to the tree... All 
  those nights of fever, my body aching for her 
  perfect figure...  
  This day we will be one.  
  This day I will travel to her, for she granted me the 
  pleasure of sharing her embrace. Yesterday, we 
  travelled through her tree, and our bodies merged, 
  sweetest bliss, the like I never felt with you, my 
  dear Lenora.  
  This is why I must go.  
  I love both you and Stefan, but I cannot deny my 
  body, and the pleasure of my soul.  
   
  With eternal love,  
  Kristoph  
   
  Last letter of the fey-stolen Kristoph Lamani of 
  Immol 
   
  Dustblight [Sandstorm] 
  Dustblight [Sandstorm] 
  Dustblight [Sandstorm] 
  Dustblight [Sandstorm]     
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about dustblights. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  13 This revolting, ash-covered humanoid is a 
  dustblight, a solitary wasteland predator. This 
  
  result reveals all aberration traits. Dustblights 
  speak Asherati, and sometimes learn a local 
  language. 
  18 Dustblights prefer to rend their foes with their 
  claws. A dustblight can sense even the smallest 
  vibrations in the ground up to twenty paces away. 
  23 Dustblights feed on blood, though they 
  typically kill creatures before drinking their blood. 
  Dustblights often blind foes by kicking sand in 
  their eyes while attacking. 
  28 Dustblights despise asheratis; these two races 
  attack each other on sight. Some tales claim that 
  dustblights are descended from asheratis who were 
  transformed by a wicked curse. Dustblights are 
  fond of ashworms, and often train them for use as 
  mounts. 
   
  --- 
   
  They say that a man who sleeps in the deep desert 
  will see it, sometimes. They say he was a man who 
  came by night and filled the oasis of his enemy's 
  family with sand, so that the good water was burnt 
  away in the sun; or that he was a man who 
  quarreled with his neighbor and buried him to his 
  neck in sand, then left him to die of sun-madness 
  and thirst. We do not know the truth. But they say 
  he was cursed, and now the thing he has become is 
  always thirsty.  
   
  Har'Akiri folk-tale 
   
  Dustform creature [Sandstorm] 
  Dustform creature [Sandstorm] 
  Dustform creature [Sandstorm] 
  Dustform creature [Sandstorm]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about dustform creatures. Characters 
  may need to make a separate Knowledge check to 
  learn about the base creature. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 This entity is a dustform creature, a magical 
  construct created from animated arid dirt and fine 
  sand. This result reveals all construct traits. 
  20 A dustform creature has all the special qualities 
  of the base creature. It can also sense vibrations in 
  the air, allowing it so sense opponents without 
  seeing them, and its sandy body ignores lesser 
  wounds, though magic weapons can still pierce its 
  defenses. 
  25 A dustform creature has none of the special 
  attacks of the base creature. Instead, it can spew 
  forth a gout of dust and sand that can flay flesh 
  from bone. 
  25 A critical strike with any bludgeoning weapon 
  has a chance of instantly blasting a dustform 
  creature back into a lifeless cloud of sand from 
  which it came. 
   
  --- 
   
  "The corpse in the white robes was the last of the 
  three. Claude fired his crossbow at it, but it was 
  too fast: One moment, it was creeping about the 
  fallen statues, and then the next, it clawed 
  Michael's chest as Claude's arrow clattered among 
  the rocks. As we drew our swords, it clambered to 
  the top of a pillar to address us.  
  ""Vandals! Why have you come to this place to 
  murder my comrades Rahad and Hamuk?"  
  "Claude stepped forward as I cradled Michael.  
  ""We came to these ruins to find the Spear of 
  Dagon, to stop the monster Ishud," Claude angrily 
  shouted. "We were attacked and we had to def-"  
  ""High Priest Ishud? A monster? How can you 
  speak of the high priest like that?"  
  ""The high priest rises from his tomb each night to 
  prey on the villagers," I added.  
  ""I can not allow vandals to steal the holy relic I 
  guard to murder the high priest!" And with that, it 
  drew a blackened horn from its blood-spattered 
  robes, and brought it to its lipless mouth. As the 
  trumpet's piercing note sounded through the air, 
  clouds of sand boiled out of the cracks and 
  crevasses. Just as we thought we would suffocate, 
  the clouds of sand congealed into a mass of 
  writhing, snapping, tawny horse-sized lizards. And 
  with a grandiose sweep of its bony arm, the white-
  robed corpse shouted: "There shall be no mercy to 
  the blasphemers! Tear them to pieces!""  
   
  -from the journal of Jerome Delacroix, Mordentish 
  explorer 
   
  Dungeon Phantom [
  Dungeon Phantom [
  Dungeon Phantom [
  Dungeon Phantom [Dragon 355
  Dragon 355
  Dragon 355
  Dragon 355] ] ] ]     
  Ghost that does and reset traps 
   
  
  Dwarf
  Dwarf
  Dwarf
  Dwarf    [Monster Manual] 
  [Monster Manual] 
  [Monster Manual] 
  [Monster Manual]     
  CR ½ 
  "...In our travels, we saw many places. In some, I 
  was the one who received the cold shoulder, the 
  startled stares, or the whispered gossip. There are, 
  of course, such places where we humans are the 
  anomaly. Why, in the deserts of Har'Akir, some 
  even mistook him for their god, Bes. But in most 
  of those lands, it was he, my dear friend, who bore 
  the brunt of the predjudice, fear, and ignorance. 
  Called an animal, an evil spirit, halfman, freak, 
  Hill-man, monster, but he withstood it all, with a 
  grace that belied his stocky frame, and a single-
  minded devotion to rid the world of the evils that 
  plagued the very people who hated him. He was a 
  stalwart companion, a fierce warrior, a friendly 
  barkeep, and a good friend. We will miss him."  
   
  -- Eulogy of Geddar Ironheart, as given by Dr. 
  Rudolph Van Richten 
   
  E 
  Eagle [Monster Manual 
  Eagle [Monster Manual 
  Eagle [Monster Manual 
  Eagle [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR ½ 
  Characters with ranks in Knowledge (nature) can 
  learn more about eagles. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 10: This noble-looking raptor is an eagle. This 
  result reveals all animal traits. 
   
  DC 15: Eagles feed on rodents and other small 
  animals. They have exceptionally keen eyesight. 
  Earth whisper [Races of Ston
  Earth whisper [Races of Ston
  Earth whisper [Races of Ston
  Earth whisper [Races of Stone p187] 
  e p187] 
  e p187] 
  e p187]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about earth whispers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  13 This seemingly ghostly earth elemental is 
  actually an earth whisper, a creature native to the 
  Elemental Plane of Earth. This result reveals all 
  elemental traits plus the earth and incorporeal 
  subtypes. Earth whispers speak Terran, plus a 
  local tongue and the languages of several races 
  known for their affinity to earth, such as dwarves 
  and gnomes. 
  18 Earth whispers are malign entities that see 
  themselves as avengers who punish anyone who 
  dares steal the earth’s natural treasures. An earth 
  whisper’s touch stiffens a victim’s limbs. 
  Repeated attacks can even petrify opponents. 
  23 An earth whisper can induce uncontrollable 
  avarice in another creature. Anyone who 
  succumbs to this mental whisper may briefly 
  attack the nearest ally displaying an earthen 
  treasure, such as a jewel or stone or metal object. 
  28 An earth whisper can also induce an 
  unreasoning phobia of being pushed out of the 
  earth in another creature. Those who succumb 
  dash blindly as far underground as they can 
  progress for about a minute. 
  33 An earth whisper can control earth creatures 
  much like an evil cleric controls the undead. It also 
  possesses the spell-like abilities of spike stones, 
  stone shape, and wall of stone. 
   
  --- 
   
  “We decided to give the old darkonese mine a try. 
  We didn’t believe the local tales that it was being 
  haunted. Inside, we found fair streaks of silver, 
  and all prospects were looking good for this 
  expedition.  
   
  But suddenly, Hrarl attacked Oodu with his war 
  hammer! We ran toward Hrarl and after a fight, 
  were able to get hold of him. Then good old miner 
  Teyhin suddenly ran away toward the entrance, 
  screaming like a frightened kid!  
   
  Me and Ganlir looked at each other. I knew what 
  he was thinking. “Supernatural”, I murmured. We 
  took our gears and left the mine. Looking back, I 
  think I saw a ghost like light in the darkness, but 
  perhaps it was my imagination” 
   
  Tiya’s tale in “Dwarf mining anecdotes and other 
  stories”  
   
  
  Eel [Stormwrack 
  Eel [Stormwrack 
  Eel [Stormwrack 
  Eel [Stormwrack ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about eels. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 10: This serpentlike fish is an eel. This result 
  reveals all animal traits. 
   
  DC 15: Small eels are inoffensive, but the larger 
  species are dangerous predators. When an eel bites 
  its prey, it clamps down and doesn’t release its 
  jaws until they prey is dead. 
   
  Effigy [Monster Manual II] 
  Effigy [Monster Manual II] 
  Effigy [Monster Manual II] 
  Effigy [Monster Manual II]     
  Characters with ranks in Knowledge (religion) can 
  learn more about effigies. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  27 This translucent, humanoid flame is an effigy, a 
  powerful spirit that covets the life energy of living 
  creatures. This result reveals all undead traits and 
  the incorporeal subtype. 
  32 An effigy’s touch burns like fire and drains life 
  energy. Effigies are immune to fire but vulnerable 
  to cold. 
  37 Effigies crave to inhabit the corporeal bodies of 
  living folk once more. If they touch a person, they 
  can possess the victim’s body. The possessed 
  victim’s spirit remains locked in a struggle with 
  the effigy for control. 
  42 Effigies are so infused with raw, fiery hatred 
  that the bodies they possess immediately burst into 
  flame. Thus, they reduce their possessed victims to 
  ash in a matter of minutes. 
   
  --- 
   
  JWM: Basically, an effigy is an incorporeal spirit 
  that possesses living bodies. In its true form, it 
  resembles a transparent humanoid composed of 
  multicolored flame. However, it's compelled by its 
  burning hatred, and can't help but destroy the 
  humanoid bodies it possesses. While possessing a 
  host body, it sets the body on fire and uses energy 
  drain against it every round.  
   
  So, in short, think of an incredibly powerful odem 
  that causes spontaneous combustion. 
   
  --- 
   
  Q: What is the name of the Burning Spirit?  
  A: It may not be revealed to Man.  
  Q: What is the reason for which he burns?  
  A: He burns for the vengeance which life denied 
  him.  
  Q: What is the fuel that feeds his fire?  
  A: Strong wrath and stronger hatred.  
  Q: How shall this fire be extinguished?  
  A: Only when its fuel is spent.  
  Q: When will that time come?  
  A: When all the world is ash.  
   
  from The Second Book of Deaths, Har'Akir 
   
  See also Dragon #336 
   
  Eladrin, ghaele (Isolde) [Monster 
  Eladrin, ghaele (Isolde) [Monster 
  Eladrin, ghaele (Isolde) [Monster 
  Eladrin, ghaele (Isolde) [Monster 
  Manual] (under Eladrin)
  Manual] (under Eladrin)
  Manual] (under Eladrin)
  Manual] (under Eladrin)    
  CR13 
  (There's a wee touch of old Planescape lore tucked 
  in here, which hasn't necessarily carried over to 
  3E. Still, it's fine as lore.) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about ghaele eladrins. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
  23 This noble, elf-like entity is actually a ghaele, a 
  type of celestial called eladrins. This result reveals 
  all outsider traits. 
   
  28 Eladrins hail from the upper plane of Aborea. 
  They seek out goodly mortals and protect them 
  from evil forces. This result reveals all eladrin 
  traits. Ghaeles speak Celestial, Infernal, and 
  Draconic. 
   
  
  33 Ghaeles are the knights-errant of the eladrins. 
  They secretly work among mortals, helping them 
  muster defenses against the many threats of evil. 
  Ghaeles are innately powerful divine spellcasters, 
  and often wield powerful, opalescent magic 
  weapons. Through a form of telepathy, ghaeles 
  can speak with any creature that has a language. 
   
  38 A ghaele continually emits raw celestial 
  energy, unseen yet powerful. Evil creatures’ 
  attacks are less effective within a ghaele’s aura. A 
  ghaele’s penetrating gaze strikes fear into the 
  hearts of evil creatures — and can even strike 
  some of its lesser minions dead. 
   
  43 In its true form, a ghaele is an incandescent ball 
  of heavenly light. In this form, it can fly and emit 
  rays of light that sear its foes. However, by the 
  ancient rules of their kind, ghaeles must never 
  reveal their true nature to the mortals they help, 
  lest they be banished from the Material Plane for a 
  year and a day. 
   
  48 A ghaele has a variety of powerful spell-like 
  abilities, including aid, chain lightning, charm 
  monster, color spray, comprehend languages, 
  continual flame, cure light wounds, dancing lights, 
  detect evil, detect thoughts, disguise self, dispel 
  magic, hold monster, major image, prismatic 
  spray, see invisibility, and wall of force. They can 
  also turn themselves invisible or teleport at will. 
   
  --- 
   
  JWM: Feel free to use Isolde as an example. In my 
  version of her, she's pretty much a straight-up 
  ghaele -- rather than being trapped in human form 
  by the Dark Powers or whatever, she goes by the 
  2nd ed. Planescape take -- required to conceal her 
  true nature from mortals by the ancient rules of her 
  kind.  
  --- 
   
  Just before noon, we found a mob of about sixty 
  persons in the market square. The mob looked 
  angry and about to lynch this albino girl, I think 
  her name was Blasse. Well, the last-ride rope was 
  already tied on a tree, and the rope’s end around 
  the albino’s neck.  
   
  We stayed near, but we weren’t planning on doing 
  anything to stop this funny show. We were eight 
  so we could have stopped this, but who would care 
  about this freak white girl anyway? We were 
  wagering instead on how much time she will 
  writhe on the rope, ha, ha… 
   
  Then someone finally kicked the chair where the 
  girl was standing, and there she was jerking on the 
  rope.  
   
  While the crowd was cheering, we were laughing 
  at her face and loudly counting the seconds, when 
  a thrown dagger cut the rope. Looking back, we 
  saw the dagger was thrown by one of the Carnival 
  freaks, a man with black and white painted faces. 
   
  We were thinking of moving in and seizing their 
  illegal weapon when we saw the girl with them. 
  She suddenly got all our attention. She was a tall 
  noble lady, but all dressed in men’s clothes 
  coloured black. In another occasion, all men 
  would have been struck by her beauty and 
  cascading long black hairs, but now all looked at 
  her with fear: her battle sword was held in front of 
  her and it was obvious she knew how to use it with 
  deadly accuracy.  
   
  The freaks chopped the rope and saved the albino 
  girl from the mob, and they left with her in 
  direction of the Carnival. The crowd quickly 
  dispersed.  
   
  I don’t know what it was with this noble girl, but 
  she had something. It surely wasn’t one girl on 
  which we wanted to try our swords or test our 
  authority! When she left, we saw her walking to a 
  wall and grabbing a Carnival sign, and angrily 
  tearing it to pieces, before resuming her walk 
  toward the Carnival … 
   
  A Barovian militian in Zeidenburg 
  (inspired from Carnival Blasse’s adventure, of 
  course)  
   
  Elder brain [Lords of Madness] 
  Elder brain [Lords of Madness] 
  Elder brain [Lords of Madness] 
  Elder brain [Lords of Madness]     
  JWM: The God-Brain of Bluetspur is a highly 
  advanced elder brain. 
   
  
  --- 
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about elder brains. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  35 This enormous pulsating brain, covered in 
  writhing tendrils and aglow with psionic power is 
  an elder brain, the ultimate stage in the mind flayer 
  life cycle. This result reveals all aberration traits 
  and the psionic subtype. 
   
  40 The unquestioned rulers of mind flayer society, 
  elder brains possess unimaginably powerful 
  intellects. An elder brain has no sensory organs. 
  Instead, it telepathically senses its surroundings, so 
  it cannot be blinded or deafened. Furthermore, it 
  can 
  pinpoint 
  and 
  communicate 
  with 
  any 
  unshielded sentient mind within well over 100 
  paces. It can float slowly using telekinesis, and can 
  defend itself with an intensely powerful, stunning 
  mind blast. 
   
  45 If a creature is unwise enough to move within 
  reach of an elder brain’s tendrils, the elder brain 
  can seize the creature and extract its brain in mere 
  moments. An elder brain regenerates most 
  wounds, but is susceptible to sonic energy and 
  acid. It is the right and obligation of every mind 
  flayer to merge with the elder brain after death. 
  Within the elder brain’s consciousness, their 
  identities live on forever. 
   
  50 Elder brains are incredibly powerful innate 
  psions, specializing as telepaths. Once per day, an 
  elder brain can bud a vaguely humanoid-shaped 
  growth from its mass. An elder brain can 
  telepathically control up to three of these brain 
  golems at a time. Few mind flayers know the truth 
  that when they merge with the elder brain, their 
  identities are consumed utterly, their thoughts 
  serving only to invigorate the elder brain. 
   
  --- 
   
  -“The bumpkin believes that I am bluffing, 
  believes that he can read my face. When I know 
  his mind!”  
  -“Ah, the electricity of first contact, of primal 
  fear.”  
  -“The thoughts are exotic, not Thaani in the least.”  
  -“Smelll us Marcus, see us Marcus, be us Marcus, 
  be one.”  
  -“Artur, take us out of this light. We must be 
  united.”  
  -“Beasts that presume to judge the butcher. 
  Severed from the sun, you will be reborn better.”  
  -“Lidia, it is Marcus. Do not resist us. Join your 
  knowledge to our power.”  
   
  Reveries of the God-Brain of Blutspur in 
  connection with a psionic card sharp who lost his 
  mind 
   
  Elemental, ai
  Elemental, ai
  Elemental, ai
  Elemental, air [Monster Manual] 
  r [Monster Manual] 
  r [Monster Manual] 
  r [Monster Manual]     
  CR 1,3,5,7,9,11 
  Air Elemental Lore Monster Manual (as 
  Elemental) and Air Monolith Lore Complete 
  Arcane (as Elemental Monolith) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about air elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Those who identify 
  the creature as an air elemental can also make a 
  Knowledge (Ravenloft) check to learn more. 
   
  Knowledge (the Planes) 
  DC Result 
  11 This creature is an air elemental, a living 
  manifestation of wind and air. This result reveals 
  all elemental traits and the air subtype. Air 
  elementals speak Auran. 
  16 An air elemental batters foes with its forceful 
  winds. Its mastery over the air around it allows it 
  to keep airborne foes off balance, helping avoid 
  their attacks. 
  21 More powerful air elementals are generally 
  resistant to physical harm. An air elemental can 
  transform itself into a vortex, picking up foes and 
  battering them while they hang suspended in the 
  air. 
  26 Air elementals grow larger and more powerful 
  over the course of their centuries-long existence. 
  “Larval” elementals, called elementites, travel in 
  
  swarms. The largest air elmentals, the monoliths 
  and primal elementals, are the size of tornados. 
   
   
  Knowledge (Ravenloft) 
  DC Result 
  15 When conjured in the Land of Mists, these 
  creatures are sometimes twisted by unnatural 
  forces into dangerous Mist elementals. 
  20 Attempts to magically summon earth 
  elementals in the Land of Mists inescapably 
  produce Mist elementals. 
   
  --- 
   
  This is the beginning of wisdom, to know the 
  names of those from which the world is built, and 
  their epitomes, whose service the master of the 
  arcane may demand. Here is wisdom: the epitome 
  of Air may be summoned, and it is by the 
  following names you must greet her: Sprite, 
  Tornado, Tempest, Vortex, the Airy Abyss. 
   
  Primas causas, or The Book of First Things, 
  standard textbook for arcane studies 
   
  Elemental, earth [Monster Manual] 
  Elemental, earth [Monster Manual] 
  Elemental, earth [Monster Manual] 
  Elemental, earth [Monster Manual]     
  CR 1,3,5,7,9,11 
  Earth Elemental Lore Monster Manual (as 
  Elemental) and Earth Monolith Lore Complete 
  Arcane (as Elemental Monolith) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about earth elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Those who identify 
  the creature as an earth elemental can also make a 
  Knowledge (Ravenloft) check to learn more. 
   
  Knowledge (the Planes) 
  DC Result 
  11 This creature is an earth elemental, a living 
  manifestation of soil and stone. This result reveals 
  all elemental traits and the earth subtype. Earth 
  elementals speak Terran. 
  16 An earth elemental pummels foes with its stony 
  fists. Its mastery over the earth makes its attacks 
  more effective when both it and its opponent are 
  touching the ground. 
  21 More powerful earth elementals are generally 
  resistant to physical harm. An earth elemental can 
  glide through earth and stone (but not metal) as 
  easily as a fish swims through water. An earth 
  elemental can also use its solid mass to shove foes 
  with a particularly effective bull rush. Casting 
  move earth on an area containing a burrowing 
  earth elemental can stun the creature and fling it 
  back several paces. 
  26 Earth elementals grow larger and more 
  powerful over the course of their centuries-long 
  existence. “Larval” elementals, called elementites, 
  travel in swarms. The largest earth elmentals, the 
  monoliths and primal elementals, are the size of 
  mountains. 
   
  Knowledge (Ravenloft) 
  DC Result 
  15 When conjured in the Land of Mists, these 
  creatures are sometimes twisted by unnatural 
  forces into treacherous grave elementals. 
  20 Attempts to magically summon earth 
  elementals in the Land of Mists inescapably 
  produce grave elementals. 
  --- 
  Here is wisdom: the epitome of Earth may be 
  summoned, and it is by the following names you 
  must greet him: Gnome, Earthquake, Tremor, 
  Stoneheart, the Living Obelisk.  
   
  Primas causas, or The Book of First Things, 
  standard textbook for arcane studies 
  Elemental, fire [Monster Manual] 
  Elemental, fire [Monster Manual] 
  Elemental, fire [Monster Manual] 
  Elemental, fire [Monster Manual]     
  CR 1,3,5,7,9,11 
  Fire Elemental Lore Monster Manual (as 
  Elemental) and Fire Monolith Lore Complete 
  Arcane (as Elemental Monolith) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about fire elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Those who identify 
  the creature as a fire elemental can also make a 
  Knowledge (Ravenloft) check to learn more. 
   
  Knowledge (the Planes) 
  
  DC Result 
  11 This creature is an fire elemental, a living 
  manifestation of roaring flames. This result reveals 
  all elemental traits and the fire subtype. A fire 
  elemental speaks Ignan. 
  16 A fire elemental bashes foes with its fists. In 
  addition to the sheer strength of its blows, its 
  living flames burn whatever it touches. 
  21 Fire elementals are immune to fire, and more 
  powerful elementals are generally resistant to 
  physical harm. However, they are vulnerable to 
  cold and cannot enter water or any nonflammable 
  liquid. 
  26 Fire elementals grow larger and more powerful 
  over the course of their centuries-long existence. 
  “Larval” elementals, called elementites, travel in 
  swarms. The largest fire elmentals, the monoliths 
  and primal elementals, are the size of forest fires. 
   
  Knowledge (Ravenloft) 
  DC Result 
  15 When conjured in the Land of Mists, these 
  creatures are sometimes twisted by unnatural 
  forces into treacherous pyre elementals. 
  20 Attempts to magically summon fire elementals 
  in the Land of Mists invariably produce pyre 
  elementals. 
   
  --- 
   
  Here is wisdom: the epitome of Fire may be 
  summoned, and it is by the following names you 
  must greet him: Salamander, Inferno, Blaze, 
  Brand, Wildfire.  
   
  Primas causas, or The Book of First Things, 
  standard textbook for arcane studies 
  Elemental, water [Monster Manual] 
  Elemental, water [Monster Manual] 
  Elemental, water [Monster Manual] 
  Elemental, water [Monster Manual]     
  CR 1,3,5,7,9,11 
  Water Elemental Lore Monster Manual (as 
  Elemental) and Water Monolith Lore Complete 
  Arcane (as Elemental Monolith) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about water elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Those who identify 
  the creature as a water elemental can also make a 
  Knowledge (Ravenloft) check to learn more. 
   
  Knowledge (the Planes) 
  DC Result 
  11 This creature is a water elemental, a living 
  manifestation of flowing water. This result reveals 
  all elemental traits and the fire subtype. A water 
  elemental speaks Aquan. 
  16 A water elemental batters foes with its fist-like 
  waves. Its mastery over water makes its attacks 
  more effective if both it and its opponent are 
  touching water. However, a water elemental’s 
  attacks are much less effective if either it or its foe 
  are touching the ground. It can easily overturn 
  watercraft smaller than itself, and its touch 
  extinguishes open flames.. 
  21 More powerful water elementals are generally 
  resistant to physical harm. A water elemental can 
  transform itself into a small whirlpool, sucking 
  foes to the bottom and battering them with its 
  rushing currents. 
  26 Water elementals grow larger and more 
  powerful over the course of their centuries-long 
  existence. “Larval” elementals, called elementites, 
  travel in swarms. The largest water elmentals, the 
  monoliths and primal elementals, are the size of 
  tidal waves. 
   
  Knowledge (Ravenloft) 
  DC Result 
  15 When conjured in the Land of Mists, these 
  creatures are sometimes twisted by unnatural 
  forces into dangerous blood elementals. 
  20 Attempts to magically summon water 
  elementals in the Land of Mists invariably produce 
  blood elementals. 
   
  --- 
   
  Here is wisdom: the epitome of Water may be 
  summoned, and it is by the following names you 
  must 
  greet 
  her: 
  Undine, 
  Tsunami, 
  Wave, 
  Seawrack, Maelstrom.  
   
  Primas causas, or The Book of First Things, 
  standard textbook for arcane studies 
  
  Elemental, corrupted [new] 
  Elemental, corrupted [new] 
  Elemental, corrupted [new] 
  Elemental, corrupted [new]     
  JWM: This was in the file of new monsters I put 
  out a while back.  
   
  “Oh yea of little knowing. Unrivaled is Her power. 
  And great are our dark resources. Yet you fear 
  imprisonment between walls of stone. From the 
  deep I shall call a creature of fire, earth, and 
  whistling bone. And if you so much as flinch 
  before it, I shall add your soul to those already 
  forever bitten by its flames.”  
   
  -Grandoch Khardoon, Vomited Up From the 
  Bowels of Hell, unfinished, anonymous manuscript 
   
  This monster is presented by JWM in the netbook: 
  http://www.fraternityofshadows.com/Library/New
  RavenloftMonsters_JWM.zip  
      
  Elemental, dread [Denizens of Dread] 
  Elemental, dread [Denizens of Dread] 
  Elemental, dread [Denizens of Dread] 
  Elemental, dread [Denizens of Dread]     
  Characters with ranks in Knowledge (Ravenloft) 
  can learn more about dread elementals. The table 
  below refers to dread elementals in general; check 
  the lore sections of specific dread elementals for 
  additional information. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  17 When conjured in an area soaked with spiritual 
  evil, dread elementals sometimes appear in 
  unexpectedly powerful forms.  
   
  Elemental, dread, blood [Denizens of 
  Elemental, dread, blood [Denizens of 
  Elemental, dread, blood [Denizens of 
  Elemental, dread, blood [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR 1,3,5,7,9,11 
  Characters with ranks in Knowledge (Ravenloft) 
  can learn more about blood elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  12 This undulating crimson mass is a blood 
  elemental, a water elemental corrupted by the dark 
  forces of the demiplane. This result reveals all 
  elemental traits and the water subtype.A blood 
  elemental can understand any spoken language, 
  but never speaks. Blood elementals can be 
  conjured only from pools of fresh blood or water 
  drawn from a drowned humanoid’s lungs.  
  17 A blood elemental batters foes with its coppery 
  tendrils, and drains blood with a touch. Its mastery 
  over blood makes its attacks more effective 
  against creatures with blood pumping through 
  their veins. However, a blood elemental’s attacks 
  are much less effective against bloodless creatures. 
  A blood elemental’s touch extinguishes open 
  flames, but the creature cannot enter a body of 
  water without its fluids being dispersed.  
  22 More powerful blood elementals are generally 
  resistant to physical harm. A blood elemental can 
  simply flow over smaller creatures, completely 
  engulfing them. Engulfed creatures are subjected 
  to the elemental’s blood drain.  
   
  --- 
   
  "Very well, then, let us combine your medical 
  evidence with the condition of the room. What 
  was the cause of death?"  
   
  "Internal damage from the beating he suffered, 
  combined with exsanguination," I replied. "The 
  skin is broken nowhere, but there is a general 
  lividity and signs of stress to the skin...he was 
  beaten and the blood taken from his veins directly 
  through the skin, Alanik!"  
   
  My friend nodded once. "And the designs of blood 
  on the floor, however artistic, can hardly have 
  been produced intentionally; it would have taken 
  far too much time."  
   
  I shuddered as the outlines of a truly ghastly 
  scenario began to make themselves apparent to 
  me.  
   
  The Bloody Room, from The Casebook of Alanik 
  Ray, Arthur Sedgwick 
  Elemental, dread, Grave [Den of Dr]
  Elemental, dread, Grave [Den of Dr]
  Elemental, dread, Grave [Den of Dr]
  Elemental, dread, Grave [Den of Dr]    
  CR 1,3,5,7,9,11 
  Characters with ranks in Knowledge (Ravenloft) 
  can learn more about grave elementals. When a 
  
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  12 This massive figure composed of shattered 
  bones, grinding headstones, and clumped soil is a 
  grave elemental, an earth elemental corrupted by 
  the dark forces of the demiplane. This result 
  reveals all elemental traits and the earth subtype. 
  Grave elementals can be conjured only within 
  burial grounds.  
  17 A grave elemental pummels foes with its stony 
  fists. Its mastery over burial grounds makes its 
  attacks more effective when both it and its 
  opponent are touching the ground or a raised 
  funerary structure, such as a tomb. By exerting its 
  will, a grave elemental can thrust a corpse up from 
  a buried grave or slowly drag opponents 
  underground.  
  22 More powerful grave elementals are generally 
  resistant to physical harm. A grave elemental can 
  glide through earth and stone (but not metal) as 
  easily as a fish swims through water. A grave 
  elemental can also use its solid mass to shove foes 
  with a particularly effective bull rush. Casting 
  move earth on an area containing a burrowing 
  grave elemental can stun the creature and fling it 
  back several paces.  
  --- 
  “As the incantation peaked, the earth shuddered 
  beneath us, and then rose into a mountainous form 
  of hideous construction. Shaped from moldy earth 
  and crumbling tombstones, coffins’ wood and 
  dead men’s bones, it quaked with barely 
  constrained power and hatred, both for the 
  hallowed earth of the temple nearby, and for we 
  puny beings that dared call it forth and bind it.”  
  —The Occultist’s Apprentices, Friedrich and 
  Hilda Kreutzer 
  Elemental, dread, mist [Denizens of 
  Elemental, dread, mist [Denizens of 
  Elemental, dread, mist [Denizens of 
  Elemental, dread, mist [Denizens of 
  Dread]
  Dread]
  Dread]
  Dread]    
  CR 1,3,5,7,9,11 
  Characters with ranks in Knowledge (Ravenloft) 
  can learn more about mist elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  12 This shifting bank of fog is a mist elemental, an 
  air elemental corrupted by the dark forces of the 
  demiplane. This result reveals all elemental traits 
  and the air subtype. Mist elementals can be 
  conjured only within foggy areas or within 100 
  paces of the Misty Border.  
  17 A mist elemental batters foes with its misty 
  tendrils. Its mastery over the air around it allows it 
  to keep airborne foes off balance, helping avoid 
  their attacks. However, a mist elemental prefers to 
  attack by infusing itself into another creature’s 
  lungs, temporarily turning that creature against its 
  allies.  
  22 More powerful mist elementals are generally 
  resistant to physical harm. A mist elemental is 
  nearly invisible in foggy areas and can disperse its 
  vaporpis mass. In this dispersed form, the 
  elemental cannot make physical attacks, but is 
  much more difficult to damage.  
   
  --- 
   
  Any man of the Land of Mists knows that they are 
  terrible, inscrutable, the very symbol of that Fate 
  some say is inimical to man, and is at best 
  indifferent; but never before had I see the Mists 
  angry; and not merely angry, but enraged. We 
  were assaulted by a gale of hurricane force, and a 
  vortex that threatened to split us in two. That was 
  my first inkling of the power of the creature we 
  confronted, a power I was to see confirmed many 
  times again over the course of hunting those 
  masters of the arcane.  
   
  From the working notes to Van Richten's Guide to 
  the Lich 
  EEEElemental, dread, Pyre [Den of Dr]
  lemental, dread, Pyre [Den of Dr]
  lemental, dread, Pyre [Den of Dr]
  lemental, dread, Pyre [Den of Dr]    
  CR 1,3,5,7,9,11 
  Characters with ranks in Knowledge (Ravenloft) 
  can learn more about pyre elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  12 This dancing pillar of flame is a pyre elemental, 
  a fire elemental corrupted by the dark forces of the 
  demiplane. This result reveals all elemental traits 
  and the fire subtype. Pyre elementals can be 
  
  conjured only from a fire which consumed the 
  body of at least one humanoid. If the fire has gone 
  out, setting a new fire atop the ashes will suffice.  
  17 A pyre elemental bashes foes with its flaming 
  tendrils. In addition to the sheer strength of its 
  blows, its living flames burn whatever it touches. 
  A pyre elemental can heal its wounds by burning 
  living creatures to death.  
  22 Pyre elementals are immune to fire, and more 
  powerful elementals are generally resistant to 
  physical harm. However, they are vulnerable to 
  cold and cannot enter water or any nonflammable 
  liquid. With a touch, a pyre elemental can animate 
  a humanoid corpse as a burning, mindless 
  skeleton, which attack nearby creatures until 
  consumed by their flames.  
   
  --- 
   
  “Out of the depths it burst forth, as though a 
  chasm had opened into the Infernal Regions. A 
  column of crimson fire, it lashed out with ghostly 
  blue tentacles of flame. All around it withered in 
  the monstrous heat, and within, I saw bones and 
  skulls forced to dance like ashes and embers on a 
  hot wind.”  
  —Memoirs of Aradain Mournseworth, paladin of 
  Ezra 
  Elemental grue [Complete Arcane, 
  Elemental grue [Complete Arcane, 
  Elemental grue [Complete Arcane, 
  Elemental grue [Complete Arcane, 
  Dragon # 285] 
  Dragon # 285] 
  Dragon # 285] 
  Dragon # 285]     
  JWM: Medium elemental, CR 2, always neutral 
  evil. These twisted elemental creatures are 
  spawned by the taint of evil magic in dark areas of 
  the elemental planes. Their presence disrupts 
  elemental magic of their type. Wizards covet them 
  because at the heart of each grue lies a pearl-like 
  elemental spell seed, which a wizard can extract 
  (by killing the grue) and transcribe into their 
  spellbook. 
   
  ELEMENTAL GRUE LORE (Complete Arcane) 
   
  Characters with ranks in Knowledge (the planes) 
  or Spellcraft can learn more about elemental grues. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (the planes) 
  DC Result 
  12 This horrible spirit is an elemental grue. This 
  result reveals all elemental traits and the grue’s 
  elemental subtype. 
  17 Grues are spawned in dark pits of evil on the 
  Elemental Planes; like true elementals, a different 
  variety exists for each element. Their mere 
  presence disrupts magic utilizing their originating 
  element. 
  22 A grue typically has a minor attack form 
  related to this element. This result reveals the 
  chaggrin’s sneak attack, the hargrinn’s fire spray, 
  the ildriss’ natural invisibility, and vardigg’s water 
  spray. 
  27 A pearl-like magic object forms at each grue’s 
  heart. If extracted, its arcane inscriptions can 
  reveal an elemental spell suitable for scribing into 
  a spellbook. 
   
  Spellcraft 
  DC Result 
  14 Elemental grues can be summoned with a 
  summon monster IV spell. 
   
  --- 
   
  Among creatures of this type also note the grue, 
  useful principally by virtue of the spell-seed which 
  may be rendered from their essence. These may be 
  considered "impure" or "defiled" elemental types, 
  and may be noted by the distortion of their 
  physical forms, ranging from the subtle (the 
  "faces" noted in the air grue, the eye-spots of the 
  water) to the grotesque (the burning mannikin of 
  fire, the mud-mole of earth) and by their aura of 
  malice, quite unlike the inhuman affect of the true 
  elemental.  
   
  From an untitled bestiary found in the library of 
  the lich known as Phantom's Bane 
   
  Elemental grue, air (Ildriss) [Complete 
  Elemental grue, air (Ildriss) [Complete 
  Elemental grue, air (Ildriss) [Complete 
  Elemental grue, air (Ildriss) [Complete 
  Arcane] 
  Arcane] 
  Arcane] 
  Arcane]     
  JWM: An air grue is normally invisible, but if 
  rendered visible, it appears as a roiling cloud of 
  dark vapor, its face marked by angry, ever-
  changing features.  
   
  
  Elemental grue, earth (chaggrin) 
  Elemental grue, earth (chaggrin) 
  Elemental grue, earth (chaggrin) 
  Elemental grue, earth (chaggrin) 
  [Complete Arcane] 
  [Complete Arcane] 
  [Complete Arcane] 
  [Complete Arcane]     
  JWM: A chaggrin resembles a mole the size of a 
  hog, with long, filthy claws and beady, hate-filled 
  eyes. It is made of clumped soil and rock.  
   
  Elemental grue, fire (harggin) [Complete 
  Elemental grue, fire (harggin) [Complete 
  Elemental grue, fire (harggin) [Complete 
  Elemental grue, fire (harggin) [Complete 
  Arcane] 
  Arcane] 
  Arcane] 
  Arcane]     
  JWM: A harginn is a creature of lurid, darting 
  flame that dances and capers obscenely. Its shape 
  and size are roughly humanoid, but its features 
  shift and crackle like the leaping flames of a 
  bonfire.  
   
  Elemental grue, water (Vardigg) 
  Elemental grue, water (Vardigg) 
  Elemental grue, water (Vardigg) 
  Elemental grue, water (Vardigg) 
  [Complete Arcane] 
  [Complete Arcane] 
  [Complete Arcane] 
  [Complete Arcane]     
  JWM: A vardigg resembles a loose, frigid mass of 
  tainted water encased in a dripping membrane. 
  Streams and pseudopods of liquid flail away from 
  its shapeless body, while dark malignant eyespots 
  drift across its surface. [Complete Arcane]  
   
  Elemental monolith, air [Complete 
  Elemental monolith, air [Complete 
  Elemental monolith, air [Complete 
  Elemental monolith, air [Complete 
  Arcane] 
  Arcane] 
  Arcane] 
  Arcane]     
  JWM: Gargantuan, CR 17 versions of common 
  elementals. They are rulers of their kind, and 
  obeyed even by elder elementals. [Complete 
  Arcane] 
   
  --- 
   
  Air Elemental Lore Monster Manual (as 
  Elemental) and Air Monolith Lore Complete 
  Arcane (as Elemental Monolith) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about air elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Those who identify 
  the creature as an air elemental can also make a 
  Knowledge (Ravenloft) check to learn more. 
   
  Knowledge (the Planes) 
  DC Result 
  11 This creature is an air elemental, a living 
  manifestation of wind and air. This result reveals 
  all elemental traits and the air subtype. Air 
  elementals speak Auran. 
  16 An air elemental batters foes with its forceful 
  winds. Its mastery over the air around it allows it 
  to keep airborne foes off balance, helping avoid 
  their attacks. 
  21 More powerful air elementals are generally 
  resistant to physical harm. An air elemental can 
  transform itself into a vortex, picking up foes and 
  battering them while they hang suspended in the 
  air. 
  26 Air elementals grow larger and more powerful 
  over the course of their centuries-long existence. 
  “Larval” elementals, called elementites, travel in 
  swarms. The largest air elmentals, the monoliths 
  and primal elementals, are the size of tornados. 
   
  Knowledge (Ravenloft) 
  DC Result 
  15 When conjured in the Land of Mists, these 
  creatures are sometimes twisted by unnatural 
  forces into dangerous Mist elementals. 
  20 Attempts to magically summon earth 
  elementals in the Land of Mists inescapably 
  produce Mist elementals. 
   
  --- 
   
  "Big storm comin', Captain," the mate muttered as 
  we stared toward the murky gray-green clouds 
  building at the horizon. "Gonna be a hard blow, 
  sure."  
   
  "I don't like it," Captain Handspall said, just loud 
  enough for us to hear him. "It's not natural for the 
  wind to change this quickly..."  
   
  Just as he said this, the crew and passengers 
  gasped with one voice. The vortex of clouds had 
  built into a waterspout, and in the clouds above 
  that sinister twisting funnel we saw limned, for 
  one moment only, the features of an enormous 
  human face.  
   
  pamphlet titled The Wreck of the Ste. Claire, 
  (supposedly) published in Port-a-Lucine, 644 
   
  
  Elemental monolith, earth [Complete 
  Elemental monolith, earth [Complete 
  Elemental monolith, earth [Complete 
  Elemental monolith, earth [Complete 
  Arcane] 
  Arcane] 
  Arcane] 
  Arcane]     
  Earth Elemental Lore Monster Manual (as 
  Elemental)  and Earth Monolith Lore Complete 
  Arcane (as Elemental Monolith) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about earth elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Those who identify 
  the creature as an earth elemental can also make a 
  Knowledge (Ravenloft) check to learn more. 
   
  Knowledge (the Planes) 
  DC Result 
  11 This creature is an earth elemental, a living 
  manifestation of soil and stone. This result reveals 
  all elemental traits and the earth subtype. Earth 
  elementals speak Terran. 
  16 An earth elemental pummels foes with its stony 
  fists. Its mastery over the earth makes its attacks 
  more effective when both it and its opponent are 
  touching the ground. 
  21 More powerful earth elementals are generally 
  resistant to physical harm. An earth elemental can 
  glide through earth and stone (but not metal) as 
  easily as a fish swims through water. An earth 
  elemental can also use its solid mass to shove foes 
  with a particularly effective bull rush. Casting 
  move earth on an area containing a burrowing 
  earth elemental can stun the creature and fling it 
  back several paces. 
  26 Earth elementals grow larger and more 
  powerful over the course of their centuries-long 
  existence. “Larval” elementals, called elementites, 
  travel in swarms. The largest earth elmentals, the 
  monoliths and primal elementals, are the size of 
  mountains. 
   
  Knowledge (Ravenloft) 
  DC Result 
  15 When conjured in the Land of Mists, these 
  creatures are sometimes twisted by unnatural 
  forces into treacherous grave elementals. 
  20 Attempts to magically summon earth 
  elementals in the Land of Mists inescapably 
  produce grave elementals. 
   
  --- 
   
  At first we thought it was an earthquake--a minor 
  tremor, certainly nothing dangerous--but it went 
  on and on, a dark subterranean rumble shaking the 
  ground around us. Ivan (whose ears are much 
  better than mine) said, as if to himself, "Singing?"  
   
  We saw it at the same moment; one of the hillocks 
  of tumbled stone a few furlongs off was not a 
  "hill" at all, but a great figure with something of 
  the shape of a man. The sight of it was 
  indescribably piercing; both frightening and 
  pitiable at once. Somehow, even without 
  physiognomy, the sight and sound of it conveyed 
  an indescribable loneliness, as if its song (for such 
  it must have been) mourned a world lost to it 
  forever.  
   
  private journal of George Weathermay 
   
  Elemental monolith, fire [Complete 
  Elemental monolith, fire [Complete 
  Elemental monolith, fire [Complete 
  Elemental monolith, fire [Complete 
  Arcane] 
  Arcane] 
  Arcane] 
  Arcane]     
  Fire Elemental Lore Monster Manual (as 
  Elemental) and Fire Monolith Lore Complete 
  Arcane (as Elemental Monolith) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about fire elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Those who identify 
  the creature as a fire elemental can also make a 
  Knowledge (Ravenloft) check to learn more. 
   
  Knowledge (the Planes) 
  DC Result 
  11 This creature is an fire elemental, a living 
  manifestation of roaring flames. This result reveals 
  all elemental traits and the fire subtype. A fire 
  elemental speaks Ignan. 
  16 A fire elemental bashes foes with its fists. In 
  addition to the sheer strength of its blows, its 
  living flames burn whatever it touches. 
  21 Fire elementals are immune to fire, and more 
  powerful elementals are generally resistant to 
  physical harm. However, they are vulnerable to 
  cold and cannot enter water or any nonflammable 
  liquid. 
  
  26 Fire elementals grow larger and more powerful 
  over the course of their centuries-long existence. 
  “Larval” elementals, called elementites, travel in 
  swarms. The largest fire elmentals, the monoliths 
  and primal elementals, are the size of forest fires. 
   
  Knowledge (Ravenloft) 
  DC Result 
  15 When conjured in the Land of Mists, these 
  creatures are sometimes twisted by unnatural 
  forces into treacherous pyre elementals. 
  20 Attempts to magically summon fire elementals 
  in the Land of Mists invariably produce pyre 
  elementals. 
   
  --- 
   
  ...her drawn white mask was a mask of wrath, her 
  hair writhed about her face like Medusa's; in her 
  rage she had bitten through her lip, and blood and 
  spittle frothed from her mouth as she shrieked. 
  "Payment there shall be for me and mine!" she 
  cried. "In the name of Infernus, Pyrrhus, and 
  Ahriman, let Hell hear me! This place shall be 
  holocaust to my spirit of vengeance!"  
   
  As she spoke she thrust forward her hands, and 
  there was ripped from the ground a great sheet of 
  fire, which formed itself into the shape of a man. 
  Like a silent spectre of flame it stood, considering 
  our little town, and all that could be heard was the 
  susurration of the flames.  
   
  "Go!" she whispered, and the fire-thing rolled 
  forward.  
   
  Carrietta, from Twelve More Tales of the 
  Macabre, Jean Lafolie 
   
  Elemental monolith, water [Complete 
  Elemental monolith, water [Complete 
  Elemental monolith, water [Complete 
  Elemental monolith, water [Complete 
  Arcane] 
  Arcane] 
  Arcane] 
  Arcane]     
  Water Elemental Lore Monster Manual (as 
  Elemental) and Water Monolith Lore Complete 
  Arcane (as Elemental Monolith) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about water elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Those who identify 
  the creature as a water elemental can also make a 
  Knowledge (Ravenloft) check to learn more. 
   
  Knowledge (the Planes) 
  DC Result 
  11 This creature is a water elemental, a living 
  manifestation of flowing water. This result reveals 
  all elemental traits and the fire subtype. A water 
  elemental speaks Aquan. 
  16 A water elemental batters foes with its fist-like 
  waves. Its mastery over water makes its attacks 
  more effective if both it and its opponent are 
  touching water. However, a water elemental’s 
  attacks are much less effective if either it or its foe 
  are touching the ground. It can easily overturn 
  watercraft smaller than itself, and its touch 
  extinguishes open flames.. 
  21 More powerful water elementals are generally 
  resistant to physical harm. A water elemental can 
  transform itself into a small whirlpool, sucking 
  foes to the bottom and battering them with its 
  rushing currents. 
  26 Water elementals grow larger and more 
  powerful over the course of their centuries-long 
  existence. “Larval” elementals, called elementites, 
  travel in swarms. The largest water elmentals, the 
  monoliths and primal elementals, are the size of 
  tidal waves. 
   
  Knowledge (Ravenloft) 
  DC Result 
  15 When conjured in the Land of Mists, these 
  creatures are sometimes twisted by unnatural 
  forces into dangerous blood elementals. 
  20 Attempts to magically summon water 
  elementals in the Land of Mists invariably produce 
  blood elementals. 
   
  --- 
   
  There is a story told on that coast of the devilry 
  done by a mage there (for they are of all people 
  given to the practice of the Art); for he summoned 
  a elemental spirit, an avatar of Deep Oceanus, to 
  dredge out a harbor for the town he represented. 
  The elemental being greater than any to that time 
  seen or heard of in all that country, it broke his 
  compelling power and seized him, then pulled all 
  that city beneath the waves. Some say this is the 
  origin of the stories of the fabled city Shay-lot, 
  
  others that Martira Bay is the place where the city 
  once stood.  
   
  Catalog of the World Entire 
   
  Elemental, storm [Monster Manual III] 
  Elemental, storm [Monster Manual III] 
  Elemental, storm [Monster Manual III] 
  Elemental, storm [Monster Manual III]     
  (Underlined text is Ravenloft-specific.) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about storm elementals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Those who identify 
  the creature as a storm elemental can also make a 
  Knowledge (arcana) or Knowledge (Ravenloft) 
  check to learn more. 
   
  Knowledge (the planes) 
  DC Result 
  12 This creature is a storm elemental, a living 
  manifestation of nature’s wrath. This result reveals 
  all elemental traits and the air subtype. Storm 
  elementals speak Auran. 
  17 An air elemental batters foes with its dark and 
  cloudy fists, which crackle with electricity. Its 
  mastery over the air around it allows it to keep 
  airborne foes off balance, helping it to avoid their 
  attacks. A storm elemental can also blast foes with 
  an arc of lightning and thunder, dealing both 
  electricity and sonic damage. 
  22 More powerful storm elementals are generally 
  resistant to physical harm. In addition, all storm 
  elementals are healed by electricity- and sonic-
  based attacks. A storm elemental can’t heal itself 
  with its own lightning and thunder, however. 
  27 Storm elementals grow larger and more 
  powerful over the course of their centuries-long 
  existence. “Larval” elementals, called elementites, 
  travel in swarms. The largest storm elmentals, the 
  monoliths and primal elementals, are the size of 
  massive stormfronts. 
   
  Knowledge (arcana) 
  DC Result 
  13 Storm elementals can be conjured using 
  summon monster or summon nature’s ally spells 
  (as shown in MM III). 
   
  Knowledge (Ravenloft) 
  DC Result 
  15 When conjured in the Land of Mists, these 
  creatures are sometimes twisted by unnatural 
  forces into dangerous corrupted storm elementals. 
  20 Attempts to magically summon storm 
  elementals in the Land of Mists inescapably 
  produce corrupted storm elementals. 
   
  --- 
   
  You cannot even imagine the superstition of some 
  of the Darkonese I know.  
  An elf I met, a young (as young as an elf can be) 
  and lovely lass, told me of a story passed along her 
  family. It is said that, during the powerful storms 
  on the Nocturnal Sea, air and fire merge, and 
  lightning is born. How ignorant.  
  She even tried to make me believe that sometimes 
  the lightning comes to life and develop an almost 
  human body.  
  Being a druid, she even cast a spell to summon 
  one: I saw nothing more than a small-sized and 
  oddly-colored air primal (no educated person 
  would call them "elementals", as I always I say).  
  I'm sure of what I say and of what I know.  
  The rumbling I heard coming form it, you can be 
  certain, was just the effect of a ghost sound spell 
  surreptitiously cast by that delicate elven girl.  
   
  From All that is true about this world a pamphlet 
  by the Toret Warlock Claude Seymar of Martira 
  Bay. 
  Elemental, undead 
  Elemental, undead 
  Elemental, undead 
  Elemental, undead     
  JWM: These are very rare, since elementals are 
  usually destroyed utterly when they die. On rare 
  occasion, they're created when a common 
  elemental is killed by a massive exposure to 
  negative energy.  
   
  Elemental, undead, cinderspawn [Libris 
  Elemental, undead, cinderspawn [Libris 
  Elemental, undead, cinderspawn [Libris 
  Elemental, undead, cinderspawn [Libris 
  Mortis] 
  Mortis] 
  Mortis] 
  Mortis]     
  JWM: Large Undead (fire), CR 6, chaotic evil. A 
  cinderspawn is a burnt-out undead fire elemental. 
  It appears as a coal-black, charred humanoid 
  flickering with blue-white flame. it drains 
  Charisma, and anyone who touches it suffers cold 
  damage.[Libris Mortis] 
  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about cinderspawn. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  20 This gaunt black humanoid, flickering with dim 
  blue flames, is a cinderspawn, the undead remains 
  of a fire elemental. This result reveals all undead 
  traits and the fire subtype. 
  25 Cinderspawn despise the warmth of living 
  creatures and seek to snuff it out whenever they 
  encounter it. 
  30 A cinderspawn is shrouded in icy blue flames 
  that deal cold damage to any creature that touches 
  them. 
  35 Divine spellcasters who can either turn or 
  rebuke both undead and fire creatures find it 
  particularly easy to turn or rebuke cinderspawn. 
   
  --- 
   
  Imagine having every song you ever sang, in joy 
  and in sorrow, drip, drip, dripping out of you like 
  blood. And you are perfectly conscious of the loss 
  counted off by the drops. It is your very genius 
  that quickens the dance, that quickens the night 
  black parody of man licked by, and licking you 
  with, insatiable flame.  
   
  -Extract from an unsigned and poorly encrypted 
  letter penned in dubious Balok and found by the 
  Kargat in a bottle beached at the mouth of the 
  Musarde River 
   
  Elemental, undead, desiccator [Libris 
  Elemental, undead, desiccator [Libris 
  Elemental, undead, desiccator [Libris 
  Elemental, undead, desiccator [Libris 
  Mortis] 
  Mortis] 
  Mortis] 
  Mortis]     
  JWM: Small Undead (water), CR 2, neutral evil. 
  Desiccators are dried-out undead water elementals. 
  It resembles a small, salt-encrusted humanoid with 
  withered limbs and a distended belly. Its only 
  facial feature is a round, gaping mouth. It has a 
  desiccating breath weapon and drains water from 
  living creatures with its touch (which deals 
  damage and causes fatigue).[Libris Mortis] 
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about desiccators. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  14 This salt-encrusted, distended creature is a 
  desiccator, the undead remains of a water 
  elemental. This result reveals all undead traits and 
  the water subtype. 
  19 Desiccators long to quench their unnatural 
  thirst with the fluids of living creatures. A 
  desiccator usually begins combat with its breath 
  weapon, a blast of desiccating air that mildly saps 
  its victims’ health. 
  24 A desiccator then attacks opponents with its 
  fists. A desiccator is not particurly strong, but its 
  attacks also dry out its foes, causing fatigue and 
  empowering the desiccator. 
  29 Divine spellcasters who can either turn or 
  rebuke both undead and water creatures find it 
  particularly easy to turn or rebuke desiccators. 
   
  --- 
   
  We did not have time to prepare an appropriate 
  construct and involving outsiders was unthinkable. 
  The unliving would not do and the living, even 
  with the amarnath, were too likely to become their 
  opposite. That left elementals and a test 
  demonstrated that they could withstand the 
  Shroud. Covered by a storm, we entered the city 
  with two bound elementals of the air, eventually 
  setting them upon the natives as a distraction. An 
  earth elemental bore the prize to the Vulchar 
  where a bound water elemental lay in wait with a 
  barge. But its exposure to the veil of death had 
  been too long and a century upon the salt flats of 
  Har'Akir could not have been less kind. What had 
  been a force of nature was now a calcified, 
  inexplicably quadrupedal form, distinguished by a 
  yawning maw and a strength perfectly insufficient 
  to bear us away. Fatally, attention turned from the 
  useless thing to the summoning of a substitute, 
  leaving unmarked, in our very midst, a newly 
  minted minion of Death, with a breath more 
  withering than the wind of the Ashen Wastes.  
  
   
  -Extract from an unsigned and poorly encrypted 
  letter penned in dubious Balok and found by the 
  Kargat in a bottle beached at the mouth of the 
  Musarde River 
   
  Elemental, undead, dust wight [Monster 
  Elemental, undead, dust wight [Monster 
  Elemental, undead, dust wight [Monster 
  Elemental, undead, dust wight [Monster 
  Manual III] 
  Manual III] 
  Manual III] 
  Manual III]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about dust wights. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  26 This haggard, crumbling earth elemental is 
  actually a dust wight, the undead remains of a 
  living earth elemental. This result reveals all 
  undead traits and the earth subtype. Dust wights 
  speak Terran. 
  31 A dust wight attacks with its stony fists. Dust 
  wights particularly despise anything made of stone 
  or metal, and their touch erodes creatures and 
  objects crafted from these materials.  
  36 A dust wight is constantly surrounded by a 
  cloud of dust. Living creatures exposed to this dust 
  slowly turn to stone. Spells such as stone shape or 
  move earth can halt the transformation. A dust 
  wight’s solid mass deflects most blows, but 
  admantine weapons can pierce its defenses. 
  41 Divine spellcasters who can either turn or 
  rebuke both undead and earth creatures find it 
  particularly easy to turn or rebuke dust wights. 
   
  --- 
   
  The discussion was heated. Albertus was insisting 
  that it was a creature he stubbornly called 
  "elemental" (not knowing that cultured people 
  should refer to them as "primals"). I said more 
  than once that it was just another kind of undead 
  monster. The dust it was loosing around itself was 
  just the dust of the grave.  
  I ordered three of my disciples to charge the 
  creature along with me. We were successful. The 
  creature was destroyed, though at the cost of the 
  life one of my disciples and of Albertus. As soon 
  as they neared the creature, the dust seemed to 
  move on its own accord and entered their lungs 
  and deposited on their skin. A few seconds later, 
  they were two statues. Only my noteworthy fibre 
  allowed me to resist its effect.  
  I must say I did not found a skeleton inside the 
  body. In truth, there was was no body, since the 
  monster fell in a pile of dust after a few hits from 
  my fey-forged mace and a few prayers to the 
  goddesses.  
  I nevertheless stick to my hypotesis.  
  Anyway, one can witness the tombs of Albertus in 
  Martira Bay. I paid for it with the money I 
  gathered during my time as an adventurer. It is the 
  one with the lifelike monument on the pedestal.  
   
  From A recount of my exploit by Toret Warlock 
  Claude Seymar, of Martira Bay. 
  Elemental, undead, voidwraith [Li
  Elemental, undead, voidwraith [Li
  Elemental, undead, voidwraith [Li
  Elemental, undead, voidwraith [Libris 
  bris 
  bris 
  bris 
  Mortis] 
  Mortis] 
  Mortis] 
  Mortis]     
  JWM: Medium Undead (Air), CR 6, neutral evil. 
  A voidwraith is an undead air elemental. It 
  resembles an extra-amorphos wraith - a formless 
  cloud of darkness. It's surrounded by an aura of 
  vaccuum (so living foes can't breathe) and can 
  steal living creatures' breath with its touch.[Libris 
  Mortis] 
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about voidwraiths. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
   
  DC Result 
  16 This amorphous cloud of darkness is a 
  voidwraith, the undead remains of an air 
  elemental. This result reveals all undead traits and 
  the earth subtype. Voidwraiths speak Auran. 
  21 A voidwraith attacks by lashing out with its 
  smoky tendrils. When a voidwraith stikes a living 
  creature, it tries to steal the victim’s breath, 
  literally sucking the air from its lungs and draining 
  its health. Opponents can resist this attack by 
  holding their breath.. 
  26 A voidwraith is constantly surrounded by an 
  aura of near-vacuum. Adjacent creatures that need 
  
  to breathe must hold their breath or risk 
  suffocation. 
  31 Divine spellcasters who can either turn or 
  rebuke both undead and air creatures find it 
  particularly easy to turn or rebuke voidwraiths. 
   
  --- 
   
  The dead whisper true. But Death will not be 
  cheated a second time. The stratagem does not 
  admit of repetition. And I escaped only its bony 
  hands, not its ashen realm. What is to be salvaged 
  from this? Much is confirmed. And I may have 
  glimpsed something unexpected. I do not believe 
  that Death was simply gloating in choosing to 
  torment me with the undead minions newly minted 
  from the elementals that we had summoned to its 
  abode. It shares some profound affinity with them 
  that exceeds that with the other slain. It might have 
  taken my soul personally and I expect it ultimately 
  intended to, indeed still intends to. But it took the 
  greatest pleasure, a mother’s pleasure, in letting 
  the wreck of the air elemental in particular, that 
  roiling, red-eyed abyss, suck from my lungs not 
  just the air that I breathe but, little by little, my 
  very life.  
   
  -Extract from an unsigned and poorly encrypted 
  letter penned in dubious Balok and found by the 
  Kargat in a bottle beached at the mouth of the 
  Musarde River 
   
  Elementite s
  Elementite s
  Elementite s
  Elementite swarm [Planar Handbook]
  warm [Planar Handbook]
  warm [Planar Handbook]
  warm [Planar Handbook] 
  Characters with ranks in Knowledge (the planes) 
  can learn more about elementite swarms. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  17 This swarm is composed of fist-sized 
  elementals, known as elementites. This result 
  reveals all elemental traits plus the swarm subtype 
  and the appropriate elemental subtype. 
  22 Elementites cluster together in swarms for 
  mutual protection; the few that survive will 
  eventually develop into common elementals. 
  Elementites attack by swarming over foes and 
  battering them from all directions. In addition, 
  reveal the following about the appropriate 
  elementite type: 
  Air elementites tend to blow creatures off their 
  feet as the swarm flows over them. 
  Earth elementites can glide through earth and 
  stone (though not metal) as easily as a fish swims 
  through water. 
  Fire elementites burn to the touch and can ignite 
  flammable materials. 
  Water elementites douse any nonmagical flames 
  they swarm over. 
  27 Reveal the following about the appropriate 
  elementite type: 
  Due to their rudimentary mastery over the air, air 
  elementites can keep airborne creatures somewhat 
  off-guard, weakening their attacks. 
  Casting move earth on an area that contains 
  burrowing earth elementites momentarily stuns the 
  swarm and hurls it back several paces. 
  Fire elementites are immune to fire, but vulnerable 
  to cold. 
  Due to their rudimentary mastery over the water, 
  water elementites can attack more effectively 
  when both it and its opponent are touching water. 
  Their attacks are far less effective when either the 
  swarm or its opponent is touching the ground. 
  Unlike larger elementals, water elementites cannot 
  overturn watercraft. 
  32 Like insect larvae, elementites are immature, 
  barely sentient versions of standard elementals. 
  Only a few will survive to develop into larger 
  forms. Elementals continue to grow in size and 
  power over the course of their long existence, with 
  elemental monoliths and primal elementals being 
  the most powerful. 
   
  --- 
   
  The qualities of the truly elemental pertain from 
  the greatest scale (the epitomes, in all their forms, 
  ranging up to those avatars called monoliths) 
  down to the most tiny, such as might be evident in 
  every spark, every breath of air, each drop of 
  water, each grain of sand. Even these, the smallest 
  of their type, are in power not inconsiderable 
  when, as often happens, they join in bands of 
  thousands upon thousands and act in concert.  
   
  from The Book of First Things, standard magical 
  textbook 
  
  Elementite swarm, air [Planar Handbook] 
  Elementite swarm, air [Planar Handbook] 
  Elementite swarm, air [Planar Handbook] 
  Elementite swarm, air [Planar Handbook]     
  JWM: Tiny Elemental (Swarm), CR 4, neutral. 
  These are swarms of barely sentient elementals. 
  They're basically the larval form of elementals. 
  [Planar Handbook]  
   
  Elementite Swarm, Air: Resembles a shimmering 
  breeze. It's very good at tripping opponents.  
   
  Elementite swarm, earth [Planar 
  Elementite swarm, earth [Planar 
  Elementite swarm, earth [Planar 
  Elementite swarm, earth [Planar 
  Handbook] 
  Handbook] 
  Handbook] 
  Handbook]     
  JWM: Resembles buckling earth made up of small 
  rocks. Like earth elementals, it can glide through 
  earth and stone.  
   
  Elementite swarm, fire [Planar 
  Elementite swarm, fire [Planar 
  Elementite swarm, fire [Planar 
  Elementite swarm, fire [Planar 
  Handbook] 
  Handbook] 
  Handbook] 
  Handbook]     
  JWM: Resembles a crackling mass of sparks and 
  flames. Like fire elementals, its touch sets things 
  on fire  
   
  Elementite swarm, water [Planar 
  Elementite swarm, water [Planar 
  Elementite swarm, water [Planar 
  Elementite swarm, water [Planar 
  Handbook] 
  Handbook] 
  Handbook] 
  Handbook]     
  JWM: Resembles a choppy patch of water. it has 
  powers similar to a water elemental, plus the 
  elementites can force themselves down into a 
  creature's lungs, drowning it. [Planar Handbook] 
   
  Elephant [Monster Manual 
  Elephant [Monster Manual 
  Elephant [Monster Manual 
  Elephant [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 7 
  Characters with ranks in Knowledge (nature) can 
  learn more about elephants. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 17: This massive gray beast is an elephant, 
  easily identified by its long, prehensile trunk. This 
  result reveals all animal traits. 
   
  DC 22: Elephants are herbivores, but they are 
  territorial and can be unpredictable. Wild or angry 
  elephants can be extremely dangerous due to their 
  sheer size and physical power. Elephants tend to 
  charge and trample creatures that threaten them. 
  Humanoids in tropical lands sometimes 
  domesticate elephants for use as mounts and 
  beasts of burden. 
   
  DC 27: Two distinct varieties of elephant exist. 
  African elephants are slighter larger and more 
  powerful, while Indian elephants are more easily 
  trained. 
  Elf, high elf [Monster Manual] 
  Elf, high elf [Monster Manual] 
  Elf, high elf [Monster Manual] 
  Elf, high elf [Monster Manual]     
  CR ½ 
  Characters with ranks in Knowledge (local) can 
  learn more about elves. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  10 This willowy humanoid is an elf, a civilized 
  race of nonhumans renowned for their artistry and 
  extreme longevity. This result reveals all 
  humanoid traits. Elves have their own language, 
  and they know Common. Clever elves often speak 
  other racial languages as well. 
  15 Elves live in harmony with nature and are 
  talented arcanists. Compared to humans, they are 
  dextrous but relatively frail. Culturally, elves 
  receive extensive training with the sword and bow 
  as they mature. 
  20 An elf has sharp senses, heightened by their 
  attunement to the natural world. Elves see well in 
  dim light and can often sense hidden doors just by 
  passing near them. 
  25 Elves do not sleep or dream, and are immune to 
  sleep effects. Instead, they refresh themselves by 
  entering a meditative reverie for a few hours a 
  night. 
  30 Numerous elven subraces exist, with the high 
  elf being most common. Other varieities include 
  gray elves, wild elves, wood elves, aquatic elves, 
  and the infamous dark elves called the drow. Elves 
  can also interbreed with humans, producing half-
  elves. 
   
  Characters with ranks in Knowledge (local) can 
  learn more about half-elves. When a character 
  makes a successful skill check, the following lore 
  
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This exotic-looking individual with the slightly 
  pointed ears is a half-elf, the child of a human and 
  an elf. This result reveals all humanoid traits. Half-
  elves spreak the language of whatever society in 
  which they were raised, though they typically 
  know both Elven and Common. 
  17 The lifespan of a half-elf is longer than a 
  human’s, but much shorter than that of an elf. 
  Half-elves thus find it difficult to find a place in 
  either society, so they often travel widely and find 
  roles as natural mediators. 
  22 Half-elves have sharp senses and can see well 
  in dim light, though they lack their elven parent’s 
  knack for noticing hidden passages. 
  27 Half-elves retain their elven parent’s immunity 
  to sleep effects, but also inherit their human 
  parent’s need to sleep and dream. 
   
  --- 
   
  Elven values have always been curious and alien 
  to mortals, the mindset of eternals is a hard one to 
  grasp. Many researchers have simply dismissed 
  the elf as insane, devoid of any and all logic. This 
  is not an entirely invalid opinion, the elf see 
  patterns in the stars and think in terms of magics 
  not earthly and mundane logic. To say nothing of 
  the dream-like nature of fey lands where the 
  simplest of rational thoughts are alien and their 
  mindset begins to make sense. Add to this 
  centuries of association and memories and what 
  may be a simple mental step for an elf seems like a 
  wild and fantastic leap of logic for mere humans. 
  Elven beliefs are the epitome of this, personal and 
  so bizarre that to even try to understand them 
  gives me a headache. 
   
  From Jonothan Lochspeare’ “Races of the mists”, 
  part III  
  Elf, drow [Monster Manual] 
  Elf, drow [Monster Manual] 
  Elf, drow [Monster Manual] 
  Elf, drow [Monster Manual]     
  CR1 
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about drow. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  12 This lithe, ebon-skinned humanoid is a dark elf, 
  also known as a drow. This result reveals all 
  humanoid traits. These suberttanean elves speak 
  both Elven and Undercommon, and typically also 
  speak Common. Some drow also learn oher racial 
  languages or a form of sign language known only 
  to them. 
  17 Drow are known for their evil natures, 
  matriarchal cultures, and zealous worship of 
  malign, arachnid gods. They are more delicate 
  than humans, but also more dextrous and more 
  cunning. Drow are talented spellcasters, with drow 
  women holding all divine roles. Culturally, drow 
  train their children with the rapier, short sword, 
  and hand crossbow, and they often poison their 
  weapons. 
  22 A drow’s sharp senses are attuned to life 
  underground. Drow can see so well in the dark that 
  sudden exposure to bright light can blind them. 
  27 Drow do not sleep or dream, and are immune to 
  sleep effects. Instead, they refresh themselves by 
  entering a meditative reverie for a few hours a 
  night. Drow are resistant to magic, but once per 
  day they can use spell-like abilities to create 
  dancing lights, darkness, and faerie fire, which 
  they use to disorient their foes. 
  32 Numerous other elven subraces exist, with the 
  rest living in harmony with nature on the surface. 
  Other varieities include high elves, gray elves, 
  wild elves, wood elves, and even aquatic elves. 
  Drow can also interbreed with humans, producing 
  half-elves. 
   
  --- 
   
  A few of these dark elves are rumoured to inhabit 
  the deepest caves of Darkon. Their wickedness is 
  said to be beyond everything. A dwarf once told 
  me they can impale a human baby (or any other 
  race then their, including other type of elves), just 
  for the fun of watching it die. They kill each other 
  in their endless power games. 
   
  Their innate magical power is whispered to be 
  remarkable and very sinister. They can see through 
  darkness and worship a long dead spider idol.  
   
  
  These “dark” elves are so fantastic, they are 
  probably another of the fey tall tales. 
   
  From Jonothan Lochspeare’ unpublished notes  
  Elven hound (cooshee) [Races of the 
  Elven hound (cooshee) [Races of the 
  Elven hound (cooshee) [Races of the 
  Elven hound (cooshee) [Races of the 
  Wild
  Wild
  Wild
  Wild    p189
  p189
  p189
  p189] ] ] ]     
  Characters with ranks in Knowledge (nature) can 
  learn more about elven hound. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This massive, green-furred dog is an elven 
  hound, also known as a cooshie. This result 
  reveals all magical beast traits. 
  17 Cooshies are bred and raised by elves. Like 
  their elf masters, elven hounds are resistant to 
  enchantments. 
  22 Once an hour, elven hounds are capable of 
  reaching incredible speeds in a brief sprint. 
  27 Elven hound pups and adults fetch high prices 
  at market, though they are seldom found for sale. 
  Cooshies tend to distrust nonelves, so most are 
  trained by and for elf masters, who use them for 
  hunting or as guard animals. 
   
  --- 
  “I was hunting with friends in the woods of 
  southern Darkon when we found ourselves 
  suddenly circled by a number of extremely large 
  and massive dogs, with greenish pelt. Denis tried 
  to charm them, but the hounds proved themselves 
  extremely resistant against our ranger’s charms.  
   
  I then thought these were supernatural hounds, but 
  soon after their master made herself seen. It was 
  an elf. She said that we crossed the limit of elven 
  territory and gave us a warning to withdraw from 
  it. I knew other elves were probably watching, and 
  sharp arrows pointed to our hearts. It was quite 
  clear there was going to be only one warning. 
   
  I said that we didn’t know this was an elven 
  territory and we were going to leave now. For an 
  hour, we saw the hounds escorting us until we 
  reached the limits of an old forest.” 
   
  A hunter tale.  
  Elvsra [Gaz. 4, Valachan] 
  Elvsra [Gaz. 4, Valachan] 
  Elvsra [Gaz. 4, Valachan] 
  Elvsra [Gaz. 4, Valachan]     
  Suggested by Chris Nichols 
  Entombed [Frostburn] 
  Entombed [Frostburn] 
  Entombed [Frostburn] 
  Entombed [Frostburn]     
  Characters with ranks in Knowledge (religion) can 
  learn more about entombed. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  20 The well-preserved corpse within this green-
  tinged block of ice is one of the entombed, an 
  undead creature that retains the ability to think — 
  and move. Its necromantic energies extend out into 
  the ice around it, giving it the stature of an ogre. 
  This result reveals all undead traits and the cold 
  subtype. Entombed can hear, and can understand a 
  local language, but they cannot speak. 
   
  25 The entombed are forever imprisoned within 
  the ice, but they can glide through that ice and 
  snow like a fish swims through water. A 
  entombed’s touch burns with the cold of the 
  netherworld. 
   
  30 If an entombed gets a living creature in its 
  clutches, it can drain the heat right from the 
  creature’s body, freezing it solid. An entombed 
  can also attempt to drag a foe it’s grabbed into 
  solid ice, trapping it in a cold and airless tomb. An 
  entombed can sense vibrations through snow and 
  ice. 
   
  35 If an entombed slays a humanoid and encases it 
  in ice (such as by bodily dragging it into a block of 
  ice), that corpse animates within moments as a 
  new entombed. 
   
  --- 
   
  Last February, we were again hunting this cursed 
  evil monster constructed by Mordenheim, for what 
  we hoped was the last time, and we were walking 
  the jagged ice canal between Lamordia and the 
  Isle of Agony, this part of the Fingers Islands 
  where the creature makes his lair.  
   
  But the creature that attacked us while we were 
  resting was not a creature similar to Adam. Its 
  
  thick icy limbs attacked us from under the ice 
  itself, and it tried to drag me inside the ice with 
  terrible force. But the most dreadful is that I saw a 
  terrible sorrow in the eyes of the desiccated corpse 
  trapped inside the ice. What was this thing?  
   
  Thankfully I was able to break its grasp and we 
  fled the place. But Adam only got a short time 
  before I go back. 
   
   - From Ivan Dragonov’s tales   
  Entomber [Libris Mortis]
  Entomber [Libris Mortis]
  Entomber [Libris Mortis]
  Entomber [Libris Mortis]    
  Characters with ranks in Knowledge (religion) can 
  learn more about entombers. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 This filthy and shrunken humanoid, reeking of 
  carrion, is an undead graverobber called an 
  entomber. This result reveals all undead traits. 
  Entombers understand Common, but since their 
  lips are sewn shut, they cannot speak. 
   
  20 Necromancers often use entombers to do their 
  dirty work. Whenever an entomber strikes a 
  creature, it can magically pound it into a shallow 
  grave, though it can only do this on a surface of 
  stone, earth, or softer materials. An entomber’s 
  body is unnaturally tough enough enough to 
  deflect glancing blows, but silver weapons can 
  pierce its defenses. 
   
  25 An entombed victim’s location is indicated by 
  the low mound of broken earth or stone. An 
  entombed victim can attempt to struggle free, and 
  an ally can dig it up, but the victim has only 
  moments before it runs out of air. With a touch, an 
  entomber can also instantly exhume any body, 
  living or dead, buried within 10 feet of the surface. 
   
  --- 
   
  “We were exploring the last of these old elaborate 
  cemeteries of Sri Raji when we saw a shape 
  moving toward us in the twilight. The man was 
  hideous, and very dirty. Flies were swirling around 
  it. Martin tries to speak to it, but the man slammed 
  him hard! We were shocked, but the worst is 
  Martin was eaten by the cemetery ground. This 
  thing entombed our friend! We heard Martin’s 
  screams, but I have shame to say we fled the place 
  because we couldn’t do otherwise. When we came 
  back three days after, we unearthed Martin’s body 
  and we carried it back to our camp. His face 
  expressed a terrible fear, like if he knew all along 
  what happened to him... Thank Ezra, we didn’t see 
  this horrible forsaken creature again” 
   
   - a scholar tale  
   
  Entropic reaper [Libris Mortis] 
  Entropic reaper [Libris Mortis] 
  Entropic reaper [Libris Mortis] 
  Entropic reaper [Libris Mortis]     
  Characters with ranks in Knowledge (religion) or 
  Knowledge (the planes) can learn more about 
  entropic reapers. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  22 This scythe-wielding cloaked skeleton is an 
  entropal reaper, an undead horror that arose in the 
  Ever-Changing Chaos of Limbo. This result 
  reveals all undead traits and the chaotic subtype. 
  Entropic reapers speak Abyssal, Celestial, and 
  Common. 
   
  27 Entropic reapers serve evil entities of pure 
  chaos, who send them forth to the Material Plane 
  to slaughter lawfully-aligned creatures. To this 
  end, an entropic reaper can plane shift once a day. 
  These entities are masters of the scythe, dealing 
  fearful wounds with its blade. 
   
  32 Entropic reapers are none too picky about who 
  they kill. These reapers imbue any scythe they 
  wield with the fluctuating chaos of Limbo. 
  Victims struck by a reaper’s entropic blade may be 
  struck mad by the agony of their seething flesh as 
  they dissipate into nothingness. An entropic reaper 
  ignores most minor blows, but lawfully-aligned 
  weapons forged of cold iron can pierce its 
  defenses. 
   
  37 An entropic reaper is highly resistant to magic 
  and, until destroyed, recovers from even grevious 
  wounds with shocking speed. 
  
   
  --- 
   
  “I at first thought this thing to be a grim reaper. 
  While there are many similarities in appearance, 
  this unliving creature is much more powerful. But 
  its scythe was an amazing thing. It was fabricated 
  out of darkness, and when it moved around the 
  creature, it seemed like light itself was attracted to 
  it, making the area where the unloving stood 
  bleaker. The blade struck one of my henchmen, 
  and the men dissolved into something not unlike 
  ectoplasm. It seemed very painful. But as I wanted 
  to neutralize this unliving and grasp its scythe, it 
  retracted to the plane of shadows, and then fled 
  from me. It’s a major disappointment, as this blade 
  looked promising for a new dominant arcane 
  incantation. It reminded me of these theories on 
  arcane matter-sucking holes in the sky. Very 
  promising and intriguing…” 
   
   - a lich’s journal in Nova Vaasa  
   
  Ephemera [Manual of the Planes] 
  Ephemera [Manual of the Planes] 
  Ephemera [Manual of the Planes] 
  Ephemera [Manual of the Planes]     
  JWM: These creatures lurk in the Umbral Curtain 
  (the Plane of Shadow equivalent to the Near 
  Ethereal) -- a concept I never got to try out in the 
  published books. 
   
  Ephemera (general): Non-undead creatures native 
  to the Plane of Shadow, their bodies composed of 
  shadowstuff. Also fall into the “if you can see 
  them, they can see you” category. Don’t have 
  reality wrinkles. [Manual of the Planes] 
   
  Epheme
  Epheme
  Epheme
  Ephemera, dusk beast [Manual of the 
  ra, dusk beast [Manual of the 
  ra, dusk beast [Manual of the 
  ra, dusk beast [Manual of the 
  Planes] 
  Planes] 
  Planes] 
  Planes]     
  JWM: Medium Outsider [Extraplanar], CR 3, 
  neutral. A two-headed lizard with a barbed tail, 
  seemingly composed of darkness, that’s the size of 
  a man. Possesses nearly human-level intelligence, 
  and can stretch its shadowstuff body somewhat. 
  Despite their intelligence, they’re basically just 
  territorial predators. 
   
  --- 
  Characters with ranks in Knowledge (the planes) 
  can learn more about dusk beasts. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  18 This shadowy, two-headed lizard is a dusk 
  beast, a creature native to the Plane of Shadow. 
  This result reveals all outsider traits. 
  23 A dusk beast feeds on areas of deep shadow. 
  They slowly starve in areas of either bright light or 
  complete darkness. It is fiercely territorial, and 
  tends to attack anyone who carries a bright light 
  into its feeding grounds. 
  28 A dusk beast can stretch its shadowy necks and 
  tail, giving it an unexpectedly long reach. 
   
  --- 
   
  "Old MacMurtry, he's got himself a guard dog, 
  see? Except it's not a dog. It's a black thing the 
  size of a big dog, except it has two heads, and 
  sometimes it's not there. I truly don't care if you 
  believe me, because it's true. If you see him go out 
  sometimes on a moonlit night you'll see it 
  following along behind him, going from shadow to 
  shadow.  
   
  Except I'm not sure he sees it, and sometimes I 
  kinda wonder if he got it on purpose, or if he 
  doesn't know it's there, and it's...you know. 
  Following him for its own reasons."  
   
  (Private interview with Sean Tovey, Smythe's 
  Ferry. Further investigation provided no evidence 
  for the existence of Dophe MacMurtry's "pet".)  
   
  Laurie Weathermay-Foxgrove, private notes 
  Ephemera, ecalypse [Manual of the 
  Ephemera, ecalypse [Manual of the 
  Ephemera, ecalypse [Manual of the 
  Ephemera, ecalypse [Manual of the 
  Plane
  Plane
  Plane
  Planes] 
  s] 
  s] 
  s]     
  JWM: Large Outsider [Extraplanar], CR 9, 
  neutral. Vaguely resembling a horse, these 
  creatures have six legs and a gray, semi-
  transparent body, sometimes allowing bones and 
  internal structures to be seen. Unlike horses, they 
  growl rather than neigh. They communicate 
  telepathically with each other, and can sometimes 
  be used as steeds by those powerful enough to 
  
  tame them. Semi-intelligent. They can merge with 
  shadows. 
   
  --- 
  Characters with ranks in Knowledge (the planes) 
  can learn more about ecalypses. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  20 This colorless, six-legged, nearly insubstantial 
  equine creature is an acalypse, a creature native to 
  the Plane of Shadow. This result reveals all 
  outsider traits. 
  25 In shadowy areas, an encalyse can blend into 
  the darkness, making it all but invisible. Ecalypses 
  are wild and fiercely independent creatures, but 
  they can sometimes be broken and trained to 
  accept a saddle. 
  30 Ecalypses only accept the rider who broke 
  them, so they are never found for sale. An 
  ecalypse can turn itself and its rider incorporeal at 
  will. 
  35 An ecalypse has several useful spell-like 
  abilities, including find the path, repulsion, and 
  shadow walk. It can also plane shift itself and its 
  rider once a day. 
   
  --- 
   
  The two riders were approaching across the salt 
  flat; behind them heat lightning lashed down on 
  the strange ruined city. Their mounts might, at a 
  distance, have been mistaken for horses, but they 
  had a way of skittering sideways which no horse 
  could duplicate, and the wind brought me their 
  growling, more like that of bears or wolves than of 
  any ruminant. As they came closer I saw, too, that 
  these strange steeds had six legs.  
   
  I stepped out from behind the stone, and the riders 
  seemed to notice me for the first time; instantly, 
  without any obvious communication between 
  them, they stepped sideways--as it seemed, into 
  their own shadows--and were gone.  
   
  From a purported diary of Dr. Gregory Illhausen 
  Ephemera, umbral banyan [Manual of the 
  Ephemera, umbral banyan [Manual of the 
  Ephemera, umbral banyan [Manual of the 
  Ephemera, umbral banyan [Manual of the 
  Planes] 
  Planes] 
  Planes] 
  Planes]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about umbral banyans. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  25 This shadow-cloaked tree is an umbral banyan, 
  a predatory plant native to the Plane of Shadow. 
  This result reveals all plant traits. 
  30 Umbral banyans lurk in the shadows of dense 
  forests, patiently waiting for prey to come its way. 
  Until it attacks, an umbral banyan is hard seldom 
  noticed. An umbral banyan can speak Sylvan, but 
  seldom does. 
  35 When an umbral banyan attacks, it lashes out 
  with its hanging vines, grapples a victim, and 
  yanks the hapless creature up off the ground. An 
  umbral banyan slowly saps the strength from its 
  grappled victims. 
  40 Once an umbral banyan has snatched a victim, 
  it can briefly shift itself and its grappled prey to 
  the Plane of Shadow, where it attempts to finish 
  off its isolated foes before returning for more. 
   
  --- 
   
  “I don’t know what kind of plant this was, or hell 
  if it was a plant at all! Let me tell you this: we 
  were in the wild jungles of Sri Raji, traveling to 
  the ruins of an observatory where we were to look 
  on the walls at signs for the next eclipse. It was 
  important for this astronomer who hired us. 
  Anyway, this huge banyan tree suddenly started 
  moving and it attacked us while we were traveling 
  in this jungle. Its treacherous nooses took the 
  astronomer and strangled him while lifting him 
  from the ground. We used fire magick, a tell tale 
  tool against plants, but the way it collapsed in the 
  shadows and disappeared leaved us clueless about 
  this thing. We came back the next day but didn’t 
  find any trace of this banyan tree, or of the 
  astronomer. It’s like it never been there at all…” 
   - a druid’s tale in a Darkon tavern  
   
  
  Ephemeral swarm [Monster Manual III] 
  Ephemeral swarm [Monster Manual III] 
  Ephemeral swarm [Monster Manual III] 
  Ephemeral swarm [Monster Manual III]     
  Characters with ranks in Knowledge (religion) can 
  learn more about ephemeral swarms. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  15 This swirling collection of translucent creatures 
  is an ephemeral swarm, a bestial chorus of lesser 
  creatures slain en masse, their spirits united in 
  death. This result reveals all undead traits and the 
  incorporeal and swarm subtypes. 
  20 Although the swarm flows through the air as 
  one, it is composed of numerous little spirits. 
  Targeting individual spirits can prove vexing, but 
  attacks with magic bludgeoning weapons are often 
  effective. 
  25 Ephemeral swarms attack by flowing over and 
  around living creatures, draining the victim’s 
  strength with their loathsome touch. 
   
  --- 
   
  [...] You can imagine my surprise, my dear Claire, 
  when I did as you suggested and exited Darkonese 
  borders! I recalled instantly all of my life!  
  [...]  
  I resolved to go to Port-au-Lucine as soon as I 
  could, so to see my true country. There, after 
  meeting again my family (who invited me once 
  more to marry, since a girl in its prime should 
  not... You know how it goes, don't you?) and 
  discovering that the pogroms against we halflings 
  had intensified, I was summoned by our old friend 
  Germaine, of the gendarmerie. He asked me to 
  descend in the sewers (as I did before meeting you 
  and our other friends): it seemed that a new 
  resurgence of giant centipede was menacing the 
  halfling community.  
  As fast as I could, I gathered a small crew. We 
  descended in the sewers and found some dead rats. 
  It seemed to me that they died of starvation: they 
  simply were completely paralyzed!  
  After a few hours of exploration, we found out the 
  culprit: in a great chamber there was a mass of 
  writing centipedes... But I noticed something my 
  companion didn't: they were already dead, as some 
  were cut in half, others were lacking legs and 
  head! I could even see the floor of the sewers 
  trough them. It was the ghost of the centipedes I 
  killed more than three years ago!  
  We moved away as soon as we could, since I 
  didn't want to risk the life of my men.  
  My, dear friend, I'm afraid we will need your 
  help...  
   
  Private letter form Constable Lyr Brushgather of 
  Delagia to Witch Claire Silence of Viaki 
   
  Ermordenung [Denizens of Dread]
  Ermordenung [Denizens of Dread]
  Ermordenung [Denizens of Dread]
  Ermordenung [Denizens of Dread]    
  TEMPLATE 
  Characters with ranks in Knowledge (local) can 
  learn more about ermordenung. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  18 This pale, statuesque individual is an 
  ermordenung, a courier and confidante to Ivana 
  Boristi hand-picked for his or her tact, cold beauty, 
  and utter loyalty. This result reveals all humanoid 
  traits.  
  23 Ermordenung are master poisoners, capable of 
  delivering lethal contact poisons with just a touch. 
  Due to their extensive exposure to poisons, they 
  are highly resistant to being poisoned themselves.  
  28 Ermordenung are actually lethally poisonous to 
  the touch. They cannot suppress this ability. They 
  are immune to all poisons save the touch of 
  another ermordenung. All ermordenung have pale 
  skin and pitch-black hair.  
  33 Ermordenung have been permanently 
  transformed from normal folk by Ivana Boristi, 
  who alone holds the power of their creation. All 
  ermordenung serve as her minions.  
   
  --- 
   
  “The man who grabbed her suddenly choked, 
  pawing at his throat as he fell backwards. He 
  writhed on the ground in agony ‘till he finally 
  stopped moving. But even as he lay dying, I did 
  nothing to help; I was too busy staring at her. Had 
  I not seen a man of twice my girth fall from just a 
  touch, I would have swept her into my arms and 
  kissed her without hesitation, regardless of 
  
  consequences. Some nights, when she plagues my 
  dreams, I wish I had.”  
   
  -Ferrius Casteele 
  Ethereal marauder [Monster Manual] 
  Ethereal marauder [Monster Manual] 
  Ethereal marauder [Monster Manual] 
  Ethereal marauder [Monster Manual]     
  CR3  JWM: These monsters sometimes enter the 
  Demiplane of Dread by accident while traveling in 
  the Deep Ethereal, after which they lurk in the 
  Near Ethereal. 
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about ethereal marauders. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  13 This bizarre, tri-jawed creature is an ethereal 
  marauder, a predator native to the Ethereal Plane. 
  This result reveals all magical beast traits. 
  18 Ethereal marauders are fairly intelligent, but 
  have no known culture or society; they exist solely 
  to hunt. An ethereal marauder attacks with its 
  powerful bite. 
  23 An ethereal marauder relies on hit-and-run 
  tactics to wear down its foes. The creature can 
  shift to the Material Plane, bite an opponent, and 
  then shift back to the Ethereal Plane before its 
  victims can react. 
   
  --- 
   
  “While looking for Elisabeth’s possible hiding 
  place in the mists, we were suddenly facing this 
  thing. Really, I have never seen, or heard, of such 
  a thing. It was like a worm or a lizard standing on 
  its back legs. Strange skin colours too, all blue and 
  grey hued. But then it opened its mouth, to show 
  an impossibly large mouth, where all its inners 
  were black teeth! We discussed it afterward and 
  the consensus is that it looked like a toothed snake 
  with legs. Edwin tried to ward him off our group 
  by presenting its torch, but he was bitten instead. 
  Then Geraldine hit it with her sword and the thing 
  vanished…” 
   
  - 
  Elisabeth Yquery vanishing case inquiry. 
  Ethereal slayer [Monster Manual II] 
  Ethereal slayer [Monster Manual II] 
  Ethereal slayer [Monster Manual II] 
  Ethereal slayer [Monster Manual II]     
  JWM: These monsters sometimes enter the 
  Demiplane of Dread by accident while traveling in 
  the Deep Ethereal, after which they lurk in the 
  Near Ethereal. 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about ethereal slayers. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
  26 This monstrous alien horror is an ethereal 
  slayer, an ambush predator native to the Ethereal 
  Plane. These fiends are dimly intelligent, but are 
  fast and purely malevolent. This result reveals all 
  outsider traits and the chaotic and evil subtypes. 
   
  31 Ethereal slayers possess a powerful detect 
  magic ability that allows them to detect magical 
  auras on the Material Plane while they remain on 
  the Ethereal. They often linger unseen near these 
  magical treasures, waiting for unwary planar 
  traffic. When an ethereal slayer strikes, it attacks 
  with its shredding mandibles and wicked, mantis-
  like pincers. 
   
  36 An ethereal slayer can plane shift twice a day to 
  pursue prey to the Material Plane, then retreat after 
  eating its fill. Its chitinous armor deflects most 
  attacks, but good-aligned magic weapons can 
  pierce its defenses. 
   
  41 An ethereal slayer is strongly resistant to 
  magic. It can use dimensional anchor at will to 
  trap ethereal creatures in the Ethereal Plane. 
   
  --- 
   
  We had heard the stories of a haunting at the 
  Farwaes manor, and had made our usual 
  preparations for ghost hunting; I asked M. 
  Mikkelson to accompany us, as his ghost-sight 
  would surely prove invaluable in our expedition. 
  Entering the house during daylight hours, we had 
  made only a cursory inspection when I heard 
  Mikkelson shout, "What the devil?" in a tone quite 
  unlike his usual conciliatory manner of speaking 
  to the restless dead. Hurrying into the hallway, we 
  
  saw him pass at a dead run, yelling to us, "Get out 
  of here!" as he went. When we caught up with him 
  at some distance from the manor house, I asked 
  what on earth he had seen there.  
   
  "It's not a haunting," he said, his face even more 
  pale than usual. "It's not...I saw a thing in there, 
  like a spider--a crab--I don't know how to describe 
  it. Big. Whatever it is, it's not a ghost."  
   
  private journal of George Weathermay 
   
   
  Ettercap [Monster Manual] 
  Ettercap [Monster Manual] 
  Ettercap [Monster Manual] 
  Ettercap [Monster Manual]     
  CR3  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about ettercaps. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  15 This hideous, spiderlike humanoid is called an 
  ettercap. This result reveals all aberration traits. 
  They are somewhat intelligent and usually speak 
  Common. 
  20 Ettercaps have no real society; they exist to 
  hunt and breed. They feel a great affinity for 
  spiders, however, and often keep them as pets and 
  guardians. 
  25 An ettercap’s bite injects a debilitating poison 
  that can cause loss of muscle control, leading to 
  paralysis. Ettercaps are not particularly brave, and 
  usually flee if a fight turns against them. 
  30 Ettercaps can weave vast webs, and can even 
  spin and throw them like nets. Ettercaps are 
  instinctually talented trapmakers, and often 
  incorporate numerous traps into their lairs. 
   
  --- 
   
  Next there came a chittering, and a rasping, and a 
  clicking, and a tapping, and the great spiders 
  moved aside, and a little man with the face of a 
  spider came into the clearing. He lifted his hands 
  and began to gesture to the spiders, and the spiders 
  began to dance, filling up the clearing with their 
  silk as they went and forming it into great nets and 
  snares to catch the unwary. At last the dance was 
  done, and the spider-man lowered his hands and 
  went away among the webs; and Little Tip, in his 
  hat of invisibility, followed him.  
   
  Little Tip and the Spider People, traditional 
  Tepestani 
   
  See also Dragon 343 
   
  Evolved undead [Libris Mortis] 
  Evolved undead [Libris Mortis] 
  Evolved undead [Libris Mortis] 
  Evolved undead [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about evolved undead. The base DC is 
  (12 + the base creature’s CR); the DCs given 
  below are for the sample evolved wraith. The 
  character must make a separate Knowledge 
  (religion) check to learn about the base creature. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  16 After centuries of undeath, this creature has 
  grown more powerful, evolving new abilities. 
  Evolved undead often become leaders of their 
  kind. 
  21 Evolved corporeal undead are physically 
  tougher than normal; evolved incorporeal undead 
  develop more forceful personalities. Both varieties 
  recover quickly from their wounds. 
  26 Evolved undead develop new spell-like abilities 
  they can use once a day, including circle of death, 
  cloudkill, cone of cold, confusion, contagion, 
  creeping doom, greater dispel magic, greater 
  invisibility, haste, hold monster, see invisibility, or 
  unholy blight. A single evolved undead seldom 
  gains more than one or two of these abilities, 
  however, and it’s impossible to predict what of 
  these powers a given undead may possess. 
   
  --- 
   
  The documented tales changed little in well over a 
  century. The innocent, the guilty, the foolhardy 
  would find themselves at the door of Mill Manor, 
  cross the threshold of the strangely resilient 
  structure, and enter the great hall with its immense 
  chandelier. They would discover little of the 
  disorder that is to be expected in a place so long 
  abandoned. Few of them would spot the subtle 
  signs of the bloody violence that has so deeply 
  
  stained the place. And almost none would escape a 
  taste, at the very least, of the fury that is congealed 
  there. Without warning and with terrible accuracy, 
  a blade would draw itself from concealment, take 
  aim at tender flesh, and hurl itself forth. Then 
  another. And another. Individuals who stood their 
  ground and fought died. Where as those who fled 
  typically survived to recount their tale. But 
  something has changed in the last decade or two. 
  For the innocent no longer escape Mill Manor and 
  the less than innocent speak now not only of 
  honed blades but also of a blackness, sticky and 
  stinking, that more than one described as 
  reminiscent of a grave overladen with rotting 
  flowers.  
   
  -Unpublished note of Doctor Rudolf Van Ritchen 
   
  Eye of fear and 
  Eye of fear and 
  Eye of fear and 
  Eye of fear and flame [Book of Vile 
  flame [Book of Vile 
  flame [Book of Vile 
  flame [Book of Vile 
  Darkness]
  Darkness]
  Darkness]
  Darkness]    
  Characters with ranks in Knowledge (religion) can 
  learn more about eyes of fear and flame. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  18 This hooded, skeletal creature is an eye of fear 
  and flame, an undead horror created by the gods of 
  chaos and evil. This result reveals all undead traits. 
  It speaks Common. 
  23 An eye of fear and flame has a valuable jewel 
  set into each eye socket. The creature usually 
  attacks by drawing back its hood to reveal one 
  gem or the other. The black gem is the eye of fear, 
  which terrorizes those it sees. The red gem is the 
  eye of flame, which burns that which it sees with 
  unholy fire. 
  28 In addition to its jeweled eyes, an eye of fear 
  and flame can also call upon several spell-like 
  abilities at will, including detect good, detect law, 
  detect thoughts, and true seeing. It can also use 
  ethereal jaunt twice a day. 
  33 Any vision-affecting spell (such as blindness or 
  power word: blind) cast on an eye of fear and 
  flame is reflected back at its caster. 
   
  --- 
   
  The Ministry of Finance cleared his throat, and 
  said: “my dear Kingfuhrer, we again got a report 
  from Stadtfuhrer Theodorn in Morfenzi. She … 
  mentions again of a powerful undead creature 
  praying on your populace living near the Rift. Her 
  efforts to get rid of it failed so far, because she 
  hasn’t enough soldiers to make an effective hunt. 
  She asks for a battalion of soldiers dedicated to 
  this task, led by a Talon. With …” 
   
  “Bloody nonsense”, interrupted Vlad Drakov, 
  while pounding his throne with his fist. “See what 
  you get when promoting a woman? That really 
  was a silly idea, Vigo!”  
   
  After a moment of silence in the room, he got 
  calmer and asked “What did she say of this 
  damned bag of bones again?” 
   
  The Ministry of Finance again cleared his throat, 
  and looked at his notes. “A vicious skeleton-like 
  thing, but with magic powers, one…” 
   
  “Bah!”, said Drakov. 
   
  “In short, it is tricking the peasants to kill each 
  other, and was seen throwing balls of fire at the 
  peasants”, he finished. 
   
  “Great father, if I may”, said Vigo, “I would like 
  to head this expedition and get your land cleared 
  of this undead thing.” 
   
  “Not a chance in hell”, replied Vlad Drakov. 
  “What does she think we are, this schoolgirl in 
  Morfenzi? Bug collectors? If we agree for this 
  one, we will get endless similar requests about 
  anything and any matter from all over Falkovnia. 
  No, make sure instead this Gondegal and his fools 
  learn of this creature through the usual means. Let 
  them do the dirty work for us”. 
   
  “Brilliant, my great lord!”, said the Ministry of 
  Finance, while Vigo was tightening his fists 
  behind his cloak.  
   
   
   
  
  F 
  Famine spirit (ravenous ghoul) [Monster 
  Famine spirit (ravenous ghoul) [Monster 
  Famine spirit (ravenous ghoul) [Monster 
  Famine spirit (ravenous ghoul) [Monster 
  Manual II] 
  Manual II] 
  Manual II] 
  Manual II]     
  Characters with ranks in Knowledge (religion) can 
  learn more about famine spirits. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  29 This hideously obese, decaying humanoid is a 
  famine spirit, a powerful form of undead also 
  known as a ravenous ghoul. This result reveals all 
  undead traits. 
  34 A famine spirit lunges at living creatures with 
  its fangs and claws, seeking to sate its bottomless 
  hunger. A famine spirit has a chance of biting off a 
  victim’s head with a single bite, and can unhinge 
  its jaw to swallow that head in a single gulp. 
  39 A famine spirit is surrounded by a wide aura 
  with the effects of a symbol of pain. It also 
  recovers quickly from its wounds. 
  44 Famine spirits do not feed on the undead, so 
  they often collect a retinue of lesser ghouls and 
  ghasts that scavenge from its leftovers. In the rare 
  case that a famine spirit does not completely 
  consume a victim, the corpse rises a few days later 
  as a new famine spirit. Casting protection from 
  evil on the corpse can stop the transformation. 
  49 A famine spirit can temporarily slip into the 
  Ethereal Plane three times a day, and it can see 
  invisible creatures. 
   
  --- 
   
  After we were successful on our hunt of the 
  Glutton of G’Henna, our first energies were put to 
  cure poor Nikolas’s hand. But alas, no amount of 
  curing could mend what those terrible jaws had 
  done, and Nikolas’s broken hand was completely 
  lost to him. I pity him but I’m sure his inner 
  strength will help him face this challenge. 
   
  Then I searched our uncle’s paper on hungry dead. 
  In these notes, I found something ghastly. There 
  was once in Darkon a similar monster to the 
  Glutton, a ghoul of insatiable hunger and terrible 
  powers. The adventurer that told our uncle details 
  on this creature said it was seen eating at least 50 
  corpses on a deserted battlefield, in less then a 
  day! They engaged it in combat, but some of them 
  were trembling when near the monster, as if it’s 
  hideous presence was causing them pain. But the 
  worse is that one of the fighters got bit in the head, 
  and it was sliced from the man’s body. I shiver 
  just to think of what much worse could have 
  happened to our dear Nikolas. 
   
   - Laurie WF’s journal  
   
  See also Dragon #336 
   
  Fearweed [Denizens of Dread] 
  Fearweed [Denizens of Dread] 
  Fearweed [Denizens of Dread] 
  Fearweed [Denizens of Dread]  
  CR1 
  "Fear weed, Runco vereor, is something of a 
  misnomer. Unfortunately, madness weed, Runco 
  rabies, is little better. In any case, the candles were 
  the success that I had expected. For obvious 
  reasons living bees would not readily do the work 
  thus a hive was slain and infused with my potency. 
  Its members gathered the pollen, embedding it in 
  their wax. The wax was cast into shape, the steak 
  knives were honed to a razor’s edge, and thus I 
  was well armed to meet over dinner the arguments 
  of La Société de la raison éclairée."  
   
  -Passage from Lord of Necropolis, a forged and 
  calumnious autobiographical parody of the life of 
  Azalin Rex 
   
      
  Fenhound [Denizens of Dread] 
  Fenhound [Denizens of Dread] 
  Fenhound [Denizens of Dread] 
  Fenhound [Denizens of Dread]     
  CR4 
  Errata: Add the Mists subtype. 
  --- 
  Characters with ranks in Knowledge (Ravenloft) 
  can learn more about fenhounds. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  15 This softly glowing mastiff is a fenhound, a 
  creature that only appears on nights of the full 
  moon. This result reveals all outsider traits.  
  
  20 Fenhounds relentlessly track their prey across 
  the swamps they call home. A fenhound can 
  always follow its quarry’s trail. Fenhounds attack 
  with their fearsome bite, usually dragging victims 
  to the ground in the process.  
  25 A fenhound’s shimmering aura is concentrated 
  moonlight. It protects the fenhound from physical 
  harm and helps it resist most magic. A fenhound 
  cannot be harmed by light-based magic or divine 
  magic dedicated to the sun, moon, or revenge. 
  However, magic weapons can still pierce a 
  fenhound’s supernatural defenses.  
  30 A fenhound can strike fear in the hearts of its 
  foes simply by baying at the moon. If a fenhound’s 
  moonlight aura is suppressed (perhaps in an 
  antimagic shell), it loses most of its supernatural 
  defenses.  
  35 Despite its fearsome demeanor, a fenhound is a 
  force of good. Fenhounds appear only when 
  someone commits an evil deed within their moors, 
  and relentlessly hunt the villain. If a fenhound is 
  slain, two more take its place on the following full 
  moon. The only way to permanently escape a 
  fenhound hunt is to fully atone for one’s crimes.  
  --- 
  Lord Candor: To what to I owe this late visit, my 
  friend? Are you not content with stealing my 
  wealth and my son, that you now wish something 
  else from me?  
  Lord Craven: Toy not with me. Call off your 
  hounds, lest I take your head! They have plagued 
  me every night I have set foot outside for a 
  fortnight past.  
  Lord Candor: By your own actions, I have no 
  hounds to send.  
  Lord Craven: None indeed! Then from whence 
  comes this dreadful baying?  
   
  -From “The Hound upon the Fen,” a poor selling 
  Mordentish play. 
   
  Fetch, dread [Carnival + Dragon # 313]
  Fetch, dread [Carnival + Dragon # 313]
  Fetch, dread [Carnival + Dragon # 313]
  Fetch, dread [Carnival + Dragon # 313]  
  Characters with ranks in Knowledge (the planes) 
  can learn more about a creature’s fetch nature. 
  Characters need to make a separate Knowledge 
  check to learn about the reflected creature. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  15 This ghastly spirit is a fetch, a malevolent 
  reflection that seeks to steal the life of the creature 
  it mirrors. This result reveals all outsider traits and 
  the incorporeal subtype.  
   
  20 A fetch attacks by projecting itself from a 
  visible mirror. A fetch focuses on attacking the 
  creature it reflects, and is invisible to all other 
  foes. It possesses all the abilities of the creature it 
  reflects, and its attacks drain that creature’s life 
  energy. A fetch casts no reflection, and while it is 
  active, neither does the creature it mirrors.  
   
  25 As a fetch drains its duplicate’s life energy, it 
  gradually materializes until it becomes fully 
  corporeal. A fetch is the reversed mirror-image of 
  its real duplicate, both physically and spiritually. 
  A fetch can use mirrors like magic portals to travel 
  from one mirror to another.  
   
  30 Fetches are native to the little-known Plane of 
  Mirrors. A fetch projecting itself from that plane 
  must remain within sight of a mirror at all times. A 
  fetch cannot see or hear any creature that does not 
  normally cast a reflection. 
   
  --- 
   
  Mirror, mirror, on the wall,  
  Who's the fairest of them all?  
  Confess, confess, it is I  
  My reflection could not lie.  
   
  -A vain, foolish girl visiting Carnival 
   
   
  Fey
  Fey
  Fey
  Fey, folkloric
  , folkloric
  , folkloric
  , folkloric    [Van Richten’s Guide to the 
  [Van Richten’s Guide to the 
  [Van Richten’s Guide to the 
  [Van Richten’s Guide to the 
  Shadow Fey
  Shadow Fey
  Shadow Fey
  Shadow Fey    p 16
  p 16
  p 16
  p 16]]]]    
   
  Feytouched [Fiend Folio, Van Richten’s 
  Feytouched [Fiend Folio, Van Richten’s 
  Feytouched [Fiend Folio, Van Richten’s 
  Feytouched [Fiend Folio, Van Richten’s 
  Guide to the Sh
  Guide to the Sh
  Guide to the Sh
  Guide to the Shadow Fey p108]
  adow Fey p108]
  adow Fey p108]
  adow Fey p108]  
  (Alvenkin, Bragkin, Firkin, Muryankin, 
  Portunekin, powriekin, sheekin, sithkin, tegkin) 
   
  (Ravenloft-specific lore is underlined.) 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about a creature’s feytouched nature. 
  
  They may need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  11 A few of this creature’s odd, sylvan traits hint 
  at a touch of fey ancestry. This result reveals all 
  fey traits.  
  16 Unlike true fey, creatures that are merely 
  feytouched are mortal (though sometimes 
  unusually long-lived, like half-elves). Compared 
  to their mortal ancestors, feytouched tend to be 
  nimble and outgoing, though somewhat frail. They 
  are neither innately benevolent nor malevolent, but 
  either way, they tend to have playful personalities. 
  21 Feytouched with particularly outgoing 
  personalities may develop spell-like abilities, 
  including charm person, dancing lights, daze, and 
  ghost sound, which they can use once a day. 
  26 Feytouched tend to be lucky, and their slightly 
  otherwordly minds are immune to all mind-
  affecting spells and effects. However, if a 
  feytouched is descended from the shadow fey, it 
  loses its special abilities while exposed to sunlight. 
   
  --- 
   
  "Begone, demon in human form! Begone, with 
  your deceptive skin of porcelain! Still now your 
  breath that smells of a thousand blooms but reeks 
  of brimstone! Shut now forever your eyes that 
  glisten with stars but burn with hellfire! You are 
  Blasphemy! You are not my daughter! Begone! 
  May the woods take you and never return you 
  back!"  
   
  -- polemic of Inquisitor Brian Guillachan against 
  his newborn feytouched daughter, Brigdarrow, 
  Tepest 
   
  See also Fiend folio’ version 
   
  Fiends (see demon and devil). 
  Fiends (see demon and devil). 
  Fiends (see demon and devil). 
  Fiends (see demon and devil).     
  Base info on fiends 
  Base info on fiends 
  Base info on fiends 
  Base info on fiends ––––    see demons
  see demons
  see demons
  see demons    
  Fiendish creature [Monster Manual p107] 
  Fiendish creature [Monster Manual p107] 
  Fiendish creature [Monster Manual p107] 
  Fiendish creature [Monster Manual p107]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about a creature’s fiendish nature. 
  (They may need to make a different Knowledge 
  check to learn about the base creature’s traits.) 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  12 This creature has been tainted by its fiendish 
  origins. This result reveals all the traits of the 
  creature’s current type (such as magical beast). 
  17 A fiendish creature is resistant to cold and fire. 
  More powerful fiendish creatures can also resist 
  weapon damage, but good-aligned weapons can 
  still pierce their defenses. 
  22 Fiendish creatures can see in the dark and are 
  resistant to spells. 
  27 Once per day, a fiendish creature can channel 
  its evil energies into a melee attack, smiting a 
  good-aligned foe for extra damage. 
   
  --- 
   
  "... I done told him. I done told him that dog 
  t'weren't right. But my boy did have a soft spot for 
  critters, and he jes' laughed at his ol' pa, and took 
  him in. I done told him again that night I saw the 
  mutt sittin' in the burning woodshed, not dead, not 
  scared, just sittin' and lookin' at me. Them eyes 
  weren't no hound eyes I ever seen. And the thing 
  just walked outta them flames, fancy as you 
  please, without a scratch or a singe on 'im. I knew 
  then he was from hell alright; I'm sure 'a that, ain't 
  nothin you say'll change my mind. So I wasn't 
  surprised at'all when he done that... to my boy.... 
  my little boy.... Sad, yup, sadder then I'll ever be, 
  and sorry and angry too, but not surprised a bit, no 
  sir."  
  -- Testimony of Farmer Holt of Viaki, in the 
  "Demon Dog" incident. 
  
  Fiendish symbio
  Fiendish symbio
  Fiendish symbio
  Fiendish symbiont: fiendish familiar 
  nt: fiendish familiar 
  nt: fiendish familiar 
  nt: fiendish familiar 
  [Fiend Folio] 
  [Fiend Folio] 
  [Fiend Folio] 
  [Fiend Folio]     
  There was an outlander sorcerer, a man of puissant 
  evil, who came among us some moons gone by, 
  who did much wickedness in the land, until our 
  noble King (long may his reign endure!) came 
  forth at the head of a band of our young men and 
  smote the miscreant. And, in truth, the evidence of 
  his corruption was seen immediately in this: that 
  he carried within his breast another mouth, which 
  did utter strange blasphemies (this died with him); 
  that his hair and skin crawled with vermin; and 
  that his belly was already distended in the moment 
  of death with worms, as if he had been dead many 
  a day. These vermin and these worms our King 
  (whose word is the law of his subjects) 
  commanded should be taken up in vessels that 
  were thereafter sealed, that he might make more 
  close examination of them, and this was done; 
  those who participated thereafter being much 
  prone to the falling sickness, to divine madness, 
  biting at the flesh, and so forth, all signs of the 
  favor which obedience had won them.  
   
  common Vechorian tale, accepted by some as 
  having historical basis 
  Fiendish s
  Fiendish s
  Fiendish s
  Fiendish symbiont: gutworm [Fiend 
  ymbiont: gutworm [Fiend 
  ymbiont: gutworm [Fiend 
  ymbiont: gutworm [Fiend 
  Folio] 
  Folio] 
  Folio] 
  Folio]  
  Fiendish symbiont: soul tick [Fien
  Fiendish symbiont: soul tick [Fien
  Fiendish symbiont: soul tick [Fien
  Fiendish symbiont: soul tick [Fiend Folio] 
  d Folio] 
  d Folio] 
  d Folio]     
   
  Figurine, all [Denizens of Dread] 
  Figurine, all [Denizens of Dread] 
  Figurine, all [Denizens of Dread] 
  Figurine, all [Denizens of Dread]  
  Characters with ranks in Knowledge (arcana) can 
  learn more about figurines. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  13 This miniature, animalistic sculpture is a 
  magically animated figurine. This result reveals all 
  construct traits.  
   
  18 Figurines are mindless combatants that fight as 
  commanded by their masters. Their hardened 
  bodies can deflect glancing blows, but adamantine 
  weapons can prove effective.  
   
  23 Several varieties of figurine have been created, 
  each one identifiable by the material used to create 
  it and the animal it is fashioned to resemble. Each 
  variety of figurine possesses its own special 
  abilities. This result reveals the special attacks and 
  qualities of each figurine, and also reveals the 
  method for creating figurines.  
   
  28 The dark magic animating a figurine is far too 
  powerful to be properly contained by its miniature 
  body. Eventually, the power awakens these 
  constructs, granting them a malign cunning, free 
  will, and a hatred for those who possess true life. 
   
  Figurine, ceramic [Denizens of Dread] 
  Figurine, ceramic [Denizens of Dread] 
  Figurine, ceramic [Denizens of Dread] 
  Figurine, ceramic [Denizens of Dread]     
  CR1 
  "But, Griselda, these are exquisite!" I told her, and 
  indeed they were--tiny statuettes, the largest no 
  bigger than a man's palm, but carved or sculpted 
  with the most minute detail in the forms of various 
  animals. The old man had worked with several 
  media; there were a rank of reptiles, cast in potter's 
  clay and decorated with paints; insects and spiders 
  carved from single crystals; a whole tribe of 
  brutish apes made from black volcanic glass; and, 
  at the rear, a scrimshaw elephant and a porcelain 
  tiger lorded it over their smaller fellows, though 
  this last needed cleaning; its gold and black stripes 
  were spattered with rust-brown paint.  
   
  "They are horrible, horrible," she muttered, biting 
  at her lip. "At night I hear them talk among 
  themselves, like so many mice. I am glad he is 
  dead! Now he can make no more."  
   
  The Menagerie, from Twelve More Tales of the 
  Macabre, Jean Lafolie 
   
  Figurine, crystal [Denizens of Dread] 
  Figurine, crystal [Denizens of Dread] 
  Figurine, crystal [Denizens of Dread] 
  Figurine, crystal [Denizens of Dread]     
  CR1 
  Figurine, ivory [Denizens of Dread
  Figurine, ivory [Denizens of Dread
  Figurine, ivory [Denizens of Dread
  Figurine, ivory [Denizens of Dread] ] ] ]     
  CR3 
  
  Figurine, obsidian [Denizens of Dread]
  Figurine, obsidian [Denizens of Dread]
  Figurine, obsidian [Denizens of Dread]
  Figurine, obsidian [Denizens of Dread]    
  CR2 
  Figurine, porcelain [Denizens of Dread]
  Figurine, porcelain [Denizens of Dread]
  Figurine, porcelain [Denizens of Dread]
  Figurine, porcelain [Denizens of Dread]    
  CR3 
  Fihyr [Monster Manual II] 
  Fihyr [Monster Manual II] 
  Fihyr [Monster Manual II] 
  Fihyr [Monster Manual II]     
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about fihyrs. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 This horrid, tentacled monstrocity is a fihyr, a 
  literal nightmare made flesh. This result reveals all 
  aberration traits and the dream subtype. 
  19 Fihyrs feed on fear and despair. They exist 
  solely to cause havoc, and pay no heed toward 
  their own survival. The mere sight of a fihyr’s 
  ferocious attack can terrify onlookers. A fihyr is 
  somewhat resistant to magic. 
  24 Fihyrs are instantly slain by exposure to natural 
  sunlight, though they betray no fear of it. Rarely, 
  great fihyrs come into being. These powerful 
  fihyrs are unique among dream creatures in that 
  sunlight does not harm them, although they 
  despise and avoid it. 
  29 Great fihyrs are far more cunning than their 
  lesser kin and can turn invisible at will. Unlike 
  common fihyrs, these horrors do take steps to 
  assure their own survival. 
  34 A great fihyr can evoke feelings of intense fear, 
  sorrow, or rage from other creatures as a spell-like 
  ability. The emotion lasts for as long as the fihyr 
  concentrates, and it can remain invisible while 
  doing so. 
   
  --- 
   
  [...]Let me indulge more on the subject of 
  superstition.  
  One of the people who had the pleasure of 
  travelling with me during my time outside Darkon 
  was a well educated and rational halfling, a master 
  crafter of pulvus ignea, who had the only defect to 
  have developed in his life a rather... Lamordian 
  view on religion.  
  He told me of an encounter he had before meeting 
  me. He told me confuse words of "pure fear", 
  "terrors", "tentacles and wings"... He told me of 
  something that cornered him and the other 
  companions in an old farm and seemed to grow 
  stronger and larger with every passing minute they 
  were trapped, frightened, in that house. To destroy 
  the creature, he told me, they resolved in burning 
  down the building.  
  As you can see, even the most rational persoan can 
  be swayed by mere superstition: I can tell you the 
  creature was nothing more than the illusion cast by 
  an evil mage we had to fight some weeks later.  
  I am sure of it, since in all my travels, I never 
  faced such a creature.  
   
  From All that is true about this world a pamphlet 
  by the Toret Warlock Claude Seymar of Martyra 
  Bay. 
  FlFlFlFlayed rider (nuckalavee)
  ayed rider (nuckalavee)
  ayed rider (nuckalavee)
  ayed rider (nuckalavee)    ((((FoS NS Gaz
  FoS NS Gaz
  FoS NS Gaz
  FoS NS Gaz))))    
  Legend claims the Flayed Rider was once a man, 
  yet the shape that rears up from the fouled pond’s 
  stagnant water is less human than any goblyn. Its 
  squat, malformed man’s torso is wedded at the 
  waist to a quadruped body only superficially 
  equine, furless and slime-slickened, with dripping 
  frills of fin and a long tail like an eel’s, now 
  lashing the brackish water’s surface to froth.  Its 
  wrists join to webbed, taloned things more paw 
  than hand; ungainly frog-feet, also clawed, sprout 
  from its fetlocks in place of hooves.  
  Worse even than its grossly-bloated, ogrish face or 
  the hate-filled, spit-spraying bellow of rage it 
  unleashes, is its skin: transparent as a tadpole’s 
  belly, such that the taut cords of blanched muscles, 
  the ivory of bone and sickly yellow of gristle, the 
  ropy coils of gut in its paired bellies and the 
  pulsing streams of black blood within its veins, are 
  hideously cast into view. 
  Ezra’s mercy, let it not have been a man… 
   
  
  Fleas of Madness (MC III)
  Fleas of Madness (MC III)
  Fleas of Madness (MC III)
  Fleas of Madness (MC III)    ––––    see 
  see 
  see 
  see 
  Maddening Flea
  Maddening Flea
  Maddening Flea
  Maddening Flea    
  Fog cadaver 
  Fog cadaver 
  Fog cadaver 
  Fog cadaver ––––    see Zombie, fog
  see Zombie, fog
  see Zombie, fog
  see Zombie, fog    
  Foresaken shell [Libris Mortis] 
  Foresaken shell [Libris Mortis] 
  Foresaken shell [Libris Mortis] 
  Foresaken shell [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about forsaken shells. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  16 This heaving, slithering skin is a forsaken shell, 
  the outer remains of a victim slain by necromantic 
  forces. This result reveals all undead traits. 
  21 A forsaken shell lashes at its foes with torn 
  flaps of skin. These creatures are incredibly 
  strong, and if they grab hold of a foe, they can 
  slowly crush it to death. The presence of a 
  forsaken shell is often presaged by the discovery 
  of its gruesome, flayed victims.  
  26 If a living creature is slain by a forsaken shell, 
  then after a few moments its skin sloughs off and 
  animates as a new forsaken shell. 
   
  --- 
   
  Not only can the foul fey flay a man alive. With 
  their malign magiks they can cause the poor 
  wretch’s hide to rise up and wrench the remaining 
  life from him. Although this is done only after the 
  skin has been sent slithering off to deal with the 
  fellow’s family and has returned with the grisly 
  proof of the dasterly deed in tow.  
   
  -Wyan of Viktal, "Hammer of Shades" 
   
  Forlorn husk [Sandstorm
  Forlorn husk [Sandstorm
  Forlorn husk [Sandstorm
  Forlorn husk [Sandstorm]]]]  
  Characters with ranks in Knowledge (religion) can 
  learn more about forlorn husks. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 This sinister figure with parchment-like skin 
  and glowing green eyes is a forlorn husk, the 
  undead remains of a desert traveler who died of 
  thirst. This result reveals all undead traits. 
   
  19 Forlorn husks are driven by a burning thirst. 
  They are intelligent and stealthy predators, using 
  their sharp claws and fangs to slash open wounds 
  in their victims. A forlorn husk’s dry flesh deflects 
  glancing blows, but magic weapons can pierce its 
  defenses. 
   
  24 A forlorn husk can drain moisture from a 
  grappled victim, sucking out the fluids through 
  any open wound. Any humanoid killed by having 
  its fluids drained away rises as a new forlorn husk 
  within a day or two. A forlorn husk's wounds heal 
  quickly. 
   
  29 A forlorn husk can climb walls like a spider. 
  The creature’s ravenous thirst is so overpowering 
  that may even ignore living foes in favor of 
  obtaining visible sources of water — even holy 
  water. A distracted forlorn husk is not helpless, 
  however; it may attack foes to reach water, and it 
  can defend itself while drinking. 
   
  --- 
   
  “Well, ladies and gentlemen, you heard our spell 
  casting client this afternoon, we are soon going to 
  Har’Akir”, said the woman, after taking a long 
  breath at her expensive cigar. 
   
  “But, Madame Montarri, how are we to get there 
  and how will we find such a creature?”, said a 
  younger men around the table. “Its remains will be 
  easy to bring back to Darkon after we kill it, but 
  we will have to find it first! And Har’Akir is an 
  endless field of sand”, he added. 
   
  “Hear, hear… First, my tender one, let me the mist 
  navigation part. I got a good sense for this, and a 
  vistani head too, I might add”, she replied with a 
  mischievous smile.  
   
  “Second, if I understand what our well paying 
  client said, this undead creature is thirsty for 
  water”, she continued. “Not blood or anything, just 
  plain water. So we’ll bring plenty of it to fly fish 
  it. Barrels and barrels. It might be long, as you say, 
  but this contract is the juiciest in a long time” 
   
  
  “And what our spell caster client wants to do with 
  the remains of this creature isn’t our business. Our 
  business is to get there, and bring it back, dead.” 
   
   - Heard at a Red Vardo Traders reunion  
   
  Formorian giant [Monster Manual I
  Formorian giant [Monster Manual I
  Formorian giant [Monster Manual I
  Formorian giant [Monster Manual II] 
  I] 
  I] 
  I]     
  Suggested by Chris Nichols 
   
  Fox  [Frostburn 
  Fox  [Frostburn 
  Fox  [Frostburn 
  Fox  [Frostburn ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about foxes. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 10: This bushy-tailed, doglike animal is a fox. 
  This result reveals all animal traits. 
   
  DC 15: Foxes feed on rodents, small birds, and 
  similar game. They flee from creatures larger than 
  themselves, and are renowned for their cunning 
  methods of evading hunters. 
   
  Fox 
  Fox 
  Fox 
  Fox , silverfox
  , silverfox
  , silverfox
  , silverfox        ----    see Silverfox
  see Silverfox
  see Silverfox
  see Silverfox    
   
   
  FFFFrostwind Virago
  rostwind Virago
  rostwind Virago
  rostwind Virago    [[[[MM5
  MM5
  MM5
  MM5]]]]  
  A sort of giant fey from the cold 
   
  Fumewood termite [Book of 
  Fumewood termite [Book of 
  Fumewood termite [Book of 
  Fumewood termite [Book of 
  Sacrifices/Spectre of the Black Rose]
  Sacrifices/Spectre of the Black Rose]
  Sacrifices/Spectre of the Black Rose]
  Sacrifices/Spectre of the Black Rose]  
  Characters with ranks in Knowledge 
  (dungeoneering) or Knowledge (nature) can learn 
  more about Fumewood termites. In Sithicus, a 
  Knowledge (local) check reveals the same 
  information, but the DC increases by +5. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  10 The termites native to the Fumewood of 
  Sithicus are reputed to have dangerously ravenous 
  appetites. This result reveals all vermin traits.  
   
  15 Fumewood termites hungrily consume both 
  wood and flesh. They are usually encountered in 
  swarms, but even a single termite can be 
  dangerous. A Fumewood termite’s bite is 
  venomous, capable of numbing or even paralyzing 
  its victim.  
   
  20 A Fumewood termite that bites exposed flesh 
  burrows into creature, infesting the flesh as other 
  termites would infest a dead tree. It only burrows 
  for a few moments a day before eating its fill, but 
  continues to slowly bore a winding tunnel through 
  the victim’s flesh until it is extracted or the victim 
  is stripped of flesh. This result also reveals the 
  procedure for removing infesting termites. 
  --- 
  The employment of the Fumewood termite, native 
  to the Fumewood logically enough, is essentially 
  limited to Sithicus. Binding and gagging an 
  individual in the immediate vicinity of a colony, 
  while effective, is unambitious, unless there is 
  some pressing need to be rid completely of both 
  flesh and bones. It is better to bring a witless 
  subject into the presence of a swarm, affording a 
  good show and a better alibi. More 
  recommendable still, with some time and privacy, 
  is to introduce a single termite into the arm of a 
  properly restrained person. The movement of the 
  creature under the skin can be appreciated, the 
  pain is sharply focussed, and death comes slowly. 
  But a case can also be made for the nose, the ear 
  or even the eye. And with a few spares at hand, 
  albeit not literally, the cheek or mouth are also 
  worthy of consideration.  
   
  -Torture Techniques both Old and New, doctoral 
  thesis of Linda Dilisnya, Brautslava Institute 
  FFFFungus, shrieker [Monster Manual] 
  ungus, shrieker [Monster Manual] 
  ungus, shrieker [Monster Manual] 
  ungus, shrieker [Monster Manual]     
  CR1; Suggested by Chris Nichols 
  Fungus
  Fungus
  Fungus
  Fungus, violet fungus [Monster Manual] 
  , violet fungus [Monster Manual] 
  , violet fungus [Monster Manual] 
  , violet fungus [Monster Manual]     
  CR3; Suggested by Chris Nichols 
  Furies [Denizens of Dread]
  Furies [Denizens of Dread]
  Furies [Denizens of Dread]
  Furies [Denizens of Dread]    
  3 x CR 11  Alecto (the Implacable, She who 
  must not be named), Tisiphone (the Avenger), 
  Megarea (the Disputatious) 
  
   
  Characters with ranks in Knowledge (Ravenloft) 
  can learn more about the Furies. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  23 These hideous, batwinged bird women are the 
  Furies, a trio of fiendish harpies who exist to snuff 
  out the flickers of redemption in a heart turned 
  black by sin. This result reveals all outsider traits 
  and the evil, lawful, native and Mists subtypes.  
  28 When the Furies detect a black-hearted villain’s 
  desire to redeem himself, they appear to him three 
  times to lead him astray. If a villain resists all 
  three visits, the Furies will never appear to him 
  again. They can take the form of old women, and 
  each one carries a magic scourge. A Fury’s breath 
  carries the nauseating stench of rotten flesh, which 
  she can use as a breath weapon.  
  33 On their first visit, the Fures simply try to talk 
  the villain back onto the path of damnation, 
  turning him against his allies. The Furies have 
  potent supernatural defenses, but good-aligned 
  weapons remain particularly effective against 
  them. The three Furies always appear to together 
  and coordinate their attacks. A Fury’s scourge 
  lashes a foe’s spirit as much as his flesh.  
  38 On their second visit, the Furies resort to 
  threats, listing the villain’s crimes and declaring 
  that his soul will never be cleansed. Of the three 
  sisters, Alecto the Implacable is a powerful divine 
  spellcaster. Megarea the Disputatious wields 
  mighty sorcerous powers, and Tisiphone the 
  Avenger is a fearsome warrior. The Furies are 
  immune to paralysis, polymorph, and mind-
  influencing effects. The attacks of creatures whose 
  souls are utterly untouched by sin are just as 
  effective against Furies as blessed weapons.  
  43 On their final visit, the Furies reveal their true 
  forms and attempt to destroy (and devour) the 
  villain. If a single Fury is destroyed, she boils 
  away as black smoke, but will eventually return. A 
  mortal slain by the Furies can never be restored to 
  life; all attempts automatically result in undeath at 
  best. Although they are not undead, so foul are the 
  Furies that concentrated positive energy burns 
  them.  
  48 To permanently destroy the Furies, all three 
  must be slain on the same day, and the killing 
  blows must be delivered by foes whose spirits are 
  completely pure. A Fury cannot bring herself to 
  permanently harm any good-hearted creature. 
   
  --- 
   
  "Call them the Kindly Ones," the crone muttered. 
  "At that there can be no offense. They have names, 
  aye, but naming calls, and they must not be called. 
  They seek you already; all those who walk in 
  darkness and then turn to the light are their lawful 
  prey. Beware the Iron Three, the Implacable, the 
  Avenger, the Disputatious, and if they find 
  you...only then...must you hail them."  
   
  She scrawled three words in Darkonese script on 
  the paper. Alecto, Tisiphone, Megarea. "Do not 
  name them unless they find you," she repeated, 
  putting it in my hands.  
   
  Eumenides, from "Twelve Tales of the Macabre", 
  Jean Lafolie 
   
  G 
   
  Gaki, all [Oriental Adventures] 
  Gaki, all [Oriental Adventures] 
  Gaki, all [Oriental Adventures] 
  Gaki, all [Oriental Adventures]     
  Gaki (general): Minor undead spirits, the souls of 
  wicked mortals forced to return to the world of the 
  living as punishment for their sins. By far most 
  common types of “walking dead” in Far Eastern 
  realms. All gaki share a limited array of stealthy 
  spell-like abilities, plus the ability to fly and the 
  power to assume the form of a common insect. 
  [Oriental Adventures]  
   
  Gaki, niku
  Gaki, niku
  Gaki, niku
  Gaki, niku----gaki [Oriental Adventures] 
  gaki [Oriental Adventures] 
  gaki [Oriental Adventures] 
  gaki [Oriental Adventures]     
  JWM: Medium Undead (Spirit), CR 1, chaotic 
  evil. The undead forms of miserly merchants and 
  others who were exceedingly greedy in life. 
  Phyiscally somewhat similar to jiki-ketsu-gaki, but 
  they lack any special powers beyond those of all 
  gaki. Their behavior is more akin to ghouls – they 
  simply attack people, drag them off into the 
  woods, and eat them. 
   
  
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about jiki-niku-gaki. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 11: This ghoulish creature with palid, flaking 
  skin is a jiki-niku-gaki, the restless spirit of 
  someone who was ruled by greed in life. This 
  result reveals all undead traits. 
   
  DC 16: Like all gaki, jiki-niku-gaki can fly and 
  turn themselves invisible at will. They can also 
  take the form of common insects, and several 
  times a day they can use passwall as a spell-like 
  ability. 
   
  DC 21: Jiki-niku-gki killers driven by an obsessive 
  hunger for living flesh. They possess just enough 
  cunning to ambush their victims. A jiki-niku-gaki 
  ignores glancing blows, but weapons wielded by 
  foes of great honor can pierce their defenses. A 
  jiki-niku-gaki recovers quickly from its wounds. 
   
  --- 
   
  Of the merchant Wazira they say that he ate up 
  men, because his greed took the food from the 
  mouths of many honest laborers who died in the 
  famines when he demended their last copper coin 
  for a bowl of rice. Being himself such a great 
  glutton, it is no surprise that he hungers, even after 
  his death, for man's flesh. They say he is seen 
  sometimes on the road between Takeda and 
  Moroshi, stirring a pot filled with men's bones; but 
  that a traveler who presents him with a copper 
  cash may pass freely.  
   
  Kenzo Nakamura, The History of the Islands of 
  the Sun 
  Gaki, shikki
  Gaki, shikki
  Gaki, shikki
  Gaki, shikki----gaki [Oriental Adventures] 
  gaki [Oriental Adventures] 
  gaki [Oriental Adventures] 
  gaki [Oriental Adventures]     
  Characters with ranks in Knowledge (religion) can 
  learn more about shikki-gaki. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 14: This bony, ghoulish humanoid is a shikki-
  gaki, the walking corpse of an irresponsible healer, 
  negligent servant, or even a corrupted nature spirit. 
  This result reveals all undead traits. 
   
  DC 19: Like all gaki, shikki-gaki can fly and turn 
  themselves invisible at will. They can also take the 
  form of common insects, and several times a day 
  they can use passwall as a spell-like ability. 
   
  DC 24: Shikki-gaki are dimly intelligent, 
  compelled by their insatiable hunger for humanoid 
  flesh. A shikki-gaki’s claws carry a deadly 
  supernatural disease called gaki fever. A shikki-
  gaki’s bony body deflects glancing blows, but 
  weapons wielded by foes of great honor can pierce 
  their defenses. 
   
  DC 29: A shikki-gaki recovers quickly from its 
  wounds. Those that were nature spirits in life 
  spend their daylight hours in the form of large 
  mushroom. A shikki-gaki in mushroom form can 
  be destroyed by being doused with a dipper of hot 
  soup or salt water. 
   
  --- 
   
  The cave was damp and cold, and made Shiro's 
  nose itch. He accompanied there his grandfather, 
  carrying his exorcist staff and a bowl of hot, 
  steaming soup. Grandfather praied all the way to 
  the cavern. They discended for about thirty 
  minutes, then Grandfather took the staff and the 
  soup and ordered Shiro to wait there. He, then, 
  disappeared in the dark of the cavern.  
  He waited for a long time, kicking coobles, 
  counting the cracks in the cavern's ceiling, and 
  poking the many mushrooms growing on the 
  walls.  
  He could hear Grandfather chanting the litany he 
  sang in every village that requested his assistance. 
  He could even hear a strange buzzing sound... 
  Like snoring. The the chant stopped. Then the 
  sound of something washed on the floor. A 
  scream.  
  "Grandfather!" he yelled. Nobody answered.  
  Them from the darkness, a figure came. It was 
  Grandfather tired as always after he did his work. 
  The bowl in his hand was empty.  
  "Let us go, Shiro." the old man said "The village is 
  now safe" 
  
  Gaki, shinen
  Gaki, shinen
  Gaki, shinen
  Gaki, shinen----gaki [Oriental Adventures]
  gaki [Oriental Adventures]
  gaki [Oriental Adventures]
  gaki [Oriental Adventures]    
  Shinen-gaki: Medium Undead (Fire, Spirit), CR 6, 
  chaotic evil. The undead forms of treacherous or 
  cowardly soldiers. They appear as a hovering ball 
  of flame, not unlike a will-o’-wisp, and burn all 
  that they touch. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about shinen-gaki. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 14: This hovering ball of flame is a shinen-
  gaki, the restless spirit of traitorous or cowardly 
  soldier. This result reveals all undead traits and the 
  fire subtype. 
   
  DC 19: Like all gaki, shinen-gaki can fly and turn 
  themselves invisible at will. They can also take the 
  form of common insects, and several times a day 
  they can use passwall as a spell-like ability. 
   
  DC 24: A shinen-gaki burns to the touch. If its 
  victims attempt to flee, it often attempts to 
  surround its foes with a circle of fire. 
   
  DC 29: Shinen-gaki simply ignore most attacks, 
  but magic weapons can pierce their defenses. A 
  shinen-gaki recovers quickly from its wounds. 
   
  --- 
   
  Military Governor Ozuna had the traitors crucified 
  in the courtyard before his palace, but his own 
  cruel deeds (which were very many) soon came 
  home to roost; for the courtyard was afterward 
  haunted by their vengeful spirits, who appeared on 
  every first night of the new moon and burned in 
  the air until the rising sun dispelled their light. One 
  year after their death the shinen-gaki appeared and 
  advanced on his abode, and, entering, burned all 
  within whom they could find, leaving the 
  Governor's Palace in ashes. The place is still 
  widely considered accursed, and none save the 
  bravest with sleep within its walls.  
   
  Kenzo Nakamura, The History of the Islands of 
  the Sun 
   
  Gaki, 
  Gaki, 
  Gaki, 
  Gaki, jiki
  jiki
  jiki
  jiki----ketsu
  ketsu
  ketsu
  ketsu----gaki [Oriental Adventures] 
  gaki [Oriental Adventures] 
  gaki [Oriental Adventures] 
  gaki [Oriental Adventures]     
  JWM: Medium Undead (Spirit), CR 6, chaotic 
  evil. The undead forms of corrupted monks and 
  other holy men. Somewhat akin to vampire spawn 
  – they have dark, greasy skin, fangs and claws, 
  and bloodshot eyes. Unlike other gaki, they retain 
  human-level intelligence and can speak. They 
  drain blood and can use a musical instrument to 
  hypnotize victims. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about jiki-ketsu-gaki. A character who 
  recognizes a jik-ketsu-gaki’s nature can make a 
  bardic knowledge check to learn more. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (religion) 
  DC 16: This gaunt, greasily creature with the 
  sharp fangs and claws is a jiki-ketsu-gaki, the 
  cursed spirit of a corrupted holy man or woman. 
  This result reveals all undead traits. 
   
  DC 21: Like all gaki, jiki-ketsu-gaki can fly and 
  turn themselves invisible at will. They can also 
  take the form of common insects, and several 
  times a day they can use passwall as a spell-like 
  ability. 
   
  DC 26: Jiki-ketsu-gaki are the most cunning and 
  talkative of their kind. They drain blood from 
  living foes that fall into their clutches. Their 
  undead flesh instantly heals most wounds, but 
  magic weapons can pierce their defenses. 
   
  DC 31: Most jiki-ketsu-gaki carry a stringed 
  instrument called a biwa, with which they play 
  music that fascinates mortal minds. Jiki-ketsu-gaki 
  recover quickly from their wounds and are 
  immune to both fire and cold. 
   
  Bardic Knowledge 
  
  DC 31: A jiki-ketsu-gaki’s fascinating music is a 
  sonic effect that can be countered by bardic 
  music.. 
   
  --- 
   
  There was an old man seated on top of the wall, 
  dressed in the robes of a monk; but his teeth were 
  too long for his mouth, and his fingernails were 
  claws, and his skin was dark and greasy. Kazuo 
  was not fooled at all; he knew it was no ordinary 
  monk. But it never does harm to be polite, and so 
  he said politely, "Pardon me, uncle, but which is 
  the road that leads to Takeda?  
   
  "Well, my nephew," the gaki replied, "if you go to 
  the left and hurry, you may be there before the sun 
  rises. Whereas, if you go to the right, you will 
  never seen the sun rise at all."  
   
  "Thank you, uncle, but it is quite dark--which is 
  the path to the left?" cried Kazuo. but the gaki was 
  already gone. You can guess what happened next. 
  Kazuo turned to the right--because he could not 
  tell his left from right in the dark--and set off 
  boldly down the road, as he thought, to Takeda.  
   
  Foolish Kazuo Goes To Takeda, traditional 
  Rokushiman 
   
  Gargoyle [Monster Manual] 
  Gargoyle [Monster Manual] 
  Gargoyle [Monster Manual] 
  Gargoyle [Monster Manual]     
  CR4 Characters with ranks in Knowledge (arcana) 
  can learn more about gargoyles. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
  DC Result 
  14 This monstrous, animate statue is a living 
  creature called a gargoyle. This result reveals all 
  monstrous humanoid traits and the earth subtype. 
  19 Gargoyles can perch indefinitely without 
  moving, easily passing themselves off as 
  grotesque statues until victims come near. A 
  gargoyle possesses only a dim intelligence, but it 
  speaks Terran and Common. 
  24 A gargoyle’s stony hide deflects most minor 
  blows, but magic weapons can pierce its defenses. 
  29 Several subraces of gargoyle exist, including 
  the aquatic kapoacinth. 
   
  --- 
   
  Eventually we decided to just bash any statue we 
  saw a couple of times with a mace, 'cause it was 
  hardly worth wonderin' which ones were gonna 
  jump us when we turned our backs. I told that to a 
  Dementlieuse muckety-muck one time and he just 
  about jumped out of his skin; said somethin' about 
  "destroying artistic treasures". Artistic treasures 
  my beard, I told him; they were a menace, and any 
  dungeon-delver with a sense of self-preservation 
  would've done the same.  
     --- Geddar Ironheart 
   
  See also Pathfinder classic horror revisited 
   
  Gaunt (doppelganger) [FoS VRS Dopp] 
  Gaunt (doppelganger) [FoS VRS Dopp] 
  Gaunt (doppelganger) [FoS VRS Dopp] 
  Gaunt (doppelganger) [FoS VRS Dopp]     
  Geist [Denizens of Dread] 
  Geist [Denizens of Dread] 
  Geist [Denizens of Dread] 
  Geist [Denizens of Dread] (ex gheist)
  (ex gheist)
  (ex gheist)
  (ex gheist)    
  Bussengeist, poltergeist
  Bussengeist, poltergeist
  Bussengeist, poltergeist
  Bussengeist, poltergeist    
   
  (template)  
  Those on the far side of the Veil vary among 
  themselves in personality and attributes as much 
  or more as do those we call the Living...among the 
  most innocuous are those spirits whose sole stock 
  and store of influence over the living is to reveal to 
  them the manner of their passing over. Such an 
  encounter may be frightening but is unlikely to 
  prove dangerous; the prospect for freeing a spirit 
  of this type of whatever shackles bind it to the 
  world of the Living is much better than for most...  
   
  Ars traversis, or The Art of Crossing Over, 
  anonymous, first published in Mordent, 644 BC 
   
  Genie, efreeti [Monster Manual] 
  Genie, efreeti [Monster Manual] 
  Genie, efreeti [Monster Manual] 
  Genie, efreeti [Monster Manual]     
  CR 8  Characters with ranks in Knowledge (the 
  planes) can learn more about efreet. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  20 This fiery, devilish-looking giant is an efreeti, a 
  type of genie. This result reveals all outsider traits 
  
  and the fire subtype. Efreet speak Auran, Ignan, 
  Infernal, and Common. Genies are renowned for 
  their ability to grant wishes. 
  25 Genies are clever entities who prefer to outwit 
  opponents. If trapped, they try to bargain their way 
  out, offering to use their magical abilities as 
  boons. In fact, however, most genies lack the 
  power to grant wishes. As a genie, an efreeti can 
  plane shift itself and up to eight other creatures 
  between the Material Plane, the Astral Plane, and 
  any of the elemental planes.  
  30 The malevolent efreet particularly enjoy 
  befuddling their foes. Twice per day, an efreeti can 
  magically enlarge or shrink itself or any 
  humanoid. An efreeti’s body is so hot it burns to 
  the touch. 
  35 An efreeti has numerous spell-like abilities it 
  can call upon. At will, it can detect magic or 
  produce flames in a number of different lesser 
  ways. Three times per day, it can polymorph itself, 
  use gaseous form or invisibility, and produce a 
  permanent image or wall of fire. 
   
  --- 
   
  Rashaad rang the bell once, and the air trembled; 
  he rang it twice, and the fountain broke and poured 
  out its water on the earth; he rang it thrice, and the 
  earth shook as if it would twist itself asunder. 
  Then there was a murmur, like a fire in a great 
  furnace, and the air shook like a mirage on a 
  summer's day, and the afriti stood before him, a 
  great spirit like a man, with thews of molten brass 
  and hair like flames rising from his head.  
   
  "Master," it greeted him. "To he who rings the bell 
  I grant three wishes; speak, for thy servant heareth 
  thee."  
   
  Rashaad and the Afriti, from The One Thousand 
  Nights, Ahman ibn Akkad 
   
  Ghast 
  Ghast 
  Ghast 
  Ghast ––––    see ghoul
  see ghoul
  see ghoul
  see ghoul    
  Gh
  Gh
  Gh
  Gheden
  eden
  eden
  eden    [[[[Dragon #313
  Dragon #313
  Dragon #313
  Dragon #313] ] ] ]     
  Suggested by JP  
  Sort of half-undead 
   
  Ghedens are spawned by elding mortal essence 
  with zombies, skeletons, or other undead 
  automatons. Sometimes from botched resurrection 
  spells. 
   
  Ghost [Monster Manual, Denizens of 
  Ghost [Monster Manual, Denizens of 
  Ghost [Monster Manual, Denizens of 
  Ghost [Monster Manual, Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  (template) 
  GHOST LORE Originally posted by Eric Cagle 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about ghosts. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  Knowledge (religion) 
   
  DC Result 
   
  12 This incorporeal creature is a ghost, the 
  remnants of one who cannot rest in peace after 
  death. This result reveals all undead and 
  incorporeal traits. 
   
  17 A ghost lies on the Ethereal Plane and cannot 
  normally interact with the Material Plane. 
  However, it can manifest itself in order to do so. 
  While manifested, a ghost can sometimes be 
  harmed by corporeal sources and magic. 
   
  22 A defeated ghost reforms 2d4 days after its 
  "destruction" - the only way to permanently defeat 
  it is to find out the reason why it is unable to pass 
  on. 
   
  27 This result reveals the reason for the ghost's 
  existence. 
   
  --- 
   
  As we rode from your home at Heather House to 
  Barrow Cross, where we would turn south for the 
  road to Valachan, we passed five or six people on 
  the road; as is my habit I saluted each by raising 
  my hat and greeting them with a few words, and 
  all but one surly old fellow replied in kind. George 
  likewise greeted some, but ignored others.  
   
  
  At length George asked me what in the Mists I 
  was up to, raising my hat and speaking at random. 
  When I told him I was simply being polite to his 
  neighbors and urged him to do likewise, he paled 
  and was quiet for some time, then told me he had 
  only seen two of them. It was thus I learned that 
  my recent illness had given me a strange gift 
  indeed; I saw the restless dead just as I did the 
  living.  
   
  In Mordent especially this proved very useful, but 
  sometimes extremely confusing!  
   
  Recounted by Mattias Mikkelson to Laurie 
  Weathermay-Foxgrove 
   
  See also RL CS 
   
  See also Pathfinder classic horror revisited 
   
  See also Dragon #336 
   
  Ghost brute [Libris Mortis, Dragon #300] 
  Ghost brute [Libris Mortis, Dragon #300] 
  Ghost brute [Libris Mortis, Dragon #300] 
  Ghost brute [Libris Mortis, Dragon #300]     
  “Yes, I’ve been protected by a ghost since I was 
  young. Yes, you heard me, by a ghost being. You 
  will think I’m crazy, but I tell you this is true. I 
  was killed once by wolves. I was only 8, and I 
  went with Bones, my dog, into the forest to gather 
  some mushrooms for my mother. She was selling 
  them at the market, you know.  
   
  But a pack of wolves viciously cornered us and 
  killed us both. Fortunately for me, a priest was 
  touched by my father’s grief and raised me from 
  the dead. I have no souvenirs from this event, only 
  when I was again alive and woke up in my bed, 
  with my parents crying from joy.  
   
  But since then, I’ve often seen the ghost of my dog 
  around me, and it … protected me from harm. 
  Since then, many people have tried to harm me, 
  but they were bitten by my dog. Believe me. Now 
  that I warned you, you should go your way and 
  leave me alone.  Bones, come here, good dog!” 
   
   - heard on a street  
   
  See also Dragon #300 
  Ghoul [Monster Manual
  Ghoul [Monster Manual
  Ghoul [Monster Manual
  Ghoul [Monster Manual] ] ] ]     
  CR 1 Ghoul Lore – WotC:  
   
  12 Ghouls are undead who feast upon corpses and 
  carrion. They are tough and intelligent creatures. 
  This reveals all undead traits. 
   
  17 The bite of a ghoul infects the victim with a 
  horrible disease called ghoul fever. Those who die 
  from this disease rise again to become a ghoul 
  themselves. 
   
  22 The bite or touch of a ghoul causes paralysis in 
  its victim. 
   
  27 There are other variations of ghouls, including 
  the aquatic lacedon and the more powerful ghast. 
   
  Common at lower levels, ghouls are particularly 
  dangerous foes for adventurers, since their abilities 
  can help spawn new ghouls for them to face. 
   
  Knowledge (Religion) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more ghouls. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
   
  12 Ghouls are undead who feast upon corpses and 
  carrion. They are tough and intelligent creatures. 
  This reveals all undead traits. 
   
  17 The bite of a ghoul infects the victim with a 
  horrible disease called ghoul fever. Those who die 
  from this disease rise again to become a ghoul 
  themselves. 
   
  22 The bite or touch of a ghoul causes paralysis in 
  its victim. 
   
  27 There are other variations of ghouls, including 
  the aquatic lacedon and the more powerful ghast. 
   
  --- 
   
  
  Ghoul or ghul, the name most commonly given to 
  these cannibal horrors, is actually Pharazian in 
  origin; I am at a loss to explain how it might have 
  become current throughout the Core at the present 
  time, unless the creature (which propagates, as so 
  many creatures of the night do, by defiling human 
  beings who then fall under the same curse) 
  actually originated there. Grave robbing and 
  cannibalized corpses are the key signs of the 
  presence of these monstrosities...  
   
  working notes to Van Richten's Guide to the 
  Walking Dead 
   
  Ghast CR 3 
   
  By the Sword and Shield, what a stench! It was 
  lucky for us we grimetrekkers get just as bad, day 
  by day, because the topsiders went down quick 
  when they got a whiff. It was like the Main Line 
  below the tannery on a hot day. De V. and I were 
  able to keep our feet, and we went after the dead-
  eaters hammer and tongs. They were tougher than 
  the ordinary sort, though they looked just the 
  same, and I've been laid up with a fever the last 
  two days from a scratch I took from one of them; a 
  fine green color the wound has today, but the 
  sawbones says I'll probably keep the arm.  
   
  Entry 24.3.752 from the journal of Nathanael 
  Dent, grimetrekker 
   
  See also Pathfinder Classic horror revisited 
   
  See also Dragon #336 
   
  Ghoul, gh
  Ghoul, gh
  Ghoul, gh
  Ghoul, ghoulish creatures
  oulish creatures
  oulish creatures
  oulish creatures    [[[[Dragon mag 
  Dragon mag 
  Dragon mag 
  Dragon mag 
  Compendium
  Compendium
  Compendium
  Compendium] ] ] ]     
  Suggested by JP  
   
  Ghoul, ghast
  Ghoul, ghast
  Ghoul, ghast
  Ghoul, ghastly creatures
  ly creatures
  ly creatures
  ly creatures    [[[[Dragon mag 
  Dragon mag 
  Dragon mag 
  Dragon mag 
  Compendium, Dragon # 307
  Compendium, Dragon # 307
  Compendium, Dragon # 307
  Compendium, Dragon # 307] ] ] ]     
  Suggested by JP  
  Ghoul, gravetouched [Libris Mortis] 
  Ghoul, gravetouched [Libris Mortis] 
  Ghoul, gravetouched [Libris Mortis] 
  Ghoul, gravetouched [Libris Mortis]     
  “Hungry, they are, my dear. Sweet morsel they 
  would say you are! So young and pretty! I’m not 
  hungry for your flesh, but these truly are. Really, 
  they are corpse eaters, you see. Unbury you and 
  eat everything including your weak bones. But you 
  would see one in a pack of ghouls and you would 
  not notice, they are like the others. But their bite 
  will make you sick. It would make you very ill, 
  possibly incurably, trust me. And one of their kind 
  you would become… madly hungry… but these 
  flesh hunters lack something that makes us better 
  … the communion of all these minds 
  altogether…Now give me a hug, dearest…” 
   
   - from notes of a interview with one corpse 
  possessed by Toben the Many  
  Ghoul, Ravenous (Dragon mag 
  Ghoul, Ravenous (Dragon mag 
  Ghoul, Ravenous (Dragon mag 
  Ghoul, Ravenous (Dragon mag 
  compendium)
  compendium)
  compendium)
  compendium)    
  Suggested by JP  
   
  Ghoul lord [Denizens of Dread] 
  Ghoul lord [Denizens of Dread] 
  Ghoul lord [Denizens of Dread] 
  Ghoul lord [Denizens of Dread]     
  (template) 
  “I am the lady of all I survey”, she stated with 
  manifest glee as her barely clothed arm, with that 
  leathery skin and taloned hand, cut a grandiose arc 
  over the vast graveyard, leaving greenish wisps of 
  vapour in its wake. She continued, “A small 
  kingdom it is, but it is mine and we do eat good, 
  very good.” Then she turned her ill eye upon me, 
  “Your slave is sick and fearful in my presence, but 
  you not. I know why. You share the hunger. You 
  would sup with me. What would you have my 
  slaves fetch us?”  
  -Interview with a Ghoul 
   
  --- 
   
  Menu in Celebration of New Year's Eve 750 BC  
  -Gnome liver terraine soaked in Kartakan port  
  -Elf tongue stuff with thigh bone marrow  
  -Leg of Halfling preserved in its own juices  
  -Blackend Dwarf ribs  
  -Jellied Lamordian Brains  
   
  L'École d’Haute Cuisine, Il Aluk 
   
  
  Gi
  Gi
  Gi
  Giant eagle [Monster Manual
  ant eagle [Monster Manual
  ant eagle [Monster Manual
  ant eagle [Monster Manual    (Eagle, 
  (Eagle, 
  (Eagle, 
  (Eagle, 
  giant)
  giant)
  giant)
  giant)] ] ] ]     
  CR 3 Suggested by Chris Nichols 
  Giant, Hill 
  Giant, Hill 
  Giant, Hill 
  Giant, Hill [Monster Manual]
  [Monster Manual]
  [Monster Manual]
  [Monster Manual]    
  CR7 Submitted by  JP  
   
  Characters with ranks in Knowledge (Nature) and 
  Knowledge (Religion) can learn more about Hill 
  Giants. When a character makes a successful 
  check, the following lore is revealed, including 
  information from lower DC’s. 
  Knowledge (Nature) 
  DC Result 
   
  17 Hill Giants are large brutish creatures that lack 
  much of an intelligence. This result reveals all 
  Giant traits. 
   
  22 Hill Giants live in small nomadic family units 
  as hunter-gathers. Larger groups are extended 
  families. 
   
  27 Hill Giants are capable of throwing and 
  catching large boulders. A favorite tactic of Hill 
  Giants is to attack from higher ground, throwing 
  volleys of boulders are their prey until it is 
  smashed into the ground. 
  Giant owl [Monster Manual
  Giant owl [Monster Manual
  Giant owl [Monster Manual
  Giant owl [Monster Manual    (Owl, giant)
  (Owl, giant)
  (Owl, giant)
  (Owl, giant)] ] ] ]     
  CR3 Suggested by Chris Nichols 
  Gibbering mouther [Lords of Madness] 
  Gibbering mouther [Lords of Madness] 
  Gibbering mouther [Lords of Madness] 
  Gibbering mouther [Lords of Madness]     
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about gibbering 
  mouthers. A character who recognizes a gibbering 
  mouther’s nature can make a bardic knowledge 
  check or a Knowledge (the planes) check to learn 
  more. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (dungeoneering) 
  DC Result 
  15 This insane, amorphous mass of eyes and maws 
  is a gibbering mouther. This result reveals all 
  aberration traits. Like oozes, it cannot be flanked 
  and is not subject to precision-based damage (such 
  as sneak attacks). 
   
  20 A gibbering mouther is only semi-intelligent 
  and is not innately evil, but it feeds on the bodily 
  fluids of other creatures and instinctively prefers 
  those of intelligent creatures. Mouthers can speak 
  Common, but are seldom capable of 
  communicating anything other than gibberish. 
  When a mouther senses the presence of other 
  creatures, it begins to gibber madly. This insane 
  babble can induce supernatural confusion in those 
  who hear it. 
   
  25 A gibbering mouther attacks by grappling its 
  prey. Its touch is acidic, and it drains the blood of 
  trapped foes. A mouther can completely engulf 
  creatures up to the size of an adult human. A 
  gibbering mouther’s amorphous flesh simply 
  absorbs glancing blows from sharp blades, but 
  bludgeoning weapons can prove quite effective. 
   
  30 A gibbering mouther can harry nearby foes by 
  spitting acid into their eyes. If pressed, it can also 
  soften the earth beneath its mass, miring its foes in 
  a knee-deep, quicksand-like morass.. 
   
  Knowledge (the planes) 
  DC Result 
  20 Some sages believe that gibbering mothers 
  originated in an alien universe called the Far 
  Realm. 
   
  Bardic Knowledge 
  DC Result 
  20 A gibbering mouther’s confusing gibberish is a 
  sonic effect and can be blocked with bardic music. 
   
  --- 
   
  A thousand eyes to receive Its beauty,  
  A thousand mouths to taste Its savor,  
  A thousand tongues to proclaim Its glory.  
  This is the Messenger which was promised us, the 
  One who is Legion, whose tongues express all 
  truths, whose eyes receive all light, whose mouths 
  consume all that is fit to be consumed. Eagerly we 
  await the coming of the Messenger!  
   
  The Book of Thaan-Naagaaru, supposedly 
  retrieved from Bluetspur, 637 BC 
  
  Glaistig [Monster Manual III] 
  Glaistig [Monster Manual III] 
  Glaistig [Monster Manual III] 
  Glaistig [Monster Manual III]     
  JWM: Medium Fey, CR 6, chaotic neutral. 
  Incredibly beautiful, female fey that dwell in pools 
  and lakes. They have an insatiable thirst for 
  humanoid blood. They mostly resemble human or 
  half-elven women, but they have goat legs with 
  long white fur, which they hide with long dresses 
  or by staying waist deep in the water. They can 
  actually be somewhat helpful when they’ve 
  recently fed—unlike vampires, they aren’t purely 
  malevolent. They have a beguiling song and are 
  mystically linked to their pools, as dryads are to 
  their trees. 
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about glaistigs. Characters who 
  recognize a glaistig’s nature can make a bardic 
  knowledge check to learn more. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (nature) 
  DC Result 
  16 The gorgeous woman wading in this pool is 
  actually a glaistig, a dangerous fey. They are 
  easily distinguished by their sharp fangs and 
  goatlike legs, though they take pains to conceal 
  these features. This result reveals all fey traits. 
  Glaistigs speak Sylvan, Elven, and Common. 
   
  21 A glaistig possesses a ravenous thirst for mortal 
  blood, but she only needs to feed about once a 
  month. Glaistigs can beguile mortals with their 
  songs, and can even sing underwater. A glaistig 
  ignores glancing blows, but weapons forged of 
  cold iron can pierce her defenses. 
   
  26 A glaistig is mystically bound to a single body 
  of water, such as a pool or river. If a glaistig 
  wanders farther than 100 paces from her pool, she 
  begins to drown. In her pool, however, she can 
  breathe normally underwater. A glaistig is 
  resistant to cold and fire. Despite their bloodthirst, 
  glaistigs are not inherently malevolent, though like 
  most fey they are always fickle and unpredictable. 
  If a glaistig is well fed, she is as likely to help 
  mortals as to attack them, and sometimes seeks 
  mortal companionship. 
   
  31 A glaistig can use dancing lights, fog cloud, 
  and hypnotism at will as spell-like abilities. Once 
  a day, it can also grant water breathing to a mortal 
  companion. 
   
  Bardic Knowledge 
  DC Result 
  21 A glaistig’s beguiling song is a sonic effect 
  which can be countered with bardic music. 
   
  --- 
   
  The folk of that place [Tepest] have their own 
  strange religion, which until very recent times 
  made much of the propitiation of fey spirits. There 
  is a hamlet, I am told (and told more than once) 
  where not a generation gone by they would, in 
  every year, take some miscreant or criminal and 
  cut his throat over the brook which watered their 
  flocks, to placate the water-woman (who they say 
  had the form of a beautiful woman above the 
  waist, and a goat below) who lived therein. This 
  practice being ended by the Inquisition, the spring 
  soon went dry, and all those who once lived there 
  found themselves obliged to find a new home.  
   
  Folk-tales of the Eastern Core, Magnus Wolfsbane 
   
  Gnome
  Gnome
  Gnome
  Gnome    [Monster Manual] 
  [Monster Manual] 
  [Monster Manual] 
  [Monster Manual]     
  CR ½ (includes forest gnomes and whisper 
  gnomes from Races of Stone) 
   
  Characters with ranks in Knowledge (local) can 
  learn more about gnomes. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  10 This small, spindly humanoid is a gnome, one 
  of the civilized nonhuman races. This result 
  reveals all humanoid traits. Gnomes speak their 
  own language, but also learn Common. Clever 
  gnomes often know other racial languages as well.  
  15 Gnomes can see well in dim light and have 
  sharp ears. They have a particular dislike for the 
  
  more bestial “smallfolk,” such as goblins and 
  kobolds, and are well-versed at evading the 
  ponderous attacks of giants. 
  20 Gnomes are renowned for two traits: their sense 
  of humor and their innate talents for arcane 
  illusions. As a spell-like ability, any gnome can 
  speak with burrowing mammals, and talented 
  gnomes can produce dancing lights, ghost sound, 
  and prestidigitation as well. 
  25 Several varieties of gnome exist, with the rock 
  gnome by far the most common. More reclusive 
  variants include forest gnomes, who can blend into 
  the woodlands, and whisper gnomes, a close 
  cousin to the rock gnome known for their stealthy 
  and suspicious natures. 
   
  --- 
   
  The people of that country calle themselves 
  Gnomes, which means earth-men or those 
  instructed in the secret; they are very industrious 
  in all artifice & very clever in the making of all 
  potions, draughts & concoctions of all useful sorts; 
  they are a people diminutive and not handsome, 
  very given to the making of jests, and very 
  practiced in the fey arts and magicks which they 
  claim to be their birthright.  
   
  Catalogue of the World Entire 
  Goatsucker 
  Goatsucker 
  Goatsucker 
  Goatsucker ––––    see
  see
  see
  see    vampire, 
  vampire, 
  vampire, 
  vampire, goblin 
  goblin 
  goblin 
  goblin     
  Goblins (all)
  Goblins (all)
  Goblins (all)
  Goblins (all)    
  Goblins (all): As discussed in RL Gaz V, all 
  goblin subtypes in RL are different breeds of the 
  same degenerate race.  
   
  For a quick recap, goblins, bakhna rakhna, 
  forestkith are actual ("natural") breeds. 
  Hobgoblins are the goblin equivalent of calibans, 
  and bugbears are produced when hobgoblins breed 
  with each other.  
   
  And here's an added physical detail that got left 
  out of RL Gaz V: Inbreeding, birth defects, and 
  childhood scarring are endemic. Most goblinoids 
  are marked by torn ears, milky eyes, harelips, club 
  feet, skin left pockmarked by disease or fire, 
  twisted limbs, birthmarks, and so on, though these 
  deformities rarely hinder them. 
   
  --- 
   
  Characters with ranks in Knowledge (local) can 
  learn more about goblins. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  10 This ugly, stunted humanoid is a goblin, the 
  most common of all goblinoid breeds. This result 
  reveals all humanoid traits and the goblinoid 
  subtype. Goblins have their own guttural language, 
  though a few clever individuals may also learn a 
  local language. 
  15 Goblins are nomadic scavengers that live in 
  large, violent tribes. They are also malicious and 
  petty, and enjoy raiding the isolated homes of 
  civilized humanoids for food and supplies. 
  Goblins can see in the dark. 
  20 Goblins are talented trapmakers, which they 
  use to mark their territory and guard their burrows. 
  They are cowardly creatures, and attack only when 
  their victims are helpless or they have 
  overwhelming numbers of their side. 
  25 Goblins have a natural affinity for worgs, 
  which they use as mounts and guardians. 
  Goblin, dread, bakhna rakhna (ghost 
  Goblin, dread, bakhna rakhna (ghost 
  Goblin, dread, bakhna rakhna (ghost 
  Goblin, dread, bakhna rakhna (ghost 
  person) [Denizens of Dread] 
  person) [Denizens of Dread] 
  person) [Denizens of Dread] 
  person) [Denizens of Dread]     
  CR 2  Characters with ranks in Knowledge (local) 
  can learn more about bakhna rakhna. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  11 This ugly, ashen humanoid is a bakhna rakhna, 
  a breed of albino goblin. They also also known as 
  ghost people. This result reveals all humanoid 
  traits and the goblinoid subtype. Bakhna rakhna 
  speak Goblin, though some may also learn Sylvan 
  or a local language.  
  16 Like most other goblinoids, bakhna rakhna are 
  nomadic scavengers that like to raid isolated 
  farmsteads for food and supplies. They are 
  cowardly creatures, and prefer to avoid combat. 
  Bakhna rakhna are highly sensitive to light, and 
  
  usually hide themselves in dark spaces during the 
  hours of daylight.  
  21 If the civilized humanoids they raid resist the 
  baknha rakhna’s thievery, these creatures quickly 
  turn vindictive. A bakhna rakhna’s blood contains 
  a paralytic toxin, which the ghost people use to 
  coat their weapons.  
  26 A bakhna rakhna can phase door several times 
  a day, and use this ability to slip past others’ 
  defenses. Bakhna rakhna flee from serious 
  resistance, but always return to collect their fallen. 
   
  --- 
   
  The little old woman was tired of this nonsense; 
  she wanted to cook her leg of mutton and eat it 
  herself, and leave her pie to cool on the windowsill 
  while she went to market without coming back to 
  find it eaten and the dish thrown in a corner when 
  the ghost-goblins had finished their meal. She sat 
  in her rocking-chair and thought and thought about 
  it; and finally she had an idea.  
   
  That evening she came home from market with a 
  good quantity of rat poison and a pound of sugar, 
  and she made a most delicious sugar-cake which 
  she placed with care in the center of her table. 
  “Oh, how I hope the ghost-goblins do not eat my 
  beautiful cake!” she exclaimed aloud.  
   
  The Old Woman’s Cake, traditional Mordentish 
   
  Go
  Go
  Go
  Goblin, dread, forestkith goblin 
  blin, dread, forestkith goblin 
  blin, dread, forestkith goblin 
  blin, dread, forestkith goblin [Monster 
  [Monster 
  [Monster 
  [Monster 
  Manual III] 
  Manual III] 
  Manual III] 
  Manual III]     
  JWM: Small Humanoid (Goblinoid), CR 1/2, 
  chaotic evil. A, rare, hairy, and particularly feral 
  breed of goblins that hunt anything that intrudes 
  on their forested territories. They’re excellent 
  climbers and can frighten foes with their insane 
  attacks. They can even transform themselves into 
  small trees to hide, though once they use this 
  power, they’re stuck in tree form until sunset or 
  until they take damage. [Monster Manual III] 
   
  --- 
   
  Characters with ranks in Knowledge (local) or 
  Knowledge (nature) can learn more about 
  forestkith goblins. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 These hairy, apelike humanoids are forestkith 
  goblins, a rare and feral breed of goblinoid. This 
  result reveals all humanoid traits and the goblinoid 
  subtype. Forestkith goblins, also known simply as 
  kith, speak a little Goblin but are incapable of 
  learning how to read or write. 
  17 Like common goblins, forestkith goblins prefer 
  to ambush their foes, overwhelming their 
  opponents with trickery and sheer numbers. A 
  forestkith goblin can see in the dark, but it is 
  dazzled in bright light. 
  22 When attacking in numbers, forestkith goblins 
  enter a chaotic frenzy that can bewilder and 
  frighten their foes. 
  27 Forestkith goblins are well adapted to their 
  forest homes. They can even hide by transforming 
  themselves into small trees. However, once in tree 
  form, a forestkith goblin cannot revert to its true 
  form until it is wounded or the following sunset. 
   
  --- 
   
  We thought that we had fled beyond the reach of 
  the forest-folk, and as the afternoon wore into 
  evening we took refuge in a small copse of strange 
  crooked trees near (we hoped) where our path 
  would cross the road leading back to the village. It 
  was not a restful place, however; it seemed a little 
  goblin-face peeped at us from each surrounding 
  tree, and at last Harespex prevailed on me to leave 
  before the sunset found us there still. Only much 
  later did I learn of our narrow escape, for there are 
  those among the goblins who take the form of 
  trees during daylight hours and walk the woods by 
  night; if we had found ourselves among such, we 
  might very well have died that night.  
   
  Bertram Mac Laren, Sixty Nights in Tepest 
   
  Goblin, dread, goblin [Monster Manual] 
  Goblin, dread, goblin [Monster Manual] 
  Goblin, dread, goblin [Monster Manual] 
  Goblin, dread, goblin [Monster Manual]     
  CR 1/3 
  We heard the drums first, throbbing in the night air 
  with their wicked rhythm; their beat was a promise 
  of bloodshed, a glove thrown down to all 
  
  civilization, all peace, all tranquility. As we came 
  closer we heard the high shrill ululations of the 
  goblins themselves, piercing the night like the 
  cries of monstrous bats; soon we could see the 
  fires, and the grotesquely twisted shapes of the 
  forest-people dancing around them, casting 
  themselves into the air, twisting, spinning and 
  leaping in a parody of combat, brandishing their 
  crude daggers and spears at one another.  
   
  Sixty Nights in Tepest, Bertram Mac Laren 
   
  Goblin, Dread (Bugbear) [MM]
  Goblin, Dread (Bugbear) [MM]
  Goblin, Dread (Bugbear) [MM]
  Goblin, Dread (Bugbear) [MM]    
  CR 2 
  “The beast beat the last of the smaller creatures 
  against the boulder until the goblin was little but a 
  sack of blood and shattered bone. Turning, it 
  tossed its victim amongst the other corpses. Now I 
  could see it clearly. It was both taller and broader 
  than I, hirsute, much like a bear but with elements 
  human, porcine, and... other. A filthy loincloth of 
  uncured animal skin and a rope belt adorned with 
  three severed hands were the beast’s only 
  garments. Drool glistened amongst its jutting 
  fangs. The beast squatted to retrieve a large sword, 
  scarred and pitted with long use, probably 
  scavenged from some barrow mound. Suddenly, 
  the creature snuffled and licked at the air. A feral 
  light came to its eyes and it took a step toward my 
  hiding place. It had scented me and would be on 
  me in moments.”  
  —Research notes of Eldgar Fionwick, goblin 
  hunter and researcher 
  Goblin, dread, hobgoblin [Monster 
  Goblin, dread, hobgoblin [Monster 
  Goblin, dread, hobgoblin [Monster 
  Goblin, dread, hobgoblin [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  CR ½  (Ravenloft-specific text is underlined -- in 
  Ravenloft, all goblinoids are members of the same 
  mongrel race.) 
   
  Characters with ranks in Knowledge (local) can 
  learn more about hobgoblins. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This ugly, mans-sized humanoid is a 
  hobgoblin, a larger cousin of the common goblin. 
  This result reveals all humanoid traits and the 
  goblinoid subtype. Hobgoblins speak Goblin, and 
  a few clever individuals may also learn a local 
  language. 
  17 On average, a hobgoblin is physically more 
  powerful than a human, and are capable of 
  surprisingly sophisticated battle tactics. 
  Hobgoblins can see in the dark. 
  22 Hobgoblins are more lawfully-minded and 
  much braver than their common kin, but are still 
  bullies at heart and favor stealth over a fair fight. 
  Unlike common goblins, they keep their weapons 
  and armor in good repair. Hobgoblins often rule 
  goblin tribes. 
   
  27 Hobgoblins are the goblinoid version of 
  calibans. They are born when a normal goblin is 
  warped in the womb by foul supernatural forces. 
  --- 
  There are among the goblins of Tepest certain 
  sports or freaks, much larger than the common run 
  of such creatures and even more misshapen, which 
  must be considered analagous to the human 
  caliban. And yet, how differently are such 
  aberrations received! Among humans, the "mark 
  of the beast" is occasion for shame, for loathing, at 
  best for pity; among the goblins, such a creature is 
  talismanic or even heroic, superior in strength and 
  therefore in worth. Is this because the warfaring 
  culture of the goblins puts a premium on strength 
  above all else? Because so many goblins are 
  deformed that any useful deformity is welcome?  
   
  Autochthons of Tepest, Erik van Rijn 
  Goblin beast, goblin hunting spider 
  Goblin beast, goblin hunting spider 
  Goblin beast, goblin hunting spider 
  Goblin beast, goblin hunting spider 
  [Ravenloft Gazetteer V] 
  [Ravenloft Gazetteer V] 
  [Ravenloft Gazetteer V] 
  [Ravenloft Gazetteer V]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about goblin beasts. Characters may 
  need to make separate Knowledge checks to learn 
  about the base creature. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  
  14 This creature was been permanently warped by 
  unnatural forces, transforming it into a goblin 
  beast. This result reveals all magical beast traits.  
  19 Goblin beasts are to the beasts of the wild as 
  calibans are to human kind. Their birth heralds the 
  presence of supernatural evil, such as a witch. 
  Goblyn beasts are stronger, smarter, and decidedly 
  more malevolent than their natural kin. 
  Fortunately, they are visibly warped as well.  
  24 Goblins have an unnatural affinity for goblin 
  beasts, often using them as mounts or guardians. 
  These fell creatures are often found together. 
   
  --- 
   
  I dunno. I hate a goblin more than any human, I 
  guess, but I think you underestimate ‘em. They 
  aren’t bright, exactly, but if you think they’re 
  stupid you might end up admiring the inside of 
  one of their cooking pots. They breed critters up, 
  like these spiders they have, ‘bout the size of a 
  small pig. They’re vicious and they’re smart, and 
  the goblins have ‘em tame, or mostly. Sometimes 
  the goblins will set ‘em to making traps—webs 
  and tripwires and nets, things of that kind. Sure, 
  sometimes they’ll eat a goblin, too, but as my old 
  friend van Richten says about things like that, “it 
  would be unwise to rely on it.”  
   
  Geddar Ironheart 
  Goblin beast, goblin wolf (worg) 
  Goblin beast, goblin wolf (worg) 
  Goblin beast, goblin wolf (worg) 
  Goblin beast, goblin wolf (worg) 
  [Monster Manual, Ravenloft G
  [Monster Manual, Ravenloft G
  [Monster Manual, Ravenloft G
  [Monster Manual, Ravenloft Gazetteer V] 
  azetteer V] 
  azetteer V] 
  azetteer V]     
  CR 2  
  I am not sure you’d believe me, old friend, but I 
  tell you only what I saw and heard myself. The 
  goblins milled about, and then several more rode 
  in on the back of wolves—a custom of theirs I am 
  sure you’re familiar with. One of the chieftains, as 
  I took him (or possibly her—with goblins I can 
  rarely tell) to be, asked the riders a question—but 
  it was one of the wolves who answered. I cannot 
  claim to speak Goblin at all, but to my ears it 
  reproduced the familiar goblin gabble near-
  perfectly. It could not possibly have been mistaken 
  for any vocalization commonly made by beasts of 
  any sort…I am forced to revise my opinion of the 
  danger posed by goblin wolves upward 
  considerably.  
   
  George Weathermay to Rudolph van Richten, 
  private correspondence 
  Goblyn [Denizens of Dread
  Goblyn [Denizens of Dread
  Goblyn [Denizens of Dread
  Goblyn [Denizens of Dread, , , , Dragon 
  Dragon 
  Dragon 
  Dragon 
  Magazine #339
  Magazine #339
  Magazine #339
  Magazine #339]]]]        
  CR 2 Characters with ranks in Knowledge 
  (arcana) can learn more about goblyns. In Forlorn, 
  a Knowledge (local) check reveals the same 
  information. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs.  
   
  DC 12: This misshapen, leering creature is a 
  goblyn, a humanoid transformed by dark magic 
  into a foul minion of a more powerful master. 
  Goblyns are not actually related to goblinoids in 
  any way, but they share enough similarities that 
  they are often confused for each other. This result 
  reveals all humanoid traits and the goblinoid 
  subtype.  
   
  DC 17: Goblyns are fearsome, frantic combatants. 
  They may startle unprepared foes with a sudden 
  flash of their teeth. Goblyns are most notorious for 
  their habit of biting off chunks of flesh from the 
  face and throat of their victims, a trait goblyns call 
  “feasting.” Goblyn feasting leaves horrific scarring 
  on its survivors.  
   
  DC 22: Goblyns never sleep and are immune to 
  fatigue and sleep effects. They do not feel pain. A 
  goblyn is telepathically linked to its master, and 
  through that master, to all other goblyns the master 
  controls. 
   
  --- 
   
  The goblyn (Epulum Bestia) is native to the forest 
  of Forlorn. This bipedel of roughly human stature 
  and form spends much of its time, curiously 
  enough, putting to ruin this very forest. Make no 
  mistake, this is not random violence on the part of 
  an unthinking brute. The action is perfectly 
  deliberate, although to what end science cannot yet 
  say. The distinguishing feature of the goblyn is its 
  enormous jaw set with teeth that recall nothing so 
  much as those of the shark. Remarkably, the 
  humanoid is sleepless and can sustain itself on any 
  sort of biomass whatsoever. Goblyns, in a parody 
  of the people who formerly inhabited the domain, 
  
  are creatures of the clan. War, sport, and play are 
  their favoured activities. Torture, combining 
  elements of each, passes among them for art and is 
  held in high esteem. More curious is their 
  fondness, presumably acquired, for playing 
  noughts and crosses. And of course as my face 
  attests, no discussion of goblyns is complete 
  without noting their propensity to feast on the 
  living flesh of those who meet them in battle.  
   
  -Doctor Abelhous Nicholis, Professor of Biology 
  at the University of Il Aluk in Exile at Karg, 
  lecturing on the flora and fauna of the great 
  southern forests 
   
  (I'd like to point out that as of Van Richten's 
  Arsenal, Prof. Nicholsi is dead, as he is referred to 
  as "the late Professor Abelhous Nicholsi."  
  Also, in the Ravenloft Gazetteer 1 web 
  enhancement, there was a sidebar on the origins of 
  goblyns that may be useful. Chris Nichols) 
  Goblyn fog
  Goblyn fog
  Goblyn fog
  Goblyn fog    [[[[VTGttMists
  VTGttMists
  VTGttMists
  VTGttMists] ] ] ]     
  GGGGolem (Constructs)
  olem (Constructs)
  olem (Constructs)
  olem (Constructs)        
  See also Gaz 2, RL CS  and CoD 
  GGGGolem, black ice
  olem, black ice
  olem, black ice
  olem, black ice    [D
  [D
  [D
  [Drarararagon 324
  gon 324
  gon 324
  gon 324] ] ] ]     
  Suggested by JP 
  GGGGolem, carrion 
  olem, carrion 
  olem, carrion 
  olem, carrion [[[[Pathfinder 7
  Pathfinder 7
  Pathfinder 7
  Pathfinder 7] ] ] ]     
  Suggested by JP 
  Golem, coral [Stormwrack] 
  Golem, coral [Stormwrack] 
  Golem, coral [Stormwrack] 
  Golem, coral [Stormwrack]     
  Proposed by C Nichols for the NS Gaz, CR 9 
  GGGGolem, dread
  olem, dread
  olem, dread
  olem, dread    [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread]     
  Dread Golems: Following a fan question (“how do 
  we create a zombie golem, mechanical golem etc 
  through the common, spell using methods? Which 
  spells and components are used, how much money 
  and how many XP are expended?”), this 
  addendum material was proposed by Azalin:  
   
  Construction: As described in the Monster 
  Manual, a golem’s creator must first supply the 
  golem’s body and a specially prepared workroom. 
  If the creator uses magic to grant life to her 
  creation, then the standard creation process 
  applies. Golems of obsession do not cost 
  exorbitant sums or require untold magics to 
  construct, however. The creator of a dread golem 
  must personally construct the golem’s body 
  (requiring specific skills), and expend the requisite 
  costs in gold pieces (body only), XP and time. The 
  creator need not cast any spells or possess any 
  craft item feats. A golem created through this 
  method automatically gains the “dread golem” 
  template (see Chapter Five of the Ravenloft core 
  book). 
   
  Bone Golem: A bone golem’s body must be 
  constructed from the bones of skeletal undead. 
  Only 10% of any one skeleton can be used in the 
  creation of the golem, so bone golems often 
  incorporate bones collected from 20 or more 
  creatures. The golem costs 25,000 gp, including 
  the scant 100 gp needed for the construction of the 
  body. Assembling the body requires one month 
  and a successful Knowledge (anatomy) or Heal 
  check (DC 12). The creator must be 18th level and 
  able to cast arcane spells. Completing the ritual 
  drains 1,400 XP from the creator and requires 
  animate dead, symbol (fear), binding and wish. 
   
  Doll Golem: A doll golem costs 15,000 gp to 
  create, though only 10 gp of this represents the 
  cost of constructing the body. Assembling the 
  body requires two weeks and a successful Craft 
  (carpentry or sewing) check (DC 15). The creator 
  must be 15th level and able to cast divine spells. 
  Completing the ritual drains 1,100 XP from the 
  caster and requires animate objects, bless, holy 
  word (or blasphemy), prayer, and Tasha’s hideous 
  laughter (which must be cast by an arcane 
  spellcaster). 
   
  Gargoyle Golem: A gargoyle golem’s body is 
  carved from a single slab of granite weighing at 
  least 2,000 pounds. The golem costs 75,000 gp to 
  create, including 1,000 gp for the body and 15,000 
  for special vestments, which can be reused. 
  Assembling the body requires two months and a 
  successful Craft (sculpting or stonemasonry) 
  check (DC 17). The creator must be 16th level and 
  able to cast divine spells. Completing the ritual 
  drains 1,200 XP from the creator and requires holy 
  word (or blasphemy), prayer, stone shape, and 
  
  flesh to stone (which must be supplied by an 
  arcane spellcaster). 
   
  Glass 
  Golem: 
  A 
  glass 
  golem’s 
  body 
  is 
  meticulously crafted from hundreds of pieces of 
  stained glass in a thin iron framework. The golem 
  costs 100,000 gp to create, including 10,000 gp for 
  the construction of the body. Assembling the body 
  requires three months and a successful Craft 
  (glassworking) check (DC 18). The creator must 
  be a 14th-level spellcaster; due to the spells 
  required, these golems are usually created by 
  arcane and divine spellcasters working in concert. 
  Completing the ritual drains 1000 XP (which can 
  be divided between multiple creators) and requires 
  animate objects, prismatic spray, rainbow pattern 
  and miracle. 
   
  Mechanical Golem: A mechanical golem’s body is 
  created from thousands of intricate metal parts. 
  The golem costs 125,000 gp, including 30,000 for 
  the golem and 60,000 for a special, highly 
  advanced workshop (CL 8+), which can be reused. 
  Assembling the body requires 10 months and a 
  successful Craft (clockmaking) check (DC 30). 
  Completing the construction drains 1,400 XP from 
  the creator and requires animate objects, chain 
  lightning, fabricate, grease, and either miracle or 
  wish.  
   
  Zombie Golem: A zombie golem’s body must be 
  constructed from the ruined corpses of former 
  zombies. Only 10% of any one zombie can be 
  used in the creation of the golem, so zombie 
  golems often incorporate parts collected from 20 
  or more creatures. The golem costs 50,000 gp, 
  including the 100 gp needed for the construction 
  of the body. Assembling the body requires one 
  month and a successful Craft (leatherworking) or 
  Heal check (DC 13). The creator must be 16th 
  level and able to cast arcane spells. Completing 
  the ritual drains 1,200 XP from the creator and 
  requires bull's strength, control undead, limited 
  wish, polymorph any object and stinking cloud. 
   
  JWM: Note that these golems aren't necessarily 
  golems of obsession (the template hasn't been 
  applied).  
  Golem, alchemical [Monster Manual III
  Golem, alchemical [Monster Manual III
  Golem, alchemical [Monster Manual III
  Golem, alchemical [Monster Manual III, , , , 
  Dragon # 302
  Dragon # 302
  Dragon # 302
  Dragon # 302] ] ] ]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about alchemical golems. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 21: This mass of oily chemicals swirling 
  within a vaguely humanoid, transparent membrane 
  is an alchemical golem. This result reveals all 
  construct traits. 
   
  DC 26: An alchemical golem is a mindless 
  combatant that obeys the commands of its creator. 
  It is immune to almost all forms of magic, and its 
  body absorbs most attacks. However, edged 
  weapons and those forged of adamantine can 
  pierce its defenses. A neutralize poison spell slows 
  the creature for a few moments. 
   
  DC 31: An alchemical golem secretes highly 
  potent acid through its membrane, burning anyone 
  who touches it or is struck by its powerful firsts. 
  Casting poison on an alchemical golem repairs it. 
  The golem can also repair itself by consuming a 
  special alchemical mixture brewed by its master. 
  Any particularly damaging blow that strikes an 
  alchemical golem momentarily ruptures its 
  membrane, releasing a burst of toxic chemicals 
  that spray all over adjacent creatures. This result 
  also reveals the procedure for creating alchemical 
  golems. 
   
  DC 36: The elemental spirit animating an 
  alchemical golem is highly unstable. The longer an 
  alchemical golem fights, the greater the chance 
  that it will fly into a berserk frenzy, attacking all 
  that stands before it—even its master. Every few 
  moments, an alchemical golem can spew a cone of 
  toxic fumes at its foes. When an alchemical golem 
  is destroyed, its membrane automatically ruptures, 
  splattering toxic chemicals on everything within 5 
  paces. 
   
  --- 
   
  It has become obvious to those practitioners of the 
  High Alchemy with whom I have spoken that the 
  creation of an Alchemical Childe is a process 
  
  fraught with difficulty and peril. Unfortunately, 
  not all of them are wise enough to therefore leave 
  well enough alone. One gentleman of my 
  acquaintance claims to have improved on the 
  Alchemical Childe in a way heretofore never seen; 
  Wisdom forfend that his claims have any grain of 
  truth to them, for the creature he describes, 
  merging the Childe with even stronger arcane 
  essences, could only be a devastatingly powerful 
  and perverted creation.  
   
  Celebrant Agatha Claremont to Gennifer 
  Weathermay-Foxgrove, private correspondence 
   
  Golem, bone [Denizens of Dread] 
  Golem, bone [Denizens of Dread] 
  Golem, bone [Denizens of Dread] 
  Golem, bone [Denizens of Dread]     
  CR 10 
  "Yasmine tossed her torch down into the new 
  chamber, then we all entered after it.  
  "Unlike the hallways and other rooms of the king's 
  tomb, bones and broken skulls littered the floor: it 
  was impossible to set foot in that desiccated 
  abattoir without stepping on the brittle debris.  
  "When I bent over to retrieve the torch, a bony 
  claw seized my hand. Then a chorus of shrill 
  voices burst from the skulls of the room...  
  ""If you all wish to see Mei Fu Wang, you first 
  must give a tithe to the Duke of Skulls!"  
  "And with that, a great, dusty bulwark of giggling, 
  chittering skulls and sharpened bones pulled itself 
  free of its hiding place."  
  - from the journals of Jerome Delacroix, 
  Mordentish adventurer 
   
   
  Golem, brass [Monster Manual II] 
  Golem, brass [Monster Manual II] 
  Golem, brass [Monster Manual II] 
  Golem, brass [Monster Manual II]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about brass golems. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 20: What appears to be a hulking, armored 
  minotaur is actually a construct called a brass 
  golem. Each of these constructs is created to fulfill 
  one specific goal. This result reveals all construct 
  traits. 
   
  DC 25: A brass golem relentlessly destroys 
  anything standing in the way of its programmed 
  goal. A brass golem is immune to almost all forms 
  of magic, and its metal body deflects most attacks. 
  However, adamantine weapons can prove 
  effective, and electricity slows the creature for a 
  few moments. 
   
  DC 30: If a brass golem’s goal becomes simply 
  impossible, the golem loses its enchantment 
  permanently. A brass golem attacks by ramming 
  foes with its curling horns or by delivering 
  powerful blows with its massive greataxe. Rather 
  than dealing damage, magical fire actually repairs 
  an brass golem and breaks any slow effect 
  currently affecting it. A brass golem is a relentless 
  tracker. This result also reveals the procedure for 
  creating brass golems. 
   
  DC 35: A brass golem can throw one foe a day 
  into a magical maze. Brass golems are immune to 
  their own maze effects, but a golem can willingly 
  enter its own maze to pursue a trapped foe. 
   
  --- 
   
  There was at one time a great statue made of brass 
  situated in the center of King's Court, near the 
  former University of Il Aluk, notable, in the days 
  when that city was inhabited by the living, chiefly 
  because no bird would set foot on it, nor bedung 
  its noble features. (This writer observed the statue 
  while a student at the University, and can attest to 
  this feature, at least.) It is claimed that the statue 
  walked away from its pedestal on the night of the 
  Hour of Ascension, and has since been seen at 
  times on the road between the Slain City and 
  Castle Avernus; but this writer remains without 
  reliable evidence of the truth of this story.  
   
  Folk-tales of the Eastern Core, Magnus Wolfsbane 
   
  Golem, cadaver [H
  Golem, cadaver [H
  Golem, cadaver [H
  Golem, cadaver [Heroes of Horror] 
  eroes of Horror] 
  eroes of Horror] 
  eroes of Horror]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about cadaver golems. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  
  DC Result 
  19 This patchwork composite of humanoid body 
  parts is easily mistaken for a flesh golem, but its 
  intelligent tactics reveal that it is an intelligent 
  variant called a cadaver golem. This result reveals 
  all construct traits. This result also reveals the 
  procedure for creating cadaver golems. 
   
  24 A cadaver golem is immune to almost all forms 
  of magic, and its unnatural flesh deflects most 
  minor attacks. However, adamantine weapons can 
  prove effective, and cure or heal spells slow the 
  creature for several moments. Some sages believe 
  cadaver golems were first arose from a errant 
  attempt to create a standard flesh golem. 
   
  29 A cadaver golem flails at foes with its powerful 
  fists, and it can assimilate body parts from its 
  fallen foes, replacing limbs, internal organs, and 
  similar parts. Even more dangerously, a cadaver 
  golem can inherit skills and abilities from the body 
  parts it has assimilated. A cadaver golem will 
  often harvest corpses specifically to gain desired 
  abilities. Inflict or harm spells break any slow 
  effects on a cadaver golem. 
   
  34 Casting regenerate on a cadaver golem causes 
  its assimilated body parts to squirm and reject their 
  unnatural host. This seriously damages the golem 
  and temporarily prevents it from being able to 
  utilize any assimilated skills or abilities. 
   
  --- 
   
  While on the isle of Graben we had one 
  exceedingly strange and unpleasant interlude; I 
  cannot think what it might have meant, or if it was 
  as we thought it was at all. While visiting with the 
  leading family of that place my companion and I 
  looked into an adjacent field and saw, as we 
  thought, a villager plowing--but with the plow 
  being pulled by a massive figure going on two legs 
  and with at least two heads. Seeing our horrified 
  expressions, the goodman of the house hurried us 
  inside before we could make any closer 
  examination. Jan, whose eyesight is excellent, 
  later told me that it almost seemed that the thing 
  was composed of at least four human corpses 
  joined together by some horrifying magic.  
   
  An Account of the Voyage of the Endurance, 
  Marko Tellwith 
   
  Go
  Go
  Go
  Golem, chain [Monster Manual II
  lem, chain [Monster Manual II
  lem, chain [Monster Manual II
  lem, chain [Monster Manual II    p44
  p44
  p44
  p44] ] ] ]     
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (the planes) can learn more about 
  chain golems. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  Knowledge (arcana) 
  DC Result 
  17 This writhing, humanoid mass of barbed chains 
  is a chain golem. This result reveals all construct 
  traits. 
  22 A chain golem is immune to almost all forms of 
  magic, and its rattling body tends to deflect ranged 
  attacks. However, electricity slows the creature for 
  a few moments. 
  27 The razor-sharp barbs and blades on the 
  golem’s chains slice through living flesh, opening 
  wounds that bleed freely unless quickly staunched. 
  Rather than damaging it, magical fire actually 
  repairs a chain golem and breaks any slow effect 
  on the golem. 
  32 A chain golem can protect itself by throwing a 
  blade barrier around itself, using its own bladed 
  chains to create the barrier. The barrier flays most 
  creatures who dare to cross it. 
   
  Knowledge (the planes) 
  DC Result 
  17 Chain golems are the creations of chain devils, 
  who guard the secrets of their construction closely. 
  22 Chain golems typically serve chain devils as 
  bodyguards or guardians. 
  27 Chain devils sometimes send chain golems on 
  errands to other planes, often to deliver a message 
  or retrieve a particular item. 
   
  As a note, some of these creatures have me 
  thinking about a pet idea -- a "crititical failure" 
  result, for creatures that can be easily mistaken for 
  other monsters. I'm going to refrain from including 
  them, for the sake of consistency, but for example, 
  for the chain golem, a result of DC 11 or less (a 
  failure of more than 5) might net you this: 
   
  
  <11 This chain-wrapped humanoid is a chain 
  devil. This result reveals all outsider traits. 
   
  --- 
   
  "You have discovered my child. Isn't it 
  magnificent? A stroke of sheer brilliance. Do you 
  know what I call it? What was that? Chain got 
  your tongue? Well we will see to the most apt 
  adjustments in a moment. It would be a crime for 
  you to not be free to lend voice to the ultimate trial 
  of your existence. You do realise that a chain can 
  go right through a man? But before that know that 
  it is called the Automatic Chain and that it is I who 
  gave barb, hook, and link life."  
   
  -The Chaining, unfinished autobiography of 
  Francois de Penible 
   
  Golem, clay [Monster Manual] 
  Golem, clay [Monster Manual] 
  Golem, clay [Monster Manual] 
  Golem, clay [Monster Manual]     
  CR 10 
  Characters with ranks in Knowledge (arcana) can 
  learn more about clay golems. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  20 This crudely shaped clay figure is a clay golem. 
  This result reveals all construct traits. 
  25 A clay golem is immune to almost all forms of 
  magic, and its solid body deflects most attacks. 
  However, adamantine weapons can prove 
  effective. A disintegrate spell slightly damages a 
  clay golem and slows it for a few moments. This 
  result also reveals the procedure for creating clay 
  golems. 
  30 A clay golem flails at foes with its powerful 
  fists. The cursed wounds it deals do not heal 
  naturally, and may disrupt magical healing. Move 
  earth repels a clay golem, and an earthquake spell 
  momentarily stops it in its tracks. Both spells also 
  damage the golem. Rather than dealing damage, 
  magical acid actually repairs a clay golem. 
  35 The elemental spirit animating a clay golem is 
  only tenuously controlled by its master. The longer 
  a clay golem fights, the greater the chance that it 
  will fly into a berserk frenzy, attacking all that 
  stands before it — even its master. Once per day, a 
  clay golem can haste itself in combat. 
   
  --- 
   
  The mystes of the Zalahiri say, that man is formed 
  from dust, and the Making God mixed this dust 
  with his spittle to make mud, from which he 
  fashioned a man and a woman, who were the first 
  parents of all humankind. It was and is the custom 
  among them, therefore, to make to themselves 
  servitors in their own image, fashioned of barrow 
  clay, which they call gholam; but just as men to 
  the gods are but very indifferent servants, proud, 
  insubordinate and wrathful, so the gholam 
  inevitably becomes toward his mortal maker.  
   
  From the Har'Akiri Book of Heresies, trans. 
  Malcolm Hopper 
  Golem, doll [Denizens of Dread] 
  Golem, doll [Denizens of Dread] 
  Golem, doll [Denizens of Dread] 
  Golem, doll [Denizens of Dread]     
  CR 8 
  "And will it do just what I say, Maman?"  
  "Yes, of course, Henri darling. M'sieur 
  Achronnaix made it especially for you, so that you 
  might have a playmate and a guardian both."  
  Henri's fat little hands squeezed at the air as he 
  considered this information. "Thank you very 
  much, Maman," he said at last. "Come, Jacques!" 
  And the doll turned to its master and bowed. "I am 
  coming, M'seiur Henri," it replied in its clear, high 
  voice, and together they trotted out of the room.  
   
  The next morning Julietta, the housemaid, found 
  her mistress' little pug Harlequin lying on the 
  hearth-rug strangled; and as the good woman wept 
  over her pet, Henri looked on in approbation from 
  a secluded corner. Jacques' feelings were 
  impossible to decipher, as his porcelain face had 
  not been endowed with sufficient flexibility to 
  grant him any power of expression.  
   
  Bad Jacques, from Twelve Tales of the Macabre, 
  Jean Lafolie 
   
  See also Pathfinder 7 version: Doll, soulbound 
   
  
  Golem, flesh [Monster Manual
  Golem, flesh [Monster Manual
  Golem, flesh [Monster Manual
  Golem, flesh [Monster Manual, , , , Denizens 
  Denizens 
  Denizens 
  Denizens 
  of Dread] 
  of Dread] 
  of Dread] 
  of Dread]     
  CR 7 MM CR 11 DoD 
  Errata: Dread Flesh Golem: Hit points are listed as 
  12d10 (49 hp). However, with the average hit 
  points (5.5/level x 12), it should be 66. But in 
  addition, from the monster manual Core Book, 
  constructs gain bonus hit points according to size. 
  As large creatures, Dread Flesh Golems should 
  have +30. So the entry should read: Hit Dice: 
  12d10+30 (96 hp). 
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about flesh golems. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  19 This hideous, humanoid composite of crudely 
  stitched-together body parts is a flesh golem. This 
  result reveals all construct traits. This result also 
  reveals the procedure for creating flesh golems. 
  24 A flesh golem is immune to almost all forms of 
  magic, and its unnatural flesh deflects most minor 
  attacks. However, adamantine weapons can prove 
  effective, and magical cold and fire slow the 
  creature for several moments. 
  29 A flesh golem flails at foes with its powerful 
  fists. Rather than dealing damage, magical 
  electricity actually repairs a flesh golem and 
  breaks any slow effect currently affecting it. 
  34 The elemental spirit animating a flesh golem is 
  only tenuously controlled by its master. The longer 
  a flesh golem fights, the greater the chance that it 
  will fly into a berserk frenzy, attacking all that 
  stands before it — even its master. However, its 
  master can forcefully talk the golem back into 
  submission. 
   
  --- 
   
  This one's kinda silly; let me know if you want 
  something else.  
   
  Vivienne: “But surely, M’sieur Gallimafrey, it 
  must be a great trial to have so various a nature! I 
  can only imagine the difficulty one has in finding 
  shirts when his arms came from two different 
  men.”  
   
  The Creature (sighing): “Truly, M’selle Vivienne, 
  it is very difficult to find a tailor who can 
  accommodate me; and yet I have other troubles of 
  an even more pressing nature. You see, my maker 
  supplied me with the haunches of a svelte young 
  dancer, and my left hand was borrowed of that 
  notorious rake Jacques Delgado; so that, unless I 
  attend with care, I pinch myself quite black and 
  blue!”  
   
  From the operetta The Adventures of Young 
  Heidenmor 
   
  --- 
   
  The cage rang like a great bell as lightning struck 
  the rods at the top of the tower again and again; 
  sparks flew along the lines between the various 
  apparati, and within the cage I could see 
  something writhe.  
   
  "Er...Herr Mordenheim?" I said, pointing toward 
  it. "It's...alive."  
   
  He glanced at it with remarkable sang froid and 
  replied, "Oh. Yes, it's alive." Turning away with 
  disinterest, he said, "Merely a repetition of an old 
  experiment; I'm trying to re-establish certain 
  baselines with the equipment."  
   
  I looked into the cage again, and bit back a 
  scream; a human face looked out at me, its 
  features locked in an expression of the most 
  extreme agony.  
   
  Journal of Gerard Devolant 
   
  See also Pathfinder classic horror revisited 
   
  Golem, gargoyle [Denizens of Dread] 
  Golem, gargoyle [Denizens of Dread] 
  Golem, gargoyle [Denizens of Dread] 
  Golem, gargoyle [Denizens of Dread]     
  CR 10 
  I asked Toret Severin about the stories of 
  hauntings at the Great Cathedral, and the rumors 
  that Ezra herself has raised guardians from the 
  stones to protect Her home. He chuckled slightly 
  and led me outside; the moonlight washed the 
  
  cathedral in light almost as bright as day. 
  "Whether Ezra has done a miracle or not, I 
  couldn't say," he said. "But count the gargoyles up 
  there on this side, where the wall meets the roof."  
   
  The Cathedral must be at least one hundred fifty 
  feet or more in height, and the moonlight, though 
  clear, cast odd shadows; but I counted six, and told 
  him so.  
   
  "That is my count, as well," he said, looking 
  upward, "and yet on no fewer than six occasions I 
  have counted seven."  
   
  Gennifer Weathermay-Foxgrove to Laurie 
  Weathermay-Foxgrove, private correspondence 
   
  Golem, glass [Denizens of Dread] 
  Golem, glass [Denizens of Dread] 
  Golem, glass [Denizens of Dread] 
  Golem, glass [Denizens of Dread]     
  CR 8 
  "He would not pay," the artisan gabbled. "Ten 
  years we spent, ten years! I put every copper I had 
  into those windows; children hungry, wife in rags, 
  but it had to be perfect, perfect. And then he 
  pretended that my work was late, though the 
  delays were his, and tore up the contract; and the 
  judges backed him, of course, a warden of the 
  Church. But Justice was with me; Justice helped 
  me."  
   
  "Yes," Alanik replied, looking up at the window, 
  which showed Justice with her scales in one hand 
  and sword in the other, "I am sure she did. It was 
  very artistic of you to show her with a 
  bloodstained sword--old blood, too, not fresh!"  
   
  The glazier stared up at the window with us, as if 
  only now seeing the unmistakable rust-brown 
  stains on the glass sword of the effigy.  
   
  The Accounts of Justice, from The Life of Alanik 
  Ray, Arthur Sedgwick 
   
  See also Stained Glass Golem MMII 
  Gole
  Gole
  Gole
  Golem, grave dirt [Libris Mortis] 
  m, grave dirt [Libris Mortis] 
  m, grave dirt [Libris Mortis] 
  m, grave dirt [Libris Mortis]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about grave dirt golems. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  21 This vaguely humanoid mass of moist earth, 
  shattered stone, and shards of bone is a grave dirt 
  golem. This result reveals all construct traits. 
   
  26 A grave dirt golem is immune to almost all 
  forms of magic, and its earthen body deflects 
  minor attacks. However, adamantine bludgeoning 
  weapons can prove effective. A disintegrate spell 
  slightly damages a grave dirt golem and slows it 
  for a few moments. This result also reveals the 
  procedure for creating grave dirt golems. 
   
  31 A grave dirt golem flails at foes with its 
  powerful fists. These strikes grind negative 
  energy-infused grave soil into the victim’s 
  wounds, dealing additional damage within a few 
  seconds. Move earth repels and damages a grave 
  dirt golem. Rather than dealing damage, electricity 
  actually repairs a grave dirt golem. 
   
  36 The elemental spirit animating a grave dirt 
  golem is only tenuously controlled by its master. 
  The longer a grave dirt golem fights, the greater 
  the chance that it will fly into a berserk frenzy, 
  attacking all that stands before it — even its 
  master. 
   
  --- 
   
  “You were wise to run from that lumbering shade 
  and to keep running for it is relentless. Know that 
  it is a thing of earth, but in this land all earth is 
  earth of the grave, and so a skull crowns its bone-
  ridden, bloated bulk. One must not let one’s 
  person be touched by it, for its soil is fouled with 
  the unlife of the dead, even if it is not itself one. 
  Destruction is its yolk and so it is left to its hateful 
  consumption by the Dark Lady. But it wouldn’t 
  dare test its strength against that of the Eternal 
  Order. Within Marbh-Cathair you are safe. Let us 
  go now to the walls and watch the sunrise.”  
   
  -Unwald Rottennail, demented sentinel of the 
  Eternal Order 
   
  
  Golem, hangman 
  Golem, hangman 
  Golem, hangman 
  Golem, hangman (rope golem) 
  (rope golem) 
  (rope golem) 
  (rope golem) [Monster 
  [Monster 
  [Monster 
  [Monster 
  Manual III
  Manual III
  Manual III
  Manual III, Dragon # 302
  , Dragon # 302
  , Dragon # 302
  , Dragon # 302] ] ] ]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about hangman golems. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 23: This tall, gangly humanoid construct is a 
  hangman golem, also known more simply as a 
  rope golem. This result reveals all construct traits. 
   
  DC 28: A hangman golem is immune to almost all 
  forms of magic, and its sinuous body deflects most 
  attacks. However, adamantine weapons can prove 
  effective. A rope trick spell completely paralyzes a 
  hangman golem for just a moment. A hangman 
  golem is vulnerable to fire. This result also reveals 
  the procedure for creating hangman golems. 
   
  DC 33: A hangman golem flails at foes with its 
  knotted fists, which have an unusually long reach. 
  Every few moments, the golem can briefly extend 
  a number of its ropes to strike at every foe within 
  easy reach. An animate rope spell hastes a 
  hangman golem for a few moments. 
   
  DC 38: When a hangman golem strikes a foe, it 
  usually grabs the creature and starts strangling it. 
  Once per day, a hangman golem can completely 
  unravel itself without causing itself any harm, 
  becoming nothing more than a loose pile of ropes, 
  usually to avoid detection. The golem can reform 
  itself at will. 
   
  --- 
   
  We met this unknown creature in Darkon, and we 
  are pretty sure it’s a new form of golem. In a crypt 
  where we were looking for clues on the 
  disappearance of duck hunters, we opened a door 
  to see this huge humanoid, made entirely of rope. 
  But the first thing we saw in the darkness was its 
  pair of whitish glowing eyes. With the ropes 
  swirling on top of its head, my first thought was 
  that we were facing a medusa, but then it came 
  into our torch light and we had a good view of its 
  body constructed with ropes. My sister had the 
  genius idea to quickly cast a rope trick spell on it, 
  and this stopped the creature in its track for a 
  moment. While I used this time to close the door 
  to this room, I saw many shattered corpses in this 
  room, surely victims of this rope golem. My sister 
  then locked the door magically, trapping this thing 
  inside the crypt forever. We let a warning message 
  on the stone door and we left this place, grateful 
  that it didn’t reach us in close combat. 
   
  Note added to “Van Richten Guide to Created” by 
  the twins  
   
  GGGGolem, ice [Frostburn] 
  olem, ice [Frostburn] 
  olem, ice [Frostburn] 
  olem, ice [Frostburn]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about ice golems. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 19: This towering ice sculpture, carved in the 
  shape of an armored warrior, is an ice golem. This 
  result reveals all construct traits and the cold 
  subtype. 
   
  DC 24: An ice golem is immune to almost all 
  forms of magic, and its frozen body deflects most 
  attacks. However, bludgeoning weapons can 
  smash it to pieces, and fire-based magic affects it 
  normally (taking the golem’s vulnerability to fire 
  into account). This result also reveals the 
  procedure for creating ice golems. 
   
  DC 29: An ice golem flails at foes with its 
  powerful fists. Every few moments, it can spray a 
  burst of razor-sharp, bitingly cold ice shards at 
  everything within reach. Rather than dealing 
  damage, magical cold actually repairs an ice 
  golem. 
   
  DC 34: An ice golem can climb on any icy 
  surface, as if using a spider climb spell. 
   
  --- 
   
  I am pleased to find that the principles which were 
  sufficient for the creation of the snow golem (see 
  previous) are sufficient as well for the creation of 
  the ice golem (see immediately proceeding, esp. 
  pages 68-222). Although the transition might seem 
  trivial to the uninitiated, the transferral of 
  
  principles between even very similar elements 
  (viz. the so-called "flesh golem" and my own 
  recent creation, which I have styled the "cadaver 
  golem") requires great care lest some oversight of 
  seemingly minor details lead to great flaws in the 
  final work.  
   
  At any rate, Ice-9 is completed, and I have placed 
  it with the snow golems in the courtyard until a 
  more suitable place recommends itself.  
   
  laboratory notebook of Meredoth 
   
  Golem, iron [Monster Manu
  Golem, iron [Monster Manu
  Golem, iron [Monster Manu
  Golem, iron [Monster Manual] 
  al] 
  al] 
  al]     
  CR 13 Characters with ranks in Knowledge 
  (arcana) can learn more about iron golems. When 
  a character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  23 This massive metal figure is an iron golem. 
  This result reveals all construct traits. 
  28 An iron golem attacks by smashing foes with 
  its powerful fists. It is immune to almost all forms 
  of magic, and its ironclad body deflects most 
  attacks. However, adamantine weapons can prove 
  effective, and electricity slows the creature for a 
  few moments. 
  33 Rather than damaging it, magical fire actually 
  repairs an iron golem and breaks any slow effect 
  currently affecting it. 
  38 An iron golem can spew a cone of lethal 
  poisonous gas at nearby foes. The golem is 
  affected normally by magical rust effects, such as 
  a rusting grasp spell. 
   
  --- 
   
  We heard the tolling of the great bell again as we 
  crossed the entryway toward the exit leading to the 
  upper network of passages, sounding far off in the 
  cavernous expanse of the lich's barrow; as we 
  reached the door, we were brought to a halt. 
  Someone or something had barred the door from 
  the other side! Geddar took his axe and began a 
  frontal assault, and Shauten endeavoured to find a 
  spell which would address our needs; I stood back 
  to watch and listen for anything attracted by the 
  noise of our attempted exit.  
   
  Soon I realized the bell was growing louder; I 
  dismissed the thought as unimportant, but it grew 
  louder still, and could now be heard clearly over 
  Geddar's axe-work.  
   
  What on earth? I wondered. Understanding came 
  almost too late. "Geddar! Shauten!" I yelled, 
  hurrying to them. "Get away from there! It's 
  coming!" Not ten seconds later the great iron 
  golem smashed through the door, its great brutal 
  bulk, man-shape but three times the height of a tall 
  man, filling the passageway.  
   
  working notes from Van Richten's Guide to the 
  Lich  
      
  Golem, lesser, fungus* [Dragon 341] 
  Golem, lesser, fungus* [Dragon 341] 
  Golem, lesser, fungus* [Dragon 341] 
  Golem, lesser, fungus* [Dragon 341]     
  JWM: About the size of a beefy human, composed 
  of fungi and plant matter fused into a hard rubber-
  like substance, Fairly tough and strong, but mainly 
  dangerous due to the spores it carries. These give 
  it a poisonous breath weapon, and wounds from its 
  slam attacks fester so that the damage doesn't heal 
  naturally. Primarily created by druids.  
   
  --- 
   
  We did not lack for speed. The Loathsome 
  Consort had seen to that by limiting our baggage 
  to little more than what his strange, bipedal 
  porting creatures could manage. They were 
  tireless, strong, frightful. A great secret indeed had 
  been stolen from HER for with them we could 
  push deep and seize greater knowledge still. But 
  only in returning did we realised their full value. 
  For the dead they had left behind, slain by the 
  spores they exuded and transformed into rich beds 
  of mushrooms, alone kept us alive, as the 
  Loathsome Consort had intended.  
   
  -Vomited Up From the Bowels of Hell, 
  unfinished, anonymous manuscript 
   
   
  
  Golem, lesser, junk* [Dragon 341] 
  Golem, lesser, junk* [Dragon 341] 
  Golem, lesser, junk* [Dragon 341] 
  Golem, lesser, junk* [Dragon 341]  
  JWM: I imagine a Nosos connection for these 
  things. 
  --- 
   
  Old Jakob made himself a son,  
  Hey, ho, ain't you most done?  
  To do his work from dusk till dawn.  
  Search all the leavings and take up the pickings;  
  Hey, ho, ain't you 'most done?  
   
  Tin cans, old pans, a pail, a nail,  
  A mop, a strop, a bucket, a locket,  
  Old rags, old bags, a kite, a knife,  
  That was the making of Jakob's son.  
  Search all the leavings and take up the pickings;  
  Hey, ho, ain't you 'most done?  
   
  from Old Jakob's Son, traditional Nosan 
   
  Golem, lesser, maggot* [Requiem, 
  Golem, lesser, maggot* [Requiem, 
  Golem, lesser, maggot* [Requiem, 
  Golem, lesser, maggot* [Requiem, 
  Dragon 339] 
  Dragon 339] 
  Dragon 339] 
  Dragon 339]     
  There is a saying in Darkon that Life breeds 
  Death. And yet, how often we see that Death 
  breeds Life, as well, as when decaying flesh brings 
  forth the larval fly! Therefore this creation is a 
  philosophical whole, binding Life brought from 
  Death to unlife, that it may thereafter slay the 
  living.  
   
  Fragmentary manuscript held in Special 
  Collections in the Great Library of Port-a-Lucine, 
  author unknown 
   
  Golem, lesser, paper* [Dragon 341] 
  Golem, lesser, paper* [Dragon 341] 
  Golem, lesser, paper* [Dragon 341] 
  Golem, lesser, paper* [Dragon 341]  
  JWM: Small Construct, CR 1, neutral. An origami 
  humanoid folded from a single sheet of paper. 
  Instead of hands, its two arms taper into razor-
  sharp points. Very decorative; creators commonly 
  model them on samurai (with paper "swords" 
  incorporated into the design). Extremely agile 
  (especially compared to other golems) and 
  dangerous in large numbers. Vulnerable to fire and 
  slashing weapons, as one might expect. Generally 
  found in the Scattered Lotus Archipelago. 
   
  --- 
   
  -"What do you mean by this nonsense, noting in 
  the log of the Retriever that the cause of death was 
  not, as I and my peers could well imagine, savages 
  boldly met or sea fearlessly braved, but was by, as 
  you write, 'paper cut'?"  
  -"'Paper cuts,' sir. Three score I'd venture."  
   
  Inquiry into the death of Captain Weathermay, 
  discoverer of Sri Raji 
   
  Golem, lesser, tin* [Dragon 341] 
  Golem, lesser, tin* [Dragon 341] 
  Golem, lesser, tin* [Dragon 341] 
  Golem, lesser, tin* [Dragon 341]  
  JWM: Looks somewhat like an armored human. 
  Not very tough in combat; it has no natural 
  attacks, though it can wield weapons. It has 
  limited intelligence, which give it the ability to 
  speak and the ability to perform specific skilled 
  tasks (the golem's creator "programs" it with ranks 
  in two Craft or Profession skills).  
   
  In Hour of the Knife, a local guild created a tin 
  golem (a precursor to the creature described here) 
  and modeled it after a streetwalker, intending to 
  use it as bait for Bloody Jack. 
   
  --- 
   
  Little Dorte went a short way, she went a long 
  way, and at last she came to a little clearing in the 
  woods, and a wee house; and there before it stood 
  a most unusual man, a man all made of tin! He 
  must once have shone beautifully, but he had 
  rusted stiff, and now the rain and the sun had made 
  him green and brown, with only a hint of his shiny 
  skin beneath. Little Dorte knew that such men are 
  made by witches and warlocks to serve them, and 
  at first she was afraid; but then she took heart, for 
  the cottage was long deserted and the man had 
  obviously not been cared for in years; and it 
  occurred to her that it might not be an ill thing to 
  have such a creature at her beck and call. 
  Therefore she took a little lard from her hamper, 
  and rubbed it in the tin man's joints 'til he could 
  move.  
   
  "Now, then, Tin Man," she said. "I am your 
  mistress now, and you must obey me. Nod if you 
  agree!"  
   
  And the tin man nodded his head.  
  
   
  "That's good," she declared, and handed him her 
  hamper. "Take this, and follow me." And together 
  they set off into the woods, the little girl before 
  and the tin man after.  
   
  Little Dorte and the Three Strange Men, traditional 
  Kartakan 
   
  Golem, lesser, wood* [Dragon 341]
  Golem, lesser, wood* [Dragon 341]
  Golem, lesser, wood* [Dragon 341]
  Golem, lesser, wood* [Dragon 341]    
  The interrogation of the corpses proved effective. 
  The racial hatred that fired the boyer, driven to the 
  greatest height by the Gundarakite dagger gnawing 
  at his guts, breached the eldritch sphere as he 
  gazed upon himself burnt in effigy. But that alone 
  would not have sufficed to achieve this. The 
  requisite spiritual vessel was the chain of office 
  and the catalyst was the murderer himself who 
  hung it upon the construction and set the whole 
  alight. And what ironic justice, that fool of a 
  farmer kneeling down before it, a divinity indeed, 
  its presence burning away his flesh and its talons 
  skewering him clean through. He too might have 
  thrown off the shackles of the mortal coil had he 
  been cut of better stuff.  
   
  -Journal entry of Count Strahd von Zarovich 
  concerning the Effigy of Ivan Szimin 
   
  Golem, mechanical [Denizens of Dread] 
  Golem, mechanical [Denizens of Dread] 
  Golem, mechanical [Denizens of Dread] 
  Golem, mechanical [Denizens of Dread]     
  CR 11  
   
  circuits 3, 6, 10 operating below normal tolerances  
  mechanical defect in sirvomotor 3, lateral 
  movement compromised  
  some difficulty with optical detection unit (see fig 
  6A detail)  
  continued problems with insulation but offers 
  interesting options in combat—feature not bug!  
  get bigger knife  
   
  Page from a notebook of Easan the Mad 
   
  Golem, mist [Denizens of Dread] 
  Golem, mist [Denizens of Dread] 
  Golem, mist [Denizens of Dread] 
  Golem, mist [Denizens of Dread]     
  CR 14  
  I can hardly even begin to say how one constructs 
  a golem, if that indeed was what it was, of mists, 
  of the Mists. Perhaps one does not so much choose 
  to do it, as one is chosen to do so . . . . The 
  emaciated and tattooed Hazlani mage had lent his 
  very shape, swollen and stretched, to the towering 
  entity, casting in swirling mist a figure so 
  improbable that we were carried off by a terrible 
  laughter that proved ultimately to be the death of 
  two of our number. The desperation of our plight, 
  although hammered home by bone crushing 
  blows, dawned upon us in its full enormity when 
  Song Mistress Lairelle, who had given us courage 
  against its frightful howl, was caught squarely in 
  the chin, dissolved into mists, and was lost to all 
  existence . . . or so I hope and pray at least . . . .  
   
  -Working note for Van Ritchen’s Guide to The 
  Created 
   
  Golem, mud [Monster Manual III
  Golem, mud [Monster Manual III
  Golem, mud [Monster Manual III
  Golem, mud [Monster Manual III, , , , 
  Dragon # 302
  Dragon # 302
  Dragon # 302
  Dragon # 302]]]]    
  Characters with ranks in Knowledge (arcana) can 
  learn more about mud golems. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 21: This crudely formed, vaguely humanoid 
  mound of oozing muck is a mud golem. This result 
  reveals all construct traits. 
   
  DC 26: A mud golem is immune to almost all 
  forms of magic, and its semisolid body absorbs 
  most attacks. However, adamantine bludgeoning 
  weapons can prove effective, and a transmute mud 
  to rock effect slows the creature for a few 
  moments. This result also reveals the procedure 
  for creating mud golems. 
   
  DC 31: A mud golem is a mindless combatant that 
  fights as directed by its master, but it does have 
  just enough instinctual cunning to hide in swampy 
  areas by burying itself in the mire. When foes 
  approach, the golem strikes. A mud golem can 
  press a grabbed foe into its torso, completely 
  engulfing it. A transmute rock to mud effect 
  completely repairs a mud golem. 
   
  
  DC 36: A mud golem can spew a cone of slippery 
  mud at nearby foes. The mud does no harm, but 
  may blind opponents as is as slick as a grease 
  spell. Casting stone to flesh on a mud golem does 
  not transform it, but does temporarily leave it 
  vulnerable to physical attacks. 
   
  --- 
   
  So, I took my axe to it and hacked it into so many 
  mud-pies, I guess you could say. Afterward I 
  asked the Doctor about it, 'cause I thought it must 
  have been some kind of elemental. Maybe if a 
  water elemental and an earth elemental had kids, 
  or something. But the Doctor said no, the odds 
  were it was a golem, and he showed me the 
  diagram from the book we looted (and it was 
  about all we got, too). "A golem?" I said when he 
  told me. "Burn me black, these wizards will make 
  golems out of anything".  
   
  Geddar Ironheart   
   
  Golem, 
  Golem, 
  Golem, 
  Golem, rune
  rune
  rune
  rune    [[[[Dragon 343
  Dragon 343
  Dragon 343
  Dragon 343] ] ] ]     
  Under “creature catalog V”  - un peu similaire à 
  Azenwrath 
  Golem, sand [Sandstorm
  Golem, sand [Sandstorm
  Golem, sand [Sandstorm
  Golem, sand [Sandstorm    p182
  p182
  p182
  p182] ] ] ]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about sand golems. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 22: This vaguely humanoid, walking sand 
  dune is a sand golem. This result reveals all 
  construct traits. 
   
  DC 27: A sand golem is immune to almost all 
  forms of magic, and its ever-shifting body absorbs 
  minor attacks. However, adamantine bludgeoning 
  weapons can prove effective, and a transmute mud 
  to rock effect slows the creature for a few 
  moments. This result also reveals the procedure 
  for creating sand golems. 
   
  DC 32: A sand golem attacks by smashing foes 
  with its powerful fists. Whenever it strikes a living 
  foe, some of its sand is rammed into the victim’s 
  nose and mouth, risking suffocation. Rather than 
  dealing damage, blast of sand and flaywind burst 
  spells actually repair a sand golem; a fuse sand 
  spell repairs it completely. 
   
  DC 37: A sand golem is constantly surrounded by 
  a dense cloud of blowing sand that causes 
  brownout conditions to the limit of the golem’s 
  reach. Each sand golem is mystically bound to a 
  set of magic amulets at the time of its creation. 
  The wearer of such an amulet can command its 
  bound golem from any distance 
   
  --- 
   
  You have begin on the trail of this creature for 
  how long? One? Two weeks? I have begin 
  following this creature for three years. All the way 
  from my homeland. I know what it is and I have 
  learned where it came from.  
  The creature was created by Hatem al-Gabali, a 
  sha’ir. He sought to create a powerful servant. 
  First he built a large mold to mix the ingredients 
  and form the creature.  
  To this he added the sands of Qual-Zinnar, the site 
  where Caliph Aziz al-Jaffiri was murdered at the 
  hands of his youngest son, some 80 years ago. The 
  sand on which the holy caliph’s blood was split 
  was considered by all to be cursed. No one dared 
  go there before al-Gabali.  
  Next the sorcerer added the waters of the Black 
  Sands Oasis, where the young Princess Jasmine, 
  beloved daughter of Caliph Said al-Jamae, 
  drowned.  
  With this mixture of sand and water, al-Gabali 
  used his wizardly powers to capture a gen of the 
  desert and force it into the form he had created. He 
  sought a loyal servant bound to his will, but that is 
  not what he got. Either the curse of Qual-Zinnar or 
  the haunted waters of the Black Sands 
  overwhelmed the summon gen, filling it with a 
  murderous sense of betrayal and loss. In any case 
  the creature is cursed to never be free of these 
  sensations. It now hunts those it feels are 
  responsible for acts of betrayal or who have 
  caused the death of a young child. And now it has 
  come to your city.  
   
  Notes from an interview conducted by Constable 
  Sturm Androv in the case file marked The 
  Smotherer 
  
  Golem, Skeletal (FoS Nocturnal Sea 
  Golem, Skeletal (FoS Nocturnal Sea 
  Golem, Skeletal (FoS Nocturnal Sea 
  Golem, Skeletal (FoS Nocturnal Sea 
  report)
  report)
  report)
  report)    
  This 
  ungainly-looking, 
  morbid 
  automaton 
  resembles an oversized human skeleton, hastily 
  assembled from mismatched bones, and bound 
  together with string and splinters of wood. Its 
  torso is encased by a metal breastplate. Although 
  roughly humanoid, the creature has four arms: 
  two at its shoulders, the other two attached 
  asymmetrically to its lower ribs. Each of its 
  fleshless hands carries a sword, which it swings 
  with a surprising grace.  
   
  Golem, snow [Denizens
  Golem, snow [Denizens
  Golem, snow [Denizens
  Golem, snow [Denizens    of Dread] 
  of Dread] 
  of Dread] 
  of Dread]     
  CR10 
  The language barrier was here, again, 
  unexpectedly troublesome; when Kelvar came 
  running up to us yelling about "snow-men", it took 
  him several seconds of precious time to explain to 
  us that he did not mean the innocuous forms piled 
  up by Lamordian children at Darkest Night, but 
  rather large and extremely dangerous ambulatory 
  statues, or golems, made of snow.  
   
  Account of the Voyage of the Endurance, Marko 
  Tellwith 
   
  Golem, stained glass
  Golem, stained glass
  Golem, stained glass
  Golem, stained glass    [Monster Manual
  [Monster Manual
  [Monster Manual
  [Monster Manual    IIIIIIII] ] ] ]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about stained glass golems. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 21: This glittering figure emerging from the 
  window frame is a stained glass golem. This result 
  reveals all construct traits. 
   
  DC 26: A stained glass is immune to almost all 
  forms of magic, and its unnaturally hardened body 
  deflects most attacks. However, adamantine 
  weapons can prove effective, and shatter spells 
  and sonic effects affect it normally. This result 
  also reveals the procedure for creating stained 
  glass golems. 
   
  DC 31: A stained glass golem attacks by slashing 
  foes with its limbs, which are exceptionally sharp. 
  A mending spell repairs a stained glass golem of 
  some of the damage it has suffered. 
   
  Golem, stone [Monster Manual] 
  Golem, stone [Monster Manual] 
  Golem, stone [Monster Manual] 
  Golem, stone [Monster Manual]     
  CR 11 Characters with ranks in Knowledge 
  (arcana) can learn more about stone golems. When 
  a character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  21 This walking statue is a stone golem. This 
  result reveals all construct traits. 
  26 A stone golem is immune to almost all forms of 
  magic, and its rocky body deflects most attacks. 
  However, adamantine weapons can prove 
  effective, and a transmute rock to mud spell slows 
  the creature for a few moments. This result also 
  reveals the procedure for creating stone golems. 
  31 A stone golem attacks by smashing foes with 
  its powerful fists. A transmute mud to rock spell 
  repairs a stone golem of all damage it has suffered. 
  Casting stone to flesh on a stone golem doesn’t 
  actually damage it, but does drastically weaken its 
  defenses against attacks and magic for a few 
  seconds. 
  36 A stone golem can slow a nearby opponent 
  every few moments without having to pause in its 
  attacks. 
   
  --- 
   
  "He breathed life into me, he molded me, he spoke 
  to me as a son; yes, he loved me."  
   
  "And yet you killed him?" I exclaimed.  
   
  The cold marble hands clenched until I saw a 
  powder of dust fall from them. "He poured his 
  soul into me! He gave me every human appetite, 
  and the means of satisfying none. How can a 
  statue eat, sleep, breathe? Where shall he find the 
  family that will take him in?"  
   
  He fell silent, then continued, his harsh voice low 
  and impassioned, "Did I say 'none'? Your pardon, 
  Doctor. One human urge I have that I can gratify--
  
  the urge to destroy. And that urge I mean to sate, if 
  it be possible."  
   
  Stonehands, from Twelve More Tales of the 
  Macabre, Jean Lafolie 
   
  Golem, tombstone [Libris Mortis] 
  Golem, tombstone [Libris Mortis] 
  Golem, tombstone [Libris Mortis] 
  Golem, tombstone [Libris Mortis]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about tombstone golems. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  23 This hulking mass of fused headstones is a 
  tombstone golem. This result reveals all construct 
  traits. 
   
  28 A tombstone golem is immune to almost all 
  forms of magic, and its rocky body deflects most 
  attacks. However, adamantine weapons can prove 
  effective, and a transmute rock to mud spell slows 
  the creature for a few moments. This result also 
  reveals the procedure for creating tombstone 
  golems. 
   
  33 A tombstone golem attacks by smashing foes 
  with its powerful fists. A transmute mud to rock 
  spell repairs a tombstone golem of all damage it 
  has suffered. Casting stone to flesh on a tombstone 
  golem doesn’t actually damage it, but does 
  drastically weaken its defenses against attacks and 
  magic for a few seconds. 
   
  38 Every few moments, a tombstone golem can 
  channel negative energy through one of its melee 
  attacks, instantly snuffing out the life force of the 
  creature it strikes like a slay living spell. 
   
  --- 
   
  Such were the sins of Bloody Stoneheart against 
  his own people that they cursed him so that the 
  touch of unworked stone was fire to him. And it 
  did not take long for the authorities to put him to 
  flight from the cities. But he would find a reliable 
  source of cut stone in the graveyards where he set 
  to the crafting of his revenge. Within a few 
  months, the named and dated markers of deceased 
  relatives rose up as a single colossus to strike 
  down the living.  
   
  -Working note for Van Ritchen’s Guide to The 
  Created 
   
  Golem, wax [Denizens of Dread
  Golem, wax [Denizens of Dread
  Golem, wax [Denizens of Dread
  Golem, wax [Denizens of Dread, Dragon 
  , Dragon 
  , Dragon 
  , Dragon 
  341
  341
  341
  341] ] ] ]     
  CR 6 The fever robbed him of his daughter, his 
  wife, and his hunger for life. But he eventually 
  found his appetite and threw himself as never 
  before into his work. Yet for all his toil, nothing 
  was forthcoming. The figures of Baron Bahkolis, 
  Lady Aderre and her son Malocchio were so 
  overdue that I at last stole into his studio to speak 
  to him. He was slumped unconscious before two 
  uncommissioned works. The first, although 
  unfinished, bore the unmistakable figure and 
  features of his spouse. The second, perfect in its 
  every detail, captured the radiant life of his child. 
  What was strange, however, and that would 
  presage the terrors to come, was the pose that he 
  had lent it, for its hand rested, as though lovingly, 
  upon him as he slept.  
   
  -Claudette Petra, proprietor of Madame Petra’s 
  Wax Museum, interviewed by the Martira Bay 
  constabulary 
   
  Golem, web [Monster Manual III
  Golem, web [Monster Manual III
  Golem, web [Monster Manual III
  Golem, web [Monster Manual III, , , , 
  Dragon 302
  Dragon 302
  Dragon 302
  Dragon 302] ] ] ]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about web golems. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 17: This vaguely humanoid mass of tightly 
  wound spider silk, bearing the eight eyes and 
  fangs of a spider, is a web golem. This result 
  reveals all construct traits. 
   
  DC 22: A web golem is immune to almost all 
  forms of magic, and its silken body is surprisingly 
  resilient, deflecting most attacks. However, 
  adamantine weapons can prove effective, and a 
  grease spell slows the creature for a few moments. 
  
   
  DC 27: A web golem attacks with its powerful 
  fists, and its bite injects venom that leaves victims 
  as weak as babes. Web golems are vulnerable to 
  fire. A web golem’s silk is extremely sticky, so 
  anything that strikes it—including weapons and 
  creatures—risks getting stuck. This result also 
  reveals the procedure for creating web golems. 
   
  DC 32: A web golem can spin a web (as the spell) 
  several times a day. It can climb walls like a 
  spider, and its movement is not hindered by web 
  effects, including its own. 
   
  --- 
   
  Sir Canifax is truly a fascinating character and we 
  were eager to meet him after this letter exchange. 
  This tall, old gentleman with a top hat says he 
  retired from adventuring (but me and Laurie doubt 
  he really is). He was willing to share details on a 
  creature we are hunting, but in fact he didn’t tell 
  us many things we didn’t knew already about the 
  Telling Man – see these notes. 
   
  However, the discussion later switched to our 
  uncle, and Canifax expressed regrets never to have 
  met him in person. Laurie tried to discuss a point 
  of magick, but we felt his unease and left him take 
  the conversation elsewhere without insisting.  
   
  Then the conversation wandered about golems and 
  he told us about a particularly disgusting type of 
  construct, made entirely of webs! Canifax 
  destroyed one a long time ago. Crawling among 
  large spiders, this humanoid construct has many 
  spider features: eight eyes, poisonous fangs and 
  ability to crawl on ceilings. He said its web body 
  was also very sticky.  
   
  Canifax is a very good raconteur, making the 
  monster particularly creepy, but I do not think he 
  was exaggerating this tale. Canifax assured us the 
  golem builder was also destroyed. But I shiver to 
  think somebody could find eventual notes and start 
  building one of these horrors these days… 
   
  Note added to “Van Richten Guide to Created” by 
  the twins  
   
  Golem, zombie [Denizens of Dread] 
  Golem, zombie [Denizens of Dread] 
  Golem, zombie [Denizens of Dread] 
  Golem, zombie [Denizens of Dread]     
  CR 12  
  After consideration, I have decided that the 
  creation of the 'zombie golem' (see notebooks 471-
  3) cannot be described as truly original work, as it 
  is the merest transposition of principle from the 
  famous 'flesh golem', the only difference being the 
  instillation of an necromantic animus into the 
  constituent corpses before beginning assembly of 
  the construct. Such is the subtlety of my 
  tormentors.  
   
  Azalin Rex, laboratory notebook 913 page 37 
   
  Gorgon [Monster Manual] 
  Gorgon [Monster Manual] 
  Gorgon [Monster Manual] 
  Gorgon [Monster Manual]     
  CR 8 
  Characters with ranks in Knowledge (arcana) can 
  learn more about gorgons. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  18 This armored bull is called a gorgon. This 
  result reveals all magical beast traits. 
  23 A gorgon constantly exhales clouds of sickly 
  green fumes. A gorgon can use these fumes as a 
  breath weapon several times a day, instantly 
  turning living creatures to stone. 
  28 Gorgons are highly aggressive, and will 
  trample nearly any creature they see. They cannot 
  be trained or domesticated. 
  33 Gorgon blood holds an unusual supernatural 
  quality: If gorgon blood is stirred into mortar, any 
  walls built with the resulting mixture become solid 
  barriers to ghosts and other ethereal travelers. 
   
  --- 
   
  They still tell stories here of the Iron Bull, who 
  appears from the deep plains when the land is 
  befouled by blood or filth or fire to wreak a 
  horrible vengeance on those who pollute the land. 
  They say that he is stronger than the strongest 
  horse, and that a sword or a spear employed 
  against him will turn again and strike its owner 
  down; they say also that his breath turns wheat or 
  wood to chalk and flesh to stone. I was shown 
  what might, with some imagination, be thought a 
  
  human figure carved in stone and told in all 
  seriousness that it had once been a particularly 
  wicked quarryman, who fouled the river with 
  tailings from his pit; the Iron Bull came and turned 
  him into one of his own stones, and the quarry he 
  worked lies overgrown and unused to this day.  
   
  Folk-tales of the Eastern Core, Magnus Wolfsbane 
  Grave Ooze
  Grave Ooze
  Grave Ooze
  Grave Ooze    [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]    ––––    see
  see
  see
  see    
  Ooze
  Ooze
  Ooze
  Ooze    
  Graveyard Sludge [MM5]  
  Graveyard Sludge [MM5]  
  Graveyard Sludge [MM5]  
  Graveyard Sludge [MM5]  ----    see
  see
  see
  see    Ooze, 
  Ooze, 
  Ooze, 
  Ooze, 
  Graveyard
  Graveyard
  Graveyard
  Graveyard    
  Gray jester [Heroes of Horror] 
  Gray jester [Heroes of Horror] 
  Gray jester [Heroes of Horror] 
  Gray jester [Heroes of Horror]     
  A book on darkonese folklore I was reading told 
  me about a puzzling being that could possibly be a 
  subtype of bogeyman? I need to search more on 
  these “gray jester”, as it is often called, to make an 
  educated guess on its exact nature. 
   
  In short, I learned from this book the creature 
  always appears as a very thin jester, clown or 
  mime and mainly attacks children. This fact 
  attracted my attention, of course. It is said to 
  entertain children and then use the grim ability of 
  draining the joyous emotions from the children it 
  attacks, leaving them as mind drained automatons 
  under the jester’s control. Does this bogeyman 
  “feed” on joyous thought? 
   
  However I understand from the book many adults 
  have seen the creature, which is puzzling and 
  wildly atypical from the other bogeymen. More 
  enquiry needed on this case. 
   
  Hans Gleam, private notes  
  Gray Wyrm, the 
  Gray Wyrm, the 
  Gray Wyrm, the 
  Gray Wyrm, the     
  Suggested by Chris Nichols 
  Green Maid
  Green Maid
  Green Maid
  Green Maiden, the 
  en, the 
  en, the 
  en, the (Gaz 2)
  (Gaz 2)
  (Gaz 2)
  (Gaz 2)    
   
   
  Greenvise [Monster Manual II
  Greenvise [Monster Manual II
  Greenvise [Monster Manual II
  Greenvise [Monster Manual II, Dragon 
  , Dragon 
  , Dragon 
  , Dragon 
  #292
  #292
  #292
  #292] ] ] ]     
  JWM: Huge Plant, CR 10, neutral. In essence, a 
  massive, semi-intelligent, ambulatory Venus 
  flytrap. Its main attack is to slam foes, stuff them 
  in its leafy maw, and swallow them whole, but if 
  push comes to shove it can also exude a deadly 
  acidic fog. It can sense the location of any creature 
  in contact with vegetation. Only active by day. I 
  generally consider it useful as a predator in the 
  jungles of the Verdurous Lands. (I.E., it's "random 
  encounter" fodder.) 
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about greenvises. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 22: This monstrous plant is a kind of massive, 
  ambulatory flytrap called a greenvise. This result 
  reveals all plant traits. 
   
  DC 27: A greenvise battering its prey with its 
  thick tendrils before snapping up the creature with 
  its thorny maw. A greenvise can swallow an entire 
  horse in one gulp. Greenvises are diurnal, hunting 
  by day and resting by night. 
   
  DC 32: Twice per day, a greenvise can protect 
  itself by exuding a large cloud of highly acidic 
  vapor that hangs in the air for several moments. 
  Greenvises are themselves immune to acid. 
   
  DC 37: Through a strange sort of woodsense, a 
  greenvise can sense the presence of anything 
  within 20 paces that is in contact with any plant 
  life. 
   
  --- 
   
  "Your system of classification is as quaint as it is 
  wrong. Omnivorous and carnivorous diets are the 
  preserve of animals? And teeth too, I suppose! 
  Hazard a guess as to the creature that burnt me 
  thus."  
   
  
  -The re-education of Charlie Wescote, Ship's 
  Biologist of the HMS Retriever 
   
  Gremishka [Denizens of Dread] 
  Gremishka [Denizens of Dread] 
  Gremishka [Denizens of Dread] 
  Gremishka [Denizens of Dread]     
  CR 1/3 
  "Mayor Bonnivale emerged from the bushes 
  around Bellweather Manor to meet his new 
  "business partner," the spiritualist Glamgel. 
  Bonnivale thrust a heavy sack of coins before 
  Glamgel, who casually hid it within his 
  voluminous blue robe. Glamgel, in turn, shook his 
  right sleeve, and produced a cat. Or rather, a cat-
  like creature with tremendous eyes and huge, 
  funnel-like ears.  
  "Bonnivale eagerly pointed Bellweather Manor 
  out to the creature, who, in turn, simply gawked 
  back at him, apparently in awe of the mayor's 
  bowler hat. Glamgel shook his head, picked up a 
  rock, and hurled it through one of the manor 
  windows. While the mayor fearfully clutched his 
  bowler, afraid that his scheme was now laid bare 
  to the world, the spiritualist pointed to the 
  smashed pane, and the creature eagerly clambered 
  up the wall, and entered the house through the 
  broken window.  
  "When I turned back to see the two malefactors, 
  both mayor and spiritualist were gone."  
   
  --passage from Spirit Circles And Shadowed Pits, 
  Memoirs of Jeremy Addler 
   
  Grim [Denizens of Dread] 
  Grim [Denizens of Dread] 
  Grim [Denizens of Dread] 
  Grim [Denizens of Dread]     
  CR 6 
  JWM: Binding a Grim. The true nature of these 
  strange, spiritual entities is far from certain, but 
  the method of binding a grim to a site is not so 
  mysterious. First, the territory the grim is to guard 
  must somehow be bounded by a physical border, 
  such as a low stone wall or similar markers. 
  Temples and other structures are automatically 
  bounded. Next, a divine spellcaster must sanctify 
  the site with a hallow spell. A spellcaster must 
  now cast magic circle against evil within the 
  hallowed area. Lastly, a spellcaster must cast 
  summon monster V at night, while inside the 
  magic circle, with the specific intention of 
  summoning a grim. If these steps are followed 
  correctly, a grim appears and guards the site for as 
  long as it lives, perhaps long after the site itself 
  has been forgotten and gone to seed.  
  In lands where the dead are feared or revered, such 
  as Darkon and Mordent, some folk offer a 
  different account of the grim’s origin. They claim 
  that when a new graveyard or other burial site is 
  consecrated (again, using a hallow spell), the spirit 
  of the first creature to be laid to rest there 
  automatically rises up and becomes a grim rather 
  than moving on to its deserved afterlife. Where 
  this belief holds sway, one or more animals — 
  traditionally a dog, cat, and owl sacrificed and 
  buried together — are often the first to be put to 
  ground, sparing any deceased humans from 
  assuming the role. If grims do form from the 
  spirits of the dead, they retain only dim memories 
  of their lives, which surface only when the 
  possibility of their final rest presents itself. Once 
  created, a grim can reach the afterlife only by 
  being destroyed or by having another creature 
  willingly volunteer to take its place shortly before 
  dying and being interred within the grim’s 
  territory. Grims are patient creatures, however, 
  and do not actively seek their own destruction.  
   
  Only one grim can be bound to any given site at a 
  time. Attempts to bind additional grims produce 
  no results. 
   
  --- 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (religion) can learn more about grims. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  16 This macabre animal is actually a guardian 
  spirit called a grim This result reveals all magical 
  beast traits.  
  21 Grims can take the form of a large dog, cat, or 
  owl, but once chosen they must remain in the same 
  form all night. This result reveals the 
  shapechanger subtype.  
  26 Grims are powerful guardians against 
  supernatural evil, set in place by spellcasters to 
  watch over hallowed grounds.  
  31 Grims are powerless during daylight hours, 
  automatically retreating to the spirit world at 
  
  cock’s crow and not returning until the last rays of 
  sun have set.  
   
  --- 
   
  “When a young agent of mine failed to return with 
  the bones I investigated. My approach could not 
  have been stealthier, at least until dead and live 
  alike were set on edge by the cry of a great and 
  ghastly owl who presided over the place with a 
  sense of propriety proper to none but myself. I bid 
  it begone. Yet it failed to so much as flinch. More 
  astonishing still, it fixed its will upon my being 
  and urged flight upon my soul. Unperturbed by its 
  failure in this, it leapt from its towering perch and 
  swooped down at me, its claws extended to rend 
  my flesh. The grace with which I side-stepped it 
  gave it no pause. It was a determined and 
  remarkable creature, but I was impatient, 
  preoccupied with matters of consequence, and 
  simply spoke a word that sent it from existence. I 
  thought nothing more of the thing, until a second 
  young agent sent to that graveyard failed to return 
  to me last night, two centuries after the first.”  
   
  -Strahd von Zarovich consulting Madame Eva 
   
  Grimlock [Monster Manual] 
  Grimlock [Monster Manual] 
  Grimlock [Monster Manual] 
  Grimlock [Monster Manual]     
  CR 1 Suggested by Chris Nichols 
   
  Dr#327 - Jan 05 - Ecology of the Grimlock - 
  These blind creatures are often found with mind 
  flayers, often as their private armies. 
   
  Grim reaper [Denizens of Dread] 
  Grim reaper [Denizens of Dread] 
  Grim reaper [Denizens of Dread] 
  Grim reaper [Denizens of Dread]     
  CR 7 
  "The wards remained in place, the candles 
  remained lit, and the magic circles remained 
  undisturbed. Nothing would be able to harm Mme. 
  Anna while she recovered from her illness. The 
  only thing we did not anticipate was Mme. Anna, 
  herself.  
  "When the clock struck 1:45, she rose from her 
  bed, something that she could not do in the last 10 
  days of her illness, and blew out the warding 
  candle on her nightstand. She turned to me, and 
  with a sad, wistful smile, she told me, "It is time."  
  "She stepped out of her bed, and the door gently 
  opened. A tall figure, shrouded in black silk 
  emerged from the doorway, offering its skeletal 
  hand to Mme. Anna.  
  ""It is time."  
  ""Yes, it is time."  
  "She took its hand, and then they were both gone."  
   
  -passage from Spirit Circles And Shadowed Pits, 
  Memoirs of Jeremy Addler 
   
  Grimweird [Monster Manual III] 
  Grimweird [Monster Manual III] 
  Grimweird [Monster Manual III] 
  Grimweird [Monster Manual III]     
  JWM: Medium Undead, CR 11, lawful evil. A 
  weak and withered undead creature that possesses 
  potent spell-like abilities. The most significant of 
  these powers is its ability to magically summon 
  evil creatures to its aid. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about grimweirds. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 21: The weak and withered appearance of this 
  humanoid undead is deceiving; the presence of its 
  minions hints that it is a grimweird, a creature that 
  has tapped into the Negative Energy Plain to reap 
  great power. This result reveals all undead traits. 
  Grimweirds speak the languages they knew in life. 
   
  DC 26: Grimweirds are best known for their 
  ability to summon powerful, evil allies to aid it. 
  Every few moments, a grimweird can use lesser 
  planar binding and summon monster VI as spell-
  like abilities. 
   
  DC 31: In close combat, a grimweird drains life 
  energy with its claws. Once per day, it can use 
  dispel magic and protection from 
  chaos/good/evil/law as spell-like abilities. 
   
  DC 36: The creatures summoned by a grimweird 
  are unusually strong and resilient for their kind 
   
  --- 
   
  
  Of all the restless spirits said to haunt that dark & 
  misty land (and there are many), but few are more 
  feared than the Dark Mourner, whose song is said 
  to summon all fell creature to its side, so that he 
  who would oppose it finds himself surrounded at 
  once by all enemies of the living, drawn from 
  miles around to the Mourner's aid, perishing, 
  therefore, before he can so much as raise his blade.  
   
  from Catalog of the World Entire 
   
   
  Grisgol [Monster Manual III]
  Grisgol [Monster Manual III]
  Grisgol [Monster Manual III]
  Grisgol [Monster Manual III]    
  JWM: Large Construct, CR 15, neutral. A golem 
  constructed from broken and worn-out magic 
  items. Since its limbs are wrapped in magic 
  scrolls, it can be mistaken for a mummy from a 
  distance. A grisgol can only be created by a lich, 
  and the lich’s phylactery sits at the grisgol’s heart, 
  empowering it. It has numerous lich-like powers, 
  including a paralyzing, negative energy-imbued 
  touch and spell-like abilities, plus striking it kicks 
  up infectious dust. Once it’s destroyed, anyone 
  examining its remains may be driven mad by a 
  powerful curse. In short, a powerful guardian for a 
  lich’s life force.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about grisgols. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  25 What first appears to be a strange kind of 
  mummy is in fact a grisgol, a construct created by 
  a powerful spellcaster from scores of broken and 
  discarded magic items. This result reveals all 
  construct traits. 
   
  30 A grisgol is immune to almost all forms of 
  magic, and its magic-charged body deflects most 
  attacks. However, magic piercing weapons can 
  penetrate its defenses. A grisgol is powered by the 
  phylactery of a lich imprisoned at its heart. Its 
  attacks flow with damaging negative energy, 
  which can also permanently paralyze living 
  creatures. Remove curse and similar spells can 
  remove this paralysis. This result also reveals 
  procedure for creating grisgols. 
   
  35 Striking a grisgol with any object other than a 
  piercing weapon throws out a cloud of choking 
  dust and mold. Living creatures who breathe it in 
  may contract slimy doom. Casting erase on a 
  grisgol damages it. A grisgol can use ten different 
  spell-like abilities, each once per day, but the 
  specific spells differ from one grisgol to the next 
  and reflect the trapped lich’s spirit bonded to the 
  construct. 
   
  40 Casting secret page on a grisgol renders it 
  invisible. Destroying a grisgol frees the lich’s 
  spirit trapped within it, unless the phylactery is 
  uncovered and destroyed. However, after a grisgol 
  is destroyed, anyone who examines the magic 
  writings on its parchment wrappings may be 
  driven mad by a powerful curse. Nothing short of 
  a limited wish can remove this curse. 
  --- 
  Standing next to the dread Phantom's Bane was a 
  creature which we took at first to be a mummy, as 
  it appeared to be a human frame wrapped in what 
  appeared to be long rolls of cloth.  
   
  "I have no more time to entertain you," the lich 
  said in its inhuman whisper. "I leave you with my 
  good friend the Red Hand. At one time he and I 
  were enemies, but I won him over at last, and he 
  has served me well. I hope our own relationship 
  follows the same course, Master Van Richten. 
  Adieu."  
   
  What that the image of the lich flickered and 
  disappeared--its presence had been merely 
  illusionary! As it did so the "mummy" strode 
  forward, and I could see it was actually a creation 
  of metal rods, crystals, and wood, bound in papyri 
  on which I seemed to see blasphemous arcana of 
  great power written...  
   
  Working notes for Van Richten's Guide to the Lich 
   
   
   
  
  H 
   
  Hag, annis [Monster Manual] 
  Hag, annis [Monster Manual] 
  Hag, annis [Monster Manual] 
  Hag, annis [Monster Manual]     
  CR 6 (underlined text is Ravenloft specific. In 
  other settings, you can ignore it or pass it off as 
  mere superstition.) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about annis. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  16 This towering, hideous, blue-skinned crone is 
  an annis, a physically powerful form of hag. This 
  result reveals all monstrous humanoid traits. Hags 
  usually speak Giant and Common. 
  21 An annis has a ravenous appetite for humanoid 
  flesh. They attack with their razor-sharp talons and 
  iron-hard teeth. If they get a foe in their clutches, 
  they can brutally tear through the victim’s flesh. 
  An annis’ dense flesh resists minor cuts, but 
  bludgeoning weapons can prove effective. The 
  mere presence of a hag warps the natural world 
  around it, which can cause natural processes — 
  such as a cow producing milk or even childbirth 
  — to go terribly wrong. 
  26 Annis can use disguise self and fog cloud 
  several times a day as spell-like abilities. They 
  enjoy posing as common folk to lure hapless 
  victims into their clutches. Like all hags, they are 
  scheming creatures that despise natural beauty. An 
  annis is resistant to magic. 
  31 Annis are often masters of foul magical arts. 
  When they form coveys with at least two other 
  hags, they pool their power, gaining the ability to 
  use animate dead, bestow curse, control weather, 
  dream, forcecage, mind blank, mirage arcana, 
  polymorph, veil, and vision as spell-like abilities. 
  36 Hag coveys can also create hag’s eyes, magical 
  gems through which the hags can scry at will. 
   
  --- 
   
  The professor caught my arm as I left his bedside, 
  though his arms lacked the strength to stop me. "I 
  could not call myself a friend if I condoned this 
  course of action," he said to me. "But if you are 
  determined, I can advise you."  
  "Then do so, for I am," I replied.  
  "Very well," he sighed, suddenly looking very 
  tired. "If you go to the Tall Woman, you must 
  remember three things: first, be there of your own 
  free will and tell her as such, for those who are 
  sent to her are hers by right. Second, no matter 
  how she treats you, you must treat her with the 
  utmost respect. Third, you must ask nothing of 
  her, for such things lead to harm more often than 
  good."  
  I nodded and left, all the time wondering how my 
  friend had knowledge of dealing with such dark 
  creatures...  
   
  -From the table notes of Dariel Swift, a researcher 
  of Dark Magiks 
   
  See also Pathfinder classic horror revisited, and 
  RLCS 
  Hag, Bheur [Unapproachable East] 
  Hag, Bheur [Unapproachable East] 
  Hag, Bheur [Unapproachable East] 
  Hag, Bheur [Unapproachable East]     
  Chris Nichols: These hags are harbingers of 
  winter, with terrible powers over cold. Bheurs 
  carry a wooden staff called a graystaff that is the 
  focus of much of their power. Bheur hags can also 
  change to a Large size form to combat their foes. 
  Perhaps most horrifically, bheur hags can consume 
  *any* slain or helpless foe in a single round. 
  Seeing this horrific feast can cause viewers to go 
  blind or be driven mad.  
   
  In Ravenloft, bheur hags dwell in the Frozen 
  Reaches and the heights of the Balinoks, the 
  Mountains of Misery and the Sleeping Beast. 
  When winter comes, the range of the bheurs is 
  greatly increased, as they may range as far as the 
  snows reach.  
   
  Some claim that there is really only one bheur hag 
  and that she is the embodiment of winter. 
  Accordingly, the bheur must be slain for spring to 
  return, but ever if slain the bheur will return to life 
  when winter comes again. 
   
  --- 
  
   
  As the wind whipped about him and the snow 
  grew ever deeper, Radu realized he had no choice 
  but to accept the old woman's request, for a 
  winter's night in the heights of the Balinoks 
  without shelter was a sure death.  
   
  "Yes, grandmother," said Radu. "I agree that my 
  horse for a night's shelter is a fair trade."  
   
  "You've done right by this old woman, young 
  man," said the old woman, with a smile that made 
  her uglier than ever.  
   
  And with that, she walked up to Danzi, looked him 
  up and down once, and struck the horse sharply 
  between the eyes with her staff. Poor Danzi 
  instantly fell over dead.  
   
  Next, the old woman licked her lips and opened 
  her mouth wide, kneeling over the horse's body. 
  What happened next, Radu did not want to know, 
  so he closed his eyes. But he could still hear, and 
  thought that if he looked at what the old woman 
  was doing he might go blind or mad.  
   
  - from Radu and Old Woman Winter, in 10 Tales 
  from the Balinoks  
   
  HHHHag, Bog [Oriental Adventure]
  ag, Bog [Oriental Adventure]
  ag, Bog [Oriental Adventure]
  ag, Bog [Oriental Adventure]    
  Characters with ranks in Knowledge (arcana) can 
  learn more about bog hags. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 The green flesh beneath this person’s torn skin 
  reveals it to be a bog hag, a hideous crone easily 
  mistaken for a green hag. This result reveals all 
  monstrous humanoid traits and the shapechanger 
  subtype. Bog hags speak Giant and Common. 
   
  17 A bog hag lacks the physical and mystical 
  power of her more fearsome kin, but she possesses 
  the horrific ability to disguise herself as a normal 
  humanoid by flaying a victim and wrapping 
  herself in the victim’s skin. This disguise is only 
  short-term, however, since the dead skin soon rots 
  away. 
  22 A bog hag can still rely on her sharp talons 
  while disguised as a humanoid, but this instantly 
  shreds the stolen skin. A bog hag’s claws carry a 
  lethal disease called bog rot. 
  27 Bog hags prefer to attack by grappling foes and 
  forcing their heads underwater until they drown, 
  leaving the skin intact. When a bog hag first dons 
  a new skin, she quickly heals from her wounds. 
  Once fully healed, however, a bog hag needs to 
  don a fresh skin to use this ability again. 
   
  --- 
   
  Dear Rainard, 
   
  I write you in times of pain and sadness. Your dear 
  sister is no more among us. You know I lost the 
  only person I ever loved. I do not have a lot of 
  time to explain the way she died, so I’ll go directly 
  to the point. 
   
  Poor Rustine fell to a terrible creature, a wicked 
  hag living in the Black swamp. We felt something 
  was wrong when her behaviour suddenly changed 
  and she asked us to sell everything we had in order 
  to “leave this horrible place with the maximum 
  amount of gold we could get”.  We didn’t 
  understand her sudden desire to leave the place, 
  but nonetheless I asked around if anybody wanted 
  to buy our modest house. After, we spent days 
  packing our things.While we were packing, and 
  only a few days has passed since her change, then 
  horror struck us.  
   
  A dog in the street bit Rustine, and suddenly, I saw 
  the flesh on her leg ripped to shreds by the dog. I 
  was surprised that such a small dog could make 
  this horrible bite, but people in the street yelled 
  and I saw Rustine trying to hide her wound. But 
  we all saw green skin with scales under what 
  seemed like an horrible disguise of flesh! Then the 
  thing screamed and large talons ripped Rustine’s 
  flesh and came out in the light! As horrible as it 
  was, we burned the thing and we saw it for what it 
  really was: a green hag wearing Rustine’ skin! 
  Horrible, let me tell you.  
   
  
  We never found Rustine’s resting place so I 
  assume the thing that wore her skin also ate her. 
  More when we meet in a month. 
   
  Julien  
  Hag, dread [Ravenloft Third Edition] 
  Hag, dread [Ravenloft Third Edition] 
  Hag, dread [Ravenloft Third Edition] 
  Hag, dread [Ravenloft Third Edition]     
  Baba Yaga ate up the seven loaves of good white 
  bread; she ate up the great bowl of borscht; she ate 
  up the suckling pig and the great pile of mashed 
  turnips; then she ate up the side of beef, a whole 
  half of a young steer it was, and all the while she 
  drank down the best vodka as if it were water. At 
  last she ate up a great round of the best cow's 
  cheese, wax and all, then she sat back, picking her 
  iron teeth with a rib of the steer, and lit her pipe. 
  (Smoking after meals is one of Baba Yaga's many 
  bad habits.)  
   
  "Did you enjoy your meal, Grandmother?" Ivana 
  asked politely.  
   
  "Yes," Baba Yaga allowed reluctantly. "I did. But 
  you have not yet won! There remains a third task 
  to be completed before you may go on your way, 
  and if you cannot finish it--well, then, I'll be eating 
  you tomorrow at this time."  
   
  The Story of Ivana and Baba Yaga, traditional 
  Voros 
  Hag, dune [Sandstorm] 
  Hag, dune [Sandstorm] 
  Hag, dune [Sandstorm] 
  Hag, dune [Sandstorm]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about dune hags. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  (A little Ravenloft-specific info in this one.) 
   
  DC Result 
  14 This inhumanly tall, greenish-brown, and 
  hideously ugly crone is a dune hag, a twisted 
  creature that calls the desert wastes her home. This 
  result reveals all monstrous humanoid traits. Hags 
  usually speak Giant and a local language. 
   
  19 Dune hags have a ravenous appetite for 
  humanoid flesh. Despite their strength, they prefer 
  to use trickery and compulsion against their foes. 
  A dune hag can use the spell-like abilities of 
  disguise self, haboob, skin of the cactus, and 
  hallucinatory terrain several times a day. 
   
  24 Dune hags can mentally enslave humanoids 
  with a kiss. A dune hag’s hardened hide deflects 
  glancing blows. A dune hag is also resistant to 
  magic. The mere presence of a hag warps the 
  natural world around it, which can cause natural 
  processes — such as a cow producing milk or 
  even childbirth — to go terribly wrong. 
   
  --- 
   
  Beware of the dune princess, travelers! If this 
  crone ever kisses you, you will loose your head 
  and see her as the most beautiful woman of the 
  desert lands. Then you will follow her in the desert 
  and you will loose your heart and never be seen 
  again.  
   
  Har’Akir wisewoman tale  
  Hag, green hag [Monster Manual] 
  Hag, green hag [Monster Manual] 
  Hag, green hag [Monster Manual] 
  Hag, green hag [Monster Manual]     
  CR 5 
  (I know Dragon did an Ecology article on the 
  green hag fairly recently - Dr#331 - May 05, but 
  their lore table wasn't quite to my liking. Ravenloft 
  specific) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about green hags. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 This hideous green crone is a green hag, a 
  twisted creature found in the deepest swamps. This 
  result reveals all monstrous humanoid traits. Hags 
  usually speak Giant and Common. 
  20 A green hag has a ravenous appetite for 
  humanoid flesh. Despite their strength, they prefer 
  to use stealth and trickery against their foes. Green 
  hags can mimic the sounds of nearly any animal 
  they’ve ever heard. These hags also know how to 
  sap a creature’s strength simply by clutching it in 
  just the right spot. The mere presence of a hag 
  warps the natural world around it, which can cause 
  
  natural processes — such as a cow producing milk 
  or even childbirth — to go terribly wrong. 
  25 Green hags have several powerful spell-like 
  abilities, including dancing lights, disguise self, 
  ghost sound, invisibility, pass without trace, 
  tongues, and water breathing. They enjoy posing 
  as common folk to lure hapless victims into their 
  clutches. Like all hags, they are scheming 
  creatures that despise natural beauty. A green hag 
  is resistant to magic. 
  30 Green hags are often masters of foul magical 
  arts. When they form coveys with at least two 
  other hags, they pool their power, gaining the 
  ability to use animate dead, bestow curse, control 
  weather, dream, forcecage, mind blank, mirage 
  arcana, polymorph, veil, and vision as spell-like 
  abilities. 
  35 Hag coveys can also create hag’s eyes, magical 
  gems through which the hags can scry at will. 
   
  --- 
   
  Jenny Greenteeth sits in the moonlight pale,  
  Pickin' at her teeth with a coffin nail  
  Hey, Jenny, hey, ho, Jenny, go,  
  Jenny walking out tonight looking for a beau.  
   
  See her in the moonlight pretty as can be,  
  Hey, Jenny, ho, Jenny, save a kiss for me!  
  See her in the morning after kissing of her man,  
  Blood at her lips and blood on her hands.  
   
  Jenny in the moonlight, slender as a switch,  
  Jenny in the sunlight, green-toothed witch,  
  Careful as you go tonight, fine young man,  
  Jenny's walking out tonight, catch you if she can.  
   
  Hey, Jenny, hey, ho, Jenny, ho  
  Jenny walking out tonight looking for a beau!  
   
  The Ballad of Jenny Greenteeth, traditional 
  Mordentish 
  Hag, night
  Hag, night
  Hag, night
  Hag, night    [Monster Manual] 
  [Monster Manual] 
  [Monster Manual] 
  [Monster Manual]     
  JWM: Medium Outsider (Evil, Extraplanar), CR 9, 
  neutral evil. Fiendish, midnight-blue hags from the 
  lower plane of Hades that trade in mortal souls. 
  They spread disease with their bite, possess potent 
  spell-like abilities, and can haunt mortal's dreams. 
  Each night hag carries a magic trinket called a 
  heartstone, which strengthens her powers. Styrix 
  (RL Gaz II) is a night hag.  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about night hags. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  19 This midnight-hued crone is a type of fiend 
  called a night hag. This result reveals all outsider 
  traits and the evil subtype. Some scholars believe 
  night hags are the ultimate stage of truly ancient 
  and powerful mortal hags (such as green hags). 
  24 The connection between night hags and mortal 
  hags is mere speculation. Night hags are native to 
  the Gray Wastes of Hades, where they trade in 
  mortal flesh and souls. They are immune to cold, 
  fire, charm, sleep, and fear. 
  29 Night hags resist spells and their iron-hard skin 
  deflects most weapon blows, though magic 
  weapions forged of cold iron can still pierce their 
  defenses. A night hag’s bite carries a dangerous 
  disease called demon fever. 
  34 Night hags can haunt the dreams of chaotic or 
  evil mortals, draining their health. A night hag has 
  numerous spell-like abilities she can use at will, 
  including etherealness, magic missile, ray of 
  enfeeblement, sleep, and the ability to polymorph 
  herself and detect magic and alignments. 
  39 All night hags carry a magic periapt called a 
  heartstone, into which they pour much of their 
  power. A heartstone instantly cures its bearer’s 
  diseases, and thus can fetch a high price from the 
  right buyer. A night hag who loses her heartstone 
  cannot use etherealness or haunt mortals’ dreams 
  until she makes another, a process that requires a 
  month of effort. 
   
  --- 
   
  "As your soul is about to be dispatched to eternal 
  torment, I thought that you might appreciate a 
  truth or three. The beautiful girl in the dream, who 
  gave herself to you night after night before leading 
  you here, well that was me. That thing on the floor 
  over there that so disgusts you, that is what 
  remains of your cuckolded husband. And oh yes, 
  
  your daughter, you know I was going to eat her 
  too, but then I thought that a lifetime, short though 
  it will probably be, of servicing the sailors at the 
  local brothel would be so much more fitting."  
   
  -Styrix playing with prey, before feeding it as fuel 
  to her Rift Spanner 
   
  Hag, sea hag [Monster Manual] 
  Hag, sea hag [Monster Manual] 
  Hag, sea hag [Monster Manual] 
  Hag, sea hag [Monster Manual]     
  CR 4 
  Characters with ranks in Knowledge (arcana) can 
  learn more about sea hags. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
  DC Result 
  14 This oozing, jaundiced crone is a sea hag, a 
  twisted creature native to the oceans or stagnant 
  lakes. This result reveals all monstrous humanoid 
  traits. Hags usually speak Giant and Common. 
  19 Sea hags are so hideous that the mere sight of 
  their faces can cause opponents to go weak at the 
  knees. They prefer direct attacks, and slash their 
  enemies to ribbons with their long claws. A sea 
  hag can survive comfortably both above and 
  below the water’s surface. The mere presence of a 
  hag warps the natural world around it, which can 
  cause natural processes — such as a cow 
  producing milk or even childbirth — to go terribly 
  wrong. 
  24 Several times a day, a sea hag can cast her evil 
  eye on another creature, addling its mind with fear 
  for three days. Some victims are even struck dead 
  from fright on the spot. Assuming the victim 
  survives, remove curse or dispel evil can end the 
  effect. They enjoy posing as common folk to lure 
  hapless victims into their clutches. Like all hags, 
  they are scheming creatures that despise natural 
  beauty. A sea hag is resistant to magic. 
  29 Sea hags are often masters of foul magical arts. 
  When they form coveys with at least two other 
  hags, they pool their power, gaining the ability to 
  use animate dead, bestow curse, control weather, 
  dream, forcecage, mind blank, mirage arcana, 
  polymorph, veil, and vision as spell-like abilities. 
  34 Hag coveys can also create hag’s eyes, magical 
  gems through which the hags can scry at will. 
  --- 
  He had not gone far when he saw an old woman 
  sitting on the beach and weeping, just as he had 
  been told, all wrapped and veiled until her skin 
  could not be seen at all. Cautiously he came to her 
  side, and said, "Can I help you, Grandmother?"  
   
  "Oh, young man, I've lost my golden ring among 
  all this sand. Surely you'll help an old woman to 
  find her golden ring?"  
   
  "Of course, Grandmother," he replied, and put on 
  the spectacles the peddler had given him for just 
  such an occasion.  
   
  And it was just as well he did, for as he bent his 
  face to the sand the old woman put aside her veil 
  and grinned, and he felt his heart turn to ice to see 
  her face, so ugly and evil it was! But the peddler's 
  spectacles did their work, and he did not fall down 
  in a faint, nor lose his strength, as men do when 
  they see that awful face; and so when she flew at 
  his throat with her horrid clawed hands he was 
  prepared.  
   
  The Magic Spectacles, traditional Mordentish 
   
  Hag, 
  Hag, 
  Hag, 
  Hag, Shrieking [Unapproachable East] 
  Shrieking [Unapproachable East] 
  Shrieking [Unapproachable East] 
  Shrieking [Unapproachable East]     
  Chris Nichols: CR 10. A plains-dwelling hag with 
  the power to command the wind and a maddening 
  shriek. They can also rend their foes.  
   
  In Ravenloft, these hags dwell primarily on the 
  Vaasan Plateau.  
   
  --- 
   
  Laera - Whither goes thou, strange and ancient, 
  blackheart hag?  
   
  Witch - I go where the winds take me. The wind - 
  it whispers secrets to me, and I follow the course 
  the secrets set.  
   
  Laera - What secret has brought you here?  
   
  Witch - The secret of your death, child.  
   
  from The Secrets of the Winds, a Nova Vaasan 
  play  
  
  Hag, spectral [Denizens of Dread] 
  Hag, spectral [Denizens of Dread] 
  Hag, spectral [Denizens of Dread] 
  Hag, spectral [Denizens of Dread]     
  Spectral Annis CR 8 
  Spectral Green Hag CR 7 
  Spectral Sea Hag CR 6 
   
  JWM: Y'know, honestly, when you break it down 
  this monster is really just a regular hag with the 
  equivalent of "spectral creature" template stuck on, 
  and I'm seriously considering treating it as such. 
  But go ahead and write a blurb; whether it's under 
  Hag, Spectral or the sample creature for a Spectral 
  Creature, I can still use it.  
  Hagspawn [Unapproachable East] 
  Hagspawn [Unapproachable East] 
  Hagspawn [Unapproachable East] 
  Hagspawn [Unapproachable East]     
  Chris Nichols: CR Character level + 1. Hagspawn 
  are the rare male offspring of hags. Typically 
  abandoned at birth, hagspawn resemble 
  particularly large and brutish humans, and inherit 
  their mothers' wicked tendencies. They are violent 
  bullies and thugs, always seeking to intimidate and 
  dominate those weaker than them. Hagspawn have 
  high Str and Con, low Cha, an improved AC, spell 
  resistance. Favored class is barbarian. In 
  Ravenloft, hagspawn can appear anywhere hags 
  can be found. 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about hagspawn. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 This gangly, hunched figure is a hagspawn, the 
  male offspring of a hag. This result reveals all 
  monstrous humanoid traits. Hagspawn usually 
  speak Giant and Common. 
  19 Desipite their sickly physical appearance, 
  hagspawn are much stronger and somewhat 
  healthier than humans. Their considerable strength 
  is their main asset, so they tend to prefer melee 
  combat.  
  24 Hagspawn often work in the service of one or 
  more hags, sometimes bullying weaker creatures 
  into working with them. When not in the service 
  of hags, their main motivations are hunger for 
  flesh and hatred of natural beauty. Hagspawn lack 
  any spell-like abilities, but are resistant to magic. 
   
  --- 
   
  The hag simply sat in her chair of woven bones at 
  the far end of the room, smoking her pipe and 
  staring at the fire, seemingly unconcerned that we 
  had just smashed in the door to her cottage. The 
  ring of drawn swords seemed to bother her not at 
  all.  
   
  "Where is Aryana, witch?" shouted Sir Landrick. 
  "Tell us now and perhaps we shall let you live!"  
   
  The crone chuckled at this. "Little one," she called, 
  exhaling a long stream of smoke. "Come and get 
  rid of this rabble for mother, won't you?"  
   
  From the darkness of the back room stepped a 
  hulking brute, its skin a lesser shade of blue than 
  the hag's. Its skin was hairy and wart-pocked, its 
  arms long and gangly, its position hunched, its hair 
  lank and greasy, and its eyes red with malice. It 
  draw a cracked and blackened sword from 
  somewhere behind the door frame, and then it 
  spoke.  
   
  "Yes, maw-maw."  
   
  And then it was among us.  
   
  - excerpt from an unsigned diary found in an estate 
  sale in Karg  
   
  Half
  Half
  Half
  Half----farspawn [Lords of Madness] 
  farspawn [Lords of Madness] 
  farspawn [Lords of Madness] 
  farspawn [Lords of Madness]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about a creature’s half-farspawn 
  nature. The DC of the Knowledge check is (half-
  farspawn’s CR +10); the DCs below represent the 
  sample creature. Characters need to make a 
  separate Knowledge check to learn about the base 
  creature. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  20 This hideous monster seems to be a hybrid 
  between a familiar creature and the twisted entities 
  of the Far Realm, a place of madness and chaos 
  beyond the bounds of the multiverse. This result 
  reveals all outsider traits. 
   
  
  25 These alien entities are resistant to acid and 
  electricity and immune to poison. Their loathsome 
  flesh instantly heals minor wounds, but magic 
  weapons can pierce their defenses. A half-
  farspawn retains the natural weapons of its mortal 
  parent, but also sprouts a pair of lashing, 
  prehensile tentacles. 
   
  30 At will, a half-farspawn can shift into a form 
  reflecting its Far Realm heritage: a grotesque, 
  tentacled mass. Half-farspawn are resistant to 
  magic. Sentient half-farspawn can use an array of 
  spell-like abilities, generally once per day. The 
  weakest half-farspawn can use abilities like blur 
  and touch of idiocy, ranging up to scintillating 
  pattern, summon monster IX, and implosion 
  among the most powerful of their kind. 
   
  35 While in its true, alien form, a half-farspawn 
  attacks with its tentacles, sprouting yet another 
  pair to take on foes. Due to its amorphous 
  physiology, it cannot be flanked and is not subject 
  to precision-based damage, such as critical hits or 
  sneak attacks. Once a day, a half-farspawn can 
  channel its energies to virtually ensure that one of 
  its attacks strikes home. 
   
  --- 
   
  “This vistani woman’s case is interesting as it is 
  unique. From what I understand of what happened 
  when she lost her marbles, she liked to gaze in the 
  mists and peek at the travelers stuck in it. It was a 
  good source of revenue for the tribe to “rescue” 
  then and bring them back to solid land. 
   
  But it seems one day she saw something in the 
  crystal ball, and that something looked back at her. 
  She has lost her sanity since this moment and 
  often screams about “a tentacled being with six 
  eyes” that would be talking to her in her head. I’m 
  puzzled for the treatment that could help her and I 
  will write Dr Illhousen tomorrow about her case.” 
   
  Notes on patient # 423, Mordent Asylum   
  Half
  Half
  Half
  Half----fey [Fiend Folio/VR
  fey [Fiend Folio/VR
  fey [Fiend Folio/VR
  fey [Fiend Folio/VRG tt SF] 
  G tt SF] 
  G tt SF] 
  G tt SF]     
  Characters with ranks in Knowledge (nature) can 
  learn more about a creature’s half-fey nature. 
  Characters may need to make a separate 
  Knowledge check to learn about the base creature. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  15 This creature’s otherworldly, sylvan traits 
  indicate that one of its parents was likely a fey 
  spirit. This result reveals all fey traits. 
  20 Half-fey inherit many traits from their fey 
  parent. They are immune to mind-influencing 
  effects, and they ignore most minor attacks, 
  though weapons forged of cold iron can pierce 
  their defenses. 
  25 Particularly outgoing half-fey develop spell-
  like abilities, such as charm person, dancing lights, 
  daze, and faerie fire. Half-fey gain a wide variety 
  of more potent spell-like abilities as they grow in 
  power, generally in the form of illusions and 
  enchantments. 
  30 Half-fey may also inherit specific traits from 
  their fey parent, such as additional spell-like 
  abilities, minor resistances, or insect-like wings. 
  --- 
   
  Was a man in the village where I grew up whom 
  all knew was fey-blooded, for he had horse's 
  hooves for feet, and his fists like hooves when he 
  balled them, and a long mane as it were of black 
  hair down his back. He was main simple and never 
  harmed a soul, so we didn't go about in fear of 
  him; he could talk to horses and was a wonderful 
  ostler, though he never would ride. A weather-
  prophet he was, too, and he could say whether a 
  foal would be colt or filly a month before it were 
  born.  
   
  But an inquisitor came and wanted him to burn; 
  no, we said, he's a good lad and never any trouble, 
  for all he's fey. But he took fright and run off, and 
  never came back for to live in the village again, 
  though we'd seem him sometimes, at dawn or 
  dusk, out in the fields; and mama often had me 
  leave out a bowl of mash, for if he should be 
  hungered.  
  Folk-tales of the Eastern Core, Magnus Wolfsbane 
  Half
  Half
  Half
  Half----fiend [Monster Manual] 
  fiend [Monster Manual] 
  fiend [Monster Manual] 
  fiend [Monster Manual]     
  (template) Characters with ranks in Knowledge 
  (the planes) can learn more about a creature’s half-
  
  fiendish nature. (Characters may have to make a 
  different Knowledge check to learn about the base 
  creature’s traits.) When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This creature is the product of a mating 
  between a mortal creature and a fiend. This result 
  reveals all outsider traits. 
  18 A half-fiend is resistant to acid, cold, 
  electricity, and fire. It is immune to poison and can 
  see in the dark. 
  23 A half-fiend’s unnatural flesh resists most 
  weapon blows, but magic weapons can pierce its 
  supernatural defenses. The creature is also 
  resistant to spells. 
  28 Once per day, a half-fiend can channel its evil 
  energies into a melee attack, smiting a good-
  aligned foe for extra damage. Particularly 
  powerful and strong-minded half-fiends can also 
  call upon spell-like abilities, ranging from 
  darkness and desecrate on up to summon monster 
  IX and destruction. 
   
  --- 
   
  "My lord Malocchio can lay claim to a more 
  distinguished heritage yet. Surely you must have 
  heard that he grew to manhood in the span of a 
  day? That the wild wolves and all birds of carrion 
  are at his beck and call? That on each hand he has 
  an extra finger, an infallible sign of wizardly 
  power? That even the Vistani scum tremble before 
  his evil eye?"  
   
  My jailor smiled and combed his greasy hair back 
  from his forehead with his fingers. "And what are 
  we to conclude from all these evidences?" He 
  leaned close, his foul breath pouring over me, and 
  whispered, "His mother is a witch, aye. But his 
  father...his father is a duke of Hell itself. What can 
  your Gundar offer in comparison?"  
   
  from a personal account of Vardan Taltos, 
  Gundarakite rebel, to Toret Johann Severin 
   
      
      
  Half
  Half
  Half
  Half----golem, 
  golem, 
  golem, 
  golem, all 
  all 
  all 
  all [Monster Manual II
  [Monster Manual II
  [Monster Manual II
  [Monster Manual II    WE
  WE
  WE
  WE]]]]    
  Characters with ranks in Knowledge (arcana) can 
  learn more about a creature’s half-golem nature. 
  Characters need to make separate Knowledge 
  checks to learn about the base creature or to know 
  specifics about the types of golem incorporated 
  into this creature. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 15: This creature has had several limbs 
  replaced with artificial replacements. The melding 
  of flesh and lifeless matter makes the creature look 
  half-alive, half-golem. This result reveals all 
  construct traits. 
   
  DC 20: A half-golem’s unnaturally armored body 
  deflects glancing blows, but adamantine weapons 
  can strike home. A half-golem is immune to 
  almost all forms of magic, but is susceptible to the 
  same spell effects that can affect the type of golem 
  incorporated into its body. 
   
  DC 25: This result reveals the special attacks and 
  qualities a half-golem gains from its unnatural 
  grafts. This result also reveals the process of 
  creating half-golems. 
   
  DC 30: Half-golems are created as the result of 
  grafting magically created limbs onto living 
  creatures, usually done to replace lost body parts. 
  The more body parts a creature replaces with 
  golem limbs, however, the greater the chance that 
  the elemental spirits animating the limbs will seize 
  control of the creature’s mind, robbing the half-
  golem of its humanity. 
      
  Half
  Half
  Half
  Half----golem, 
  golem, 
  golem, 
  golem, brass 
  brass 
  brass 
  brass [Monster Manual II
  [Monster Manual II
  [Monster Manual II
  [Monster Manual II    
  WE
  WE
  WE
  WE]]]]    
  “I’m so relieved to see this salesman leave my inn. 
  Not that he was violent, drinking too much, or 
  otherwise unpleasant, mind you. This traveler was 
  a quiet gentleman, but there was something really 
  odd about him. You see, I saw him taking his bath. 
  Don’t look at me oddly, it was a mistake; I thought 
  I heard him say “enter” or something. He quickly 
  took a towel and hid his body from me, but I had 
  the time to see his left arm was made of metal! I 
  
  swear this is true! It was bolted to his shoulder like 
  the wheel of my cart to the shaft. I apologized, 
  tried to look like I didn’t see anything odd, and left 
  his room. I know you would not believe me, but 
  this man’s arm is made of brass!” 
   
  A Inn owner gossip  
  Half
  Half
  Half
  Half----golem, clay [Monster Manual II] 
  golem, clay [Monster Manual II] 
  golem, clay [Monster Manual II] 
  golem, clay [Monster Manual II]     
  "Of dust Man was made, and dust he shall become 
  in the end," Dr. Hawthorne told me, his spectacles 
  two circles of light before his mask-like face. "Of 
  course, things are happening rather--well, 
  asymmetrically--in your case. Half of you, 
  roughly, has hastened to the grave; therefore, I was 
  obliged to reinforce what remains with..."  
   
  "Dust?" I asked, quizzically. Despite his manifest 
  madness, it seemed the logical conclusion to this 
  quasi-theological exposition.  
   
  "Well, clay," he responded. "It's within the 
  meaning of the act, I'm sure. Stand up, m'sieur."  
   
  I swung my legs over the edge of the bed 
  obediently. Words cannot describe my feelings as 
  I saw them to be two well-formed columns of pale 
  clay.  
   
  Autobiography of Malcolm Sykes, published 
  Mordent 634 
  Half
  Half
  Half
  Half----golem, flesh [Monster Manual II] 
  golem, flesh [Monster Manual II] 
  golem, flesh [Monster Manual II] 
  golem, flesh [Monster Manual II]     
  Triumph of modern medicine  
   
  The famous anatomist James Fanshaw today 
  released from his charity clinic day laborer 
  Edward "Red Ned" Fiennes, who returns to his 
  vocation as a bricklayer with a new left arm and 
  leg to replace those lost in a work accident earlier 
  this week...Fanshaw's surgical skill were sufficient 
  to graft an arm and leg taken from anatomical 
  specimens onto the unfortunate Fiennes...  
   
  Paridon Newsbill 28 February 748  
   
  Tragedy in Bridge Street!  
   
  Reknowned man of science James Fanshaw was 
  found murdered today in his Bridge Street 
  clinic...his attacker was evidently a very powerful 
  left-handed man, who beat him severely about the 
  neck and head and left him for dead...the 
  constabulary is temporarily stymied in part by the 
  lack of any discernable motive, as Fanshaw was 
  well-liked in his social circle, in addition to his 
  well-known willingness to give advanced and 
  experimental medical treatment even to the 
  poorest members of the community.  
   
  Paridon Newsbill, 4 April 748 
  Half
  Half
  Half
  Half----golem, iron [Monster Manual II] 
  golem, iron [Monster Manual II] 
  golem, iron [Monster Manual II] 
  golem, iron [Monster Manual II]     
  Jacob looked in awe at the mass of sculpted iron 
  that adorned his once scarred and crippled left 
  side. Each vein and muscle a testament to the 
  doctors fiendish skill. With controlled movements 
  he picked up the stone goblet from the table and 
  drank deep of the sweet wine.  
  "Excellent. The wields are holding and joint b-3 is 
  showing full range of motion. A few more days 
  and you will ready to exact revenge on those who 
  attacked you. Are you ready?"  
  As if answering for him the iron fist clenched 
  reducing the goblet to a fine powder...  
   
  Ironheart By Samual Fairfax 
   
  Half
  Half
  Half
  Half----golem, stained glass
  golem, stained glass
  golem, stained glass
  golem, stained glass    [Monster 
  [Monster 
  [Monster 
  [Monster 
  Manual II
  Manual II
  Manual II
  Manual II    WE
  WE
  WE
  WE]]]]    
  JWM: The MM2 stained glass golem is the same 
  creature as Ravenloft's glass golem. 
   
  --- 
   
  "We had all thought Dannel a little obsessed with 
  his work, spending days on even the smallest 
  window. During the creation of rose window for 
  the grand cathedral I swear he went a fortnight 
  with nothing but water and will to keep him going.  
  But when he lost his arm to the rot I've never seen 
  such sadness in man eyes. He cryed a torrent of 
  tears over his unfinished masterpiece, a grand 
  warrior fully as tall as a man made with the finest 
  Borcan glass. For days on end he would sit before 
  it with a bottle in his hand staring up at it with 
  eyes long since cried out.  
  We did what we could for him, bringing him food 
  and keeping his shop tidy. After a while the visits 
  
  dwindled from once a week to twice a week then a 
  month then four. With winter closing in I had 
  though to bring him home with us for Yuletide and 
  try to break him out of his funk.  
  I opened the door to his shop and was shocked to 
  see the grand warrior shattered, a few pieces still 
  in the frame glinting with frost. It was a twinkle of 
  light that drew my eye to Dannel sitting in the 
  lightless workroom...or rather the moster he had 
  become. Where once had been a clean cut stump 
  now glittered with the addition of an arm made of 
  the shards of the shattered window. The arm was a 
  thing of horrid beauty that can only be made by a 
  mad man. Small rivers of dried blood dulled the 
  gleaming as he held the broken form of child in his 
  arms, a thousand cuts visable on his tiny body.  
  'I had to do it...the devil children...broke it they 
  did...REVENGE!' were the last words he said as 
  the guards drug him away to the gallows  
  I couldn't bare to look at the rainbow on the 
  ground as the sun set behind his body as it swung 
  in the wind..."  
   
  Erick Von Holtz speaking to Doctor Van Richten 
  during his research for VRGT:Created 
   
  Half
  Half
  Half
  Half----golem, stone [Monster Manual II]
  golem, stone [Monster Manual II]
  golem, stone [Monster Manual II]
  golem, stone [Monster Manual II]  
  "And lo the fallen champion was placed on the 
  sacred alter. Each beat of his heart pumped trickles 
  of lifeblood from the ragged stubs where his arms 
  once belonged. With not a word the priests took to 
  there tasks. Seven to the rituals of healing, seven 
  more took up the sacred hammers. For one moon 
  the great hall echoed with the rhythmic sounds of 
  their craft. As the moon rose over the lands of man 
  they presented to champion two new arms carved 
  from the very heart of the earth itself. "  
   
  "And so a new champion arose from the altar. And 
  to him was given the power of mountain and all 
  fell before his mighty blows. "  
   
  Negnar Stonehands Dwarven legend 
  Half
  Half
  Half
  Half----illithid [Fiend Folio] 
  illithid [Fiend Folio] 
  illithid [Fiend Folio] 
  illithid [Fiend Folio]     
  Characters with ranks in Knowledge (psionics) can 
  learn more about a creature’s half-illithid nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature’s traits. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  17 This tentacle-faced creature strongly resembles 
  a mind flayer, also known as an illithid, but 
  unusual traits indicate it may be some kind of 
  hybrid. This reveals all aberration traits. 
   
  22 Half-illithids are not considered true illithids by 
  their mind flayer kin, and thus hold a lesser status 
  in their alien society. Like mind flayers, half-
  illithids can produce a powerful mind blast that 
  stuns creatures, but they can do so only once a 
  day. Half-illithids are often little more than elite 
  slaves, focusing their unusual talents on special 
  tasks or terrorizing the lesser races used for 
  chattel. 
   
  27 Like true mind flayers, half-illithids subsist on 
  the brains of sentient beings. Their facial tentacles 
  can grapple with an opponent and extract the brain 
  in mere moments. 
   
  32 Particularly strong-willed half-illithids can 
  manifest one or more psionic powers as spell-like 
  abilities a few times a day, including detect 
  thoughts, suggestion, levitate, and charm monster. 
   
  37 Mind flayers reproduce through a process 
  called ceremorphosis, in which the mind flayers 
  implant their tadpoles inside a living humanoid’s 
  brain. Only tadpoles placed within living humans 
  produces a true illithid. Implanting a tadpole in 
  other creatures produces a number of illithid-like 
  horrors, of which the half-illithid is the most 
  common. 
   
  42 Other products of mind flayer fleshcrafting 
  include urophions (a tadpoles implanted in a 
  roper) and uchuulons (a tadpole implanted in a 
  chuul). 
   
  --- 
   
  “Yes, Van Richten, the brain eaters love to craft 
  flesh and create new aberrations at their image. 
  The creatures you just read about are indeed real. 
  The illithids play god with their so called science, 
  but I call it perversion of what was meant to be 
  and what wasn’t. We were once in this terrible 
  
  storm blasted land called Bluetspur, and we saw 
  these things. They were half like these brain 
  eaters, and half elves, ogres, calibans and we even 
  saw one with lycanthropic traits. Who knows what 
  else their demented brilliant mind created?” 
   
  From a discussion with Van Richten  
   
  Half
  Half
  Half
  Half----vampire (see Dhampir)
  vampire (see Dhampir)
  vampire (see Dhampir)
  vampire (see Dhampir)        
  Halfling [Monster Manual] 
  Halfling [Monster Manual] 
  Halfling [Monster Manual] 
  Halfling [Monster Manual]     
  CR ½ 
  (There's a little extra Ravenloft material in here. If 
  not using RL, replace the underlined sentence with 
  "These nomadic smallfolk are widely traveled.") 
   
  Characters with ranks in Knowledge (local) can 
  learn more about halflings. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  10 This childlike humanoid is a halfling. These 
  civilized nonhumans are most common in Darkon, 
  but have spread throughout the Land of Mists. 
  This result reveals all humanoid traits. Halflings 
  have their own tongue, but also speak the local 
  language. Clever halflings may know other racial 
  languages as well. 
  15 Halflings use their small size and nimble 
  physique to escape notice, evade the ponderous 
  attacks of larger creatures, and slip into places 
  where they are not necessarily invited. 
  20 Desipite their small stature, halflings are 
  generally brave and good-natured. Legend has it 
  that, long ago, a hag created halflings when she 
  tried to strip away all but the best nature of a 
  human, leaving a benevolent man no bigger than a 
  child. 
  25 Several halfling subraces exist, of which the 
  lightfoot halfling is the most common. Other 
  varieties include the somewhat rare tallfellows, 
  who are larger than their cousins and are generally 
  found in elven lands, and deep halflings, who live 
  near dwarves far underground. 
   
  --- 
   
  “Running the little beggars down is easy. 
  Surprising them and fixing them in place less so. 
  Sinking one’s claws and teeth into them takes 
  some effort, for they can be dodgy, unless they are 
  dead. It is best to get in close by them right quick 
  for they love to pelt you with all manner of hurtful 
  stuff. And don’t turn your back on them. They 
  make good eating, especially the plump one’s, 
  often smelling of sweet cakes while still kicking 
  and of fish after a few days. Their shoeless feet are 
  delectable. Have you ever tried one cooked?”  
   
  -Interview with a Ghoul 
   
  --- 
   
  In the days long past the great provider Yondalla 
  looked down at the world and spoke."The world is 
  bare and wild. I need a race that can tend my fields 
  and tame my animals." And so Yondalla turned to 
  Corellon Larethian and asked him to make her a 
  race. Pucking a tree from the great forrests he 
  caved the first elf but this creature was too frail 
  and lanky to tend Yondalla's fields. So Yondalla 
  turned to Moradin and asked him to create a race 
  for her. Hefting his great axe he carved from the 
  great mountan the first dwarf but this creature was 
  too stubborn and greedy to tend Yondalla's fields. 
  So Yondalla turned to Gruumsh and asked him to 
  create a race for her. Trusting his gnarled hand 
  into the great swamp Gruumsh drew up a lump of 
  sludge and formed it into the first orc but this 
  creature was far too ugly and stupid to tend 
  Yondalla's fields.  
   
  Degected Yondalla pulled a large clumb of sod 
  from her fields and thought back on the other gods 
  creations. She would create a race of her own- 
  short and stout unlike the elves, kind and generous 
  unlike the dwarves and lovely and clever unlike 
  the orcs. And from her hands came the first 
  halfling and to it was given all Yondalla's fields 
  and her blessing.  
   
  Halfing creation myth 
   
  Hannya [Oriental Adventures] 
  Hannya [Oriental Adventures] 
  Hannya [Oriental Adventures] 
  Hannya [Oriental Adventures]     
  JWM: Hannya: Medium Monstrous Humanoid, 
  CR 4, chaotic evil. A female spellcaster from a Far 
  
  Eastern tradition who has made a dark pact to 
  permanently transform herself into a serpentine 
  form of hag. Somewhat resembles a reptilian green 
  hag from the waist up; serpentine body from the 
  waist down. It has limited innate magical ability 
  compared to other hags (merely the power to read 
  and control minds), but can constrict with its coils. 
  Like other hags, it can shapechange. Violets repel 
  it, like a mirror repels vampires. 
   
  --- 
   
  (Ravenloft-specific lore is underlined. Basically, it 
  just lumps hannya in with other hags.) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about hannya. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 This serpentine crone is a hannya, a particularly 
  monstrous form of hag. This result reveals all 
  monstrous humanoid traits. Hannya speak 
  Common, Draconic, and Yuan-Ti. 
   
  19 Hannya are as cowardly as they are cruel. A 
  hannya is likely to flee if she faces serious 
  opposition. When a hannya strikes, she tears her 
  victim’s flesh with her sharp fangs and claws. If a 
  hannya latches onto a victim with both claws, she 
  usually tries to wrap the foe in her serpentine coils 
  and crush the life from it. Hannya were once 
  human spellcasters, forever transformed by 
  unspeakable pacts made in their quest for power. 
   
  24 A hannya can assume the form of any 
  humanoid, usually taking the form of a harmless 
  old woman. She can also detect thoughts and plant 
  mental suggestions at will, using these abilities to 
  lure lone victims into a false sense of security. The 
  mere presence of a hag warps the natural world 
  around it, which can cause natural processes — 
  such as a cow producing milk or even childbirth 
  — to go terribly wrong. 
   
  29 A hannya cannot tolerate the presence of 
  violets. She will not enter any home decorated 
  with them, nor can she attack any creature 
  carrying them. When hannya form coveys with at 
  least two other hags, they pool their power, 
  gaining the ability to use animate dead, bestow 
  curse, control weather, dream, forcecage, mind 
  blank, mirage arcana, polymorph, veil, and vision 
  as spell-like abilities. 
   
  34 Hag coveys can also create hag’s eyes, magical 
  gems through which the hags can scry at will. 
   
  --- 
   
  Kazuo shuddered in spite of himself; the snake 
  must have been very large to leave such a trail. 
  But the voice of the old woman called again, 
  "Help! Help me!" and Kazuo pressed forward, for 
  surely it would be shameful to leave an old woman 
  in need of assistance unaided, snake or no snake. 
  But as he went he saw a patch of violets, and he 
  remembered the advice of the kami, that the violet 
  is a flower strong against all evil deeds; so he 
  stooped and gathered a handful, and hurried to 
  help the old woman calling for his assistance.  
   
  Foolish Kazuo and the Hannya, traditional 
  Rokushiman 
   
  --- 
   
  "Please, O Most Wise, save my daughter. The 
  demon took her soul, and so I came to your hut, 
  crossing the mountains and the wild river, the 
  swamp and the woods" Jiro said "My clothes are 
  worn, and my stomach empty"  
  "Yes, I will help your daughter" the old woman 
  said "You traveled long and hard, young man. 
  Now rest"  
  Thus, Jiro sat in the hut of the wise woman, 
  adorned of symbols of death.  
  "I know of the demon in your daughter's body, and 
  he was my enemy. But mind you, young man: my 
  help will not come without a price" the wise 
  woman said "And you will pay it, for I will save, 
  yes, and then take the life of your daughter, should 
  you not agree to my price"  
  It was only then that Jiro saw the small horns on 
  her face, the terrible visage and bent shoulders, 
  and understood that the price would be dire ideed.  
   
  "Jiro and the witch" traditional Rokumi tale 
   
   
  
   
  Blurb note: I know the Hannya of OA is more a 
  serpentine hag, but since the "true" hannya is like 
  this, I preferred to depict it more like its traditional 
  Japanese form.  
  Ha
  Ha
  Ha
  Haunt, Bridge
  unt, Bridge
  unt, Bridge
  unt, Bridge    [M
  [M
  [M
  [MM5
  M5
  M5
  M5]]]]    
  Ha
  Ha
  Ha
  Haunt, Forest
  unt, Forest
  unt, Forest
  unt, Forest    [M
  [M
  [M
  [MM5
  M5
  M5
  M5]]]]    
  Haunt, Smoke (PF 3)
  Haunt, Smoke (PF 3)
  Haunt, Smoke (PF 3)
  Haunt, Smoke (PF 3)    
  Ha
  Ha
  Ha
  Haunt, Taunting
  unt, Taunting
  unt, Taunting
  unt, Taunting    [M
  [M
  [M
  [MM5
  M5
  M5
  M5]]]]    (jester)
  (jester)
  (jester)
  (jester)    
  Hawk [Monster Manual 
  Hawk [Monster Manual 
  Hawk [Monster Manual 
  Hawk [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 1/3 
  Characters with ranks in Knowledge (nature) or 
  Knowledge (arcana) can learn more about hawks. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This small raptor is a hawk. This result 
  reveals all animal traits. 
   
  DC 15: Hawks have exceptionally keen vision, 
  and are sometimes trained by humanoids to hunt 
  small game. 
   
  KNOWLEDGE (ARCANA) 
  DC 10: Some mages adopt hawks for use as 
  familiars. Such mages tend to have particularly 
  keen vision in good lighting. 
  Head hunter [Denizens of Dread] 
  Head hunter [Denizens of Dread] 
  Head hunter [Denizens of Dread] 
  Head hunter [Denizens of Dread]     
  CR 3 
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about head 
  hunters. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
  DC Result  
  15 This ghastly, head-shaped spider is a head 
  hunter. These creatures take their name from their 
  habit of collecting humanoid heads. This result 
  reveals all aberration traits. They are intelligent 
  and may speak several languages, including Elven 
  and Undercommon.  
  20 A head hunter has a deadly bite, and if 
  threatened, can even spit its venom a short 
  distance to equally lethal effect.  
  25 Given time, head hunters spin large webs with 
  fine strands so sharp and strong they can cleave 
  through flesh like a hot knife through butter. An 
  unwary creature who wanders into a head hunter’s 
  web may find itself sliced to pieces.  
  30 Head hunters can insert their legs down the 
  throat of a decapitated humanoid, working the 
  corpse like a puppet. In this guise, they can move 
  among humanoids and lure fresh prey to their 
  webs.  
  35 Head hunters can cocoon corpses in their webs. 
  Their webbing preserves dead flesh, keeping the 
  body fresh for up to a year. This also extends the 
  time limit on casting raise dead and similar spells.  
   
  --- 
   
  When the mane of dishevelled hair broke the crest 
  of the ridge we were overcome with joy. Roya had 
  returned to us. The badlands had not claimed 
  another victim. And in the moment afterward we 
  knew the perfect opposite of that emotion, for 
  worse even than the eight legs that bore her head 
  towards us, was the twisted, hungry expression 
  branded upon that formerly cherubic face.  
   
  - 
  Beheaded: Collected Tales, an unfinished 
  manuscript by Jacqueline Montarri 
   
  Hearth fiend [Denizens of Dread] 
  Hearth fiend [Denizens of Dread] 
  Hearth fiend [Denizens of Dread] 
  Hearth fiend [Denizens of Dread]     
  CR 2 
  Characters with ranks in Knowledge (the planes) 
  can learn more about hearth fiends. Characters 
  who recognize the creature’s nature can also make 
  a Knowledge (Ravenloft) check to learn more. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs.  
   
  Knowledge (the planes)  
  DC Result  
  13 The leering face cackling at you from the fire is 
  that of a hearth fiend. This result reveals all 
  elemental traits and the fire subtype. Hearth fiends 
  speak Ignan.  
  
  18 Hearth fiends are weak creatures on their home 
  plane, which breeds resentment. A hearth fiend 
  can only exist by possessing an existing fire, much 
  like a ghost can possess a living creature. A hearth 
  fiend’s power is determined by the size of the fire 
  it inhabits. A hearth fiend defends itself by 
  shooting out fiery bolts, which can ignite 
  flammable materials. Through a limited form of 
  telepathy, hearth fiends can communicate with any 
  creature that has a language.  
  23 Hearth fiends can sense fires across planar 
  borders, and can sometimes cross over into them. 
  A fire inhabited by a hearth flame cannot be 
  extinguished by standard methods, but magically 
  created water can still snuff it out. A hearth fiend 
  always wants to expand the flames it inhabits. To 
  this end, it whispers to weak-minded individuals, 
  charming them into setting ever-larger fires.  
  28 Three times per day, a hearth fiend can expel 
  several floating embers that stay alight for several 
  minutes. Until these embers go out, the hearth 
  fiend can see through them as if using an arcane 
  eye spell. If the embers ignite a flammable object, 
  the hearth fiend can transfer itself to the new fire.  
   
  Knowledge (Ravenloft)  
  DC Result  
  15 Whenever a fire spell is cast in the lands of 
  Mist, a small chance exists that a hearth fiend will 
  take note and enter the newly created flame.  
   
  It really was a very charming fire; there is nothing 
  more pleasant than the motion and color of flame. 
  I fancied to see a face in it, a little man smiling 
  and nodding at me with the greatest goodwill. I 
  thought to myself, "It would be nice to have the 
  fire bigger," and the little man seemed to nod in 
  agreement. Amused by the thought of gratifying 
  this phantasm, I diligently set to thrusting 
  firewood into the stove and soon had transformed 
  the little cooking fire into quite a merry blaze.  
   
  Flamebrother, from Twelve More Tales of the 
  Macabre, Jean Lafolie 
   
  Hebi
  Hebi
  Hebi
  Hebi----no
  no
  no
  no----onna (snake woman) [Denizens 
  onna (snake woman) [Denizens 
  onna (snake woman) [Denizens 
  onna (snake woman) [Denizens 
  of Dread/Oriental Adventures] 
  of Dread/Oriental Adventures] 
  of Dread/Oriental Adventures] 
  of Dread/Oriental Adventures]     
  CR 16 (This lore favors OA, but I think I 
  incorporated a few aspects of the DoD version too. 
  Still, close enough for horseshoes. As always, 
  underlined text is Ravenloft-only.) 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about hebi-no-
  onna. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (arcana) or Knowledge (nature) 
  DC Result 
  25 This lovely woman with arms like snakes is a 
  hebi-no-onna, a vain and malevolent creature. This 
  result reveals all monstrous humanoid traits. Hebi-
  no-onna speak the local language and Draconic. 
  30 Hebi-no-onna prefer to surround themselves 
  with treasures and zealous admirers. They are 
  often cult leaders. A hebi-no-onna’s serpent arms 
  deliver a deadly poison with their bite. A hebi-no-
  onna can communicate telepathically with any 
  intelligent reptile. 
  35 A hebi-no-onna’s human mouth can also 
  deliver a poisonous bite that plunges its victim into 
  nightmarish hallucinations. It can only use this 
  attack a few times a day, however. A hebi-no-onna 
  also possesses powerful innate sorcerous abilities. 
  40 A hebi-no-onna can hypnotize foes with her 
  gaze. She can command normal serpents to give 
  their lives for her, and she is immune to the gaze 
  attacks of other reptilian creatures. 
   
  Bardic Knowledge 
  DC Result 
  30 Some folk believe that hebi-no-onna are 
  distantly related to yuan-ti, another degenerate 
  race that arose from the unnatural mingling of 
  humanoids and serpentkind. 
  35 The Vistani call the venom in a hebi-no-onna’s 
  human bite daigatu, or “nightmare wine.” 
  40 When a hebi-no-onna uses her hypnotic gaze, 
  she sometimes sways like a cobra, and her eyes 
  become black slits in yellow pupils 
   
  --- 
   
  Her silken kimono reached the floor. Her porclein, 
  exotic feature smiled beautifically at Alanik.  
   
  "Rokuma women are known for their... talents, 
  Ray-San," she said, bowing slightly at Alanik.  
   
  
  Alanik merely smiled as she spoke, "But you are 
  hardly a woman now, are you Samako?"  
   
  She hissed, and drew her arms from the billowing 
  folds of her sleeves. Alanik was right, she was no 
  woman, for her arms where two writhing snakes.  
   
  Before she could move, Alanik had drawn his 
  pistol and unleashed a shot between her eyes. 
  "You can come out now, my dear Arthur," he said, 
  "She will not bother us further tonight."  
   
  -From the Journals of Arthur Sedgwick. 
   
  Hellhound [Mon
  Hellhound [Mon
  Hellhound [Mon
  Hellhound [Monster Manual] 
  ster Manual] 
  ster Manual] 
  ster Manual]     
  CR 3 
  Hell Hound Lore – WotC  
   
  Hell hounds hunt efficiently, and packs of these 
  fire-breathing creatures usually surround their 
  prey. If a victim gets away, hell hounds track the 
  fleeing victim relentlessly. 
   
  Knowledge (the Planes) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about hell hounds. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. Knowledge 
  (religion) can also be used, but all check DCs 
  increase by 5. 
   
  DC Result 
   
  14 This infernal-looking canine is a hell hound. 
  This reveals all outsider traits. 
   
  19 Hell hounds are consummate trackers and often 
  employ pack tactics. The bite of a hell hound deals 
  additional fire damage and they can breathe fire 
  every few rounds. 
   
  24 Larger, more powerful versions of the hell 
  hound exist, including the Nessian warhound. 
  They are used as mounts and hunters for the devil 
  princes of the Nine Hells. 
   
  --- 
   
  "Artabaxes! Ahriman! Chivvy him!" The voice of 
  the Black Duke rang out behind me, and I heard 
  the baying of his monstrous hounds as they took 
  my scent. Cutting sharply to the left, I plunged 
  into the ravine, making for the stream I had seen 
  earlier...  
   
  ...I had not heard the hounds for some minutes, 
  and I began to hope against hope that they had 
  proved fallible, after all. Ducking my head to the 
  water, I drank; when I raised my face, I found 
  myself eye to eye with one of the Duke's hell-
  hounds. Its eyes glowed with a malignant red 
  phosphor, and gouts of flames dripped from its 
  jaws and plunged hissing into the stream.  
   
  from The Beast of Ehrendton 
  Helmed horror [Monsters of Faerûn] 
  Helmed horror [Monsters of Faerûn] 
  Helmed horror [Monsters of Faerûn] 
  Helmed horror [Monsters of Faerûn]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about helmed horrors. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 20: This empty, yet animate suit of plate mail 
  is an ancient form of guardian called a helmed 
  horror. This result reveals all construct traits. 
  DC 25: A helmed horror is a mindless, physically 
  powerful combatant that fights as directed by its 
  master. A helmed horror imbues any weapon it 
  wields with magical energy. This temporarily 
  grants the weapon a minor magical power, such as 
  making it a flaming, keen, or wounding weapon. 
  DC 30: Each helmed horror is immune to three 
  spells, as chosen by its creator. Helmed horrors are 
  most commonly immune to fireball, ice storm, and 
  lightning bolt. 
   
  DC 35: A helmed horror can air walk or feather 
  fall at will. The arcane secrets of creating helmed 
  horrors have been lost to time. 
   
  --- 
   
  “I have finished deciphering the ancient scrolls 
  about the tomb of Pharaoh Arrtemut. This tomb is 
  said to be protected by a very ancient being in 
  armor, possibly an ancient dead that worshiped 
  
  this Pharaoh, or a construct, I’m not sure from 
  what I read. Those texts are not always easy to 
  understand. It is said this thing is able to walk on 
  thin air and jump into chasms without arm. This 
  thing is also wielding the Sword of the Moon; it’s 
  like a fire sword but made of “the pure cold flames 
  of a frozen hell layer”. Do we really need to get to 
  this place?” 
   
  Heard while planning the looting of Pharaoh 
  Arrtemut’s tomb  
   
  See also Dragon # 302: Battle Horror 
  Hestdrikker [Gaz. 5, Nova Vaasa] 
  Hestdrikker [Gaz. 5, Nova Vaasa] 
  Hestdrikker [Gaz. 5, Nova Vaasa] 
  Hestdrikker [Gaz. 5, Nova Vaasa]     
  Suggested by Chris Nichols 
  Hestskaerere [G
  Hestskaerere [G
  Hestskaerere [G
  Hestskaerere [Gaz. 5, Nova Vaasa] 
  az. 5, Nova Vaasa] 
  az. 5, Nova Vaasa] 
  az. 5, Nova Vaasa]     
  Suggested by Chris Nichols 
  Hippopotamus [Sandstorm 
  Hippopotamus [Sandstorm 
  Hippopotamus [Sandstorm 
  Hippopotamus [Sandstorm ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about hippopotamuses. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 16: This massive creature is a hippopotamus, 
  or “river horse.” This result reveals all animal 
  traits. 
   
  DC 21: Hippopotami are herbivores, but they are 
  highly territorial and can be extremely dangerous. 
  Their massive tusks can bite through a metal 
  shield. 
   
  DC 26: A hippopotamus can hold its breath for at 
  least 15 minutes. 
  Homunculus 
  Homunculus 
  Homunculus 
  Homunculus [[[[monster manual
  monster manual
  monster manual
  monster manual] ] ] ]     
  CR 1 
  Characters with ranks in Knowledge (arcana) can 
  learn more about homunculi. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This misshapen little bat-winged creature is a 
  homunculus, a magical creation. This result 
  reveals all construct traits. 
  17 Homunculi are usually created by arcane 
  spellcasters, who primarily use them as spies. 
  Although it is not a fearsome combatant, a 
  homunculus can inject sleep-inducing venom with 
  its bite. 
  22 A homunculus cannot speak, but it is linked 
  telepathically to its creator. So long as a 
  homunculus remains relatively nearby, the 
  creature’s master also sees and hears everything its 
  minion witnesses. A homunculus never willingly 
  wanders beyond the range of the telepathic link 
  with its master. 
  27 A homunculus’ body is formed from a mixture 
  of clay, ashes, mandrake root, spring water, and 
  one pint of the creator’s blood. Destroying a 
  homunculus instantly strikes a painful blow to its 
  master 
   
  --- 
   
  The homunculus I have created was birthed from 
  its vessel today. It resembles a newborn babe, but 
  wizened, with touches of canine and amphibian. A 
  pair of bat’s wings adorns its back and it smiles at 
  me with teeth like little nails. Its eyes, though, are 
  too knowing; perhaps I have made a mistake…  
   
  —From the spellbook of Rhodan Borgulio 
  Ho
  Ho
  Ho
  Hook killer
  ok killer
  ok killer
  ok killer    
  See also: Hook Killer   "Urban Legends"   J.D. 
  Wiker   Dragon#269(97)   Alternity 
  Hopping vampire [Oriental Adventures] 
  Hopping vampire [Oriental Adventures] 
  Hopping vampire [Oriental Adventures] 
  Hopping vampire [Oriental Adventures]     
  Characters with ranks in Knowledge (religion) can 
  learn more about hopping vampires. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  15 This stiff, greenish figure is a hopping vampire. 
  They are often created when corpses are buried 
  without due respect. This result reveals all undead 
  traits. Hopping vampires do not speak, but they 
  still understand the common languages they knew 
  in life. 
  
  20 Hopping vampires are animated by only part of 
  the deceased creature’s soul; this leaves their 
  bodies rigid with death. Hopping vampires attack 
  with all the subtlety of rabid animals. Like more 
  powerful vampires, they feed on blood, but they 
  do not suck it directly from the veins of living 
  creatures. Instead, they lash out with their razor-
  sharp claws, greedily drinking from the victim’s 
  slashed throat. 
  25 Anyone who survives the slashing of a hopping 
  vampire’s claws is subjected to a dire curse that 
  may transform them into a hopping vampire over 
  the course of several days. Hopping or dancing on 
  pure sticky rice for at least an hour a day can 
  temporarily delay the transformation. 
  30 Casting remove curse on an accursed victim 
  before the change is complete lifts the curse and 
  reverses the transformation. Once the change is 
  complete, only a wish or miracle can restore the 
  victim. Hopping vampires cannot see living 
  creatures — only their breath. If you hold your 
  breath, hopping vampires cannot see you, but their 
  senses are unimpeded by darkness, invisibility, or 
  other visual tricks. 
   
  --- 
   
  “Dear Ezra, what was this?”, asked Laurie, 
  panting. 
   
  “I don’t know, but it seemed like a vampire to 
  me”, said Xavier while looking at the corpse now 
  slowly dissolving on the ground. 
   
  “Have you noticed its fury and near insane 
  fierceness?”, said Laurie while looking at Xavier, 
  “it didn’t care that I was in its back, it just wanted 
  to get to your throat!” 
   
  “And the way it was constantly sniffing around, 
  that was really unusual. Did this thing needed to 
  breathe?”, concluded Xavier.  
  Horse [Monster Manual 
  Horse [Monster Manual 
  Horse [Monster Manual 
  Horse [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 1 (WAR HORSE CR 2) 
  Characters with ranks in Knowledge (nature) can 
  learn more about foxes. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This sleek equine is a common horse. This 
  result reveals all animal traits. 
   
  DC 16: Horses are commonly domesticated for 
  use as mounts or to pull carts, wagons, or plows. 
  Humanoids have bred horses for numerous uses; 
  some are bred for speed, others for strength. 
  Horses can also be trained to carry riders fearlessly 
  into battle. 
   
  Horses are widely domesticated for riding and as beasts 
  of burden. 
  Combat 
  A horse not trained for war does not normally use its 
  hooves to attack. Its hoof attack is treated as a 
  secondary attack and adds only half the horse’s 
  Strength bonus to damage. (These secondary attacks are 
  noted with an asterisk in the Attack and Full Attack 
  entries for the heavy horse and the light horse.)  
   
  Horseman, Death’s 
  Horseman, Death’s 
  Horseman, Death’s 
  Horseman, Death’s ––––    voir Death
  voir Death
  voir Death
  voir Death    
      
  Hound, mastiff, Phantom Hound, Carcass 
  Hound, mastiff, Phantom Hound, Carcass 
  Hound, mastiff, Phantom Hound, Carcass 
  Hound, mastiff, Phantom Hound, Carcass 
  Hound 
  Hound 
  Hound 
  Hound     [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]    
  CR 1 (PHANTOM CR 2) 
   
  Huecuva [Fiend Folio] 
  Huecuva [Fiend Folio] 
  Huecuva [Fiend Folio] 
  Huecuva [Fiend Folio]     
  JWM: A huecuva is a holy person (generally a 
  divine spellcaster or monk) who failed in their 
  vows and were thus cursed to an eternity of 
  undeath. Sometimes they were just evil clerics 
  cursed by their own gods. They look like skeletons 
  wearing rotted ceremonial vestments. They 
  generally retain evil versions of their divine 
  powers and spread a deadly supernatural disease -- 
  "huecuva blight" -- with their touch. 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s huecuva nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  
  14 The tattered priestly raiments on this skeletal 
  corpse hint that it is a huecuva, a once-pious 
  divine spellcaster who was cursed for failing in 
  their vows. This result reveals all undead traits. 
   
  19 A huecuva retains the divine powers it 
  possessed in life. However, since those gifts are 
  now granted by the powers of darkness, they are 
  often warped into evil equivalents. 
   
  24 Huecuva particularly despise good-hearted holy 
  folk, who remind these wretches of their fall from 
  grace. A huecuva’s natural attacks carry a wasting 
  disease known as huecuva blight. 
   
  29 A heucuva's skeletal body deflects most minor 
  attacks, but silver weapons can pierce its 
  supernatural defenses. 
   
  --- 
   
  “Dear journal. I again questioned Bishop Terejk 
  about the fate of my brother, and again felt he 
  didn’t say everything he knew. He was reluctant to 
  speak of him. I know my brother was influenced 
  by this wicked spirit and did a great wrong to the 
  church, but I still feel he deserves a decent 
  sepulchre nonetheless.” 
   
  “I again had this strange vision of my brother last 
  night, where he was roaming this abandoned evil 
  cult chapel in the woods, two days north of here, 
  so I decided to travel there tomorrow and see for 
  myself if there are truths behind this vision of my 
  poor misguided brother.” 
   
  “Quiet travel so far. I use the travel hours to pray 
  for guidance.” 
   
  (scribbled: ) “It’s much worse than I thought. Ezra, 
  save me!” 
   
  Last entries of a novice’s journal found in a grotto  
   
  See also Pathfinder’s bestiary and Dragon #336. 
   
  Hulking corpse [Libris Mortis] 
  Hulking corpse [Libris Mortis] 
  Hulking corpse [Libris Mortis] 
  Hulking corpse [Libris Mortis]     
  Characters with ranks in Knowledge (religion) can 
  learn more about hulking corpses. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  19 This massive, walking cadaver is a hulking 
  corpse, an undead minion that combines brutal 
  physical power with mindless aggression. This 
  result reveals all undead traits. 
  24 A hulking corpse wades among its foes, tearing 
  them apart with its fangs and claws. If a hulking 
  corpse grabs a foe, it latches on and rends the 
  creature’s flesh. 
  29 A hulking corpse doesn’t even feel most minor 
  blows to its lifeless flesh. However, bludgeoning 
  weapons can prove particularly effective. 
   
  --- 
   
  JWM: In Ravenloft, the most notorious creator of 
  hulking corpses was Vecna, the Maimed God. 
  Under his command, hulking corpses were one of 
  the many horrors dispatched to tear through 
  Tovagian soldiers in the Burning Peaks. Although 
  Vecna destroyed the Burning Peaks in 755 BC, 
  many of his vile creations may have been scattered 
  into the Mists, only to emerge in other domains 
  much later and without warning. 
   
  ---  
   
  “So this is the work of the Whispered One, of the 
  Breaker of the Chain. But it is artless! There is 
  almost none of his craft in it. It is a child’s toy, a 
  witless play thing, a distraction from THEM. It is 
  fit only for Ezrite terrifying, ogre throwing, treant 
  wrestling! Or to receive the new Lamordian 
  ambassador . . . .”  
   
  -Lord of Necropolis, a forged and calumnious 
  autobiographical parody of the life of Azalin Rex  
  Hulzurdan (
  Hulzurdan (
  Hulzurdan (
  Hulzurdan (see vampire, 
  see vampire, 
  see vampire, 
  see vampire, dwarven) 
  dwarven) 
  dwarven) 
  dwarven)     
  Human, vistani 
  Human, vistani 
  Human, vistani 
  Human, vistani ––––    voir vistani
  voir vistani
  voir vistani
  voir vistani        
  Hyena [M
  Hyena [M
  Hyena [M
  Hyena [Monster Manual 
  onster Manual 
  onster Manual 
  onster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 1 
  Characters with ranks in Knowledge (nature) can 
  learn more about hyenas. When a character makes 
  
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This spotted, doglike creature is a hyena, a 
  plains-dwelling pack hunter and scavenger. This 
  result reveals all animal traits. 
   
  DC 16: Hyenas are particularly known for their 
  unsettling, laughter-like barking. When hyenas 
  bite their prey, they try to wrench it to the ground 
  so the entire pack can fall upon it. 
   
  DC 21: Rather than killing their prey directly, 
  hyenas tend to chase and harass an animal until it 
  collapses from exhaustion and can no longer 
  defend itself. Lions and hyenas often compete for 
  the same kills and have been known to viciously 
  attack each other. 
   
  I 
  Ice beast [Frostburn] 
  Ice beast [Frostburn] 
  Ice beast [Frostburn] 
  Ice beast [Frostburn]     
  Characters with ranks in Knowledge (arcana) can 
  learn more about ice beasts. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  11 This frozen creature is an ice beast, a construct 
  created with conjure ice beast spells. This result 
  reveals all construct traits and the cold subtype. 
  16 An ice beast is a mindless sculpture of animate 
  snow and ice. Although it can be modeled on 
  virtually any creature, it has none of the special 
  abilities of its model. More powerful ice beasts are 
  resistant to damage, but magic weapons can pierce 
  their defenses. 
  21 The spellcaster who conjures an ice beast can 
  give it a few special abilities, such an aura of cold 
  or a freezing breath weapon. Specific abilities vary 
  from one ice beast to the next. 
   
  --- 
   
  JWM: Template Construct (Cold), neutral. The 
  conjure ice beast spell creates artificial creatures 
  from pale blue ice that exist to serve the caster for 
  a short duration. The ice beast has some cold-
  based abilities, but lacks most of the base 
  creature’s special abilities. In Ravenloft’s it’s a 
  useful way to work around the settings limitations 
  on summoning spells. 
  --- 
  The shamans of the high peaks have their own 
  servitors--beasts made of deep blue glacial ice, 
  which they summon to their aid in time of distress. 
  It was never made clear to me if the shamans 
  sculpt these creatures and then animate them, or if 
  their spells call them up out of the living ice (as 
  the Sanguinians call the glaciers that never melt), 
  but either way they are effective servants to their 
  masters, and far more convenient in that still, cold 
  place than any creature which would require that 
  its master feed and care for it.  
   
  Larraby Quift, Adventures of a Wanderer 
   
  Icegaunt [Frostburn] 
  Icegaunt [Frostburn] 
  Icegaunt [Frostburn] 
  Icegaunt [Frostburn]     
  Characters with ranks in Knowledge (religion) can 
  learn more about icegaunts. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  16 This weathered stranger is not a living creature 
  — it is an undead creature called an icegaunt. This 
  result reveals all undead traits and the cold 
  subtype. 
  21 Icegaunts are often created as the result of 
  ritual sacrifices to mountain gods, though 
  sometimes they simply died of exposure. They 
  now roam the high peaks, hoping to lure other 
  travelers to a frozen death. An ice gaunt is 
  supernaturally cold to the touch. 
  26 An icegaunt’s tough, withered flesh resists 
  most minor attacks. However, magic weapons can 
  pierce its defenses. They are generally so well 
  preserved by the cold that they can sometimes pass 
  themselves off as living guides. In addition to their 
  biting cold, an icegaunt’s attacks drain the stamina 
  of its victims. 
  
  31 Icegaunts are fairly potent innate druidic 
  spellcasters. Their spells typically focus on cold- 
  and wilderness travel-related effects. People slain 
  by an icegaunt rise as new icegaunts at the next 
  stroke of midnight. 
   
  --- 
   
  JWM: Medium Undead (Cold), CR 6, neutral evil. 
  Humanoids who froze to death and were 
  essentially mummified by the cold climate. 
  Because of this, they’re fairly well-preserved, and 
  sometimes act as false guides, leading other 
  explorers to be lost and die in the wilderness, just 
  as they did. Its freezing touch drains life, and it has 
  considerable druidic spellcasting ability. 
   
  --- 
   
  You can imagine our joy when we saw Piotr again, 
  for when the zilinya neskha had separated us we 
  had given him up for dead. It had been six moons 
  since we had seen him. He told us he had found a 
  fallen tree, and bedded beneath it till the snow 
  passed; then he went south (we had gone north) 
  and found a little hamlet there, where he had 
  stayed until striking out for home again.  
   
  But little by little our joy turned to doubt, and then 
  to suspicion. Jan told me that Piotr took off his 
  glove, and his hand was black with frostbite--and 
  yet he handled his skinning knife with great 
  dexterity as we skinned the buck. And I noticed, 
  too, that he would not come near the fire for any 
  reason, and he refused the meat we offered, saying 
  his stomach was upset. So when Piotr offered to 
  lead us to the "hamlet" where he had stayed, we 
  knew better than to accept! He cajoled, then grew 
  angry and threatened; but there were three of us 
  and only one of him, and he went away.  
   
  But if you see Piotr in the woods, well, you must 
  not leave the path to follow him for any reason. 
  Any reason at all.  
   
  Larraby Quift, from Adventures of a Wanderer; 
  attributed to Mikhail Zolnik 
   
  Illithid
  Illithid
  Illithid
  Illithids (see mind flayer)
  s (see mind flayer)
  s (see mind flayer)
  s (see mind flayer)    
  Ill
  IllIll
  Illithidae [Lords of Madness] 
  ithidae [Lords of Madness] 
  ithidae [Lords of Madness] 
  ithidae [Lords of Madness]     
  JWM: In the sunless domain of Bluetspur, it is 
  believed that the mind flayers purposefully 
  fleshcraft these creatures as part of their long-
  range plans to transform the Lands of Mist into a 
  world more to their tastes.  
   
  Illithid
  Illithid
  Illithid
  Illithidae, embrac [Lords of Madness] 
  ae, embrac [Lords of Madness] 
  ae, embrac [Lords of Madness] 
  ae, embrac [Lords of Madness]     
  Characters with ranks in Knowledge (psionics) can 
  learn more about embracs. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  17 This repulsive, tentacled sac is an embrac, a 
  subterranean ambush predator. This result reveals 
  all aberration traits and the psionic subtype. 
   
  22 Embracs wait for creature to wander near their 
  cramped boltholes, then snatch up victims with 
  their tentacles and crush them to death. These 
  tentacles are also lined with bony hooks that inject 
  debilitating venom. The presence of embracs 
  usually indicates a nearby colony of mind flayers. 
   
  27 Opponents can sever an embrac’s tentacles to 
  free a trapped victim. An embrac can call upon 
  several psi-like abilities to overpower its prey, 
  including concussion blast, ego whip, greater 
  concealing amorpha, and mental disruption, which 
  it can use a few times a day. Embracs are dimly 
  intelligent and are as likely to prey on mind flayers 
  as any other creature, so the connection between 
  these species is unclear. 
   
  32 It takes an embrac about two weeks to regrow a 
  severed tentacle. Embracs are only found in 
  ecologies that have been completely reshaped by 
  mind flayers. Embracs may be native to the 
  original illithid homeworld, or illithids may 
  fleshcraft these creatures as they reshape worlds in 
  their own image. 
   
  --- 
   
  
  JWM: Large Aberration (Psionic), CR 7, neutral. 
  Illithidae are other creatures that originate from 
  the illithid homeworld. The mind flayers also 
  fleshcraft these creatures to create their own alien 
  ecologies. These creatures are basically illithid 
  wildlife, and don’t serve illithids any more than 
  bears serve humans. They roam around wild in the 
  tunnels and fissures of Bluetspur. 
  An embrac is a hulking, dimly intelligent ambush 
  predator that somewhat resembles a cross between 
  a spider and a squid. It has poison-barbed tentacles 
  and psionic powers. 
   
  --- 
   
  Our party warily trudged along, the constant 
  droning that the land emitted serving to 
  breakdown our concentration. We neared a small 
  rock outcropping when a hideous creature 
  suddenly darted out and attached itself to our 
  swordsman, Xarin.  
   
  At first glance, it looked like one of the overlords 
  of this damnable land, with its long tentacles 
  flailing all about. That is were the similarities 
  ended, however. It had the short, squat body of a 
  spider with thin, hairy legs that bound Xarin's 
  arms to his side.  
   
  It was quick, too. Before we could raise our 
  weapons to attack, it had already darted behind a 
  large boulder, no doubt skurrying away to its 
  underground lair to enjoy the fresh catch.  
   
   
  - "On Bluetspur", an excerpt from Hidden Lands, 
  Hidden Perils by Orbius 
   
  Illithidae, kigrid [Lords of Madness] 
  Illithidae, kigrid [Lords of Madness] 
  Illithidae, kigrid [Lords of Madness] 
  Illithidae, kigrid [Lords of Madness]     
  Characters with ranks in Knowledge (psionics) can 
  learn more about kigrids. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 This hideous, stocky quadruped is a kigrid, a 
  fiercely cunning subterranean pack hunter. This 
  result reveals all aberration traits and the psionic 
  subtype. 
   
  20 A kigrid pounces onto its prey, clamping down 
  with its powerful jaws as it rakes the victim with 
  the venomous spurs near its hind claws. The 
  presence of kigrids usually indicates a nearby 
  colony of mind flayers. 
   
  25 Kigrids are smart enough to steer prey into 
  dead-end tunnels or off of cliffs. These creatures 
  also have the psi-like abilities of concealing 
  amorpha, id insinuation, and read thoughts, which 
  they can use three times a day. Kigrids speak 
  Undercommon. Kigrids as dangerous to mind 
  flayers as are to any other creature, so the 
  connection between these species is unclear. 
   
  30 Kigrids are only found in ecologies that have 
  been completely reshaped by mind flayers. Kigrids 
  may be native to the original mind flayer 
  homeworld, or mind flayers may fleshcraft these 
  creatures as they reshape worlds in their own 
  image. 
   
  --- 
   
  JWM: Medium Aberration (Psionic), CR 5, 
  neutral. A kigrid is vaguely feline, with eyes along 
  its jawline (as if its face were upside down). A 
  powerful predator, somewhat intelligent, that 
  hunts in packs. It has psionic abilities and poison 
  barbs in its hind feet, which come into play when 
  it rakes its prey. 
   
  --- 
   
  So, these druids all go swarming the one way 
  swearing that they're going to catch the panther, 
  and then they all go swarming the other way 
  screaming "Abomination, abomination!" and so 
  forth. So I went to have a look. It was pretty 
  abominable, all right. I guess I could see how the 
  old man mistook it for a biggish panther, but 
  anyone who wasn't half-blind wouldn't have made 
  that mistake. For one thing, panthers usually have 
  eyes; also, they aren't green.  
   
  Harad ap Fittle, interview with Toret Johan 
  Severin 
   
  
  Illithidae, saltor [Lords of Madness] 
  Illithidae, saltor [Lords of Madness] 
  Illithidae, saltor [Lords of Madness] 
  Illithidae, saltor [Lords of Madness]     
  Characters with ranks in Knowledge (psionics) can 
  learn more about saltors. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This alien, baboonlike creature with a beard of 
  tentacles is a saltor, a subterranean scavenger. This 
  result reveals all aberration traits and the psionic 
  subtype. 
   
  18 Saltors are nearly as smart as humans. When a 
  saltor is threatened, it may release a painfully loud, 
  stunning screech. Once a saltor screeches, it 
  cannot do so again for an hour. Saltors lie low on 
  the food chain in their native environs, but make 
  up for their lack of natural weapons with 
  intelligence and tool use. They are not particularly 
  brave, but may attack wanderers who exhibit 
  weakness. The presence of saltors usually 
  indicates a nearby colony of mind flayers. 
   
  23 Saltors possess a few psionic talents. They can 
  use concealing amorpha and a sonic energy ray 
  three times a day, and can hustle once a day. 
  Saltors are generally dangerous, but they may 
  cooperate with intruders who offer them useful 
  tools — such as metal weapons — in trade. Saltors 
  and mind flayers have little interaction, so the 
  connection between these species is unclear. 
   
  28 Saltors are only found in ecologies that have 
  been completely reshaped by mind flayers. Saltors 
  may be native to the original mind flayer 
  homeworld, or mind flayers may fleshcraft these 
  creatures as they reshape worlds in their own 
  image. 
   
  --- 
   
  JWM: Small Aberration (Psionic), CR 3, neutral 
  evil. A salter is a subterranean scavenger that 
  resembles a hairless baboon with eyes along its 
  jawlike and a “beard” of tentacles. Nearly as 
  intelligent as humans, they possess psionic powers 
  and a painful screech. 
   
  --- 
   
  Some say that Bluetspur is only a figment of a 
  fevered madman's imagination. Others say it was a 
  part of our very land not such a long time ago. I 
  have been there, and I know the truth. I have 
  walked its wasteland and I have seen some of the 
  horrors it has to offer…  
   
  While hiding out in a cave to protect myself from 
  the night-lightning I heard a screeching from the 
  depths. It made all the hairs on my body stand up 
  on end. I don't know how long I stood there - 
  maybe seconds, maybe minutes. What finally 
  broke my fear-induced trance was a second 
  screeching. This time, it was much, much closer.  
   
  I fled as fast as my legs could carry me, 
  unconcerned with the ubiquitous lightning strikes 
  that greeted me. I looked back one final time and 
  could just barely make out two rows of dimly 
  glowing eyes peering out of the dark mouth of the 
  cave.  
   
  - Hidden Lands, Hidden Perils by Orbius 
   
  Imp
  Imp
  Imp
  Imp    ----    see Devil
  see Devil
  see Devil
  see Devil    
  Impersonator [Denizens of Dread]
  Impersonator [Denizens of Dread]
  Impersonator [Denizens of Dread]
  Impersonator [Denizens of Dread]    
  CR 3 
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about 
  impersonators. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  15 This amorphous mass is an impersonator, a 
  bizarre form of ooze that possesses a rudiementary 
  intelligence. This result reveals all ooze traits and 
  the shapechanger subtype.  
  20 Impersonators attack by flowing around 
  unsuspecting creatures. An impersonator secretes a 
  toxin that paralyzes on contact, leaving the victim 
  helpless.  
  25 Impersonators feed on blood, which they 
  siphon from their helpless victims. An 
  impersonator’s paralytic toxin also has anesthetic 
  properties, so a sleeping creature may have no idea 
  
  that it is being fed upon, sensing only a deepening 
  chill.  
  30 An impersonator can mimic the form and 
  memories of any Small or Medium creature from 
  which it has recently fed.  
  35 While borrowing a creature’s identity, an 
  impersonator is not consciously aware of its true 
  nature, making its masquerade even more 
  effective. However, its transformation is merely 
  skin deep, so it has no internal structures and 
  retains all the advantages of its ooze traits. 
   
  --- 
   
  JWM: Small Oooze (Shapechanger), CR 3, neutral 
  evil. A native Ravenloft creature, these strange 
  oozes paralyze their prey, suck out its blood 
  through the skin, then replicates the form and 
  mind of the (Small or Medium) victim it’s just fed 
  on. It can remain in that form for a number of 
  hours equal to the Con it drains. While in a 
  replicated form, the impersonator is only 
  subconsciously aware of its true nature, which 
  allows it to “act naturally” with ease. 
   
  --- 
   
  -"What 
  do 
  you 
  conclude 
  from 
  the 
  facts 
  Pendleton?"  
  -"An unknown man was seen entering this hovel 
  just before sun rise but was not seen to have exited 
  it. The woman was seen exiting it an hour later. 
  Yet her bone white, lifeless body was soon to be 
  discovered tucked in its bed. It has barely a drop 
  of blood left in it. There is no evidence of violence 
  visited upon the corpse and I dare say the woman 
  died comfortably in her sleep. Nothing obvious 
  was carted off and it is difficult to imagine that 
  there was anything worth stealing to begin with."  
  -"On the contrary Pendleton, for starters there was 
  the blood."  
  -"Well, yes Vail, the blood. A vampire then, one 
  that walks by day and that is possessed of arcane 
  talent? Or a doppleganger, evidently with sanguine 
  tastes?"  
  -"No my good friend, I do not believe so. It is 
  unthinkable that either would have been so 
  cautious as to leave no mark upon the corpse yet 
  so incautious as to have left this mountain of 
  incriminating evidence. We hunt something else, 
  something less intelligent, something 
  indiscriminate, that needs blood but that does not 
  take it as a vampire would and that assumes its 
  victim's shape rather than its identity as the 
  doppleganger does."  
   
  -The Case of the Formless Killer, Colonel Oliver 
  Pendleton  
   
  Intellec
  Intellec
  Intellec
  Intellect devourer [Expanded Psionics 
  t devourer [Expanded Psionics 
  t devourer [Expanded Psionics 
  t devourer [Expanded Psionics 
  Handbook] 
  Handbook] 
  Handbook] 
  Handbook]     
  Characters with ranks in Knowledge 
  (dungeoneering) or Knowledge (psionics) can 
  learn more about intellect devourers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  17 This quadrupedal brain is an alien creature 
  called an intellect devourer. These horrors feed on 
  humanoid brains. This result reveals all aberration 
  traits and the psionic subtype. 
  22 An intellect devourer possesses a range of psi-
  like abilities, including body adjustment, cloud 
  mind, compression, detect psionics, ego whip, 
  empty mind, id insinuation, intellect fortress, and 
  painful strike. These intelligent predators 
  understand Common, though they cannot speak. 
  27 If an intellect devourer overcomes a lone 
  humanoid, it psionically merges with its victim’s 
  brain, absorbing it in the process. While implanted 
  inside the victim’s skull, the intellect devourer can 
  work the victim’s body like a puppet and can 
  speak all languages known to the victim. When the 
  intellect devourer bursts out of the victim’s skull, 
  the victim is instantly slain. These creatures often 
  pose as their most recent victim to lure in more 
  prey. 
  32 Intellect devourers sometimes serve as spies for 
  more power masters, such as mind flayers. 
  Intellect devourers are unusually vulnerable to 
  protection from evil, reacting to this spell like a 
  summoned creature. 
   
  --- 
   
  JWM: Small Aberration (Evil, Psionic), CR 7, 
  chaotic evil. Essentially a brain that clambers 
  around on four clawed feet. Quite intelligent, it 
  
  attempts to kill its prey, then devour the victim’s 
  brain and crawl inside its head. It can then walk 
  around, using the victim’s body like a puppet, for 
  up to a week. Vulnerable to protection from evil, 
  possesses potent psionic abilities. These creatures 
  sometimes serve the mind flayers, acting as spies 
  among the thralls. 
   
  --- 
   
  “You will spare me the excuse that your people do 
  not talk of such matters with outsiders. You are in 
  my land, I am your lord, and this is my preserve. 
  No one, no thing, hunts here without my 
  permission. This is to say that my hand is extended 
  to you and your people. Accept my assistance by 
  withholding nothing from me as to this deceased 
  brain that by all evidence clawed its way uninvited 
  into the skull of this unfortunate lying before us, a 
  young woman trusted by an important servant of 
  mine.”  
   
  -Count Strahd von Zarovich in conference with 
  Chorin Mur’Thaan 
   
  Invisible stalker [Monster Manual] 
  Invisible stalker [Monster Manual] 
  Invisible stalker [Monster Manual] 
  Invisible stalker [Monster Manual]     
  CR 7 
  from WotC know your enemy  
   
  These strange beings from the Elemental Plane of 
  Air most commonly serve as summoned assassins 
  and guardians. Remarkably intelligent for 
  elementals, invisible stalkers track their prey with 
  single-minded purpose. Needless to say, you won't 
  be finding a D&D Miniature of an invisible stalker 
  any time soon . . . 
   
  Knowledge (the Planes) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about invisible stalkers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
   
  15 This disturbance of air is actually an invisible 
  stalker. This reveals all elemental traits and the air 
  subtype. 
   
  20 Invisible stalkers are so named because they 
  have natural invisibility, remaining so even when 
  they attack. Their attack is a powerful buffet of 
  wind. See invisibility reveals a dim outline while 
  true seeing shows a roiling cloud of vapor. 
   
  25 Invisible stalkers are consummate trackers and 
  can spot even the tiniest of tracks. They can follow 
  complex orders, but resent lengthy missions or 
  complex tasks, which they try to distort as much as 
  they can. 
   
  30 Invisibility purge has no effect on invisible 
  stalkers. 
   
  --- 
   
  ...we saw Johann suspended in mid-air, struggling 
  against something that held him captive. "Please, 
  m'lady," I said. "It was only a bird, he didn't mean 
  any harm. We didn't know they were your pets."  
   
  "I do not care what excuses you make for him," 
  the cold-eyed woman in black said. "He is a 
  murderer, and he will be dealt with accordingly. 
  Primus, Segundus, tear him apart."  
   
  The things that held poor Johan did as she 
  commanded. We never saw them, and I cannot 
  imagine what they must have been like, but they 
  were fearfully strong. They broke his body like a 
  man might do with a rat.  
   
  from the testimony of able seaman Horace 
  Greenspan regarding the loss of HMS Defiant, 
  Admiralty Court, Darkon, June 753 
   
  Iron cobra  
  Iron cobra  
  Iron cobra  
  Iron cobra  ----    voir Mechanichal serpent
  voir Mechanichal serpent
  voir Mechanichal serpent
  voir Mechanichal serpent    
  Ixitxachitl (including vampiric ixitxachitl) 
  Ixitxachitl (including vampiric ixitxachitl) 
  Ixitxachitl (including vampiric ixitxachitl) 
  Ixitxachitl (including vampiric ixitxachitl) 
  [Monster Manual II] 
  [Monster Manual II] 
  [Monster Manual II] 
  [Monster Manual II]     
  Characters with ranks in Knowledge (nature) can 
  learn more about ixitxachitls. When a character 
  makes a successful skill check, the following lore 
  
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  11 This sinister ray is an intelligent creature called 
  an ixitxachitl. This result reveals all aberration 
  traits and the aquatic subtype. These creatures 
  have their own language. 
  16 Ixitxachitls rule over their undersea lairs, 
  usually built within coral reefs. They are highly 
  territorial and ruthlessly command many slaves. 
  An individual ixitxachitl is not a particularly 
  fearsome foe, though it will sometimes hide itself 
  on the sandy sea floor to ambush opponents. 
  21 Like land-dwelling humanoids, ixitxachitls can 
  master many careers. They sometimes become 
  powerful clerics, generally in service to powers of 
  chaos and evil. Because of this, some ixitxachitls 
  are cursed to become aquatic vampires in death. 
  26 The origin of vampiric ixitxachitls given in the 
  previous result is incorrect. On rare occasion, 
  ixitxachitl hatchlings can inexplicably mutate into 
  more fearsome creatures. These creatures are not 
  undead, but their bite drains life energy and they 
  heal quickly from their wounds. Vampiric 
  ixitxachitls often lord over their communities. 
   
  JWM: Ixitxachitl, Vampiric: The origins of 
  vampiric ixitxachitls are obscure, but some occult 
  sages believe they may be the ixitxachitl 
  equivalent of calibans, created when a clutch of 
  ixitxachitl eggs develops in a sinkhole of evil or 
  similarly tainted undersea location.  
   
  Small Aberration (Aquatic), CR 1, neutral evil. 
  (Vampiric ixitxachitl are CR 3). Basically 
  intelligent, evil manta rays. Extremely territorial 
  and slavers, they wage war on other intelligent 
  races that encroach on their turf. (Although 
  personally weak, they can take class levels, and 
  are often clerics.) Vampiric ixitxachitl aren’t 
  undead, but have an energy drain attack. They may 
  be the equivalent of calibans. 
   
  --- 
   
  In the name of Holy Ezra, all this is true. My name 
  is H...  
   
  (large section here made illegible by water 
  damage)  
   
  ...woke to find ourselves in the dark and 
  underwater, in an airy cave where the devilfish 
  have kept us from drowning. We have been here 
  three sleeps. Oldby and Narrax are dead. They 
  took Janus before our last sleep; when he returned 
  he lay in the corner and refused to speak. Harford 
  says the devilfish eat men's souls and they have 
  taken his. Harford and I have decided to swim for 
  it; I will put this in a bottle and release it if we are 
  abo...  
   
  (remainder illegible)  
   
  Message found in a bottle in Blaustein, 742  
   
  J 
   
  Jack fro
  Jack fro
  Jack fro
  Jack frost [Denizens of Dread] 
  st [Denizens of Dread] 
  st [Denizens of Dread] 
  st [Denizens of Dread]     
  CR 3 
  Characters with ranks in Knowledge (nature) can 
  learn more about jack frosts. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  15 This blue-skinned creature resembles a frozen 
  child, but it is actually a malevolent nature spirit 
  known in folklore as a jack frost. This result 
  reveals all fey traits.  
   
  20 Jack frosts embody the dangers of a winter 
  storm. They feed on body heat and delight in 
  playing cruel tricks on mortals. A jack frost is 
  bitterly cold to the touch, and its bite can inflict 
  frostbite instantly. This result reveals the cold 
  subtype.  
   
  25 Jack frosts always travel in groups called 
  “flurries.” These spirits can also take the form of a 
  flurry of snowfall or a cloud of freezing vapor.  
   
  30 A jack frost in snowfall form can hypnotize 
  onlookers with the supernatural patterns of its 
  
  snowflakes. In vaporous form, a jack frost can 
  flow around living creatures, freezing them solid. 
   
  --- 
   
  Hoarfrost spangles sleeping trees,  
  Winter's fingers, icy breeze,  
  Come the blizzard, freezing fast,  
  Jack Frost dances in the blast.  
   
  His fingers pluck at every coat,  
  His breath blows hard at every throat,  
  Cold wind bringing winter fast,  
  Jack Frost dances in the blast.  
   
  Traveller, careful as you go,  
  Jack Frost dances in the snow!  
  Embrace you with his icy grasp,  
  Jack Frost dances in the blast.  
   
  Jack Frost, traditional Lamordian 
   
  Jackal lord [Fiend Folio] 
  Jackal lord [Fiend Folio] 
  Jackal lord [Fiend Folio] 
  Jackal lord [Fiend Folio]     
  JWM: In Ravenloft, most jackal lords worship 
  Anubis, representing a more sinister aspect of that 
  god. Jackal lord clerics have access to the Law, 
  Magic, and Repose cleric domains. Alternatively, 
  jackal lords could be worshippers of Set, in which 
  case, their alignment is chaotic evil. Jackal lords 
  that worship Set have access to the Darkness, Evil, 
  and Strength cleric domains.  
   
  Medium Monstrous Humanoid, CR 8, lawful evil. 
  Jackal lords are slender, wiry humanoids with the 
  head of a black jackal. They possess significant 
  divine magical abilities, and lead aristocratic lives 
  while remaining in the shadows of the Amber 
  Wastes. A jackal lord can command jackals and 
  can assume the form of a jackal. Once per day, 
  with its gaze, it can transform another creature into 
  a jackal via a powerful curse. 
   
  --- 
   
  Jackal Lord Lore 
  Fiend Folio 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about jackal lords. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  18 This slender, dog-headed humanoid is a jackal 
  lord, a foul creature from the desert wastes. This 
  result reveals all monstrous humanoid traits. 
  Jackal lords are highly intelligent; they speak 
  Infernal and a local language. 
  23 Jackal lords are cowards at heart, but are 
  masters at usurping power for themselves. They 
  prefer to leave combat to their slaves and lackeys, 
  but are powerful innate divine spellcasters. A 
  jackal lord instantly heals minor injuries, but 
  weapons forged of cold iron can pierce its 
  supernatural defenses. 
  28 A jackal lord can commincate with, and even 
  dominate, any canine animals. A jackal lord has 
  several spell-like abilities, including cat’s grace, 
  change self, detect good, detect magic, shadow 
  walk, and suggestion. 
  33 A jackal lord can assume the form of a large 
  jackal or summon jackals to its aid. Once a day, a 
  jackal lord can lay a powerful curse with its gaze 
  that transforms a foe into a jackal. 
  38 A jackal lord can lift the curse of the jackal by 
  meeting the gaze of a polymorphed victim. 
  Otherwise, only a limited wish, wish, or miracle 
  can break the curse. 
   
  --- 
   
  "So, you've come for your lover," the sheikh 
  growled, his eyes glowing like coals between the 
  veil that covered his face and the turban that 
  covered his head. "He has been my slave these 
  seven years and more, so his debt to me is paid; 
  but there is amusement to be had in a game of 
  skill, is there not, m'lady? Let us set a wager; if 
  you can know him when you see him, he is yours; 
  if you do not, you...are mine."  
   
  "I will never forget his face," Asjanna replied. 
  "Nothing in the wide world could cause me to 
  mistake him for another."  
   
  "Let us hope you are correct," the sheikh replied 
  courteously (but there was malice in his voice). 
  "He is in the plaza with his fellow-servants. 
  Choose him out and he is yours."  
  
   
  As he spoke the sheikh drew back the curtain, and 
  Asjanna rushed forward; but what was her 
  astonishment and horror to see the plaza filled 
  with jackals. At last she knew why the sheikh was 
  so closely veiled, and why he had made the wager; 
  and now both Abdul's life and her own depended 
  on her choice.  
   
  The Garden of the Black Sheikh, traditional 
  Pharazian 
  Jackalwere, dread [Fiend Folio, Hour of 
  Jackalwere, dread [Fiend Folio, Hour of 
  Jackalwere, dread [Fiend Folio, Hour of 
  Jackalwere, dread [Fiend Folio, Hour of 
  the Knife] 
  the Knife] 
  the Knife] 
  the Knife]     
  JWM: Small/Medium Magical Beast 
  (Shapechanger), CR 2, chaotic evil. A trickster 
  beast that can assume the form of a Small or 
  Medium humanoid (with a fair amount of control 
  and variety) to hunt prey. Its gaze can put others to 
  sleep. While present in Paridon and the Amber 
  Wastes, they’re most at home in the little-known 
  domain of Farelle. 
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about jackalweres. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This dun-colored wild dog is actually a 
  jackalwere, a trickster beast that takes human form 
  to lure in its prey. This result reveals all magical 
  beast amd shapechanger traits. A jackalwere 
  speaks Common and can communicate with 
  normal jackals. 
  17 A jackalwere’s true form is that of a seemingly 
  normal jackal. It can also assume humanoid form 
  and a bipedal hybrid form. A jackalwere’s flesh is 
  unnaturally resistant to damage, but weapons 
  forged of cold iron can pierce its defenses. 
  22 A jackalwere can put other creatures to sleep 
  with its gaze. 
  27 A jackalwere can take the form of any 
  humanoid, but it has only limited control over its 
  exact appearance. It cannot mimic a specific 
  individual. 
  --- 
  As opposed to the enmity between wolfweres and 
  werewolves, jackalweres have no unusual feelings 
  toward werejackals — they are merely potential 
  prey, like all other living creatures.  
   
  Alternate Form (Su): A jackalwere can shift form 
  as a standard action as though using the 
  polymorph spell. Although jackalweres can 
  assume the form of any Small or Medium 
  humanoid, their ability is not exact. When it 
  assumes humanoid form, a jackalwere can select a 
  race and three generalized characteristics, but not 
  its exact appearance. A jackalwere can select any 
  three of the following characteristics to control:  
   
  * Gender (male, female, androgynous)  
  * Size (within the race’s size category — tall, 
  short, etc.)  
  * Build (muscular, normal, thin, fat, etc.)  
  * Comeliness (beautiful, average, ugly)  
  * Color of body parts (hair, skin, eyes)  
  * Distinguishing features (scar, lisp, missing limb, 
  etc.)  
   
  For example, the jackalwere might choose to be 
  beautiful, blond, and female but would be unable 
  to control its height, build, or distinguishing 
  features.  
   
  The jackalwere’s body has a shape memory as 
  well. It can choose to become an exact shape that 
  it has held before, and usually has a few favorite 
  forms that it uses over and over when returning to 
  humanoid form. For example, it might choose to 
  repeatedly return to the form of a tall man with a 
  scar. A jackalwere can retain as many different 
  forms in its shape memory as it has racial Hit Dice 
  (thus, four for the typical jackalwere presented 
  here).  
   
  --- 
   
  He was a very vulgar old man, lewd and wrathful, 
  but I had been advised to take no note of it, and 
  took no offence at his jibes; but I began to be 
  rather sorry I had come. There was also something 
  strangely soporific in the gleam of his squint eyes; 
  whether from the fire, or the days exertions, I 
  began to feel myself slipping into slumber, and as 
  I did so my host's physiognomy seemed to flicker. 
  At one moment his face was itself, rather ill-
  
  favoured but by not means unusual; and then I 
  thought to see it shift to some more canine form, 
  the eyes yellow, the eyeteeth long and sharp; and 
  the hand he reached toward me seemed the paw of 
  a small dog, or perhaps a jackal.  
   
  Reginald St. Jacques, Farelle 
   
  Jahi [Monster Manual II] 
  Jahi [Monster Manual II] 
  Jahi [Monster Manual II] 
  Jahi [Monster Manual II]     
  Characters with ranks in Knowledge (religion) can 
  learn more about jahis. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  26 This ghostly, three-faced serpent is a jahi, a 
  malevolent spirit spawned by unfulfilled desires. 
  This result reveals all undead traits and the 
  incorporeal subtype. 
  31 A jahi usually selects a living “chosen one,” 
  using that poor soul as a puppet to enact its own 
  hedonistic desires. The jahi usually remains curled 
  around the chosen one’s neck, and ensures its 
  puppet’s devotion with its dominate person spell-
  like ability, which it can use several times a day. 
  36 A jahi literally feeds on the animal magnetism 
  of its dominated thralls. With a mere touch, it can 
  leave opponents bland and listless. Prolonged 
  contact results in even more severe loss of 
  charisma. In extreme cases, a victim may lapse 
  into a coma. 
  41 Jahis often form cults dedicated to themselves, 
  with dominated thralls as their worshippers. A jahi 
  that completely drains away its chosen one’s 
  persona can merge with its victim and replace the 
  chosen one’s allure with its own. 
   
  --- 
   
  I had been directed to the decrepit tower where the 
  ancient wizard was said to live.  
   
  In the gloomy interior his figure couldn't be seen 
  clearly. The gravelly voice was steady and calm:  
   
  "Jahi? Yes, I know much about those spirits. They 
  did me a great wrong.  
   
  Even then, so long ago, I was a magus of not 
  inconsiderable power, gained with much toil and 
  danger. My spells won me great riches and 
  happiness. But when, after spending a long time 
  deep underground, learning strange knowledge 
  from sun-fearing beings, I returned home, I found 
  it changed into part a whorehouse and part a 
  temple. My poor wife - so young and so beautiful! 
  - was leading a life of debauchery, surrounded by 
  a promiscuous cabal.  
   
  She told me many cruel and false words, but I 
  espied a ghostly three-headed snake coiled on her 
  breast and I knew the source of my misfortune! 
  Jahi tried to break my will, but I proved the 
  stronger. I paralysed its slaves and defeated the 
  snake, although it resisted my magic and flied 
  through the air to escape my dagger.  
   
  My wife lied senseless on the ground, but my 
  power could constrain even the gods, and I saved 
  her.  
   
  After putting my house to rights and incinerating 
  the shameful paramours of my wife, I left again, 
  since the great works of magic I had began could 
  only with great loss be left alone.  
   
  What a terrible surprise awaited my on my second 
  return! My wife had escaped. Servants told me she 
  climbed many times at night a certain bare, mist-
  enshrouded hill, and returned at last with another 
  smoky snake on her neck.  
   
  Then I knew that I must delve into deeper lore to 
  defeat for ever the power of the jahi. After a long 
  search, I found a book in the library of Il Aluk. It 
  came through the mists from a foreign land, and 
  was written in language which no living man can 
  read. I deciphered it nevertheless, and found 
  within it much about the great druj Jahi the Whore, 
  the undead three-headed dragon Azi Dahaka, and 
  their poisonous brood of snakes. I found also an 
  incantation to banish them forever.  
   
  Alas, my quest was in vain! Only a living man 
  could speak that spell, and no living man can study 
  in the library of Necropolis."  
   
  He opened the door. The last rays of the setting 
  sun broken through the clouds and illuminated his 
  
  skeletal fingers, withered face and sunken and 
  lustreless eyes.  
   
  From the notes of Gennifer Weathermay-
  Foxgrove. 
   
  Jermlaine [Monster Manual II] 
  Jermlaine [Monster Manual II] 
  Jermlaine [Monster Manual II] 
  Jermlaine [Monster Manual II]     
  Characters with ranks in Knowledge (nature) can 
  learn more about jermlaines. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  10 These tiny, wrinkly humanoids are jermalines, 
  also known as jinx-kin and banemidges, This 
  result reveals all fey traits. 
  15 These mischievous fey have an affinity for rats. 
  Their language sounds like the chittering of 
  rodents, and they can communicate with rats. A 
  few jermlaines also know the language of another 
  subterranean race, such as Dwarf, Gnome, or 
  Goblin. 
  20 Jermlaines flee from most foes. However, they 
  often set traps around their lairs. Once larger folk 
  are snared, the jermalines surge forth to steal the 
  creature’s equipment and pummel the victim into 
  unconsciousness. 
   
  --- 
   
  JWM: In Ravenloft, replace Orc as one of the 
  jermlaine's possible languages with Mongrelfolk. 
  Tiny Fey, CR 1/2, neutral evil. These tiny, 
  somewhat ratlike fey have an affinity for rats and 
  dire rats. They enjoy ambushing larger folk in 
  their snares and traps, then swarm all over them, 
  knock them out, and steal all their valuables (and 
  possibly shave off their hair as well). Appeared in 
  The Awakening. 
  --- 
   
  ...at which he laughed. "Rat-people," he said, 
  "Terrifying." At which I grew a bit hot under the 
  collar, I confess, and told him if he had ever been 
  underground in a tunnel too small to turn in, with 
  no light because a rat-man had snatched it fron his 
  hand, and then heard the rat-people working to 
  open a sluice-gate to the river upstream, he would 
  laugh out the other side of his face. To this day I 
  don't know how I didn't drown. I've seen about all 
  there is to see in those tunnels, and had more close 
  scrapes than I care to think of, and that's the 
  closest I've ever been to death.  
   
  diary of Nathanael Dent, grimetrekker, 7.3.753 
   
  Jolly R
  Jolly R
  Jolly R
  Jolly Roger [Denizens of Dread] 
  oger [Denizens of Dread] 
  oger [Denizens of Dread] 
  oger [Denizens of Dread]     
  CR 6 
  Characters with ranks in Knowledge (religion) can 
  learn more about jolly rogers. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  14 This grinning, waterlogged corpse is a jolly 
  roger, so named for their similarity to the common 
  pirate ensign. These creatures are the undead 
  remains of pirates who died at sea. This result 
  reveals all undead traits.  
  19 Foes who see a jolly roger’s decaying face and 
  hear its gurgling laughter may succumb to 
  incapacitating fits of maniacal laughter. A jolly 
  roger doesn’t even feel most minor strikes to its 
  bloated flesh, but magic weapons can pierce its 
  defenses. A jolly roger commands a crew of sea 
  zombies.  
  24 A jolly roger’s necromantic touch subjects 
  living creatures to wracking spasms of painful 
  laughter that can quickly prove fatal. A jolly 
  roger’s waterlogged body is resistant to fire and 
  immune to cold and water-based spells. A jolly 
  roger never abaondons ship.  
  29 Victims slain by a jolly roger’s touch rises a 
  day later as bloated members of its zombie crew. 
  A jolly roger keeps its ship afloat by will alone. If 
  the jolly roger leaves its ship or is destroyed, its 
  ship will soon sink. 
   
  --- 
   
  “Mournsworth was ever a jolly fellow. He loved a 
  good joke. He loved a bad joke. He loved a 
  malicious joke and a vicious prank too. To sign on 
  with his crew a mate had to demonstrate a sense of 
  humour. A sailor who in truth lacked one or, for 
  that matter, a thick skin wasn’t long for his 
  
  presence. Roger punned constantly and swore 
  incessantly. He named his ship the HMS Esra and 
  he was oft heard whispering and chuckling to 
  himself, “By the deep, she’s a fine lass, my lady of 
  the Mists.” The details of his birth were obscure 
  and there were whispers of Darkonese, Sri Rajan, 
  Vistana, even fiendish blood. Others suggested 
  that he was born of a woman long secreted away 
  in the sanatarium. By Ezra he was eccentric, but 
  his judgement upon the waves was inspired. For 
  his callousness I can imagine that he was cursed a 
  dozen times, thrice in my presence at least, once 
  by meself. I’d wager that one of those curses 
  stuck, for he is still out there, long beyond his 
  time, chuckling upon the sorrowful sea.”  
   
  -Interview with retired Captain Walford Halloway 
  Juju zombie [Unapproachable East] 
  Juju zombie [Unapproachable East] 
  Juju zombie [Unapproachable East] 
  Juju zombie [Unapproachable East]     
  Chris Nichols: Template, CR +2. A powerful 
  zombie animated by particularly strong 
  necromancy (create undead by a 16th-level 
  spellcaster). These zombies have improved Str and 
  Dex, retain some Int, gain a Climb speed, 
  improved AC, +4 turn resistance, Improved 
  Initiative, Power Attack, and Toughness. Their 
  immune to magic missiles and electricity damage.  
   
  Juju zombies are found anywhere sufficiently 
  powerful necromancers dwell, though they are 
  particularly common in Darkon and Souragne.  
   
  --- 
   
  Yf ye be puycyent, know thys - ye strength of your 
  dead servants ys yn proportyon to your own. Yf ye 
  be strong, yt too wyll be strong, to crush your 
  enemyes. Yf ye be smart, yt too wyll be smart, to 
  weyld weapons - club, blade, and bow. Ye dead 
  servants shall fyght most fyercely, and run and 
  climb wyth agylyty, and resyst ye bolts of magyck 
  and lyghtnyng.  
   
  Be warned however, that your dead servants wyll 
  now hate ye and ever seek to be free of your 
  command. Lose not your grasp on the reyns of ye 
  dead servants, lest ye dead servants bryng ye to a 
  most unfortunate end.  
   
  - from the Tyrahgaunt Text by Yrym-Sybarr  
   
   
   
  K 
   
  Kalij
  Kalij
  Kalij
  Kalij    [[[[VTGttMists
  VTGttMists
  VTGttMists
  VTGttMists] ] ] ]     
  Katane [Dragon #313] 
  Katane [Dragon #313] 
  Katane [Dragon #313] 
  Katane [Dragon #313]     
  Submitted by  JP – voir Dhampir 
  Sorte de half-undead (voir Fetch) 
  Keeper of Secrets, the 
  Keeper of Secrets, the 
  Keeper of Secrets, the 
  Keeper of Secrets, the     
  Suggested by Chris Nichols 
  Kelp angler [Fiend Folio] 
  Kelp angler [Fiend Folio] 
  Kelp angler [Fiend Folio] 
  Kelp angler [Fiend Folio]     
  Characters with ranks in Knowledge (nature) can 
  learn more about kelp anglers. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  19 This floating mass of seaweed is a dangerous 
  predator called a kelp angler. Like a huge jellyfish, 
  it floats in the water, snatching up prey with its 
  tangled tendrils. This result reveals all plant traits 
  and the aquatic subtype. 
  24 Kelp anglers can alter their coloration, allowing 
  them to easily blend into kelp beds and similarly 
  overgrown bodies of water. When a kelp angler 
  snags a victim in its tendrils, it holds on tight, 
  crushing and drowning its prey. 
  29 Kelp anglers can sense nearby creatures — 
  even invisible ones — with a sense akin to a 
  dolphin’s sonar. A silence spell can negate this 
  ability. Kelp anglers are immune to cold and their 
  pulpy bodies simply absorb bludgeoning attacks. 
  34 Kelp anglers are only dimly intelligent, but 
  extremely patient predators. They seldom reveal 
  themselves before they strike. They quickly 
  regenerate most forms of damage, but are 
  vulnerable to acid. 
  39 A kelp angler can use several spell-like abilities 
  against its victims, including confusion, dispel 
  magic, displacement, and entangle. 
  
   
  --- 
   
  JWM: Although kelp anglers are present in the 
  Nocturnal Sea, the Sea of Sorrows, and the waters 
  of coastal domains, they particularly thrive in the 
  kelp-choked waters of Saragoss, where they prey 
  on both creatures swimming under the kelp carpet 
  and those walking atop it.  
   
  Large Plant (Aquatic), CR 9, netural. Resembling 
  a big clump of tangled seaweed in the shape of a 
  jellyfish and possessed of dim intelligence, kelp 
  anglers float on the surface amid kelp beds. They 
  use their tendrils to lash out at prey that comes 
  near. Has a few spell-like abilities and is 
  extremely resilient to damage. 
   
  --- 
   
  6.16.738 Almst lost D tday to bizrr thing. Srt of 
  amb. seawd whc puts out feelrs to ctch food. D 
  was struck of one & ws draggd below, but Mr S 
  cut "line" w/hs clsp knf, savd him. (Mch sawing 
  necess., crttr v. tough in skn.) Chased thing away 
  w/noise, hrpn.  
   
  1st mt. said (& I agree) smthing wrng w/a place 
  whr plants fish for men.  
   
  Ship's log of the Stormrake, Captain Elias 
  Blackburn, recovered from Saragoss in 749 
   
  Kelpie [Fiend Folio] 
  Kelpie [Fiend Folio] 
  Kelpie [Fiend Folio] 
  Kelpie [Fiend Folio]     
  Characters with ranks in Knowledge (nature) can 
  learn more about kelpie. Characters who recognize 
  a kelpie’s nature can make a Knowledge (arcana) 
  check to learn more. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  Knowledge (nature) 
  DC Result 
  20 This sodden horse is actually a malevolent 
  spirit called a kelpie. This result reveals all fey 
  traits. Kelpies speak Sylvan and Common. 
  25 Kelpies live in lakes and ponds, and take great 
  pleasure from drowning mortals. A kelpies often 
  knock opponents off their feet with their powerful 
  kicks. 
  30 A kelpie uses a variety of spell-like abilities, 
  including cause fear, charm person, crushing 
  despair, and detect thoughts, to lure victims to 
  their watery doom.  
  35 A kelpie can assume human form, and can 
  appear as either gender. 
   
  Knowledge (arcana) 
  DC Result 
  19 You can summon a kelpie with a summon 
  nature’s ally IX spell. 
   
  --- 
   
  JWM: Kelpies have an inconstant relationship 
  with drownlings. Some folk have reported seeing 
  the creatures acting in unison to lure victims to 
  their deaths, while others claim to have witnessed 
  the creatures battling over territory.  
  Large Fey (Aquatic), CR 10, chaotic evil. In its 
  true form, a kelpie resembles a foul-smelling 
  warhorse that’s been lying in a lake for the last 
  week. It can also assume human form. It attempts 
  to lure mortals near its watery lair so it can drown 
  them. Has a few mind-affecting magical abilities. 
   
  --- 
   
  "Come with me, child," the great gray horse said. 
  "You'll never have another chance to ride another 
  such as myself. I appear only to the most beautiful 
  child in the Lake Country once in a year, and I 
  never come to the same child more than once."  
   
  He was a beautiful horse, tall and dapple-gray, 
  with his long white tail and long white mane; but 
  Marie looked into his great green eyes, and in 
  them she saw herself drowning in Lake 
  Duchamps, with the wild green kelp all around 
  her.  
   
  The Kelpie, traditional Dementlieuse 
   
  King’s raven (corvus regis) [Ravenloft 
  King’s raven (corvus regis) [Ravenloft 
  King’s raven (corvus regis) [Ravenloft 
  King’s raven (corvus regis) [Ravenloft 
  Gazetteer II] 
  Gazetteer II] 
  Gazetteer II] 
  Gazetteer II]     
  “The guiding premise of the Dead Man’s 
  Campaign was simply wrong. Still, notable 
  
  strategic and tactical errors were made too. A 
  rarely noted one concerns aerial supremacy. It was 
  an article of faith that the Falkovnians possessed 
  it. What king’s raven could ever kill a blood 
  hawk? What king’s raven could hunt down and 
  kill a man? But marshal strength is not the whole 
  of aerial let alone military supremacy. Strength 
  must be wielded to effect. That is to say with 
  intelligence. And in that respect Vlad’s forces 
  were very far from supreme. In terms of 
  communication and spying the average king’s 
  raven is more than a match for the best blood 
  hawk. And the quality of that intelligence is such 
  that tactics can be, in effect, changed on the fly 
  and strategy can be sharpened in the moment. 
  Now how many Falkovnians do you think that sent 
  to the grave . . . not that they stayed there . . .”  
   
  -Gustov Petroff, hawksman and horse smuggler 
  wanted for desertion from the Falkovnian army, 
  discussing the Deadman’s Campaign over a glass 
  of wine in the Blood o’ the Vine Inn 
   
  Kizoku [Denizens of Dread] 
  Kizoku [Denizens of Dread] 
  Kizoku [Denizens of Dread] 
  Kizoku [Denizens of Dread]     
  CR 7 
  Characters with ranks in Knowledge (local) can 
  learn more about kizoku. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  17 This handsome and charming man is not the 
  human he appears to be — he is a kizoku, a foul 
  creature that feeds on the life energy of his lovers. 
  This result reveals all monstrous humanoid traits. 
  Kizoku are known to speak many languages.  
   
  22 All kizoku are male, and each one bears a 
  beauty mark in the shape of a crescent moon 
  somewhere on his body. For a kizoku, it is not 
  enough to merely take a woman’s soul; first he 
  must corrupt her, feeding as much on the loss of 
  innocence as on the spirit itself. A kizoku who 
  spends any extended time with a woman can 
  seduce her into an euphoric state in which her life 
  holds joy and meaning only with the kizoku at her 
  side, similar to a powerful form of charm person.  
   
  27 After a kizoku has wooed a victim for a month, 
  he entices her to perform a terrible act of betrayal 
  against those who truly care for her. The deed 
  done, the kizoku takes the damned woman’s soul 
  and her body transforms into a weeping willow. A 
  kizoku must consume the soul of at least one 
  woman a year to sustain itself, so its home is often 
  distinguished by a grove of these willows.  
   
  32 A kizoku can call upon a potent array of spell-
  like abilities, including alter self, calm emotions, 
  charm person, color spray, command, confusion, 
  crushing despair, daze, detect scrying, dimension 
  door, disguise self, displacement, enthrall, gaseous 
  form, hold person, hypnotism, mind fog, mislead, 
  rage, slow, and suggestion, using each once a day. 
  It can also fly and turn itself invisible at will.  
   
  37 A kizoku is legendarily difficult to kill, since it 
  regenerates from all forms of damage. To slay a 
  kizoku, someone who loved one of the kizoku’s 
  victims must find her willow and craft a weapon 
  from its heartwood, killing the tree. Only such a 
  weapon can permanently destroy the kizoku. Once 
  a kizoku is slain, the souls it consumed return to 
  their willows. If the trees are still alive, victims 
  can be then restored to normal with the appropriate 
  magic. 
   
  --- 
   
  “He is so handsome, so charming, that I can barely 
  abide his absence. When I am with him, I feel as 
  though I have been lifted into the heavens; 
  compared to him, my husband is a greedy, 
  graceless lout. Even the strange mark upon his 
  right hand does nothing to detract from his beauty, 
  for he is indeed as fair as the moon and as 
  mysterious as the ebon night.”  
  —Diary of a Rokuma noblewoman 
   
  KKKKnight Terror
  night Terror
  night Terror
  night Terror    
  See also: Knight Terror   "Seeds of Evil"   James 
  Wyatt   Dragon#249(33)   D&D2 
  Kobold [Monster Manual] 
  Kobold [Monster Manual] 
  Kobold [Monster Manual] 
  Kobold [Monster Manual]     
  CR ¼ 
  Characters with ranks in Knowledge (local) can 
  learn more about kobolds. When a character 
  
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  10 This spindly little humanoid lizard is a kobold. 
  This result reveals all humanoid traits and the 
  reptilian subtype. Kobolds speak Draconic. 
   
  15 Kobolds are not known for their bravery or 
  ferocity in battle. However, they can be cunning, 
  and usually attack only when they have 
  overwhelming odds in their favor. 
   
  20 Kobolds are rather pettily malevolent. They are 
  omnivores, and live in dark places, usually dense 
  forests or underground. They are talented miners 
  and can see in the dark, but their eyes are sensitive 
  to bright light. 
   
  25 Kobolds hate most humanoids and fey, but they 
  particularly despise gnomes and sprites. They 
  often protect their warrens with clever mechanical 
  traps. Some folk claim that kobolds are distantly 
  related to dragons. 
   
  --- 
   
  A decided change has come over the kobold bands 
  roaming the Mountains of Misery. They have 
  become more focused in their raids on caravans, 
  especially at night. Many of their attacks are 
  preceded by some large thing blocking out the 
  moonlight. Black from soot and ash the painted 
  fiends attack, all the while yipping about their 
  great- winged goddess born from shadow.  
   
  From the journal of Arken Vandred, Darkonese 
  mercenary  
  Konge Skyggehest 
  Konge Skyggehest 
  Konge Skyggehest 
  Konge Skyggehest     
  Suggested by Chris Nichols 
  Kopru [Monster Manual II] 
  Kopru [Monster Manual II] 
  Kopru [Monster Manual II] 
  Kopru [Monster Manual II]     
  JWM: Many generations ago, the koprus built a 
  large and mysterious civilization under the sea. 
  For unknown reasons their society declined, 
  becoming ever more decrepit and degenerate, until 
  now almost none of its former glory remains. 
  Kopru are suspected to be the builders of the 
  monolithic, sealed city of Shay-lot lying at the 
  bottom of the Nocturnal Sea, and they are often 
  seen swimming through its shadows.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about kopru. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  16 This vaguely eel-like creature with barbed tails, 
  clawed arms, and four tentacles on its face is a 
  kopru, a sinister denizen of the deep. This result 
  reveals all monstrous humanoid traits and the 
  aquatic subtype. Kopru speak Aquan and a local 
  language. 
   
   
  21 In addition to their vicious claws and bites, 
  kopru attempt to wrap their tails around their foes, 
  constricting them as they continue the attack. 
   
  26 Once per day, a kopru can use dominate person 
  on a foe up to sixty paces away. Although a 
  fearsome melee combatant in water, a kopru is 
  nearly helpless on land. 
   
  31 Kopru were once masters of a grandiose 
  underwater civilization, but their society has 
  degenerated over time. Some sages believe kopru 
  may be distantly related to mind flayers. 
   
  --- 
   
  "Isn’t it precious? The pearls, the platinum, the 
  strangely long, fluid design? Have you ever 
  witnessed anything comparable? No doubt one 
  such as you will have heard whispers of Shay-lot, 
  of the city lost beneath the sea. This is its key. 
  Take it into your hand. Do you not hear the waves, 
  taste the salt, feel the tug of the current in your 
  hair? I assure you that its owner dreams much, 
  much more. But what is one such as I to do with 
  the sea? What is gold, indeed forgotten treasures 
  untold, to the Vistani? But a chain that is not to be 
  borne. The thing offends me. It is a curse, filling 
  my thoughts with concerns that would turn me 
  from the open road. Veritably I have spoken of it, 
  have told you its truth. It is mine now to do with as 
  I wish and I would sell it to you. Let us come to a 
  
  mutually agreeable price for a key that is a 
  treasure."  
   
  -Dr. Vinchenzio, travelling showman and Vistani 
  outcast 
   
  See also: Kopru    "Ecology of the Kopru, The"   
  Tito Leati    Dragon#354(58)    D&D3 
  Kraken [Monster Manual] 
  Kraken [Monster Manual] 
  Kraken [Monster Manual] 
  Kraken [Monster Manual]     
  Suggested by Chris Nichols 
   
  (JWM: This lore uses as its basis the kraken lore 
  presented in “The Ecology of the Kraken” by 
  Richard Pett, Dragon Magazine #334.) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about krakens. Sailors and seafolk (any 
  character trained in Profession [sailor]) can make a 
  Knowledge (local) check to learn the same 
  information, but in this case the DC rises by 5. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC 22: This brutish and gigantic squid is a kraken, 
  a beast of legendary power. Krakens plunder ships 
  in search of food and wealth, which they collect in 
  coral palaces deep underwater. This result reveals 
  all magical beasts traits and the aquatic subtype. 
   
   
  DC 27: A kraken possess malign pride and 
  intelligence to match its incredible physical 
  prowess. A kraken uses its two massive, barbed 
  tentacles to snatch sailors off the decks of their 
  ships, then crushes them with its eight arms before 
  devouring them with a beak strong enough to bite 
  through steel. In some cases, a kraken may simply 
  crush the ship itself to splinters, picking off 
  survivors as they try to save themselves. A kraken 
  can also turn the sea’s denizens against its 
  opponents by mentally dominating sea animals 
  and pressing intelligent aquatic creatures into 
  slavery. Krakens speak Common and Aquan. 
   
  DC 32: A kraken will usually retreat if several of 
  its tentacles are severed. Lost tentacles eventually 
  grow back. A kraken can cover its retreat by 
  ejecting clouds of murky black ink, and can jet 
  through the water at high speeds. A kraken can 
  also use resist energy as a spell-like ability to 
  protect itself. 
   
  DC 37: A kraken can control weather and control 
  winds as spell-like abilities, turning the winds and 
  sea itself against its hapless victims. Krakens often 
  rule vast undersea kingdoms, far beneath the 
  waves. 
   
  See also: Kraken   "Ecology of the Kraken, The"   
  Richard Pett    Dragon#334(60)    D&D3 
  Krenshar [Monster Manual] 
  Krenshar [Monster Manual] 
  Krenshar [Monster Manual] 
  Krenshar [Monster Manual]     
  CR 1 
  Characters with ranks in Knowledge (nature) can 
  learn more about krenshars. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  11 This strange, catlike creature is a krenshar. This 
  result reveals all magical beast traits. 
  16 Krenshars are social creatures that hunt in small 
  packs or prides. They possess a sharp cunning that 
  sometimes seems eerily intelligent. 
  21 The skin on a krenshar’s face is extremely 
  flexible. A krenshar can pull this skin back, 
  exposiring the skull beneath to frighten prey. 
  26 Krenshar cubs raised in captivity can be 
  domesticated (if not truly tamed), producing fierce 
  and loyal companions. 
   
  --- 
   
  JWM: (Krenshars are included on the encounter 
  list for Hazlan in Gaz I, implying that, in this 
  setting, they might be a product of Hazlik's 
  experimentation.) 
  Chris Nichols: In fact, S specifically mentions 
  krenshar in the text as being believed to have been 
  created by the wizard-kings of Hazlan's past.  
   
  I can only suppose it was the product of 
  experimentation on a plains cat; when it pulled the 
  skin back from its face to reveal the naked skull 
  beneath I wondered if it might be some kind of un-
  dead, but a cursory examination of the corpse after 
  I dispatched it proved this was not so. I was led to 
  
  marvel again at the sheer grotesqueness of so 
  many products of the Tables; they are not merely 
  perversions of nature, but pointless perversions, 
  apparently produced in answer to mere whim 
  indulged to the point of madness.  
   
  George Weathermay, private journal 
   
  L 
   
  Lake 
  Lake 
  Lake 
  Lake serpent, undead
  serpent, undead
  serpent, undead
  serpent, undead    (Forlorn Serpent)
  (Forlorn Serpent)
  (Forlorn Serpent)
  (Forlorn Serpent)    
  [Ravenloft Gazetteer I, Castles Forlorn] 
  [Ravenloft Gazetteer I, Castles Forlorn] 
  [Ravenloft Gazetteer I, Castles Forlorn] 
  [Ravenloft Gazetteer I, Castles Forlorn]     
  Characters with ranks in Knowledge (religion) can 
  learn more about the forlorn serpent Agatha. In 
  Forlorn, a Knowledge (local) check can reveal the 
  same information, but in this case the DC 
  increases by 5. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC 23: The Lake of Red Tears is reputed to be 
  home to a massive, decaying lake serpent. This 
  result reveals all undead traits and the aquatic 
  subtype.  
   
  DC 28: Denizens of Forlorn have named this 
  creature Agatha, or “Aggie” for short. The forlorn 
  serpent is seldom seen, but is known to feed on 
  living creatures. Despite its bulk, the serpent is 
  capable of surprising bursts of speed. It can lunge 
  from the water like the crack of a whip, snatching 
  up prey nearly 10 paces away and dragging them 
  into the lake’s depths to drown.  
   
  DC 33: The attack of the forlorn serpent is 
  terrifying to behold. The serpent’s rotting flesh 
  simply ignores most weapon strikes, but hacking 
  at it with slashing weapons has proven effective in 
  the past.  
   
  DC 38: Agatha can spew a line of toxic fumes 
  over long distances every few moments. In the 
  absence of high winds, the deadly fumes hang in 
  the air for several seconds before dissipating. 
  --- 
  No biologist trained in Darkon is wholly 
  unfamiliar with necrology. And only the most 
  bigoted would deny that something of the nature 
  of life can be learned through it. Still, it is an art, 
  not a science, and a very black art at that. The 
  biologist who openly professes interest, let alone 
  competence, in necrology is a rare bird. My 
  expedition to Forlorn included one. He had pieced 
  together centuries of information concerning the 
  creature said to lurk in the Lake of Red Tears. 
  When we reached its bleak shore, he disturbed the 
  placid waters and the great coiled thing rose up to 
  indulge our curiosity. Rather than join us at a safe 
  distance, he waded forth towards the monstrous 
  serpent, intent, I dare say, upon commanding its 
  might, although to what purpose I do not know. 
  But Agatha, as he had always referred to it, 
  snapped him up with a single bite and his agonized 
  scream, escaping from that ripped and holed 
  carcass of unlife, survived him, echoing from the 
  cliffs.  
   
  -“Inaugural address to the Biology Department of 
  the University of Dementlieu,” Doctor Abelhous 
  Nicholis, visiting professor from the University of 
  Il Aluk in Exile at Karg 
   
  Lamia [Monster Manual] 
  Lamia [Monster Manual] 
  Lamia [Monster Manual] 
  Lamia [Monster Manual]     
  CR 6 Suggested by Chris Nichols 
  Lantern jack 
  Lantern jack 
  Lantern jack 
  Lantern jack [Va
  [Va
  [Va
  [Van Richten’s Arsenal p46]
  n Richten’s Arsenal p46]
  n Richten’s Arsenal p46]
  n Richten’s Arsenal p46]        
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about lantern 
  jacks. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  10 This jack-o’-lantern-headed walking plant is a 
  lantern jack. They sprout from magic pumpkins 
  called lantern jack seeds. This result reveals all 
  plant traits. They can only use simple gestures to 
  communicate, but they understand the language of 
  whoever sprouted them.  
  15 Lantern jacks are generally useful for menial 
  labor. They can fight with weapons if so 
  commanded, but are ungainly at it. If using 
  Knowledge (nature), the character also knows the 
  specifics of the rite to create a lantern jack seed.  
  
  20 Although lantern jack seeds last indefinitely, a 
  sprouted lantern jack only lives for a week before 
  it withers. A lantern jack must plant roots and rest 
  for three hours a night.  
  25 On occasion, a lantern jack may develop free 
  will and the desire to extend its brief life — at any 
  cost.  
   
  --- 
   
  And the pumpkin said, “But I do not wish to spoil 
  and die. I am new to this world and its wonders.”  
  The magician replied, “Death is the spice of life. 
  All who are born are born to die.”  
  The pumpkin thought about this for a long 
  moment before replying brightly, “You created 
  me, you created life, you are a god, give me 
  everlasting life.”  
  The magician chuckled bitterly, “Oh, were it so 
  Jack. My beloved Sylvie would not die. But know 
  that I am only a humble stage magician. She too 
  shall one day die.”  
  After the magician had returned to his tinkering 
  the pumpkin whispered, “Indeed she will. And 
  then we will have your measure.”  
   
  -Lantern Jack and the Stage Magician, 
  Dementieuse folktale 
  Larval Flayer Lore
  Larval Flayer Lore
  Larval Flayer Lore
  Larval Flayer Lore    ––––    see mind
  see mind
  see mind
  see mind    flayer
  flayer
  flayer
  flayer    
  Lashweed [Denizens of Dread] 
  Lashweed [Denizens of Dread] 
  Lashweed [Denizens of Dread] 
  Lashweed [Denizens of Dread]     
  JWM: Large Plant, CR 4, neutral. Dimly 
  intelligent, mobile plants with thorty, lashing vines 
  and the ability to spit blinding poison. Seemingly 
  inspired by the Triffids.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about lashweeds. A character who 
  recognizes a lashweed’s nature can make a bardic 
  knowledge check to learn more. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  Knowledge (nature)  
  DC Result  
  14 This shuffling, veiny snarl of thorny vines and 
  dark fibers is a lashweed, a monstrous plant that 
  feeds on animals. This result reveals all plant 
  traits.  
   
  19 Lashweeds sense their prey in large part by 
  sensing the vibration of their footfalls. Lashweeds 
  sometimes stand silently, listening to the earth as 
  they blend in with surrounding flora. When on the 
  prowl, however, they emit a deep thrumming, like 
  a beating of a war drum. This makes them easy to 
  detect, but greatly enhances their tremorsense.  
   
  24 Lashweeds always launch an attack by trying to 
  spray a blinding poison into its victim’s eyes, then 
  uses the razor-sharp thorns on its lashing tendrils 
  to flay them as they stumble about. After a 
  lashweed kills a victim, it feeds on the creature’s 
  blood. Excess blood oozes out through pores on its 
  central stalk.  
   
  29 Three times a day, a lashweed can entangle 
  foes as a spell-like ability. Lashweeds move 
  quickly through even dense undergrowth, but 
  magically manipulated plant growth (such as 
  entangle) affects them normally.  
   
  Bardic Knowledge  
  DC Result  
  19 Vistani legend claims that lashweeds were first 
  created when a powerful necromancer defeated a 
  band of druids and staked them out in a field to die 
  of exposure. They used their dying breaths to 
  chant druidic curses, and the first lashweeds 
  sprouted from their corpses to seek revenge. 
   
  --- 
   
  Mistress Montarri's group came through again, 
  delivering the seed-pod as requested. A little death 
  - perhaps a child from the Quartier Ouvrier, a bit 
  of blood, and my new darling will grow. I do hope 
  it will play well with my other children...  
   
  It is a pity dear Abelhaus has passed on. I would 
  have loved for my newest baby to have him as a 
  playmate... for a little while.  
   
  - 
  Journal of Julia Fyrehaaven, director of 
  the Royal Botanical Gardens of 
  Dementlieu 
  
  LLLLebendtod
  ebendtod
  ebendtod
  ebendtod    [Denizens of Dread
  [Denizens of Dread
  [Denizens of Dread
  [Denizens of Dread, FoS NS 
  , FoS NS 
  , FoS NS 
  , FoS NS 
  Gaz
  Gaz
  Gaz
  Gaz] ] ] ]     
  (template) 
  “I was watching Lady Katya down by the lakeside 
  — she’s a beauty, that one. She took off her shoes, 
  then her gown. I knew I shouldn’t be watching, 
  but I kept on anyway, and then, she — she took of 
  her head!”  
  —Tale of a commoner from Graben Island 
   
  See FoS NS Gaz: Lebendtod template 
   
  Le
  Le
  Le
  Lecrotta
  crotta
  crotta
  crotta    [[[[Monster of Faerun
  Monster of Faerun
  Monster of Faerun
  Monster of Faerun] ] ] ]     
  (listed in random encounter table of Feast of 
  Goblyns) 
  Leech, giant [Stormwrack] 
  Leech, giant [Stormwrack] 
  Leech, giant [Stormwrack] 
  Leech, giant [Stormwrack]     
  Characters with ranks in Knowledge (nature) can 
  learn more about giant leeches. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  10 This black, flattened, squirming worm is a 
  monstrously large leech. This result reveals all 
  vermin traits and the aquatic subtype. 
   
  15 Like their lesser kin, giant leeches feed on 
  warm blood. A single giant leech will usually 
  drink its fill and detach before killing its prey, but 
  three or four leeches attached to the same creature 
  can drain their victim dry. 
   
  20 A giant leech naturally anesthetizes the wound 
  it makes as it bites, so sleeping or unwary victims 
  may not even be aware that a leech has attached 
  itself to them. Giant leeches spread red ache with 
  their bites. 
   
  25 Giant leeches are eyeless. They sense their 
  surroundings through a combination of scent, 
  vibration, warmth, and sound, so they cannot be 
  blinded. 
  --- 
  "Thanks to Yasmine's counterspells, that accursed 
  spiritualist was out of both magic and blasting 
  powders. The trail of his blood lead us deep within 
  the mine shaft.  
  "The game is over, Glamgel! Your bag of tricks is 
  empty!" I screamed.  
  "Glamgel grinned as he clutched his bleeding 
  arm."  
  ""That may be so, but I always have a friend to 
  help me out!" He snapped his fingers, and an ox-
  sized worm with tarry skin oozed out of a crevisse 
  in the ceiling. It bared its fanged, triple-jawed 
  mouth at us in a gurgling roar. Glamgel fled our 
  wrath, laughing all the way."  
  -- from the journals of Jerome Delacroix, 
  Mordentish adventurer  
   
  Leech, occult, mindsapper leech [RL MC 
  Leech, occult, mindsapper leech [RL MC 
  Leech, occult, mindsapper leech [RL MC 
  Leech, occult, mindsapper leech [RL MC 
  III (as p
  III (as p
  III (as p
  III (as pssssionic leech)] 
  ionic leech)] 
  ionic leech)] 
  ionic leech)]     
  JWM: Leeches, standard in size and appearance, 
  that attach themselves to larger creatures and 
  parasitically feed on them. Unlike standard 
  leeches, they drain supernatural energy as well as 
  blood (they don't drain enough blood to cause 
  lasting harm, however). 
   
  Mindsapper Leech: Fine Vermin (Aquatic, 
  Psionic), CR 1/3, neutral. Leeches that drain 
  power points and/or daily uses of psi-like abilities 
  from its victims. If attacked, it unleashes a 
  backlash of psionic energy. Distinguished from 
  normal leeches by a slight bluish tinge and an 
  ever-so-faint red glow. [RL MC III] 
   
  --- 
   
  "I know you have your methods, Alanik," I said, 
  "but was it really necessary to trek to the middle of 
  a mosquito, horsefly, and leech-infested swamp to 
  confront M'sieur Negroponte?"  
   
  "Perhaps not strictly necessary," he replied coolly, 
  his eyes scanning the surroundings carefully. "But 
  it will make our task much easier, considering his 
  unusual talents, of which we heard so much earlier 
  today. I take it you failed to notice the very slight 
  blue tint to the leeches you have been pulling from 
  your legs the last half-hour or so?"  
   
  "I confess, it had quite escaped my attention," I 
  responded drily.  
  
   
  Alanik chuckled. "Good. Let us hope M'sieur 
  Negroponte is no more observant than you are."  
   
  The Mind Leech, from The New Casebook of 
  Alanik Ray, Arthur Sedgwick 
   
  Leech, occult, witchbane leech [RL MC 
  Leech, occult, witchbane leech [RL MC 
  Leech, occult, witchbane leech [RL MC 
  Leech, occult, witchbane leech [RL MC 
  III (as magical leech), Denizens of 
  III (as magical leech), Denizens of 
  III (as magical leech), Denizens of 
  III (as magical leech), Denizens of 
  Darkness]
  Darkness]
  Darkness]
  Darkness]        
  JWM: Fine Vermin (Aquatic), CR 1/3, neutral. 
  These leeches drain arcane magical energy, 
  including spell slots and supernatural and spell-
  like abilities with limited uses per day. If attacked, 
  they release a backlash of arcane energy. [RL MC 
  III] 
   
  --- 
   
  The thorp had a girl they were certain had been 
  aiding the fey. While Jermeyn, the local Inquisitor, 
  was investigating the matter, they kept her in a 
  little hut the community used as a jail cell. I got a 
  chance to look at her one night and it was a pitious 
  thing. She couldn't have been more than thirteen or 
  fourteen, rail-thin, dirty, and sobbing. Her hands 
  were bound in front of her with a short manacle.  
   
  But the worst thing was that her ragged blouse had 
  been torn away at the back. Attached to the girl's 
  shoulders were three fat leeches. When I asked 
  about this later, one of the villagers told me that 
  the leeches prevented the girl from using "fey 
  deviltry," but could not explain how. Supposedly, 
  Inquisitor Jermeyn could explain it better, but it 
  seemed better to move onward given the 
  suspicious glances the villagers had been giving 
  me since my visit to the jail-hut.  
   
  Bertram Mac Laren, Sixty Nights in Tepest 
  Leechwalker [Monster Manual II] 
  Leechwalker [Monster Manual II] 
  Leechwalker [Monster Manual II] 
  Leechwalker [Monster Manual II]     
  JWM: Medium Vermin, CR 10, neutral. A human-
  shaped form composed of thousands of linked 
  leeches. It can grapple foes and drain their blood.  
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about 
  leechwalkers. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  20 This loathsome, shambling humanoid is 
  actually a leechwalker, a creature composed of a 
  colony of thousands of individual leeches. This 
  result reveals all vermin traits. 
  25 Leechwalkers feed on blood. Not only can they 
  drink the blood of living foes, the wounds they 
  deal continue to bleed freely unless quickly 
  staunched. 
  30 A leechwalker can see in all directions at once, 
  so it cannot be flanked and is not easily surprised. 
  35 Because it is composed of many different 
  creatures, a leechwalker is immune to many things 
  that can harm normal vermin, including nonlethal 
  damage, ability drain, and death from massive 
  damage. 
   
  --- 
   
  T.B. opined that the corpse we found in the New 
  River Channel must have been attacked by 
  vampires! Because the body had been drained of 
  blood! So we should bring garlic! And mirrors! (!s 
  are to depict T.'s conversational style, which can 
  never end a sentence without a flourish.) Pointed 
  out that it is the custom of vampires to bite once at 
  the neck, not hundreds of times across the entire 
  body, and advised him to formulate an alternative 
  hypothesis. (!)  
   
  Journal of Nathanael Dent, grimetrekker, 
  12/12/754 
   
  Leopard [Monster Manual 
  Leopard [Monster Manual 
  Leopard [Monster Manual 
  Leopard [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR2 
  Characters with ranks in Knowledge (nature) can 
  learn more about leopards. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 12: This sleek, spotted great cat is a leopard. 
  Numerous similar great cats exist in a variety of 
  environments, including panthers, jaguars, and 
  
  mountain lions. This result reveals all animal 
  traits. 
   
  DC 17: These deadly jungle cats can pounce on 
  their prey from considerable distances. Once they 
  strike, they dig in with their fangs and forepaws 
  and use their hind claws to rake the creature’s soft 
  belly. 
  Leucrotta [Monsters of Faerûn] 
  Leucrotta [Monsters of Faerûn] 
  Leucrotta [Monsters of Faerûn] 
  Leucrotta [Monsters of Faerûn]     
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about 
  leucrottas. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  14 This ugly cross between a stag and a badger is 
  called a leucrotta. These malevolent creatures 
  roam desolate areas. This result reveals all magical 
  beast traits. 
  19 Leucrotta are quite intelligent. They are also 
  murderous bullies, and sometimes hunt humans. 
  Leucrottas speak Draconic, Giant, and Common, 
  and they have an uncanny knack for mimicking 
  voices they’ve heard. Natural animals will not feed 
  from a leucrotta’s kill. 
  24 Rather than teeth, a leucrotta’s jaws are lined 
  by sharp ridges of incredibly hard bone. A 
  leucrotta can bite right through an opponent’s 
  armor, rending leather, steel, and the flesh 
  beneath. 
  29 Leucrottas are immune to charm and 
  compulsion effects. Leucrottas like to fight near 
  cliffs. If they can, they take the opportunity to 
  force foes over the edge, hopefully to their deaths. 
   
  ---- 
   
  JWM: Leucrottas have appeared in a handful of 
  Ravenloft sourcebooks and adventures, including 
  Gaz I and Dark of the Moon. Large Magical Beast, 
  CR 4, chaotic evil. Resembling an ugly cross 
  between a stag and a badger, these creatures are 
  smarter than humans and sometimes hunt them for 
  sport. The bone ridges they have for teeth can 
  deliver an exceptionally damaging bite. [Monsters 
  of Faerûn] 
  --- 
   
  We heard the clop of hooves, and then something 
  outside spoke with Randolph's voice--but spoke 
  without words, a mere mimicry of the rise and fall 
  of human speech, perfectly phrased and perfectly 
  meaningless. It was too much for Sarah; she leapt 
  for the door and threw it open.  
   
  In the next instant she and I were trying to force it 
  closed; but the beast threw its shoulder against the 
  door and bowled us over, forcing its way into the 
  room. It was a thing like a horse, with the head of 
  a badger, and it stank like a rotting corpse on a hot 
  day.  
   
  Eyewitness account recounted by Lukas Kaspan, 
  recorded in private diary of Rudolph van Richten 
  Lich [Monster Manual] 
  Lich [Monster Manual] 
  Lich [Monster Manual] 
  Lich [Monster Manual]     
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (religion) can learn more about liches. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (arcana) or Knowledge (religion) 
  DC Result 
  23 This withered, nearly skeletal mage is an 
  arcane horror known as a lich, a spellcaster who 
  used foul magic to defy death. This result reveals 
  all undead traits. 
  28 A lich is every bit as potent a spellcaster as it 
  was in life, and it has centuries to study the arcane 
  arts. A lich’s body is unusually tough, but magic 
  bludgeoning weapons can pierce its defenses. A 
  lich’s touch flows with necromantic energy, 
  permanently paralyzing living creatures with its 
  unnatural chill. 
  33 A lich is surrounded by a necromantic aura that 
  visibly dims nearby light sources. Living creatures 
  exposed to this aura may be terrified by its 
  unnatural energies. A lich is resistant to turning, 
  and is immune to cold, electricity, and mind-
  influencing effects. A lich cannot be polymorphed 
  unless it wants to be. 
  38 A lich stores its life force in a magic container 
  called a phylactery. This item is usually extremely 
  valuable and easily portable, such as a gem or 
  piece jewelry. If a lich is destroyed, its life force is 
  drawn back into its phylactery. After recuperating 
  for a few days, the spirit re-emerges to occupy a 
  
  nearby corpse, restoring the lich at full strength. 
  You cannot permanently destroy a lich without 
  also destroying its phylactery, so liches usually 
  hide their phylacteries well. 
   
  Knowledge (arcana) 
  DC Result 
  28 This result reveals the process for becoming a 
  lich. 
   
  --- 
   
  There are only three things worth seeking: 
  Immortality, Omniscience, Omnipotence.  
   
  There is only one way to achieve them.  
   
  He who is clothed in the Raiment of Clarity will 
  rule over Existence; he who is not clad in that 
  garment must serve the one so clothed. Herein is 
  written the beginning of power, and of wisdom, 
  and of eternal life.  
   
  Preface to The Raiment of Clarity  
   
  See also RL CS, Dragon #336 
   
  Lich, dry [Sandstorm] 
  Lich, dry [Sandstorm] 
  Lich, dry [Sandstorm] 
  Lich, dry [Sandstorm]     
  JWM: Template Undead. The final fate of a 
  walker in the waste (a Sandstorm prestige class). 
  A salt-encrusted, desiccated undead that could be 
  mistaken for a salt mummy. Surrounded by an 
  aura of despair and drains Con with its touch. 
  Normal water burns it like holy water. 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (religion) can learn more about a 
  creature’s dry lich nature. Characters need to make 
  a different Knowledge check to learn about the 
  base creature. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  Knowledge (arcana) or Knowledge (religion) 
  DC Result 
  23 This desiccated, nearly skeletal mage is an 
  arcane horror known as a dry lich, a walker in the 
  waste who used foul magic to defy death. This 
  result reveals all undead traits. 
   
  28 In life, a dry lich was a potent desert spellcaster 
  known as a walker in the waste, and it retains 
  these harsh gifts in undeath. A dry lich’s salt-cured 
  flesh is unusually tough, but magic bludgeoning 
  weapons can pierce its defenses. A dry lich’s 
  touch flows with necromantic energy that drains 
  moisture from living creatures. Plants and 
  creatures of elemental water are particularly 
  vulnerable to the touch of a dry lich. 
   
  33 A dry lich is surrounded by a necromantic aura 
  that living creatures sense as an overwhelming 
  sense of age, loss, and death. Such creatures 
  exposed to this aura may be terrified by its 
  unnatural energies. A dry lich is resistant to 
  turning and immune to mind-influencing effects. 
  A dry lich cannot be polymorphed unless it wants 
  to be. A dry lich draws energy from the desert 
  around it, allowing it to rapidly recover from 
  wounds so long as it is in an arid environment. 
  Exposing the dry lich to significant moisture (such 
  as fog) or humidity suppresses this ability. All 
  water burns a dry lich like holy water. 
   
  38 A lich stores its internal organs in a set of five 
  magic containers called canopic jars. If a dry lich 
  is destroyed, its life force is drawn back into these 
  canopic jars. After recuperating for a several 
  weeks, the spirit re-emerges to occupy a nearby 
  corpse, restoring the dry lich at full strength. You 
  cannot permanently destroy a dry lich without also 
  destroying its canopic jars, so dry liches usually 
  hide their canopic jars well. 
   
  Knowledge (arcana) 
  DC Result 
  28 This result reveals the details of the Sere Rite. 
   
  --- 
   
  It is, of course, quicker to go by way of the Dry 
  Lakes, but this can only directly after the rainy 
  season, when the lakes are filled; not, as many 
  outlanders think, because then the Dry Lakes can 
  be used for water (they are much too brackish to 
  drink at any time), but because when the lakes are 
  gone, leaving only the hard salt pan, the Old Man 
  of the Dunes comes down out of his winter home 
  
  and walk to and fro throughout all the dry season, 
  killing any he finds there.  
   
  Luq al-Taber, Pharazian caravan leader 
   
  Lich, elemental [Denizens of Dread] 
  Lich, elemental [Denizens of Dread] 
  Lich, elemental [Denizens of Dread] 
  Lich, elemental [Denizens of Dread]     
  JWM: Template Undead. A lich variant that 
  specializes in commanding the elements.  
   
  --- 
   
  Earth, air, fire, water, life and death. I am the 
  master of all these things. There is nothing beneath 
  sun or moon to which I bow, nothing between 
  Mist and Mist over which I have no dominion. 
  Who shall stand against me? I shall rend him spirit 
  from flesh, he shall be made an offering upon the 
  Four Altars. He who seeks me here seeks in vain; 
  the tomb itself has no power to hold the Master of 
  Elements.  
   
  Inscription on a cenotaph located outside Har-
  Thelen, Sithicus 
   
  Lich, 
  Lich, 
  Lich, 
  Lich, psionic (see Psilich)
  psionic (see Psilich)
  psionic (see Psilich)
  psionic (see Psilich)        
  Lion [Monster Manual 
  Lion [Monster Manual 
  Lion [Monster Manual 
  Lion [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 3 
  Characters with ranks in Knowledge (nature) can 
  learn more about lions. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 13: The mane on this tawny great cat marks it 
  as a lion, a deadly savannah predator. This result 
  reveals all animal traits. 
   
  DC 18: Lions pounce on their prey. Once they 
  strike, they dig in with their fangs and forepaws 
  and use their hind claws to rake the creature’s soft 
  belly. 
  Living tattoo [Denizens of Dread] 
  Living tattoo [Denizens of Dread] 
  Living tattoo [Denizens of Dread] 
  Living tattoo [Denizens of Dread]     
  JWM: Template Construct (Symbiont). Abber 
  nomads trap dream spirits and imbue them into 
  tattoos, creating semiliving companions for their 
  owners.  
  --- 
  All night we heard Kiroborobo talking, as if in 
  conversation; and every so often the wind sat just 
  so, so that a strange high voice seemed to answer 
  him.  
  In the morning I ventured to ask him who he had 
  been speaking to, and he said, "My otherself," 
  pointing to his chest. I did not understand him 
  then, nor for a long time afterward; but when I 
  learned more of the Abbers' customs I knew he 
  had been pointing, not to indicate himself, but to 
  the black skull emblazoned on his very skin.  
   
  from a puported diary of Dr. Gregory Illhousen 
  Living wall [Denizens of Dread] 
  Living wall [Denizens of Dread] 
  Living wall [Denizens of Dread] 
  Living wall [Denizens of Dread]     
  CR 8 
  Characters with ranks in Knowledge (arcana) can 
  learn more about living walls. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  18 The groping mass of wailing corpses reaching 
  for you from the wall are an unholy construct 
  called a living wall, created by melding scores of 
  bodies together. This result reveals all construct 
  traits.  
   
  23 A living wall may rely on many different attack 
  forms, depending on the corpses fused into their 
  mass. Warriors still lash out with their weapons, 
  spellcasters can utilize the spells they had prepared 
  as spell-like abilities, and so on. If a living wall 
  strikes a foe with claws, a bite, or another natural 
  weapon it attempts to grab on tight. Like mundane 
  walls, living walls are immobile, impassible 
  obstacles.  
   
  28 If a living wall grabs hold of a living creature 
  or a once-living corpse, it attempts to absorb the 
  creature into its mass. The creature soon partially 
  emerges as yet another doomed soul lashing out at 
  anything that draws near. Although absorbed 
  creatures may cry out to former allies, their 
  individual identities are completely consumed by 
  the wall’s gestalt. When at rest, a living wall hides 
  
  behind a glamer that lets it blend into the mundane 
  walls around it. This result also revels the process 
  for creating a living wall.  
   
  33 A living wall is immune to flesh to stone spells 
  and the like. Despite its appearance, a living wall 
  is not made of stone, so magic used to bypass 
  stone barriers fail against it. Any corpse 
  abandoned within 100 paces of a living wall for a 
  month animates just long enough to merge with 
  the wall. Living walls exist in a state of constant, 
  insane agony. They seek their own destruction, but 
  not as much as that of all that lives. They hate their 
  creators most of all. Only true resurrection can 
  restore an absorbed creature.  
   
  --- 
   
  “There is hardly a man, woman or child who does 
  not know at least one thing worth preserving. Yet 
  they all are to die and rot away, even the children, 
  damning their knowledge to oblivion. No longer. I 
  save them. I guard what they have learnt. They 
  endure within these walls. They are not corpses 
  difficultly unearthed. And they are not hollowed 
  out shells of their former selves. They are at hand. 
  They are possessed of intelligence. And once I 
  have mastered the rite for breaking through their 
  raving madness, few indeed will be the secrets 
  hidden from me. And so it is time. Tell me. Tell 
  me all. And you will serve me in life, enjoying a 
  natural death. Otherwise, I will give you, as I have 
  given your servant, to their grasping hands. I will 
  wed you to them in collective torment til stone 
  becomes sand and perhaps beyond.”  
   
  -Interview with a Lich 
   
  See also Dragon 343 version 
   
  Lizard [Monster Manual 
  Lizard [Monster Manual 
  Lizard [Monster Manual 
  Lizard [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 1/6 
  Characters with ranks in Knowledge (nature) or 
  Knowledge (arcana) can learn more about foxes. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This lethargic little reptile is a common 
  lizard. It primarily feeds on fruit and insects. This 
  result reveals all animal traits. 
   
  DC 15: Many different varieties of lizard exist, in 
  all different shapes and sizes. Horned lizards are 
  covered in sharp spines and can startle predators 
  by spraying blood from their eyes. Monitor lizards 
  can grow to the size of a man and are dangerous 
  carnivores. 
   
  KNOWLEDGE (ARCANA) 
  DC 20: Some mages adopt lizards for use as 
  familiars. Such mages tend to be particularly 
  talented climbers. 
  Lizardfolk [Monster Manual] 
  Lizardfolk [Monster Manual] 
  Lizardfolk [Monster Manual] 
  Lizardfolk [Monster Manual]     
  CR 1 Suggested by Chris Nichols 
  Lost (or Echoes, or Shells) (DT&DL)
  Lost (or Echoes, or Shells) (DT&DL)
  Lost (or Echoes, or Shells) (DT&DL)
  Lost (or Echoes, or Shells) (DT&DL)    
   
  Lost Ones 
  Lost Ones 
  Lost Ones 
  Lost Ones ––––    no
  no
  no
  now is under “madness”
  w is under “madness”
  w is under “madness”
  w is under “madness”    
  Lost soul [The Nightmare Lands] 
  Lost soul [The Nightmare Lands] 
  Lost soul [The Nightmare Lands] 
  Lost soul [The Nightmare Lands]     
  JWM: 1 soul: Medium Undead (Dream), CR 1/4, 
  chaotic evil. 2 souls: Medium Undead (Dream), 
  CR 1/2, chaotic evil. 8 souls: Large Undead 
  (Dream), CR 3, chaotic evil. 32 souls: Huge 
  Undead (Dream), CR 9, chaotic evil. The mortal 
  remains of humanoids who die while physically 
  wandering the Nightmare Lands. Semitransparent 
  undead, individually not much more than an eerie 
  zombie. However, when two lost souls tough, they 
  merge together into an ever-growing, semi-
  amorphous mass that can tear its victims apart.  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  or Knowledge (religion) can learn more about lost 
  souls. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  Knowledge (the planes) or Knowledge (religion)  
  DC Result  
  12 This writhing mass of corpses is a lost soul, a 
  remnant of those who have died while physically 
  
  present in dreamscapes. This result reveals all 
  undead traits and the dream subtype.  
  17 An individual lost soul poses little threat, but 
  whenever two or more of these creatures touch, 
  they permanently meld together into ever larger 
  and more powerful forms.  
  22 Entering melee with a melded lost soul can be a 
  lethal prospect, since they can latch onto victims 
  and tear them apart.  
  27 Once merged, only a wish or miracle can 
  separate individual lost souls.  
   
  Knowledge (Ravenloft)  
  DC Result  
  20 Any giant, humanoid, or monstrous humanoid 
  that dies while physically present in the Nightmare 
  Lands will likely rise within a few hours as a lost 
  soul.  
  25 Lost souls created in the Terrain Between 
  appear corporeal, while those created in 
  dreamscapes have a ghostly appearance. The only 
  difference between the two varieties, however, is 
  that ghostly lost souls gradually fade from 
  existence if they leave dreamscapes.  
   
  --- 
   
  I have now seen several of these strange 
  wandering spirits, which I have dubbed "lost 
  souls" from the impression of loneliness and dread 
  which I have always sensed in their presence. 
  They are certainly not kindly disposed to such as I, 
  but when solitary they are not truly menacing, 
  often seeming to lack either the will or the 
  confidence to approach even a lone wanderer such 
  as I. I have, however, seen three or four join 
  together into a frightful and aggressive creature of 
  many arms and hands; if their ability to aggregate 
  is not limited, a dozen of them acting together 
  would surely be able to dismember even a strong 
  man in mere moments.  
   
  from a purported diary of Dr. Gregory Illhousen 
   
  See also: Lost Soul   "Chinese Undead"   David 
  Sweet   Dragon#26(20)   OD&D 
  Lycanthrope Lore
  Lycanthrope Lore
  Lycanthrope Lore
  Lycanthrope Lore    
  (Ravenloft-specific info is underlined. Conversely, 
  a few bits of lore here actually don't apply in 
  Ravenloft.) 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about a 
  creature’s lycanthropic nature. The base DC for 
  this check is based on the racial Hit Dice of the 
  base animal. 
   
  Base Animal Hit Dice Knowledge Check DC 
  1–2 HD HD +12 
  3–5 HD HD +13 
  6–10 HD HD +14 
  11–20 HD HD +15 
  21+ HD HD +16 
   
  Characters may need to make a separate 
  Knowledge check to learn about the base creature. 
  DCs on the table below represent the common 
  werewolf. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  14 This snarling beast is a lycanthrope, an 
  accursed person with the ability to transform into a 
  feral beast. This result reveals all traits of the 
  shapechanger subtype. 
  19 A lycanthrope’s true form is humanoid. 
  However, it can also assume the shape of a 
  specific animal (such as a wolf) or a hybrid form 
  combining the worst features of man and animal. 
  A lycanthrope transmits the curse of lycanthropy 
  with its bite; victims who survive a lycanthrope 
  attack may be doomed to become lycanthropes 
  themselves. If you are bitten by a lycanthrope, you 
  should eat a sprig of belladonna as soon as 
  possible — it may fight off the affliction. 
   
  24 Lycanthropy manifests on one of two ways. 
  True lycanthropes are born that way. The dread 
  disease is natural to them; they can transform at 
  will, and they cannot be cured. Their victims are 
  afflicted lycanthropes — otherwise normal folk 
  cursed to become lycanthropes by the bite of a 
  werebeast. These folk cannot control their 
  changes, transforming only under the light of the 
  full moon. These folk can be cured, but the 
  
  process is not easy. Fortunately, afflicted 
  lycanthropes cannot further spread the dread 
  disease. While in a bestial form, a lycanthrope 
  nearly instantly heals most lesser wounds, but 
  silver weapons can pierce its supernatural 
  defenses. A remove disease or heal spell cast by a 
  powerful cleric can cure lycanthropy, but only 
  within three days of contracting the affliction. 
   
  29 Many different varieties of lycanthrope exist, 
  each one taking the shape of a different animal 
  (such as werewolves, wererats, and the like). 
  Afflicted lycanthropes often have no memory of 
  their lunar transformations. A lycanthrope has 
  sharp senses and is empathically attuned to normal 
  animals like its bestial shape. It can control such 
  animals as its minions. This result also reveals the 
  lycanthrope’s chemical vulnerability. A remove 
  curse or break enchantment spell cast by a 
  powerful cleric can cure an afflicted lycanthrope 
  regardless of when the victim was afflicted, but 
  the spell must be cast on a night of the full moon. 
   
  34 By exerting a great deal of effort, afflicted 
  lycanthropes can gradually gain limited control 
  over their transformations. Pain can also trigger a 
  lycanthrope’s change into bestial form. This result 
  also reveals whether this type of lycanthrope is 
  particularly good or evil by nature and the full 
  details of the cleansing cure. 
   
  See also RLCS, CoD and Classic horrors revisited. 
  Lycanthrope, loup
  Lycanthrope, loup
  Lycanthrope, loup
  Lycanthrope, loup    du noir
  du noir
  du noir
  du noir    [[[[????] ] ] ]     
  This is the oath, as Mikhail revealed it to me:  
   
  I am Hunger. I am Thirst. All those who go on 
  four legs or on two are my lawful prey. Only 
  against he who wears the skin, his wife and 
  children, shall I not raise my hand nor paw nor 
  mouth. He who wears the skin is my brother, and I 
  support him in all things he may do. In all things I 
  heed the word of the Black Wolf, who feeds us all.  
   
  I did not ask him how he learned it.  
   
  Larraby Quift, Adventures of a Wanderer  
  Lycanthrope, loup
  Lycanthrope, loup
  Lycanthrope, loup
  Lycanthrope, loup----garou, lowland 
  garou, lowland 
  garou, lowland 
  garou, lowland 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread]     
  CR 5 JWM: A moderately powerful werewolf 
  variant that uses a worg as its phenotype.  
  --- 
   
  "Luke!" the cooler-headed of the two said, 
  grabbing his companion by the arm. "Remember 
  what Captain Timothy said about fighting while 
  ashore." The young bravo stepped back and 
  snarled. "Very well, then," he said, his face 
  distorted into a mask of rage in which his long 
  white teeth were very apparent. "I won't give you 
  the lesson you deserve here. Meet me at the dog-
  fighting pit this evening, and we'll settle this once 
  and for all."  
   
  He did not know, of course, that I had already 
  guessed his secret; and he could not have guessed 
  at mine.  
   
  private diary of Matton Blanchard 
  Lycanthrope, loup
  Lycanthrope, loup
  Lycanthrope, loup
  Lycanthrope, loup----garou, mountain 
  garou, mountain 
  garou, mountain 
  garou, mountain 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread]     
  CR 5 
  The hills rang with howling, and the tall old crone, 
  her eyes the color of the yellow moon, stepped 
  forward. Behind her came a great gray wolf, of the 
  height of a man at the shoulder, who fawned on 
  her as a lapdog on its mistress.  
  "You have fled in vain, fools," she said, her voice 
  high and harsh. "You have thought to find shelter 
  among your own kind, behind your walls, beneath 
  your roofs, within your stockades. All for naught, 
  and now you must join with us or die. Here reigns 
  the Wolf!"  
   
  Kartakan feeshka, first teller unknown 
  Lycanthrope, 
  Lycanthrope, 
  Lycanthrope, 
  Lycanthrope, sea stalker 
  sea stalker 
  sea stalker 
  sea stalker ––––    voir 
  voir 
  voir 
  voir 
  lycan
  lycan
  lycan
  lycanthrope, weresea cat
  thrope, weresea cat
  thrope, weresea cat
  thrope, weresea cat        
  Lycanthrope, wereape [new] 
  Lycanthrope, wereape [new] 
  Lycanthrope, wereape [new] 
  Lycanthrope, wereape [new]     
  "My esteemed colleague, is this proof enough? I 
  told you, I told everybody. Man is descended from 
  ape. Your childish prejudices are as nothing before 
  
  my serum of regression. Yet you, my ever dim-
  witted fellow, seem even thicker in the skull for 
  the experience."  
   
  -Last words of Doctor David Strickland, from The 
  Animality of Man, a novel written and published 
  anonymously in Paridon and declared anathema by 
  the Church of the Divinity of ManLycanthrope,  
  Lycanth
  Lycanth
  Lycanth
  Lycanthrope, 
  rope, 
  rope, 
  rope, werebadger [Denizens of 
  werebadger [Denizens of 
  werebadger [Denizens of 
  werebadger [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR 4 
  "Tell us, Doctor," the guard officer grumbled 
  skeptically, "since you claim such expertise: what 
  could have done this to my men?" Behind his thick 
  muttonchop whiskers, the Baronial sergeant's surly 
  expression lived up to the dour stereotypes oft 
  applied to his people.  
  Van Richten lifted the military-issue ax from the 
  table, fingered the deep gouges in the steel of the 
  blade's edge, then glanced aside at Geddar. The 
  human hunter's normally-jovial friend frowned 
  grimly, nodding in agreement with the doctor's 
  unspoken diagnosis, and spoke: "Vermin".  
   
  The watchdwarf's eyes widened in disbelief. 
  "Vermin? You're saying rats did this?! Nonsense; 
  rats might gnaw wood or pewter, but their teeth 
  are no match for finest Corvian steel! No four-
  legged beast's would be!"  
   
  "Indeed," the physician replied wearily, laying 
  down the heavy, tooth-marked weapon. "No four-
  legged beast's...."  
   
  -- Private interview in the Obsidian Heart, as 
  documented in Baronial police investigation of the 
  Rooksclaw Tower murders 
  Lycanthrope, werebat [Monsters of 
  Lycanthrope, werebat [Monsters of 
  Lycanthrope, werebat [Monsters of 
  Lycanthrope, werebat [Monsters of 
  Faerûn] 
  Faerûn] 
  Faerûn] 
  Faerûn]     
  “Not only is our killer unhindered by darkness, he, 
  she, it can distinguish between vessels identical in 
  every way save for that one is full and the other 
  empty. Pendleton, what clue does this fact cast in a 
  whole new light?"  
  “I have not the foggiest idea. Pray tell Vail."  
  "It is obvious Colonel. The sound of leather 
  snapped taunt of course. As well as the absence of 
  any evidence that the walls were scaled.”  
   
  -The Case of the Sightless Death From Above, 
  Colonel Oliver Pendleton 
  Lycanthrope, werebear [Monster 
  Lycanthrope, werebear [Monster 
  Lycanthrope, werebear [Monster 
  Lycanthrope, werebear [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  CR 5 
  They still practice the Rite of the Bear in that 
  place, dressing themselves in bearskins and 
  dancing in the strange shuffling cadence of the 
  Moon Dance; and it is said that Bear himself 
  dances with them, taking now a human form, and 
  now that a great grizzled bear whose eyes are stars 
  and whose breath is the wind of winter itself.  
  Larraby Quift, Adventures of a Wanderer 
  Lycanthrope, wereboar [Monster 
  Lycanthrope, wereboar [Monster 
  Lycanthrope, wereboar [Monster 
  Lycanthrope, wereboar [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  CR 4 
  "There is folks," the stranger said, with the careful 
  diction of a drunk, "what thinks that a dog is a 
  noble beast, and a pig a no-good filthy creature 
  which can only be loved as hams. But such folks is 
  mistaken; the pig is braver, and a better fighter. 
  Also smarter. Wise animals, is pigs."  
   
  I suspected he might have some partiality, as he 
  was rather a piggy looking fellow himself; but his 
  heavy build promised more muscle than fat, and I 
  well recalled our own saying, "that Grandfather 
  Boar is the most dangerous creature of the forest, 
  saving only his wife"; so I held my peace.  
   
  Diary of Matthew Swiftsinger of Skald 
  Lycanthrope, werecrocodile [Sandstorm
  Lycanthrope, werecrocodile [Sandstorm
  Lycanthrope, werecrocodile [Sandstorm
  Lycanthrope, werecrocodile [Sandstorm    
  + Monst. of Faerun
  + Monst. of Faerun
  + Monst. of Faerun
  + Monst. of Faerun] ] ] ]     
  "Sobek demands a sacrifice," the wanderer 
  repeated. "Tomorrow. A man is better..."  
   
  "No!" I answered sharply. "We will give Sobek no 
  such thing."  
   
  He glanced around the space lit by the fire and 
  continued, "A pack-horse. That will do. Bring it to 
  
  the watering hole," here he pointed to the north-
  east, "tomorrow at dawn, and Sobek will not 
  trouble you."  
   
  I looked at him again, noting his skin condition--it 
  was layered thick, cracked across his torso, and, I 
  suspect, hard as horn--his short arms and legs, and 
  his strange dead eyes. I believed I knew who the 
  sacrifice would really propitiate, and how a single 
  man could live in the deep desert of Sebua; but the 
  horses would die soon in this climate at any rate.  
   
  "I accept," I told him.  
   
  Rudolph van Richten, private journal 
  Lycanthrope, werefox (vixen) [Ravenloft 
  Lycanthrope, werefox (vixen) [Ravenloft 
  Lycanthrope, werefox (vixen) [Ravenloft 
  Lycanthrope, werefox (vixen) [Ravenloft 
  Gazetteer I] 
  Gazetteer I] 
  Gazetteer I] 
  Gazetteer I]     
  I am worried about Dallisar; he took up with a 
  woman of his own race yesterday afternoon, a pert 
  silver-haired vixen named Coraline, and told us 
  that she had invited him to dine with her at the Old 
  Kartakan Inn. Even if he had made an amorous 
  conquest (or perhaps, an amorous surrender--the 
  woman was very forward) I would expect him 
  back by this time, but he has neither returned nor 
  sent word. I will visit the Inn this evening to see if 
  I cannot find out where he might have gone.  
   
  last letter from adventurer Tolroy Glock to his 
  sister Annabella, 5 May 742 
  Lycanthrope, werehyena [new] 
  Lycanthrope, werehyena [new] 
  Lycanthrope, werehyena [new] 
  Lycanthrope, werehyena [new]     
  "The jolly young man who led us out of the jungle 
  insisted that we stay in his hut for the night. As we 
  passed through the threshold, he pulled off the 
  bandana he wore around his neck. It was then I 
  noticed that there was a puckered scar on the back 
  of his neck."  
  ""Tis an interesting wound you have there," I 
  muttered."  
  "Without turning around, he started his shrill 
  tittering again. And it was then I saw the scar 
  unpucker, revealing itself to be the young man's 
  second mouth..."  
  -- from the journals of Jerome Delacroix, 
  Mordentish adventurer  
  (FYI: the telltale sign of a werehyena in human 
  form is the second mouth on the back of his neck, 
  or the base of his skull - It was mentioned in the 
  Al Qadim Monstrous Manual Appendix, and from 
  Angolan legends about a shapeshifting hyena 
  monster called a "kishi," that had two heads (a 
  human head, and a second hyena head kept hidden 
  in its hair)) 
  Lycanthrope, werejackal [Denizens of 
  Lycanthrope, werejackal [Denizens of 
  Lycanthrope, werejackal [Denizens of 
  Lycanthrope, werejackal [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR 3 
  Errata: The canon-wise suggested chemical banes 
  for the new lycanthropes:  
  Lycanthrope  
  Chemical Bane  
  Werejackal  
  Fennel  
   
  --- 
   
  Again I struggled to ascend the side of the sand-
  pit, and again I was thwarted by the downward 
  drift of each step; it seemed the more I struggled to 
  rise, the more quickly I fell. I therefore ceased my 
  exertions and called out to Geddar to come with a 
  rope; but (as I later learned) he was then engaged 
  with our guide in attempting to collect our camels, 
  which had had their hobbles cut and had wandered 
  into the night.  
   
  When the silouette of a human-like figure thrust its 
  head over the side of the sand-pit I thought for a 
  moment I was saved; but then I saw the great bat-
  ears and the outline of the dog-muzzle against the 
  rising moon.  
   
  “Feed us, feed us, Protector of the Poor,” it called 
  down, in imitation of the Pharazian beggar’s call, 
  and laughed horribly. “You see now how the 
  Jackal-People provide for themselves! In a day or 
  so we will come for you again; yes, we will help 
  you out of the pit then.”  
   
  Rudolph van Richten, working notes to Van 
  Richten’s Guide to Werebeasts 
  Lycanthrope, werejaguar [Denizens of 
  Lycanthrope, werejaguar [Denizens of 
  Lycanthrope, werejaguar [Denizens of 
  Lycanthrope, werejaguar [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR4 
  Errata: The canon-wise suggested chemical banes 
  for the new lycanthropes:  
  Lycanthrope  
  Chemical Bane  
  
  Werejaguar  
  Cocoa  
   
  --- 
   
  …[T]here are among them Lodges, or Cabals, 
  brotherhoods sworn to some joint purposes; chief 
  among these is the Cabal of the Tiger, or Jaguar as 
  the natives name it, the great spotted yellow cat 
  who prowls the deep jungle and whom they take 
  for their Totem or spiritual guide. By some 
  deviltry there are those among them who take on 
  the very form of the cat itself and do battle as half-
  man, half-beast, the violence they wreak being 
  horrible to behold. I have seen one of them tear a 
  man to pieces using only its terrible clawed 
  hands…  
   
  letter from one Hernan Mouriros, origin otherwise 
  unknown; Special Collections, Great Library of 
  Port-a-Lucine 
  Lycanthrope, wereleopard [Denizens of 
  Lycanthrope, wereleopard [Denizens of 
  Lycanthrope, wereleopard [Denizens of 
  Lycanthrope, wereleopard [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR 4 
  Errata: The canon-wise suggested chemical banes 
  for the new lycanthropes:  
  Lycanthrope  
  Chemical Bane  
  Wereleopard  Mercury  
   
  --- 
   
  We had built the kraal only two meters hight; we 
  did not know that the plainsmen, if they go there at 
  all, build to a height of at least five, and always 
  use the greenest thorn bushes. I was on watch at 
  midnight or thereabouts when it came into the 
  camp, leaping the kraal as an athletic man might 
  leap over a stile. It was a thing like a cat on two 
  legs, with horrible green eyes; it struck left-right, 
  left-right, with its hands (like a man but with claws 
  two inches long). I shot at it, but I do not know if I 
  hit. Seizing Vermijson, it picked him up as a man 
  might pick up a child, threw him over the kraal, 
  and leapt over after him. He did not scream for 
  long.  
   
  Manuscript found in a bazaar in Sri Raji, script 
  and language previously unidentified; Special 
  Collections, Great Library of Port-a-Lucine 
   
  Lycanthrope, werelion [new] 
  Lycanthrope, werelion [new] 
  Lycanthrope, werelion [new] 
  Lycanthrope, werelion [new]     
  In all that land we found only one sign of the work 
  of any human hand; on a great stone we found the 
  following characters engraved...the inscription we 
  found there has since been translated by Dr. 
  Robert Pembroke, who gives it as follows:  
   
  Behold the king Sundiata! How great his strength 
  like the sun! How terrible his rage like the summer 
  tempest! How generous to his true servants like 
  the winter rains! Truly, truly we may say he is the 
  son of the lion! Truly, truly we may say the spirit 
  of the lion is in his heart! Truly, truely we may say 
  the majesty of the lion beams from his face! Truly, 
  truly the form of the lion marks him as the true 
  king of kings!  
   
  In the Wildlands, Captain John Smith 
  Lycanthrope, wereoctopus [new] 
  Lycanthrope, wereoctopus [new] 
  Lycanthrope, wereoctopus [new] 
  Lycanthrope, wereoctopus [new]     
  "Aye, I know the ship with the green sails. Flies 
  under the skull and the squid, don't she? That'd be 
  the Hullbreaker, captain'd by Telson Greenbeard. 
  Might just be the fiercest pirate o' the Murky Sea. 
  Telson's been at sea so long, they say, what his 
  beard's gone green from seaweed."  
   
  "'Course they also say that the ol' Greenbeard 
  made deals with the devils of the deeps - gives 
  them the gold and men he captures - in 'change for 
  more ships to plunder and a chance to become a 
  devil himself."  
   
  "Aye, Captain Telson Greenbeard ain't human no 
  more. He might look it a'times, but a'times he's a 
  wet, suckin' horror what walks like a man but wi' 
  tentacles or other times a giant octopus, swimmin' 
  down to meet his sea devil masters."  
   
  - an interview with Old Sharkey of Souragne 
  Lycanthrope, wereooze [new] 
  Lycanthrope, wereooze [new] 
  Lycanthrope, wereooze [new] 
  Lycanthrope, wereooze [new]     
  JWM: The wereooze is an unusual variant, in that 
  the phenotype is a gray ooze. The general concept 
  is that wereoozes generally arise from maledictive 
  origins. Merely being damaged by a wereooze isn't 
  enough to expose a victim to lycanthropy; the 
  victim must be killed. At the moment of death 
  (when the victim is absorbed by the ooze), the 
  
  victim gets a Fort save. If it fails, the victim dies 
  and is digested. If it succeeds, it becomes a 
  wereooze; the absorbing wereooze splits in two, its 
  "offspring" being the new wereooze. 
   
  --- 
  "I had second thoughts about hiring the urchin as 
  our guide but we had little choice as our own 
  search for the theaving wererats had gone cold. He 
  smelled of sewage and the pungent odor of 
  chemicals and his skin constantly glissened with 
  grime and sweat but begriudgingly I had to agree 
  that he knew his way around the labyerinth of 
  tunnels under the city.  
   
  Three days into the strench filled tunnels we came 
  aross thier den but it turned out they had been 
  following us as well. Leaping from every crack 
  and hole three of my guards were dead before they 
  could draw thier weapons. The largest of the 
  swarm jumped at me as I rolled to the side only to 
  be leap upon in turn by the urchin. In mute shock I 
  watched as his flesh melted into a grey mass of 
  ooze and disolving bone engulfing the wererat. 
  Within moments only a puddle of fur and blood 
  remained of the once horiffic creature as the grey 
  ooze solidified back into the form of a child..."  
   
  Memiors of Sir Jerod Marcus, City watch, Port-a-
  lucine 
  Lycanthrope, werepanther [new] 
  Lycanthrope, werepanther [new] 
  Lycanthrope, werepanther [new] 
  Lycanthrope, werepanther [new]     
  The tallest and youngest of the guardsman turned 
  and looked at me, and I could see in his cat's-eyes 
  that he knew me; but the change on all those who 
  receive the Mark meant that I did not know him. 
  They dragged Master Arvenson from the post and 
  thrust him into the arms of his son, and there was a 
  little disturbance in the crowd; the tall young 
  guardsman took advantage to stop near me and 
  say, so low only I could hear, "Mother...I'm sorry."  
   
  I knew the voice, then; it was my son, little 
  Torvald, whom we had thought dead. If only I 
  could have rejoiced in finding him again; but now 
  he had the cat's-eyes, and the Mark, and I knew 
  my little boy had become a monster.  
   
  Interview of Rejna Haraldsdottir with Gennifer 
  Weathermay-Foxgrove 
  Lycanthrope, wererat, abberant 
  Lycanthrope, wererat, abberant 
  Lycanthrope, wererat, abberant 
  Lycanthrope, wererat, abberant 
  [Ravenloft Gazetteer Vol. 3] 
  [Ravenloft Gazetteer Vol. 3] 
  [Ravenloft Gazetteer Vol. 3] 
  [Ravenloft Gazetteer Vol. 3]     
   
  See also: Wererat   "Infestation"    Kristin J. 
  Johnson   Dragon#251(82)    D&D2 
  Lycanthrope, wererat [Monster Manual] 
  Lycanthrope, wererat [Monster Manual] 
  Lycanthrope, wererat [Monster Manual] 
  Lycanthrope, wererat [Monster Manual]     
  CR 2 
  Errata: The canon-wise suggested chemical banes 
  for the new lycanthropes:  
  Lycanthrope  
  Chemical Bane  
  Wererat  
  Varies 
  --- 
   
  We had amputated the hand, so badly had it been 
  bitten, so fearful were we of the disease. Would 
  we have to take the life? How could we know? 
  Would there be warning? Would there be warning 
  enough? A dull thud, accompanied by a slight 
  shutter, fixed our eyes upon the door. But we were 
  not overly concerned. Not only was it well made. 
  It was thoroughly barred. A sharp squeak reached 
  us from the other side. We all looked at Alain. He 
  looked beyond the portal and shuttered. We could 
  almost see reflected in his eyes the flashing blades, 
  that feral face, his blood dripping from its chin. 
  But our composure did not elude us for long. And 
  then it began, the gnawing at the door.  
   
  -La mort de l’innocence, Chantelle Yvrie 
  Lycanthrope, wereraven [Denizens of 
  Lycanthrope, wereraven [Denizens of 
  Lycanthrope, wereraven [Denizens of 
  Lycanthrope, wereraven [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR 3 
  Errata: The canon-wise suggested chemical banes 
  for the new lycanthropes:  
  Lycanthrope  
  Chemical Bane  
  Wereraven  
  Unknown  
   
  --- 
   
  The monstrous ravens circled around us, coming 
  lower and lower, and Alexandra and I prepared to 
  sell our lives dearly--but suddenly, a short, 
  handsome man, wiry and of dark hair and eyes, 
  stepped onto the road. "Fear not, travelers!" he 
  said, in a voice which somehow made me believe 
  his intentions were good. "The Vistani may speak 
  
  of an "unkindness" of ravens, but you will see that 
  "kindness" suits us better. We saw your fight 
  against the un-dead in the ravine, and wish to offer 
  you assistance; their master has set his minions on 
  the road to search for you, and we must go by a 
  path they cannot follow."  
   
  Memoirs of Mortimer Wachter, written 647 
   
  Lycanthrope, wereray [Denizens of 
  Lycanthrope, wereray [Denizens of 
  Lycanthrope, wereray [Denizens of 
  Lycanthrope, wereray [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  CR 3 
  Errata: The canon-wise suggested chemical banes 
  for the new lycanthropes:  
  Lycanthrope  
  Chemical Bane  
  Wereray  
  Water Lily  
   
  --- 
   
  They also say of that city, doomed Shay-lot, that 
  there are some who walk among us day by day, 
  yet still visit the Drowned City and go up and 
  down its streets, cloaked in their own wide wings.  
   
  Catalog of the World Entire 
  Lycanthrope, weresea cat (sea stalker) 
  Lycanthrope, weresea cat (sea stalker) 
  Lycanthrope, weresea cat (sea stalker) 
  Lycanthrope, weresea cat (sea stalker) 
  [Ravenloft Gazetteer II] 
  [Ravenloft Gazetteer II] 
  [Ravenloft Gazetteer II] 
  [Ravenloft Gazetteer II]     
  JWM: This was written as a take on sea wolves, 
  which have since been updated for 3.5, so I may 
  scrap this one for being redundant. 
  --- 
  Captain Harris laughed his booming, cruel laugh. 
  "So it's to be the plank, is it?" he asked of our 
  captors, grinning. (Never had those strong white 
  teeth, gleaming from that tangle of black beard, 
  seemed fiercer or less human than they did then.) 
  "Well, I suppose I’ll just have to take it like a 
  man.” I thought to myself that these pirates could 
  hardly have chosen a less effective means of 
  execution; they had not seen (as I had) the captain 
  leap overboard in a high sea after a fallen 
  crewman, to surface with the sailor’s collar in his 
  teeth, his nails (now claws) digging deep into the 
  ship’s timbers as he clambered up the side.  
   
  The Teeth of the Gale, from Twelve Tales of the 
  Macabre, Jean Lafolie 
  Lycanthrope, w
  Lycanthrope, w
  Lycanthrope, w
  Lycanthrope, wereshark [Monsters of 
  ereshark [Monsters of 
  ereshark [Monsters of 
  ereshark [Monsters of 
  Faerûn] 
  Faerûn] 
  Faerûn] 
  Faerûn]     
  "Bad things happen to those who dive for pearls 
  here without permission," the taller of the two 
  young men said, his blank face more menacing 
  than any bully's scowl. "Bad things?" I asked, 
  feigning skepticism (I had already heard stories 
  from others on the island).  
   
  "Sharks," he replied laconically.  
   
  "And yet, nothing happens to you," I replied. 
  "Why is that?" He shrugged, fingering the shark-
  tooth necklace at his throat. "My brothers and I, 
  we bite back," he said, and grinned, showing a 
  mouthful of teeth filed to points.  
   
  Journeys in the Mists, volume 2, Simon Torrens 
  Lycanthrope, weresnake [new] 
  Lycanthrope, weresnake [new] 
  Lycanthrope, weresnake [new] 
  Lycanthrope, weresnake [new]     
  Suddenly someone screamed, and then the whole 
  ballroom was in an uproar--men shouting and 
  pulling at their dress swords, women screaming 
  and swooning. I turned quickly, but at first I could 
  not locate the source of the confusion. Then 
  someone pointed to the floor, and I saw it--a great 
  venomous snake, of the kind they call 
  "bushmaster", writhing out of the clothing of 
  Senor Garibado.  
   
  Prompted by some instinct, I looked toward 
  General Maconda, who observed the confusion 
  with a smile fit for a devil; he alone seemed 
  unsurprised by Garibado's ghastly transformation.  
   
  Journeys in the Mists, volume 2, Simon Torrens 
  Lycanthrope, weretig
  Lycanthrope, weretig
  Lycanthrope, weretig
  Lycanthrope, weretiger [Monster 
  er [Monster 
  er [Monster 
  er [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  CR 5 
  "In the excitement of the fight, the village boy we 
  were using as a guide lost his footing and 
  plummeted into the swift river below. Yasmine 
  and Michael moved to stop the shaggy, redheaded 
  man, he grabbed Michael by his armored shoulder 
  and hurled him into her as though the knight were 
  but a cord of wood. The redheaded man plunged 
  into the river, too. In less than a minute, a huge 
  
  tiger burst out of the white waters with the sodden 
  boy dangling safely from his mighty jaws."  
  "Word quickly spread about our fight with the 
  "Man-Tiger," and the mood of all the villagers 
  soured upon our return. Our guide's mother, in 
  particular, decided to repay our attack upon her 
  son's guardian by launching an arrow into my 
  shoulder."  
  -- from the journals of Jerome Delacroix, 
  Mordentish adventurer  
  Lycanthrope, werewolf [Monster 
  Lycanthrope, werewolf [Monster 
  Lycanthrope, werewolf [Monster 
  Lycanthrope, werewolf [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  CR 3 
  "We thought they were Vistani. They talked like 
  Vistani, but they were dressed all in black. We 
  made a horrid mistake of letting them tend to 
  Claude's wounds. The old crone of theirs poured a 
  red liquid into the gashes, and they closed up. Yet, 
  for some reason, no one said anything about the 
  black hairs that started sprouting all over his skin. 
  Yasmine said it was a miracle, as did I, and then 
  those damned fake gypsies went on their merry 
  way."  
  "Claude's renewed vigor came to a head at 
  moonrise, I saw him crouching over the torn 
  carcass of my horse."  
  -- from the journals of Jerome Delacroix, 
  Mordentish adventurer  
  Lycanthrope, werewolverine [new]
  Lycanthrope, werewolverine [new]
  Lycanthrope, werewolverine [new]
  Lycanthrope, werewolverine [new]    
  Of all the wild and fierce spirits which they claim 
  can descend on a man and lend him their own 
  form, none is more feared than that they call 
  "wolverine" (despite its name, it is a creature like a 
  badger, but larger and fiercer still). Even the bear-
  shirts and wolf-shirts (or, in their tongue, berserkr 
  and wulfserkr) will step aside from such a one 
  unless the full battle-fury is on them, for the 
  wolverine-spirit has no thought at all for life or 
  death, nor for the strength of his enemy; for him 
  there is only deadly hunger and deadlier rage.  
   
  Larraby Quift, Adventures of a Wanderer 
   
   
  M 
   
  Maddening flea [Ravenloft Monstrous 
  Maddening flea [Ravenloft Monstrous 
  Maddening flea [Ravenloft Monstrous 
  Maddening flea [Ravenloft Monstrous 
  Compendium III, Adam’s Wrath] 
  Compendium III, Adam’s Wrath] 
  Compendium III, Adam’s Wrath] 
  Compendium III, Adam’s Wrath]     
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about maddening 
  fleas. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  10 This barely perceptible insect is a maddening 
  flea, an otherwise normal parasite that spreads a 
  supernatural disease with its bite. This result 
  reveals all vermin traits.  
  15 A victim that succumbs to the infection spread 
  by a maddening flea begins to feel giddy within 
  moments. Mere moments after that, the victim 
  succumbs to a euphoric fit, either laughing or 
  dancing uncontrollably. Remove disease can cure 
  the maddening infection.  
  20 Victims who succumb to euphoria also suffer 
  longer-lasting symptoms of the disease, which 
  take the form of strange delusions and encroaching 
  madness. Left unchecked, the delirium can reduce 
  an individual to the state of a lost one.  
  25 Like normal fleas, maddening fleas usually lay 
  their eggs in the fall, then die out come winter. 
  Sometimes, however, they may be carried inside 
  warm structures, which they can infest throughout 
  the colder months. Maddening fleas are so small 
  that they simply crawl under armor, ignoring its 
  protection. 
   
  --- 
   
  JWM: Fine Vermin, CR 1/4, neutral. Maddening 
  flea swarm: Fine Vermin (Swarm), CR 3, neutral. 
  Otherwise normal fleas that spread a supernatural 
  disease with their bite, causing madness.  
   
  --- 
   
  There was once an asylum on the outskirts of 
  Silbervas, as well, but it suffered a strange and 
  grisly fate. It was, of course, a repository for the 
  
  mad, but at length it became apparent that all who 
  entered its gates were at risk of insanity, as if some 
  contagion breathed from the very stones. The 
  attendants, the doctors, even the military police 
  sent to maintain order all succumbed.  
   
  At last the Kingfuhrer ordered the doors barred 
  from without, and the asylum was burned to the 
  ground. In this way the contagion was purged, 
  although the ground where once the madhouse 
  stood is no friendly place, and some claim still to 
  hear the cries of the madmen on the night air.  
   
  History of the Asylum, Lars Lorenz 
  Mahr [Gaz. 1, Barovia] 
  Mahr [Gaz. 1, Barovia] 
  Mahr [Gaz. 1, Barovia] 
  Mahr [Gaz. 1, Barovia]     
  Suggested by Chris Nichols 
  Ma
  Ma
  Ma
  Malasyn
  lasyn
  lasyn
  lasynep
  ep
  ep
  ep    [[[[Frostburn
  Frostburn
  Frostburn
  Frostburn] ] ] ]     
  Suggested by Chris Nichols for the NS Gaz 
  Manta Ray 
  Manta Ray 
  Manta Ray 
  Manta Ray ––––    see ray
  see ray
  see ray
  see ray    
  Marikith (all) [Denizens of Dread] 
  Marikith (all) [Denizens of Dread] 
  Marikith (all) [Denizens of Dread] 
  Marikith (all) [Denizens of Dread]     
  JWM: Ravenloft’s answer to Aliens. These 
  aberrations inhabit the domain of Timor, located 
  beneath the sewers of Paridon. They feed on fear.  
  M
  M
  M
  Marikith (shadow killer), hunter 
  arikith (shadow killer), hunter 
  arikith (shadow killer), hunter 
  arikith (shadow killer), hunter 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread]     
  CR 2 JWM: Black, humanoid creatures that attack 
  in swarms. They can squeeze their bodies through 
  impossibly tight spaces.  
   
  See also FoS Zherisia report : updated to a v3.5 
  format and Marikith Breeds : Spiderkin, 
  Chitterling, Man O'War, Seeker. 
   
  --- 
   
  Shocking Incident in Devlin Street!  
   
  We have learned through reliable sources of a 
  gruesome occurence in Devlin Street which 
  occured between seven and eight P.M. yesterday 
  evening. While on the beat in Devlin Street Police 
  Constable J. Thomas Talboy came upon an 
  altercation involving a working man under assault 
  by a "black, spidery man", in PC Talboy's 
  memorable locution. PC Talboy raised the alarm 
  and gave chase and the attacker fled; when pursuit 
  grew hot the creature (which those who saw it 
  agreed could not be human) squeezed itself 
  through a sewer drain some 4 inches by 12 and 
  made good its escape. All who witnessed it agreed 
  it was not human, and there was much 
  commentary on its evil face and glowing red eyes. 
  In the face of such continued evidences, who can 
  doubt the existence of these shadow killers among 
  us?  
   
  Paridon Newsbill, 7 January 758 
  Marikith (shadow killer), queen 
  Marikith (shadow killer), queen 
  Marikith (shadow killer), queen 
  Marikith (shadow killer), queen 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread]     
  CR 11 JWM: The massive, spider-like queen of a 
  marikith hive. (Note, the Hive Queen is an 
  advanced marikith queen; the DoD entry doesn’t 
  represent her directly.)  
  --- 
  We had gone far, far below any point I had ever 
  heard of being reached by explorers; farther, in 
  fact, than I had believed possible. The depths of 
  ruined Timor contain more, both of the marvelous 
  and the horrible, than can be reckoned.  
  Its chief horror we did not meet, but my guide 
  described it to me, and showed me a place where a 
  rude picture had been daubed on a building wall--a 
  thing like a massive spider, but with the torso and 
  head of a beautiful woman, her face distorted by 
  fangs. If the human portion was of human size, the 
  whole must be larger than a horse. Those few who 
  have heard of her call her only "The Queen 
  Below."  
   
  Alfred Larner to Malcolm Scott, private 
  correspondence 
   
  Marzanna (winter hag) [Frostburn] 
  Marzanna (winter hag) [Frostburn] 
  Marzanna (winter hag) [Frostburn] 
  Marzanna (winter hag) [Frostburn]     
  JWM: Medium Monstrous Humanoid (Cold), CR 
  6, chaotic evil. A 5-to-8-ft. hag dressed in white 
  furs. Native to frozen regions, they possess several 
  cold- and weather-based spell-like abilities, can 
  tear foes apart with their claws, and can panic 
  creatures with their gaze. [Frostburn]  
   
  
  JWM: "In Vorostokov, the scheming sisters of 
  Gregor Zolnik were transformed into marzannas 
  after their brother became darklord and slew their 
  treacherous mother. They haunt the wilds to this 
  day, preying upon the populace and plotting 
  against their hated brother and his wolfen kind."  
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about marzannas. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  16 This crooked, marble-white crone dressed in 
  white furs is a marzanna, also known as a winter 
  hag. This result reveals all monstrous humanoid 
  traits and the cold subtype. Marzannas speak Giant 
  and Common. 
   
  21 Like all hags, marzannas possess a ravenous 
  appetite for humanoid flesh. Many folk believe 
  that marzannas hold the power of death itself, and 
  that by outwitting a marzanna, one may gain 
  immortality as the prize. If a marzanna grabs hold 
  of a foe with both of her claw-like hands, she can 
  tear the hapless creature limb from limb. The mere 
  presence of a hag warps the natural world around 
  it, which can cause natural processes — such as a 
  cow producing milk or even childbirth — to go 
  terribly wrong. 
   
  26 Marzannas do not hold the power of death 
  itself. Outwitting them can extend your life, but 
  only by convincing them not to eat you. However, 
  they do command many aspects of winter’s fury, 
  in the form the spell-like abilities alter self, bestow 
  curse, control weather, dancing lights, ghost 
  sound, ice storm, nightmare, numbing sphere, 
  obscuring snow, pass without trace, ray of frost, 
  and wall of ice. A winter hag is resistant to magic. 
   
  31 Three times per day, a marzanna can cast the 
  evil eye on a nearby creature just by looking at it. 
  Those who succumb to its dreadful power may 
  feel their blood run cold with fear — some may 
  even die of fright, their hair instantly turning 
  white. 
   
  --- 
   
  The Zolniks are all monsters at heart. Gregor is the 
  worst, but his sisters are not much better. They say 
  that his sisters hated him after he killed their 
  mother, and that they went out into the woods, and 
  took the heart of a bear and other things, and 
  offered it to the Old Witch herself; and the Old 
  Witch adopted them. Now they aren't human 
  either. Ogres, that's what they are. Hags. Iron 
  teeth, bone fingernails, breath like winter itself.  
   
  Dimitri Rossenov, Vos hunter, now residing in 
  Kartakass 
  Master of the Wild Hunt, the 
  Master of the Wild Hunt, the 
  Master of the Wild Hunt, the 
  Master of the Wild Hunt, the     
  Suggested by Chris Nichols 
  Meazel [Monsters of Faerûn] 
  Meazel [Monsters of Faerûn] 
  Meazel [Monsters of Faerûn] 
  Meazel [Monsters of Faerûn]     
  Characters with ranks in Knowledge (nature) can 
  learn more about meazels. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 This mottled, diseased-looking humanoid is a 
  meazel, a race of vicious killers. This result 
  reveals all monstrous humanoid traits. Meazels 
  speak the local language. 
  19 Meazels are natural assassinsmost at home in 
  damp environments, such as swamps or sewers. 
  They rely on stealth when tracking their victims, 
  and their surprise attacks are particularly 
  dangerous. 
  24 Meazels are adept at dodging out of the way of 
  area attacks. Thanks to their webbed toes, they are 
  swift swimmers. 
  29 Most meazels suffer from a scabrous skin 
  disease. It causes them little discomfort, but is 
  highly infectious and can be lethal to non-meazels. 
   
  --- 
   
  JWM: Medium Monstrous Humanoid, CR 4, 
  chaotic evil. Diseased-looking humanoids that act 
  as malevolent killers. They have roguish abilities 
  and spread their skin disease with their claws. 
   
  --- 
   
  
  I often wonder what happened to Il Aluk’s 
  bogeyman? Since the infamous destruction of the 
  city, we heard nothing of this infamous sewer 
  denizen afterward. I guess it was destroyed with 
  the rest? Or is still lurking in the black shadows of 
  the under ground? Are his jet-black eyes still 
  watching for preys? Could it be possible that his 
  terrible needle-like teeth are still ready to kill 
  again?  
   
  Added later: There was a sighting last month. So 
  this thing is still there. More details later after 
  investigate the witness. 
   
  Hans Gleam’s notes on Il Aluk’s sewer killer  
   
  Mechanical Serpent (all) 
  Mechanical Serpent (all) 
  Mechanical Serpent (all) 
  Mechanical Serpent (all)     
  JWM: Golem-like constructs modeled on snakes.  
  Mechanical serpent, bronze serpent 
  Mechanical serpent, bronze serpent 
  Mechanical serpent, bronze serpent 
  Mechanical serpent, bronze serpent 
  [Monster Manual II p40] 
  [Monster Manual II p40] 
  [Monster Manual II p40] 
  [Monster Manual II p40]     
  JWM: Huge Construct, CR 10, neutral. A massive 
  bronze snake that can constrict and electrify foes. 
  Electricity repairs damage it has taken.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about bronze serpents. Characters who 
  recognize a bronze serpent’s nature can make a 
  bardic knowledge check to learn more. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (arcana) 
  DC Result 
  20 This massive, metal snake is a magical 
  construct called a bronze serpent. This result 
  reveals all construct traits. 
   
  25 A bronze serpent is a mindless combatant that 
  follows the commands of its creator. Its fangs flow 
  with powerful arcs of electricity rather than 
  venom. A bronze serpent’s metal body deflects 
  most attacks, but adamantine weapons can prove 
  effective. 
   
  30 Along with its crackling bite, a bronze serpent 
  can constrict its foes. It is highly resistant to 
  magic. This result also reveals the process for 
  creating bronze serpents. 
   
  35 Electricity repairs a bronze serpent rather than 
  dealing damage. 
   
  Bardic Knowledge 
  DC Result 
  25 The first bronze serpents were created in a 
  tropical land to guard the ancient temples of 
  strange serpent gods. 
   
  --- 
   
  "The scenes caught upon the tain of the mirrors 
  hardly seemed to be of this world. Yet one 
  indisputably was. A strange serpent had infiltrated 
  the throne room and slithered with nigh impossible 
  stealth and speed into reach of the ancient seat, 
  being nowise deterred by the motionless and 
  seemingly oblivious occupant. Its strike was little 
  more than a blur yet a gauntleted hand swept down 
  to catch and hold it in mid-air. The great bulk of 
  the metal thing twisted and clattered about the 
  mailed arm, neck and leg but to no avail. It tried to 
  slip back into the shadows, winning but an 
  instance's reprieve from the iron grasp. Its captor 
  whispered a few words. The shape of the creature 
  grew perfectly distinct and the thing crashed like 
  thunder onto the floor where it lay still. A minute 
  inspection of it followed, with particular attention 
  falling upon its three pairs of retractable teeth and 
  the poisons that they bore. It stirred back to life 
  and no resistance was offered to it as it sought to 
  pierce the blackened and scorched armour and lay 
  the bearer low. After a flurry of strikes, it turned 
  and left as it had come, its bearing somehow 
  conveying dejection, frustration and rage."  
   
  -Tindal interviewed by Isolde 
   
  --- 
   
  The deceased (Professor Mortimer) had just 
  completed the following translation, which may be 
  of interest:  
   
  Here rests Ashar-kon, Dweller in Eternity, Prince 
  of a Thousand Years. All that the earth provides 
  
  lies here with him, gold and lapis lazuli, corn, 
  meat and beer, weapons of war, the crook and 
  flail, honored servants. Over all these things we 
  have set a guardian, the Bronze Serpent, child of 
  Apep, itself a servant more faithful than death and 
  stronger than the passing years. Turn aside, o 
  faithless one, before you do harm to any thing here 
  present, or take one grain of corn; the Bronze 
  Serpent is witho...  
   
   
  (The translation ends here; the deceased was 
  apparently translating a stone tablet set on the 
  table before him.)  
   
  The deceased appears to have been bitten twice by 
  a snake of surprising size--perhaps one of the 
  specimens brought back from his recent expedition 
  to Har'Akir?  
   
  Constable Sturm Androv, from the official report 
  on the death of Mordentish scholar Prof. Jaspar 
  Mortimer in Kantora 
   
  Mechanical serpent, iron cobra [Fiend 
  Mechanical serpent, iron cobra [Fiend 
  Mechanical serpent, iron cobra [Fiend 
  Mechanical serpent, iron cobra [Fiend 
  Folio p103] 
  Folio p103] 
  Folio p103] 
  Folio p103]     
  JWM: Small Construct, CR 2, neutral. A cobra 
  constructed of iron bands, capable of tracking 
  down targets and delivering a poisonous bite.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about iron cobras. Characters who 
  recognize an iron cobra’s nature can make a bardic 
  knowledge check to learn more. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (arcana) 
  DC Result 
  12 What appears to be an armored serpent is 
  actually a magical construct called an iron cobra. 
  This result reveals all construct traits. 
   
  17 An iron cobra is a mindless combatant that 
  follows the commands of its creator. Like a living 
  serpent, an iron cobra injects venom with its fangs. 
  An iron cobra’s metal body deflects glancing 
  blows, but adamantine weapons can prove 
  effective. 
   
  22 An iron cobra’s internal reservoir can hold only 
  three doses of venom, and must be refilled by its 
  creator. An iron cobra is quite stealthy and is 
  resistant to magic. This result also reveals the 
  process for creating iron cobras. 
   
  27 An iron cobra can be commanded to flawlessly 
  track any creature whose name the creator recites, 
  as if using a locate creature spell. 
   
  Bardic Knowledge 
  DC Result 
  17 According to legend, the first iron cobras were 
  created ages ago and were nearly indestructible. 
  Fortunately, vital secrets of their construction died 
  with their creator, so the iron cobras that exist 
  today are far less powerful. 
   
  --- 
   
  As I spoke with the famed swami we looked out 
  over his impeccably groomed estate. I made some 
  remark about the difficulty of keeping the public 
  from using so attractive a space as a public garden, 
  and Master Suriben smiled. "It is not so difficult," 
  he said. "They fear the cobras."  
   
  I assured him that in their shoes (or lack thereof) I 
  would do the same, but that it must be difficult to 
  find and keep garden workers in that case. "You 
  have not seen my cobras," he said, smiling more 
  broadly now, and raised a whistle to his lips. I 
  heard nothing, but suddenly there was a shining 
  and a twinkling as what seemed to be dozens of 
  smooth steel-colored snakes slipped into the 
  garden paths and made their way toward us. As 
  they came and danced before their master I could 
  see they did not merely appear steely--they were 
  made of steel.  
   
  Captain John Smith, Expedition to Sri Raji 
   
  
  Mechanical serpent, the Shadow Serpent 
  Mechanical serpent, the Shadow Serpent 
  Mechanical serpent, the Shadow Serpent 
  Mechanical serpent, the Shadow Serpent 
  (iron cobra) [Book of Souls 
  (iron cobra) [Book of Souls 
  (iron cobra) [Book of Souls 
  (iron cobra) [Book of Souls ––––    Keepers of 
  Keepers of 
  Keepers of 
  Keepers of 
  the Coil] 
  the Coil] 
  the Coil] 
  the Coil]     
  JWM: Medium Construct, CR 5, neutral evil. A 
  unique, major artifact version of the iron cobra. 
  Can merge with shadows and deliver shadow-
  based effects with its poisonous bite.  
   
  --- 
   
  “My beautiful black snake! Where is it? I lost it? I 
  need another one! Blue! Beautiful assassin, so 
  lovely, so deadly! I need meteoric iron, I need it! 
  Snake so deadly! And the snake ink: delightfully 
  distilled shadow asps! More victims for them to 
  bite while they die and become liquid! So 
  interesting to watch them shiver. The beautiful 
  look in their eyes. Their eluding souls! Their 
  beautiful souls! And then my snake is alive! By 
  my genius! It’s ready to punish petty offenders! 
  Ready to eliminate those that laugh behind my 
  back! Its crystal coffer will get the hairs of Lady 
  Islena, then the smoke pipe of Walter of Abdok, 
  then this farmer who’s egg contained two yolks. 
  All punished! All vanished! Who’s laughing now? 
  Then this boy who looked at me yesterday, then 
  Lady Islena again! Bitten! Bitten! Bitten!”, 
  followed by mad laughing. 
  Heard in a backalley of Abdok  
   
  --- 
   
  Medusa* [Monster Manual] 
  Medusa* [Monster Manual] 
  Medusa* [Monster Manual] 
  Medusa* [Monster Manual]     
  JWM: Included mainly for the sake of Althea, 
  darklord of Demise.  
   
  JWM: Medium Monstrous Humanoid, CR 7, 
  lawful evil. Female, reptilian-looking humanoids 
  with snakes for hair and an appearance so 
  repulsive, their gaze turns living creatures to stone.  
   
  from WotC know your enemy  
   
  The insidious medusa often serves as a criminal 
  mastermind or dastardly lieutenant to more 
  powerful creatures. Despite their awful 
  appearance, medusas possess high Charisma 
  scores, making them smooth-tongued liars and 
  dealmakers. Remember that while players may be 
  fully aware of the medusa's stony gaze, their 
  characters may not. 
   
  Knowledge (Arcana) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about medusas. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
   
  16 This horrific humanoid is a medusa. This 
  reveals all monstrous humanoid traits. 
   
  21 The gaze of a medusa turns its victims 
  permanently into stone. 
   
  26 Medusas have snakes for hair that inflict 
  powerful poison when they successfully bite. 
   
  31 Medusas are skilled at lying and keeping their 
  appearance hidden. They use these skills to lure 
  victims into believing the situation is safe before 
  using their abilities. 
   
  --- 
   
  “What form! What classical beauty! Never have I 
  seen a finer figure. Never have I seen a fouler face. 
  A visage of reptilian repugnance and a crown of 
  hissing, spitting, snapping asps! And the eyes, my 
  lord, the eyes, antipodes each of that exotic, 
  seductive voice! Had I been still cut of the weak 
  stuff of mortals, the revulsion that seized me could 
  well have left your worthy servant as mute and 
  dusty as the five score of men, women and 
  children who will furnish till the end of the world 
  those twisted and accursed corridors.”  
   
  -Court Painter Octavian Marcus showing off the 
  latest official portrait to Azalin Rex 
   
  
  Meenlock* [Monster Manual II] 
  Meenlock* [Monster Manual II] 
  Meenlock* [Monster Manual II] 
  Meenlock* [Monster Manual II]     
  JWM: These creatures are primarily the result of 
  illithid fleshcrafting, and as such are generally 
  found in Bluetspur.  
  JWM: Tiny Aberration, CR 3, lawful evil. Pitiful, 
  wretched creatures, the product of normal 
  humanoids subjected to torturous illithid 
  fleshcrafting. Covered in spines, and have vaguely 
  insect-like features. They can invade their foes’ 
  minds, causing fear and paranoia. They can also 
  paralyze with a touch and, given time, transform 
  captured humanoids into more of their kind. 
   
  ---  
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about meenlocks. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  14 This tiny, grotesquely misshapen, insectlike 
  creature is a meenlock. It was once a normal 
  humanoid, but was monstrously transformed by 
  forces unknown. This result reveals all aberration 
  traits. 
   
  19 Meenlocks communicate using telepathy. They 
  shun bright light, though it does not actually harm 
  them. A meenlock attack with its pincers, which 
  secrete a paralytic toxin. The paralysis only lasts 
  for a minute or so, but meenlocks generally try to 
  bind their captive before it recovers. 
   
  24 Meenlocks are created by mind flayers through 
  the obscene arts of fleshcrafting. Meenlocks can 
  forcibly project their thoughts into other creatures’ 
  minds, sometimes using paranoid imagery to break 
  a victim’s will. A meenlock can also produce an 
  aura of terror capable of driving victims catatonic 
  with fear. Meenlocks always try to capture foes 
  alive when they can. Live captives are dragged 
  deep into the meenlock’s lair. 
   
  29 A meenlock can teleport every few moments 
  using an ability similar to dimension door. 
  Meenlocks are capable of transforming normal 
  humanoids into more of their wretched kind. The 
  process requires at least three meenlocks and 
  several hours, so captives must be bound (and can 
  be rescued) in the meantime. 
   
  34 About halfway through the transformation 
  process, mild mutations begin and the victim falls 
  into a mindless coma. At this stage, the victim can 
  be restored to normal with a heal or greater 
  restoration spell. Once the transformation is 
  complete, the victim has no memory of its former 
  life. Only a wish or miracle can restore a meenlock 
  to normal. 
   
  --- 
   
  We used to get all kinds of horrible things in that 
  part of the country. There were unfortunate 
  creatures--I suppose they might have been human, 
  or something like it, once--who appeared with 
  some regularity. Rather human-looking at a 
  distance, but with claws like a crab and mandibles-
  -hence no conversational ability to speak of. My 
  own taste runs to the human, without elaboration 
  or these "meldings", but the masters of that place 
  apparently disagreed... I'm glad they're gone. Good 
  fences make good neighbors, and the Mists a good 
  fence.  
   
  Harkon Lukas to Jameld of Hroth, as reported to 
  G. Weathermay-Foxgrove 
   
  Megalodon [Monster Manual II]
  Megalodon [Monster Manual II]
  Megalodon [Monster Manual II]
  Megalodon [Monster Manual II]    
  Proposed by C Nichols for the NS Gaz CR 11 
   
  Merfolk [Monster Manual]
  Merfolk [Monster Manual]
  Merfolk [Monster Manual]
  Merfolk [Monster Manual]    
  CR ½ Proposed by C Nichols for the NS Gaz 
  Merrshaulki (FoS Souragne report)
  Merrshaulki (FoS Souragne report)
  Merrshaulki (FoS Souragne report)
  Merrshaulki (FoS Souragne report)    
  In the western part of the swamp, amidst the fetid 
  vines lies the mighty Ziggurat of the Great 
  Crocodile and heart of the Merrshaulki 
  civilization. The remnants of a once great race, 
  Merrshaulki have regressed to a more primitive 
  way of life, yet the still yearn for the greatness 
  they once had. 
  
  Midnight cat [Denizens of Dread] 
  Midnight cat [Denizens of Dread] 
  Midnight cat [Denizens of Dread] 
  Midnight cat [Denizens of Dread]     
  JWM: Tiny Magical Beast, CR 3, neutral evil. 
  Black cats, easily mistaken for housecats, which 
  are supposedly descended from Unseelie fey. They 
  feed on life force by stealing the breath of living 
  creatures, and they are the masters of curses, able 
  to deliver or remove them at will.  
   
  --- 
   
  "How thoughtful . . . a cold, dead rat from the 
  local cesspool . . . . It is with slight difficulty that I 
  imagine those abominable wanderers laying a 
  curse upon you. But of this world we must put 
  down the piddling and the petty. Rest. Sleep. By 
  the dying darkness of the dawn, their shackles 
  shall not trouble you, your soul shall be freed of 
  their grasp."  
   
  -Midnight Black and The Barovians, calumnious 
  Invidian folktale  
   
  or  
   
  "You and I know that this is no trifling curse of 
  those abominable wanderers. There are Mist-
  threaded maledictions that no claw may shred."  
   
  -The Black Cat of Beltis receiving Lord 
  Malocchio Aderre 
   
  Mimic [Monster Manual] 
  Mimic [Monster Manual] 
  Mimic [Monster Manual] 
  Mimic [Monster Manual]     
  CR 4 Characters with bardic knowledge or ranks 
  in Knowledge (dungeoneering) can learn more 
  about mimics. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  Knowledge (dungeoneering) 
  DC Result 
  14 This seemingly normal object is actually a 
  mimic, a clever ambush predator. This result 
  reveals all aberration traits and the shapechanger 
  subtype. 
  19 A mimic is an amorphous creature that can 
  assume the shape and outer appearance of nearly 
  any inanimate object. These creatures usually pose 
  as innocuous objects like chests or furniture. No 
  matter what shape it takes, however, a mimic is 
  always hard and rough to the touch. 
  24 Mimics wait for unwary victims to come near 
  — or even touch them — before striking. When 
  they attack, they quickly sprout pseduopods and 
  flail at their victims, beating and crushing them to 
  death. They are immune to acid. Mimics are 
  intelligent creatures that speak Common. 
  29 A mimic secretes a strong adhesive slime. 
  Creature or weapons that strike the mimic are 
  stuck fast. Alcohol dissolves the adhesive slime, 
  and it breaks down naturally within moments of 
  the mimic’s death. 
   
  Bardic Knowledge 
  DC Result 
  19 Mimics are sometimes used as guardians for 
  great treasures. 
  24 Some folk say mimics were created long ago 
  by a mad wizard, whose name is now lost to time. 
   
  --- 
   
  JWM: Large Aberration (Shapechanger), CR 4, 
  neutral. An amorphous ambush hunter that takes 
  the form of inanimate objects, such as chests or 
  furniture, waiting for victims to wander up and fall 
  prey to its adhesive touch. 
   
  --- 
   
  The guards' change-of-shift drew nearer, but Clive 
  would not be rushed in his work. Heavy gloves 
  protected his hands as he probed the brasswork 
  decorating the oaken chest, seeking a hidden catch 
  or keyhole. All too conscious of how soon the 
  sorcerer's goblyn minions would discover their 
  companions' demise, I would have chided him for 
  such overcaution ... until I recalled the story of the 
  Carnivorous Coffer.  
   
  Glancing up at my expression, Clive chuckled -- 
  now, I knew why he'd told me that old thieves' 
  legend -- and then bared his right hand, to better 
  feel the tumblers shifting in the lock he'd found. 
  The rogue's skills proved their worth, yet again; 
  the chest's heavy lid swung open with nary a 
  creak. Inside, the medallion we'd come to liberate 
  lay cushioned upon rich, baled silk, its gleam 
  untarnished by the foulness of the fiend-marked 
  villain who'd hoarded it.  
  
   
  "Easy as cloudberry pie," my companion 
  murmured smugly. He reached for the medallion, 
  careful not to let his skin brush against the 
  mystical -- and dangerous -- gem inset within it.  
   
  Alas, it was the rolled-up silk beneath our prize he 
  should have taken equal pains not to touch....  
   
  -- Exerpt from The Sorcerer And The Succubus, 
  adventure-romance novel by Mrs. Felicity Henry 
  Mind flayer (all) 
  Mind flayer (all) 
  Mind flayer (all) 
  Mind flayer (all)     
  JWM: Various life stages and subspecies of mind 
  flayers, the fleshcrafting rulers of Bluetspur. 
  Intensely alien creatures.  
  Mind flayer, illithid* [Mon
  Mind flayer, illithid* [Mon
  Mind flayer, illithid* [Mon
  Mind flayer, illithid* [Monster Manual] 
  ster Manual] 
  ster Manual] 
  ster Manual]     
  JWM: Not that it matters much for these blurbs, 
  but just for the sake of trivia, I'm using the psionic 
  versions of these creatures as the default.  
  JWM: Medium Aberration (Psionic), CR 8, lawful 
  evil. Human-shaped horrors with powerful psionic 
  abilities and heads like cuttlefish. They see 
  humanoids as nothing more than chattel. [Monster 
  Manual]  
   
  from WotC know your enemy  
   
  The dreaded mind flayer has been a favorite (and 
  hated) enemy of players for decades. Highly 
  intelligent, motivated, and possessing powerful 
  abilities, most players cringe at the thought of 
  facing one in combat. Characters are wise to do 
  the same or at least find out as much as they can 
  about these foul aberrations before rushing into 
  combat. 
   
  Knowledge (Arcana) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about mind flayers. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
   
  15 This tentacle-faced creature is a mind flayer, 
  also known as an illithid. This reveals all 
  aberration traits. 
   
  20 Mind flayers are so named for their ability to 
  produce a powerful mind blast that stuns creatures. 
  They commonly enslave sentient creatures to use 
  as slave labor, chattel, or both. 
   
  25 Mind flayers subsist on the brains of sentient 
  beings. Their facial tentacles can grapple with an 
  opponent and extract the brain in mere moments. 
   
  30 Mind flayers can use their psionic ability to use 
  the following as spell-like abilities: charm 
  monster, detect thoughts, levitate, plane shift, and 
  suggestion. 
   
  --- 
   
  Sena gazed upon the blasted place with wide-eyed 
  confusion. Horace had the look of a hunted 
  animal. Which in fact he was, as were we all. I 
  was very much worse for wear, and more than a 
  little concerned that our fate now rested upon the 
  trustworthiness of the Vistani, and, for that matter, 
  of our employer. Lying on the ground between us 
  was a native of the sunless realm, one of the 
  proprietors of the vast butcher shop. The thing, 
  tentacles and all, was bound tight as a drum, or 
  nearly so, and covered with two score of leeches 
  supplied by the doctor. They, or at very least my 
  swift kick to its head, were proving to be effective. 
  Nonetheless, not two feet away from me, the 
  thing's stomach noisily digested Victor's brain. A 
  second kick to its head did my toe little good and 
  less for poor Victor. Repeated kicks to its belly 
  had failed to oblige it to part ways with its 
  breakfast. Minutes seemed to pass as hours. Then 
  a sudden and violent gust of wind threw up a wall 
  of dust. When I could see clearly again, our 
  rescuers and their vardos stood in waiting. We 
  would live to reach the ile of Domina, to deliver 
  the damned thing, to reap our reward.  
   
  -Brutus Nostrum retelling himself how he came to 
  be confined in Doctor Daclaud Heinforth's Asylum 
  for the Mentally Disturbed 
   
   
  
  See also: Mind Flayer   "Ecology of the Mind 
  Flayer, The"    Roger Moore    Dragon#78(66)    
  D&D1 
  Mind flayer, alhoon (illithilich) [Lords of 
  Mind flayer, alhoon (illithilich) [Lords of 
  Mind flayer, alhoon (illithilich) [Lords of 
  Mind flayer, alhoon (illithilich) [Lords of 
  Madness] 
  Madness] 
  Madness] 
  Madness]     
  JWM: Template Undead. An undead mind illithid 
  or ulitharid that, for whatever strange reasons, 
  chooses to become a lich rather than join the elder 
  brain in death. Has various lich-like powers.  
   
  See alhoon 
  Mind flayer, larval flayer* [Complete 
  Mind flayer, larval flayer* [Complete 
  Mind flayer, larval flayer* [Complete 
  Mind flayer, larval flayer* [Complete 
  Psionic] 
  Psionic] 
  Psionic] 
  Psionic]     
  JWM: Tiny Aberration (Psionic), CR 2, chaotic 
  evil. The larval form of illithids, just after they’re 
  too old to be implanted in a humanoid’s brain. 
  Resembles a 2-ft.-long, eyeless octopus with four 
  tentacles. Possesses a few psi-like abilities which 
  help it sneak up on prey, and can consume brains. 
  Dimly intelligent.  
   
  --- 
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about larval flayers. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This four-tentacled, vaguely squidlike creature 
  is an overgrown example of a mind flayer tadpole. 
  This result reveals all aberration traits and the 
  psionic subtype. 
   
  18 Larval flayers may be less dangerous than an 
  adult illithid, but they pose a significant threat in 
  their own right. They are only dimly intelligent, 
  but have started to develop their psionic powers 
  and a taste for humanoid gray matter. Larval 
  flayers attack by using their tentacles to latch onto 
  a creature’s body, preferably its head. 
   
  23 An attached larval flayer gnaws its way through 
  its victim’s skull and begins devouring the 
  creature’s brain and spinal fluid. A larval flayer 
  usually eats its fill and detaches before killing its 
  victim, but the creature is left brain-damaged. 
   
  28 A larval flayer has developed a small array of 
  psi-like abilities. It can use burst and psionic 
  levitate three times a day, and psionic dimension 
  door once a day. It uses these powers to get the 
  drop on its prey — literally. 
   
  33 Mind flayers reproduce through a process 
  called ceremorphosis, in which the mind flayers 
  implant their tadpoles inside a living humanoid’s 
  brain. However, this larval flayer has grown too 
  large to undergo that process. If allowed to live, it 
  could eventually develop into a massive horror 
  called a neothelid. 
   
  --- 
   
  At first I thought they was some kind of squid, or 
  octopus; but they warn't. There's only the four 
  tentacles, and the mouth's wrong; so are the eyes. I 
  dunno. Damnedest things I ever did draw up in my 
  net. They didn't look good to eat--I wouldn't eat 
  one--so we just chunked 'em back in the bay.  
   
  Alistair MacGrim, Mordentish fisherman 
   
  Mind flayer, neothelid* [Expanded 
  Mind flayer, neothelid* [Expanded 
  Mind flayer, neothelid* [Expanded 
  Mind flayer, neothelid* [Expanded 
  Psionics Handbook] 
  Psionics Handbook] 
  Psionics Handbook] 
  Psionics Handbook]     
  Characters with ranks in Knowledge (psionics) can 
  learn more about neothelids. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  25 This monstrously huge, slimy, squirming worm 
  could be mistaken for a purple worm, but the four 
  tentacles ringing its lamprey-like mouth are 
  reminiscent of even worse horrors. This psionic 
  behemoth is a neothelid, said to be distantly 
  related to mind flayers. This result reveals all 
  aberration traits and the psionic subtype. 
   
  30 A neothelid can spew a cone of incredibly 
  acidic digestive juices at its foes, literally 
  liquefying them before slurping up the remains. Its 
  rubber hide and slime coating absorb glancing 
  
  weapon blows. Neothelids are quite intelligent and 
  understand Undercommon, but their minds are far 
  too insane to communicate with other beings. 
   
  35 Neothelids are eyeless and cannot be blinded. 
  They sense their surroundings through a 
  combination of scent, vibration, and telepathy. 
  Neothelids are highly resistant to psionics. Mind 
  flayers never speak of neothelids, and seek to 
  destroy them when they can. 
   
  40 Neothelids can seize creatures up to the size of 
  an elephant with their facial tentacles and quickly 
  swallow the victim whole. Neothelids also possess 
  the following array of psi-like abilities: body 
  equilibrium, psionic charm, clairvoyant sense, 
  psionic levitate, mind thrust, read thoughts, 
  psionic suggestion, psychic thrust, telekinetic 
  force, telekinetic maneuver, telekinetic thrust, 
  psionic teleport, trace teleport, and truevenom. 
  Neothelids are the ultimate result when mind 
  flayer tadpoles are allowed to mature to adulthood 
  without undergoing ceremorphosis. Some sages 
  even suggest they may represent the “true face” of 
  the mind flayer race. 
   
  --- 
   
  XXVIII. The Tree of the Hydra  
   
  In a place, deep below  
  the lightning-wracked skies,  
  there is a vast cavern.  
   
  In the cavern,  
  grows a tree  
  that sings.  
   
  The tree is  
  crystal,  
  branching,  
  branching.  
   
  In the branches,  
  in the leaves,  
  dance visions,  
  near and far,  
  was and will be.  
   
  Beneath the tree,  
  pinned by roots,  
  sleeps the Hydra.  
   
  The Hydra,  
  the mad worm,  
  with its head  
  of lashing whips.  
   
  Crystal roots  
  grow through  
  its hide.  
   
  The Hydra sleeps  
  and dreams,  
  one day  
  to awaken  
  and rise  
  and consume  
  the world.  
   
  -from Aark'tluch Thaan, Eleventh of the Thirteen 
  Texts of Thaan 
   
  --- 
   
  "Tell us another one of your fetching stories, I 
  always love a good spinetingler!"  
  "Your words are kind, Herr Meistersinger. Since 
  you insist, I'll tell you about a dream I once had."  
  "A dream, eh? How many milkmaids were in it?"  
  "None, I'm afraid. I had a dream about a great, red 
  rock beneath a shadowed blue sky without sun or 
  stars, swathed in darkness without night. Beneath 
  this great, red rock, there was a great roaring 
  hunger-"  
  "Was there a great thirst in there, too?"  
  "I'm not sure. There was a darkness: in it, I saw 
  four worms. I think they were a part of that roaring 
  thing."  
  "You said it was "hunger.""  
  "Yes, and deep, deep down inside of that hunger, I 
  could hear something else. A want, a need, it was 
  so sad, like a teardrop falling inside of a wasp's 
  nest."  
  "What strange dreams you have."  
   
  -Retelling of a feeshka, as witnessed by Harkon 
  Lukas 
  
  Mind flayer, ulitharid* [Lords of 
  Mind flayer, ulitharid* [Lords of 
  Mind flayer, ulitharid* [Lords of 
  Mind flayer, ulitharid* [Lords of 
  Madness] 
  Madness] 
  Madness] 
  Madness]     
  JWM: Large Aberration (Psionic), CR 12, lawful 
  evi. A larger, more powerful variety of illithid 
  with six face tentacles. They are quite rare 
  compared to illithids, and not even the mind 
  flayers themselves can predict which tadpoles will 
  develop into ulitharids. Leaders of the mind flayer 
  race.  
   
  --- 
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about ulitharids. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  22 This mind flayer’s towering height and two 
  long, extra tentacles mark it as an ulitharid, a rare 
  and superior variety of mind flayer. This result 
  reveals all aberration traits and the psionic 
  subtype. 
   
  27 Like lesser mind flayers, an ultiharid can 
  produce a powerful mind blast that stuns creatures. 
  Where ulitharids appear, they quickly rise to rule 
  mind flayer societies, where they are treated much 
  like gods. 
   
  32 Like illithids, ulitharids subsist on the brains of 
  sentient beings. Their facial tentacles can reach 
  much farther than a human arm to grapple with an 
  opponent and extract the brain in mere moments. 
  Ulitharids see all other mind flayers, including true 
  illithids, as lesser creatures to be used or disposed 
  of at will. 
   
  37 Ulitharids are powerful innate psions, 
  specializing as telepaths. Mind flayers reproduce 
  through a process called ceremorphosis, in which 
  the mind flayers implant their tadpoles inside a 
  living humanoid’s brain. Less than one in a 
  hundred tadpoles develops into an ulitharid. 
  Fortunately, not even the mind flayers themselves 
  understand what forces spur an ultiharid to 
  develop, nor do its physical characteristics develop 
  until ceremorphosis is well underway. 
   
  42 Ulitharids are not the ultimate rulers of mind 
  flayer society. Even they answer to the elder brain, 
  a nearly godlike entity of immense psionic power 
  that rules each mind flayer colony. 
   
  --- 
   
  The darkness at the top of the dias stirred, and then 
  it spoke (if it did speak, for it seemed that the 
  words wormed directly into our minds without 
  passing through the air). "You will be greatly 
  rewarded for loyal service," it said, and there was 
  a feeling--like it was the most wonderful thing in 
  the world we had been promised, and the thing on 
  the dias was our kindest friend. "Come forward 
  and receive my blessing."  
   
  That was why we went forward, and why we didn't 
  run when the tentacle oozed out of the darkness, 
  from where the thing seemed to speak (as if--
  Belenus save me!--the tentacle came from its face) 
  and touched each of us on the forehead in turn.  
   
  "Now," it said, and its pleasure was unmistakeable 
  and unspeakable, "you are mine."  
   
  Now you understand. It is calling me, and I must 
  go.  
   
  from a manuscript written by Dereg ApMorte at 
  the time of his disappearance, Hazlan, August 759 
   
  Mind flayer, vampiric [Lords of Madness] 
  Mind flayer, vampiric [Lords of Madness] 
  Mind flayer, vampiric [Lords of Madness] 
  Mind flayer, vampiric [Lords of Madness]     
  JWM: Medium Aberration (Vampire), CR 9, 
  chaotic evil. The product of a failed experiment 
  combining Lyssa von Zarovich’s necromancy with 
  the fleshcrafting of an ulitharid, these insane mind 
  flayers extract brains and drain blood.  
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about vampiric illithids. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  19 This colorless illithid is actually a feral predator 
  called a vampiric mind flayer. They can be 
  distinguished from true mind flayers by their gray 
  
  coloration and several physical mutations: long 
  fangs circling their lamprey-like mouths, and the 
  tip of each tentacle ends in a tiny, leech-like 
  sucker. This result reveals all undead traits. 
   
  24 Vampiric mind flayers feed on brains, blood, 
  and life energy — whatever presents itself. Like 
  living illithids, vampiric mind flayers can generate 
  a cone of psionic energy to stun their foes. A 
  vampiric mind flayer drains blood by attaching its 
  tentacles to a living victim, and its physical attacks 
  drain life energy. 
   
  29 A vampiric mind flayer’s facial tentacles can 
  grapple with an opponent and extract the brain in 
  mere moments. The creature’s slimy flesh is 
  unnaturally tough, but magic silver weapons can 
  pierce its defenses. A vampiric mind flayer’s 
  wounds heal very quickly. 
   
  34 Vampiric mind flayers are resistant to cold and 
  electricity. They are strongly resistant to magic. 
  The origin of vampiric mind flayers remains a 
  mystery, as is the question of whether they are 
  capable of reproducing. 
   
  JWM on the WotC board: I changed the creature's 
  stats for my collection (to better reflect their 
  origins in Ravenloft products): 
   
  DC Result 
  19 This colorless, feral illithid is actually a 
  mutation called a vampiric mind flayer. Despite 
  the name, these creatures are not undead. They can 
  be distinguished from true mind flayers by their 
  gray coloration and several physical mutations: 
  long fangs circling their lamprey-like mouths, and 
  the tip of each tentacle ends in a tiny, leech-like 
  sucker. This result reveals all aberration traits.  
   
  Actually Vampiric Mind Flayers are undead. The 
  entry in Lords of Madness p.g 160 lists the 
  creature as Medium Undead. It also says the 
  following in the description: 
   
  A vampiric mind flayer is a unique form of 
  undead, more like a wight or a wraith than a 
  vampire. It is not derived from adding the vampire 
  template to a mind flayer.   
   
  --- 
   
  Take a beautiful and rebellious blood sucker, 
  naturally a von Zarovich, who gains in a few 
  moments, by way of a tussle with a ghost and 
  former lover, power that rivals that of the most 
  venerable vampire. Add a daring, would be 
  usurper from a race of cuttlefish-headed, brain 
  eating, telepathic humanoids who are all thralls of 
  omniscient fused grey matter afloat in a vat. Stir 
  blood sucking and brain eating together in an ill-
  advised, indeed unspeakable, abomination, so that 
  Count Strahd and, for want of a better title, Lord 
  Brine, and indeed the sun itself might shake with 
  fear. Toss in a dash of the Apparatus for extra 
  terror. And serve. A recipe that not only beggars 
  belief, but that invites suspicion. What party has 
  put it into my hands, thinking me fool enough to 
  publish it and thereby discredit myself and my 
  work?  
   
  -Working note, Van Ritchen’s Guide to Vampires 
   
  JWM: I'm going to have to veto this one on a 
  trifling matter -- at the time that Van Richten 
  published VRGtVampires (735 BC), it would be 
  another four years before Lyssa von Zarovich and 
  the High Master Illithid created vampiric mind 
  flayers (739 BC).  
   
  The tableau was of a beautiful young woman, 
  scantily clad, beset by two unclothed, cuttlefish-
  headed humanoids. The one had torn open her 
  neck and was about to lap with its veined, purple 
  tongue at the blood that flowed freely. The other 
  had wrenched open her skull and with its tentacles 
  was ripping her brain from its seat. This was a 
  death unlike any I had witnessed. And if I dared 
  reach out and touch the orb, I too could savour the 
  experience .  
   
  “Chapter 26 - The Hall of Records,” Secrets of the 
  Sith, unpublished work of the Kartakan dirgist 
  Life’s Long Lament 
   
  Mind flayer 
  Mind flayer 
  Mind flayer 
  Mind flayer ––––    voir aussi MM5 Thoon
  voir aussi MM5 Thoon
  voir aussi MM5 Thoon
  voir aussi MM5 Thoon    
  Mist 
  Mist 
  Mist 
  Mist subtype
  subtype
  subtype
  subtype    [[[[VTGttMists
  VTGttMists
  VTGttMists
  VTGttMists] ] ] ]     
  Voir VRGttM p 24 
  
  Mist
  Mist
  Mist
  Mistlings
  lings
  lings
  lings    [[[[VTGttMists
  VTGttMists
  VTGttMists
  VTGttMists] ] ] ]     
  Mist
  Mist
  Mist
  Mist    claimer
  claimer
  claimer
  claimer    [[[[VTGttMists
  VTGttMists
  VTGttMists
  VTGttMists] ] ] ]     
  Mist ferryman [Denizens of Dread] 
  Mist ferryman [Denizens of Dread] 
  Mist ferryman [Denizens of Dread] 
  Mist ferryman [Denizens of Dread]     
  CR 4  
  Ferryman, Ferryman what do you charge?  
  One for the small, two for the large  
  Ferryman, Ferryman where do we tread?  
  Across the river and past the dead  
  Ferryman, Ferryman what shall we see?  
  The rolling mists and the hanging tree  
  Ferryman, Ferryman we cannot pay!  
  You shall not see the light of day  
   
  Darkonian childrens rhyme 
   
  Mist horror* [Denizens of Dread] 
  Mist horror* [Denizens of Dread] 
  Mist horror* [Denizens of Dread] 
  Mist horror* [Denizens of Dread]     
  JWM: Template Outsider (Incorporeal, Mists, 
  Shapechanger). See below; mist horrors are the 
  final form of creatures that failed enough powers 
  checks to become darklords, but didn’t interest the 
  Dark Powers enough to earn one. Entry also 
  includes the wandering horror variant. 
   
  --- 
   
  The skald's frightful words of warning, whether 
  intended for our good or his private amusement, 
  were well founded or nearly so. The swamp that 
  we sought, deep in the south, was as thick with 
  dead trees as any of us had seen and was thicker 
  still with mists. Our every step was laboured, we 
  lost our way repeatedly, sound travelled oddly, the 
  thing that we sought proved to be elusive, and we 
  could not shake the sense of impending doom. 
  Then, as exhaustion set in, the atmosphere seemed 
  to lighten a bit and we paused upon a solid and 
  barren piece of ground. Perhaps we stayed too 
  long. Whatever the case, our surprise was total 
  when the blows of the dead tree, which had not 
  been there when we arrived, crashed down about 
  our heads. The thing was as massive, twisted, 
  withered, monstrous and dreadful as the bard had 
  said. It preceded to rush forth, driving those of us 
  that it did not manage to trample, into the fetid 
  muck, where our disadvantage was complete. It 
  had overlooked Ulrich however, who had dosed 
  off and was ever slow in rousing himself. When he 
  had at last collected his senses, his brain refused to 
  credit the sight before him, bard’s tale be damned. 
  Apparently no tree in Lamordia ever mired men in 
  water and raked them with choking eldritch forces, 
  or indeed anything of the sort. And so the tide 
  began to turn.  
   
  -From the last journal entry of Hardian 
  Wordsworth, the work being held in the private 
  collection of Harkon Lukas 
   
   
  --- 
   
  JWM: For sake of trivia, I completely rewrote this 
  template from scratch, essentially ignoring 
  everything Denizens of Dread has to say. Just keep 
  in mind that a mist horror is an animate bank of 
  mist that has no "true form"; using the template 
  system, it reaches into its victims' minds and takes 
  the form of their greatest fear -- partly physically, 
  and partly through illusion. (The two "example 
  mist horrors" I provide are "mist horror, kraken 
  form" and "mist horror, drider form.") The mist 
  horror encounter early in Dance of the Dead is a 
  nice example.  
   
  Mist Horror  
  Mist horrors lurk within the swirling Mists of 
  Ravenloft. These wrathful entities are drawn to 
  any travelers who linger too long in the Misty 
  Border.  
   
  In its true form, a mist horror is a vast, shapeless 
  cloud of thin mist. Since they can never leave the 
  Misty Border, mist horrors are nearly undetectable 
  in this form. When they attack, they coalesce into 
  nightmarish forms drawn from the deepest fears of 
  their victims. Thus, if a victim is terrified of 
  snakes, a mist horror might assume the form of a 
  dire snake or monstrous viper. A mist horror’s 
  combat forms are featureless shapes seemingly 
  composed of incredibly dense fog, but it conceals 
  itself within phantasmal facades to complete the 
  illusion.  
   
  Countless theories have been presented to explain 
  the origin of mist horrors. For example, many 
  Vistani strongly believe that anyone who is buried 
  on a foggy day is fated to rise as a mist horror. 
  
  This may not be true, but the Vistani’s belief has 
  lent it great credence among many folk.  
  Another theory holds that mist horrors arise from 
  the slain victims of mist golems (see pg. #). If this 
  is true and former comrades can capture the 
  particular horror, the creature may be restored to 
  life by means of a resurrection or true resurrection 
  spell.  
   
  Others believe that mist horrors represent the fate 
  of evil creatures who enter the Misty Border and 
  refuse to leave, either because they are desperately 
  seeking a way out of the Demiplane of Dread or 
  because they hope to avoid some worse fate back 
  in the material world. In the strangely twisting 
  time of the Mists, creatures can survive far longer 
  in the Mists than they should. Eventually, their 
  bodies fade away, but their spirits live on, 
  becoming mist horrors.  
   
  The grimmest theory may also be the closest to the 
  truth: That mist horrors represent the final, 
  pathetic fate of evildoers who condemned 
  themselves with their evil deeds but failed to 
  convince the Dark Powers that they deserved their 
  own domains. These damned and discarded souls 
  are exiled to the Mists, each villain imprisoned in 
  its own featureless territory, forever. Long after 
  their bodies die, these wretched spirits live on, 
  slowly merging with the Mists of Ravenloft 
  themselves. Mist horrors are aware that they have 
  been passed over, and their envy of even the most 
  pathetic true darklords drives them to terrorize 
  victims to prove themselves “worthy” of their own 
  domains.  
   
  Although mist horrors are technically undead, they 
  have merged so thoroughly with the planar fabric 
  of the Demipane of Dread that little of their 
  undead essence remains.  
   
  A mist horror in its true, dispersed form fills a 
  space (10 feet × Hit Dice) to a side. Its vaporous 
  form is weightless.  
   
  Mist horrors can communicate telempathically 
  with any creature within 100 feet that has a 
  language. This communication takes the form of 
  impressions and feelings rather than concrete 
  words or concepts. They sometimes try to use this 
  ability to persuade creatures to enter the Misty 
  Border but, due to the range limit, can only do so 
  when the creatures are already on the verge of 
  entering on their own.  
   
  Combat  
  Mist horrors lurk in the Misty Border in their mist 
  form, eagerly waiting for travelers to wander 
  through their territory. Once a mist horror detects 
  new victims, it uses its empathic probe first to 
  subtly persuade the creatures to stop and rest, then 
  again to draw a monstrous shape from its victims’ 
  deepest fears. This monstrous shape becomes the 
  base creature used in this template. While its 
  unwitting victims remain in the area, the mist 
  horror uses its alternate form ability to assume the 
  shape of its victims’ nightmares and attacks.  
   
  A mist horror remains unseen until it assumes a 
  combat form and attacks, at best visible as an 
  ominous ripple in the omnipresent fog. Once it has 
  assumed a combat form, a mist horror tries to take 
  its victims by surprise, lunging at them from out of 
  the fog. If possible, it may use its empathic probe 
  again to terrify and scatter a group of foes. A mist 
  horror uses its phantasmal façade to try to 
  convince foes that it actually is a creature straight 
  from their nightmares, but usually continues to 
  fight if this façade is shattered. Should the tide of 
  battle turn against a mist horror, it shifts back into 
  its dispersed true form and blends into the Mists of 
  Ravenloft to hide.  
   
  Sample Mist Horrors  
   
  Mist Horror, Drider Form: Large Outsider 
  (Incorporeal, Mists, Shapechanger), CR 8, neutral 
  evil.  
   
  Mist Horror, Kraken Form: Gargantuan Outsider 
  (Incorporeal, Mists, Shapechanger), CR 13, 
  neutral evil.  
   
  The template in a nutshell:  
   
  * d8 HD.  
  * Natural AC replaced by deflection bonus, like 
  ghosts.  
  * Tentacle rake attacks  
  * Disruptive aura: spellcasters need to make 
  Concentration checks to cast spells within 30 feet 
  of a mist horror.  
  
  * Empathic probe: A mist horror can scan surface 
  thoughts as a standard action. This has two uses: it 
  can improve or worsen a foe's morale, or it can 
  grab a feared mental image and take that form.  
  * Phantasmal Facade: In a combat form, a mist 
  horror gains none of the base creature's special 
  attacks. However, it can wrap itself in phantasms 
  to complete the illusion of being that creature. 
  This also allows it to use phantasmal versions of 
  the base creature's special attacks (which can be 
  disbelieved). A foe who disbelieves one attack 
  sees through the facade and can't be affected by 
  any of the mist horror's other phantasms for 24 
  hours.  
  * Alternate Form: A mist horror can take any form 
  (noting the above), but takes 4d10 minutes to do 
  so.  
  * Damage reduction 10/magic.  
  * Mistbound: Can never leave a specific "territory" 
  within the Misty Border (usually about a square 
  mile).  
  * Mist Form: The mist horror's true form. 
  Gaseous, hard to detect or damage, but can't make 
  any physical attacks.  
  Mistvision: A new special quality shared by a 
  couple of creatures: It can see twice as far as 
  normal in fog or mist, including obscuring mist.  
  * Spell resistance 20.  
  * Has most of the standard undead immunities, but 
  can't be turned.  
  * Dex +4, Cha +2, if base creature has no Con, 
  then Con equals Cha.  
  * CR: Base creature +1.  
   
  Basically, mist horrors would have been explicitly 
  written into the revised powers check rules -- the 
  result of someone who fails all the powers checks 
  but isn't worthy of becoming a darklord.  
  Mist
  Mist
  Mist
  Mist    W
  W
  W
  Weird
  eird
  eird
  eird    [[[[VTGttMists
  VTGttMists
  VTGttMists
  VTGttMists] ] ] ]     
  Mob* 
  Mob* 
  Mob* 
  Mob* [Dungeon Master’s Guide II p59] 
  [Dungeon Master’s Guide II p59] 
  [Dungeon Master’s Guide II p59] 
  [Dungeon Master’s Guide II p59]     
  Riot (Mob of Humans): This example uses a 1st-
  level human warrior as the base creature. These 
  mobs often form as the result of social uprisings or 
  entire villages pouring out of their homes with 
  torches and pitchforks to hunt down some 
  despised monster plaguing their community.  
   
  --- 
   
  What world worn and weary travellers were we 
  when we reached the village, with a horde of 
  goblins, Marbh-Cathair, and Dargal Pass behind 
  us. But civilization was no salvation. I was tried 
  and, in due course, found innocent, by reason of 
  enchantment, of consorting with fey. And Ellana 
  was spared the torment of being burnt alive. For 
  not a moment was lost by the rabble that had been 
  gathered against us in bending its pitch-forks and 
  blunting its scythes in the task of reducing her 
  lithe form to an unrecognisable pulp. The crime 
  was instigated by a man possessed of a silver 
  tongue, more so than any agent of the Kargat, and 
  a terrible cruelty, for at trial he took up my 
  defence and imposed upon me the sentence of life 
  without her.  
   
  -Hatred Cannot Be Defeated with Hatred’s 
  Weapons, autobiography of Cato August 
   
  --- 
   
  Shambling Horde (Mob of Zombies): This 
  example uses a human warrior zombie as the base 
  creature. An unbroken line of shambling hordes 
  like this one, two mobs deep, forms along 
  Darkon’s borders whenever Azalin closes the 
  domain’s borders. If one such shambling horde is 
  dispersed, its neighbors move over on their next 
  turn to close the gap.  
   
  --- 
   
  The Great King then said, "This is unacceptable. 
  Call up the Fourth Light Horse, and have 
  Brigadier Jespeth bring his archers to the site of 
  the incursion. There will be no servant of the 
  Hawk left alive in my dominion by nightfall."  
   
  At the time I privately doubted our monarch could 
  make good on his boast. I did not know--could not 
  know--the sheer magnitude of the Horde's 
  terrifying strength. The dead themselves rose 
  against the invaders, and like the seventh wave 
  they swept all before them.  
   
  General Amarad Faspain, Memoirs, chapter six, 
  "The First Dead Man's Campaign" 
   
  --- 
  
   
  Stampede (Mob of Horses): This example uses a 
  horse as the base creature. The herds of wilds 
  horses that roam Nova Vaasa are easily spooked, 
  particularly if startled by a creature canny enough 
  to send them trampling through a group of its 
  opponents.  
   
  --- 
   
  Upon the Thundering Plains there are many 
  reasons to sleep in the saddle: diamondbacks, 
  sidewinders, ironwhips, cobras and, of course, 
  plain cats. But let me tell you another: stampedes. 
  Rødbuge are more likely to run you down than to 
  go around you. And Vindhåre, although less likely 
  to trample you as you flee, are far quicker, often 
  catching you where you lie. These earth shaking 
  waves break about you all too often. Hestdrikkers 
  get among the horses or, worse, hestskærere get 
  into them. To say nothing of the stallions with 
  hell-fire for blood. And of course a few of the 
  animals are simply born misanthropic or mad.  
   
  -Gustov Petroff, hawksman and horse smuggler 
  wanted for desertion from the Falkovnian army, 
  recounting the dangers of his profession 
   
  Mohrg [Monster Manual] 
  Mohrg [Monster Manual] 
  Mohrg [Monster Manual] 
  Mohrg [Monster Manual]  
  CR 8 Characters with ranks in Knowledge 
  (religion) can learn more about mohrgs. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  18 The writhing intestines in this skeletal horror 
  mark it as a mohrg. This result reveals all undead 
  traits. 
  23 Mohrgs are the animated corpses of 
  unrepentant mass murderers and similar ilk. The 
  touch of a mohrg’s long, clawed tongue paralyzes 
  living creatures. 
  28 These powerful undead llatch onto foes with 
  their bony hands, then continue to attack them 
  while grappling. 
  33 People killed by mohrgs rise from the grave 
  several days later as mindless zombies under the 
  mohrg’s control. 
  --- 
  JWM: Medium Undead, CR 8, chaotic evil. The 
  animated corpses of mass murderers. Though 
  nearly skeletal, they have long, prehensile tongues 
  that can paralyze their foes. Slain victims spawn 
  more mohrgs.  
   
  --- 
   
  Only after consulting the dusty, worm-eaten tome 
  given to me by Mad Mikaal did I grasp the nature 
  of the killings that gripped the city for the last four 
  months. A murder once every five days, done with 
  varying weapons - axe, spear, sword, flail, scythe, 
  dagger, sickle, club. At every murder, three 
  symbols smeared in blood. Every body marked 
  with strange punctures.  
   
  The book, a ancient history of Bergovista, at first 
  seemed a pointless distraction, written in an 
  archaic form of Vaasi and so deteriorated that its 
  title was lost to mildew. But in the midst of lists of 
  long-dead officals and accounts of criminals hung, 
  I found the clue Mikaal had meant for me to find. 
  The three symbols from the crimes looked back at 
  me from the page.  
   
  The faded script revealed that the symbols, reading 
  'Roh An Kaut' described a kind of spiritual belief - 
  the details of which were over my head - 
  subscribed to by a society or cult called the Circle 
  of Roh An Kaut. The followers of Roh An Kaut 
  plagued the city at some point in the past, killing 
  once a fiveday. Each member of the Circle of Roh 
  An Kaut weilded a specific weapon; an axe, a 
  spear, and a flail were mentioned.  
   
  According to the record, the entire Circle was 
  eventually trapped in their lair and the entire 
  structure put to the torch. After the fire had done 
  its work, the bodies of the killers were thrown into 
  a deep pit beneath the city and the pit filled with 
  stones.  
   
  At the end of this tale was a drawing, without 
  caption or explanation. It showed a gape-jawed 
  skull of malevolent aspect with a fat, clawed worm 
  protruding from its jaws.  
   
  - report by Constable Hardan Harstin of 
  Bergovista 
   
  
  See also Dragon #336 
  Mongrelfolk [Fiend Folio] 
  Mongrelfolk [Fiend Folio] 
  Mongrelfolk [Fiend Folio] 
  Mongrelfolk [Fiend Folio]     
  JWM: "Mongrelfolk, hideous creatures descended 
  from generations of crossbreeding among the 
  worst examples of many species, exhibit few 
  redeeming qualities. The darklord of G’Henna, 
  Yagno Petrovna, possesses the ability to transform 
  those who have failed his god Zhakata into 
  mongrelfolk. Many folk believe, perhaps not 
  wrongly, that these wretched creatures are merely 
  a particularly twisted form of caliban."  
   
  JWM: Medium Humanoid (Mongrelfolk), CR 1/2 
  (1st-level warrior), lawful neutral. Hideously 
  deformed humanoids created by generations of 
  interbreeding between disparate humanoid 
  creatures. Yagno Petrovna can transform 
  humanoids into mongrelfolk with a special rite. 
  Considered a form of caliban. Excellent mimics.  
   
  Mongrelfolk Lore 
  Fiend Folio 
   
  (Again, this one comes with a little extra 
  Ravenloft content. Just ignore the underlined bits 
  if you aren't playing Ravenloft.) 
   
  Characters with bardic knowledge or ranks in 
  Knowledge (local) can learn more about 
  mongrelfolk. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  10 This hideously misshapen humanoid is a 
  mongrelfolk, a twisted hybrid of many different 
  humanoid races. This result reveals all humanoid 
  traits. 
  15 A mongrelfolk can mimic any sound or voice it 
  has heard. Many people believe mongrelfolk are 
  closely related to calibans. 
  20 Because their heritage blends so many different 
  racial backgrounds, a mongrelfolk can emulate a 
  specific race for the purpose of using magic items, 
  much like a rogue can emulate a specific 
  alignment to the same end. 
  25 The high priest of G’Henna, Yagno Petrovna, 
  knows a rite that can permanently transform 
  normal humanoids into mongrelfolk. It is believed 
  he can also restore mongrelfolk to normal, though 
  he has never done so. 
   
  --- 
   
  Petrovna turned and stared out over us, his eyes 
  bulging. "See now the hand of the Destroyer raised 
  against this heretic!" he shouted, and raved in like 
  manner for something like half an hour. I will not 
  bother to repeat his tirade, most of which was 
  repititious in the extreme, but the climax, when it 
  came, was appallingly swift. Turning back to the 
  young woman chained to the altar, he drews his 
  hand down her face, then across her torso, and spat 
  on her. For a moment she struggled, screaming, 
  against her bonds, and as she did so her limbs 
  twisted out of true and her flesh ran like melting 
  wax. She had gone up a plain girl, ordinary in 
  every way save for her supposed sin; she came 
  down inhumanly wracked and deformed, and fled 
  into the desert as we watched. That ended the 
  spectacle.  
   
  Larraby Quift, Journeys Through the Mists 
   
  See also: Mongrelman   "Ecology of the 
  Mongrelman, The"    Jonathan M. Richards   
  Dragon#242(86)    D&D2 
  Monkey (monster manual)
  Monkey (monster manual)
  Monkey (monster manual)
  Monkey (monster manual)    
  Moonbeast [Monster Manual II] 
  Moonbeast [Monster Manual II] 
  Moonbeast [Monster Manual II] 
  Moonbeast [Monster Manual II]     
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about 
  moonbeasts. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  26 This towering mass of writhing tentacles is an 
  unearthly horror called a moonbeast. Moonbeasts 
  are rarely seen, even by their victims, since they 
  can remain invisible even in combat. This result 
  reveals all aberration traits. 
  31 Moonbeasts attack by snatching up smaller 
  creatures with their tentacles. They then crush the 
  life from their victims while transferring them to 
  its jawless, fanged mouth to devour them. 
  Moonbeasts are strictly nocturnal. 
  
  36 A moonbeast’s four rings of eyestalks can see 
  in all directions at once, making it very difficult to 
  catch the creature unawares. A moonbeast is 
  continuously surrounded by a terrifying aura. 
  Despite its bulk, a moonbeast’s slightly 
  amorphous physique allows it to squeeze through 
  gaps much smaller than itself. Moonbeasts are 
  often found guarding large, valuable gems called 
  moonstones. 
  41 A moonstone can call upon several potent 
  spell-like abilities, including cloudkill, 
  disintegrate, dispel magic, Evard’s black tentacles, 
  fog cloud, and mirror image. It can also blast foes 
  with storms of fire, sleet, and lightning and 
  summon creatures to its aid. The moonbeast itself 
  is highly resistant to spells, however. Moonbeasts 
  actually produce moonstones themselves, much as 
  an oyster produces a pearl. Mortals who gain 
  possession of moonstones often find them 
  enchanting, and are unusually reluctant to part 
  with them. 
  46 Moonbeasts are mystically linked to their 
  moonstones. A moonbeast will relentlessly track a 
  stolen moonstone, mercilessly destroying any 
  resistance it meets along the way. 
   
  --- 
   
  JWM: "In sunless Bleutspur, moonbeasts' activity 
  cycles are somewhat reversed; they emerge from 
  their subterranean niches to prowl the shattered 
  plains during the lightless 'day,' retreating into the 
  earth as the first bolts of lightning strike the 
  mountain peaks to mark the coming of 'night.'"  
   
  On Moonstones: "The illithids of Bluetspur are 
  aware of the connection between moonbeasts and 
  moonstones and sometimes turn it to their 
  advantage, scheming to slip a moonstone into the 
  hands of an elusive rival or dissident. The illithids 
  then sit back and wait, patiently waiting for the 
  roused moonbeast to eliminate the marked foe for 
  them.  
   
  "A moonbeast cannot sense the location of its 
  moonstone across a planar boundary (including the 
  Misty Border), but it can sense its moonstone 
  anywhere within the same Mist-bound cluster. A 
  moonbeast that cannot sense its moonstone 
  rampages blindly, wandering at random and 
  attacking any creatures it encounters. Such a 
  rampaging moonbeast may enter the Misty Border, 
  emerging in another domain. "  
   
  JWM: Huge Aberration, CR 16, chaotic evil. A 
  massive, nocturnal cylinder of flesh covered in 
  writhing tentacles. It’s surrounded by a fear aura, 
  can crush foes, and possesses lethal numerous 
  spell-like abilities. They excrete pearl-like 
  moonstones, which they usually ignore, but cannot 
  stand to have in the possession of other creatures. 
  Moonbeasts have a mystical bond with their 
  moonstones and relentlessly hunt down those who 
  carry them. More Bluetpsur fauna.   
   
  --- 
   
  The old man came in quietly; I do not know how 
  long he had been there when I first saw him. When 
  he saw I had noticed, he came forward, smiling a 
  soft unpleasant smile. "You must be Master 
  Goldwin's daughter," he said. I assured him he was 
  correct and asked if he knew my father. "Yes," he 
  replied. "He and I are...old friends." There was 
  something in his voice and manner which I did not 
  like, but I thought little of it then.  
   
  He reached into his pocket and brought out a 
  beautiful grey-blue gemstone of a kind I have 
  never seen previously. "I owe your father a gift," 
  he said, still smiling. "Please, give this to him, and 
  tell him with it I intend to heal the rift between us. 
  If only he will accept it, all is forgiven, all is 
  forgotten. Can you do that?"  
   
  I said I would, but that if he cared to wait he could 
  present it to my father himself. "Ah," he said, "the 
  press of business takes me from here, and I must 
  be far off before he returns. But see that he gets 
  the stone." Turning, he donned hat and jacket and 
  departed.  
   
  The Moonstone, from Twelve Tales of the 
  Macabre, Jean Lafolie 
  Moonrat [Monster Manual II] 
  Moonrat [Monster Manual II] 
  Moonrat [Monster Manual II] 
  Moonrat [Monster Manual II]     
  JWM: Tiny Magical Beast, CR 1/4, any evil. 
  Otherwise normal rats that gain up to human-level 
  intelligence under the light of the moon, growing 
  stronger and smarter as the moon waxes.  
   
  
  Characters with ranks in Knowledge (arcana) can 
  learn more about moonrats. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This normal-looking rat is actually a moonrat, a 
  creature mystically linked to the cycles of the 
  moon. This result reveals all magical beast traits. 
  17 A moonrat has an exceptionally sharp sense of 
  smell, which warn it in time to dodge away from 
  many area attacks. It cannot be flanked. 
  22 As the moon grows full, a moonrat grows 
  stronger and more intelligent. During the three 
  nights of a full moon, a moonrat is as strong and 
  intelligent as the average human. During these 
  phases, moonrats plot and scheme to fulfill their 
  selfish desires. 
   
  --- 
   
  “We had come prepared for trouble. But there was 
  no sign of the giant rats or their even more terrible 
  kin. Still our advance was shadowed by the plague 
  of their mundane cousins. They twittered among 
  themselves, some in front, some behind, some to 
  the flanks, occasionally growing most excited, as 
  we paused in, or met hurdles to, our advance. 
  After much toil we reached the ruins and attained 
  their pinnacle, free at last of the scurvied 
  company. And there was the circle, inscribed upon 
  a sheet of basalt, its lines glowing faintly in the 
  moon light. It was ours but we were still far from 
  the security of home. One by one we died. A rope 
  broke. A hail of stone swept down the cliff. A 
  horse reared and fell. Our food bore the touch of 
  Death. The flashing tusks of enraged boars were 
  anointed with our blood as saddle straps snapped 
  and stirrups failed. It was my near immolation that 
  proved, the Smiling One be thanked, my salvation. 
  I hurdled myself into la Rivière des Sacrifices and 
  was swept beyond the claws of the doom that 
  stalked us.”  
   
  - Pierre Gauldamon justifying his failed expedition 
  into la Maison des Savants 
  Moorfolk (Moor Man) [Denizens of 
  Moorfolk (Moor Man) [Denizens of 
  Moorfolk (Moor Man) [Denizens of 
  Moorfolk (Moor Man) [Denizens of 
  Dr
  Dr
  Dr
  Dread] 
  ead] 
  ead] 
  ead]     
  JWM: Medium Humanoid (Moorfolk), CR 3, 
  chaotic evil. Pale, hairless human-like creatures 
  with outsized eyes. They hunt in swamps and 
  moors, and decorate their bodies with magic 
  symbols that grant them special abilities. 
  [Denizens of Dread]  
   
  --- 
   
  Characters with ranks in Knowledge (local) can 
  learn more about moorfolk. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  13 This mud-caked, bald, humanlike person is one 
  of the moorfolk. This result reveals all humanoid 
  traits. The moorfolk have their own language, but 
  a few clever members of each clan might also 
  speak a local tongue.  
  18 Moorfolk are nocturnal hunters. They generally 
  subsist on fish and the other small game found in 
  their damp territories, but they are not above 
  hunting humanoid intruders for food as well. The 
  moorfolk’s oversized eyes allow them to see 
  exceptionally well in the dark, but they are blinded 
  by bright daylight.  
  23 Moorfolk decorate their bodies with arcane 
  designs painted on with mixtures of pigment and 
  clay. Each sigil actually holds a small amount of 
  magical power, giving the moorfolk who wears it 
  special talents or bonuses to its existing abilities.  
   
  --- 
   
  There are, of course, little people who live in the 
  fens, that much is true; but much of what is 
  associated with them by folklore and tittle-tattle 
  has no basis in fact. To mention only a few 
  examples, they do not eat human flesh, they do 
  have shadows, they are not fey, and they cannot 
  turn into moor-hounds (at least, we have found no 
  reliable reports of such). They do practice the 
  strange and powerful art of making living tattoos, 
  and every adult moor-man bears one; but this is an 
  idiosyncracy which confirms, rather than denying, 
  their essential humanity.  
  
   
  Laurie and Gennifer Weathermay-Foxgrove, 
  Survey of Mordent (still unpublished) 
   
  Moose [Dragon Magazine #327 p 87]
  Moose [Dragon Magazine #327 p 87]
  Moose [Dragon Magazine #327 p 87]
  Moose [Dragon Magazine #327 p 87]    
  Characters with ranks in Knowledge (nature) can 
  learn more about moose. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This great antlered creature is a moose, a 
  large herbivore. This result reveals all animal 
  traits. 
   
  DC 16: Moose are physically powerful, and they 
  can prove dangerous when defending themselves 
  or their young. 
  Morkoth [Monster Manual II] 
  Morkoth [Monster Manual II] 
  Morkoth [Monster Manual II] 
  Morkoth [Monster Manual II]     
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about morkoths. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  17 This strange cross between a deep-sea fish and 
  an octopus is called a morkoth. This result reveals 
  all aberration traits and the aquatic subtype. 
  22 Morkoths are highly intelligent predators that 
  construct labyrinthine lairs for themselves out of 
  rocks or coral on the sea bed. When they strike, 
  morkoths snap at prey with a painful bite. 
  27 Morkoth tunnels have strangely hypnotic 
  effects. Any creature passing near the entrance to a 
  morkoth’s lair may be entranced to enter the 
  tunnels, swim to the center of the maze, and 
  calmly wait to be devoured. A morkoth can still 
  hypnotize nearby creatures while outside its lair, 
  but its ability is less potent. 
  32 A morkoth is powerfully resistant to magic. If a 
  morkoth successfully resists a spell, it actually 
  reflects the magic back at its caster. If a morkoth 
  fails to deflect a dispel magic spell, its spell 
  reflection is suppressed for a few seconds. It is 
  always possible to find a way out of a morkoth’s 
  lair by simply putting a hand to the wall and 
  following it, though this is rarely the shortest 
  possible route. 
   
  --- 
   
  JWM: Medium Aberration (Aquatic), CR5, 
  chaotic evil. Highly intelligent sea monsters 
  resembling a cross between a deep sea fish and an 
  octopus. Their spell resistance actually reflects 
  spells at their casters, and they construct winding, 
  hypnotic mazes for lair, which they use to lure, 
  trap, and disorient prey.  
   
  --- 
   
  Down, down, down!  
  Round, round, round!  
  The master of the ocean deep  
  Has bid you dine within his keep.  
  A garden maze he's laid without  
  To keep unwelcome people out,  
  A labyrinth he's laid within  
  To keep his dinner guests with him.  
  He has a beak to nibble with,  
  He has the body of a fish.  
  Down, down, down!  
  Round, round, round!  
   
  Blaustein children's rhyme 
   
  Mule 
  Mule 
  Mule 
  Mule [Monster Manual 
  [Monster Manual 
  [Monster Manual 
  [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about mules. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This equine creature is a common mule, a 
  domestic cross between a horse and a donkey. 
  This result reveals all animal traits. 
   
  DC 16: Mules are commonly used as beasts of 
  burden, and are noted for being particularly 
  surefooted. They have a reputation for being 
  stubborn. 
  
  Mummified cre
  Mummified cre
  Mummified cre
  Mummified creature* [Libris Mortis
  ature* [Libris Mortis
  ature* [Libris Mortis
  ature* [Libris Mortis, , , , 
  Dragon 300
  Dragon 300
  Dragon 300
  Dragon 300] ] ] ]     
  (This is based on Eric Cagle’s Mummy Lore) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s mummified nature. 
  Characters may need to make a separate 
  Knowledge check to learn about the base creature. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  18 This withered, monstrous corpse, still wrapped 
  in tattered funereal wrappings, is a mummified 
  creature. This result reveals all undead traits. 
  23 Mummified creatures are often created to act as 
  guardian for holy sites, such as tombs or temples. 
  They are often marked with symbols of the gods 
  worshipped by their creators. It relentlessly hunts 
  down all intruders. Mummified creatures generally 
  retain all the special attacks and qualities of the 
  base creature. 
  28 The mere sight of a mummified creature 
  invokes tremendous despair, which can paralyze 
  its victims. Mummies have unnaturally tough flesh 
  that resists glancing weapon blows, but they are 
  highly flammable. 
  33 The touch of a mummified creature inflicts a 
  horrible disease known as mummy rot. This 
  incredibly fast-acting disease is actually a curse, 
  and is cured only by casting break enchantment or 
  remove curse. This disease is highly resistant, 
  though not immune, to healing spells. Victims 
  killed by mummy rot crumble away to dust. 
   
  --- 
   
  JWM: These creatures are undead (walking dead), 
  rather than deathless (ancient dead). The rationale 
  is that their origins lie in twisted necromantic 
  attempts to replicate the nature of the ancient dead. 
   
  JWM: Template Undead. A mummified version of 
  just about any creature. (The sample creature is an 
  ogre.) [Libris Mortis]  
   
  --- 
   
  What fools we were to let hope cloud judgement. 
  Clearly Raoul’s mind had been unhinged by our 
  time in the Amber Wastes. Our personable, 
  unassuming, ever practical friend had become 
  haughty, domineering, grandiose, and not just a 
  little delusional. After he roast alive a flock of 
  sheep, insisting that they were assassins sent 
  against his august person, we at last broached with 
  him the question of institutionalisation. He seemed 
  saner afterwards, persuading us that he only 
  needed bed rest and accepting that Annabel 
  accompany him home. Two months later the 
  enormity of our error came loping down his 
  laneway. There to greet us was his beloved old 
  wolf hound Luthia or rather an abomination of the 
  loyal old gal. For between those creaking bones 
  and within that drum tight skin there was no life.  
   
  -The Wreck of the Albatross, Juno Luteum, 
  Darkonese adventurer 
   
  See also Dragon #300 
  Mummy* [Monster Manual] 
  Mummy* [Monster Manual] 
  Mummy* [Monster Manual] 
  Mummy* [Monster Manual]     
  JWM: Medium Undead, CR 5, lawful evil. 
  Desiccated humanoids that are resistant to damage 
  and spread supernatural disease with their touch. 
  An undead version of the ancient dead.  
   
  Dr#300  - Oct 02 - Ecology of the mummy - 
  Interesting read for any Amber Wastes campaign. 
  Useful ideas. 
   
  from WotC know your enemy  
   
  Knowledge (Religion) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more mummies. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
   
  18 This withered and desiccated corpse, which is 
  wrapped in funerary bandages, is a mummy. This 
  result reveals all undead traits. 
   
  
  23 Mummies are used as guardians for great tombs 
  or temple complexes, hunting down and 
  destroying grave robbers. They never retreat. 
   
  28 The mere sight of a mummy invokes 
  tremendous despair, which can paralyze its 
  victims. Mummies have DR 5/--, but they are 
  vulnerable to fire damage. 
   
  33 The touch of a mummy inflicts a horrible 
  disease known as mummy rot. This incredibly 
  fast-acting disease is not natural and is cured only 
  by casting break enchantment or remove curse. 
  This disease is highly resistant, though not 
  immune, to healing spells. Sometimes, powerful 
  individuals are preserved as greater mummies, 
  retaining some of their skills and abilities that they 
  had in life. 
   
  --- 
   
  Foreboding fired by silence brought us to his door. 
  But not one of us had come prepared for the horror 
  of having to hammer to dust the dried and 
  withered shell of his wolf hound, a creature that in 
  life was loved by all. Each of us knew a grimmer 
  task, indeed grimmer tasks, lay within. It would 
  probably not be the life but rather the soul of 
  Annabel that we would have to save, or rather lay 
  to rest. And as for Raoul, in life or in death, he and 
  the secret knowledge he had acquired during our 
  damnable visit to the great tomb of Anhktepot had 
  to be purged from existence. We did not, however, 
  proceed rashly. We had not forgotten the terrible 
  strength of those accursed bones and the rotting 
  touch of that leathery skin. We would confirm the 
  fate of Annabel and, having laboured hard so that 
  all was in readiness, burn the place to the ground.  
   
  -The Wreck of the Albatross, Juno Luteum, 
  Darkonese adventurer 
   
  See also Pathfinder classic horror revisited and Dragon 
  #300 and 336. 
  Mummy, bog (Dragon mag 
  Mummy, bog (Dragon mag 
  Mummy, bog (Dragon mag 
  Mummy, bog (Dragon mag 
  compendium)
  compendium)
  compendium)
  compendium)    
  Proposed par JP 
  Murk [Libris Mortis]
  Murk [Libris Mortis]
  Murk [Libris Mortis]
  Murk [Libris Mortis]    
  JWM: Medium Undead (Incorporeal), CR 3, 
  chaotic evil. A blot of undead essence with a sliver 
  of sentience. Appears as a humanoid silhouette. Its 
  touch deals Wisdom damage, which upgrades to 
  negative levels once the victim loses all Wisdom. 
  Slain victims spawn more murks.  
  --- 
  "Step out into the light!" the farmer told us, and 
  we obliged. As we did so he relaxed visibly, and 
  said, "Come on up, then. Slowly, now!" We did as 
  he asked, and I saw that he took careful note of the 
  footprints we left in the pre-dawn dew on the 
  grass.  
   
  "Sorry," he said, shaking our hands as we reached 
  him. "I've gotten some visitors recently as have me 
  jumping at every shadow--and I do mean, shadow. 
  The other day my son saw one in the barn--a big 
  black shadow with no man to cast it, and eyes like 
  red embers. I guess our neighbors have gotten 
  restless." He nodded in the direction of the 
  Shallowford cemetary, perhaps a furlong to the 
  south.  
   
  Mattias Mikkelson to Laurie Weathermay-
  Foxgrove, private correspondence 
   
  N 
   
  Naga, 
  Naga, 
  Naga, 
  Naga, all
  all
  all
  all    
  JWM: Serpents with humanoid-like heads. Highly 
  intelligent and possessed of supernatural powers. 
  Generally found in Sri Raji.  
  Naga, bone [Monster Manual II]
  Naga, bone [Monster Manual II]
  Naga, bone [Monster Manual II]
  Naga, bone [Monster Manual II]    
  JWM: Large Undead, CR 11, lawful evil. A dark 
  naga in life, transformed into a skeletal monster 
  after death by another dark naga using a magical 
  rite. They're powerful sorcerous spellcasters, and 
  can still deliver a poisonous bite or sting. They 
  serve the master that created them, but are highly 
  intelligent and can choose how to follow those 
  orders. Communicate telepathically.  
   
  
  --- 
   
  (I used Eric Cagle's spirit naga lore as a basis for 
  this and the following entry.) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about bone nagas. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  21 This skeletal serpent is an undead creature 
  called a bone naga. It was a dark naga in life, and 
  could only have been created through the magic of 
  another dark naga. This result reveals all undead 
  traits. 
  26 Bone nagas are intelligent minions and 
  powerful sorcerous spellcasters. The retain a living 
  dark nagas’s poisonous bite and tail stinger. A 
  bone naga’s negative-energy infused venom is 
  much deadlier than that of its living kin, however.. 
  31 Because they lack internal organs or other 
  fleshy tissues, bone nagas are unbothered by cold 
  and simply shrug off minor blows from slashing 
  and piercing weapons. 
  36 A bone naga can read other creatures’ minds 
  and communicate with them telepathically. 
  However, their own minds cannot be penetrated. 
   
  --- 
   
  "I am my brother's slave," the bone-naga 
  whispered, and its bones rattled like the castanets 
  of a dancer as it wound its way around the pillars 
  of the temple chamber. "He has commanded me 
  that I shall slay all who enter the antechamber of 
  his abode."  
   
  "All who enter the antechamber," Suri said. "Then 
  if I came into your brother's house by another 
  way?..."  
   
  "I guard the antechamber," the bone-naga replied.  
   
  Then Suri knew what she should do. "Kali bless 
  you, Wise One," she said, "and send you rest."  
   
  The House of the Naga, Amrit Sri Kefnan 
   
  See also Dragon #336 
  Naga, dark [Monster Manual] 
  Naga, dark [Monster Manual] 
  Naga, dark [Monster Manual] 
  Naga, dark [Monster Manual]     
  (under Naga)
  (under Naga)
  (under Naga)
  (under Naga)    
  JWM: Large Aberration, CR 8, lawful evil. A 
  scheming serpant with a rubbery, purple hide, 
  making it look somewhat like an eel. They have a 
  poisonous bite and a stinger at the end of their tail. 
  They're resistant to mind control and are powerful 
  innate sorercers. Generally live in hilly terrain.  
   
  --- 
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about dark nagas. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  18 This slithering eel-like creature with the 
  vaguely human-like face is a scheming creature 
  called a dark naga. This result reveals all 
  aberration traits. 
  23 A dark naga is a talented innate sorcerous 
  spellcaster. They often form alliances with other 
  foul creatures for their mutual gain. 
  28 A dark naga’s fangs and the stinger in its tail 
  both deliver a debilitating venom that can plunge 
  its victim into a nightmare-wracked coma for 
  several minutes. 
  33 Most dark nagas speak Infernal and Common, 
  but they can also read thoughts as easily as a 
  wizard reads a book. 
  38 If a dark naga is slain, other dark nagas — 
  using a necromantic rite known only to their kind 
  — can reanimate the corpse into a powerful 
  skeletal minion called a bone naga. 
   
  --- 
   
  Every year there is pilgrimage made to that shrine, 
  the shrine of the death goddess Kali; and they 
  make there offerings intended to placate the 
  monsters over that dark goddess holds sway. In 
  addition, two times in every cycle of the moon her 
  priests stake there a goat-kid for the benefit of the 
  guardian of the shrine, which they say is a great 
  snake, with a scorpion's sting in its tail and (most 
  strange and wonderful still) the head of a man, 
  which converses sensibly with the priests who 
  
  serve its mistress, and withal is a most fell 
  watchman.  
   
  Catalog of the World Entire 
   
  Naga, spirit [Monster Manual]
  Naga, spirit [Monster Manual]
  Naga, spirit [Monster Manual]
  Naga, spirit [Monster Manual]  
  JWM: Large Aberration, CR 9, chaotic evil. These 
  serpent have black-and-crimson banded bodies 
  and stringy black hair on their humanlike heads. 
  They get their name from their tendency to live in 
  dismal, evil places. They have a posionous bite, a 
  charming gaze, and are powerful sorcerers. A dark 
  naga appears in Web of Illusion.  
   
  --- 
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about spirit nagas. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  19 This large serpent with the black-and-crimson 
  bands and the humanlike head is a spirit naga. This 
  result reveals all aberration traits. Most spirit 
  nagas speak Abyssal and Common. 
  24 Spirit nagas possess significant innate 
  sorcererous ability. Their name comes from their 
  habit of lairing in spiritually unclean areas. 
  29 A spirit naga’s bite carries a deadly poison. 
  34 A spirit naga can charm people simply by 
  meeting their gaze. 
  39 Other varieties of naga exist, including the eel-
  like dark naga and the bone naga, an undead 
  horror created from a dark naga’s skeleton. 
   
  --- 
   
  Volek helped me down, and we waited there for 
  several minutes to allow our eyes to adjust to the 
  dark. There was something pale a few meters off--
  a long, thin veil, seemingly of white leather. After 
  a moment Volek said, "It's a snake skin!"  
   
  The realization made it an object of horror; I 
  guessed that to cast a skin of that size the snake 
  must have been twenty feet long and as big around 
  as a man at the waist. "We should be careful," I 
  muttered. "It's probably still here."  
   
  "Yes, it is," someone hissed from behind us. 
  Turning, I saw it...the woman's head, blank-eyed 
  and horrible, and the black python body scrawled 
  with red runes.  
   
  Janna Yarlsdottir, as recounted to Perseyus 
  Lathenna 
   
  Necromental [Libris Mortis]
  Necromental [Libris Mortis]
  Necromental [Libris Mortis]
  Necromental [Libris Mortis]  
  JWM: Template Undead (Augmented Elemental), 
  CR +1, neutral evil. A template for generic undead 
  elementals. Necromentals gain an energy drain 
  attack, and any elementals they drain rise again as 
  more necromentals. (The sample creature is a 
  Large earth elemental.) They have minimal 
  intelligence (though they are not truly mindless).  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about necromentals. The DC for 
  the check is the necromental’s CR + 10; the DCs 
  listed below are for a Large earth necromental. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  16 This creature is a necromental, an undead 
  elemental. The transformation robs the elemental 
  of most of its mind. This result reveals all undead 
  traits, as well the the appropriate elemental 
  subtype.. 
  22 In most cases, elementals simply die if slain, 
  leaving no spirit behind. The creation of a 
  necromental is a rare event, requiring that the 
  elemental be destroyed by massive exposure to 
  negative energy — a grim event indeed. Because a 
  necromental is so infused with negative energy, it 
  can drain life energy from living creatures with its 
  touch. 
  26 A necromental can rapidly heal any damage it 
  has suffered by draining energy from its original 
  native element. To maintain this ability, it must 
  remain with within a pace or two of that element. 
  32 Elementals slain by a necromental’s energy 
  drain rise again as necromentals themselves a few 
  days later 
  --- 
  
   
  “The thing that did this was for a century confined 
  within sewers and charged with the gathering of 
  bone. The night that birthed Necropolis undid its 
  chain and its life, bequeathing freedom and 
  undeath upon what had been a corrupted elemental 
  of water. It fled the power that arose to command 
  the slain and made the Musarde and its tributaries, 
  save for the Vulchar to which it does not return, its 
  abode. Its passions are strong currents, rushing 
  waters, and living bone. The ivory of its victims it 
  dons as you or I might a fine cloak. The cloak does 
  not make the man, but the man makes much of the 
  cloak. Listen for a soft chattering. Listen for a 
  rattling roar. And where man, woman and child 
  are flood caught, their screams cut short are its 
  sign.”  
   
  -Count Strahd von Zarovich XI, instructions for 
  the hunt of Old Bones 
   
  Necronaut [Monster Manual III]
  Necronaut [Monster Manual III]
  Necronaut [Monster Manual III]
  Necronaut [Monster Manual III]   
  JWM: Gargantuan Undead (Chaotic, Evil, 
  Extraplanar), CR 14, chaotic evil. Created by 
  demons from plains of bones in the Abyss, they 
  are sent to the Material Plane to kill everything in 
  their path, adding the corpses of their victims to 
  their own mass. In Ravenloft, Vecna is rumored to 
  have acquired at least one necronaut, using it like a 
  seige tower; another of the battlefield horrors he 
  sent against the armies of Tovag. Because it's 
  constructed of corpses, spells that create undead 
  deal damage to it. Beyond that, it basically just 
  bashes foes into paste.  
   
  Characters with ranks in Knowledge (religion) or 
  Knowledge (the planes) can learn more about 
  necronauts. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  24 This scuttling tower of bones is a necronaut, an 
  undead behemoth created specifically to wipe out 
  all life in its path. This result reveals all undead 
  traits. 
   
  29 Necronauts are created by demons in the 
  Abyss, then sent to the Material Plane to wreak 
  havoc. Necronauts speak Abyssal. A necronaut 
  attacks by trampling foes beneath their massive, 
  spider-like limbs. This result reveals the chaotic 
  and evil subtypes. 
   
  34 Necronauts communicate only with constructs 
  and undead, and even then only begrudgingly. A 
  necronaut can pause in battle to snatch up any 
  nearby corpse and assimilate it into its mass. The 
  process takes a few seconds, during which time 
  the body can be pulled free again with a heroic 
  feat of strength. Completing the process 
  strengthens the necromaut, with larger corpses 
  providing greater benefits. 
   
  39 If cast directly on a necronaut, spells that 
  normally animate the dead disrupt the necronaut’s 
  amalgam structure, damaging it. More powerful 
  necromancy harms the necronaut more gravely. 
   
  --- 
   
  The Third Battle of Nevasham Gorge was the 
  turning point of the battles of that summer. The 
  Third Corps had feinted at the Road of Bones and 
  drawn an army into the hills after them, which 
  they proceeded to destroy from their redoubts and 
  positions of strength; but there position was 
  broken when the Enemy summoned forth a great 
  war-engine, unlike any seen up to that time; like 
  all his engines composed principally of dead men's 
  bones, and capable of binding all who fell before it 
  (whether valiant foe or craven slave of the Enemy) 
  to its own obscene will. Rending the wall of the 
  redoubt in two places, it gapped the defences and 
  forced the Third Corps to retreat, ending all 
  advance into the enemy's territory for that year and 
  much of the year after.  
   
  From History of Tovag, volume II 
   
   
  Necrophidius [Fiend Folio]
  Necrophidius [Fiend Folio]
  Necrophidius [Fiend Folio]
  Necrophidius [Fiend Folio]   
  JWM: Medium Construct, CR 2, neutral. A 
  mindless but stealthy construct created using a 
  serpent's skeleton attached to a human skull. 
  Easily mistaken for an undead creature (such as a 
  bone naga). its bite can paralyze, and it can daze 
  opponents with a hypnotic, dance-like swaying.  
   
  
  Characters with ranks in Knowledge (arcana) can 
  learn more about necrophidia. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This skeletal serpent with the humanoid skull is 
  not undead; rather, it is a type of construct called a 
  necrophidius. This result reveals all construct 
  traits. 
  17 A necrophidius can paralyze creatures for 
  several minutes with its bite. Necrophidia are 
  created by spellcasters, which they then serve. 
  These creatures are often found in the service of 
  necromancers or undead spellcasters, such as 
  liches. 
  22 Although it is mindless, a necrophidius is an 
  instinctually stealthy combatant and prefers to 
  attack when its foes drop their defenses. Despite 
  its sinister demeanor, creating a necrophidius does 
  not call upon any particularly malign magical 
  forces. 
  27 A necrophidius can mesmerize creatures that 
  watch its hypnotic, swaying dance. Those who 
  succumb to the sight are dazed, giving the 
  necrophidius the drop on them. 
   
  --- 
   
  "Captain Weathermay was to the end, and even 
  beyond, a collector of curios. A crate arrived for 
  him the very morning of our departure. I had little 
  right and no reason to examine it, so had it stowed 
  in the hull and hoped that its sizable trinket might 
  bring his wife and children some solace. Too late I 
  learned that it had excited the avarice of several 
  crewmen. Three nights out of Sri Raji they pried it 
  open and set loose the contents. These I 
  encountered when a loud thump brought me out on 
  deck. There the men had sprouted roots, their eyes 
  held by the swaying, indeed the dancing, of a giant 
  serpent. Only it was indecently clothed in neither 
  skin nor even flesh. The thing was bare bones, a 
  complete skeleton of a great constrictor, save for 
  the substitution of a human skull. Blade wielding 
  men, skeletons of men that is, accompanied it and 
  were making mincemeat of my deckhands. I rang 
  the general alarm and, at length, we prevailed, 
  albeit by the narrowest of margins. At dawn we 
  roused ourselves to wipe down the deck. The 
  thing's fanged skull was discovered and I 
  examined it. Judging by the broken and poorly 
  healed jaw bone, the man to whom it had belonged 
  had been a brawler or at least had suffered some 
  terrible accident. Then I thought, like Captain 
  Weathermay had long ago, whose body we had 
  just left behind, buried in the soil of that fell land . 
  . . ."  
   
  -Extract from the testimony of Lieutenant 
  Hawthorne Wescote of the HMS Retriever 
   
  NNNNeeeecropolitan
  cropolitan
  cropolitan
  cropolitan––––    see Slain
  see Slain
  see Slain
  see Slain    
  Neothelid
  Neothelid
  Neothelid
  Neothelid    ––––    see mind flayer
  see mind flayer
  see mind flayer
  see mind flayer    
  Nereid
  Nereid
  Nereid
  Nereid    [[[[Stormwrack
  Stormwrack
  Stormwrack
  Stormwrack]]]]    
  Proposed by C Nichols for the NS Gaz 
   
  Night hag 
  Night hag 
  Night hag 
  Night hag     ----    see h
  see h
  see h
  see hag, nighthag
  ag, nighthag
  ag, nighthag
  ag, nighthag  
   
  Night twist [Monster Manual III]
  Night twist [Monster Manual III]
  Night twist [Monster Manual III]
  Night twist [Monster Manual III]  
  JWM: Large Plant, CR 12, neutral evil. Ancient 
  night twist: Huge Plant, CR 20, neutral evil. A 
  monstrous, leafless, black tree that lurks in 
  marshes (generally Souragne). It lures in its prey 
  with a sorrowful song. Those who fall under the 
  song's influence, but are physically restrained from 
  seeking out its source slowly waste away. When 
  victims reach the night twist, it batters them to 
  death with its branches and feeds on the carrion. 
  Also possesses useful spell-like abilities and the 
  ability to produce a powerful gust of wind. When 
  killed, a night twist powerfully curses its 
  destroyer, resulting in nightmare-wracked sleep.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about night twists. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  25 This marsh-dwelling, black, leafless tree is a 
  predatory plant called a night twist. This result 
  
  reveals all plant traits. Night twists speak Elven, 
  Slyvan, and Common. 
  30 Every evening, a night twist emits a rueful song 
  that carries on the night air. Everyone who hears 
  this song of sorrow hears a different melody, one 
  speaking directly to the listener’s old regrets and 
  personal tragedies. Listeners who succumb to 
  despair feel compelled to seek out the source of 
  their sorrow. When these poor folk reach the night 
  twist, it batters them to death with its branches, 
  then feeds on their rotting corpses. 
  35 A night twist resists damage, but slashing 
  weapons can hack through its woody trunk quite 
  effectively. Creatures affected by a night twist’s 
  song who are physically restrained from seeking 
  out its source slowly waste away, consumed by 
  their own sorrow. If the enchantment is not 
  broken, such victims eventually die. 
  40 A night twist can create a sudden blast of wind, 
  which it does to protect itself or extinguish flames. 
  Only three things are guaranteed to break the 
  enchantment of a night twist’s song: being 
  attacked by the night twist itself, the death of the 
  night twist, or a limited wish or more powerful 
  magic. A bard’s song of freedom offers a chance 
  of escape, however. If a night twist is killed, it lays 
  a powerful curse on its killer, incuding nightly 
  nightmares so terrible they cause the victim to 
  slowly waste away. 
  45 A night twist has several useful spell-like 
  abilities, including blight, deeper darkness, 
  entangle, fear, and phantasmal killer. Night twists 
  grow larger and more powerful as they age. 
  Ancient night twists develop additional spell-like 
  abilities, including circle of death, insanity, and 
  weird. The only way to lift a night twist’s death 
  curse is to cast limited wish (or a more powerful 
  spell) on the victim while it is suffering from a 
  bout of nightmares. 
  50 If the victim of a night twist’s death curse dies 
  before the curse is lifted, a new night twist sapling 
  will sprout from the victim’s grave one month 
  after burial. 
   
  --- 
   
  Away down deep in the swamp, deeper than the 
  Green Maiden, deeper than ol' Chicken Bone, 
  deeper even (some say) than the Lord himself, 
  that's where Old Man Willow grows, singing to 
  himself about all the wrong done in the world, and 
  all the wrong yet to do. It's a sad song, and a cruel 
  song; don't never harken to it, child, because them 
  that do find theyselves always turning a little 
  deeper, always turning a little deeper, until they 
  find theyselves at the foot of an ol' black willow 
  tree without any leaves on him, an ol' black willow 
  tree watered in blood and grown on dead men's 
  bones. And then you may cry, you may scream, 
  you may run, but you'll never come home again, 
  and your bones will lie mouldering between the 
  roots of Old Man Willow.  
   
  traditional Souragnian 
   
   
  Nightmare, dread
  Nightmare, dread
  Nightmare, dread
  Nightmare, dread    [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread] 
  JWM: CR 6, Fiendish black horses with flaming 
  hooves and breath. They sometimes serve evil 
  riders (such as Lord Soth).  
   
  Errata: Descriptors correct as presented. The 
  sentence "Though dread nightmares are in some 
  ways more powerful than their infernal kin, the 
  Mists have bound them to earth." is intended to 
  imply that over the course of generations, these 
  creatures have lost their wrinkles. They do not 
  have reality wrinkles 
   
  from WotC know your enemy  
   
  Neither demon nor devil, nightmares still fulfill 
  the role of powerful, terrifying outsiders bent on 
  destruction and mayhem. Although difficult 
  enough to fight on their own, nightmares 
  commonly ally themselves with powerful, evil 
  beings to serve as companions or steeds. 
   
  Knowledge (the Planes) 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about nightmares. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
   
  15 This ebon-skinned, flame-covered steed is a 
  nightmare. This result reveals all outsider traits. 
   
  
  20 The powerful hooves of a nightmare are 
  sheathed in flame and a blow from them sets 
  combustible objects alight. 
   
  25 Nightmares can fly and often serve as 
  companions and steeds for powerful, evil 
  individuals. Nightmares produce a thick, black 
  smoke when enraged, granting it concealment, as 
  well as blinding and choking opponents. 
   
  30 Nightmares, at will, can use astral projection 
  and etherealness, as the spells. 
   
  --- 
   
  “But Uncle Bela, why must we never seek for 
  horses at night?”  
  “Because, darling Karov, at night the Horses of 
  Hell — the Nightmares — ride across the planes. 
  They may look like mortal horses at a distance — 
  and fine and spirited ones, to be sure — but their 
  manes and hooves burn with the fires of 
  damnation, and their coats are blacker than the 
  Devil Strahd’s heart.”  
  —Dialogue between Equaar apprentice and master 
  on a trip to Nova Vaasa  
   
   
  Nightmare (true) [Monster Manual]
  Nightmare (true) [Monster Manual]
  Nightmare (true) [Monster Manual]
  Nightmare (true) [Monster Manual]  
  JWM: Large Outsider (Evil, Extraplanar), CR 5, 
  neutral evil. Native to the Gray Waste of Hades, 
  these flame-belching horses can shift into the 
  Astral or Ethereal Planes at will. 
   
  --- 
   
  “You seek a gift for your lord, one worthy of the 
  count, a stallion, black, the fiercest there be. Put 
  away your two score gold pieces. We will not 
  fetch it from the land of the cat for that. Nor for far 
  more. But promise me a favour and I will name 
  the place, the night, the hour of the beast’s 
  coming.”  
   
  -Madame Eva receiving Boris von Zarovich, 
  distant relative of the lord of Barovia 
  Nightmare, lesser [Planar Handbook] 
  Nightmare, lesser [Planar Handbook] 
  Nightmare, lesser [Planar Handbook] 
  Nightmare, lesser [Planar Handbook]     
  JWM: Large Outsider (Evil, Extraplanar), CR 4, 
  neutral evil. A less powerful variant of the true 
  nightmare, generally useful for blackguard steeds 
  and the like.  
   
  --- 
   
  The cost to himself, if not to others, of his crusade 
  could no longer be put out of mind. It loomed over 
  him. It had come in answer to his summons. It was 
  manifest in the stallion. And before that dark 
  mirror, with one last chance to save his soul, he 
  chose to become the monster that he was.  
   
  -The Black Knight, forbidden Nidalan folktale 
   
  Nightshade, nightcrawler [M
  Nightshade, nightcrawler [M
  Nightshade, nightcrawler [M
  Nightshade, nightcrawler [Monster 
  onster 
  onster 
  onster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  JWM: Gargantuan Undead (Extraplanar), CR 18, 
  chaotic evil. Nightshades are massive, powerful 
  undead composed of cold and darkness, native to 
  the Plane of Shadow. All nightshades emit a 
  desecrating aura and are adverse to sunlight. A 
  nightcrawler is a wormlike nighshade with the size 
  and power of a purple worm. It has a poison 
  stinger, can swallow foes whole, can summon 
  undead minions, and has powerful spell-like 
  abilities. A nightcrawler is trapped by its sheer 
  size in the Temple of Apophis in Sebua; Tiyet 
  believes the fearsome horror to be the god 
  Apophis himself. Desert legends claim the 
  monster guards a great treasure, or perhaps even a 
  portal to another world. (In fact, it guards Sebua's 
  heart, though it does not serve Sebua in any way.)  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about nightcrawlers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  28 This massive, pitch-black worm is a 
  nightcrawler, an entity native to the Plane of 
  Shadow. This result reveals all undead traits. 
  33 Nightcrawlers are one of several kinds of 
  undead creature called nightshades. Nightshades 
  emit a desecrating aura, giving off unholy power 
  like a shrine of evil. Nightshades recoil from 
  
  natural sunlight; although it does not harm them, it 
  does distract them. A nightcrawler is telepathic 
  and can communicate with any creature with a 
  language. 
  38 A nightcrawler can swallow smaller creatures 
  whole with its massive maw, and its tail stinger 
  injects a debilitating venom. A nightcrawler’s 
  chtinous armor is incredibly resistant to damage, 
  but magic silvered weapons can pierce its 
  defenses. 
  43 Creatures swallowed by a nightcrawler quickly 
  have their life energy drained away. If pressed, a 
  nightcrawler can summon undead spirits to its 
  side. A nightcrawler is immune to cold. 
  48 A nightcrawler has a variety of spell-like 
  abilities, including cone of cold, confusion, 
  contagion, deeper darkness, detect magic, finger of 
  death, haste, hold monster, invisibility, plane shift, 
  and unholy blight. However, the nightcrawler 
  itself is highly resistant to magic. 
   
  --- 
   
  We fled into a narrow valley of red sand and 
  towering cliffs, running the risk of ambush to 
  escape the teeth of the storm. A lone edifice stood 
  among the ruins. By every evidence it was a 
  temple long abandoned. None of us hesitated upon 
  its threshold. But the nerve of the surviving 
  crewmen quickly frayed. Our torches seemed 
  feeble indeed, overawed by the vastness of the 
  place, barely able to hold back its suffocating 
  darkness and its enervating chill. The captain, 
  defiant as ever, sought to fortify his men by 
  declaring that it was the will of the Lawgiver that 
  this place of pagan worship be sacked and that 
  each man would be rewarded in proportion to his 
  effort. No sooner had he finished, than the 
  shadows, which had been playing cruelly upon our 
  imagination, gathered themselves up and 
  swallowed him whole. The nightmare had begun 
  and with it, I believe, Raoul's descent into 
  madness.  
   
  -The Wreck of the Albatross, Juno Luteum, 
  Darkonese adventurer 
   
  See also Dragon #336 
   
  Niksiee [Gaz. 5, Nova Vaasa] 
  Niksiee [Gaz. 5, Nova Vaasa] 
  Niksiee [Gaz. 5, Nova Vaasa] 
  Niksiee [Gaz. 5, Nova Vaasa]     
  Suggested by Chris Nichols 
  Nilshai [Unapproachable East] 
  Nilshai [Unapproachable East] 
  Nilshai [Unapproachable East] 
  Nilshai [Unapproachable East]     
  Chris Nichols: Medium-size aberration, CR 7. 
  Malevolent alien spellcasters from the Ethereal 
  Plane, similar to ethereal marauders and ethereal 
  slayers. Nilshais trilaterally symmetrical, having a 
  ropy body supported by three stumpy legs, three 
  tentacles ending in blunt three-fingered hands, 
  bulbous heads with three eyestalks, and three 
  membranous wings the fold into their bodies. All 
  nilshais cast spells as 8th-level sorcerers and may 
  gain additional character levels (usually sorcerer) 
  on top of that. They have a natural mind blank, 
  and due to their alien symmetry gain an extra 
  action each round. Nilshais have a burning hatred 
  of elves above all else.  
   
  In Ravenloft, nilshais are another "if you can see 
  them, they can see you" monster that is trapped in 
  the demiplane's ethereal borders. These ethereal 
  horrors seek out elves to destroy, making them 
  particular menaces in Darkon and Sithicus. 
  --- 
   
  Back in 752, we were trying to find the source of 
  the deadly haunting at Sunnurieth Tower. 
  Whicleth, a wizard in the Sithican tradition, was 
  with us. He had one eye that had been replaced 
  with a orb of black glass and claimed that this 
  allowed him to see spirits. We hoped this would 
  give us an advantage against whatever had killed 
  the Sunnurieth family. It was only once we 
  reached the highest floor of the tower that 
  Whicleth saw something.  
   
  "There!" he shouted, pointing to a seemingly 
  empty corner of the room. "That three-eyed thing! 
  It-"  
   
  And at that point Whicleth dropped dead. We 
  never found the thing he had seen and had killed 
  him and the others. No one ever bothered to move 
  back into Sunnurieth Tower, only left it to decay. 
  The tower still stands outside Hroth, but what 
  dwells there now, I do not know.  
   
  - Jameld of Hroth, private correspondence with 
  Laurie Weathermay-Foxgrove  
  
  Nocnitsa [Gaz. 1, Barovia] 
  Nocnitsa [Gaz. 1, Barovia] 
  Nocnitsa [Gaz. 1, Barovia] 
  Nocnitsa [Gaz. 1, Barovia]     
  Suggested by Chris Nichols 
  Nonaris (
  Nonaris (
  Nonaris (
  Nonaris (see vampire, gnomish)
  see vampire, gnomish)
  see vampire, gnomish)
  see vampire, gnomish)    
  Nosferatu (daywalker vampire) [Denizens 
  Nosferatu (daywalker vampire) [Denizens 
  Nosferatu (daywalker vampire) [Denizens 
  Nosferatu (daywalker vampire) [Denizens 
  of Dread] 
  of Dread] 
  of Dread] 
  of Dread]     
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s nosferatu nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  19 This coldly beautiful figure with such 
  aristocratic bearing is a nosferatu, a sinister 
  undead creature that feeds on the blood of the 
  living. Nosferatu are also known as daywalker 
  vampires or moonspawn vampires. This result 
  reveals all undead traits. Nosferatu speak the 
  languages they knew in life.  
  24 Nosferatu drain blood from victims they get in 
  their clutches, Victims they drain rise from the 
  grave as new nosferatu several days after burial. A 
  nosferatu does not cast a shadow and has no 
  reflection in mirrors. A nosferatu is spiritually 
  bound to the grave in which it was first buried, and 
  must return to that coffin to replenish its unholy 
  powers.  
  29 A nosferatu can climb vertical surfaces as 
  easily as a spider and can dominate the weak-
  minded simply by looking into their eyes. A 
  nosferatu can also exert mental control over those 
  whose blood it has tasted until the nosferatu is 
  slain. Nosferatu are destroyed by immersion in 
  running water. Sunlight does not harm them, but it 
  does rob them of most of their dark power until 
  they rest in their coffin. Moonlight quickly heals a 
  nosferatu’s wounds, but magic silver weapons can 
  pierce their supernatural defenses. Nosferatu 
  cannot stand the presence of garlic, and they 
  cannot approach a mirror or holy symbol 
  presented with forceful conviction. To destroy a 
  nosferatu, one must hammer a stake through its 
  heart, but this is nearly impossible in direct 
  combat. Not all victims slain by a nosferatu rise as 
  new nosferatu; most rise as nosferatu spawn, a 
  lesser horror that exists solely to serve its master 
  as a pathetic slave.  
  34 A nosferatu cannot enter a private residence 
  unless it is invited inside, nor can it cross running 
  water under its own power. A nosferatu is resistant 
  to cold and electricity, and can transform into a 
  cloud of fog at will. If slain, a nosferatu 
  automatically assume gaseous form and must 
  return to its grave to recover. A nosferatu can also 
  assume the form of a bat or a wolf, and can 
  command like creatures. Staking a nosferatu does 
  not permanently destroy it — it merely renders the 
  nosferatu helpless. Even a nosferatu that has been 
  hacked to pieces can be fully restored if its body 
  parts are reunited and exposed to moonlight. To 
  permanently destroy a nosferatu, one must burn its 
  body to ash.  
  39 Many different strains of vampirism exist. 
  Destroying a master nosferatu usually has no 
  direct effect on its spawn, other than to free them 
  from their master’s control. In some cases, 
  however, slaying the master instantly destroys all 
  of its spawn. 
   
  --- 
   
  JWM: Template Undead (Augmented Humanoid, 
  Vampire). A vampire variant that lacks an energy 
  drain attack, but possesses a powerful ability to 
  charm its victims and is weakened, but not 
  harmed, by exposure to sunlight. Inspired by the 
  literary tradition of Byronic vampires, including 
  Dracula. Baron Urik von Kharkov is a nosferatu 
  vampire. The sample nosferatu is a human 
  beguiler 5.  
   
  --- 
   
  I paused for a long moment. The three-quarters 
  moon had attained the zenith. The sun had crept 
  very low in the sky, its rays dancing along the 
  storefronts. The other patrons, chased off by the 
  autumn chill, were safely inside. I returned to my 
  notes, reorganising my questions, devising my 
  plan of attack. And then he appeared as from 
  nothing, startling me, arriving well in advance of 
  the appointed hour. The man was tall, gaunt, pale, 
  his dress every bit that of a Dementlieuse 
  aristocrat, but his curious accent, not quite Balok, 
  marked him as a foreigner. I invited him to sit, 
  poured him a glass of wine, and we exchange the 
  
  requisite pleasantries, where after he came straight 
  to the point. His eyes seized hold of mine and he 
  said: "Were you a lost wanderer upon the burning 
  sands of Har'Akir, parched beyond measure, mad 
  with thirst, and you came upon an oasis, would 
  you not drink?" I nodded slowly, thoughtfully. He 
  continued, "Come with me, let me show you." He 
  was irresistible, or nearly so, a second Dominic 
  d'Honaire, but cut of a less urbane, tougher stuff.  
   
  -Interview with a Vampire 
   
  --- 
   
  Dr. Heinfroth was quite unlike what I had 
  imagined--a tall and heavy man, with sharp, even 
  lupine features...as he showed me around the 
  asylum I ventured to opine that such spartan 
  surroundings seemed unlikely to be really 
  conducive to the recovery of the many unhappy 
  souls housed there--surely a place of more 
  physical comfort would be more salubrious?  
   
  "Now then, my good man," Heinfroth replied, 
  smiling. "It has been said that man cannot live by 
  bread alone. All those physical comforts are 
  merely distractions. Personally, I have always 
  found the greatest sustenance in the life of the 
  mind."  
   
  Mattias Mikkelson to L. Weathermay-Foxgrove, 
  private correspondence 
  Nosferatu, cerebral vampire [Denizens of 
  Nosferatu, cerebral vampire [Denizens of 
  Nosferatu, cerebral vampire [Denizens of 
  Nosferatu, cerebral vampire [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  JWM: Template Undead (Augmented Humanoid, 
  Vampire). A nosferatu variant that drains cerebral 
  fluid (Intelligence) rather than blood. All cerebral 
  vampires are the creation of Daclaud Heinfroth 
  (aka Dr. Dominiani), and as such are generally 
  encounted in Dominia or sailing the Sea of 
  Sorrows. Cerebral vampires are featured in Bleak 
  House.  
  Nosferatu [
  Nosferatu [
  Nosferatu [
  Nosferatu [Pathfinder 8
  Pathfinder 8
  Pathfinder 8
  Pathfinder 8] ] ] ]     
   
  Nymph [Monster Manual]
  Nymph [Monster Manual]
  Nymph [Monster Manual]
  Nymph [Monster Manual]  
  Characters with bardic knowledge or ranks in 
  Knowledge (nature) can learn more about nymphs. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (nature) 
  DC Result 
  15 This stunningly gorgeous woman is a nymph, a 
  spirit that embodies the beauty of nature. This 
  result reveals all fey traits. Nymphs speak Sylvan 
  and Common. 
  20 Nymphs usually avoid contact with mortals, but 
  they sometimes act as guardians of a natural 
  locale, such as a waterfall or forest grove. A 
  nymph possesses such unearthly beauty that 
  anyone who looks too closely at her may be 
  permanently blinded. A nymph can even stun foes 
  simply by briefly meeting their gaze. 
  25 Nymphs can be mercurial and dangerous, but 
  they are generally well-disposed to those they sees 
  as the allies of nature, such as elves and druids. 
  Nymphs are themselves innately powerful druidic 
  spellcasters. 
  30 Nymphs can also call upon the creatures of 
  nature to defend her, and can dimension door 
  away should she need to escape. 
   
  Bardic Knowledge 
  DC Result 
  15 Nymphs have been known to take mortal 
  lovers, on the rare occasion when a man’s grace 
  and beauty catches her eye. Such mortals are 
  seldom willing to leave the nymph’s side. 
   
  --- 
   
  JWM: Medium Fey, CR 7, chaotic good. An 
  incredibly beautiful, female fey that shares nature's 
  mercurial temperament. So great is their beauty 
  that it can blind mortal onlookers, and they can 
  stun with a glance. Also potent innate druids. 
  Animals are drawn to nymphs, but nymphs turn 
  their fury on those that despoil nature. (Very rare 
  in Ravenloft.)  
   
  --- 
   
  "We'd being tracking some of the kobolds that had 
  been attacking patrols on the Seelewald road when 
  it happened. I got separated from the group... 
  mistled, right? I wandered in the forest for days."  
   
  
  "It was in the deep woods where no one ever goes 
  that I saw her. Beautiful, beautiful, like an angel. 
  No... more natural, like dawn on a meadow. Like a 
  cool brook... I can't describe it, seeing her. But, I 
  saw her, bathing in a pool in that glade, and she 
  saw me."  
   
  "For five years, I've searched the Seelewald, trying 
  to find her again. You wouldn't think a blind man 
  could. After all, the army didn't want me any more 
  and punished me for it - a hobbled leg, a crushed 
  hand, and a scarred face. But I learned. Left my 
  wife, left my children. I learned. Five years and I 
  still haven't found her. My love. My life."  
   
  "But I'll find her, one day, bathing in her pool in 
  the grove. And then... then, I can die happy."  
   
  - interview with Echer Degault in the Kneeling 
  Mage, Aerie, Falkovnia  
   
  O 
   
  Octopus [M
  Octopus [M
  Octopus [M
  Octopus [Monster Manual 
  onster Manual 
  onster Manual 
  onster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 1 (Giant CR 8) 
  Characters with ranks in Knowledge (nature) can 
  learn more about octopuses. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 11: This eight-tentacled cephalopod is an 
  octopus. This result reveals all animal traits. 
   
  DC 16: An octopus uses its tentacles to snatch up 
  small fish and invertebrates, transferring them to 
  its parrot-like beak. When threatened, an octopus 
  can release a murky cloud of black ink, then jet 
  away at high speeds. These invertebrates can 
  squeeze through surprisingly tight spaces. 
   
  DC 21: Although most octopuses are inoffensive 
  to swimming humanoids, some of them can grow 
  to enormous sizes. A giant octopus is a dangerous 
  and clever predator with tentacles up to 20 feet in 
  length. Some varieties of octopus can also alter the 
  color and texture of their skin to blend in with 
  their surroundings. 
  Octopus tree [Fiend Folio]
  Octopus tree [Fiend Folio]
  Octopus tree [Fiend Folio]
  Octopus tree [Fiend Folio]    
  Proposed by C Nichols for the NS Gaz, CR 12 
      
  Odem [Deniz
  Odem [Deniz
  Odem [Deniz
  Odem [Denizens of Dread]
  ens of Dread]
  ens of Dread]
  ens of Dread]  
  Characters with ranks in Knowledge (religion) can 
  learn more about odems. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  15 This spirit is an odem, a ghostly force that 
  craves nothing but senseless chaos and slaughter. 
  This result reveals all undead traits and the 
  incorporeal subtype.  
  20 Odems are naturally invisible. If somehow 
  perceived, they appear only as faint tendrils of 
  mist. An odem can sap the willpower of a living 
  creature with its touch.  
  25 Odems can possess living creatures, taking total 
  control of the victim’s body like a puppet master. 
  An odem in a living body ignores the pain its host 
  feels, making the possessed creature immune to 
  most nonlethal attacks.  
  30 Animals panic in the presence of an odem, 
  regardless of its form. An odem is completely 
  unharmed by damage dealt to a possessed host, but 
  killing the host expels the odem. The host’s mind 
  remains aware of its surroundings, but has no 
  control over its own body. An odem cannot be 
  turned while possessing a living host 
   
  --- 
   
  JWM: Medium Undead (Incorporeal), CR 5, 
  chaotic evil. Invisible, intangible spirits that 
  possess living hosts, using their bodies to commit 
  terrible deeds for no reason beyond their own 
  deranged enjoyment.  
   
  --- 
   
  -"Vail, if the violent reaction of animals 
  establishes that the responsible party is not brother 
  Thomas, then some likeness of him, say a 
  
  doppelganger which has dispatched the poor 
  fellow, has taken his place and amuses itself?"  
  -"Motive Pendelton, motive! The crimes have 
  been perpetrated in such a way as to be not only as 
  harmful as possible to their victims, but moreover 
  and chiefly to the good brother himself. They are 
  anathema to everything he stands for, the perfect 
  betrayal of all that he built and loves."  
  -"Loved."  
  -"No, loves. You see Pendleton, he assuredly lives. 
  We may yet save not only his reputation, but his 
  life, and perhaps even his mind. The deeds are 
  done in their every gruesome detail with him as 
  their unwilling and helpless witness. They are 
  conceived of as torture, a torture the likes of which 
  few men have ever experienced and that not one 
  has merited."  
   
  The Case of the Captive Conscience, Oliver 
  Pendleton 
   
  Ogre [Monster Manual]
  Ogre [Monster Manual]
  Ogre [Monster Manual]
  Ogre [Monster Manual]  
  Ogre skullcr
  Ogre skullcr
  Ogre skullcr
  Ogre skullcrusher
  usher
  usher
  usher    [[[[MM III
  MM III
  MM III
  MM III]]]]    
          
  JWM: Large Giant, CR 3, chaotic evil. Big, dumb, 
  ugly giants that enjoy eating humanoid flesh. In 
  Ravenloft, ogres are most common in the deep 
  wilderness of the southwestern Core. Ogres 
  generally avoid settled areas, but Malocchio 
  Aderre has managed to recruit quite a few to serve 
  him.  
   
  OGRE LORE 
  Ogre: Monster Manual 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about ogres. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 13: This brutish and bestial giant is called an 
  ogre. These creatures are renowned for their love 
  for the taste of humanoid flesh. This result reveals 
  all giant traits. Ogres speak Giant, and 
  exceptionally clever ones may have learned 
  Common as well. 
   
  DC 18: As one might expect from their build, 
  ogres are physically powerful but somewhat 
  clumsy. They are dimwitted and cruel, but can 
  sometimes be bargained with. Some ogres have 
  been specifically bred and trained for war over the 
  course of generations. These are known as 
  skullcrusher ogres and have formed a crude, 
  heavily militarized society. 
   
  DC 23: Skullcrusher ogres are somewhat more 
  clever and powerful than their common kin. They 
  have also adopted the tactic of hurling rocks from 
  giants. A scaly, aquatic variant of the common 
  ogre lurks in freshwater lakes and rivers; these 
  creatures are called merrow. Merrow can breathe 
  air, but are slower on land than their more 
  common kin. 
   
  DC 28: Ogres sometimes associate with other 
  monstrous giants, such as trolls, ogre magi, or oni. 
  Ogres can also interbreed with humans, though 
  such offspring are incredibly rare. 
   
  --- 
   
  Fee, fi, fo, fun  
  Nails of iron, teeth of stone.  
  Fan, tan, ran, ren,  
  With which to crack the skulls of men.  
  High as a cottage, wide as a barn,  
  Hairs as thick as weaver's yarn,  
  Man's flesh is his only meat,  
  Children's flesh his only sweet.  
  Fee, fi, fo, fun,  
  Nails of iron, teeth of stone.  
   
  Traditional Invidian children's rhyme 
      
  Ogre
  Ogre
  Ogre
  Ogrekin
  kin
  kin
  kin    [[[[Pathfinder 3
  Pathfinder 3
  Pathfinder 3
  Pathfinder 3]]]]   
  Caliban-like son of ogres and humans 
   
  Ogre mage [Monster Manual]
  Ogre mage [Monster Manual]
  Ogre mage [Monster Manual]
  Ogre mage [Monster Manual]   
  JWM: Large Giant, CR 8, lawful evil. Distantly 
  related to ogres, these creatures are actually a type 
  of oni. As such, they’re most commonly 
  encountered in the Scattered Lotus Archipelago. 
  An ogre mage resembles a massive, demonic, 
  horned human. It regenerates damage, can fly, and 
  possesses potent spell-like abilities.  
   
  --- 
   
  
  Lord Matsuzaka waited a moment before nodding, 
  and now Kentu could see the movement, ever so 
  slight, of the rice curtain that had signalled the 
  nobleman's response.  
   
  "Your pardon, Lord Matsuzaka," he said boldly. 
  "But our conversation is being overheard by an 
  eavesdropper!" As he spoke he rose and parted the 
  rice curtain with the tip of his katana. There, in the 
  darkened room beyond, he saw the great gross 
  eyes and the terrible tushes and the single great 
  horn; Lord Matsuzaka's "advisor" was none other 
  than the infamous oni Kaketsu himself!  
   
  Romance of the Water-Steel Blades, Orija 
  Natsusune 
   
  Omnimental [Monster Manual III]  
  Omnimental [Monster Manual III]  
  Omnimental [Monster Manual III]  
  Omnimental [Monster Manual III]      
  JWM: Gargantuan Elemental (Air, Earth, 
  Extraplanar, Fire, Water), CR 15, neutral. 
  Originally magical creations intended to act as 
  liaisons between the Elemental Planes, they better 
  serve as warriors. Massive elementals combining 
  traits and powers of all four elements. When 
  killed, an omnimental bursts into one Huge 
  elemental of each element. Not native to 
  Ravenloft.  
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about omnimentals. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  25 This living conflagration of energy is an 
  omnimental, a powerful entity composed of all 
  four elements. This result reveals all elemental 
  traits and the air, earth, fire, and water subtypes. 
  30 An omnimental is immune to fire and 
  electricity, but vulnerable to cold. 
  35 An omnimental’s powerful slam attacks also 
  carry the threat of fire and lightning. The creature 
  can also detach parts of itself in the form of balls 
  of elemental energy and lob them at foes. 
  40 When slain, the opposing forces comprising an 
  omnimental are freed, forming four powerful 
  elementals — one of each element — which 
  continue to battle. 
  --- 
  Now add to the surging Air the strong Earth, to the 
  shifting Fire the force of Water; from Air Wisdom, 
  from Water Patience, from Fire Wrath, from Earth 
  Fortitude. Thus is formed by the combination of 
  All in All, in equal measure, the strong servant 
  known as Universal Epitome, or Omnimental.  
   
  from The Book of First Things, standard 
  introductory arcane text 
   
  Oni, 
  Oni, 
  Oni, 
  Oni, all
  all
  all
  all    [Oriental Adventures]
  [Oriental Adventures]
  [Oriental Adventures]
  [Oriental Adventures] 
  JWM: Monstrous, supernatural giants native to Far 
  Eastern lands, such as the Scattered Lotus 
  Archipelago. Like common ogres, they savor the 
  taste of humanoid flesh. Like ogre mages, oni 
  possess significant spell-like abilities and can 
  regenerate damage.  
   
  Oni, common [Oriental Adventures]
  Oni, common [Oriental Adventures]
  Oni, common [Oriental Adventures]
  Oni, common [Oriental Adventures]   
  JWM: Large Giant (Spirit), CR 7, neutral evil. 
  Big, hairy giants with anywhere from one to three 
  eyes. Once a day, they can spit molten copper at a 
  foe.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about oni. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  17 This hairy, three-eyed giant is the most 
  common variety of oni, a race of supernatural 
  giants. This result reveals all giant traits. Common 
  oni speak Giant, Tengu, Goblin, Sylvan, and 
  Common. 
  22 Common oni are brutish bullies, but they are 
  capable of fairly sophisticated strategies when 
  working in groups. Bands of oni usually roam as 
  violent brigands and highway bandits. These oni 
  primarily rely on their physical prowess to tear 
  through foes. 
  27 Once a day, an oni can split a gob of molten 
  copper at a nearby target. If this copper is 
  collected after it cools, it fetches the standard price 
  at market. 
  32 A common oni possesses several useful spell-
  like abilities, including cause fear, cloud chariot, 
  
  fly, and invisibility. A common oni can also 
  polymorph itself at will. 
  37 Many different varieties of oni exist, including 
  ogre magi and the more powerful go-zu and me-zu 
  oni. Oni are also distantly related to common 
  ogres. 
   
  --- 
   
  Then an oni stepped onto the path, twice as tall as 
  a man and three times as broad; his teeth were like 
  boar's teeth, and three gross green eyes blinked in 
  his forehead. He wore a necklace made of human 
  skulls plated in copper, and his club was like a 
  tree.  
   
  "By decree of the Forest Lord Kaketsu, none shall 
  pass!" the oni growled, and raised its club.  
   
  Kentu bowed. "While I have no desire to offend 
  the Forest Lord Kaketsu, I am obligated to speak 
  to Lord Matsuzaka, and therefore to traverse this 
  forest. I must therefore command you to stand 
  aside, oni, as my mission demands the utmost 
  speed."  
   
  Romance of the Water-Steel Blades, Orija 
  Natsusune 
   
  Oni,
  Oni,
  Oni,
  Oni,    go
  go
  go
  go----zu oni [Oriental Adventures] 
  zu oni [Oriental Adventures] 
  zu oni [Oriental Adventures] 
  zu oni [Oriental Adventures]   
  JWM: Large Giant (Spirit), CR 9, lawful neutral. 
  Go-zu are even larger than common oni, and they 
  have the heads of bulls, so they may be mistaken 
  for minotaurs. Powerful warriors, and they can see 
  the invisible.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about go-zu oni. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  19 This powerful, bull-headed warrior is a go-zu 
  oni, a powerful variety of these supernatural 
  giants. This result reveals all giant traits. Go-zu 
  oni speak Giant, Tengu, Goblin, Sylvan, and a 
  local language. 
  24 Go-zu oni serve as soldiers in the spirit armies. 
  They wield massive weapons, favoring o-dachi or 
  polearms. They also regenerate most wounds, but 
  take damage normally from acid and fire. 
  29 Go-zu oni can see nearby invisible objects and 
  creatures. 
  34 Go-zu oni possess a variety of spell-like 
  abilities, including cause fear, fly, cloud chariot, 
  fire shuriken, and invisibility. A me-zu oni can 
  also polymorph itself at will. 
  39 Many different varieties of oni exist, including 
  ogre magi, less powerful common oni, and the 
  more powerful me-zu oni. Oni are also distantly 
  related to common ogres. 
   
  --- 
   
  It is said of Mt. Hakare, that there is an oni who 
  lives there, Jatsurate by name, who is no enemy 
  (though no great friend) of men; he can be 
  persuaded to give counsel to those who find him if 
  they can show the justice of their cause. He is 
  known by his great bull's head, and can see all 
  spirits and hidden things; the famed samurai Kentu 
  is said to have learned from him many techniques, 
  including Bull's Charge and Flowering Lotus, for 
  which he later became famous.  
   
  Kenzo Nakamura, The History of the Islands of 
  the Sun 
   
  Oni, me
  Oni, me
  Oni, me
  Oni, me----zu oni [Oriental Adventures]
  zu oni [Oriental Adventures]
  zu oni [Oriental Adventures]
  zu oni [Oriental Adventures]   
  JWM: Large Giant (Spirit), CR 10, lawful neutral. 
  The largest oni, they have the heads of shaggy 
  horses. They have continuous true seeing, and they 
  cast spells as wu jen.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about me-zu oni. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  20 This horse-headed warrior is a me-zu oni, the 
  most powerful variety of these supernatural giants. 
  This result reveals all giant traits. Oni speak Giant, 
  Tengu, Goblin, Sylvan, and Common. 
  
  25 Me-zu oni are powerful warriors and the 
  natural leaders of the spirit armies. They wield 
  massive naginta and whips, and wear only the 
  finest armor. They also regenerate from most 
  wounds, but take damage normally from acid and 
  fire. 
  30 Me-zu oni are powerful innate wu jen, usually 
  favoring spells that utilize fire. They also possess a 
  continuous true seeing ability. 
  35 Me-zu oni possess a variety of spell-like 
  abilities, including astral projection, cause fear, 
  cloud chariot, ethereal jaunt, fly, and invisibility. 
  A me-zu oni can also polymorph itself at will. 
  40 Many different varieties of oni exist, including 
  ogre magi and the less powerful common and go-
  zu oni. Oni are also distantly related to common 
  ogres. 
   
  --- 
   
  "The fires continued to burn unabated, even as the 
  thunderstorm raged on. Some of those fleeing soon 
  noticed a towering figure walking through the 
  great flames. The giant creature had the head of a 
  shaggy horse, and was bedecked in green armor. It 
  waved the massive spear in its hand, and 
  extinguished the fires in a deafening boom.  
  ""I am Meifushin Sureipuniru," the creature 
  roared. "You, the people of this wretched city, 
  wallow in your sins! The governor and his samurai 
  prey upon the subjects as though they were wild 
  beasts, and the commoners are naught but thieves. 
  The Great Kami have tasked me with bringing 
  Shinbatsu upon this wicked place, and exterminate 
  you all! But before that..." And the governor's 
  palace burst back into flame, once more. "I shall 
  grant you a reprieve so you may repent your sins. 
  Your destruction shall be deferred until this last 
  fire is extinguished: be grateful that I shall give 
  you time to shriek the pleas for your miserable 
  lives and shiver in fear, as you await your 
  miserable deaths!"  
  "With that last act, the horse-headed creature 
  vanished, and the storm ceased."  
  -excerpt from The Demise of Kashiwa-No-Nami 
   
  Ooze
  Ooze
  Ooze
  Ooze    (all)
  (all)
  (all)
  (all)        
  JWM: All the oozes are collected under two 
  categories: "Ooze, Common" and "Ooze, Exotic." 
  Wasn't always that way, but I eventually came 
  round to finding them easier to find when 
  collected together. Although I'm somewhat on the 
  fence about it, the impersonator is still listed 
  individually.  
   
  "Common" oozes are basically the MM varieties 
  (black pudding, gelatinous cube, gray ooze, ochre 
  jelly, white pudding). "Exotic" oozes are ones that 
  have special or extraplanar properties (bone ooze, 
  ethereal ooze, flesh jelly, grave ooze, shadow 
  jelly, void ooze).  
   
  Unlike some of the new monsters Denizens of 
  Darkness added to the setting, I actually do like 
  the grave ooze quite a bit, so I'm not just ignoring 
  it (unlike the scavyt, say -- sorry to whoever was 
  tingling with anticipation to write a blurb for that 
  critter). 
   
  Ooze, Common 
  Ooze, Common 
  Ooze, Common 
  Ooze, Common     
  JWM: Amorphous monsters, mindless and neutral. 
  They generally attack by engulfing and absorbing 
  prey. Think the Blob.  
   
  Ooze, common, black pudding [Monster 
  Ooze, common, black pudding [Monster 
  Ooze, common, black pudding [Monster 
  Ooze, common, black pudding [Monster 
  Manual]
  Manual]
  Manual]
  Manual]  
  JWM: Huge Ooze, CR 7. Big black acidic blobs. 
  Note that circa 735, sages generally considered 
  black puddings to be extinct in the Core — but, in 
  fact, there were still a few around (Scholar of 
  Decay: Without pulling out the book to 
  doublecheck, I believe that is the context. While 
  the main character is exploring the catacombs 
  beneath Pont-a-Museau, I think he comes across a 
  slimy trail, or some other sign of a black pudding's 
  recent passage, and finds it remarkable that such a 
  creature still exists down there, despite scholars 
  thinking them extinct. There's no black pudding 
  "encounter" in the book, however.). 
   
  --- 
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about black 
  puddings. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  
  17 This inky black blob is a black pudding. This 
  result reveals all ooze traits. 
  22 A black pudding is a mindless predator that 
  attacks creatures by lashing out with its 
  pseudopods, then attemps to crush them to death. 
  27 A black pudding continuously secretes acid that 
  digests prey even as they struggle to escape the 
  pudding’s grasp. Black pudding acid dissolves 
  organic materials and metal, but not stone. 
  32 Any weapon striking a black pudding is 
  immediately subjected to the ooze’s acid and may 
  be instantly dissolved. In addition, the pudding’s 
  amorphous mass is utterly unharmed by attempts 
  to hack it to pieces. Instead, slashing or piercing 
  weapons split the pudding in half, creating two 
  smaller — but otherwise just as dangerous — 
  puddings. 
   
  ---  
   
  "Leave it be for now. As you Dementlieuse are 
  fond of saying, Bon chat, bon rat. But you will 
  find for me a means of directing its movements."  
   
  -Jacqueline Renier to her court magician 
   
  "Why should we exterminate them? We can 
  outrun them. We are their equals at climbing. It is 
  us who are the masters of the maze, we won’t let 
  ourselves get boxed in. We know not to wield 
  claw, sword or rapier against them. To us they are 
  but a nuisance. To our enemies they are a deadly 
  foe. You do recall that delectable story that 
  grandfather used to tell . . . The Pudding and the 
  Pakas . . . not so much as a furball remaining . . . . 
  You should know better than most that a friend is 
  a foe's foe. But go get your tail singed if you must. 
  I won’t stop you. Just don't foolishly expect me to 
  waste good rats on your folly."  
   
  -Jacqueline Renier chiding her twin sister Louise 
   
  Ooze, gelatinous cube [Monster Manual] 
  Ooze, gelatinous cube [Monster Manual] 
  Ooze, gelatinous cube [Monster Manual] 
  Ooze, gelatinous cube [Monster Manual]   
  JWM: Large Ooze, CR 3. 10’ semitransparent 
  cubes. Several villains in Ravenloft have had 
  gelatinous cubes trapped at the bottom of 10’ 
  square pits, essentially using them to dispose of 
  corpses. 
   
  --- 
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about gelatinous 
  cubes. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  14 This sliding, nearly transparent wall is a 
  gelatinous cube. This result reveals all ooze traits. 
  19 A gelatinous cube is a mindless scavenger that 
  feeds by sliding down passageways, absorbing 
  everything it moves over — including smaller 
  creatures. A gelatinous cube is immune to 
  electricity. 
  24 A gelatinous cube continuously secretes an 
  anesthetizing slime that can paralyze any creature 
  that touches it. Paralyzed creatures are soon 
  engulfed. 
  29 A gelatinous cube continuously secretes acid, 
  which it uses to slowly digest creatures it has 
  absorbed. A cube’s acid canot affect metal or 
  stone, however, so precious items (such as coins or 
  jewels) are often left visibly suspended within the 
  cube. 
   
  --- 
    
  "There!" exclaimed my local guide, Dvash. "On 
  the floor of this shaft, there lies the Amulet of 
  Rakh Nagar. Can you see it glint in the firelight?" 
  Indeed, far below was something of a metallic 
  nature. But our poor torches could reveal no more, 
  other than a faint shimmer in the air perhaps ten 
  feet above the object. A mystic field of some kind? 
  Or a very still pool of water? I found it hard to 
  believe the object of our quest lay unguarded at 
  the bottom of a pit, but saw no other way to be 
  sure than rappel down and check. As I neared the 
  depth where I saw the shimmer, suddenly the rope 
  no longer bore my weight and I plummeted, 
  landing thankfully on something soft and yielding. 
  But my thanks were shortlived, as I felt my body 
  go rigid and begin to sink. My eyes were fixed 
  open and high above I saw Dvash, knife in hand, 
  remove his "religious head covering." The light of 
  his torch flickered against the mark of the hawk 
  that it had concealed, as he shouted down to me, 
  "I'm sorry to decieve you, Monsieur Devane, but 
  my orders were explicit. Herr Kramer sends his 
  regards. Goodbye, sir." His mocking smile burned 
  in my eyes as I sunk, and my vengeance upon 
  
  "Dvash" and Kramer became my sole motivation 
  to escape from this unfortunate predicament.  
   
  -- from Lost Artifacts of the Ars Nagari by Dr. 
  Harlon Devane of the University of Port-a-Lucine 
   
  Ooze, gray ooze [Monster Manual
  Ooze, gray ooze [Monster Manual
  Ooze, gray ooze [Monster Manual
  Ooze, gray ooze [Monster Manual    (as 
  Ooze)]]]]  
  JWM: Medium Ooze, CR 4. Transparent oozes 
  that are nearly invisible in water. They dissolve 
  whatever they touch.  
  --- 
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about gray oozes. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  14 This seemingly harmless pool of water is 
  actually a gray ooze. This result reveals all ooze 
  traits. 
  19 A gray ooze is a mindless predator. It attacks 
  like a serpent by lashing out with a pseudopod and 
  attempting to constrict its prey. A gray ooze is 
  immune to cold and fire. 
  24 A gray ooze continuously secretes acid, which 
  the gray ooze uses to digest its prey. A gray ooze’s 
  acid dissolves organic matter and metal, but not 
  stone. A gray ooze’s acid can instantly dissolve 
  metal or wooden armor or weapons that touch it, 
  rendering them useless. 
  29 A gray ooze is nearly transparent and virtually 
  invisible when submerged in water. 
   
  --- 
   
  Close shave today. Was exploring with deV. in the 
  Upper Cloaca, about a hundred yards off the Main 
  Line; we were discussing which way to go next 
  when deV. asked if that puddle of water wasn't 
  quite a bit closer than it had been when we started 
  the conversation! She was right, of course; it 
  wasn't any honest puddle. It was biggish as oozes 
  go, too--maybe four meters across.  
  A quick retreat followed by a couple of vials of oil 
  and some alchemist's fire soon put that right, but if 
  we had taken just a few steps down that tunnel 
  neither of us might have come back.  
  Journal of Nathanael Dent, grimetrekker, 12.7.752 
   
  Ooze, ochre jelly [Monster Manual
  Ooze, ochre jelly [Monster Manual
  Ooze, ochre jelly [Monster Manual
  Ooze, ochre jelly [Monster Manual    (as 
  (as 
  (as 
  (as 
  Ooze)
  Ooze)
  Ooze)
  Ooze)] ] ] ]   
  JWM: Large Ooze, CR 5. A big, yellow amoeba. 
  It envelops and crushes its prey.  
   
  --- 
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about ochre 
  jellies. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  16 This mustard-colored creeping pool of slime is 
  an ochre jelly. This result reveals all ooze traits. 
  21 An ochre jelly is a mindless predator that 
  attacks prey by lashing out with its pseudopods. 
  An ochre jelly is unharmed by electricity. 
  26 An ochre jelly continuously secretes acid, 
  which it uses to digest its grappled prey. An ochre 
  jelly’s acid only dissolves flesh. 
  31 An ochre jelly’s amorphous body is utterly 
  unharmed by attempts to hack it to pieces. In fact, 
  attacks using electricity or slashing or piercing 
  weapons cause the ooze to split into two smaller 
  — but otherwise just as deadly — ochre oozes. 
   
  --- 
   
  So we had busted into the crypt and were 
  exploring the upper levels, and I'm thinking to 
  myself that this stiff has the worst taste in decor of 
  anyone I'd ever heard of. Everything was painted 
  mustard yellow--walls, ceiling, floors, most of the 
  furniture--it made your teeth vibrate just lookin' at 
  it pretty quick.  
   
  But we come to find out pretty quick that it wasn't 
  lack of taste--it was camouflage for his pets...  
   
  Geddar Ironheart 
   
  Ooze, white pudding [Frostburn]
  Ooze, white pudding [Frostburn]
  Ooze, white pudding [Frostburn]
  Ooze, white pudding [Frostburn]  JWM: 
  Large Ooze, CR 6. White oozes, related to black 
  puddings, but adapted to frozen climes, such as the 
  Frozen Reaches. Most active at night, but like all 
  oozes they never sleep.  
  --- 
  
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about white 
  puddings. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  19 This snowy white blob is a white pudding, a 
  close relative to the black puddng that has adapted 
  to arctic regions. This result reveals all ooze traits. 
  24 A white pudding is a mindless predator that 
  attacks creatures by lashing out with its 
  pseudopods, then attemps to crush them to death. 
  Due to its coloration, a white pudding is difficult 
  to spot against a snowy background. 
  29 A white pudding continuously secretes acid 
  that digests prey even as they struggle to escape 
  the pudding’s grasp. White pudding acid dissolves 
  organic materials and metal, but not stone. A white 
  pudding is resistant to cold. 
  34 Any weapon striking a white pudding is 
  immediately subjected to the ooze’s acid and may 
  be instantly dissolved. In addition, the pudding’s 
  amorphous mass is utterly unharmed by attempts 
  to hack it to pieces. Instead, slashing or piercing 
  weapons split the pudding in half, creating two 
  smaller — but otherwise just as dangerous — 
  puddings. 
   
  --- 
   
  I was about to break the ice before putting down 
  my line, baited with a bit of the squirrel our traps 
  had caught, when Mikhail took me by the 
  shoulder. "Not here," he said flatly. "The water is 
  alive." He pointed to something below the clear 
  black ice, but I could not make out what it was he 
  had seen.  
   
  Seeing my look of blank incomprehension, he 
  said, "Watch." We retreated about thirty feet, and 
  he found a stone of perhaps twenty pounds which 
  he heaved into the center of the pond. There was a 
  booming and cracking as the ice gave way, and 
  then something--in appearance very like an 
  ambulatory snowbank--rose in the black water and 
  tested the edges of the ice with its psuedopoda 
  before sinking again.  
   
  Larraby Quift, Adventures of a Wanderer 
  Ooze, Exotic
  Ooze, Exotic
  Ooze, Exotic
  Ooze, Exotic    
  JWM: Like their more common kin, exotic oozes 
  are mindless, amorphous creatures driven by their 
  relentless appetite. Fortunately for the good folk of 
  Ravenloft, however, they are far more uncommon, 
  perhaps partly due to their strange, seemingly 
  supernatural natures.  
   
  Ooze, exotic, bone ooze [Monster 
  Ooze, exotic, bone ooze [Monster 
  Ooze, exotic, bone ooze [Monster 
  Ooze, exotic, bone ooze [Monster 
  Manual II]
  Manual II]
  Manual II]
  Manual II]   
  JWM: Gargantuan Ooze, CR 21. An undulating 
  mass of goo the color of bleached bone. They feed 
  on the calcium in bones, and can literally suck the 
  bones right out of engulfed prey. Because of the 
  semi-digested shards of bone suspended in their 
  bodies, they can slash creatures apart even as they 
  crush them. These creatures are thankfully rare in 
  the Land of Mists, simply due to their immense 
  dietary needs. On at least one occasion, however, a 
  bone ooze was sighted emerging from a cavern in 
  the Burning Peaks to scavenge from the 
  battlefields between Cavtitius and Tovag. This 
  creature may have survived the cluster’s 
  destruction, to emerge from the Mists at some 
  unknown time and place.  
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about bone oozes. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  31 This towering mass of ivory-hued jelly is a 
  bone ooze, also known as a rolling graveyard. This 
  result reveals all ooze traits. 
  36 A bone ooze is a mindless predator that attacks 
  by simply rolling over smaller creatures and 
  absorbing them into its mass. 
  41 Bone oozes feed on the minerals in creatures’ 
  bones. The mere touch of a bone ooze dissolves 
  bone matter, seriously debilitating its victim. If a 
  victim is totally engulfed, the bone ooze can 
  literally tear the skeleton right out of its trapped 
  victim. 
  46 Razor sharp, semi-digested shards of bone are 
  peppered throughout a bone ooze’s mass and poke 
  out through its outer membrane. These bone 
  shards slice through a victim’s flesh, causing 
  
  serious blood loss unless the bleeding is 
  staunched. 
   
  --- 
   
  Our nearly hysterical biologist had not overstated 
  in the least the unnaturalness of the sight. In the 
  span of a handful of hours sea lions, dolphins, 
  sharks, small whales and even a pair of immense 
  ones, the likes of which we had never seen, swam 
  listlessly into the shallow bay and threw 
  themselves upon the mass of undulating goo that 
  blanketed the beach. The bleached stuff would 
  seize upon the unfortunate creatures and set to 
  ripping their very bones from them, the searing 
  pain rousing the prey too late from the stupor that 
  was its undoing. Perhaps worse still, waist deep in 
  water, witnessing the spectacle or presiding over 
  it, were fishmen, some coming, some going, some 
  spell bound, others chanting, if you could call it 
  that, as though at High Mass. At last Ensign 
  Campbell pondered aloud whether a rifle shot 
  might be in order. Saving the bullets seemed the 
  wiser course. We crept back from the hill crest, 
  then ran for our lives, desperate for the imaginary 
  safety of our ship.  
   
  -From Bristol to Mordentshire: an outsider's tale, 
  the autobiography of James Duegon 
   
  Ooze, exotic, ethereal ooze [Fiend Folio] 
  Ooze, exotic, ethereal ooze [Fiend Folio] 
  Ooze, exotic, ethereal ooze [Fiend Folio] 
  Ooze, exotic, ethereal ooze [Fiend Folio]   
  JWM: Huge Ooze (Extraplanar, Incorporeal), CR 
  10. Oozes native to the Ethereal Plane. Its 
  appearance is somewhat similar to a gelatinous 
  cube, but in the zero-gravity of its native plane, it 
  grows into strange, almost crystalline shapes. 
  Similar combat tactics as a gelatinous cube, except 
  that it can materialize on the Material Plane, 
  engulf a victim, and then slip back into the Near 
  Ethereal, taking its engulfed victims with it.  
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about ethereal oozes. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  22 This strangely crystaline mass is an ethereal 
  ooze. This result reveals all ooze traits. 
  27 An ethereal ooze is a mindless predator that 
  attacks simply by mowing down creatures on the 
  Ethereal Plane and absorbing them into its mass. 
  32 An ethereal ooze continuously secretes acid. 
  Ethereal engulfed victims are crushed and rapidly 
  digested. An ethereal ooze’s acid can dissolve only 
  organic materials, however. 
  37 The Ethereal Plane is an ethereal ooze’s true 
  home. To attack creatures on the Material Plane, 
  the ooze must manifest, partly entering the 
  Material Plane. When it manifests, it becomes 
  visible but remains incorporeal to Material 
  creatures. It then slides over its material prey. 
  42 If an ethereal ooze moves its incorporeal mass 
  over Material creatures, it can attempt to forcibly 
  shift them onto the Ethereal Plane, where they are 
  instantly engulfed within the ooze and quickly 
  digested. An ethereal ooze has nether the 
  inclination nor the ability to return trapped 
  creatures to the Material Plane. 
   
  --- 
   
  "Mere vaults of stone should not hold it. But this 
  place is painted thickly with a grim history of fear 
  that its predations have only darkened. And that is 
  the stuff of which ethereal resonance is made. The 
  thing is as imprisoned in the ethereal as it is here, 
  with the difference that there its chains are partly 
  of its own making. Were it to go for a decade or 
  two without claiming a terrified soul those chains 
  might well fade to nothing. That is to say that the 
  better we brick it in the more certain it is to 
  escape. We must find a way to kill it instead."  
   
  -Rudolph van Richten, investigating the 'haunted' 
  cellar maze of Gauldamon Manor 
   
  Ooze, exotic, flesh jell
  Ooze, exotic, flesh jell
  Ooze, exotic, flesh jell
  Ooze, exotic, flesh jelly [Monster Manual 
  y [Monster Manual 
  y [Monster Manual 
  y [Monster Manual 
  II]
  II]
  II]
  II]   
  JWM: Gargantuan Ooze, CR 19. A nauseating 
  mass of boneless, reeking flesh, usually found in 
  tropical regions. Along with the usual threats of 
  massive oozes, its touch spreads disease and it can 
  sicken victims with the sheer wretchedness of its 
  stench. A few occult scholars believe that flesh 
  jellies arise when a mass grave occupies a sinkhole 
  of evil. However, even they do not know whether 
  the macabre taint of the sinkhole affects the 
  corpses directly, or whether the flesh jelly was 
  
  originally a grave ooze drawn to the rotting flesh 
  and then mutated by the evil energies embued in 
  its meal.  
   
  --- 
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about flesh jellies. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  29 This nauseating mound of rancid, gelatinous 
  flesh is a flesh jelly. This result reveals all ooze 
  traits. 
  34 A flesh jelly is a mindless predator that attacks 
  smaller creatures simply by rolling over them and 
  absorbing them into its mass. Once it absorbs one 
  victim, it usually defends itself by lashing out at 
  remaining foes with its pseudopods. 
  39 Unlike most oozes, a flesh jelly does not 
  secrete acid. Instead, it directly absorbs the flesh 
  of engulfed victims into its own mass. Fleshless 
  creatures, such as skeletons, cannot be absorbed 
  and are quickly expelled. 
  44 Any creature that comes into contact with the 
  jelly’s rancid flesh runs the risk of contracting filth 
  fever, a dangerous disease. A flesh jelly’s rancid, 
  disease-wracked mass continuously emits a 
  nauseating stench. 
   
  --- 
   
  "And your flesh shall not return to the earth, 
  neither as ash, nor as dust. It will mass and merge 
  together into the bringer of festering doom that 
  shall be the death of all. Such will be the hour of 
  darkness unparalleled."  
   
  -Ravings of a madman in the streets of Tvashti 
   
  Ooze, exotic, grave
  Ooze, exotic, grave
  Ooze, exotic, grave
  Ooze, exotic, graveyard Sludge
  yard Sludge
  yard Sludge
  yard Sludge    [[[[MM5
  MM5
  MM5
  MM5]]]]  
      
  Ooze, exotic, grave ooze [Denizens of 
  Ooze, exotic, grave ooze [Denizens of 
  Ooze, exotic, grave ooze [Denizens of 
  Ooze, exotic, grave ooze [Denizens of 
  Dread]
  Dread]
  Dread]
  Dread]  
  JWM: Large Ooze, CR 6. An amorphous mass of 
  putrid flesh that can smell rotting flesh through the 
  earth for miles around. It burrows through soil and 
  fills coffins as it feeds on their occupants, 
  presenting a possible surprise for grave robbers. 
  Along with its reek, it is both acidic and 
  poisonous.  
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about grave 
  oozes. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  16 This rancid mass of pustulent slime and semi-
  digested carrion is a grave ooze. This result 
  reveals all ooze traits.  
  21 A grave ooze is a mindless predator that 
  primarily feeds on decaying flesh. However, it just 
  as readily attacks any living creatures that disturb 
  it. A grave ooze attacks by flailing at creatures 
  with its pseudopods.  
  26 A grave ooze continuously secretes chemicals 
  which help it digest its prey. These chemicals are 
  both acidic and poisonous to the touch. Grave 
  ooze poison is not lethal by itself, but leaves a 
  victim weak and helpless.  
  31 A grave ooze gives off a sickening stench so 
  powerful it’s sometimes noticeable even through 
  six feet of earth. If a grave ooze latches onto a 
  victim, it attempts to flow over the creature’s body 
  and crush it to death.  
  36 A grave ooze takes no notice of piercing 
  weapons, and is so attuned to the energies of death 
  that is is immune to necromantic magic as well.  
   
  --- 
   
  -"Nothing, and I mean nothing, is as disgusting as 
  grave ooze.", snarled Hare.  
  -"Not Ezrighties?", asked Burke.  
  -"They don't eat us out of house and home.", Hare 
  answered sagely.  
  -"Mornin'lordies then?", Burke persisted.  
  -"We only know one and he is dead, buried and 
  eaten long ago.", snapped Hare.  
  -"Dwarf entrails!", Burke answered brightly.  
  -"Not if you shake them out well like I have 
  shown you a dozen times.", Hare shot back.  
  -"Ok, ok, nuffin' as digusting as the ooze," Burke 
  conceded with a shrug, "but what we goin' a do 
  about it?"  
  
  -"Well for starters, you are not going to throw our 
  tools at it like last time.", replied Hare with the 
  profoundest irritation.  
   
  William Hare & William Burke back in the 
  heydays of Il-Aluk when they were in the undead 
  minority 
   
  Ooze, exotic, shadow jelly [Planar 
  Ooze, exotic, shadow jelly [Planar 
  Ooze, exotic, shadow jelly [Planar 
  Ooze, exotic, shadow jelly [Planar 
  Handbook] 
  Handbook] 
  Handbook] 
  Handbook]   
  JWM: Large Ooze (Extraplanar), CR 6. 
  Undulating pools of darkness native to the Plane 
  of Shadow. It lurks in the shadows and drains 
  Strength with its touch.  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about shadow jellies. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  16 This pool of undulating darkness is a shadow 
  jelly, a creature native to the Plane of Shadow. 
  This result reveals all ooze traits. 
  21 A shadow jelly is a mindless predator that lurks 
  in the darkest of places. It attacks by lashing out 
  with a pseudopod, then attempts to latch onto its 
  prey. 
  26 A shadow jelly does not absorb its prey. 
  Instead, it feeds on warmth and life energy. The 
  touch of a shadow jelly drains the strength from 
  living creatures. 
   
  --- 
   
  The thing oozed across the floor, black as the void 
  and liquid as mercury, flowing first this way, then 
  that, just as I had seen amoebas do under the 
  microscope; but this was an "amoeba" large 
  enough to devour a man! I was still and silent, 
  hoping that both for the return of my host and that 
  his pet--if pet it was--would not notice me in the 
  meantime.  
   
  And then a pause to its undulations! And it began 
  to roll with evil purpose toward me. Precisely at 
  this moment of alarm Master Shadowcloak entered 
  and saw the thing; taking something from his coat-
  sleeve, he put it to his mouth, and a soundless 
  shrill of music seemed to pass through the air. The 
  creature immediately retreated, passing through a 
  small dark portal in a corner of the laboratory 
  which I had not noticed until that moment. 
  Stepping after it, Shadowcloak closed the door 
  behind it. "Your pardon, Master Whitesides," he 
  said coolly. "It was careless of me to leave that 
  door ajar."  
   
  In the House of Fallen Leaves, Mortimer Jacques 
  Whitesides 
   
  Ooze, exotic, 
  Ooze, exotic, 
  Ooze, exotic, 
  Ooze, exotic, toxic
  toxic
  toxic
  toxic    ooze [
  ooze [
  ooze [
  ooze [Dragon 350
  Dragon 350
  Dragon 350
  Dragon 350]]]]   
  Proposed par JP 
   
  Ooze, exotic, void ooze [Planar 
  Ooze, exotic, void ooze [Planar 
  Ooze, exotic, void ooze [Planar 
  Ooze, exotic, void ooze [Planar 
  Handbook]
  Handbook]
  Handbook]
  Handbook]   
  JWM: Large Ooze (Extraplanar), CR 8. Imbued 
  with negative energy, void oozes often cohabitate 
  with undead — the creatures tend to ignore each 
  other’s presence. Its touch drains energy, and it is 
  always surrounded by a mass of flitting shadows. 
  It is essentially weightless, and floats through the 
  air toward its prey.  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about void oozes. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  20 This floating cloud of flitting shadows is a void 
  ooze, a creature native to regions saturated with 
  negative energy. This result reveals all ooze traits. 
  25 A void ooze is a mindless predator that attacks 
  living creatures with its pseudopods. The ooze’s 
  touch drains life energy. Void oozes tend to ignore 
  the undead, and vice versa. 
  30 A void ooze can flow over smaller creatures, 
  totally engulfing them and devouring their life 
  energy. If a void ooze absorbs enough life energy, 
  it splits into two void oozes. 
  35 A void ooze is continuously shrouded by an 
  aura of shadow and negative energy. Any living 
  
  creature that enters close combat with a void ooze 
  is subjected to the ooze’s otherworldly chill. 
  40 A void ooze is immune to all negative energy 
  effects, including energy drain, death spells, and 
  magical death effects. 
   
  --- 
   
  Characteristics:  
  -mobile & free floating  
  -silent  
  -odourless  
  -needless but insatiable  
  -mindless  
  -waste free  
  -undead friendly  
  -may afford concealment  
  -may afford limited protection against light  
  -highly resistant to turning  
  -kills bacteria on contact  
  -reliably dispatches vermin  
  -a significant threat to life generally  
  -not a cause of unplanned undeath  
   
  Recommendations:  
  -worthy guardian for the undead, in particular 
  those preferring a sterile environment  
  -appropriate for the living only with sound binding 
  or containment  
  -a means in a pinch of slowing the decomposition 
  of corpses and tissue matter  
  -of mild interest to the torturer who “has 
  everything”  
  -research its applicability to the construction of 
  egoless, enervating weapons  
   
  “Something From Nothing With Void Ooze”, The 
  Red Wizards Almanac 1358 DR, private library of 
  Hazlik  
   
  or  
   
  "The Mists are not in nothing,", the phrase 
  recurred throughout his notes, it was scribbled into 
  the margins of most of the books and scrolls, it 
  was carved crudely into the wood of his desk, it 
  was chiseled brazenly upon the wall. We had a 
  vague inkling of its meaning, although we did not 
  appreciate at the time that it also appeared in the 
  so called 'portal passage' of the Third Book of 
  Ezra. You see the rest of us had come to accept 
  that our lives beyond the Mists were forever lost to 
  us. But not Morgan. He had sworn upon the dead, 
  the living, even the gods to escape this place 
  which he had never ceased to describe as a 
  'prison.' And in the decade since we parted he had 
  been busy. We sought to grasp the guiding thread 
  of his research. But madness and that cursed 
  phrase, staring back at us from the wall opposite 
  his desk, alone seemed to make some slight sense 
  of the vast resources that he had marshaled. At last 
  overcome by frustration, I hurled an especially 
  esoteric tome at those taunting words. But the 
  flutter of the pages became dull, indistinct. As did 
  the chiselled letters and the stone that bore them. 
  Time grew heavy, ponderously so, as though 
  expiring. All the distinctions of sound, of colour, 
  of moment gave way to . . . well . . . nothing . . . or 
  very nearly so. For something, slowly, ever so 
  slowly at first, oozed into existence. The book had 
  escaped the bonds of this world, had gone out of 
  existence, but in return, in some unspeakable 
  accounting, a terrible danger to us all had come 
  into existence. It was precisely nothing, nothing at 
  all, nothing to be feared, void ‘itself’ incarnate.  
   
  -Guest speaker addressing the Department of 
  Philosophy at the University of Dementlieu 
   
  --- 
   
  The Mists are not in nothing,  
  Flee who must into the the void,  
  But in return seeps something,  
  Absence that we pray avoid.  
   
  -From the much debated 'portal passage' in the 
  Third Book of Ezra 
   
   
  Orglash [Unapproachable East] 
  Orglash [Unapproachable East] 
  Orglash [Unapproachable East] 
  Orglash [Unapproachable East]     
  Chris Nichols: Orglashes are air elementals with 
  the cold subtype native to frigid climes. They 
  appear as standard air elementals filled with 
  swirling snow and two dark spots for eyes. These 
  elementals deal cold damage in addition to their 
  standard attack damage, and can cast a cone of 
  cold thrice daily. Orglashes have fast healing when 
  in cold areas, and are native to the Material Plane 
  (or Ravenloft).  
  
   
  In Ravenloft, orglashes are found in the Frozen 
  Reaches cluster or the high mountains of the Core. 
  A hot weather variant of the orglash is native to 
  Hazlan, where certain Rashemi witches summon 
  them. 
   
  --- 
   
  "Urdursh va thasku!  
  Come freezing wind!  
  Han yetsha mir obansk!  
  Rise icy air!  
  Dur mitank akalushk!  
  Appear Orglash!  
  I command you!  
  I command you!"  
   
  - invocation spoken by a Vos witch  
  Otter  [Otter: Stormwrack, Se
  Otter  [Otter: Stormwrack, Se
  Otter  [Otter: Stormwrack, Se
  Otter  [Otter: Stormwrack, Sea Otter: 
  a Otter: 
  a Otter: 
  a Otter: 
  Frostburn; 
  Frostburn; 
  Frostburn; 
  Frostburn; ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) or 
  Knowledge (arcana) can learn more about otters. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This sleek, playful creature is an otter, a 
  mammal that spends most of its time in the water. 
  This result reveals all animal traits. 
   
  DC 15: Otters primarily feed on small fish, 
  shellfish, and insects. They are inoffensive 
  creatures, and fight only if cornered. River otters 
  are about a yard long, while sea otters can reach 
  twice that size. 
   
  KNOWLEDGE (ARCANA) 
  DC 20: Some aquatic mages adopt otters for use as 
  familiars. 
   
  Owl [Monster Manual 
  Owl [Monster Manual 
  Owl [Monster Manual 
  Owl [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR ¼ 
  Characters with ranks in Knowledge (nature) or 
  Knowledge (arcana) can learn more about foxes. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
  KNOWLEDGE (NATURE) 
  DC 10: This wide-eyed bird of prey is an owl, a 
  nocturnal huter. This result reveals all animal 
  traits. 
   
  DC 15: Owls can see extremely well in the dark. 
  They spot their prey—usually tiny mammals such 
  as mice or voles—from the air, then silently 
  swoop down to strike with their sharp talons. 
   
  KNOWLEDGE (ARCANA) 
  DC 20: Some cultures view owls as symbols of 
  wisdom. Some mages adopt them for use as 
  familiars. Such mages tend to have particularly 
  keen vision in shadowy conditions. 
   
  Owl, giant [Monster Manual]
  Owl, giant [Monster Manual]
  Owl, giant [Monster Manual]
  Owl, giant [Monster Manual]   
  JWM: Large Magical Beast, CR 3, neutral good. 
  An owl as intelligent as a human and significantly 
  larger besides. A power for good, despite being 
  nocturnal predators.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about giant owls. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This massive night hunter is a giant owl, a 
  noble creature as intelligent as a human. This 
  result reveals all magical beast traits. 
  18 A giant owl can see extremely well by 
  moonlight. They speak Sylvan and Common. 
  23 Giant owl young can be trained to accept a 
  rider. Giant owl eggs thus demand exorbitant 
  prices on the open market. 
    
  ---         
   
  Hulbig ducked, but not in time--the great dark 
  shadow had seized him by the arms and carried 
  him up, up, up into the night sky!  
   
  It would have been wonderful to rush through the 
  dark at that speed if he had not been so afraid of 
  what would happen when he landed; the thing that 
  
  held him was very large and strong, and he could 
  feel its claws prickle him through his nightshirt.  
   
  At last they came to a great old tree in the heart of 
  the forest, and he was set down gently on a branch 
  as broad as his own kitchen floor. As he caught his 
  breath and his eyes adjusted to the dark, he saw all 
  around him...owls. Dozens of owls, each much 
  larger than a person, perched all over the tree!  
  "Hulbig Hairfoot," one of them said. "Welcome to 
  the Parliament of Owls."  
  The Parliament of Owls, traditional halfling 
   
  P 
   
  Paka (catkin) [Denizens of Dread] 
  Paka (catkin) [Denizens of Dread] 
  Paka (catkin) [Denizens of Dread] 
  Paka (catkin) [Denizens of Dread]     
  JWM:  Medium Monstrous Humanoid 
  (Shapechanger), CR 5, chaotic evil. Feline 
  humanoids with a limited shapechanging ability to 
  assume human form. Can control feline minions, 
  but canines don't like them. Harbor an ancestral 
  grudge against humanity. They worship the Cat 
  Lord.  
   
  JWM: in my personal 3.5 retweaking of the paka, 
  it has the Change Shape special quality.  
   
  Quote:  
  Change Shape (Su): At will, as a standard action, 
  a paka can subtly alter its appearance to appear 
  fully human. In human form, the paka loses its 
  natural attacks. A paka can remain in human form 
  until it chooses to change to its true form. A 
  change in form cannot be dispelled, but a paka 
  reverts to its true form when killed. A true seeing 
  spell or ability reveals its natural form. The 
  transformation is not major enough to affect a 
  paka’s clothing or armor.  
   
  I also tweaked the rest of its abilities a bit and 
  upped its LA to +3. 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about pakas. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  13 This catlike humanoid is a paka, a distant 
  relation of catfolk. This result reveals all 
  monstrous humanoid traits.  
  18 When they wish, pakas can assume an entirely 
  human appearance. This result reveals the 
  shapechanger subtype.  
  23 Pakas are extremely nimble and have an 
  empathic bond with all kinds of cats, but strongly 
  dislike dogs, wolves, and related creatures.  
  28 Pakas live in a matriarchal society, and are an 
  extremely vengeful people. Paka maintain that at 
  some point in history, their entire race was 
  betrayed by humanity, and they still seek revenge.  
   
  --- 
   
  The people of the ape honoured and worshipped 
  the people of the cat who taught them the cunning 
  cruelty of the hunt. But the ape man was 
  ambitious, taking what he wanted, betraying the 
  cat people, allying himself with their most bitter 
  foe, the people of the dog, who offered their 
  loyalty eternal. And for this treachery, the catkin 
  swore that man would be layed low, sliced open, 
  devoured alive.  
   
  –Excerpt from the Madrigorian 
   
  --- 
   
  "We are both predators. We lust for the hunt. We 
  are connoisseurs of its cruelty. We always decline 
  the first opportunity to deliver the coup de grace. 
  We are the antithesis of mercy. We prolong the 
  agony of our prey. We torture and torment it, until 
  it would gladly take its own life, but we strive to 
  deny it even that luxury. I with my claws and you 
  with your laws are the enemies of hope. Perhaps 
  we are kindred spirits, but we are not of kindred 
  races. We are the agile, I among the agile and you 
  among the clumsy. But it is not for that reason 
  alone that you Hector Vail and your human kind 
  must die. You betrayed us. And never shall we 
  forgive the crime that you have forgotten.”  
   
  Excerpt from The Theft of the Cat’s Eye, Colonel 
  Oliver Pendleton 
  
  Pale Rider
  Pale Rider
  Pale Rider
  Pale Rider    [[[[VTGttMists
  VTGttMists
  VTGttMists
  VTGttMists] ] ] ]     
  Pennaggolan [Oriental Adventures
  Pennaggolan [Oriental Adventures
  Pennaggolan [Oriental Adventures
  Pennaggolan [Oriental Adventures]]]]        
  JWM: Template undead, CR +2, lawful evil. A 
  kind of vampire that seems human by day, but at 
  night its head and internal organs pull themselves 
  free to fly along and drain victims' blood. 
  Generally found in the Scattered Lotus 
  Archipelago.  
   
  (Explicitly classifying pennaggolans as an exotic 
  variety of vampire is technically a Ravenloft-
  specific thing, but I doubt anyone will see it as a 
  stretch.) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s pennaggolan nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  17 This grotesque floating head trailing a mass of 
  bloody internal organs is a pennaggolan, a 
  vampiric undead creature that feeds on the blood 
  of the living. This result reveals all undead traits. 
  Pennaggolans speak the languages they knew in 
  life. 
   
  22 Pennaggolans attack by wrapping their 
  glistening entrails around a victim’s throat. The 
  pennaggolan drains blood with its bite as it 
  strangles its victim. Victims who die from a 
  pennaggolan’s blood drain and are allowed to 
  remain unburied for three days rise as new 
  pennaggolans themselves. 
   
  27 A pennaggolan can dominate the weak-minded 
  simply by looking into their eyes. Pennaggolans 
  are tough and quickly recover from most wounds, 
  but magic weapons can pierce their supernatural 
  defenses. A pennaggolan can pose as the mortal it 
  was in life by stuffing its entrails back into its 
  body. While so disguised, a pennaggolan cannot 
  be turned and its malignant spirit is hidden from 
  magical scrying.  
   
  32 A pennaggolan is resistant to cold, electricity, 
  and turning. Pennaggolans typically pose as 
  mortals by day, but when the sun sets, their heads 
  and entrails tear free to feed upon the living. The 
  creature’s entrails bloat once exposed to the open 
  air, so a pennaggolan must soak its entrails in 
  vinegar to fit them back into its body. While a 
  bodiless pennaggolan roams free, its hollow, 
  unattended body lies helpless. Unlike other 
  vampires, a pennaggolan is mystically bound to its 
  body rather than to a grave. If a pennaggolan’s 
  body is destroyed while its head roams, the 
  pennaggolan wastes away and is permanently 
  destroyed within a few days. 
   
  37 Many different strains of vampirism exist — 
  this is simply one of the most hideous. 
   
  --- 
   
  January 4th, 749; He visited me again last night, 
  the weary traveller. Oh, what joy I find in his 
  embrace! The teachings of Hala have become 
  hollow indeed.  
   
  January 8th, 749; The Lonley Traveller, as I call 
  him, he showed me such wonders last night, I 
  thought the joy would never stop. He promised me 
  that in the end he would make all my troubles slip 
  away.  
   
  January 12th, 749; My Gentleman called again last 
  night. He promised to take me away and live with 
  him forever, all I had to do was worship him. Oh, 
  how I love him. He is my god.  
   
  January 15th, 749; Lies! Betrayal! My Gentleman 
  is a fraud! I saw him with Sister Bernadette, 
  supping from her as he once supped from me! He 
  whispered his sweet poison to her and she took it 
  from him willingly! I will show him that only I am 
  worthy of his love!  
   
  Here there is blood smeared across the paper and 
  the handwriting is the same, yet different, wilder, 
  somehow more passionate.  
   
  I did it! He took me into him and showed me 
  beauty! Oh, how I screamed as he administered his 
  sweet tortures, how I cried as he brought exquisite 
  pain.  
  
  I felt it all slip away, a weight lifted from my 
  shoulders. I felt my head rise high, yet my body lie 
  down. I know not what he has done, yet 
  understand he has granted me freedom. We took 
  our revenge on the whores of Hala, but he left me. 
  Left me with the knowledge that now that I am 
  pure.  
   
  -Diary found in the room of Sister Marla, in the 
  Hospice of the Sisters of Grace 
   
  See also:Penanggalan   "Undead Again"   Steven 
  Brown   Dragon#234(31)   Requiem 
  Penanggalan   "Necrology of the Penanggalan, 
  The"    Paul F. Culotta    Dragon#222(16)    D&D2 
   
  Phantasmal slayer [Heroes of Horror
  Phantasmal slayer [Heroes of Horror
  Phantasmal slayer [Heroes of Horror
  Phantasmal slayer [Heroes of Horror]]]]        
  JWM: Medium Outsider (Evil, Incorporeal, 
  Native), CR 15, chaotic evil. Fear incarnate, these 
  horrors exist to terrify creatures to death. It has 
  numerous spell-like abilities and the ability to 
  cloak itself in illusion.  
  Characters with ranks in Knowledge (the planes) 
  can learn more about phantasmal slayers. 
  Characters who recognize a phantasmal slayer’s 
  nature can make a Knowledge (arcana) or Bardic 
  Knowledge check to learn more. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (the planes) 
  DC Result 
  25 This living nightmare is a phantasmal slayer, a 
  fiendish manifestation of fear itself. This result 
  reveals all outsider and incorporeal traits. 
  Phantasmal slayers can communicate 
  telepathically. 
   
  30 Phantasmal slayers have no true form. Instead, 
  they cloak themselves in illusory images drawn 
  from onlookers’ deepest, most intense fears. Foes 
  canny enough to pierce the slayer’s illusions still 
  perceive the slayer as a shadowy image of their 
  greatest fear. Opponents who lack the wits to 
  realize what they face may be literally terrorized to 
  death. Phantasmal slayers speak Abyssal, 
  Draconic, Elven, Gnome, Infernal, and Common. 
   
  35 Phantasmal slayers are resistant to magic and 
  completely immune to fear. A slayer’s touch 
  strikes directly at the victim’s spirit, bypassing all 
  forms of damage reduction other than those that 
  require a special material, such as silver or cold 
  iron. Phantasmal slayers often focus their attacks 
  on spellcasters and paladins. 
   
  40 These powerful fiends possess the spell-like 
  abilities of scare, crushing despair, fear, 
  feeblemind, ray of exhaustion, and waves of 
  fatigue, which they use to shred their victims’ 
  mental resolve. 
   
  Knowledge (arcana) or Bardic Knowledge 
  DC Result 
  30 Rumor has it that the mage who first created 
  the phantasmal killer spell was inspired by tales of 
  these dreadful entities. 
   
  --- 
   
  This Lorelei X was a patient with a terrible case of 
  self-inflicted delusions. She adventured in the 
  deep Falkovnian forest and was found in delirium 
  on the road and brought to me. Other than 
  screaming from fear, she didn’t talk much but 
  sometimes whispered that “her worst nightmare 
  was after her”. But I didn’t have time to really put 
  her to the psychometric tests, as she died less than 
  24 hours before being admitted in the clinic. Her 
  heart stopped beating suddenly, after she had 
  screamed louder than usual. It’s amazing the 
  powers self-delusion can have on someone. 
  -- last entry in the personal notes of Dr Ernst 
  Günter  
  Phantom hound [Denizens of Dread] 
  Phantom hound [Denizens of Dread] 
  Phantom hound [Denizens of Dread] 
  Phantom hound [Denizens of Dread]     
  Phase spider [Monster Manual
  Phase spider [Monster Manual
  Phase spider [Monster Manual
  Phase spider [Monster Manual]]]]        
  JWM: Large Magical Beast, CR 5, neutral. A 
  spider that can jump back and forth between the 
  Material and Ethereal planes. "Like many other 
  ethereal predators, they sometimes enter Ravenloft 
  inadvertently and stalk the Near Ethereal."  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about phase spiders. When a character 
  
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 Judging by its markings, this monstrous 
  arachnid is a phase spider. This result reveals all 
  magical beast traits. 
  20 A phase spider is fairly intelligent and its bite 
  delivers a deadly venom. 
  25 A phase spider can shift into or out of the 
  Ethereal Plane without warning. Its usual tactic is 
  to suddenly appear on the Material Plane, bite a 
  victim, and then immediately retreat to the 
  Ethereal Plane, where it waits for the creature to 
  die before returning to feed. 
   
  --- 
   
  ...what I find far more troubling, if true, are the 
  accounts of monstrously large ghost-spiders in the 
  vicinity; they have been blamed for the death of 
  several household pets and even livestock, 
  although there are no reports of human fatalities. 
  Three witnesses claim that the spider or spiders in 
  question materialized from nothing, attacked the 
  unfortunate animal, and retreated to the Other 
  Side, prey in tow. The idea of mere vermin, 
  however large, having enough psychic energy to 
  produce a ghost boggles the mind; but if we reject 
  that hypothesis how does we explain the 
  phantasmal character these creatures supposedly 
  have?  
   
  Laurie Weathermay-Foxgrove to Gennifer 
  Weathermay-Foxgrove, private correspondence 
  Phooka 
  Phooka 
  Phooka 
  Phooka [[[[CoD]
  CoD]
  CoD]
  CoD]        
  Phrenic creature [Expanded Psionics 
  Phrenic creature [Expanded Psionics 
  Phrenic creature [Expanded Psionics 
  Phrenic creature [Expanded Psionics 
  Handbook
  Handbook
  Handbook
  Handbook]]]]        
  Characters with ranks in Knowledge (psionics) can 
  learn more about a creature’s phrenic nature. 
  Characters may need to make a different 
  Knowledge check to learn about the base creature. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  13 This creature’s psionic abilities betray its 
  phrenic nature. This result reveals the psionic 
  subtype. 
  18 Phrenic creatures are naturally psionic and are 
  themselves resistant to psionics. 
  23 Phrenic creatures manifest increasingly potent 
  psi-like abilities as they grow in size and power. 
  Lesser phrenic creatures can use abilities such as 
  defensive precognition and force screen. More 
  powerful individuals add a increasing variety of 
  abilities, including body adjustment, psionic 
  dominate, tower of iron will, and even ultrablast. 
   
  --- 
   
  JWM: A simple template that makes creatures 
  psionic. "Although they can arise naturally, in the 
  Demiplane of Dread such creatures are typically 
  the product of illithid fleshcrafting."  
   
  --- 
   
  The goblin-wolf at the base of the tree growled, 
  and I became aware of an itching sensation at the 
  base of my skull--a sensation which increased in 
  intensity until it was all I could do not to scream 
  aloud. Suddenly I felt myself opening my hands; 
  by exerting all my willpower I was able to keep 
  them clasped around the branch, but only a 
  constant effort of will kept me from loosing my 
  grasp and falling.  
   
  It occurred to me that the wolf was willing me out 
  of the tree; however irrational the thought, the fact 
  that my hands were effectively doing their best to 
  kill me showed that the situation was not really 
  rational to begin with.  
   
  Giles ApMorte, An Adventure in Kartakass 
   
  Pickled punk [Carnival] 
  Pickled punk [Carnival] 
  Pickled punk [Carnival] 
  Pickled punk [Carnival]     
  JWM: Tiny Aberration, CR 1, neutral evil. 
  Professor Pacali's repressed desires made flesh. 
  Monstrously deformed fetuses that can unleash 
  viewers' hidden desires with their gaze.  
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about pickled punks. When a character 
  
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. The DC is unusually high due to the extreme 
  rarity of these creatures.  
   
  DC Result  
  16 This monstrously malformed fetus is 
  commonly labeled as a pickled punk. This result 
  reveals all aberration traits.  
  21 A pickled punk doesn’t present much of a 
  physical threat. In addition, it is saturated with 
  alcohol, and is highly flammable.  
  26 A pickled punk can latch on to larger foes with 
  its surprisingly powerful bite.  
  31 By staring into a humanoid’s soul, a pickled 
  punk can unleash the target’s repressed desires. 
  This effect is similar to charm person, but the 
  target acts out its own darkest impulses rather than 
  obeying the punk itself.  
  36 Pickled punks sprout directly from the body of 
  Professor Pacali, who exercises a small degree of 
  control over them.  
   
  --- 
   
  "Come on, dear Prof, having these out in the 
  sunlight will entice more Georges to partake in the 
  Hall of Horrors."  
   
  "Tindal, you insipid buffoon, my 'punks' as you 
  derisively, are a medical marvel. They are a 
  unique creation that my contact outside the 
  Carnival supplies for me. They are not, not simply 
  there for the slack jawed inbreds that you and your 
  fellow troupers entertain to stand and gawk at."  
   
  -Overheard conversation at Carnival. 
  Plague blight [Libris Mortis
  Plague blight [Libris Mortis
  Plague blight [Libris Mortis
  Plague blight [Libris Mortis]]]]        
  JWM: Medium Undead (Evil, CR 6, any evil. 
  Animated corpses of those killed by plague. 
  Swollen and putrescent. They carry a sickening 
  stench and their touch causes gangrene.  
   
  --- 
   
  “And there we were, discarding our weapons to 
  stay afloat, doomed if we let ourselves be carried 
  deeper into the spinning cauldron of sewage and 
  twice doomed if we strove for its edge where the 
  gloating rat shaman and his abominations stood in 
  waiting. It was the rotting touch of these latter that 
  had devoured Lucien alive in seconds. And their 
  unspeakable stench robbed Jean-Jacques of his 
  strength, sending him spiralling down into the 
  abyss.”  
   
  –Interview with a Ghost 
   
  --- 
   
  "Deep in the bowels of this place is a room that is 
  less than the arms span of a man to a side. A row 
  of iron bars cuts it in two. The one half is occupied 
  by a gentleman, if I can call him that, who has 
  been there for as long as I can remember. The 
  other hosts, from time to time, individuals such as 
  yourself who are not as forthcoming as they might 
  and should be. Now what is precious is that the 
  mere touch of the confined fellow will rot an 
  unfortunate alive in less than an hour. Keeping out 
  of his reach is possible . . . for a time. But he is as 
  driven and as untiring as they come. Undead is, I 
  believe, the technical term. My grandfather 
  claimed a woman once put off her gruesome end 
  for a week. But all I have seen have been reduced 
  to mouldering bone within four days. Perhaps that 
  spry daughter of yours will surprise us. We could 
  go take a look if you would like. I warn you 
  though that the stench is overpowering. Or was 
  there, after all, something that you wished to tell 
  me?"  
   
  -Jacqueline Renier soliciting information 
  concerning her lost love 
  Piranha [Monster Manual 
  Piranha [Monster Manual 
  Piranha [Monster Manual 
  Piranha [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about piranhas. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 10: This toothy fish is a piranha, a predator 
  found in some tropical rivers. This result reveals 
  all animal traits and the aquatic subtype. 
   
  DC 15: Piranha fly into a frenzy when they taste 
  blood in the water. A single piranha has a nasty 
  bite, but ultimately poses little true threat. 
  
  However, these fish usually congregate in large 
  schools which can strip the flesh from a creature’s 
  bones in a matter of moments. 
   
  Plague 
  Plague 
  Plague 
  Plague Moth
  Moth
  Moth
  Moth    
  See also: Plague Moth   "Dragon's Bestiary: 
  Spawn of the Sewers, The"    John Baichtal   
  Dragon#238(70)   D&D2 
   
  Plague spewer [Monster Manual III
  Plague spewer [Monster Manual III
  Plague spewer [Monster Manual III
  Plague spewer [Monster Manual III]]]]        
  JWM: Huge Undead, CR 10, neutral evil. A 
  massive undead creature that exists only to destroy 
  life. Its body is infested with swarms of plague-
  ridden rats, which it can spew at foes.  
   
  --- 
   
  PLAGUE SPEWER LORE 
  Monster Manual III 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about plague spewers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 20: This massive shambling corpse is a 
  mindless undead horror called a plague spewer. 
  This result reveals all undead traits. 
   
  DC 25: Plague spewers spread a lethal 
  supernatural plague with their touch. Plague 
  spewers ignore most lesser attacks, but slashing 
  weapons are particularly effective against them. 
   
  DC 30: A plague spewer’s skin ripples from the 
  movements of the countless rats infesting its flesh. 
  Several times a day, a plague spewer can spit a 
  swarm of rats at a nearby foe. 
   
  DC 35: Any truly massive creature, such as a 
  giant, slain by a plague spewer’s plague rises as a 
  new plague spewer a few days later. 
   
  --- 
   
  "As we travelled deeper through the bowels of that 
  infernal tomb, the rotting talons of a gigantic beast 
  burst through a false door. As the walls collapsed 
  around it, we could see that it was the still-moving 
  corpse of a tremendous dog. At least I thought it 
  was a dog: it wore a fanged, conical mask. The 
  mouth of the mask dropped open, and it let loose a 
  bone-rattling roar. Then its jaw fell off, and a 
  torrent of slimy rats leapt from its loathsome 
  maw."  
  - from the journals of Jerome Delacroix, 
  Mordentish adventurer 
  PPPPlants, carnivorous plants
  lants, carnivorous plants
  lants, carnivorous plants
  lants, carnivorous plants    
  See also: Plants, carnivorous    "Ecology of 
  Carnivorous Plants, The"    Gregg Chamberlain   
  Dragon#137(26)    D&D1 
  Poltergeist 
  Poltergeist 
  Poltergeist 
  Poltergeist ––––    voir geist
  voir geist
  voir geist
  voir geist    
  Poludnitsa [Gaz. 1, Barovia] 
  Poludnitsa [Gaz. 1, Barovia] 
  Poludnitsa [Gaz. 1, Barovia] 
  Poludnitsa [Gaz. 1, Barovia]     
  Suggested by Chris Nichols 
  Pony [Monster Manual 
  Pony [Monster Manual 
  Pony [Monster Manual 
  Pony [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about ponies. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 10: This small, stocky equine is a common 
  pony. This result reveals all animal traits. 
   
  DC 15: Ponies are quite sturdy, often used as 
  mounts or as beasts of burden. Some small 
  humanoids train ponies to carry them fearlessly 
  into battle. 
  Porcelain lady (alabaster bride) [VRG to 
  Porcelain lady (alabaster bride) [VRG to 
  Porcelain lady (alabaster bride) [VRG to 
  Porcelain lady (alabaster bride) [VRG to 
  the Walking Dead] 
  the Walking Dead] 
  the Walking Dead] 
  the Walking Dead]     
  JWM: Medium Undead, CR 5, neutral evil. A 
  undead woman who appears to have cracked 
  porcelain for skin and blank faces. They can create 
  enthralling, supernatural music and can weep tears 
  of blood which befuddles the minds of any 
  creature touching it. It can also drain blood with its 
  gaze.  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about porcelain ladies. When a 
  
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  15 The hard, white, cracked skin and frozen, 
  emotionless face of this woman mark her as a 
  porcelain lady, also known as an alabaster bride. 
  These undead horrors are reputed to rise from the 
  graves of women who bathed in the blood of 
  others to preserve their youth and beauty. This 
  result reveals all undead traits. Porcelain ladies 
  understand the languages they knew in life, but 
  cannot do more than murmur or whimper.  
   
  20 If a living creature meets the eyeless gaze of an 
  alabaster bride, the bride draws a fine spray of the 
  creature’s blood into her empty, bloody eye 
  sockets.  
   
  25 A porcelain lady sometimes breaks off her 
  attack to stand in place and weep a torrent of 
  bloody tears. These tears stream down her body to 
  form a pool around her feet, eventually spreading 
  10 paces in every direction. Living creatures that 
  touch these toxic tears have their minds filled with 
  nightmarish, confusing imagery.  
   
  30 Once per day, a porcelain lady can create 
  haunting, spectral music to play from an invisible 
  source up to 40 paces away. This music can 
  enthrall living creatures, luring them toward its 
  source — even if that means walking into obvious 
  danger. 
   
  --- 
   
  “I think that bard was pulling our leg, no? Or he 
  had too many of these Invidian liqueurs, I’d say. A 
  baroness had been walled up in her own plantation 
  since a century, and now she is back as a figure of 
  porcelain? What do you fellows think? I wouldn’t 
  question other kinds of undead, but that this 
  baroness whatever would be back as a doll-like 
  creature doesn’t make sense. Somehow. That she 
  is back from the dead has been seen before, but 
  not as a doll! Or perhaps it’s one of these 
  construct? Can a spirit come back and animate a 
  doll made of porcelain? There has to be something 
  else involved, perhaps a wizard, or someone 
  obsessed with this baroness… What we have to 
  do, and how we have to work this case isn’t clear 
  to me …” 
    -- heard at the Two-Hares Inn, Souragne  
   
  Porpoise [Monster Manual]
  Porpoise [Monster Manual]
  Porpoise [Monster Manual]
  Porpoise [Monster Manual]    
  Characters with ranks in Knowledge (nature) can 
  learn more about porpoises. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 10: This playful, streamlined sea mammal is a 
  porpoise, known for its intelligent and helpful 
  manner. This result reveals all animal traits. 
   
  DC 15: Porpoises feed on fish, using echolocation 
  to sense their surroundings with great accuracy. A 
  porpoise that cannot hear must rely on vision 
  alone. 
   
  DC 20: A porpoise cannot breathe underwater, but 
  it can hold its breath for extended periods—nearly 
  8 minutes in general. 
   
  Pseudonatural creature [Complete 
  Pseudonatural creature [Complete 
  Pseudonatural creature [Complete 
  Pseudonatural creature [Complete 
  Arcane, Lords of Madness, etc.] 
  Arcane, Lords of Madness, etc.] 
  Arcane, Lords of Madness, etc.] 
  Arcane, Lords of Madness, etc.]     
  Characters with ranks in Knowledge (the planes) 
  can learn more about a creature’s pseudonatural 
  nature. Characters may need to make a separate 
  Knowledge check to learn about the base creature. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  12 This creature’s hideous mutations reveal its 
  pseduonatural origins. Pseudonatural creatures 
  originate in a little known, alien cosmos. This 
  result reveals all outsider traits. 
  17 Pseudonatural creatures are native to the Far 
  Realm, a place of madness and chaos. These alien 
  entities are resistant to acid and electricity. More 
  powerful individuals can instantly heal most minor 
  wounds, but magic weapons can pierce their 
  eldritch defenses. 
  
  22 At will, a pseudonatural creature can revert to 
  its true form: a grotesque, tentacled mass. These 
  entities are resistant to magic. 
  27 Despite its unsettling appearance, a 
  pseudonatural creature’s abilities are unchanged 
  while in its true form. Once a day, a pseudonatural 
  creature can channel its energies to virtually 
  ensure that one of its attacks strikes home. 
   
  --- 
   
  JWM: Template Outsider. A creature from the Far 
  Realm, an utterly alien alternate reality. Has some 
  odd little abilities.  
   
  --- 
   
  "Wake not the Sleeper in this Tomb  
  "Disturb not the Dreamer in this Darkness  
  "Behold the coming of the Serpent's Head  
  "Behold Rahu, Eater of the Sun  
  "Woe upon us all"  
  -translated inscription from a sealed urn found in 
  Sri Raji 
  Psicrystal [Expanded Psionics Handbook
  Psicrystal [Expanded Psionics Handbook
  Psicrystal [Expanded Psionics Handbook
  Psicrystal [Expanded Psionics Handbook]]]]        
  JWM: Diminutive Construct, CR NA, alignment 
  varies. The psionic version of a familiar; a crystal 
  charged with an aspect of its psionic master's 
  psyche.  
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about psicrystals. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  10 This glowing crystal is a psicrystal, which 
  contains a sliver of its psionic owner’s 
  consciousness. This result reveals all construct 
  traits. 
  15 A psicrystal grants its psionic master several 
  special abilities, just as a familiar does for an 
  arcane spellcaster. 
  20 A psicrystal grows more powerful along with 
  its master, as does the fragment of its master’s 
  mind that it contains. 
   
  --- 
   
  The Taverners had found shelter after Jasper 
  convinced Willow to allow them to pass the day 
  there. Utterly exhausted, most of the Taverners 
  collapsed into bunks and fell into fitful sleep. 
  Before doing so, however, the group was 
  introduced by the psionicist to Brace, a large 
  sapphire imbued with sentience and functioned as 
  a 
  sort 
  of 
  “psionic 
  familiar” 
  to 
  Brom. 
  Unfortunately, Brace later proved himself a raving 
  coward, always terrified that he would be dropped, 
  smashed, eaten, sold to gemcutters, or another 
  dozen other horrible things.  
  -- from the Galen story  
   
  Psilich [Ravenloft Dungeon Master’s 
  Psilich [Ravenloft Dungeon Master’s 
  Psilich [Ravenloft Dungeon Master’s 
  Psilich [Ravenloft Dungeon Master’s 
  Guide] 
  Guide] 
  Guide] 
  Guide]     
  JWM: Template undead, CR +2, any evil. A 
  psionic version of the lich.  
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about a creature’s psilich nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  Knowledge (psionics)  
  DC Result  
  23 This withered, nearly skeletal psion is a psionic 
  horror known as a psilich, a master of the higher 
  dimensions who used psychic power to defy death. 
  This result reveals all undead traits and the psionic 
  subtype.  
   
  28 A psilich is every bit as potent a psionic 
  manifester as it was in life, and has centuries to 
  hone their psionic talents. A psilich’s body is 
  unusually tough, but psionic bludgeoning weapons 
  can pierce its defenses. A psilich’s touch flows 
  with necromantic energy. It also drains energy 
  from psionic minds, bolstering the psilich’s own 
  psionic reserves. This result also reveals the 
  process for becoming a psilich.  
   
  33 A psilich is surrounded by a invisible aura of 
  psionic disruption, usually experienced in the form 
  of a cacophony of mental screams. Living 
  
  creatures exposed to this aura may be terrified by 
  its unnatural energies. A psilich is resistant to 
  turning, and is immune to cold, electricity, and 
  mind-influencing effects. A psilich cannot be 
  polymorphed unless it wants to be.  
   
  38 A psilich stores its life force in a psionic 
  container called a phylactery. This item is usually 
  easily portable, and often takes the form of a 
  smooth, elaborately decorated stone called a linga. 
  If a psilich is destroyed, its life force is drawn 
  back into its phylactery. After recuperating for a 
  few days, the spirit re-emerges to occupy a nearby 
  corpse, restoring the psilich at full strength. You 
  cannot permanently destroy a psilich without also 
  destroying its phylactery, so psiliches usually hide 
  their phylacteries well. 
   
  --- 
   
  "What just happened? I really don't get it... he 
  didn't even have spell components how could it 
  have casted all of these spells without any 
  components?"  
   
  "Whatever those powers were, we have to get 
  Lucian back. That lich made him go mad. What is 
  it, was your head wounded?"  
   
  "I hear the lich... it's in my head... I can't get it 
  out."  
   
  "You have to... oh no... it's now in mine too!"  
   
  Adventures upon discovering the real nature of the 
  lich they hunted 
   
  PPPPthisic [Expanded Psionics Handbook] 
  thisic [Expanded Psionics Handbook] 
  thisic [Expanded Psionics Handbook] 
  thisic [Expanded Psionics Handbook]     
  JWM: Large Monstrous Humanoid (Psionic), CR 
  6, chaotic evil. A repressed neurosis ripped from 
  someone's subconconscious mind to become flesh. 
  It feeds on Intelligence with its bite and has 
  numerous psi-like abilities. "A phthisic is initially 
  drawn from a troubled psyche by means of an 
  unknown psionic power, possibly a twisted 
  version of psychic chirurgery. In some cases, an 
  insane astral construct of 6th level or higher may 
  spontenously transform into a phthisic if its 
  manifester is killed. Once free, a phthisic is an 
  independent creature and may very well attack its 
  progenitor."  
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about phthisics. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  16 This distorted creature is a phthisic, a 
  suppressed form of fear or madness ripped from a 
  dreamer’s mind and given physical form. This 
  result reveals all monstrous humanoid traits. 
  21 A phthisic possesses many powerful psi-like 
  abilities, including brain lock, dimension slide, 
  ego whip, and mind thrust. 
  26 A phthisic feeds on the thoughts of its victims, 
  which it rips from their minds with its bite. This 
  attack drains Intelligence. 
  31 A phthisic regenerates most forms of damage, 
  but is vulnerable to fire and acid 
   
  --- 
   
  “It’s my son! He’s in my head!” 
   
  “Milady, with all respect, it can’t be. Your son 
  drowned two years ago. We all went to his 
  funerals. Touching funerals, in Summer, you 
  remember?” 
   
  “I know! But he’s in my head now! My lovely 
  son! He wants to come out! He tells me he will be 
  with us in this room soon!” 
   
   -- over heard conversation reported by the maid, 
  during the Wilson family massacre enquiry  
   
  Puppeteer [Expanded Psionics 
  Puppeteer [Expanded Psionics 
  Puppeteer [Expanded Psionics 
  Puppeteer [Expanded Psionics 
  Handbook
  Handbook
  Handbook
  Handbook]]]]        
  JWM: Fine Magical Beast (Psionic), CR 1, lawful 
  evil. Psionic parasite that attaches itself to a 
  creature's brain stem and controls it like a puppet.  
   
  --- 
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about puppeteers. When a character 
  
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  11 This grotesque leech is a puppeteer, a sinister 
  psionic parasite. This result reveals all aberration 
  traits and the psionic subtype. 
  16 Puppetteers try to touch more powerful 
  creatures, such as humanoids. Once a puppeteer 
  makes physical contact, it can take control of the 
  creature’s mind, working its body like a puppet. 
  Puppeteers can psionically manipulate their own 
  eggs to create even more monstrous mutations 
  called flesh harrowers or dire puppeteers. 
  21 Once a puppeteer takes control of a host, it 
  attaches itself to the host’s nervous system — 
  usually somewhere out of sight — and forms a 
  parasitic rapport, using its host to shield it from 
  area attacks. Puppeteers often infiltrate humanoid 
  groups, using them to produce a supply of bodies. 
  Flesh harrowers are much more physically 
  powerful than puppeteers, and attack with their 
  fang-filled maws. They lack the ability to control 
  hosts, however. 
  26 A puppeteer can manifest several psi-like 
  abilities, including detect psionics, mental barrier, 
  and psionic charm. Despite its powerful psionic 
  gifts, a puppeteer can completely conceal its 
  psionic potential from all scrying attempts. Flesh 
  harrowers have their own psionic powers, 
  including concealing amorpha, hustle, mental 
  barrier, and vigor. 
   
  --- 
   
  “Dear journal, 
   
  My fiancé has changed. Since his return from the 
  Darkon mines  expedition, he isn’t totally the 
  same. He still loves me and often says so, but his 
  behaviour is sometimes changed. He’s often trying 
  to convince me to leave my tanning work and 
  come with him - and his strange new friends - 
  back to these Darkonese mines. He wants to show 
  me something there, he says, but do not want to 
  say what he has in mind. What shall I do?”   
  Pupp
  Pupp
  Pupp
  Puppeteer, flesh harrower [Expanded 
  eteer, flesh harrower [Expanded 
  eteer, flesh harrower [Expanded 
  eteer, flesh harrower [Expanded 
  Psionics Handbook
  Psionics Handbook
  Psionics Handbook
  Psionics Handbook]]]]        
  JWM: Small Magical Beast (Psionic), CR 2, 
  neutral. A mutant puppeteer that has a few psi-like 
  powers, but mainly relies on its massive maw of 
  fangs. For when violence is called for. 
   
  --- 
   
  “Dear journal, 
   
  I fear for my fiancé’s safety. I’m writing this from 
  the Ezran church, shivering despite the warm 
  fireplace. Father Bouliane has been of great 
  comfort, and we spoke for hours. Now I’m starting 
  to doubt what I’ve seen is real: one of my fiancé’s 
  new aloof friend came to my father’s house while 
  my fiancé was there and wanted to talk to my 
  lover, in private. But I spied on them and saw this 
  thing! It crawled on his back, hidden in a cloak! A 
  large slug, but with an immense toothy maw! To 
  my horror, my fiancé embraced it! I screamed and 
  ran. Father Bouliane said he will meet them to 
  prove me what I saw is my imagination.”   
   
   
  Q 
   
  Quell [Libris Mortis
  Quell [Libris Mortis
  Quell [Libris Mortis
  Quell [Libris Mortis]]]]        
  Characters with ranks in Knowledge (religion) can 
  learn more about quells. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This shrouded, vaguely humanoid spirit is a 
  quell, easily distinguished by the dark symbols 
  floating in the air around it. This result reveals all 
  undead traits and the incorporeal subtype. Quells 
  speak Infernal and Common. 
  18 Quells are malevolent spirits that despise all 
  life and the gods that grant it. Fortunately, 
  however, they are not very powerful individually. 
  
  They flee from daylight, which renders them 
  powerless. 
  23 A quell can exert its unholy power to 
  temporarily sever the spiritual ties between a 
  divine spellcaster and his or her divine patron. 
  Affected divine spellcasters lose their spellcasting 
  abilities for a full day. Because of this, quells are 
  often recruited to serve more powerful undead 
  masters. 
  28 An affected character can regain his or her 
  divine spells more quickly by receiving an 
  atonement spell or by being attacked by the quell. 
  Multiple quells can pool their powers, severing the 
  spiritual ties of more powerful clerics and their ilk. 
   
  --- 
   
  JWM: Medium Undead (Incorporeal), CR 3, 
  lawful evil. Quells despise themselves, all life, and 
  the gods who grant it. Not very powerful in 
  combat; however, they possess the ability to cut 
  off divine spellcasters from their deities, the 
  source of their power. Multiple quells can 
  cooperate to tackle more powerful clerics and the 
  like. Appears somewhat like a ghostly, robed 
  humanoid, with dark magical symbols floating 
  around its head. Sometimes sought out as minions 
  by more powerful undead masters.  
   
  --- 
   
  There being nothing so tiresome as a meddling 
  priest, I have been at some pains to procure the 
  services of several new hirelings to deal with any 
  such god-touched nuisances. They are of the best 
  sort--not so powerful as to give any worry of their 
  eventual insurrection, but with powerful abilities 
  precisely tailored to meet a pressing need--in this 
  case, to keep clerics far away from me.  
   
  From a notebook found in the library of the lich 
  known as Phantom's Bane 
  Quevari [Denizens of Dread] 
  Quevari [Denizens of Dread] 
  Quevari [Denizens of Dread] 
  Quevari [Denizens of Dread]     
  JWM: Medium Humanoid (Quevari), CR 1/2 or 
  CR 1, lawful good or chaotic evil. A race of 
  normally peaceful folk, otherwise identical to 
  humans, who're cursed to become homicidal 
  maniacs whenever the moon grows full.  
  --- 
  Characters with ranks in Knowledge (local) can 
  learn more about Quevari. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  11 This person belongs to a reclusive folk called 
  the Quevari. This result reveals all humanoid 
  traits.  
  16 The Quevari are a peaceful, almost meek 
  people who abhor violence. They are also known 
  as being a clever and hearty folk.  
  21 As a people, the Quevari suffer from an 
  inescapable curse called the Bloodmoon. When 
  the full moon rises, they become deranged, 
  sadistic killers. They do not attack each other — 
  only newcomers.  
   
  --- 
   
  "We stayed at the village for three days before the 
  full moon. They where the lovliest of people, kind 
  and caring. Lissia Viran took us in and we enjoyed 
  her families company, her husband and her two 
  young girls.  
   
  "It was the day that the first full moon rose that we 
  noticed things where getting odd. Lissia's husband 
  started to get angry at Neville the halfling for little 
  things, not putting his cup on the table straight, 
  sitting too close to the fire.  
   
  "After midday, the girls started to get violent, 
  hitting Mah-Loa, our Rokuma mage and pulling 
  her hair. We tried to get them to stop and asked 
  Lissia to keep them under control, but she shouted 
  at us not to tell her how to raise her children.  
   
  "Then night fell and the moon rose. As soon as the 
  moonlight poured through the window Lissia's 
  husband changed. He grabbed the poker from near 
  the fire and caved Mah-Loa's skull in. Then the 
  children held Neville down as Lissia throttled him.  
   
  "I ran, ran as far as I could. That night I slept in 
  the woods. Never been back to that village, never 
  will again."  
   
  -Thron Vaillgarn, Falkovian warrior. 
  
  Quickwood (spy tree) [Denizens of 
  Quickwood (spy tree) [Denizens of 
  Quickwood (spy tree) [Denizens of 
  Quickwood (spy tree) [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  (under Plant, Quickwood)  
  JWM: Huge Plant, CR 10, neutral. Intelligent, 
  carnivorous oak tree that attacks with its buried 
  root tendrils, dragging creatures toward its maw 
  like a roper. Can emit a deep thrumming sound 
  through the soil, acting as an alarm system of 
  sorts. Can also animate oak trees and see through 
  their senses. 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about quickwoods. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  20 This plant resembled an oak tree at first glance, 
  but is in fact a monstrous plant called a 
  quickwood, also known as a spy tree. This result 
  reveals all plant traits. Quickwoods speak Sylvan, 
  and may know other languages as well.  
  25 A quickwood uses its long, rootlike tendrils 
  both to haul its massive bulk along the ground and 
  to attack its foes. A quickwood tries to lash its 
  tendrils around foes, then drag the creatures into 
  its maw. A grappled victim can be rescued by 
  severing the tendril, but most of their length 
  remains underground, which grants them cover.  
  30 A quickwood has potent defenses. It channels 
  electricity into the ground beneath it, and secretes 
  sap to extinguish fire, making it resistant to both 
  energy types. If targeted by magic, it reflexively 
  attempts to channel the magical energy into a 
  brief, fear-inducing aura.  
  35 A quickwood can animate nearby oak trees, 
  and can scry through their senses, making them 
  natural sentries. Quickwoods are often recruited 
  by powerful masters to act as border guards.  
   
  --- 
   
  "Our trek to the cottage of Moag the Apocathery 
  was short, yet arduous. Roots and rocks jutted out 
  from the path as though they purposely sought to 
  trip us. Perhaps they were. When we came to his 
  cottage, that pale bastard was waiting for us with 
  his happy little rictus grin stretched across his 
  clown white face."  
  ""You know why we've come, alchemist!" 
  Yasmine hollered."  
  ""Indeed I do... It's about your lovely little friend's 
  condition, isn't it? But why should I go through the 
  trouble of ruining my comrades' handiwork? 
  That's not very polite, you realize.""  
  "Michael leveled his crossbow at Moag."  
  ""You can break his curse: break it, and we'll let 
  you live.""  
  "The alchemist closed his awful mouth, tapping 
  his lips as he strutted before us."  
  ""My goodness, what a generous offer... But let 
  me make a counter offer... My sources tell me that 
  you nice people had a certain Spear of Dagon 
  come into your grubby little hands: get it for me, 
  and we have a deal.""  
  "Michael fired his crossbow at the smiling wretch. 
  After all those lives the Spear had cost us, no hell 
  clown should be allowed to mock us."  
  "As the crossbolt flew toward him, Moag's ugly, 
  toothy grin turned into a disappointed pout. Then 
  it stopped about a foot before his left eye: a long 
  wooden tendril had emerged from the ground to 
  seize the crossbolt. "  
  ""How sad." And with that statement, the oak to 
  Moag's side opened its toothy maw, and scowled. 
  "Eat them," and with that, the oak smiled a toothy 
  smile."  
  -from the journal of Jerome Delacroix, Mordentish 
  explorer 
   
   
  R 
   
  Radiant spirit [Denizens of Dread] 
  Radiant spirit [Denizens of Dread] 
  Radiant spirit [Denizens of Dread] 
  Radiant spirit [Denizens of Dread]     
  JWM: Medium Undead (Incorporeal), CR 10, 
  lawful evil. The corrupted spirit of a paladin who 
  died while unsuccessfully trying to complete a 
  holy quest. Has several light- and sunlight-based 
  attack forms.  
   
  --- 
   
  "What we seek is a life lived in pursuit of virtue, a 
  noble death, and calm repose in the embrace of the 
  earth. But not all of us find it. For some, what they 
  
  have left undone they cannot let pass to other 
  hands. They endure even beyond death to achieve 
  some great purpose, and in so doing they pervert 
  their purpose, and themselves, and end a force of 
  darkness clothed in light. Beware pride, Eia; it can 
  work evil even with the brightest spirits.  
   
  Now do you understand what happened to 
  Swordmaster Caroll?"  
   
  I nodded; the elder's words had made clear the 
  origin of that fierce bright spirit with which I had 
  crossed swords earlier, that wore the face of my 
  former friend. How bitter a realization! How stark 
  a warning!  
   
  Reflections of Eia Pax, compiled by Roderick 
  Darkspear 
   
  Ragewind (sword spirit) [Monster 
  Ragewind (sword spirit) [Monster 
  Ragewind (sword spirit) [Monster 
  Ragewind (sword spirit) [Monster 
  Manual II]
  Manual II]
  Manual II]
  Manual II]  
  Characters with ranks in Knowledge (religion) can 
  learn more about ragewinds. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  29 This whirlind of clashing weapons is an undead 
  spirit called a ragewind or a sword spirit. This 
  result reveals all undead traits. Ragewinds can 
  usually speak Common in a voice like a howling 
  wind, but they seldom bother. 
  34 Ragewinds are the sprits of soldiers whose lives 
  were thrown away in useless battles. They now 
  vent their violent rage on the living. A ragewind 
  attacks foes with the weapons constantly swirling 
  in its otherworldly winds. If it wishes, a ragewind 
  can suppress its whirlwind to render itself 
  invisible. 
  39 Three times a day, a ragewind can briefly 
  expand its winds, filling a wide area with a furious 
  storm of swirling weapons that attack all foes 
  within range. Once a ragewind uses its blade fury, 
  it must rest for a few moments before it can do so 
  again. A ragewind’s immaterial form is difficult to 
  damage, but magic weapons can pierce its 
  defenses. 
  44 A ragewind can also transform itself into a 20-
  foot-tall whirlwind capable of lifting foes off the 
  ground and kicking up a blinding cloud of dust. A 
  ragewind can see invisible creatures, and is highly 
  resistant to magic. 
   
  --- 
   
  JWM: The embodied wrath of dead warriors, 
  ragewinds appear as a whirlwind of swirling 
  weapons. Its true form is a cloudy humanoid 
  silhouette. It attacks with multiple weapons, and 
  can expand itself for extra reach. It can also 
  transform itself into a whirlwind, dealing extra 
  damage and kicking up dust. A ragewind is 
  invisible when it suppresses its whirling winds.  
   
  --- 
   
  Here entereth the Devilish Dancer, the Sword-
  wind.  
  See the blades that were his arms spin in the 
  moving air!  
  Morning to morning he dances,  
  Nightfall to nightfall is his shedding of blood.  
  Those who for the battle live, for the battle endure,  
  Until the ending of all war.  
   
  Song of the Sword-Wraith, traditional Pharazian, 
  trans. Malcolm Hopper 
   
   
  Raiment [Libris Mortis]
  Raiment [Libris Mortis]
  Raiment [Libris Mortis]
  Raiment [Libris Mortis]  
  Characters with ranks in Knowledge (religion) can 
  learn more about raiments. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  11 These floating rags are not being worn by an 
  invisible creature. Rather, they comprise a pathetic 
  undead spirit called a raiment. This result reveals 
  all undead traits. 
  16 Raiments arise when the restless souls of 
  murder victims merge with the clothes they were 
  wearing when they died. Driven mad in undeath, 
  they are driven by the mindless desire to spread as 
  much suffering as they felt as they took their final 
  breaths. A raiment’s fluttering clothes simply 
  absorb most glancing blows, but magic weapons 
  can prove effective. 
  
  21 Raiments attack by battering foes with their 
  sleeves. If a raiment strikes a victim, it tries to 
  wrap itself around its victim’s throat and choke the 
  life out of it. 
   
  --- 
   
  JWM:  Small Undead, CR 1, chaotic evil. The 
  spirit of a crime victim that has merged with the 
  clothing it was wearing at the time of its death. 
  The clothes can wrap themselves around foes to 
  choke them. Raiments exist to mindlessly avenge 
  themselves on the living.  
  --- 
  -"The witness claims that the proprietor, a Charlie 
  Windsor, of the used clothing store, Second 
  Chance on Finch Street near the slum, strangled 
  himself with his own scarf."  
  -"This is it?"  
  -"Yes sir."  
  -"A rather hansom piece you must admit. The man 
  had an eye for clothes."  
  -"Yes sir."  
  -"Might the witness have killed him?"  
  -"She is a little old lady and we are very sure of 
  that."  
  -"No time to waste. Rule it a suicide. And keep the 
  scarf if you like."  
   
  Conversation overheard at the Paridon Police 
  Headquarters 
   
  Ra
  Ra
  Ra
  Rajput Ambari
  jput Ambari
  jput Ambari
  jput Ambari    [[[[Pathfinder 9
  Pathfinder 9
  Pathfinder 9
  Pathfinder 9]]]]  
  Sort of undead elephant – as mount or war 
  elephant  (Sri Raji?) 
   
  Rakshasa [Monster Manual]
  Rakshasa [Monster Manual]
  Rakshasa [Monster Manual]
  Rakshasa [Monster Manual]  
  JWM: These fiends appear as humanoid tigers. 
  They are masters of illusion, and in the Sri Rajian 
  religion, the enemies of mankind. They are 
  powerful sorcerers, can read minds, and can take 
  any humanoid form. Arijani is the only 
  documented rakshasa in Ravenloft.  
   
  Dr#326 – Dec 04 - ecology of the Rakshasa - To 
  update your next Web of Illusion game? 
  Rakshasa   "Ecology of the Rakshasa, The"   Eric 
  Cagle    Dragon#326(66)    D&D3 
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  or Knowledge (religion) can learn more about 
  rakshasas. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  (Note: I'm actually writing these up for my 
  Ravenloft notes, which is what Sri Raji refers to 
  down below. Since most folks aren't playing 
  Ravenloft, just replace "complex religion of Sri 
  Raji" with "Hindu pantheon" or ignore the table 
  altogether.) 
   
  Knowledge (the planes) 
  DC Result 
  20 This malevolent tiger-headed humanoid is 
  actually a fiend called a rakshasa. This result 
  reveals all outsider traits. 
  25 Rakshasas are masters of deceit and illusion. 
  They are also highly resistant to physical harm, 
  though good-aligned piercing weapons can 
  penetrate their supernatural defenses. 
  30 A rakshasa can read minds and is a talented 
  innate sorcerous spellcaster. 
  35 Not only are rakshasas strong, intelligent, and 
  charming, they can transform themselves to 
  assume any humanoid form. True seeing can still 
  reveal the fiend’s true appearance. 
   
  Knowledge (religion) 
  DC Result 
  20 The complex religion of Sri Raji teaches that 
  rakshasas are demons — specifically, fallen, 
  malevolent spirits that wage an eternal war against 
  those who seek enlightenment, be they man or 
  god. They may have been extremely wicked 
  humans in previous incarnations. 
  25 The king of the rakshasas is Ravana, a 
  mountainous demon lord with ten heads. Ravana is 
  more powerful than he is clever, and considers 
  himself the enemy of the god Vishnu. 
  30 Rakshasas feed on human flesh. Fortunately, a 
  blessed crossbow bolt, fired into a rakshasa’s 
  heart, will slay the fiend instantly, forcing it back 
  into the cycle of reincarnation. 
   
  --- 
   
  The last of the monks advanced upon me, kukri 
  raised, and I prepared myself for death; but a 
  
  crossbow bolt humming like a great bee struck 
  him full in the chest, and he fell, the poisoned 
  blade in his hand cutting the jungle mould not a 
  finger's width from where my foot lay. Standing 
  with difficulty, I looked for my benefactor, and 
  saw him at last; a small slender man with 
  crossbow in hand and scimitar at his waist. I noted 
  immediately the palms of his hands, turned out 
  from the body, and fell again to my knees.  
   
  "Have you come for my soul, Lord of Darkness?" 
  I asked it, eyes averted.  
   
  "Nay, child of war. I spare you, for we have a 
  common enemy. Look on me!"  
   
  It was in its true form; I looked into the tiger eyes 
  as long as I could, and it was not long.  
   
  "The thing you seek, Ravana's Bane, is real. Bring 
  it to me, and you shall hold this world in the palm 
  of your hand."  
   
  "I hear, Lord," I said. When I raised my head again 
  it was gone.  
   
  Unattributed manuscript, found in Special 
  Collections of the library of the University of 
  Tvashtri 
   
  Rakshasa 
  Rakshasa 
  Rakshasa 
  Rakshasa Maharajha 
  Maharajha 
  Maharajha 
  Maharajha [[[[Pathfinder 9
  Pathfinder 9
  Pathfinder 9
  Pathfinder 9]]]]  
  Rat [Monster Manual 
  Rat [Monster Manual 
  Rat [Monster Manual 
  Rat [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 1/8 
  Characters with ranks in Knowledge (nature) or 
  Knowledge (arcana) can learn more about rats. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This rodent is a rat, a ubiquitous urban 
  scavenger. This result reveals all animal traits. 
   
  DC 15: Rats sometimes contract diseases like filth 
  fever in the sewers they infest and spread these 
  diseases with their bite. 
   
   
   
  KNOWLEDGE (ARCANA) 
  DC 10: Some mages adopt rats for use as 
  familiars. Such mages tend to be particularly 
  hearty. 
   
  Raven [Monster Manual 
  Raven [Monster Manual 
  Raven [Monster Manual 
  Raven [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  CR 1/6 
  Characters with ranks in Knowledge (nature) or 
  Knowledge (arcana) can learn more about ravens. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This raspy black bird is a raven, a 
  scavenger that often feeds on carrion. This result 
  reveals all animal traits. 
   
  DC 15: Ravens are fairly clever and are attracted 
  to shiny objects, which they steal to adorn their 
  nests. 
   
  KNOWLEDGE (ARCANA) 
  DC 10: Some mages adopt ravens for use as 
  familiars. Such mages tend to have a particularly 
  talented eye for appraising valuables. Raven 
  familiars can speak. 
   
  Raven 
  Raven 
  Raven 
  Raven ––––    Corvus Regis (King’s Raven) & 
  Corvus Regis (King’s Raven) & 
  Corvus Regis (King’s Raven) & 
  Corvus Regis (King’s Raven) & 
  Zweifalk 
  Zweifalk 
  Zweifalk 
  Zweifalk ––––    see Zweifalk
  see Zweifalk
  see Zweifalk
  see Zweifalk    
      
  Raven, giant [Frostburn]
  Raven, giant [Frostburn]
  Raven, giant [Frostburn]
  Raven, giant [Frostburn]  
  JWM:  Large Magical Beast, CR 2, neutral. An 
  intelligent raven the size of a horse. Typically 
  fight only to defend themselves or their nests. Can 
  be trained as aerial mounts.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about giant ravens. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This massive bird is a giant raven. This result 
  reveals all magical beast traits. 
  17 Although still a wild creature, giant ravens are 
  at least as intelligent as humans. 
  
  22 Giant ravens are nimble fliers, and are talented 
  at dodging away from area attacks. 
  27 A giant raven can be trained to accept a rider, 
  but the process requires several weeks. For this 
  reason, giant raven eggs fetch exceptionally high 
  prices on the open market. 
   
  --- 
  "How is it that the ravens grow so big in this part 
  of the world, friend?" I asked him.  
   
  He smiled bitterly and said, "On what do ravens 
  feed, sir?"  
   
  "Carrion, in the main."  
   
  Gesturing to the north and the Darkonese border, 
  he answered, "Where there is much food, men 
  grow fat. Why should ravens not do the same?"  
   
  Impressions of Falkovnia, Reginald St. Jacques 
  Ravenkin [Denizens of Dread] 
  Ravenkin [Denizens of Dread] 
  Ravenkin [Denizens of Dread] 
  Ravenkin [Denizens of Dread]     
  JWM: Small Monstrous Humanoid, CR 2, neutral 
  good. Intelligent ravens with prehensile hands. 
  Very long-lived, and a force of good in Ravenloft. 
  Mainly found in Barovia. Minor innate sorcerous 
  powers, and they have an empathic link with 
  ravens and dire ravens.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about ravenkin. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  12 This ebon bird is a noble creature known as a 
  ravenkin. This result reveals all monstrous 
  humanoid traits.  
  17 Ravenkin are exceptionally intelligent and 
  wise, and possess moderate sorcerous talents.  
  22 Ravenkin try to blind their foes when attacked, 
  but they are widely considered a shining beacon of 
  good in the Lands of Mist.  
   
  --- 
   
  The wise-ravens (they are no ordinary birds) 
  follow our encampments at times; they are good 
  friends and should be fed, and their advice heeded. 
  When I was a lad I thought them frightful and 
  ugly, because they eat dead things; but when I 
  threw a stone at one, my mother saw it and 
  whipped me--almost the only whipping she ever 
  gave me. "Never harm a raven," she told me. 
  "Even an ugly frame may hide a wise heart."  
   
  When I grew up I remembered that often, and it 
  was a comfort to me, as I am not beautiful!  
   
  Attributed to Karoly Firemarked, Equaar Vistani, 
  working notes to Van Richten's Guide to the 
  Vistani 
   
  --- 
   
  The Old Kartakan Inn loomed up before us, 
  wrapped in an ever-shifting shroud of mist, 
  glowing faintly under the gibbous moon. Our best 
  hope, and a desperate one at that, was to seize this 
  Lukas fellow and trade him for Maria. And as we 
  steeled ourselves for the attempt, a great and 
  ghastly raven alighted before us and spoke. It 
  offered to rescue her. In return it asked only that 
  we show its brethren, large and small, kindness 
  and swear never to reveal its involvement. We 
  agreed. The bird borrowed a rope and slipped from 
  sight at the west end of the structure. A few 
  minutes later the mist thickened there and soon 
  Maria emerged, looking very much worse for 
  wear. She had been awoken from a tortured sleep 
  by the smell and the hiss of acid, which were 
  gradually overwhelmed by the taste of fresh air 
  and the roaring of water. Then she had heard a 
  great fluttering, a light had burst into existence, 
  and she had found herself staring into the eye of a 
  raven that announced itself to be her savior. It had 
  freed her of her bonds with acid and had covered 
  her descent to the ground with fog, both arcanely 
  summoned. We made haste to quit the vicinity and 
  soon came upon our rope neatly coiled.  
   
  -Extract from the private journal of William 
  Lamont, held in the library of Strahd von Zarovich 
   
   
   
  
  Ravenous (Dragon mag compendium) 
  Ravenous (Dragon mag compendium) 
  Ravenous (Dragon mag compendium) 
  Ravenous (Dragon mag compendium) ––––    
  voir ghoul
  voir ghoul
  voir ghoul
  voir ghoul    
  Ravyanatha [V
  Ravyanatha [V
  Ravyanatha [V
  Ravyanatha [VRG
  RG
  RG
  RG    tt Walking Dead] 
  tt Walking Dead] 
  tt Walking Dead] 
  tt Walking Dead]     
  JWM: Medium Undead, CR 13, neutral evil. A 
  powerful obedient dead, originally from Sri Raji. 
  Created through a magical ritual, it appears as a 
  four-faced humanoid with only hints of decay. It’s 
  basically a powerful berserker. They can see in all 
  directions and can penetrate most magical barriers.  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about ravyanathas. If a character 
  recognizes a ravyanatha’s nature, a Knowledge 
  (arcana) check can reveal more. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  Knowledge (religion)  
  DC Result  
  23 This four-faced, blue-tinted warrior is a 
  ravyanatha, a powerful undead minion found in 
  Rajian mythology. This result reveals all undead 
  traits.  
   
  28 A ravyanatha smashes foes with its incredibly 
  powerful fists. Its four faces can see in all 
  directions at once, so it cannot be flanked. 
  Animals balk at the presence of a ravyanatha. 
  They grow noticeably uneasy within a mile of a 
  ravyanatha and flee if they come within twenty 
  paces of one. A ravyanatha’s body is unnaturally 
  tough, but magic weapons can pierce its defenses.  
   
  33 Ravyanathas deal massive damage to inanimate 
  objects or structures and can quickly reduce a 
  barrier to rubble. If a ravyanatha strikes a foe with 
  both fists, it tears the creature’s flesh. The 
  presence of a ravyanatha is often accompanied by 
  lightning storms, but the creature has no direct 
  control over this phenomenon.  
   
  38 Ravyanathas possess the supernatural ability to 
  destroy magical barriers placed before them. 
  Twice a day, a ravyanatha can fly into a berserker 
  rage while in combat, similar to a barbarian.  
   
  Knowledge (arcana)  
  DC Result 28 This result reveals the method for 
  creating a ravynatha. 
   
  --- 
   
  "Rise, slave," said the fakir to the four-faced man, 
  and it rose.  
   
  "I have brought you back through the Gates of 
  Death to perform a service to me, and you shall 
  not be reborn and take your place again in the 
  Wheel until you complete it. You must find the 
  prince Malmud, who has stolen from me a certain 
  gold ring set with emeralds; you must kill him, and 
  bring me the ring and his heart. Let neither stone 
  nor wood, neither gods nor demons, no 
  enchantment, no glamer, no false seeming detain 
  you. To you all walls are doors, and those doors 
  are open. Go!"  
   
  And the four-faced man turned and went.  
   
  The Fakir's Ring, traditional Rajian 
   
  Ray [Manta Ray: Monster Manual, 
  Ray [Manta Ray: Monster Manual, 
  Ray [Manta Ray: Monster Manual, 
  Ray [Manta Ray: Monster Manual, 
  Stingray: Stormwrack; 
  Stingray: Stormwrack; 
  Stingray: Stormwrack; 
  Stingray: Stormwrack; ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about rays. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This strange, kite-shaped cartilaginous fish 
  is called a ray or a skate. This result reveals all 
  animal traits and the aquatic subtype. 
   
  DC 16: Rays are generally inoffensive, and come 
  in many different varieties. Manta rays can reach a 
  20-foot wingspan, but feed by filtering plankton 
  with their gaping, toothless maws. Stingrays are 
  bottom feeders; they are must smaller, but can 
  defend themselves with a poisonous barb in their 
  tail. Stingray venom is nonlethal but nauseatingly 
  painful. 
   
  DC 21: Stingrays sometimes burrow just beneath 
  the sandy surface of the sea bed, either to rest or to 
  ambush their usual prey. Creatures who 
  unwittingly step on a stingray are sure to be stung. 
  
  Razorback 
  Razorback 
  Razorback 
  Razorback [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]    
  Reaver [Denizens of Dread] 
  Reaver [Denizens of Dread] 
  Reaver [Denizens of Dread] 
  Reaver [Denizens of Dread]     
  JWM: Medium Monstrous Humanoid (Aquatic), 
  CR 4, chaotic evil. Think the Creature from the 
  Black Lagoon. Evil, reptilian/fishfolk covered in 
  razor-sharp scales.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about reavers. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  14 This scaly humanoid fish is a reaver, a 
  bloodthirsty sea creature that prefers to feed on 
  prey that walks on land. This result reveals all 
  monstrous humanoid traits and the aquatic 
  subtype.  
   
  19 Reavers are brutal predators. They typically 
  grapple their foes, continuing to bite and claw 
  while raking the victim across the razor-sharp 
  scales covering their bodies. Reaver skin should be 
  touched only with great caution.  
   
  24 Although reavers often come ashore to hunt, 
  they can only survive in air for little more than 
  half a day before drowning.  
   
  29 Reavers can survive in both salt and fresh 
  water. Lone reavers which are outcast from their 
  kind often swim far inland, turning some lake or 
  pond into its new hunting grounds 
   
  --- 
   
  They had swarmed up from the deep, taking us by 
  surprise, as we sat becalmed. Well placed bullets 
  could fell them but frightened them not in the 
  least. Rather it was us who were panicked, 
  organising ourselves not at all, mistaking every 
  glimmer in the night for their fish eyes and tiger 
  claws. They might have carried us - seperated and 
  cowering - off to the last. But never was the 
  ransacking of a ship less carefully orchestrated.  
   
  From Bristol to Mordentshire: an outsider's tale, 
  the autobiography of James Duegon 
  Red widow (spider queen) [Denizens of 
  Red widow (spider queen) [Denizens of 
  Red widow (spider queen) [Denizens of 
  Red widow (spider queen) [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  JWM:  Medium Magical Beast (Shapechanger), 
  CR 6, neutral evil. Female trickster beast spiders 
  that can assume a beautiful, red-haired humanoid 
  form, which they use to lure humanoid mates they 
  use to feed and breed. Short lifespan.  
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about red widows. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  16 This monstrous spider is a red widow, a 
  trickster beast capable of taking humanoid form. It 
  is closely related to araneas. This result reveals all 
  magical beast traits and the shapechanger subtype.  
  21 Like other monstrous spiders, a red widow 
  injects deadly venom with its bite and can spin 
  thick webs to trap its prey. Red widows and 
  araneas are not actually related.  
  26 Red widows are always female. In humanoid 
  form, they are distinguished by their great beauty 
  and bright red hair.  
  31 Red widows generally feed by draining the 
  fluids of their trapped lovers, but occasionally they 
  are compelled to breed. On these occasions, a red 
  widow keeps her victim alive in a web cocoon, but 
  lays eggs in his abdomen. The newborn spiders 
  slowly consume their helpless father after they 
  hatch.  
   
  --- 
   
  November 16th, Port-à-Lucine  
   
  I just accepted the case of a lady named Jeanne 
  d'Anjou. She claims that her newly wed husband 
  recently vanished. She gave a description in the 
  hopes that I find him before his family starts 
  worrying.  
   
  I will take the case of course. But I must admit I 
  wouldn't find it a shame if I discovered that this 
  red haired beauty just became widow. She's really 
  to die for.  
   
  
  Personnal journal of a now-vanished gendarme of 
  Port-à-Lucine 
   
  Redcap [Monster Manual III
  Redcap [Monster Manual III
  Redcap [Monster Manual III
  Redcap [Monster Manual III, Pathfinder 
  , Pathfinder 
  , Pathfinder 
  , Pathfinder 
  4444]]]]  
  Unrelated but similar. (A more accurate nickname 
  for powries would be "shadow redcap.") These 
  redcaps aren't shadow fey.  
   
  ETA: To clarifiy further: Powrie aren't actually 
  redcaps, just like none of the other shadow fey 
  types are "really" the kinds of fey they're 
  sometimes known as. Powrie just share a few traits 
  in common with actual redcaps -- enough to trick 
  someone who isn't an expert on the fey (such as 
  the typical Tepestani) into mistaking the former 
  for the latter.  
   
  --- 
   
  (Ravenloft-specific info is underlined.) 
  Characters with ranks in Knowledge (nature) can 
  learn more about redcaps. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This psychotic creature is a fey spirit called a 
  redcap. These creatures take their name from their 
  sadistic habit of murdering mortals simply so they 
  can keep their caps dyed with fresh blood. This 
  result reveals all fey traits. Redcaps speak Sylvan 
  and Common. 
  17 Despite its small size, a redcap is deceptively 
  powerful and can wield weapons that would 
  normally be far too large for it to handle, such as a 
  scythe. Redcaps simply ignore most minor attacks, 
  but weapons forged of cold iron can disrupt their 
  otherworldly defenses. Redcaps are drawn to 
  ruined keeps and towers — usually the sites of 
  ancient atrocities. Redcaps are incredibly 
  superstitious. For example, they distrust even 
  numbers, so they always travel in odd-numbered 
  groups. 
  22 Redcaps imbue the stones they fire from their 
  slings with eldritch power. These stones cause 
  unusually painful wounds and act as magic 
  weapons. When a redcap dips its cap in the blood 
  of a mortal it has just slain, it absorbs part of the 
  victim’s life force and permanently grows more 
  powerful. Redcap superstition holds that running 
  water hides spirit that may steal their souls, so they 
  bathe only in stagnant water. 
  27 When a redcap is slain, its body vanishes, 
  leaving only a pool of rapidly drying blood and a 
  single tooth. Fey in general — and redcaps in 
  particularly — are more respectful to the bearer of 
  a redcap tooth. Redcaps fight and slaughter each 
  other all the time, but they never dip their caps in 
  each other’s blood. Doing so would prevent the 
  fey’s immortal spirit from reforming, forcing it 
  into true death. 
   
  --- 
   
  JWM: Youngling redcap: Small Fey, CR 2, 
  chaotic evil. Elder redcap: Small Fey, CR 7, 
  chaotic evil. Particularly malicious, scythe-
  wielding fey that like to dye their caps by 
  regularly dipping them in fresh blood. “Although 
  redcaps are as immortal as all fey, the recap 
  incarnation is inherently unstable and destructive, 
  made even more so by the steady absorption of 
  mortal life essence. A fey can maintain a redcap 
  incarnation for up to 150 years, although they 
  typically destroy themselves after a much shorter 
  period of time. They are asexual creatures that 
  propagate by budding. A redcap buds once or 
  twice over the course of its incarnation, carrying 
  each bud on its back like a hump for six months 
  before it falls off and sprouts a head and limbs. A 
  newborn redcap may be an entirely new fey, or it 
  may be the new incarnation of a maniacally 
  devious fey that was previously discorporated. It 
  must fend for itself immediately and quickly 
  develops a ravenous and foul demeanor. It grows 
  to full size within a year after its birth.”  
   
  --- 
   
  Young Donal stepped forward and said, "Me and 
  mine have long had good dealings with the Fair 
  Folk, and you are trespassing..."  
   
  But as he spoke the mannikin threw back its head 
  and laughed. "So yer the young laird, is't? Well, 
  me lad, whatever bargain ye may have struck with 
  the Shadies is nothin' to me, for we're not of their 
  kind, nor bound by their laws. But I'll be glad to 
  
  see the bluid of a laird on me scythe, for it would 
  be a fine thing to be known as Bluecap!"  
   
  It whirled the scythe it held about it as it spoke, 
  and at the last word it charged, quick as a 
  dragonfly and agile as a cat.  
   
  Ian MacTeague to Donovan MacTeague, private 
  correspondence 
   
  See also Pathfinder 4 
   
  Remnant [Denizens of Dread] 
  Remnant [Denizens of Dread] 
  Remnant [Denizens of Dread] 
  Remnant [Denizens of Dread]     
  JWM: Small Undead (Incorporeal, elemental 
  subtype), CR 3, chaotic neutral. Previously limited 
  to the aquatic remnant, I’ve expanded this to 
  include the airy remnant, the earthen remnant, and 
  the fiery remnant. Minor spirits of people whose 
  bodies were simply discarded, rather than being 
  given a proper burial. The type of remnant created 
  depends on how the body was abandoned. Bodies 
  left dangling in the air (as from a noose or a 
  gibbet) become airy remnants. Bodies simply 
  tossed into bodies of water become aquatic 
  remnants. Bodies unceremoniously buried or 
  tossed in a ditch become earthen remnants. Bodies 
  simply tossed in a fire become fiery remnants. All 
  remnants appear as ghostly hands and faces 
  emerging from the element from which they’ve 
  merged. A remnant can only manifest in its 
  bonded element, and can partially draw corporeal 
  creatures they touch into the Ethereal Plane, 
  offering limited protection from that element (airy: 
  feather fall; aquatic & earthen: the ability to 
  breathe; fiery: fire reduction 5. Remnants can be 
  persuaded to help the foes of whoever threw away 
  their lives. If attacking, they drain Dexterity.  
   
  --- 
   
  My flight ended with a misplaced step that sent me 
  crashing into the water. Drowning would have 
  been a cleaner death than that snapping at my 
  heels, but heedless instinct forced me to surface. 
  Only I was stopped short. A woman, beautiful, 
  tragic, with eyeless sockets, took my head in her 
  hands and set her mouth upon mine in a long, 
  passionate kiss that slowly faded away. When I 
  breached the surface my expected doom was 
  nowhere to be seen, departed I dare say in search 
  of other sport.  
   
  -Youthful adventure of Jules Weathermay 
   
  Revenant, dread [Van Richten’s Guide to 
  Revenant, dread [Van Richten’s Guide to 
  Revenant, dread [Van Richten’s Guide to 
  Revenant, dread [Van Richten’s Guide to 
  the Wal
  the Wal
  the Wal
  the Walking Dead
  king Dead
  king Dead
  king Dead, Pathfinder 2
  , Pathfinder 2
  , Pathfinder 2
  , Pathfinder 2] ] ] ]     
  JWM: Template Undead, CR +1, neutral. A 
  walking corpse that exists solely to avenge its own 
  death. Its gaze can paralyze those the revenant 
  considers responsible for its death. It strangles foes 
  to death and deals extra damage to those it 
  considers guilty of its murder. It has numerous 
  immunities and always knows where its killer is. 
  The template I’m using is a combination of the 
  revenant templates found in VRGttWD and 
  Monsters of Faerûn.  
   
  (I don't remember exactly, but I believe this 
  version of the revenant may incorporate a few 
  traits found in the version of the revenant 
  presented in Van Richten's Guide to the Walking 
  Dead) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about revenants. Characters need to 
  make a separate Knowledge (local) check to learn 
  about the base creature. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 The fury in the eyes of this walking corpse 
  marks it as a revenant, a murder victim driven to 
  avenge its own death. This result reveals all 
  undead traits. 
   
  20 Revenants retain all the skills they possessed in 
  life, but they often choose attack with their 
  powerful fists. If a revenant gets both of its hands 
  on a foe, it wraps them around the foe’s throat and 
  tries to strangle it to death. 
   
  25 A revenant’s physical attacks are particularly 
  lethal to those responsible for its death. Even 
  worse, a revenant can paralyze those it simply 
  believes to be its murderers with fear merely by 
  looking into their eyes. 
  
   
  30 A revenant’s taut flesh deflects glancing blows, 
  but magic weapons can prove effective. A 
  revenants wounds quickly seal shut, but fiery 
  burns take much longer to heal. A revenant is 
  always aware of the general direction and distance 
  of its murderer, making it a relentless tracker. 
   
  35 A revenant is so intent on vengeance that it 
  cannot be turned or rebuked. Revenants are also 
  immune to acid, cold, electricity, and they cannot 
  be polymorphed. 
   
  --- 
   
  "Thirty-five years ago to this day a man died. He 
  was a thief. Not the best in Il Aluk, but good, and 
  on the rise. He had his share of enemies. But he 
  took the necessary precautions. And despite them, 
  someone slid a blade through his heart as he slept. 
  If any mistake at all was made in the commission 
  of the crime, it was in affording the victim a 
  blurred and fleeting glimpse of a yellow fabric, 
  perhaps a scarf. The murderer still lives or, at very 
  least, still exists. As does the murdered. The 
  latter’s name is my own, Ubel Ratik. Find my 
  killer. Afford me peace. And all that is mine is 
  yours."  
   
  -Alanik Ray offered the case of his life 
   
  Rhare
  Rhare
  Rhare
  Rhare----ceann's fhuil
  ceann's fhuil
  ceann's fhuil
  ceann's fhuil----cnaimh [Gaz. 1, 
  cnaimh [Gaz. 1, 
  cnaimh [Gaz. 1, 
  cnaimh [Gaz. 1, 
  Forlorn] 
  Forlorn] 
  Forlorn] 
  Forlorn]     
  Suggested by Chris Nichols 
  Rhinoceros [Monster Manual 
  Rhinoceros [Monster Manual 
  Rhinoceros [Monster Manual 
  Rhinoceros [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about rhinoceroses. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 14: The single horn on this hulking beast’s 
  nose marks it as a rhinoceros. This result reveals 
  all animal traits. 
   
  DC 19: Rhinoceroses are herbivores, but are 
  known for their bad temper. An aggressive rhino 
  lowers its head and charges its foes, lethally 
  goring them with its horn. 
      
  Rokuro
  Rokuro
  Rokuro
  Rokuro----kubi [Oriental Adventures]
  kubi [Oriental Adventures]
  kubi [Oriental Adventures]
  kubi [Oriental Adventures]  
  JWM: A creature found in Far Eastern lands like 
  the Scattered Lotus Archipelago or Sri Raji. 
  Distantly related to yuan-ti, rokuro-kubi are also 
  the result of racial mixing between humanoids and 
  serpents. However, a rokuro-kubi’s only 
  serpentine feature is its long, retractable neck, 
  which it can use to constrict foes. Otherwise 
  passes for human.  
   
  Rokuro-Kubi Lore 
  Oriental Adventures 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about rokuro-kubi. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This strange person with the serpentine neck is 
  a rokuro-kubi. This result reveals all monstrous 
  humanoid traits. 
  17 A rokuro-kubi usually looks human, but 
  possesses serpentine traits, and may be distantly 
  related to nagas, yuan-ti, or hebi-no-onna. 
  22 A rokuro-kubi’s only serpentine feature is its 
  long neck, with which it can constrict its victims. 
  When not attacking, a rokuro-kubi can retract its 
  flexible neck, concealing it. 
   
  --- 
   
  And so, Tetsuro awoke the next morning, his body 
  numb and his heart intoxicated from the passionate 
  embrace of his newly found lover.  
  He looked around the bedchamber of her mistress, 
  so he could again witness the sapphire eyes that 
  made him fall in love with her. As he found her 
  body, he caressed her bare shoulders... But he 
  watched in horror as her neck stretched, her 
  auburn hair moving like waves on the sea...  
  Tetsuro's eyes were fixed in the deep blue of the 
  girl's iris, going up, up, until her neck was long as 
  her slim legs.  
  "I had yet to find a such energic person" the girl 
  said, her head towering on him "For to love me is 
  
  to embrace death" she paused and gave him a kiss 
  "Today you will live, my love, for I am satisfied. 
  Tomorrow, I will find another, I think"  
  This said, she vanished in the dawning light, 
  leaving Tetsuro to mourn the love of the monster 
  he thought was a woman.  
   
  Popular kawaidan (ghost story) from Rokushima 
  Tayioo  
   
  Blurb author note: I tried to merge the "classical" 
  rokurokubi with the OA one. Hope you like it.  
   
  JWM: So I take it the OA rokuro-kubi has been 
  somewhat bowdlerized? I did actually get the 
  impression that there was probably a little more to 
  that creature in folklore.  
   
  (As a fun note, some rokuro-kubi show up in the 
  animated Hellboy movie that aired recently.) 
   
  Blurb author note: Essentially, a rokurokubi is 
  something more of a "sexual vampire", in a 
  manner of speaking.  
   
  For instance, the rokurokubi is often created from 
  a curse, when the spirit of a dead person cannot 
  leave its body. During the night, and during night 
  only, his (or more commonly, her) head floats 
  from the body, absorbing life energy from the 
  sleepers (both human and animal. In the first case, 
  a man she stunned with sex) and (not joking) 
  licking dry the oli from lamps.  
   
  That said... They're not evil in tradition, but 
  more... Well, let's say amoral.  
  And unlucky in love. Always. Like yuki-onna: 
  sooner or later, the husband will find out their true 
  nature. 
   
  Rusalka [Frostburn]
  Rusalka [Frostburn]
  Rusalka [Frostburn]
  Rusalka [Frostburn]  
  JWM: Medium Fey (Aquatic), CR 1, chaotic 
  neutral. Female spirits that lurk in lakes and ponds 
  in cold regions. They are lonely and seek to 
  beguile men into staying with them as lovers. 
  They have a beguiling song, and can give their 
  lovers the ability to breathe underwater. A rusalka 
  is mystically linked to her pool and cannot leave it 
  (like a dryad and her tree).  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about rusalkas. A character who 
  recognizes a rusalka’s nature can make a Bardic 
  Knowledge check to learn more. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (nature) 
  DC Result 
  11 The lovely, pale damsel bathing herself in this 
  icy lake is a rusalka. Some folk believe rusalkas 
  are the ghosts of drowned maidens, but in fact they 
  are spirits of nature. This result reveals all fey 
  traits. 
   
  16 Rusalkas are lonely spirits who use their eerie 
  songs to beguile mortals into joining them beneath 
  the water. Rusalkas dislike physical violence, but 
  like many nature spirits, they are capable of both 
  kindness and cruelty. Rusalkas’ longing for 
  companionship makes interacting with even the 
  most benevolent of their kind a risky proposition 
  for mortals who catch their eye. Rusalkas speak 
  Aquan, Sylvan, and Common. 
   
  21 A rusalka is mystically bound to the body of 
  water in which she resides, much as a dryad is 
  bound to her tree. A rusalka drowns if she ventures 
  farther than 100 paces from her body of water. 
   
  26 Rusalkas can grant mortals the ability to 
  breathe underwater with the gift of a kiss. They 
  may use this ability to sustain their enamored 
  mortals, or they can refuse the gift to drown foes 
  or victims. Some sages believe rusalkas are closely 
  related to the enchanting spirits known as glaistigs. 
   
  Bardic Knowledge 
  DC Result 
  16 A rusalka’s beguiling song is a sonic effect 
  which can be countered with bardic music. 
   
  --- 
   
  You might think that a man would be wiser than to 
  follow a naked girl he met in the woods; but 
  Clever Ivan was cold, and tired, and the girl was 
  very beautiful, with hair like sunlight on the snow 
  and eyes like a clear sky. And perhaps he was a 
  little bewitched, for such maidens have a power 
  
  the minds of men, and so he followed her down to 
  a little pool, a pool of liquid water, for it had not 
  frozen over.  
   
  Clever Ivan and the Rusalka, traditional Vos 
   
  Rushlight [Denizens of Dread] 
  Rushlight [Denizens of Dread] 
  Rushlight [Denizens of Dread] 
  Rushlight [Denizens of Dread]     
  JWM: Small Undead (Fire, Incorporeal), CR 8, 
  chaotic evil. Naturally invisible, a ball of fire, 
  representing the spirit of someone burned alive. 
  Burns to the touch. 
   
  --- 
   
  It is one of the laws of nature that one can never 
  foresee all the consequences of one's actions. I 
  have in mind the haunting of Kilbarrow, that 
  village in Tepest where the Inquisition had so 
  notable a "success", and burned seven reputed 
  witches to death in one afternoon.  
   
  The burning did not end there; after the Inquisitors 
  had gone on their way the good people of 
  Kilbarrow found their pets, their livestock, and 
  finally their children burned to death, one by one, 
  by the vengeful spirits of the murdered, until all 
  were forced to flee.  
   
  Such was the purification the Inquisition brought 
  to Kilbarrow.  
   
  private journal of Magda Lammaster, cleric of 
  Hala 
   
  S 
   
  Sahuagin [Monster Manual] 
  Sahuagin [Monster Manual] 
  Sahuagin [Monster Manual] 
  Sahuagin [Monster Manual]     
  JWM: Medium Monstrous Humanoid (Aquatic), 
  CR 2, LE. Also known as sea devils, these scaly 
  shark-men are a major menace beneath the waves. 
  Beyond Ravenloft, they’re the natural enemy of 
  aquatic elves, but the latter aren’t really present in 
  the Demiplane of Dread. Their race is also known 
  for its mutations: about one in two hundred has 
  four arms, and if a community of aquatic elves 
  lives nearby, about one in a hundred is born as a 
  malenti: a sahuagin that outwardly looks just like 
  an aquatic elf.  
   
  --- 
   
  Should have understood something was a bit off 
  that summer. All season, more and more fish; 
  bigger too. Swordfish, rays, sharks; you name it, 
  we caught it: and we caught tons of it.  
  Then nothin. All at once, one mornin' it was like 
  we got all it could give.  
  Then folk started dissappearin'. First out by then 
  reef, manless boats an that kinda' thing. Then 
  closer. We thought maybe a rogue shark or some 
  loon from up the coast was doing the gettin'; you 
  know how they get up there. But i tell ya, we 
  found out soon how wrong we was.  
   
  They came in with the tide. Right up an under our 
  noses. Musta' waited under the docks till the moon 
  was big n' yella'. Then they slithered on out. Those 
  scaly, green, shark-mouthed bastards! Stinking 
  like rotten clams they came out of the sea; those 
  devils! Us poor boys down by the docks never 
  knew what hit us'. Thankfully i was half-loaded; 
  sittin in a crate this time. Watchin em'cut my 
  mates up really bad an draggin em' screamin back 
  out to sea; back out to the depths beyond the reef 
  made me sober up good n'quick though. And damn 
  what a mess, lil' bit o' James here, some Curt or 
  maybe Ed over there, never really could pick 
  em'out. I tell ya, thankfully a downpour washed 
  most o'the blood up that morn.  
   
  Yeah i tell ya though, what you take from the sea; 
  the sea comes right back up n'takes from you.  
   
  -Ol'Salteye, mordentish drunken sailor 
  Salt mummy [Monster Manual III] 
  Salt mummy [Monster Manual III] 
  Salt mummy [Monster Manual III] 
  Salt mummy [Monster Manual III]     
  JWM: Medium Undead, CR 8, chaotic evil. The 
  walking corpse of a humanoid whose body was 
  inadvertently desiccated by salt deposits after 
  burial. Its desiccated body is encrusted with salt 
  crystals. Its touch desiccates living creatures, but 
  all water burns it like holy water.  
   
  --- 
   
  
  According to Rachid, whom we met in Hazlan to 
  be our guide in the Amber Wastes, Azmail is a 
  very rare type of restless dead. This creature 
  haunting the tomb of the Pharaoh’s son is 
  rumoured to be created from brine, instead of oils 
  and other body perfumes usually used. It is said it 
  made the creature extremely resilient and 
  powerful, and its touch devastating for anything 
  living and water based.  
   
  We’ll try to get more information when we get 
  there, and Rachid also said we should remember to 
  bring a lot of water to drink while looking for our 
  prey. 
   
  Jameld of Hroth’s monster hunting notes  
  Salt shadow [Ravenloft Gazetteer IV] 
  Salt shadow [Ravenloft Gazetteer IV] 
  Salt shadow [Ravenloft Gazetteer IV] 
  Salt shadow [Ravenloft Gazetteer IV]     
  JWM: Medium Undead (Cold), CR 7, chaotic evil. 
  Living pools of semi-liquid salt and darkness, 
  which originate from a pool in the Veidrava mines 
  beneath Sithicus. Their touch can corrode flesh or 
  sap Strength. They can also possess the living 
  indefinitely, and can spawn new salt shadows. Due 
  to Inza’s role as darklord, salt shadows in Sithicus 
  cannot possess Innocent folk.  
   
  --- 
   
  "Do you know what they take from this mine, 
  elf?" the giant asked me, its voice low and weary.  
   
  "It is a salt mine," I answered. "All know it."  
   
  "Do you know what they leave here?"  
  For that I had no answer.  
   
  "Cruelty breeds cruelty, death makes death, 
  darkness cleaves to darkness, salt seasons salt," he 
  said, making a sort of song of it. "They leave their 
  lives and their shadows here." Flinging the stone 
  in his hands into the cavern, he and I listened to it 
  skip across the floor and rattle down a shaft.  
   
  "Do not enter unless you wish to do likewise."  
   
  Jameld of Hroth to Laurie and Gennifer 
  Weathermay-Foxgrove, private correspondence 
   
  Scarab, hoard (voir aus
  Scarab, hoard (voir aus
  Scarab, hoard (voir aus
  Scarab, hoard (voir aussi swarm) 
  si swarm) 
  si swarm) 
  si swarm) 
  [Draconomicon] 
  [Draconomicon] 
  [Draconomicon] 
  [Draconomicon]     
  JWM:  Fine Vermin, CR 1/2, neutral. Eyeless 
  golden beetles that often infest vast hordes of 
  treasure. They can be easily mistaken for coins by 
  the unwary. They burrow into the flesh of their 
  victims.  
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about hoard 
  scarabs. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  DC 10: This glittering, gold coin is actually a 
  hoard scarab, a ravenous beetle. This result reveals 
  all vermin traits. 
   
  DC 15: When a hoard scarab bites a living 
  creature, it burrow into the victim’s flesh, 
  devouring it from the inside out. Hoard scarabs 
  cannot burrow into creatures with particularly 
  tough hides, such as dragons. These beetles are a 
  often found swarming in large hoards of treasure. 
   
  DC 20: Hoard scarabs are eyeless and cannot be 
  blinded. They sense the vibrations of nearby 
  movement. 
   
  --- 
   
  "Achmed was a fool. He was always lead astray, 
  whether it was the twinkle of a woman's eye, or 
  the glitter of gold."  
  "The glitter of gold, by the way, was what lead to 
  his demise, in fact, ever since he stole a handful of 
  coins from a dead beggar's alms bowl. Every 
  merchant he gave one of those strange little coins 
  to was found dead and coinless, each with gaping 
  holes in their bodies. The townsfolk gossipped on 
  how Achmed was turning to thievery and murder, 
  and eventually lynched the fool."  
  -from "The Tale of the Hungry Coins" 
  Scarab, monstrous [Denizens of Dread] 
  Scarab, monstrous [Denizens of Dread] 
  Scarab, monstrous [Denizens of Dread] 
  Scarab, monstrous [Denizens of Dread]     
  JWM:  Tiny to Colossal Vermin, CR 1/4 to 11, 
  neutral. Giant, flesh-eating scarab beetles with 
  ravenous appetites. Generally found only in the 
  Amber Wastes.  
  
   
  --- 
   
  "For our crime of trespass, the nomads' chieftain 
  said we would be made pure by their god, 
  "Khepri," whatever it was. Once judgement had 
  been made, we were tied to a pair of stone pillars 
  at the bottom of a boulder-filled gorge, then 
  doused with a ceremonial... potion made from 
  rotten fruit. Having done this, the nomads 
  immediately fled the gorge.  
  "A minute had passed when we noticed a carriage-
  sized boulder started moving. Three pairs of spear-
  like legs unfolded from underneath the boulder. 
  The spear-legged boulder wheeled around, 
  revealing a shovel-shaped head.  
  "Khepri had awoken in time for dinner."  
  - from the journals of Jerome Delacroix, 
  Mordentish adventurer 
  Scarab swarm, death
  Scarab swarm, death
  Scarab swarm, death
  Scarab swarm, death––––    voir Swarm
  voir Swarm
  voir Swarm
  voir Swarm    
  Scarecrow, dread [Denizens of Dread] 
  Scarecrow, dread [Denizens of Dread] 
  Scarecrow, dread [Denizens of Dread] 
  Scarecrow, dread [Denizens of Dread]     
  JWM:  CR 3 Medium Construct, neutral evil. Like 
  grisgols, dread scarecrows are constructs animated 
  by an undead, rather than elemental, spirit. Not 
  terribly tough, they usually attack with farmer’s 
  weapons, such as scythes. Vulnerable to fire. Their 
  attacks curse the victim, drawing swarms of 
  vermin to attack them. Created when a farmer’s 
  spirit is trapped within a common scarecrow, by 
  lashing a living victim inside a scarecrow’s frame 
  and leaving them to die of exposure in the fields. 
  They can be created on purpose or self animated.  
   
  --- 
   
  Ever hear of Raggedy Jack? No? Well, lassie, he's 
  no' a man ta mess wit'. Folks say tha' Jack 
  MacGreggor was the best farmer tae ever live.  
   
  Aye, only tha' Fincher Blackstock was his equal. 
  An' ol' Fincher dinnae like this at a'.  
   
  Folks say that Fincher beat Jack black an' blue an' 
  tied him intae his own scarecrow. Aye, left Jack 
  fair daied, he did. But folks say Jack clung ontae 
  life faire fower more days before th' Reaper came 
  for his soul. They whisper tha' Jack made a deal 
  with th' Reaper an' got tae stay in his new body. 
  He climbed doon fra' tha' there pole and wen' and 
  made tha rats and mice and other wee beasties go 
  to Fincher's farm. Fincher was penniless and wen' 
  tae Jack's pole an' cried an' cried an' cried aboot 
  hae he was sorry faire beatin' Jack bloody.  
   
  They say Jack climbed doon fra his pole again an' 
  accept'd Fincher's apology. Then ol' Jack snapped 
  the bastard's neck like it t'were a twig and climbed 
  back ontae his pole.  
   
  Raggedy Jack's stayed there ever since, watchin' 
  th' farmers of the area, makin' sure they're all bein' 
  fair. Good on him I say.  
   
  -Notes from Gennifer Foxgrove-Weathermay's 
  expedition to Tepest, collecting notes on the Fae. 
   
  Scavyt 
  Scavyt 
  Scavyt 
  Scavyt [[[[Denizens of Darkness
  Denizens of Darkness
  Denizens of Darkness
  Denizens of Darkness] ] ] ]     
  Scorpion, monstrous [Monster Manual p 
  Scorpion, monstrous [Monster Manual p 
  Scorpion, monstrous [Monster Manual p 
  Scorpion, monstrous [Monster Manual p 
  287] 
  287] 
  287] 
  287]     
  JWM:  Tiny to Colossal Vermin, CR 1/4 to 11, 
  neutral. Giant scorpions. Generally found only in 
  the Amber Wastes.  
   
  --- 
   
  Characters with ranks in Knowledge 
  (dungeoneering) or Knowledge (nature) can learn 
  more about monstrous scorpions. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 10: This clawed arachnid is a monstrously 
  oversized scorpion. This result reveals all vermin 
  traits. 
   
  DC 15: Monstrous scorpions feed on creatures 
  smaller than themselves, but they will attack 
  anything that approaches them. They usually 
  charge their prey. 
   
  DC 20: A monstrous scorpion attacks by clutching 
  its prey with its pincers, then quickly jabs the 
  creature with the stinger at the end of its arching 
  
  tail. A scorpion’s venom can be deadly in larger 
  doses. 
   
  DC 25: Monstrous scorpions can reach truly 
  enormous sizes. Larger scorpions have more 
  potent venom. 
   
  --- 
   
  The sand exploded upward, forcing us to protect 
  our eyes, even as we struggled to draw our 
  weapons. The scorpion, easily the size of a horse, 
  had caught a sailor between its claws and, with a 
  flick of its tail, drove its poisoned stinger clean 
  through the poor fellow. As the thing wheeled in 
  search of its next victim, Raoul called a swarm of 
  bats down upon it. I doubt that they harmed it 
  much, but they surely caused it near infinite 
  irritation, its claws and stinger striking futilely at 
  its tormentors. To escape the besieging plague, as 
  well as the rain of our missiles, the thing raced off 
  into the desert, at such speed that it broke free of 
  the pursuing bats.  
   
  -The Wreck of the Albatross, Juno Lutuem, 
  Darkonese adventurer 
  Scourged [Ravenloft Gazetteer V] 
  Scourged [Ravenloft Gazetteer V] 
  Scourged [Ravenloft Gazetteer V] 
  Scourged [Ravenloft Gazetteer V]     
  Scourged: Template Undead (modifies zombies), 
  CR +1, neutral evil. Sand-scoured victims of the 
  Scourge of Arak, the sandstorm that wiped out all 
  surface life in 588 BC. Basically the same as a 
  zombie, but once a day a scourged can breathe a 
  flensing cone of sand. People killed by a 
  scourged’s breath weapon rises as a new scourged.  
   
  --- 
   
  “I have often wondered whether the Marbh-
  Cathairians are just going through the motions. 
  While my admonition that the Hour of Ascension 
  is nigh commands their earnest attention, it fails to 
  strike terror into their hearts. Even the blind would 
  recognise in them a passionless lot, cut from a 
  drab cloth, sadly afflicted with withering breath. 
  You will see that they are surely too lost in their 
  petty concerns to ever recover a visceral fear of 
  the Gray Realm. But join me on the walls 
  tomorrow at dawn and discover their hidden face. 
  They are a good people. They do what they can, 
  the best way they know how, to sustain the 
  kingdom of life in the desert of Death. Of course 
  their efforts are imperfect. But that is why my 
  place is at their side, to buttress them that there 
  might still be a world for our children.”  
   
  -Unwald Rottennail, demented sentinel of the 
  Eternal Order 
  Scyllan [S
  Scyllan [S
  Scyllan [S
  Scyllan [Stormwrack] 
  tormwrack] 
  tormwrack] 
  tormwrack]     
  Proposed par C Nichols pour le NS Gaz CR13 
  Sea
  Sea
  Sea
  Sea----claimed template 
  claimed template 
  claimed template 
  claimed template (or Shay
  (or Shay
  (or Shay
  (or Shay----marked) 
  marked) 
  marked) 
  marked) 
  (FoS NS Gaz)
  (FoS NS Gaz)
  (FoS NS Gaz)
  (FoS NS Gaz)    
  Sea cat [Monster Manual] 
  Sea cat [Monster Manual] 
  Sea cat [Monster Manual] 
  Sea cat [Monster Manual]     
  JWM:  Large Magical Beast, CR 4, neutral. A 
  vicious predator of the seas. Basically a sea lion 
  with a head and webbed paws resembling those of 
  a great cat. They hunt in shallow coastal waters. 
  They go out of their way to attack selkies and 
  sharks, but otherwise basically act like aquatic 
  lions.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about sea cats. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  16 This creature is a sea cat, a vicious aquatic 
  predator that combines the body of a sea lion with 
  the head and forepaws of a great cat. This result 
  reveals all magical beast traits. 
  21 A sea cat cannot breathe underwater, but it can 
  hold its breath for more than ten minutes. 
  26 A sea cat tries to strike its victim with both 
  claws, then rends the creature’s flesh. 
   
  --- 
   
  “No sir, I have seen big seals before, even the 
  large ones from the frigid coasts. What attacked 
  Humfred was something very similar, but also 
  different. Seals are harmless. Listen, after it had 
  dragged Humfred in the water, it looked at me in a 
  
  strange way, like when my cat is purring after it 
  got a mouse. There was something horribly playful 
  in its attitude, the way it jabbed on the net floaters 
  with its fin. It circled my boats a few times then 
  disappeared in the depths… I really had the feeling 
  it played with us, but in a deadly way. For the last 
  time, I didn’t kill Humfred…” 
  - 
  as told by Maynard, darlonese net fisherman  
  Sea Lion [St
  Sea Lion [St
  Sea Lion [St
  Sea Lion [Stormwrack 
  ormwrack 
  ormwrack 
  ormwrack ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about sea lions. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 11: This large, blubbery, seal-like creature is a 
  sea lion, a clever sea mammal that feeds on fish. 
  This result reveals all animal traits. 
  DC 16: Sea lions generally aren’t dangerous, but 
  they are highly territorial and will bite those who 
  intrude on the beaches they claim for themselves. 
  A sea lion is protected from the cold by a layer of 
  blubber, and can hold its breath for more than 7 
  minutes. 
  Seal [Frostburn & Sto
  Seal [Frostburn & Sto
  Seal [Frostburn & Sto
  Seal [Frostburn & Stormwrack 
  rmwrack 
  rmwrack 
  rmwrack ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about seals. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 10: This streamlined creature is a seal, a clever 
  sea mammal that feeds on small fish. This result 
  reveals all animal traits. 
   
  DC 15: Seals generally aren’t dangerous, but they 
  are highly territorial and may dissuade intruders 
  with a nasty bite. A seal is protected from the cold 
  by a layer of blubber, and can hold its breath for at 
  least 8 minutes. 
   
  DC 20: Seals can sense the presence of 
  shapeshifting monsters called sea stalkers, and 
  attack them on sight. 
   
  Sea spawn, master [Denizens of Dread] 
  Sea spawn, master [Denizens of Dread] 
  Sea spawn, master [Denizens of Dread] 
  Sea spawn, master [Denizens of Dread]     
  JWM:  Large Aberration (Aquatic), CR 5, lawful 
  evil. Master sea spawn are aquatic reptilian 
  monsters that hunt by sending their eel-like, 
  amphibious larva (sea spawn minions) onto land. 
  The minions slip inside humanoids, taking control 
  of them. After infiltrating society, the hive-mind 
  spawn return to the sea, often dragging non-
  infected neighbors along with them, where the 
  master waits to feed. The scenario’s a little bit like 
  an aquatic version of the movie Slither, come to 
  think of it.  
   
  --- 
   
  "The autopsy is proving...unusual," Dr. Rathburn 
  said, his usually cheerful face grim. "Please follow 
  me. I apologize, by the way; it is more than 
  commonly grisly."  
  I followed him into the morgue, where the victim's 
  corpse had been laid on the metal dissection table. 
  "Cause of death--the shovel blow from Donahue, 
  of course. But I found this."  
  Even someone so inexpert in anatomy as I could 
  see immediately that the long gray eel-thing which 
  had entwined itself around the base of the skull 
  and the spinal column was no human organ.  
  "Then Donahue...?" I muttered, still unbelieving.  
  "Probably correct about everything," the doctor 
  replied, covering the corpse again. "Veck's actions 
  were quite possibly controlled by this parasite."  
  "And the 'Master in the Sea' he spoke of?" I asked. 
  "Could it have possibly really use that--thing--to 
  control a human body?"  
  "At this point we can assume nothing," Rathbone 
  replied. "We had better get Donahue out of the 
  cell...and find a way to learn who is already at the 
  'Master's' beck and call."  
  Between the Tides, from Twelve More Tales of 
  the Macabre, Jean Lafolie 
  Sea spawn, minion [Denizens of Dread] 
  Sea spawn, minion [Denizens of Dread] 
  Sea spawn, minion [Denizens of Dread] 
  Sea spawn, minion [Denizens of Dread]     
  JWM:  Diminutive Aberration (Aquatic, 
  Symbiont), CR 1, lawful evil.  
   
  
  Sea
  Sea
  Sea
  Sea    Stalker
  Stalker
  Stalker
  Stalker    [[[[Gaz II
  Gaz II
  Gaz II
  Gaz II]]]]    
  JWM: For the record, if Stormwrack had been 
  published when I started working on Gazetteer II, 
  I wouldn't have created the sea stalker.  
  Seawolf [Stormwrack] 
  Seawolf [Stormwrack] 
  Seawolf [Stormwrack] 
  Seawolf [Stormwrack]     
  JWM:  Medium Magical Beast (Shapechanger), 
  CR 3, chaotic evil. A lycanthrope-like trickster 
  beast. Its true form is a wolf-headed seal. Like 
  lycanthropes, their bite spreads a dire curse that 
  permanently transforms humans into seawolves 
  like themselves. They usually live as pirates and 
  scavengers. “In Ravenloft, the largest seawolf 
  community is a shantytown called Baytown, 
  located on the northeastern coast of the Isle of 
  Agony in Lamordia. Their rough-and-tumble 
  shacks are constructed from driftwood and 
  supplies stolen from wrecked or raided ships. 
  When the Baytown raiders create a new seawolf, 
  they imprison the unfortunate victim in an unused 
  shack while they await the new moon.”  
   
  --- 
   
  (Ravenloft-specific info is underlined.) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about seawolves. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This savage sea creature is a seawolf, a 
  dangerous and cunning shapechanger. This result 
  reveals all magical beast traits and the 
  shapechanger subtype. 
   
  18 A seawolf’s true form is that of a wolf-headed 
  seal. It can also assume a human form and a 
  hybrid form that resembles a manwolf with 
  particularly dense, matted hair. In any form, a 
  seawolf can hold its breath for longer than eight 
  minutes. 
   
  23 Seawolves were once human. Their bite carries 
  a terrible curse, not unlike lycanthropy. As the first 
  new moon following the attack nears, an afflicted 
  victim will feel increasingly feverish and 
  emotionally volatile. On the night of the new 
  moon, the victim is doomed to transform into a 
  seawolf. Unlike lycanthropy, this transformation is 
  profound, leaving the victim permanently changed 
  in body and spirit. In human form, seawolves tend 
  to have dense, sleek hair and small, low-set ears. 
   
  28 If the new moon has not yet arrived, an 
  afflicted victim can be freed from the curse with a 
  break enchantment or remove curse spell. If the 
  victim has already transformed into a seawolf, the 
  seawolf that afflicted the victim must first be slain; 
  otherwise the curative magic cannot succeed. 
  --- 
  They capsized our longboat and tore Merwyck in 
  pieces in the first moment. I believe they were 
  confused by my small stature, or possibly they 
  thought me no threat, as they did not attack me at 
  first; I killed one, I think, with my knife, but the 
  main work was done by Jollyn and the others with 
  their harpoons. When we got one up onto the ice I 
  saw it was not a shark, nor a whale, as I had first 
  supposed, but a sort of seal-wolf, with flippers 
  rather than feet but improbably canine in its head 
  and upper torso. Could it have been produced by 
  biomancy? They say the Winter Wizard rules 
  these waters.  
   
  Wanderers of the Waves, Nasran Waterwick, 
  halfing whaler (as told to Larraby Quift, author) 
  Secret Watcher [Book of Exalted Deeds] 
  Secret Watcher [Book of Exalted Deeds] 
  Secret Watcher [Book of Exalted Deeds] 
  Secret Watcher [Book of Exalted Deeds]     
  JWM: I don't actually have the Sacred Watcher in 
  my collection (since it's just a deathless ghost), but 
  I'll save your blurb and include it in the 
  compilation. 
   
  "Will you serve?"  
  "I will serve"  
  "Will you obey?"  
  "I will obey"  
  "Will you uphold the will of Ezra?"  
  "The will of Ezra is mine"  
  "Shall Ezra, then, bless you"  
   
  In the secret catacombs under Ste-Mere-des-
  Larmes, Warden Armand Pineau looked intently at 
  the holy warrior crouching at his feet. He 
  whispered an incantation, and felt the Holy Ghost 
  of Ezra descend upon the man. He reached for a 
  
  knife, and silently slit the man's throat. Blood 
  spilled upon the holy icon at his feet.  
  The eyes of the man were filled with happiness 
  and wholeness.  
  Then Pineau watched dispassionately as the spirit 
  of the man, a skeletal ghost clad in chainmail, 
  lifted from the corpse.  
   
  "Shall your life forever be in service of Our Lady 
  in the Mists" said the Anchorite.  
  The ghost was immediately joined by three others, 
  who greeted him with camaraderie and joy, and 
  disappeared in the walls of the cave complex.  
   
  Closing the trap door in the St-Mere's floor, the 
  Warden smiled, covering his head with a cowl. 
  The secrets of Ezra had now a new protector. 
   
  Selkie, dread [Fiend Folio] 
  Selkie, dread [Fiend Folio] 
  Selkie, dread [Fiend Folio] 
  Selkie, dread [Fiend Folio]     
  JWM:  Medium Humanoid (Aquatic, 
  Shapechanger), CR 1, N. These shapechangers are 
  seals at sea, humans on land. They change shape 
  by removing their sealskin, and can only change 
  shape in between the land and the sea – namely, in 
  the surf. They’re curious about the land and its 
  people, but ultimately tied to the sea. Many coastal 
  folk (such as the Mordentish) tell tales of 
  fishermen who espied beautiful selkies and stole 
  their sealskins, forcing them into marriage. If a 
  selkie ever finds its sealskin, it immediately 
  returns to the sea, abandoning any life it may have 
  had on land. The children of humans and selkies 
  are entirely human, though they two have a deep 
  longing for the sea and often become noted 
  seafarers. Selkies often bear mithril weapons, but 
  where they get them is a mystery. Selkies are often 
  mistaken for similar monsters such as seawolves 
  or were-sea cats.  
   
  --- 
   
  Characters with ranks in Knowledge (local) or 
  Knowledge (nature) can learn more about selkies. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
   
   
  DC Result 
  13 This peculiar seal is actually a selkie, a 
  reclusive shapechanger that sheds its skin to take 
  human form. This result reveals all humanoid 
  traits and the aquatic and shapechanger subtypes. 
  18 A selkie is a seal at sea, and a human on land. It 
  has the power to change shape only at the border 
  between them, such as a sandy beach. 
  23 Selkies often carry mithril weapons to defend 
  themselves. No landlubber knows where the 
  selkies get these precious items. Selkies are not 
  warlike or violent by nature, but face dangerous 
  foes in their home waters. This includes sea cats, 
  which all selkies despise. 
  28 A selkie is curious about land dwellers, but 
  ultimately drawn to the sea. A selkie must have its 
  sealskin to assume seal form, and it cannot replace 
  its sealskin once lost. If a human finds a selkie’s 
  sealskin and hides it well enough, that person may 
  be able to force the selkie to do his or her bidding 
  for as long as he has it — even in the form of 
  marriage. Such forced marriages often come to 
  tragic ends, however. 
  33 The child of a human and a selkie is entirely 
  human, but usually inherits its selkie parent’s deep 
  longing for the sea. Such folk often become 
  talented fishermen or sailors. 
   
  --- 
   
  He hid that seal's hide, and the selkie became his 
  bride and then the mother of his children; bright-
  eyed, smooth-skinned, dark-haired, and they could 
  swim like fish--or seals, or their own fair mother. 
  But she never smiled.  
   
  Came one day when he returned home from the 
  sea, his little skiff full of fish, and found his home 
  burned to ashes, his wife gone, and his children 
  hewn in pieces. Ah, how he beat his breast and 
  cried for woe! But when he searched among the 
  ruins, he saw the mantle-stone lifted, and the 
  selkie's skin gone. Then he knew that she had born 
  her slavery in silence for many a long year, 'til her 
  seal-skin had once again come into her hands; then 
  she had taken her vengeance, and returned to the 
  sea.  
   
  The Selkie, traditional Mordentish 
   
  
  Seryulin [Monster Manual III] 
  Seryulin [Monster Manual III] 
  Seryulin [Monster Manual III] 
  Seryulin [Monster Manual III]     
  Proposed par C Nichols pour le NS Gaz; for 
  Sahuagins; CR 7 
  SSSSerpentir
  erpentir
  erpentir
  erpentir    [M
  [M
  [M
  [MM5
  M5
  M5
  M5] ] ] ]     
  Serval 
  Serval 
  Serval 
  Serval ––––    see cat, serval
  see cat, serval
  see cat, serval
  see cat, serval    
  Shadow [Monster Manual] 
  Shadow [Monster Manual] 
  Shadow [Monster Manual] 
  Shadow [Monster Manual]     
  JWM:  Medium Undead (Incorporeal), CR 3, 
  chaotic evil. Undead spirits spawned by the Plane 
  of Shadow. Their touch drains Strength and 
  spawns more shadows.  
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about shadows. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  13 This mobile shadow is an undead spirit strongly 
  tied to the Plane of Shadow. This result reveals all 
  undead traits and the incorporeal subtype. 
  18 Shadows despise light and life. They lurk in 
  dark places, waiting for victims to wander by. A 
  shadow is easily spotted in brightly lit areas, but 
  effortlessly blends into the shadows in their dimly 
  lit lairs. 
  23 A shadow’s touch carries the numbing chill of 
  nonexistence, sapping the strength from living 
  creatures. The souls of victims slain by a shadow’s 
  touch rise as new shadows themselves just a few 
  moments later, with no memory of their former 
  existence. 
  28 Although common undead shadows are 
  dangerous enough, far more powerful varieties 
  have also been encountered. 
   
  --- 
   
  In my youth, in times of boredom or nervousness, 
  I developed a minor habit or tick of counting 
  things. I cannot say I find it soothing exactly, but 
  try as I might to quiet the numbers in my head, 
  they come unbidden. I never imagined this 
  compulsion would save my life. As the single light 
  source of my glowing orb cast our shadows in 
  sharp detail on the floor of the ancient tomb, my 
  eyes flicked across the group. One... two... three... 
  four of us. One... two... three... four... five 
  shadows. That was how I took the thing by 
  surprise, casting flame upon it before the rest of 
  you knew it was there. Knowing what we now do 
  of these creatures, and remembering the sorry state 
  we were in, if it had surprised us instead, I daresay 
  we'd have joined its ranks that day.  
  - Unused interview of Antayla the mage for Van 
  Richten's Guide to Ghosts 
   
  See also Dragon #336 
  Shadow asp [Fiend Folio/Denizens of 
  Shadow asp [Fiend Folio/Denizens of 
  Shadow asp [Fiend Folio/Denizens of 
  Shadow asp [Fiend Folio/Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  JWM:  Tiny Magical Beast (Extraplanar), CR 1, 
  neutral. Serpents from the Plane of Shadow, 
  sometimes summoned to act as guardians for 
  ancient tombs in the Amber Wastes. They are 
  destroyed by daylight, but their venom transforms 
  living victims into undead shadows.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (the planes) can learn more about 
  shadow asps. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC Result 
  13 This ebon cobra is a shadow asp. This result 
  reveals all magical beast traits. 
  18 Shadow asps are native to the Plane of Shadow, 
  but are often summoned to the material world to 
  act as guardians. This result reveals the extraplanar 
  subtype. 
  23 A shadow asp can partially merge with the 
  shadows. This result reveals the incorporeal 
  subtype. However, it can be instantly slain by 
  exposure to any light as bright as daylight. 
  28 A shadow asp’s venom saps a victim’s strength 
  and slowly converts its flesh into shadowstuff, 
  transforming the victim into an undead shadow. 
   
  --- 
   
  
  Thirst. Avarice. Lust for power. They were the 
  whip that our impromptu guide wielded 
  dexterously in driving us to a destination of his 
  choosing. We reached the Tomb of Ankhtepot at 
  sunset and the disturbing baying which had 
  punctuated our approach fell silent, pleasing 
  greatly the fellow, as though confirming some 
  secret calculation. Awe alone - inspired by the 
  magnificent structure and its soaring statues - 
  slowed our passage from the world above to that 
  below. A great temple emerged from the darkness, 
  then a greater one still, dominated by a colossal 
  statue, that of the deceased pharaoh himself. 
  Avarice overcame thirst and good sense, for rather 
  than pausing there, to seek out the rumored well, 
  we rushed onward, our company scrambling up a 
  wide, steep staircase. Whereupon the first of six 
  horrors befell us. Countless cobras, hooded and 
  black as night, materialized in our midst, 
  seemingly from the very shadows. Four crewmen 
  and our guide did not quit that staircase, at least 
  not alive, they being poisoned and trampled to 
  death. And the second horror was already upon us. 
  As we stumbled back to safety, our skin, 
  beginning at the point or points where we had 
  been bitten, was turning the inky black of the 
  snakes. The surviving crewmen wailed that it was 
  the mark of death and indeed we all thought as 
  much, but it was not so, for a majority of us lived 
  and for the rest it was worse. Some collapsed 
  utterly, their bodies dissipating into mere shadow. 
  Others, and this was the third horror, joined their 
  fallen brothers from the staircase as living, or 
  rather unliving, shadows bent upon our perdition.  
   
  -The Wreck of the Albatross, Juno Luteum, 
  Darkonese adventurer 
   
  Shadow Fiend [voir Demon, Shadow] 
  Shadow Fiend [voir Demon, Shadow] 
  Shadow Fiend [voir Demon, Shadow] 
  Shadow Fiend [voir Demon, Shadow]     
  Shadow mastiff [Monster Manual] 
  Shadow mastiff [Monster Manual] 
  Shadow mastiff [Monster Manual] 
  Shadow mastiff [Monster Manual]     
  JWM:  Medium Outsider (Extraplanar), CR 5, 
  neutral evil. Black hounds native to the Plane of 
  Shadow. They can panic creatures with their 
  baying howls and blend with shadows. Semi-
  intelligent.  
   
  --- 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about shadow mastiffs. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
  15 This ebon hound is a shadow mastiff, a creature 
  native to the Plane of Shadow. This result reveals 
  all outsider traits. 
  20 Shadow hounds snap at foes with their 
  powerful jaws. When they bite an opponent, they 
  try to twist the creature to the ground. 
  25 Shadow mastiffs possess an eerie cunning, and 
  they can slip into the shadows, disappearing from 
  view. Bright lights, such as daylight, can reveal 
  the mastiff’s presence. 
  30 A shadow mastiff’s howl is positively 
  terrifying to most creatures other than most fiends 
   
  --- 
   
  Your bastard son has acquired a trio of mastiff’s as 
  black as night. Their baying suffices, in the 
  absence of a steeling bard, to break our human 
  ranks. In a fight they attack from the shadows and 
  have each other’s back. If they could be cornered, 
  we Narrulve would rip them to shreds. But they 
  are not mere dogs. They are preternaturally 
  intelligent, masters of our own guerrilla tactics, 
  and disappear into the slightest shadow. And we 
  alone labour under the burden of discretion.  
   
  -Matton Blanchard reporting to Gabriel Aderre 
  Shadow spider [Monster Manual II] 
  Shadow spider [Monster Manual II] 
  Shadow spider [Monster Manual II] 
  Shadow spider [Monster Manual II]     
  JWM:  Huge Magical Beast (Extraplanar), CR 12, 
  neutral. A massive, shadowy spider native to the 
  Plane of Shadow. It has a paralytic venomous bite, 
  and its black silk is extremely slippery. It can 
  shadow walk at will.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (the planes) can learn more about 
  shadow spiders. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
  
   
  DC Result 
  17 This huge, shadowy arachnid is a shadow 
  spider. This result reveals all magical beast traits. 
  22 Shadow spiders are native to the Plane of 
  Shadow. This result reveals the extraplanar 
  subtype. 
  27 A shadow spider’s venom paralyzes its prey, 
  and its black webbing is as slick as a grease spell. 
  32 A shadow spider can shift back and forth 
  between the material world and the Plane of 
  Shadow at will. 
   
  Shadow
  Shadow
  Shadow
  Shadow----walker [Unapproachable East] 
  walker [Unapproachable East] 
  walker [Unapproachable East] 
  walker [Unapproachable East]     
  Chris Nichols: Template, CR +1. Shadow-walkers 
  are people who have performed a rite or entered a 
  pact that exchanges some of their life force for 
  shadowstuff. From this bond, they gain powers 
  related to shadow and darkness that grow with the 
  shadow-walker's character level, though they can 
  not use these powers in bright light. Shadow-
  walkers gain darkvision, but are blinded for a 
  round by bright light. A shadow-walker's shadow 
  always stands out crisp and dark, no matter how 
  dim the lighting.  
   
  In the Forgotten Realms, shadow-walkers are 
  given their powers by the god Mask, but in 
  Ravenloft the powers of shadow-walkers are 
  granted through pacts with evil spirits and dark 
  forces, possibly even the Dark Powers themselves. 
  Most shadow-walkers are rogues, and are often 
  members of criminal syndicates and thieves 
  guilds, such as the Buried Circle or the criminals 
  employed by Malken.  
   
  --- 
   
  "According to the coachman, who was thrown 
  clear of the wreck, the robber's face was obscured 
  by a cloud of darkness. He threw blobs of shadows 
  at the horses, forcing the coach off the road, and 
  then unnatural darkness descended. The coachman 
  heard the screams of the passengers as the bandit 
  struck them down, but could not aid them as his 
  leg had been broken in the fall. Shortly thereafter, 
  the robber strode out of the darkness, walked into 
  the shadows behind a nearby boulder, and did not 
  return. The coachman was not found until some 
  time later, after the wreckage was noticed by a 
  passing traveler."  
   
  - Notes by Constable Sturm Androv on a coach 
  robbery outside Kantora  
   
  Shambling mound, dread (mandragora) 
  Shambling mound, dread (mandragora) 
  Shambling mound, dread (mandragora) 
  Shambling mound, dread (mandragora) 
  [Monster Manual] 
  [Monster Manual] 
  [Monster Manual] 
  [Monster Manual]     
  JWM: Shambling Mound, Dread (Mandragora): 
  Large Plant, CR 6, neutral. A hulking, vaguely 
  humanoid mass of vegetation. Unharmed by 
  electricity; in fact, it strengthens them. They crush 
  their foes. “In the Boglands of Darkon, the twisted 
  skein of life has produced spuma vita, a form of 
  pond scum overwhelmingly flooded with positive 
  energy. A creature that consumes spuma vita gains 
  fast healing 1 for 24 hours, but if it dies while the 
  scum is still active in its system, the algae merges 
  with the residue of the creature’s life force. Over 
  the course of weeks or months, the pond scum 
  absorbs the corpse, growing into its rough shape. 
  When the process is complete, the now-digested 
  corpse rises as a shambling mound of the same or 
  similar size category as the dead creature.  
   
  “To determine a mandragora’s Intelligence score, 
  reduce the dead creature’s Intelligence by 2d4 
  points. If this results in a score below 1, the 
  shambler has no (—) Intelligence score. The 
  creature also loses a percentage of its living 
  memories equal to the above dice result × 10%. A 
  shambler retains none of the special abilities of the 
  original creature.  
   
  “Mandragorae resemble the creatures they 
  absorbed in only the vaguest of terms. A shambler 
  arising from a humanoid’s corpse has a generally 
  humanoid form, with a barrel-shaped body, ropy 
  arms, stumpy legs, and at most a spongy lump 
  where its head should be. A shambler’s brain and 
  sensory organs are located in its upper body.  
   
  “A shambler is almost totally silent and invisible 
  in its natural surroundings, often catching 
  opponents flat-footed. It may lie partially 
  submerged in a shallow bog, waiting patiently for 
  some creature to walk onto it. Shamblers move 
  easily through water as well, and they have been 
  known to sneak into the camps of unsuspecting 
  
  travelers at night. In a few rare and infamous 
  cases, shamblers have been reported that retained 
  enough scraps of their living memory to act on 
  them, often crudely attempting to complete 
  unfinished tasks important to the digested creature 
  at the time of its death — such as seeking 
  vengeance.”  
   
  --- 
   
  from WotC know your enemy  
   
  These mobile, voracious compost heaps can be 
  found in the deepest forests and tagging along with 
  druids, rangers, and other outdoorsy types. 
   
  Knowledge (Nature) 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about shambling mounds. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
   
  18 This animated mound of vegetation is a 
  shambling mound. This result reveals all plant 
  traits. 
  23 Shambling mounds are immune to electricity 
  and resistant to fire. They are virtually silent and 
  invisible in their natural environment. 
  28 Shambling mounds become incredibly active 
  during powerful thunderstorms and can survive 
  direct strikes from lightning. 
   
  --- 
   
  -“Your highness, the lost cast of the Ballet 
  National du Dementlieu, it’s fate, learned I have, I 
  think,” stammered my new Master of Ceremonies.  
  -"By the Vulchar, how delicious, do tell," I 
  answered with feigned indifference.  
  -The elf continued with little more composure, 
  “After its command performance, that is to say its 
  commanded performance, I mean its shambles of a 
  command, commanded performance, it some how 
  took a horribly wrong turn and got itself into the 
  Bog Lands, where - I can’t say or imagine how - 
  the members have become, well, mounds of plant 
  matter in want of firm roots."  
  -Dryly I remarked, "How unfortunate," then asked 
  sternly, "Are you certain?"  
  -He screwed up his scant courage and dared look 
  me in the eye socket as he replied: "It is them lord, 
  for the things, or at least the most lucid of them, 
  were performing, albeit silently, Vacheq’s Raven 
  Field with the same improvisations that had so 
  utterly incensed, that had so rightly, utterly 
  incensed, your august person.”  
  -Whereupon I permitted myself the thought of the 
  thinnest of smiles and said flatly: "Inform the 
  ambassador of their location but not of their 
  condition."  
   
  Lord of Necropolis, a forged and calumnious 
  autobiographical parody of the life of Azalin Rex 
  Shattered brethren (psionic Bluetspur 
  Shattered brethren (psionic Bluetspur 
  Shattered brethren (psionic Bluetspur 
  Shattered brethren (psionic Bluetspur 
  broken ones)
  broken ones)
  broken ones)
  broken ones)    
  Shark
  Shark
  Shark
  Shark    [Monster Manual 
  [Monster Manual 
  [Monster Manual 
  [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about sharks. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This large, sleek fish is a shark, a 
  dangerous predator with a mouth full of razor-
  sharp teeth. This result reveals all animal traits. 
   
  DC 16: Sharks have exceptionally acute senses 
  underwater. They are drawn to vibrations, and can 
  be drawn to the scent of blood from up to a mile 
  away. 
   
  DC 21: Smaller sharks generally aren’t dangerous 
  to most creatures, but some species can grow up to 
  20 feet in length and are prone to make 
  unprovoked attacks against anything that disturbs 
  them.  
  Sheet Phantom (dragon 276)
  Sheet Phantom (dragon 276)
  Sheet Phantom (dragon 276)
  Sheet Phantom (dragon 276)    
  Submitted by  JP 
   
  
  Shipban
  Shipban
  Shipban
  Shipbane (FoS Nocturnal Sea report)
  e (FoS Nocturnal Sea report)
  e (FoS Nocturnal Sea report)
  e (FoS Nocturnal Sea report)    
  Silver fox (elven fox) [Ravenloft 
  Silver fox (elven fox) [Ravenloft 
  Silver fox (elven fox) [Ravenloft 
  Silver fox (elven fox) [Ravenloft 
  Gazetteer I
  Gazetteer I
  Gazetteer I
  Gazetteer I    p 126
  p 126
  p 126
  p 126]]]]    
  JWM:  Small Magical Beast, CR 1/2, neutral. A 
  swift, clever, silver-furred fox native to elven 
  forests, such as eastern Darkon and Sithicus.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about silver foxes. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  10 This vulpine animal is a silver fox, a creature 
  commonly associated with elven woodlands. This 
  result reveals all magical beast traits.  
  15 Silver foxes are extremely fleet of foot and 
  exceptionally difficult to track.  
  20 Silver fox pelts can attract high prices in some 
  markets, though elves won’t buy them.  
  25 Elf mages sometimes seek out silver foxes for 
  use as familiars 
   
  --- 
   
  The elf-fox, or silver fox (Vulpus argentine) is not 
  widely hunted, although its pelt is gorgeously 
  ornamental; the more primitive among the elves of 
  Sithicus are said to believe they are ancestral 
  spirits, while the woodsmen of Kartakass and 
  Valachan (though they agree on little else) both 
  say that a hunter taking such a skin often simply 
  disappears into the Mists. Because of this belief, 
  and their coloring, the Valachani also sometimes 
  refer to them as mist-foxes.  
  Harrald’s Bestiary, published in Il Aluk, 693 
   
  Sirine [Monster Manual II] 
  Sirine [Monster Manual II] 
  Sirine [Monster Manual II] 
  Sirine [Monster Manual II]     
  JWM: Medium Fey (Aquatic), CR 5, chaotic 
  neutral. Playful female fey that live beneath the 
  waves. They sometimes enjoy companionship, for 
  a time. Not terribly fearsome in a fight, but they 
  can charm people with their song, sap (or restore) 
  Intelligence with their touch, and they have a few 
  useful spell-like abilities. Primarily included for 
  the Lady of the Lake.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about sirines. A character who 
  recnoginizes a sirine’s nature can make a bardic 
  knowledge check to learn more. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (nature) 
  DC Result 
  15 This lovely, green-tinged woman is a sirine, a 
  gregarious fey spirit that spends most of her time 
  beneath the waves. This result reveals all fey traits 
  and the aquatic subtype. 
   
  20 Sirines enjoy entertaining outgoing strangers 
  with songs and dance, but they do not seek long-
  term companionship with mortals. Sirines 
  sometimes offer small parting gifts to mortals they 
  consider particularly charming. Sirines are not 
  powerful combatants, but are talented at 
  distracting or escaping foes. A sirine can charm 
  mortals with her songs, and she can dull the wits 
  of any mortal who offends her with just a tap of 
  her finger. A sirine ignores glancing blows, but 
  weapons forged of cold iron can pierce her 
  defenses. 
   
  25 A sirine is surrounded by a magical, invisible 
  aura that helps deflect attacks. With another touch, 
  a sirine can restore the wits of any mortal whose 
  mind she or any other sirine sapped. 
   
  30 Once per day, a sirine can use fog cloud and 
  improved invisibility as spell-like abilities. She 
  can also polymorph herself once a day, A sirine 
  can commune with natural animals, just like the 
  wild empathy of a druid. 
   
  Bardic Knowledge 
  DC Result 
  20 A sirine’s charming song is a sonic effect 
  which can be countered with bardic music. 
   
  --- 
   
  
  We came at last to the standing stone, engraved 
  with strange inscriptions, where Doneth had 
  arranged to meet us; the morning mist hung over 
  the water, and the waters of the lake were dark and 
  chill in the autumn dawn. As we stood we heard a 
  snatch of song echoing over the water, seeming to 
  come from the broken castle on its island, only just 
  visible through the fog. It was heartbreakingly 
  beautiful, and yet I seemed to hear the clash of 
  swords, the screams of dying men, and the sobbing 
  of a widow bereft in each note.  
  “How she must hate us,” Harespex muttered.  
  Bertram Mac Laren, Sixty Nights in Tepest 
  Skarphove [Gaz. 5, Nova Vaasa] 
  Skarphove [Gaz. 5, Nova Vaasa] 
  Skarphove [Gaz. 5, Nova Vaasa] 
  Skarphove [Gaz. 5, Nova Vaasa]     
  Suggested by Chris Nichols 
  Skeletal Dread Companion (CoD)
  Skeletal Dread Companion (CoD)
  Skeletal Dread Companion (CoD)
  Skeletal Dread Companion (CoD)    
  Skeletal Guardian (VRGttWD WE)
  Skeletal Guardian (VRGttWD WE)
  Skeletal Guardian (VRGttWD WE)
  Skeletal Guardian (VRGttWD WE)    
  Skeletal warbeast [Heroes of Battle
  Skeletal warbeast [Heroes of Battle
  Skeletal warbeast [Heroes of Battle
  Skeletal warbeast [Heroes of Battle    p 156
  p 156
  p 156
  p 156] ] ] ]     
  JWM:  Large Undead, CR 4, neutral evil. Created 
  by necromancers, these war steeds have the 
  skeletal bodies of warhorses attached to an oryx (a 
  type of antelope) skull. “In Ravenloft, skeletal 
  warbeasts first appeared in the Burning Peaks, 
  created to serve the cavalry in the undead armies 
  of Cavitius. The secrets of their creation may have 
  since spread along with Vecna’s surviving 
  cultists.” They have a powerful charge and can 
  pass without trace.  
   
  --- 
   
  (Note that the Knowledge [arcana] info is just my 
  interpretation, rather than canon.) 
   
  Characters with ranks in Knowledge (religion) or 
  Knowledge (arcana) can learn more about skeletal 
  warbeasts. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  Knowledge (religion) 
  DC 14: This fleshless, horned steed is a skeletal 
  warbeast, created by necromancers to serve as 
  mounts in their undead armies. This result reveals 
  all undead traits. 
   
  DC 19: A skeletal warbeast often charges foes, 
  dealing horrendous damage with its horns when it 
  does so. Glancing blows skitter off a warbeast’s 
  skeletal frame; the best way to destroy it is to 
  smash it to pieces with bludgeoning weapons. 
  Unlike mere skeletons, these warbeasts possess 
  much of the cunning and prowess they had in life. 
   
  DC 24: Because it lacks soft tissues, a skeletal 
  warbeast is immune to cold. Through the unearthly 
  forces empowering it, a skeletal warbeast leaves 
  no tracks of any kind. 
   
  Knowledge (arcana) 
  DC 14: A spellcaster of at least 12th level can 
  create a skeletal warbeast with create undead, the 
  skeleton of a warhorse, the skull of an oryx, and a 
  black onyx gem worth at least 400 gp. 
   
  --- 
   
  "And lo! A great horse with a rider came bursting 
  through the woods!"  
  "Well, it looked like a horse: it had these big 
  swords stuck to its head."  
  "They were horns, but they cut like swords! And 
  the beast had a saddle and jewels and gold all over 
  it, matched the rider's armor."  
  "After it tore up the marketplace and set the chapel 
  on fire, the fiends leapt into the forest."  
  "What did the rider look like?"  
  "Hard to say... He was dressed up in old dusty 
  armor."  
  "And neither of'em had any flesh... When they 
  leapt into the forest, the rider turned his head 
  around-"  
  "Like an owl!"  
  "And he screamed "Help me!" at us."  
   
  -From the notes of Rudolph Van Richten, 
  concerning the "Horned Fiend of Rivalis" 
  SSSSkeleton [Monster Manual] 
  keleton [Monster Manual] 
  keleton [Monster Manual] 
  keleton [Monster Manual]     
  JWM: Template Undead, CR varies, neutral evil. 
  Standard, mindless walkin’ bones. Includes 
  several variants.  
   
  --- 
   
  
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s skeletal nature. They 
  may need to make a separate Knowledge check to 
  learn about the base creature. Characters who 
  recognize a skeleton’s nature can make a 
  Knowledge (arcana) check to learn more. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (religion) 
  DC Result 
  10 These walking bones are nothing more than the 
  undead skeleton of a once-living creature, given 
  independent life through foul magic. This result 
  reveals all undead traits. 
  15 Skeletons are mindless undead that retain 
  almost none of the knowledge or abilities they 
  possessed in life. 
  20 Because a skeleton lacks soft tissues, it ignores 
  exposure to cold, and most minor weapon strikes 
  simply clatter off its dry bones. The most effective 
  means of destroying skeletons is to simply smash 
  them to pieces with bludgeoning weapons. 
   
  Knowledge (arcana) 
  DC Result 
  13 Skeletons can be created with a basic animate 
  dead spell. They are often found in the service of 
  necromancers or other masters of the undead. 
   
  --- 
   
  Have you seen the ghost of John?  
  Snow white bones and rest all gone...  
  Oooh! Wouldn't it be chilly with no skin on?  
   
  - 
  Traditional 
   
   
  " They tore free of the bodies! The bloody 
  bones...leering skulls all around us! No sound, no 
  scream, no laughter! They came after us...ever 
  after us...ever after us...knowing we would rest 
  and they wouldn't...hunting, hunting, their bones 
  clicking...clicking...clicking...until we would be 
  like them! Forever bearing the death-grin..."  
   
  -Ramblings of a veteran of the Dead Man's 
  Campaign 
   
  See also: Animal Skeleton   "New Monsters For 
  Low Levels"   Len Lakofka   Dragon#66(57)   
  D&D1 
   
  See Pathfinder Classic Horror revisited 
  Skeleton, archer 
  Skeleton, archer 
  Skeleton, archer 
  Skeleton, archer (VRGttWD WE)
  (VRGttWD WE)
  (VRGttWD WE)
  (VRGttWD WE)    
  Sk
  Sk
  Sk
  Skeleton, pyroskeleton
  eleton, pyroskeleton
  eleton, pyroskeleton
  eleton, pyroskeleton    [Denizens of 
  [Denizens of 
  [Denizens of 
  [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  Skeleton, warlock (VRGttWD WE)
  Skeleton, warlock (VRGttWD WE)
  Skeleton, warlock (VRGttWD WE)
  Skeleton, warlock (VRGttWD WE)    
  Skin kite [Libris Mortis] 
  Skin kite [Libris Mortis] 
  Skin kite [Libris Mortis] 
  Skin kite [Libris Mortis]     
  JWM: Small Undead, CR 3, neutral evil. A flying 
  flap of tattered skin that melds with living 
  creatures, then feeds on their skin, spawning more 
  skin kites. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about skin kites. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 13: This ragged, writhing flap of skin is a skin 
  kite, a necromantic creation driven by its hunger 
  for living skin. This result reveals all undead traits. 
   
  DC 18: Skin kites attack living creatures by 
  wrapping its tattered flaps around the victim’s 
  body and melding itself to their skin. An attached 
  skin kite can be removed, but not without effort. 
   
  DC 23: While attached to a living creature, a skin 
  kite gradually absorbs the creature’s skin. 
  Fortunately, skin kites usually sate their hunger 
  and detach before killing its victim, but these 
  creatures suffer terrible scarring. 
   
  DC 28: Whenever a skin kite absorbs enough skin, 
  it rerreats to a hidden lair, where it takes a few 
  moments to spawn a new skin kite. 
   
  --- 
   
  
  The great spinning pin wheel of beautiful young 
  women, breathtakingly dressed, and of richly 
  endowed men, decadently clad, flew apart as 
  shrieks shattered the ballroom’s decorum. No, not 
  yet another case of thankless and spiteful Borcan 
  servants poisoning the punch. A fetching beauty, 
  well attired in our latest fashion, but of entirely 
  suspect nobility, her nouveau riche family owning 
  a scrap of land outside of Ilvin, was making a 
  perfect spectacle of herself, her arms flapping 
  about hysterically, somehow reminiscent of a 
  wounded duck. Granted, not without reason. For 
  the most hideous hunk of skin you could ever 
  imagine, which would have looked out of place 
  even on a Vistani crone or a caliban, hung between 
  her neck and her bosom like half sheered wool. 
  Ivana would not have invited her to Misericordia, 
  let alone let her in, looking like that, so evidently 
  something unspeakable had just befallen the poor 
  thing. The devilishly handsome, if somewhat 
  unimaginatively clothed, Peter Mournesworth of 
  Mordent, who is beginning to carve out for 
  himself quite a reputation as an incorruptible force 
  for truth and justice on both sides of the Musarde, 
  stepped boldly forth, offered a brief, dignified 
  apology to the strickened whelp for what he was 
  about to do, then seized most shockingly and most 
  violently that piece of ‘flesh’ and tore it free. As 
  with one arm he caught the swooning, bloodied 
  girl, who he passed foolishly into the ever 
  lecherous hands of Ivan Dilisnya, with the other he 
  fought to hold and to fend off a thing that 
  struggled with all the savagery of a landlocked sea 
  devil, at last pinning it under his boot and cutting 
  it to ribbons with his very long sword.  
   
  -Extract from the society pages of Port-a-Lucine 
  Skin thief [Denizens of Dread] 
  Skin thief [Denizens of Dread] 
  Skin thief [Denizens of Dread] 
  Skin thief [Denizens of Dread]     
  JWM:  Medium Monstrous Humanoid 
  (Shapechanger), CR 2, chaotic evil. Vicious, 
  shaggy, vaguely ursine humanoids with clawed, 
  eight-fingered hands. They can flay their dead 
  victims, then wear their skin, disguising 
  themselves as normal Medium humanoids. Think 
  “Texas Chainsaw Massacre” or “The Hills Have 
  Eyes.”  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about skin thieves. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  12 The shaggy hide and wicked claws revealed 
  beneath this stranger’s shredded skin reveals its 
  true nature as a skin thief, a debased shapechanger. 
  This result reveals all monstrous humanoid traits 
  and the shapechanger subtype.  
   
  17 Skin thieves have eight gnarled fingers on each 
  hand, each one ending in a long, razor-sharp talon. 
  A skin thief can use its claws to quickly skin a 
  helpless victim. It then slips inside and alters its 
  shape to fill the skin perfectly, allowing the 
  monster to pose as its victim.  
   
  22 A skin thief gains none of the knowledge or 
  abilities of the victims whose skin it wears. 
  Creatures with sharp senses can identify a given 
  skin thief by scent, regardless of its current 
  disguise. A skin thief’s bite injects a mildly 
  paralytic poison.  
   
  27 Unlike doppelgangers and similar 
  shapechangers, skin thieves seldom attempt to 
  assume the roles of specific individuals or 
  infiltrate society. Instead, they keep to their own 
  barbaric clans, using their human appearance to 
  lure new victims into their clutches. Skin thieves 
  often wear shiny trinkets and trophies made from 
  past victims, further betraying their true identities. 
   
  --- 
   
  -I asked with a shiver: “What sort of man skins 
  another alive?”  
  -Vail replied: “A torturer, a mad man of science, 
  or no man at all.”  
  -Uneasily, I asked: “A Fey?”  
  -Vail, as he reexamined the half-eaten remains, 
  answered absently: “Something highly dexterous 
  and reasonably intelligent, that can tie knots. 
  There are stories of certain Fey fraying men alive, 
  but none to my knowledge of the victims being 
  eaten alive too. The same is generally true of 
  sadists and crazed doctors. Also there is the fact 
  that the killer, to string up the victim like this, 
  must have above average strength.”  
  
  -Vail drew my attention to the raw meat of the 
  neck and I whispered: “Teeth marks.”  
  -He added: “Not at all human, indeed almost 
  ursine, and perhaps bearing poison, notice the 
  slight discolouration. Further, the half dozen black 
  hairs clinging to the raw flesh are not human 
  either.”  
  -I summarised: “We are looking for a man-eating 
  beast, black haired, strong, dexterous, 
  preternaturally intelligent.”  
  -Vail responded: “While that is true, I doubt very 
  much that a single witness will have seen the 
  creature that you describe. What is missing from 
  our crime scene?”  
  I observed perplexedly: “His clothes. What would 
  a beast want with his clothes?”  
  Triumphantly, Vail cried: “Not just his clothes! 
  His skin, Colonel his skin! And why would a 
  bestial thief take a man’s clothes and his skin?”  
   
  The Skin Thief, Colonel Oliver Pendleton 
  Skogsra [Gaz. 4, Valachan] 
  Skogsra [Gaz. 4, Valachan] 
  Skogsra [Gaz. 4, Valachan] 
  Skogsra [Gaz. 4, Valachan]     
  Suggested by Chris Nichols 
  Sk
  Sk
  Sk
  Skulking cyst [Libris Mortis] 
  ulking cyst [Libris Mortis] 
  ulking cyst [Libris Mortis] 
  ulking cyst [Libris Mortis]     
  JWM:  Small Undead, CR 4, chaotic evil. A 
  roiling mass of internal organs and tumors, created 
  by the necrotic cyst spell. It attaches itself to living 
  victims and drains their blood. Can also create 
  magical darkness and create new necrotic cysts.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (religion) can learn more about 
  skulking cysts. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  Knowledge (religion) 
  DC 14: This repulsive, heaving sac of viscera and 
  organs is a necrotic cyst, the creation of foul 
  necromantic magic. This result reveals all undead 
  traits. 
   
  DC 19: A necrotic cyst is surprisingly intelligent 
  and stealthy. It attacks with its intestines 
  whipping, often lashing itself to its victim. A 
  necrotic cyst is slightly resistant to turning. 
  Necrotic cysts still understand the languages they 
  knew in life. 
   
  DC 24: Once a necrotic cyst lashes itself to a 
  living creature, it drains blood. Fortunately, these 
  cysts usually sate their hunger and retreat before 
  the victim dies from blood loss. A necrotic cyst’s 
  oozing body is slightly resistant to fire. 
   
  DC 29: Before a necrotic cyst detaches itself from 
  its prey, it uses its necrotic cyst spell-like ability 
  on the victim. It can only do this once a day, but it 
  can use darkness several times a day to aid its 
  stealth tactics. 
   
  Knowledge (arcana) 
  DC 12: Necrotic cysts are created as a result of the 
  necrotic cyst spell. 
   
  --- 
   
  Fortunately, a ship was leaving port and its captain 
  was greedy for our gold. Soon the accursed town 
  of Nevuchar Springs was but a speck on the 
  horizon. We had survived the trials of the last 
  month. We had escaped, with our minds and 
  bodies intact, the anarchy of my decapitated 
  homeland. Gregor, our indomitable cleric, was not, 
  however, looking so well, indeed was an 
  unhealthy shade of green, and retired to our cabin. 
  A few minutes later a sailor screamed for the 
  captain. We were led below deck. Our friend was 
  lying on his back. His head, which rested at a 
  distance of a few feet, appeared to have been torn 
  from his body. I unbuckled his armour. Where his 
  neck, rib cage, heart and lungs, stomach and 
  intestines should have been a hole gaped. Eleanor 
  drew our attention to the floor. A trail, traced in 
  blood and gore, led from the body, passed the 
  head, and down the passageway.  
   
  -The Wreck of the Albatross, Juno Lutuem, 
  Darkonese adventurer 
   
  Skull beetle [Tower of Doom, Book of 
  Skull beetle [Tower of Doom, Book of 
  Skull beetle [Tower of Doom, Book of 
  Skull beetle [Tower of Doom, Book of 
  Sacrifices] 
  Sacrifices] 
  Sacrifices] 
  Sacrifices]     
  JWM:  Fine Vermin, CR 1, neutral. A stupidly 
  aggressive beetle with an incredibly toxic bite. In 
  
  the worst case scenario, its venom dissolves all 
  flesh in the victim, leaving nothing but the eyes. 
  Can also spray acid.  
   
  --- 
   
  "She had the most beautiful eyes. I could stare into 
  their blue depths for hours. And so I did. For that 
  was all that remained of her after that damn bug."  
   
  -Distraught resident of Nartok 
  Skul
  Skul
  Skul
  Skull Ripper
  l Ripper
  l Ripper
  l Ripper    [[[[Pathfinder 3
  Pathfinder 3
  Pathfinder 3
  Pathfinder 3] ] ] ]     
  Sort of scorpion-like construct, that collects skulls 
  Skum [Monster Manual]
  Skum [Monster Manual]
  Skum [Monster Manual]
  Skum [Monster Manual]    
  Proposed par C Nichols pour le NS Gaz; created 
  by Aboleth 
   
  Slain (Gaz II)
  Slain (Gaz II)
  Slain (Gaz II)
  Slain (Gaz II)    
  Ghoul, Shadow, skeleton, wight, zombie
  Ghoul, Shadow, skeleton, wight, zombie
  Ghoul, Shadow, skeleton, wight, zombie
  Ghoul, Shadow, skeleton, wight, zombie    
  Slaymate [Libris Mortis] 
  Slaymate [Libris Mortis] 
  Slaymate [Libris Mortis] 
  Slaymate [Libris Mortis]     
  JWM:  Small Undead, CR 2, lawful evil. The 
  animated corpse of a child who died due to the 
  malice or neglect of a parent or guardian. They 
  have a diseased bite, but they aren’t very fierce in 
  combat. However, their invisible aura empowers 
  necromantic spells, so necromancers sometimes 
  wear one of these creatures for the power boost.  
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about slaymates. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This discomfortingly pale child is an undead 
  creature known to some as a slaymate. This result 
  reveals all undead traits. They speak the language 
  they knew when alive, usually Common. 
  17 Slaymates are created when children die due to 
  the malice or neglect of their guardian. A 
  slaymate’s rot-infested mouth delivers a deadly, 
  supernatural disease called pale wasting with its 
  bite. 
  22 A slaymate emits an invisible aura to a range of 
  a few paces. Within this aura, spellcasters find it 
  easier to prepare or use necromantic magic. For 
  this reason, slaymates are almost always 
  encountered in the presence of necromancers, who 
  may even wear the little horrors on their backs. 
   
  --- 
   
  -Trina nearly squealed: “Count von Zarovich, lord 
  of Barovia, ancient as the land itself, the very devil 
  incarnate, has a rag doll!” And she dared continue, 
  “Do you take her to your bed, to keep you warm, 
  to hold at bay the terrors of the day?”  
  -Strahd turned, fixed upon her a withering gaze, 
  and replied levelly, even as the walls shook with 
  the first retort of a thunderstorm, “Dog, you have 
  no idea.”  
   
  Journal of Jander Sunstar 
   
  SSSSmoke Haunt 
  moke Haunt 
  moke Haunt 
  moke Haunt [[[[Pa
  Pa
  Pa
  Pathfinder 3
  thfinder 3
  thfinder 3
  thfinder 3]]]]    
  Fire spirit 
  Snake [Monster Manual 
  Snake [Monster Manual 
  Snake [Monster Manual 
  Snake [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Constrictor : 2 (Giant : 5) 
  Viper : 1/3, ½, 1, 2, 3 
  Characters with ranks in Knowledge (nature) or 
  Knowledge (arcana) can learn more about snakes. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This slithering, scaly serpent is one of 
  many varieties of dangerous snakes. This result 
  reveals all animal traits. 
   
  DC 15: Dangerous snakes are divided into two 
  general categories. Vipers kill their prey with their 
  venomous fangs. Constrictors are nonpoisonous; 
  they strike with their jaws to seize their prey, then 
  wrap their coils around its torso, slowly 
  suffocating it. Once snakes make a kill, they 
  swallow their prey whole. Although rare, some 
  species of both constrictors and vipers can grow to 
  enormous sizes. Some snakes have adapted to 
  
  aquatic environments, and can hold their breath for 
  minutes at a time. 
   
  KNOWLEDGE (ARCANA) 
  DC 10: Some mages adopt vipers for use as 
  familiars. Such mages tend to be particularly sly. 
   
  Snake
  Snake
  Snake
  Snake, sea
  , sea
  , sea
  , sea    [[[[Stormwrack p 170
  Stormwrack p 170
  Stormwrack p 170
  Stormwrack p 170]]]]    
  Proposed par C Nichols pour le NS Gaz 
  Soul kraken [Neither Man Nor Beast] 
  Soul kraken [Neither Man Nor Beast] 
  Soul kraken [Neither Man Nor Beast] 
  Soul kraken [Neither Man Nor Beast]     
  JWM: Huge Magical Beast (Aquatic), CR 9, NE 
  (and the elder soul kraken, Gargantuan Magical 
  Beast, CR 12, NE). A smaller version of the MM 
  kraken. Less physical power, can’t charm 
  creatures, and doesn’t care about ruling deep-sea 
  kingdoms. Instead, these smaller kin dwell in 
  shallow waters, usually near reefs or shoals. They 
  sink ships to use as lairs, surrounding themselves 
  with sunken treasures. Soul krakens can mount 
  creatures’ heads on the tips of their tentacles. They 
  can work these heads like puppets — even see 
  through their eyes and use them to speak — which 
  has fooled many sailors into thinking these 
  creatures devour their victims’ souls. Soul krakens 
  use their head-mounted tentacles like long serpents 
  to reach inside foundering ships and snatch up 
  hiding crewmen. The elder soul kraken is as 
  powerful as the MM kraken. This creature is 
  inspired by an encounter in Neither Man Nor 
  Beast, although the soul kraken there is actually 
  just a regular AD&D kraken with a fresh coat of 
  paint.  
   
  --- 
   
  Characters with bardic knowledge or ranks in 
  Knowledge (arcana) can learn more about soul 
  krakens. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  19 This massive squid-like creature is a soul 
  kraken, a distant relative of the true kraken easily 
  distinguished by the skulls and rotting heads 
  skewered onto the end of its tentacles. This result 
  reveals all magical beast traits and the aquatic 
  subtype.  
   
  24 Soul krakens often attack during sudden 
  storms. They can reach onboard a ship to snatch 
  up sailors with their long tentacles, pulling them 
  down into the water to drown or be devoured. Soul 
  krakens devour both the flesh and the spirits of 
  their victims. They sink ships to use as their lairs.  
  29 If a soul kraken gets its clutches on a helpless 
  sailor, it can rip the hapless victim’s head off with 
  one violent motion. A soul kraken may retreat if 
  its foes manage to sever several of its tentacles. A 
  retreating soul kraken can propel itself through the 
  water at high speeds and mask its escape with a 
  cloud of black ink.  
  34 Soul krakens are highly intelligent and can see, 
  hear, and even speak through the rotting heads 
  mounted on the tips of their tentacles. Beware a 
  soul kraken with skulls on the end of its tentacles 
  — the beast will want fresher replacements.  
  39 It’s no coincidence that soul krakens attack 
  during storms. They can control the winds and 
  waves, often driving ships onto rocky shoals just 
  before launching a sudden attack.  
   
  (Fun fact: In 2E, the soul kraken turns out to be 
  one of many, many Ravenloft monsters -- such as 
  pyre elementals and evil treants -- that are 
  mechanically identical to the common MM 
  versions, once you actually compare stats. My 3E 
  update is a CR 9 Huge magical beast, based on the 
  MM kraken, with a few new abilities.) 
   
  --- 
   
  Unfathomed depths the dark sea holds,  
  Wandered far by mariners bold;  
  Unknown creatures there abide,  
  Things which never see the light...  
   
  The sea-witch cast her awful spell  
  To bring a servant up from Hell,  
  Its ten arms raised to do her will,  
  Its snapping beak those men to kill.  
  It seized upon that doughty ship  
  Its hull to maim, its rigging strip,  
  And every tar aboard did know  
  The sea-witch aimed to bring them low,  
  Down beneath the ocean wave,  
  Their blood to slake her kraken slave!  
   
  
  Ballad of the Stormrunner, traditional Darkonese 
   
  --- 
   
  JWMangrum :  
   
  Here's the Soul Kraken conversion I wrote up for 
  myself some time back; do with it what you will. 
  As a note, when the soul kraken appeared in 
  Neither Man Nor Beast it was, mechanically, just a 
  normal Monster Manual kraken with a minor 
  cosmetic change. I expressed that cosmetic change 
  in actual game mechanics for the 3E version.  
   
  Oh -- apologies for the non-standard stat block 
  below. All the needed info is there, however. 
   
  Soul Kraken  
  Usually NE Huge Magical Beast (Aquatic)  
  Initiative: +4  
  Speed: Swim 20 ft. (4 squares)  
  Senses: Darkvision 60 ft., low-light vision; Listen 
  +19, Spot +19  
   
  Space/Reach: 15 ft./10 ft. (50 ft. with tentacle, 20 
  ft. with arm)  
  Base Attack/Grapple: +12/+28  
  Attack: Tentacle rake +18 melee (2d6+8/19–20)  
  Full Attack: 2 tentacle rakes +18 melee 
  (2d6+8/19–20) and 6 arm rakes +13 melee 
  (1d4+4) and bite +13 melee (2d8+4)  
  Attack Options: Blind-Fight, Combat Expertise, 
  Improved Trip  
  Special Attacks: Head snatch, improved grab, 
  constrict 2d6+8 or 1d4+4, soul puppets  
   
  Hit Dice: 12d10+84 Hit Points: 139  
  Armor Class: 18, touch 8, flat-footed 18 (–2 size, 
  +10 natural)  
  Saves: Fort +15, Ref +8, Will +8  
  Special Qualities: Ink cloud, jet, spell-like abilities  
   
  Abilities: Str 26, Dex 10, Con 25, Int 20, Wis 19, 
  Cha 20  
  Skills: Concentration +16, Hide +0, Search +19, 
  Survival +6 (+8 to follow tracks, avoid getting 
  lost, or avoid hazards), Swim +16, Use Magic 
  Device +14  
  Knowledge: Geography +14, Nature +13  
  Social: Diplomacy +7, Intimidate +14, Sense 
  Motive +13  
  Languages: Aquan, dead man’s tales (see text)  
  Outcast Rating: 10 (+4 size, +3 appearance, +2 
  reputation, +1 unnatural powers)  
  Feats: Blind-Fight, Combat Expertise, Improved 
  Critical (tentacle), Improved Initiative, Improved 
  Trip  
   
  Environment: Temperate and warm aquatic (Sea 
  of Sorrows)  
  Organization: Solitary  
  Challenge Rating: 9  
  Treasure: Triple standard  
  Advancement: 13–19 HD (Huge); 20–32 HD 
  (Gargantuan); 33–60 HD (Colossal)  
  Level Adjustment: —  
   
  Soul krakens are aggressive and cruel behemoths 
  distantly related to the true krakens of other 
  worlds. They are as cruel and cunning as true 
  krakens, but they adapted to existence in the 
  merciless seas of the Demiplane of Dread. Soul 
  krakens are smaller than true krakens, but no less 
  dangerous or malevolent. Soul krakens are most 
  active at dusk and dawn. During the daylight 
  hours, they tend to slumber inside their lairs, 
  waiting for the daylight to fade.  
   
  While true krakens lurk in the abyssal ocean 
  depths, soul krakens roam relatively shallow 
  waters, often lingering near coral reefs or rocky 
  outcroppings. They make their lairs inside 
  shipwrecks—often those of their own making. 
  Soul krakens often drive ships onto jutting rocks, 
  then devour their crews. Once a soul kraken has 
  destroyed all resistance, it smashes a hole in the 
  ship’s hull, drags the ship to the seabed, and slips 
  inside to surround itself with its sunken treasures. 
  The hunting grounds of soul krakens often acquire 
  an accursed reputation among the region’s seafolk: 
  a place where ships vanish without trace. 
  Fortunately, soul krakens are solitary beasts with 
  no use for others of their own kind or the 
  humanoid slaves favored by their true kraken kin.  
   
  A soul kraken resembles a massive, monstrous 
  squid. Its clammy flesh is a pale, bluish gray, with 
  a black beak and silvery eyes. Six of the beast’s 
  tentacles are shorter arms about 30 feet long; the 
  remaining two are nearly sixty feet long and 
  covered with barbs. Its beaklike mouth is located 
  
  where the tentacles meet the lower portion of its 
  body.  
   
  A soul kraken’s most disturbing trait is its habit of 
  ripping the heads off humanoid victims and 
  skewering them on the tips of its writhing limbs. A 
  soul kraken can manipulate these heads like 
  puppets and, so long as flesh clings to their skulls, 
  can scry through their senses and even gain limited 
  access to the corpses’ memories. A soul kraken 
  extends its skull-tipped limbs into crippled ships to 
  track down any victims attempting to hide. Sailors 
  who dare speak of soul krakens claim that they eat 
  not just men’s flesh but their very souls—thus the 
  name.  
   
  Soul krakens understand Aquan, though they 
  cannot communicate by any means humanoids can 
  understand. Through their dead man’s tales ability, 
  they can also communicate through their soul 
  puppets, gaining the ability to understand and 
  speak any language known to a fresh severed 
  head’s former owner—usually one or more 
  domain tongues of nearby coastal regions.  
   
  Combat  
  Soul krakens strike their opponents with their 
  barbed tentacles, then grab and crush victims with 
  their arms or drag them into their huge jaws. If 
  opponents take cover, the soul kraken uses the 
  severed heads mounted on the ends of its limbs to 
  seek out or taunt hiding prey.  
   
  An opponent can make sunder attempts against a 
  soul kraken’s tentacles or arms as if they were 
  weapons. A soul kraken’s tentacles have 20 hit 
  points, as its arms have 10 hit points. If a soul 
  kraken is currently grappling a target with one 
  tentacle or arm, it usually uses another limb to 
  make its attack of opportunity against the sunder 
  attempt. Severing a soul kraken’s tentacle or arm 
  deals damage to the kraken equal to half the limb’s 
  full normal hit points. A soul kraken usually 
  withdraws from combat if it loses both tentacles or 
  three of its arms. A soul kraken regrows severed 
  limbs in 1d10+10 days.  
   
  Head Snatch (Ex): If a soul kraken successfully 
  performs a coup de gras against a helpless 
  defender at least one size category smaller than 
  itself (but no smaller than Tiny), then instead of 
  the usual coup de gras result, it forcibly tears the 
  creature’s head from its body, instantly killing the 
  creature. If the soul kraken has the victim grappled 
  when it performs a head snatch, it can maintain its 
  grapple on both the victim’s head and body with a 
  single tentacle or arm if it so desires. Creatures 
  that do not need their heads to survive are not 
  instantly slain, suffering the normal coup de gras 
  effects instead.  
   
  Improved Grab (Ex): To use this ability, the soul 
  kraken must hit a Large or smaller creature with 
  an arm or tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict.  
   
  The soul kraken has the option to conduct the 
  grapple normally, or simply use the part of its 
  body it used in the improved grab to hold the 
  opponent (an option soul krakens often take while 
  fishing victims out of a crippled ship). If it chooses 
  to do the latter, it takes a –20 penalty on grapple 
  checks (for a total +8 grapple check modifier), but 
  is not considered grappled itself; the soul kraken 
  does not lose its Dexterity bonus to AC, still 
  threatens an area, and can use its remaining attacks 
  against other opponents.  
   
  Constrict (Ex): A soul kraken deals automatic arm 
  or tentacle damage with a successful grapple 
  check.  
   
  Soul Puppets (Su and Ex): As a move action, a 
  soul kraken can insert the end of a tentacle or arm 
  into the severed head of any Small or Medium 
  animal, humanoid, or monstrous humanoid. The 
  slender tendrils at the end of a soul kraken’s arms 
  and tentacles wrap themselves around the facial 
  skeleton and pierce the skull, partially fusing 
  themselves to the creature’s brain. An attached 
  head grants the soul kraken several abilities.  
   
  Dead Man’s Eyes (Su): The soul kraken gains the 
  ability to use the head’s senses as if scrying 
  through an arcane eye. If the head had any 
  extraordinary sensory qualities (such as low-light 
  vision, darkvision, scent, and so on), then that 
  head retains those qualities.  
   
  
  For example, if a soul kraken attaches a fresh 
  sahuagin head to the end of a tentacle, then it can 
  see and hear through that head. Furthermore, when 
  the soul kraken uses that head’s senses, the head 
  retains the sahugain’s blindsense and darkvision 
  but is also subject to the sahuagin’s light 
  blindness.  
   
  Barring other factors, an attached head decays 
  beyond the ability to transmit its senses one week 
  after it is severed.  
   
  Dead Man’s Teeth (Ex): The soul kraken can 
  physically work the head like a puppet. If the 
  creature had a bite attack, then the soul kraken can 
  make a bite attack with that arm or tentacle. A bite 
  attack is always considered a secondary attack 
  (taking a –5 penalty on the attack roll), and does 
  not benefit from any feats that apply specifically to 
  the soul kraken’s tentacle attacks (such as 
  Improved Critical). Use the original creature’s 
  base bite damage, plus half of the soul kraken’s 
  Strength modifier. When used to make a bite 
  attack, that specific tentacle gains an extra 5 feet 
  of reach, since only the very tip of the tentacle 
  needs to reach its target. The head loses all special 
  attack forms (such as poison).  
   
  A soul kraken can alternate between making 
  tentacle rake attacks or bite attacks as it chooses, 
  but the same arm/tentacle cannot make both a bite 
  and a rake attack in the same turn. However, a 
  single tentacle can both constrict and bite a 
  previously grappled foe in its clutches.  
   
  For example, if a soul kraken attaches a sahuagin’s 
  head to the end of a tentacle, then it can make bite 
  attacks with that tentacle as follows: Tentacle bite 
  +13 melee (1d4+4), reach 55 ft.  
   
  A soul kraken can continue making bite attacks 
  with its attached heads well after the head has 
  been reduced to an algae-tinted skull, so it tends to 
  keep old skulls attached until it can replace them 
  with fresh heads.  
   
  Dead Man’s Tales (Su): Once it fuses with a brain, 
  a soul kraken contacts the lingering imprint of the 
  slain creature’s soul as a free action. This ability is 
  similar to speak with dead (caster level 9th), 
  except that the soul kraken only needs the head 
  intact. The head gets a Will save to resist, as 
  normal. On a failed save, a typical soul kraken can 
  ask the head up to four questions (as per the spell), 
  which usually pertain to the capabilities and/or 
  hiding places of the corpse’s allies, and gains the 
  ability to understand any language known by the 
  dead creature for as long as the head remains 
  relatively fresh (about a week).  
   
  Ink Cloud (Ex): A soul kraken can emit a cloud of 
  jet-black ink in a 60-foot spread once per minute 
  as a free action. The cloud provides total 
  concealment, which the soul kraken normally uses 
  to escape a fight that is going badly. Creatures 
  within the cloud are considered to be in darkness.  
   
  Jet (Ex): A soul kraken can jet backward once per 
  round as a full-round action, at a speed of 280 feet. 
  It must move in a straight line, but does not 
  provoke attacks of opportunity while jetting.  
   
  Spell-Like Abilities: 1/day—control weather, 
  control winds, resist energy. Caster level 9th. The 
  save DC is Charisma-based.  
   
  Skills: A soul kraken has a +8 racial bonus on any 
  Swim check to perform some special action of 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided 
  it moves in a straight line.  
   
  This soul kraken gains a +2 synergy bonus on 
  Survival checks made aboveground (including its 
  aquatic environment), which has already been 
  included in its statistics.  
   
  Elder Soul Kraken  
  Usually NE Gargantuan Magical Beast (Aquatic)  
  Initiative: +4  
  Speed: Swim 20 ft. (4 squares)  
  Senses: Darkvision 60 ft., low-light vision; Listen 
  +30, Spot +30  
   
  Space/Reach: 20 ft./15 ft. (60 ft. with tentacle, 30 
  ft. with arm)  
  Base Attack/Grapple: +20/+44  
  Attack: Tentacle +28 melee (2d8+12/19–20)  
  Full Attack: 2 tentacles +28 melee (2d8+12/19–
  20) and 6 arms +23 melee (1d6+6) and bite +23 
  melee (4d6+6)  
  
  Attack Options: Blind-Fight, Combat Expertise, 
  Improved Trip  
  Special Attacks: Head snatch, improved grab, 
  constrict 2d8+12 or 1d6+6, soul puppets  
   
  Hit Dice: 20d10+180 Hit Points: 290  
  Armor Class: 20, touch 6, flat-footed 20 (–4 size, 
  +14 natural)  
  Saves: Fort +21, Ref +12, Will +13  
  Special Qualities: Ink cloud, jet, spell-like abilities  
  Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, 
  Cha 20  
  Skills: Concentration +21, Hide +0, Search +28, 
  Survival +5 (+7 to follow tracks, avoid getting 
  lost, or avoid hazards), Swim +20, Use Magic 
  Device +16  
  Knowledge: Geography +17, Nature +16  
  Social: Diplomacy +7, Intimidate +16, Sense 
  Motive +17  
  Languages: Aquan, dead man’s tales (see text)  
  Outcast Rating: 14 (+8 size, +3 appearance, +2 
  reputation, +1 unnatural powers)  
  Feats: Alertness, Blind-Fight, Combat Expertise, 
  Improved Critical (tentacle), Improved Initiative, 
  Improved Trip, Iron Will  
   
  Environment: Temperate and warm aquatic (Sea 
  of Sorrows)  
  Organization: Solitary  
  Challenge Rating: 12  
  Treasure: Triple standard  
  Advancement: 21–32 HD (Gargantuan); 33–60 
  HD (Colossal)  
  Level Adjustment: —  
   
  These massive soul krakens are the eldest of their 
  kind. Centuries old, they largely lurk in the 
  deepest, coldest, darkest abysses of Ravenloft’s 
  seas, seeking larger prey to feed their terrible 
  hunger. Over the centuries, several “ghost ships” 
  have been found drifting without their crews. 
  Many superstitious old salts insist that these 
  doomed crews met their strange fate when they 
  were unlucky enough to be present on the rare 
  occasion when an elder soul kraken returned to the 
  surface.  
   
  Combat  
  This soul kraken has been advanced by 8 HD and 
  has grown by one size category, making several of 
  its attacks more effective.  
   
  Head Snatch (Ex): This advanced soul kraken can 
  sever the heads of helpless creatures of up to Huge 
  size.  
   
  Improved Grab (Ex): If this advanced soul kraken 
  simply uses the part of its body it used in the 
  improved grab to hold an opponent, it has a total 
  +24 grapple modifier.  
   
  Soul Puppets (Su and Ex): If an elder soul kraken 
  attaches a sahuagin’s head to the end of a tentacle, 
  it uses the following statistics attacks with that 
  tentacle’s bite attacks: Tentacle bite +23 melee 
  (1d4+6), reach 65 ft.  
   
  Ink Cloud (Ex): This advanced soul kraken can 
  emit a cloud of jet-black ink in an 80-foot spread.  
   
  Tactics Round-by-Round  
  A soul kraken attacks without warning, using its 
  long reach to pull an initial round of sailors to their 
  doom. If the remaining survivors hide out of sight, 
  the soul kraken uses its soul puppets to hunt them 
  down and say them all before turning the 
  wreckage of their ship into a new lair.  
   
  Prior to Combat: The soul kraken uses control 
  weather and control winds to drive an unlucky 
  ship onto rocks or reefs, crippling it and possibly 
  even punching holes in the hull. One round before 
  it surfaces to attack, the soul kraken uses resist 
  energy on itself, typically choosing to resist fire or 
  electricity unless it sees that the crew is using a 
  different energy type.  
   
  Round 1: The soul kraken surfaces adjacent to the 
  ship, possibly grappling the ship itself with an 
  arm. It uses its arms and tentacles to reach onto the 
  upper decks and attack any visible crew, grappling 
  as many as possible.  
   
  Round 2: The soul kraken constricts any creatures 
  it has grappled, plucks them off the deck, and pulls 
  them underwater to drown them. Any arms or 
  tentacles that have not successfully grappled an 
  opponent continue their attacks on deck. The soul 
  kraken begins to bite the ship itself, gnawing 
  through the wooden hull with its beak.  
   
  
  Round 3: The soul kraken continues to constrict 
  opponents while holding them underwater. As 
  soon as a victim reaches –1 hit points or otherwise 
  becomes a helpless defender, the soul kraken uses 
  its head snatch attack. If the remaining crew on 
  board retreat below decks, the soul kraken uses 
  any free arms or tentacles to blindly reach inside 
  the ship and grope around for victims (treating 
  hidden foes as if they were invisible). The soul 
  kraken alternatively uses its bite to attack the ship 
  or devour decapitated corpses, as appropriate.  
   
  Round 4: The soul kraken attaches freshly severed 
  heads to its arms and tentacles, then immediately 
  extends them into the ship to attack the remaining 
  crew. The soul kraken uses its soul puppets to find 
  and sense foes below decks, negating their total 
  concealment.  
   
  Round 5: When the soul kraken has slaughtered 
  the crew, replaced its rotted soul puppets with 
  fresh heads, and eaten the headless bodies, it 
  continues its attempts to smash the ship’s hull and 
  drag it to the bottom.  
   
  Soul Kraken Lore  
  Characters with bardic knowledge or ranks in 
  Knowledge (arcana) can learn more about soul 
  krakens. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC 19: This massive squid-like creature is a soul 
  kraken, a distant relative of the true kraken easily 
  distinguished by the skulls and rotting heads 
  skewered onto the end of its tentacles. This result 
  reveals all magical beast traits and the aquatic 
  subtype.  
   
  DC 24: Soul krakens often attack during sudden 
  storms. They can reach onboard a ship to snatch 
  up sailors with their long tentacles, pulling them 
  down into the water to drown or be devoured. Soul 
  krakens devour both the flesh and the spirits of 
  their victims. They sink ships to use as their lairs.  
   
  DC 29: If a soul kraken gets its clutches on a 
  helpless sailor, it can rip the hapless victim’s head 
  off with one violent motion. A soul kraken may 
  retreat if its foes manage to sever several of its 
  tentacles. A retreating soul kraken can propel itself 
  through the water at high speeds and mask its 
  escape with a cloud of black ink.  
   
  DC 34: Soul krakens are highly intelligent and can 
  see, hear, and even speak through the rotting heads 
  mounted on the tips of their tentacles. Beware a 
  soul kraken with skulls on the end of its tentacles 
  — the beast will want fresher replacements.  
   
  DC 39: It’s no coincidence that soul krakens attack 
  during storms. They can control the winds and 
  waves, often driving ships onto rocky shoals just 
  before launching a sudden attack. 
  Spawn of Kyuss [Monster Manual II] 
  Spawn of Kyuss [Monster Manual II] 
  Spawn of Kyuss [Monster Manual II] 
  Spawn of Kyuss [Monster Manual II]     
  JWM:  Medium Undead, CR 5, chaotic evil. A 
  zombie-like corpse infested with otherworldly 
  worms. When the spawn attacks, it transfers a few 
  worms to its victim. These worms then burrow 
  into the victim’s flesh, creating a new spawn of 
  Kyuss. These creatures recently received a lot of 
  attention in Dungeon Magazine’s “Age of Worms” 
  adventure path.  
   
  --- 
   
  (This lore is based on the lore presented in 
  “Ecology of the Spawn of Kyuss” by James 
  Jacobs, Dragon Magazine #336.) 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (religion) can learn more about spawn 
  of Kyuss. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  KNOWLEDGE (RELIGION) 
  DC 15: This worm-infested zombie is a foul 
  undead horror called a spawn of Kyuss, a 
  legendary death priest in an ancient age. This 
  result reveals all undead traits. 
   
  DC 20: A spawn of Kyuss is infested with strange 
  green worms, which are actually the source of its 
  power. A spawn’s wounds close quickly. 
   
  DC 25: A spawn of Kyuss exudes a supernaturally 
  potent aura of fear. A spawn’s touch spreads a 
  supernatural disease called Kyuss’ gift, which 
  manifests the symptoms of necrotic flesh and 
  
  dementia. Even worse, one or more worms may 
  transfer from the spawn to infest the living subject. 
  The touch of silver and deft hands might pluck 
  these worms away before they burrow into a 
  victim’s brain. 
   
  DC 30: Once a worm burrows into a creature’s 
  flesh, the victim has only a few moments to act 
  before the worm reaches its brain and transforms it 
  into a new spawn of Kyuss. A healer with a sharp 
  blade may be able to extract it, and a dispel evil or 
  neutralize poison spell can halt the worm’s 
  progress for up to an hour. Magic that removes 
  curses or diseases kills all infesting worms, saving 
  the victim. Using such magic on spawn themselves 
  transforming all but the most powerful of their 
  kind into simple zombies. 
   
  DC 35: Some of Kyuss’ spawn are much more 
  powerful than the typical spawn and possess 
  strange powers like the ability to exhale clouds of 
  noxious grave wind or the ability to spray the 
  surrounding area with infectious worms. Not all 
  spawn of Kyuss are humanoid in shape and might 
  infest a variety of natural and monstrous forms. 
   
  KNOWLEDGE (ARCANA) 
  DC 16: This result reveals the process for creating 
  a spawn of Kyuss. 
   
  --- 
   
  "Corruption is the way of all the earth," the corpse 
  muttered, twisting against the bonds of force that 
  held it. "You are dying even as we speak, your 
  body failing, slowly but surely. Whereas I...I live. 
  Even in death."  
   
  I saw then the worms writhing beneath its skin, 
  and could not fully bite back a scream of horror as 
  it continued, "Come closer...and I'll show you 
  what it means to be immortal."  
   
  Laurent St. Reginald to Gennifer Weathermay-
  Foxgrove, working notes to Van Richten's Guide 
  to the Walking Dead 
   
  See also Dragon # 336 
   
  Spectral 
  Spectral 
  Spectral 
  Spectral creature
  creature
  creature
  creature    [[[[Savage Species p129
  Savage Species p129
  Savage Species p129
  Savage Species p129] ] ] ]     
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s spectral nature. 
  Characters may need to make a separate 
  Knowledge check to learn about the base creature. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC 17: This transparent, slightly luminous spirit is 
  a spectral creature. This reveals all undead traits 
  and the incorporeal subtype. 
   
  DC 22: Spectral creatures are commonly mistaken 
  for ghosts, but they are much more malevolent. 
  Animals balk at the presence of spectres and flee if 
  they come within ten paces of one. 
   
  DC 27: The mere touch of a spectral creature 
  drains the target’s life energy. A living creature 
  slain by a spectre becomes one itself soon after 
  death. 
   
  DC 32: Spectral creatures are powerless in 
  sunlight and flee from it. When exposed to 
  sunlight, they cannot attack and can barely move. 
  Spectral lyrist [Libris Mortis] 
  Spectral lyrist [Libris Mortis] 
  Spectral lyrist [Libris Mortis] 
  Spectral lyrist [Libris Mortis]     
  JWM: Medium Undead (Incorporeal), CR 4, 
  chaotic evil. The spirit of a bard who used its 
  artistic talents to ruin lives in life. They can pose 
  as living, corporeal folk. Their touch drains 
  Charisma, and they retain some of their bardic 
  talents.  
   
  --- 
   
  Characters with bardic knowledge or ranks in 
  Knowledge (religion) can learn more about 
  spectral lyrists. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  Knowledge (religion) 
  DC Result 
  14 This musician is actually a spectral lyrist, the 
  undead spirit of a bard who in life used their 
  artistic talents for evil ends. This result reveals all 
  
  undead traits. These spirits often speak several 
  common languages. 
  19 A spectral lyrist can assume the appearance of 
  any human-sized person, though it can’t mimic 
  specific individuals. While disguised, the lyrist is 
  easily mistaken for a corporeal, living creature, but 
  it remains a weightless, incorporeal spirit. This 
  result reveals the incorporeal subtype. Spectral 
  lyrists can enthrall and command the living with 
  their bardic music. 
  24 The touch of a spectral lyrist drains a living 
  creature’s vivacity and outgoing nature, leaving 
  the victim dull and listless. Spectral lyrists feed on 
  these stolen slivers of personality. 
   
  Bardic Knowledge 
  DC Result 
  14 Spectral lyrists are the restless spirits of bards 
  who in life used their artistic talents for evil ends. 
  19 A spectral lyrist’s music can be countered with 
  bardic music. 
  --- 
  The harpist produced a surprisingly large lyre 
  from her dress. As she smiled, her face flushed a 
  deep red, matching the red of her blouse.  
  May I sing you a song?  
  We nodded our approval, and her smile stretched 
  wider, just like the rictus grin of a skull.  
  -Excerpt from "The Greatest Feeshka" 
  Spectral 
  Spectral 
  Spectral 
  Spectral panther [Monsters of Faerûn] 
  panther [Monsters of Faerûn] 
  panther [Monsters of Faerûn] 
  panther [Monsters of Faerûn]     
  JWM:  Large Magical Beast (Incorporeal), CR 4, 
  neutral evil. A black panther that can make itself 
  incorporeal for a limited time while still attacking 
  corporeal foes. Also has a fear aura. Generally 
  found in Valachan.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about spectral panthers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  14 This shadowy feline is a spectral panther. This 
  result reveals all magical beasts traits 
  19 Several times per day, a spectral panther can 
  shift into an insubstantial form. This result reveals 
  the incorporeal subtype. 
  24 A spectral panther can continue to attack 
  material foes, even while incorporeal. 
  29 A spectral panther is also surrounded by a 
  terrifying aura. 
   
  --- 
   
  We were about to press forward, swords in hand, 
  when von Kharkov raised a silver whistle to his 
  lips and blew. Immediately four great black 
  panthers sprang, as it seemed, from the walls 
  themselves and ranged themselves before him.  
   
  "I'm fond of cats," he continued conversationally, 
  "for the most part. And these are among my 
  favorites. Night itself is not more silent, nor more 
  deadly--as you are about to learn."  
   
  Private journal of Lazarus Jakes, adventurer 
   
  Spectre [Monster Manual] 
  Spectre [Monster Manual] 
  Spectre [Monster Manual] 
  Spectre [Monster Manual]     
  JWM:  Medium Undead (Incorporeal), CR 7, 
  lawful evil. These evil ghosts drain life energy 
  with their touch, spawning more specters. Sunlight 
  renders them powerless, and animals panic in their 
  presence.  
   
  --- 
   
  Originally posted by Eric Cagle 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about spectres. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (Religion) 
   
  DC Result 
   
  17 This incorporeal being is a spectre. This reveals 
  all undead traits. 
  22 Spectres are commonly mistaken for ghosts, 
  but they are much more malevolent. Animals balk 
  
  at the presence of spectres and flee if they come 
  within 30 feet of one. 
  27 The mere touch of a spectre drains the target's 
  energy. A humanoid slain by a spectre becomes 
  one itself soon after death. 
  32 Spectres are powerless in sunlight and flee 
  from it. When exposed to sunlight, they cannot 
  attack and can barely move. 
   
  --- 
   
  The accounts pointed to one thing and one thing 
  alone. The unknown young woman who had 
  haunted Dobson Manor from time immemorial 
  had a weakness. Never had she been met in a room 
  awash in the light of the sun. So one bright 
  morning, our very presence sufficiently concealed, 
  we hoped, by a spell of Ezra, we went to the 
  manor and covered its greenhouse with a great 
  tarp, carefully stopping up the least ray of light. A 
  month later we returned, under the same 
  concealment, with a wizard added to our company. 
  We emptied the greenhouse of its contents, 
  covered the interior wall and the floor with thin 
  sheets of polished metal, and our cleric 
  consecrated the very ground of the place. 
  Whereupon our hound panicked and our 
  spellcasters barely had time to complete their 
  defensive incantations before the young woman 
  swept through the wall and into the room. She 
  scanned it in vane for the source of the disturbance 
  in the eldritch fabric of her existence and did not 
  hear the very arcane words that sprung our trap. 
  The tarp vanished from sight and we were blinded. 
  She shrieked in fear and confusion, her every 
  possible retreat aflame with the light of the sun. 
  An arcane spell fixed her in place, and although it 
  would be broken by our attack, it gave us the 
  chance to gather ourselves and launch point blank 
  a concentrated assault consisting of holy water and 
  rays of searing light. Her incorporeal form burnt, 
  shrivelled, and faded to nothing, hopefully 
  affording her peace at last.  
   
  -The private journal of Rudolph van Richten 
   
  See also Dragon #336 
   
  Spellstitched creature [Complete Arcane, 
  Spellstitched creature [Complete Arcane, 
  Spellstitched creature [Complete Arcane, 
  Spellstitched creature [Complete Arcane, 
  Monster Manual II] 
  Monster Manual II] 
  Monster Manual II] 
  Monster Manual II]     
  JWM:  Template Undead, CR +1. Undead 
  creatures that have been enhanced through the use 
  of arcane runes carved into its body. The base 
  creature gains several spell-like abilities, damage 
  reduction, and spell resistance.  
   
  --- 
   
  SPELLSTITCHED CREATURE LORE 
  Monster Manual II, some others too I think 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about a creature’s spellstitched nature. 
  Characters need to make a separate Knowledge 
  (religion, typically) check to learn about the base 
  creature. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  DC 13: This undead creature has been 
  spellstitched: arcane runes have been carved into 
  its flesh and bone, granting it enhanced power. 
   
  DC 18: A spellstitched creature retains all the 
  traits of the base creature, but it is unusually 
  resilient in general and resistant to spells and 
  turning. A spellstitched creature’s flesh 
  unnaturally resists lesser wounds, but silver 
  weapons can strike home surely enough. 
   
  DC 23: A spellstitched creature with a largely 
  intact mind can have magical symbols carved into 
  its body, permanently imbuing it with the ability to 
  use those spells several times a day as spell-like 
  abilities. The stronger the undead’s will, a greater 
  number and power of spells can be imbued. An 
  intelligent undead creature that learns this 
  technique can spellstitch itself. 
   
  --- 
   
  “As seasoned troops, the survivors of the first 
  invasion were kept close to the Darkonese border. 
  The unpleasant assignment took an ugly turn after 
  a few weeks. Whenever we would raise our heads 
  up out of the muck to assume the slightest 
  offensive posture, a flock of Drakov’s beloved 
  Zweifalk, only no longer living and partially 
  
  stripped of their plumage, with eldritch runes 
  inscribed upon their bared flesh, would swoop 
  down, seeking to main and terrorise. Magically 
  and mundanely, with fell enchantments and with 
  claws and beaks, each would seek to steal our 
  sight, their frightful presence often sufficing to put 
  our bravest to ignominious flight.”  
   
  -Gustov Petroff, hawksman and horse smuggler 
  wanted for desertion from the Falkovnian army, 
  describing his posting to the Drogash front 
   
   
  Spider,
  Spider,
  Spider,
  Spider,    hairy [Monsters of Faerûn] 
  hairy [Monsters of Faerûn] 
  hairy [Monsters of Faerûn] 
  hairy [Monsters of Faerûn]     
  JWM:  Fine Vermin, CR 1/4, neutral. Hairy, 
  subterranean spiders the size of a human hand. 
  Mildly poisonous bite. Subterranean spellcasters 
  sometimes use them as familiars.  
   
  --- 
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about hairy 
  spiders. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  DC 10: This hairy, black spider is a dangerous 
  subterranean predator. This result reveals all 
  vermin traits. 
   
  DC 15: A hairy spider’s bite delivers a numbing 
  venom. Hairy spiders typically hunt in packs, and 
  do not spin webs. 
   
  --- 
   
  The creature had been badly injured and fell, 
  escaping our line of sight. We crept forward after 
  it, well spread out lest we be caught together by 
  another of its dire spells, exploiting every bit of 
  cover afforded to us by the boulders and the cracks 
  of the cave. I spotted a small spider above us, well 
  out of reach, doing its best to keep out of our light. 
  We passed beneath it warily, without incident, and 
  left it unmarked at our backs. As we drew near the 
  turn in the passage and could hear the near death 
  panting of the creature, there was a terrible clatter 
  at our rear. Tirus had collapsed and I knew that he 
  was dead in the instant that I saw that hairy spider 
  scuttling away from him. Whereupon we heard the 
  strange voice of the creature, strong and forceful 
  once more. Before we could act black tentacles 
  burst up from the floor and engulfed us.  
   
  -The Familiar: instructive cases, library of the 
  Fraternity of Shadows 
  Spider, monstrous [Monster Manual] 
  Spider, monstrous [Monster Manual] 
  Spider, monstrous [Monster Manual] 
  Spider, monstrous [Monster Manual]     
  JWM: Tiny to Colossal Vermin, CR 1/4 to 11, 
  neutral. Giant spiders. Most common in the 
  Mountains of Misery.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about monstrous spiders. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (nature) 
   
  DC Result 
   
  10 This eight-legged beast is a monstrous spider, 
  an aggressive cousin of the more common, smaller 
  arachnid. This result reveals all vermin traits. 
   
  15 Like some of their smaller kin, monstrous 
  spiders have a nasty poisonous bite. They can also 
  spin webs of surprisingly strong and difficult to 
  spot silk. Generally, the larger the spider the 
  nastier the poison and the stronger its webs. 
   
  20 Monstrous spiders come in all shapes and sizes, 
  but most can be grouped into one of two types - 
  hunters and web-spinners. Hunters are fast, expert 
  jumpers and have keen eyesight. Web-spinners 
  can launch a web attack to trap their foes and are 
  experts at remaining unnoticed when in their silky 
  lairs. 
   
  --- 
   
  Seeing my surprise--indeed, my terror--at the 
  entrance to that grim lair, enroped about with 
  threads as thick as cables, Meistersinger Lukas 
  grinned. "What, Swiftsinger? Have you never 
  
  heard of Grandfather Boar? Grandfather Tree? 
  Grandfather Wolf?"  
   
  "Yes, of course," I replied.  
   
  Lukas kicked a skull--human, by its appearance--
  out of the way and lifted his torch higher as he set 
  off into the tunnel. "Then why not Grandmother 
  Spider?" his voice wafted to me. "Let us go make 
  our salutations to her."  
   
  Journal of Matthew Swiftsinger of Skald 
   
  Spider, shroud web [Book of Sacrifices 
  Spider, shroud web [Book of Sacrifices 
  Spider, shroud web [Book of Sacrifices 
  Spider, shroud web [Book of Sacrifices ––––    
  Ilsabet’s Kiss]
  Ilsabet’s Kiss]
  Ilsabet’s Kiss]
  Ilsabet’s Kiss]    
  JWM:  Fine Vermin, CR 2, neutral. Extremely 
  poisonous spiders found only in the domain of 
  Kislova. See Baroness of Blood for more details.  
  --- 
  Baroness Obour smiled her thin cruel smile as 
  Yeflem screamed and clapped his hand to his 
  armored neck, took two more steps toward her, 
  and fell. "Men," she said. "Always so quick to put 
  on your armor and wave your swords. There are 
  better ways to kill."  
   
  As she spoke, I saw a tiny black-and-blue spider 
  creep from the neck hinge of Yeflem's plate, and 
  remembered the cobwebs we had passed beneath 
  to enter this chamber. She had anticipated our 
  coming, and arranged all to receive us.  
   
  from Tyranny in Kislova, or, The Baroness of 
  Blood, anonymous memoir 
  Spider, sword [Monsters of Faerûn] 
  Spider, sword [Monsters of Faerûn] 
  Spider, sword [Monsters of Faerûn] 
  Spider, sword [Monsters of Faerûn]     
  JWM:  Large Vermin, CR 5, neutral. Big, black, 
  hairy spiders with long, bladelike legs. They have 
  a poisonous bite and can impale foes on their 
  blades. Most common in the Mountains of Misery.  
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about sword 
  spiders. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  DC 15: This monstrous arachnid is a sword spider, 
  so called for the sharp, chitinous blades on its legs. 
  This result reveals all vermin traits. 
   
  DC 20: Although a sword spider usually attacks 
  with its sharp legs, its bite delivers a potent venom 
  that saps its victim’s strength. Sword spiders do 
  not spin webs, but they are gifted jumpers. 
   
  DC 25: if a sword spider feels threatened, it may 
  leap into the air, attempting to land on its opponent 
  and impale the creature with all eight of its legs at 
  once. 
   
  --- 
   
  Something large and black hurtled past me and 
  struck Janis full in the back, knocking her to the 
  jungle mould. At first it was simply a nightmare of 
  black limbs, but in a moment I could see it was a 
  spider the size of a large dog. I thrust it through; it 
  was horribly long in dying, but I killed it at last, 
  and I believed I had prevented it from biting Janis 
  at all.  
   
  I had, but it had been to no avail. The arachnid had 
  pierced her torso in several places with its cruelly 
  sharp forelimbs limbs in its first leap; she must 
  have died at once.  
   
  Tales of the Outlands, Erik Naswrond 
   
  Spirit animal [Frostburn] 
  Spirit animal [Frostburn] 
  Spirit animal [Frostburn] 
  Spirit animal [Frostburn]     
  JWM:  Template Fey, CR +1, neutral. Natural 
  manifestations of the collective will of animals, 
  these spirits are sometime mistaken for ghosts. 
  Usually manifest only when conjured by powerful 
  spellcasters (such as druids and spirit shamans).  
   
  -- 
   
  "What is he doing?" I asked Mikhail as the shaman 
  bowed himself again before the circle he had 
  prepared.  
  "He speaks to the unseen wolf, the totem," Mikhail 
  muttered in return. "It guides, sometimes. He is a 
  very great shaman to do such a thing."  
  Rising and standing on his feet, the shaman 
  pointed to the east, where the moon was rising 
  
  over a low hill; a great white wolf stood there, and 
  for a moment I believed the moon shone through 
  it, rather than merely reflecting from its pelt. It 
  gazed on us for a moment, then trotted off toward 
  the north.  
  "We follow," Mikhail said, suiting deed to word.  
  Larraby Quift, Adventures of a Wanderer 
   
  Spirit
  Spirit
  Spirit
  Spirit    W
  W
  W
  Waif [Denizens of Dread]
  aif [Denizens of Dread]
  aif [Denizens of Dread]
  aif [Denizens of Dread]    
  Spiritus Anime (Dragon mag 
  Spiritus Anime (Dragon mag 
  Spiritus Anime (Dragon mag 
  Spiritus Anime (Dragon mag 
  compendium)
  compendium)
  compendium)
  compendium)    
  Submitted by  JP 
  Splinterwaif [Monster Manual III, 
  Splinterwaif [Monster Manual III, 
  Splinterwaif [Monster Manual III, 
  Splinterwaif [Monster Manual III, 
  Dragon # 307] 
  Dragon # 307] 
  Dragon # 307] 
  Dragon # 307]     
  JWM:  Medium Fey, CR 2, neutral evil. These 
  urban fey are gaunt humanoids with hair and skin 
  covered in jagged splinters and spurs. They can 
  sneak attack like rogues, can cause thorn bushes to 
  spring up on command, can spit splinters at foes, 
  and can camouflage themselves at will. They can 
  also transform some corpses into thorn bushes. 
  Rumored to be the twisted spirits of dryads whose 
  trees were destroyed. They are malevolent, and 
  enjoy catching and eating children.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about splinterwaifs. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This gaunt, woody, and spine-covered 
  humanoid is a splinterwaif, a sinister fey spirit that 
  prowls urban areas, often lairing in lumberyards. 
  This result reveals all fey traits. Splinterwaifs 
  speak Sylvan. 
   
  17 Splinterwaifs hunt the weakest inhabitants of 
  the cities they roam, and take particular delight in 
  murdering children. A splinterwaif is a stealthy 
  combatant. It can change its coloration to 
  camouflage itself, and it can make sneak attacks 
  like a rogue. A splinterwaif ignores glancing 
  blows, but silver weapons can pierce its defenses. 
   
  22 A splinterwiaf can move through thorns and 
  overgrown areas without impediment. It can also 
  will a thorny bramble bush to magically sprout 
  from any mundane wooden surface. The 
  splinterwaif can then animate the bush, using it as 
  an ally to harry foes. Splinterwaifs are slightly 
  resistant to magic. 
   
  27 Splinterwaifs can spit wooden splinters up to 
  ten paces away. They can also transform any 
  humanoid corpse into a thornbush with a minute of 
  concentration. They often eat bushes created from 
  children, but they find the taste of bushes created 
  from adults to be sour. Some folk believe that 
  splinterwaifs are the twisted spirits of dryads who 
  somehow survived the destruction of their oak 
  trees, but this is far from certain. 
   
  --- 
   
  Child of summer dawn,  
  Despoiled, hewn down, bereft!  
  How each green leaf weeps.  
  Thornheart they name you.  
  Now, each tear’s a drop of blood,  
  Every leaf a sword.  
  Thornleaf Songs, trans. Malcolm Hopper 
   
  Spriggan [Fiend Folio] 
  Spriggan [Fiend Folio] 
  Spriggan [Fiend Folio] 
  Spriggan [Fiend Folio]     
  JWM:  Small Fey, CR 2, neutral evil. A nasty little 
  fey, resembling an ugly gnome. At will, they can 
  sprout up into a Large form with the physical 
  power of an ogre. In their true form, they can 
  sneak attack like rogues and can use produce 
  flame, scare, and shatter as spell-like abilities. 
  They sometime pose as gnomes.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about spriggans. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  Knowledge (nature) 
  
  DC Result 
  12 This ugly, malicious gnome is actually a fey 
  spirit called a spriggan. This result reveals all fey 
  traits. Spriggans speak Gnome and Sylvan, though 
  a few may also learn Kobold and Common. 
  17 At will, a spriggan can suddenly enlarge itself, 
  gaining the size and physical power of an ogre. 
  While enlarged, a spriggan relies entirely on its 
  powerful blows to overcome foes. 
  22 Spriggans are stealthy creatures. Their attacks 
  are particularly dangerous whenever they catch 
  their foes off-guard. 
  27 A spriggan can call upon several spell-like 
  abilities, including produce flame, scare, and 
  shatter. 
   
  Knowledge (arcana) 
  DC Result 
  14 You can summon a spriggan with the summon 
  nature’s ally IV spell. 
   
  --- 
   
  Tell me a tale of Dancing Tim,  
  Man so short he danced on a pin,  
  Three feet tall and fierce as Hell,  
  Dancing Tim had a story to tell,  
   
  Along came a warrior into his glade,  
  Seven feet tall and armed with a blade,  
  He saw Tim dancing and began to grin,  
  An attack he launched, to do Tim in,  
   
  Tim was quick and Tim was clever,  
  Tim jumped away from the tall fella,  
  Up Tim stood and carried on going,  
  The warrior stopped and Tim kept growing,  
   
  With a mighty fist he broke the man's back  
  With a mighty twist he snapped the man's neck,  
  With sword on ground and blood spilt,  
  Tim carried on dancing, the man's skin as his kilt.  
   
  Traditional Tepestanii folksong, warning of the 
  terribt fey. 
   
  Squid [Monster Manual 
  Squid [Monster Manual 
  Squid [Monster Manual 
  Squid [Monster Manual ----    aaaanimal]
  nimal]
  nimal]
  nimal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about squids. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This cephalopod is a squid, easily 
  distinguished from an octopus by its semi-rigid 
  body and the two extra-long “arms” emerging 
  from its cluster of eight tentacles. This result 
  reveals all animal traits. 
   
  DC 16: A squid uses its arms and tentacles to 
  snatch up small fish and invertebrates, transferring 
  them to its parrot-like beak. When threatened, a 
  squid can release a murky cloud of black ink, then 
  jet away at high speeds. 
   
  DC 21: Although most squid are inoffensive to 
  swimming humanoids, some of them can grow to 
  enormous sizes. A giant squid is a dangerous and 
  clever predator with arms up to 30 feet in length. 
   
  Stakewood tree [new] 
  Stakewood tree [new] 
  Stakewood tree [new] 
  Stakewood tree [new]     
  JWM:  Huge Plant, CR 8, neutral. See the New 
  Monsters file I put out a while ago.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about stakewood trees. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  18 This bulbous, towering growth is a stakewood 
  tree. This result reveals all plant traits.  
  23 A stakewood tree takes its name from the 
  woody projectiles it fires from its upper trunk. The 
  tree only attacks nearby warm-blooded creatures at 
  least the size of a halfling.  
  28 These stakes remain attached to the stakewood 
  tree via vinelike tethers, and immediately take root 
  in the victim’s flesh. Unless removed, an impaled 
  stake quickly immobilizes, then kills and absorbs 
  its victim.  
  33 Severing the tether connecting a stake to the 
  tree drastically slows the stake’s growth rate. An 
  implanted stake must be removed surgically (with 
  
  a Heal check), but spells like diminish plants can 
  significantly aid the procedure.  
   
  --- 
   
  “The day that Captain Weathermay died Yakov 
  Dilisnya was with Nicolae Valentin and myself. 
  Lest some misunderstanding be provoked by one 
  or the other with their talk of gods at dawn and in 
  the Mists, they were being kept away from the 
  populous and nowhere was farther away than my 
  expedition into the jungle. The diversity and the 
  peculiarity of its species was astonishing. Our 
  guide was in the middle of correcting my 
  hopelessly inadequate system of classification 
  when a tethered stake, much like a harpoon, struck 
  the translator square in the chest. Nicolae caught 
  the man as he fell, not realising that he was 
  beyond saving, the stake having pierced his heart. 
  Yakov stepped forward boldly, shielding them 
  even as he conjured about himself a thin film of 
  faintly glowing mist. Our guide stepped behind 
  me, called forth from thin air four rats of 
  extraordinary size, and gestured frantically for me 
  to cut the tether. This proved to be hideously 
  difficult and no sooner had I begun than two more 
  missiles burst forth from high in a tree, each 
  staking a rat which promptly vanished. Our guide 
  conjured more rats and unleashed, strangely, a 
  verbal tirade, laced with the word Kali, against 
  Yakov for having conjured a cloaking mist. 
  Despite the concealment it afforded us two more 
  stakes struck home, the one sending a rat 
  squealing back to whence it came and the other 
  forcing a gasp from Yakov’s lungs. Nicolae rose, 
  declared our translator dead, ordered us to 
  withdraw, and turned to the freeing of Yakov. 
  Three more rats were heard to perished before the 
  pair managed to join us at a safe distance where 
  the grisly task could be attempted of extracting the 
  tendrils that were coursing through Yakov’s body 
  and threatening to root him to the ground. For you 
  see our assailant was a tree.”  
   
  -Charlie Wescote, Ship's Biologist of the HMS 
  Retriever, giving evidence to the board of inquiry 
  investigating the death of Captain Weathermay, 
  discoverer of Sri Raji 
   
  --- 
   
  This monster is presented by JWM in the netbook: 
  http://www.fraternityofshadows.com/Library/New
  RavenloftMonsters_JWM.zip  
      
  Stirge [Monster Manual] 
  Stirge [Monster Manual] 
  Stirge [Monster Manual] 
  Stirge [Monster Manual]     
  Considered a nuisance individually, stirges travel 
  in large flocks that can quickly drain the blood 
  from an adventuring party. A staple monster at 
  low-levels, this tiny beast presents a danger that 
  player characters should not easily dismiss. 
   
  --- 
   
  Knowledge (Arcana) or Knowledge (Nature) 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (nature) can learn more about stirges. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
   
  10 This strange flying creature is a stirge. This 
  result reveals all magical beast traits. 
   
  15 Stirges are little threats singly, but they travel 
  in large colonies. The long proboscis of the stirge 
  allows it to attach to its victim, making it 
  extremely difficult to remove. Stirges drain blood 
  from their victims. 
   
  20 If a victim dies before a stirge is satiated, it 
  detaches and seeks a new target. 
   
  Stitched [Van Richten’s Guide to the 
  Stitched [Van Richten’s Guide to the 
  Stitched [Van Richten’s Guide to the 
  Stitched [Van Richten’s Guide to the 
  Walking Dead] 
  Walking Dead] 
  Walking Dead] 
  Walking Dead]     
  JWM:  Medium Undead, CR 4 (-ish), chaotic evil. 
  Necromantic creations, stitched are created from 
  two humanoid corpses sewn together. Their claws 
  deal bleeding wounds and spread a disease called 
  stitching rot. This disease slowly paralyzes the 
  victim, stitching its limbs together and its eyes, 
  nose, and lips shut. Unless cured, the victim 
  eventually suffocates. 
   
  
  --- 
   
  TAILOR OF MAYKLE, THE  
  IDENTITY: Never determined.  
  LOCATION: Maykle, Darkon.  
  DATE: October 743.  
  UNUSUAL CIRCUMSTANCES: The victims 
  were found arranged in their place of work, their 
  eyes, mouths, and noses sewn shut. Suppurating 
  wounds were found on their torsos and arms, but 
  suffocation was the apparent cause of death. Most 
  notable, however, was the "inscription" sewn into 
  the chest of Master Gullsby White: "A timely 
  stitch slays six."  
  RELATED CRIMES: Popular rumor related these 
  killings to the burning of the gnomish tailor 
  Master Eber Alloways' shop and home, which 
  caused the death of his daughters Petreka and 
  Alsanea. The victims (at least three of whom were 
  business competitors of Master Alloways) were 
  supposedly the instigators or the actual 
  perpetrators of this crime, but lack of evidence 
  lead to the case being thrown out of court. Master 
  Alloways left Maykle after this sad incident and 
  was resident in Corvia at the time of crime; no 
  evidence was found to connect him to this second 
  murder.  
   
  The Book of Murderers, Magnus Wolfsbane. 
   
  Strahd Undead [R
  Strahd Undead [R
  Strahd Undead [R
  Strahd Undead [RLLLL    Gazetteer I] 
  Gazetteer I] 
  Gazetteer I] 
  Gazetteer I]     
  JWM: Template undead, CR +1, neutral evil. 
  Mindless zombies and skeletons created by Strahd 
  von Zarovich. They’re slightly more powerful and 
  can prove hard to permanently kill. Although only 
  one blurb is needed, I’ll also accept separate 
  blurbs for the Strahd zombie (human warrior + 
  zombie template + Strahd undead template), 
  Strahd skeleton (human warrior + skeleton 
  template + Strahd undead template), and Strahd’s 
  sksletal steed (warhorse + skeleton template + 
  Strahd undead template).  
   
  JWM: Template undead, neutral evil. A template 
  added to any mindless undead animated by Strahd 
  von Zarovich. Slightly beefed up versions of 
  standard skeletons and zombies. Their main 
  advantage is that once defeated, foes need to coup 
  de grace them to keep them down – otherwise they 
  get up again after a few rounds. I’m happy to get 
  one blurb for the template, but I’ll also accept a 
  blurb each for Strahd zombies (Strahd human 
  warrior zombie), Strahd skeletons (Strahd human 
  warrior skeletons), and Strahd’s skeletal steeds 
  (Strahd warhorse skeleton).  
   
   
  Characters with ranks in Knowledge (Ravenloft) 
  can learn more about the special traits of Strahd 
  undead. Characters need to make a separate 
  Knowledge (religion) check to learn about the 
  base undead. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs.  
   
  DC Result  
  18 These shambling undead have been animated 
  by Count Strahd von Zarovich, the lord of 
  Barovia. His undead creations are reputed to be 
  unusually powerful.  
   
  23 Strahd undead are resistant to turning and to 
  magic.  
   
  28 Strahd can command his undead to report back 
  to him telepathically, informing him of whether 
  they have succeeded in their assigned tasks. A 
  Strahd undead must briefly break off its attack to 
  issue these empathic messages.  
   
  33 Strahd are exceptionally difficult to slay — 
  even when struck down and seemingly destroyed, 
  they may simply rise to their feet again a few 
  moments later and return to the battle. To 
  permanently destroy one of Strahd’s undead, be 
  sure to mutilate the corpse (a coup de grace) as 
  soon as the creature falls. 
   
  --- 
   
  “Only the maddest of militiamen pursues a 
  smuggler across the border and up the Old Svalich 
  Road. For long ago at the frontier the Devil Strahd 
  had nailed to the trunks of a corpse of trees the 
  still uniformed bodies of a dozen Vistin troops 
  each with the word trespasser, in Balok and Vassi, 
  hung about the neck. A captain come seeking his 
  missing men ordered that they be taken down and 
  buried. A mass grave was dug, but as the last 
  corpse came free, it and the others set upon the 
  
  living. The captain and his men narrowly prevailed 
  and orders were given for the grave to be much 
  enlarged. Yet hardly had the work begun, than 
  their rotted comrades rose again, routing the 
  living. To this day the putrescent bodies stand 
  there, nail pierced palms seemingly affixed to the 
  trees.”  
   
  -Gustov Petroff, hawksman and horse smuggler 
  wanted for desertion from the Falkovnian army, 
  explaining the rules of the game 
   
  Strahd skeleton [Denizens of Dread] 
  Strahd skeleton [Denizens of Dread] 
  Strahd skeleton [Denizens of Dread] 
  Strahd skeleton [Denizens of Dread]     
      
  Strahd skeleton steed [Denizens of Dread] 
  Strahd skeleton steed [Denizens of Dread] 
  Strahd skeleton steed [Denizens of Dread] 
  Strahd skeleton steed [Denizens of Dread]     
  Subdweller [Denizens of Dread] 
  Subdweller [Denizens of Dread] 
  Subdweller [Denizens of Dread] 
  Subdweller [Denizens of Dread]     
  JWM: Medium Humanoid (Human), CR 1, chaotic 
  evil. Humans who have adapted to — and have 
  been driven hopelessly mad by — life in the 
  labyrinthine tunnels of Bluetspur.  
   
  --- 
   
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about 
  subdwellers. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs.  
   
  DC Result  
  11 This deranged humanoid is a subdweller. This 
  result reveals all humanoid traits.  
  16 Subdwellers have adapted to life underground. 
  They can see in the dark, but bright light blinds 
  their oversized eyes.  
  21 Subdwellers have been driven insane by their 
  subterranean existence. If approached, they can fly 
  into mad rages, and it is dangerous to make mental 
  contact with them.  
   
  --- 
   
  Victor was inclined to believe that they had 
  thrown themselves upon us, without so much as a 
  weapon, that we might release them from their 
  tortured existence. I had seen in their eyes not 
  suicidal fury but rather hunger and madness. 
  Either way it would have been kinder to cut them 
  down. Instead Sena incapacitated the lot with a 
  spell, reasoning vainly that they might afford us 
  useful information about our subterranean 
  surroundings and our tentacled quarry. When we 
  later returned they were being eaten alive by their 
  equally sundered brethren who eyed us with the 
  enthusiasm of children unexpectantly offered 
  dessert.  
   
  -Brutus Nostrum retelling Doctor Daclaud 
  Heinforth of his ‘adventure’ in the mythical land 
  of Bluetspur 
   
  Swarm, General
  Swarm, General
  Swarm, General
  Swarm, General 
  Swarms of lesser creatures acting as a single mass. 
  All these varieties are here because they often 
  come up as minions for more powerful creatures.  
  Swarm, bat [Monster Manual] 
  Swarm, bat [Monster Manual] 
  Swarm, bat [Monster Manual] 
  Swarm, bat [Monster Manual]     
  JWM: Diminutive Animal (Swarm), CR 2, neutral. 
  A swarm of bloodthirsty bats. A common sight in 
  the Barovian night sky.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about bat swarms. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 12: This screeching cloud of leathery wings is 
  a swarm of bloodsucking bats. This result reveals 
  all animal traits and the swarm subtype. 
   
  DC 17: Bat swarms use high-pitched screeching 
  and an acute sense of hearing to detect nearby 
  prey. Bat swarms cover their prey with a multitude 
  of tiny bites that bleed freely. 
   
  DC 22: A bat swarm can be easily dispersed by 
  strong winds. 
   
  --- 
   
  The bats tore like a tornado into the angry mass of 
  mosquitoes. Raoul commanded our foe, on pain of 
  being blasted from existence, to remain in its 
  swarm shape. But the mosquitos drew back 
  together and a moment later the bats were 
  blanketing a humanoid form. Seemingly 
  
  unbothered by their writhing, ravenous presence, it 
  began an incantation. Raoul, however, was 
  quicker, unleashing a fireball. It singed our 
  eyebrows and reduced the bats to fine dust. This 
  covered and hung about our enemy who, no worse 
  for wear but very much unalive, completed his 
  own dire casting.  
   
  -The Wreck of the Albatross, Juno Lutuem, 
  Darkonese adventurer 
  Swarm, cat [new] 
  Swarm, cat [new] 
  Swarm, cat [new] 
  Swarm, cat [new]     
  JWM: Tiny Animal (Swarm), CR 3, neutral. A 
  swarm of feral cats (pakas can call them to 
  service).  
   
  --- 
   
  How did the fire start? Well it all started with the 
  noise.  
   
  The noise was aweful. That screeching, yawling, 
  horrible crying. Thats how you knew they were 
  coming. I poked my head up to spy on the 
  abhorent event unfolding. Their shadows raced 
  along fences and down past alley walls; all 
  converging on the sight of their fallen, poisoned 
  and stiff "tabby comrade". It lie at the doorstep of 
  the widow Winthrop, the bowl of poisoned milk 
  spilt at it's side. It hadn't been the first, it was 
  weekly infact. She hated them and blamed their 
  nightly noise for her Edwards' eventual madness 
  and untimely self-annihilation those eleven 
  winters past. And with that thought i returned my 
  head to my pillow and attempted to close my eyes.  
   
  The cats must have paced for a few minutes near 
  her windows, her doorstep and along the roof top. 
  Screeching the whole time in that aweful 
  mourning tone you sometimes hear on terrible 
  nights. Then the screeching morphed into a low 
  growl used by all. And at the sound of broken 
  glass I finally peared out my window to gander at 
  the horror resulting at widow Winthrops. The cats 
  had somehow found or should i say made a hole in 
  one of her windows and were pouring in. There 
  must have been at least two-dozen maybe more 
  pouring in and crashing about inside.  
   
  I saw the flare of a oil lamp go up and heard the 
  screeching in her house of what i thought to be the 
  cats; but understood to my growing horror to be 
  the widow Winthrops'. With a sudden burst of 
  light and a shout i believe the lamp was dropped 
  and the fire started.  
   
  And the last thing i saw before my mind blissfully 
  relieved me of my consciousness was the widow 
  Winthrop slamming up against the window, 
  bloodied arm reaching out of the feline made hole 
  with her face eyeless and slashed to ribbons, 
  screeching at the top of her lungs; amid the rising 
  flames.  
   
  -Charles J.Omera; Nova Vassan author 
  Swarm, centipede [Monster Manual] 
  Swarm, centipede [Monster Manual] 
  Swarm, centipede [Monster Manual] 
  Swarm, centipede [Monster Manual]     
  JWM:  Diminutive Vermin (Swarm), CR 4, 
  neutral. A swarm of poisonous centipedes.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about centipede swarms. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 14: This scuttling tapestry of segmented 
  insects composes a swarm of centipedes. This 
  result reveals all vermin traits and the swarm 
  subtype. 
   
  DC 19: Centipede have a voracious appetite for 
  living matter. When they swarm over living 
  creatures, they deliver countless venomous bites, 
  causing loss of muscle control. 
   
  --- 
   
  "With a final shudder, the Duke of Skulls crashed 
  through the wall, and slumped to the floor in a 
  silent heap. Yasmine thought it strange for all 
  those bones and skulls to clatter upon the floor and 
  make no noise. We brought a torch to a portion of 
  its carcass, and saw why: the bones landed a 
  seething legion of centipedes. A snake-sized 
  beastie reared up and clicked its fangs in 
  disapproval. We obliged the beastie, and beat a 
  hasty retreat from that chamber."  
  
  - from the journals of Jerome Delacroix, 
  Mordentish adventurer 
  Swarm, death s
  Swarm, death s
  Swarm, death s
  Swarm, death scarab [Sandstorm] 
  carab [Sandstorm] 
  carab [Sandstorm] 
  carab [Sandstorm]     
  JWM:  Diminutive Undead (Swarm), CR 7, 
  neutral. A swarm of black, undead scarab beetles 
  with ravenous appetites. These swarms have hive 
  minds. While swarming over a victim, the beetles 
  try to crawl into the creature’s mouth and other 
  orifices, quickly devouring the victim from the 
  inside out and from the outside in. Generally only 
  found in the tombs of the Amber Wastes.  
  Swarm, fumewood termite [Book of 
  Swarm, fumewood termite [Book of 
  Swarm, fumewood termite [Book of 
  Swarm, fumewood termite [Book of 
  Sacrifices] 
  Sacrifices] 
  Sacrifices] 
  Sacrifices]     
  JWM: Fine Vermin (Swarm), neutral. A swarm of 
  fumewood termites. Native to Sithicus, they eat 
  flesh as readily as wood.  
   
  --- 
   
  “If he could be ravaged by disease, why couldn’t 
  he be devoured alive? The liberation of Sithicus 
  was at hand. A swarm of the Fumewood’s termites 
  would put an end to the flagitious dwarf. Luring 
  him to his death was easy. And how he howled on 
  encountering the caltrops and the less mundane 
  means by which we held him fast. But then a 
  terrible rage filled his eyes and a dreadful change 
  came over his body. He tore himself free and we 
  fled for our lives.”  
   
  -A refugee from Sithicus sharing his campfire with 
  Harkon Lukas 
   
  Stats: see Fumewood termites 
  Swarm, Hoard Scarab 
  Swarm, Hoard Scarab 
  Swarm, Hoard Scarab 
  Swarm, Hoard Scarab [Draconomicon]
  [Draconomicon]
  [Draconomicon]
  [Draconomicon]    
  Characters with ranks in Knowledge 
  (dungeoneering) can learn more about hoard 
  scarab swarms. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 15: The glittering, gold and silver coins in this 
  rustling pile of treasure are actually a swarm of 
  hoard scarabs. This result reveals all vermin traits 
  and the swarm subtype. 
   
  DC 20: When hoard scarabs swarm over a living 
  creature, they burrow into its flesh, devouring it 
  from the inside out. Hoard scarab swarms cannot 
  burrow into creatures with particularly tough 
  hides, such as dragons. 
   
  DC 25: Hoard scarabs are eyeless and cannot be 
  blinded. They sense the vibrations of nearby 
  movement. 
   
  --- 
   
  Out of the darkness loomed a ship, wrecked as 
  improbably as our own, a sand dune claiming its 
  stern. With the fiery heat of the day not far off, we 
  were glad of the shelter. It had been stripped, not 
  only of supplies and materials that might have 
  assisted its crew in escaping the blasted wastes, 
  but pretty much of everything of value. We slept 
  in the relative coolness of the cargo hold and were 
  all visited by the same dream, that of a mound of 
  gold with which we might overfill our pockets. 
  The second watch, and Annabel with it, snuck off 
  in search of the captain’s quarters where the prize 
  supposedly lay. Sand had burst through the 
  portholes and had half filled the cabin. A small 
  skeleton with a twisted neck and perfectly clean 
  bones, in life probably a cabin boy, was the only 
  obvious inhabitant. Just beyond his feet, lying 
  thickly upon the sand, twinkled more gold coins 
  than any of the sailors had ever seen. As in the 
  dream, one threw himself upon the pile. His joy 
  was not long lived. The treasure stirred to life and 
  before the poor fellow could escape it, he was 
  covered by burnished golden beetles that devoured 
  him alive. And between his choked, stifled 
  screams, could be heard the laughter of a child.  
   
  -The Wreck of the Albatross, Juno Lutuem, 
  Darkonese adventurer 
  Swarm, jellyfish [Stormwrack] 
  Swarm, jellyfish [Stormwrack] 
  Swarm, jellyfish [Stormwrack] 
  Swarm, jellyfish [Stormwrack]     
  JWM: Diminutive Vermin (Aquatic, Swarm), CR 
  5, neutral. A swarm of normal, toxic jellyfish.  
   
  --- 
   
  I was preparing for my morning dip when the 
  captain came on deck; seeing me, he shook his 
  
  head emphatically and pointed over the side, 
  saying only, "Maleaus." I could not understand 
  what he meant by "bad waters", but Professor 
  Jenkins laughed and pulled my arm, pointing to a 
  vast pale-blue mass a few feet below the surface. 
  "Jellyfish!" he said. "Thousands, I would suppose. 
  They say a cloud like that one can kill sharks. Just 
  as well you didn't go it, Simon."  
  Looking over the side at that vaguely obscene 
  demi-organism undulating in the waves, I could 
  only agree.  
  Simon Torrens, Travels in the Mists 
   
  Swarm, leech [Stormwrack] 
  Swarm, leech [Stormwrack] 
  Swarm, leech [Stormwrack] 
  Swarm, leech [Stormwrack]     
  JWM: Fine Vermin (Aquatic, Swarm), CR 1, 
  neutral. A swarm of normal leeches. Usually 
  encountered in the bottom of goblin pit traps.  
   
  --- 
   
  “The plan had that madness about it that bespeaks 
  divine inspiration. And besides, surrounded as I 
  was, I could do nothing else. I managed, despite 
  being grazed by a javelin, to afford myself the 
  Sanctuary of Brigantia. But neither would it save 
  me from the entire horde nor was it intended to. 
  Next I had to appear to accidentally stumble and 
  fall, while in fact slipping, into the pit. My 
  performance seemed unconvincing to me, but 
  there was no time to dwell on that. For I was now 
  up to my neck in leeches, which, Brigantia be 
  praised, were ignoring me for the moment, was 
  sinking fast, and was assured of dying in their 
  loathsome midst if I did not complete my second 
  spell. Desperately fighting down revulsion and 
  bile, I summoned a raven just beneath the lip of 
  the pit and pointed towards the surrounding forest, 
  praying both that the goblins would mistake it for 
  myself mystically transformed and that it would 
  lead them on a merry chase before vanishing into 
  the night. Filling my lungs with air, I vanished 
  from sight and started counting. When I surfaced, 
  my worst fear was realised. Not far above me, 
  outlined against the star filled sky, was the shape 
  of my enemy. But miraculously there was only 
  one. Recalling the little of its tongue that I knew, I 
  commanded it to fall which it obligingly did, 
  landing beside me and hastening my climb out of 
  the pit, which it would never leave. I gave the 
  distracted horde the slip, but I did not so easily 
  escape the last of the leeches. Indeed they have 
  never ceased slithering through my dreams.”  
   
  -Melissa of Linde in pleasant dinner conversation 
  with Inquisitor Mannenn 
   
  Swarm, locust [Monster Manual] 
  Swarm, locust [Monster Manual] 
  Swarm, locust [Monster Manual] 
  Swarm, locust [Monster Manual]     
  JWM: Diminutive Vermin (Swarm), CR 3, 
  neutral. A swarm of ravenous locusts. They eat 
  creatures and crops alike.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about locust swarms. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 13: The deep drone of this dark cloud of 
  insects warn that it is a swarm of locusts. This 
  result reveals all vermin traits and the swarm 
  subtype. 
   
  DC 18: Locusts have ravenous appetites and will 
  eat virtually anything. In large enough numbers, 
  locust swarms can pick creatures clean of flesh 
  and wipe out entire crops. 
   
  --- 
   
  I looked to the horizon, where a low dark line 
  could be seen, quite unlike the usual clouds of the 
  deep plains. "What's that, Master Halvarsson?" I 
  said. "Bad weather coming?"  
  Halvarsson turned and blanched. "Aye, hell's hail," 
  he said fiercely. "Those are locusts, Master Quift. 
  We must spread the word at once." Turning, he ran 
  for the house, shouting in his own tongue as he 
  went; before we had reached his homestead I saw 
  one of the hired men depart on horseback, 
  apparently to spread the word.  
  "Will you be able to save the crops?" I asked, 
  catching up to him.  
  "No," he said. "We will save the men and animals. 
  I hope."  
  Adventures of a Wanderer, Larraby Quift 
   
  
  Swarm, pest [Cityscape] 
  Swarm, pest [Cityscape] 
  Swarm, pest [Cityscape] 
  Swarm, pest [Cityscape]     
  JWM: Tiny Animal (Swarm), CR 3, neutral. A 
  swarm of stray cats, dogs, birds, and vermin; 
  basically an amalgamation of unwanted urban 
  animals. Usually comes into being due to a spell 
  introduced in Cityscape.  
   
  --- 
   
  The demon child would die. That we had sworn. 
  Imagine then our delight when he appeared before 
  us, flanked by three ravens. We greeted him with 
  savage smiles. Yet he answered us with a grin at 
  once more bestial and rapturous. Then his pets 
  cried forth and a terrible cawing erupted in 
  answer. We wheeled to find the trees full of 
  ravens. “Their eyes are yours my children,” purred 
  the fiend spawn, “but their souls are mine.” And in 
  a heartbeat we were beset with claws and beaks all 
  too apt to their assigned work.  
   
  -Extract from an interview found in a dossier 
  marked The Chaining of Malocchio Aderre 
   
  Swarm, piranha [Stormwrack] 
  Swarm, piranha [Stormwrack] 
  Swarm, piranha [Stormwrack] 
  Swarm, piranha [Stormwrack]     
  JWM: Tiny Animal (Aquatic, Swarm), CR 4, 
  neutral. A danger to look out for in the Verdurous 
  Lands (yes, I know piranhas don’t live in India or 
  Africa, but guess what — Sri Raj and the 
  Wildlands ain’t India or Africa).  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about piranha swarms. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 14: This swift school of toothy fish is a swarm 
  of piranha, dangerous tropical predators. This 
  result reveals all animal traits and the aquatic and 
  swarm subtypes. 
   
  DC 19: Piranha swarms converge whenever 
  provoked by vibrations in the water or the scent of 
  blood. If particularly hungry, a piranha swarm can 
  quickly reduce even a sizeable animal to nothing 
  but ragged bones. 
   
  --- 
   
  It is the common practice of the herdsmen of that 
  place, when they must cross the river, to send one 
  man well upstream with the weakest of the herd; 
  this unfortunate is cut lightly and forced into the 
  water, where the devilfish swarm to devour it. 
  Thus decoyed and sated, the devilfish generally 
  ignore the other herdsmen bringing the rest of the 
  herd across the river downstream of them.  
   
  Larraby Quift, Adventures of a Wanderer  
   
  *I was once told IRL of this being common 
  practice for the cattle herders on the Venezuelan 
  plains--it's probably just be an urban legend, 
  because piranha aren't all that agressive, but I 
  thought it was pretty cool. 
   
  Roti: Definitely there's no biological basis, since 
  piranha only turn psycho when they're trapped and 
  starving in isolated pools when the seasonal floods 
  dry up. (Even then, they're usually too busy eating 
  each other to attack anything as big as a cow.) In a 
  flowing river, there'd be plenty of natural prey and 
  carrion to keep them mellow. 
  Swarm, rat [Monster Manual] 
  Swarm, rat [Monster Manual] 
  Swarm, rat [Monster Manual] 
  Swarm, rat [Monster Manual]     
  JWM: Tiny Animal (Swarm), CR 2, neutral. A 
  common sight in the sewers of Richemulot, and 
  many vampires can call them to service.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about rat swarms. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 12: This stinking, scurrying mass is a swarm 
  of common rats. This result reveals all animal 
  traits. 
   
  DC 17: Rat swarms often spread filth fever with 
  their numerous bites. 
   
  --- 
   
  
  “You didn’t have to be a rat to appreciate the 
  delectable irony. The fellow had summoned us 
  with his irresistible piping to the banks of the 
  Musarde that we might be drowned en masse. And 
  there he was, sinking into the muck, mad with 
  pain, as we gnawed through his face, I myself 
  feasting on an eyeball.”  
   
  -La malédiction de la Raunie: six ans comme un 
  rat, anonymous work banned in Richemulot 
  Swarm, scarab beetle [Fiend 
  Swarm, scarab beetle [Fiend 
  Swarm, scarab beetle [Fiend 
  Swarm, scarab beetle [Fiend Folio] 
  Folio] 
  Folio] 
  Folio]     
  JWM:  Fine Vermin (Swarm), CR 19, neutral. A 
  swarm of ravenous scarab beetles. They can 
  devour creatures in moments, leaving nothing but 
  inorganic materials. A menace in the caverns of 
  the Amber Wastes.  
   
  Swarm, Hoard Scarab: Fine Vermin (Swarm), CR 
  5, neutral. A swarm of hoard scarabs.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about scarab beetle swarms. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 20: This rippling, iridescent carpet is a swarm 
  of scarab beetles. This result reveals all vermin 
  traits and the swarm subtype. 
   
  DC 25: Scarab beetle swarms have such a 
  ravenous appetite that they can completely 
  consume a victim in moments, leaving only 
  inedible, inorganic items behind. 
   
  DC 30: Scarab beetle swarms can subsist for long 
  periods between feeding by falling into a passive 
  state of near-stasis. They become rapidly agitated 
  in the presence of food, however. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about scarab swarms. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  17 This scuttling black mass is a swarm of undead 
  beetles called death scarabs. This result reveals all 
  undead and swarm traits. 
  22 Death scarabs are usually found in desert 
  tombs, where they can wait decades — or even 
  centuries — between meals. Death scarabs have 
  ravenous appetites. If a creature panics while these 
  beetles swarm over its body, they try to push their 
  way into its mouth and other orifices, rapidly 
  devouring the victim from both inside and out. 
  Victims abandoned to death scarabs are 
  completely devoured, leaving not a scrap of flesh 
  or bone behind. 
  27 Casting remove disease or heal on a creature 
  infested with grave scarabs expels the beetles from 
  its body (but does not prevent the scarabs from 
  trying to force their way back in moments later). 
  32 Death scarab swarms are united by a hive mind, 
  which grants it an uncanny degree of cunning. 
  However, a swarm that has been largely scattered 
  or destroyed loses its mental cohesion, once again 
  acting like mindless beetles. 
   
  --- 
   
  (or SWARM, SCARAB BEETLES as Ankhtepot 
  can magically sustain them as with the Death Dogs 
  outside the tomb complex)  
   
  Elaenor, with those sharp eyes of hers, spotted the 
  secret door. We opened it and mounted the 
  staircase beyond with the greatest caution, fearing 
  in equal measure traps and snakes. After many 
  minutes and our terror at finding another 
  sarcophagus, we were overjoyed to again feel 
  upon our flesh the fiery sun. But it was barely 
  mid-morning and as mad as it was to spend 
  another moment in the tomb, it was madder still to 
  brave the coming mid-day heat. A watch was set 
  and we rested as best we could. As the hours crept 
  by, our courage returned, as did the lure of the 
  realm below where treasure, a well and Raoul 
  might still be found. Elaenor and Theben led the 
  way, unwisely taking for granted the steps which 
  we had previously trod. A loud crack announced 
  the sixth and final horror, as the pair plunged from 
  sight. The initial shriek of Elaenor was followed 
  not by a sickening thud but rather a terrible scream 
  choked off quickly. At the bottom of the pit we 
  could distinguish her prone form engulfed by 
  insects. Theben had been luckier, having managed 
  
  to catch himself. But the beetles swarmed up the 
  side of the pit and were upon him even as we put a 
  rope into his hands. In the mere seconds that it 
  took for us to haul him up, the ravenous horde had 
  eaten through to bone.  
   
  -The Wreck of the Albatross, Juno Lutuem, 
  Darkonese adventurer 
   
  --- 
   
  To the Most Noble Sef, Ivan Dilisnya:  
  We are devastated beyond measure to report that 
  your request for a functioning colony of grave 
  scarabs can no longer be fulfilled by this May. 
  Unexpected difficulties with transportation and 
  feeding have prevented delivery; Your Grace's 
  erudition will already have supplied the trifling 
  fact that the beetles in question are extremely 
  aggressive and voracious, and the stupidity of an 
  employee allowed the escape of the colony we had 
  previously mentioned. We cheerfully refund the 
  very generous sum you supplied to us, together 
  with an added sum which we hope very much will 
  alleviate any lingering discontent with our dismal 
  failure. Please rest assured that the responsible 
  employee has already been punished, in a way 
  which Your Grace could not fail to find both 
  amusing and apposite; accounts of the surviving 
  caravan members indicate he was literally a mere 
  skeleton a matter of seconds after carelessly 
  opening the container in which they were held.  
  We remain Your Grace's most humble, abject, and 
  apologetic servants,  
   
  Nissl Van Kant of Van Kant and Son,  
  formerly Van Kant and Sons 
  Swarm, scorpion [Sandstorm] 
  Swarm, scorpion [Sandstorm] 
  Swarm, scorpion [Sandstorm] 
  Swarm, scorpion [Sandstorm]     
  JWM:  Diminutive Vermin (Swarm), CR 5, 
  neutral. A swarm of scorpions. Another desert 
  menace from the Amber Wastes.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about scorpion swarms. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC 15: This crawling, brownish mass is a swarm 
  of scrpions. This result reveals all vermin traits 
  and the swarm subtype. 
   
  DC 20: Scorpion swarms crawl all over their 
  target, jabbing it with countless poisonous stings. 
  The scorpions’ venom causes loss of muscle 
  control. 
   
  DC 25: If a creature allows itself to lose its 
  composure while being attacked by a scorpion 
  swarm, the agitated scorpions jab at the subject 
  with thousands of tiny pincers, severely lacerating 
  the victim’s flesh 
  --- 
  Alwen disappeared from view, her shout of 
  surprise causing all of us to turn and hurry to 
  where she was. She had stepped on what seemed 
  to be solid stone and plunged through into a cavity 
  or catacomb of some kind, land on her feet but 
  turning her ankle rather badly.  
   
  That was not the worst of her predicament, 
  though; when I thrust down a torch to illumine her 
  surroundings we saw the whole floor shift and 
  move around her heavy boots, slick with the ichor 
  of the scorpions she had crushed and the venom of 
  those who struck at her. If she had fallen in any 
  other position she would have been killed 
  immediately.  
   
  Rudolph van Richten, working notes to Van 
  Richten's Guide to the Ancient Dead 
   
  Swarm, spider [Monster Manual] 
  Swarm, spider [Monster Manual] 
  Swarm, spider [Monster Manual] 
  Swarm, spider [Monster Manual]     
  JWM:  Diminutive Vermin (Swarm), CR 1, 
  neutral. A swarm of spiders. Usually summoned 
  up by monsters or magic, but also an occasional 
  problem in the Mountains of Misery.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about spider swarms. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 11: The black mass scuttling through this web-
  choked area is a swarm of spiders, each the size of 
  
  a human hand. This result reveals all vermin traits 
  and the swarm subtype. 
   
  DC 16: When spiders swarm over a creature, they 
  cover it in countless venomous bites, sapping the 
  creature’s strength. 
   
  --- 
   
  "Here I must leave you, gentles and churls," the 
  Baroness continued, stepping back quickly. "I 
  have arranged for your lodging and entertainment; 
  I trust there will be no complaints."  
   
  As she spoke the floor beneath us collapsed, 
  plunging us into darkness. At first I could not 
  identify the strange gossamer threads which filled 
  the air, nor the prickling which crossed my face 
  and hands; but when Caronas screamed, just as 
  Yeflem had, I knew what had befallen us. These 
  were cobwebs, and spiders by the thousands or 
  tens of thousands surrounded us in the dark.  
   
  from Tyranny in Kislova, or, The Baroness of 
  Blood, anonymous memoir 
   
  Swarm, viper [Fiend Folio] 
  Swarm, viper [Fiend Folio] 
  Swarm, viper [Fiend Folio] 
  Swarm, viper [Fiend Folio]     
  JWM: Diminutive Animal (Swarm), CR 3, neutral. 
  A swarm of poisonous snakes.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about viper swarms. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 13: This slithering carpet is a swarm of 
  poisonous vipers. This result reveals all animal 
  traits. 
   
  DC 18: The vipers that form swarms often carry 
  venom that can numb or even paralyze the 
  creatures they bite. 
   
  DC 23: Viper swarms react to their surroundings 
  with one unified mind, making the swarm 
  susceptible to mind-affecting spells and effects. 
   
  --- 
   
  "You are wrong, however," the General replied, 
  his black eyes glittering. "I am not alone; in fact, 
  my most faithful servants surround us now."  
  As he spoke a pretty little serpent, banded with 
  red, gold and black, fell from the mango tree onto 
  the table; picking it up with one hand, the General 
  gestured to the vine-covered walls of the patio, 
  and I saw that they writhed with snakes, both of 
  that kind and of many others--fer-de-lance, 
  boomslang, cottonmouth, copperhead, and other 
  kinds with which I was not familiar.  
  Simon Torrens, Travels in the Mists 
   
  Swarm, wasp [Fiend Folio] 
  Swarm, wasp [Fiend Folio] 
  Swarm, wasp [Fiend Folio] 
  Swarm, wasp [Fiend Folio]     
  JWM: Fine Vermin (Swarm), CR 2, neutral. A 
  swarm of normal, agitated wasps. 
   
  --- 
   
  "Grandfather Boar," said Grandfather Wolf, "are 
  you sure there is nothing I can do to make up for 
  the grievous embarrassment I have, however 
  inadventantly, inflicted on you, in stripping your 
  fine long furry tail down to a curly little nub?"  
  Grandfather Boar said nothing, but grunted deep in 
  his chest, still circling beneath the tree where 
  Grandfather Wolf had hidden himself.  
  "In that case, let me make you a present," 
  Grandfather Wolf said, and cut the branch holding 
  the hornet's nest, and out rushed the Little People, 
  each liveried in gold and black and with his 
  poisoned sword in hand.  
  Alas, he might have thought better before doing 
  such a thing! For Grandfather Boar (whose skin is 
  thick, and full of fat) suffered but little as he fled; 
  but Grandfather Wolf went home that night a 
  pincushion, for the Little People treated him full 
  sore for his rudeness.  
  How Grandfather Boar Lost His Tail, traditional 
  Kartakan 
   
  Swarm
  Swarm
  Swarm
  Swarm----shifter [Libris Mortis] 
  shifter [Libris Mortis] 
  shifter [Libris Mortis] 
  shifter [Libris Mortis]     
  JWM: Template Undead, CR +1. A creature that 
  can the form of a swarm of tiny creatures, such as 
  flies, rats, or the like. Price Mircea, darklord of 
  
  Sanguinia, is a swarm-shifter. As a point of trivia, 
  one of the Seven Scarabs of Sakkaramon (see 
  Jameld of Hroth’s Dread Possibility in Van 
  Richten’s Arsenal) granted the power to become a 
  swarm-shifter (taking the form of a swarm of 
  sand).  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s swarm-shifter 
  nature. Use a separate Knowledge (religion) check 
  to learn about the creature’s undead nature. If the 
  base undead is also a template, characters may 
  need to make yet another Knowledge check to 
  learn about the base creature. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 This creature’s startling transformation reveals 
  it to be a swarm-shifter, an undead creature 
  capable of assuming the form of a swarm of lesser 
  creatures. This result reveals all undead traits and 
  the shapechanger subtype. 
   
  20 A swarm-shifter has a hive mind in swarm 
  form. All of its component creatures resist mental 
  attacks and turning attempts as a single entity, and 
  the swarm is immune to any spell or effect that 
  affects a specific number of targets, unless it 
  affects undead specifically. This result reveals the 
  swarm subtype. 
   
  25 Various swarm-shifters have been known to 
  take the form of swarms of undead rats, spiders, 
  bats, and more — even animate sand or a pile of 
  body parts. Various forms have their associated 
  special abilities, such as leeches draining blood or 
  rats spreading filth fever. However, a given 
  swarm-shifter generally can assume only one 
  swarm form. 
   
  --- 
   
  Raoul returned from the windy night shrouded in 
  blue flames, a spell upon his lips. Eldritch bands 
  of force whirled forth. Under my very eyes our 
  gracious host, with whom I had been pleasantly 
  engaged in conversation, came apart. And I found 
  before me, retaining for a heartbeat the shape of a 
  man, a cloud of thousands upon thousands of 
  mosquitos buzzing furiously and reeking terribly. 
  Annabel and Salvador, with whom Raoul had been 
  in secret communication, sliced through the mass 
  with their blades. Futilely. In the next heartbeat we 
  were engulfed. My flesh crawled, arms, neck, 
  scalp, ears, cheeks, nose, lips, eyelids, all violated 
  repeatedly, unceasingly, my lifeblood pounding 
  out of me. I vomited. And in the moment that I 
  concluded that I had to run for my life, I also 
  realised to my acute terror that I was caught in a 
  perfect darkness that deprived me of the 
  possibility. I actually prayed that Raoul would 
  unleash a cleansing fireball. Instead he dispelled 
  the darkness and called a swarm of ugly white bats 
  to feast upon our foe. And for a brief instant it 
  seemed as if we would escape the Red Oasis only 
  a little less sanguine.  
   
  -The Wreck of the Albatross, Juno Lutuem, 
  Darkonese adventurer 
   
  Swordwraith [Fiend Folio] 
  Swordwraith [Fiend Folio] 
  Swordwraith [Fiend Folio] 
  Swordwraith [Fiend Folio]     
  JWM: Template Undead, CR +2, lawful evil. 
  Undead remains of mercenaries who lived and 
  died by the sword. They appear as slightly 
  translucent corpses wearing battered gear. Their 
  eyes glow dimly in low light. They haunt the sites 
  of their deaths — often battlefields — looking to 
  put more soldiers to death. The base creature 
  (always a fighter) gains damage reduction and its 
  weapon attacks also deal Strength damage. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about swordwraiths. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  If characters attempt to parlay with a swordwraith, 
  successful Knowledge (nobility and royalty) 
  checks (to identify the swordwraith’s insignia) or 
  Knowledge (history) checks (to idendify the battle 
  in which the swordwraith died) may help them 
  convince the swordwraith that they are worthy of 
  its respect. DCs will vary depending on the 
  obscurity of the battle and/or heraldry in question. 
   
  
  DC Result 
  17 This battered and slightly transparent warrior is 
  a swordwraith, the restless corpse of a mercerany 
  who lived and died by the sword. This result 
  reveals all undead traits. 
   
  22 In life, a swordwraith lived for battle, and it 
  retains its martial training in death. A 
  swordwraith’s strangely insubstantial body ignores 
  glancing blows, but magic slashing weapons can 
  pierce its supernatural defenses. Swordwriaths still 
  speak the languages they knew in life, and may be 
  willing to parlay with those they consider military 
  equals. 
   
  27 Swordwraiths are slightly resistant to turning. 
  In the hands of a swordwraith, any melee weapon 
  can sap the strength of living creatures with each 
  strike. 
   
  --- 
   
  The wind blew more strongly as we approached 
  the border; here and there we could still see metal 
  (armor? the blades of swords?) mostly hidden in 
  the short grass, and every so often a bone. "The 
  spoils of war," Heron muttered.  
  "Aye, lad, for the lucky ones."  
  The speaker had emerged suddenly from the trees, 
  a tall man, armored and bearing a sword; his eyes 
  burned red beneath his helm, and the flesh had 
  long since fallen from his bones. Heron muttered 
  something in his own tongue, and the swordwraith 
  laughed. "I'm no slave of the Witch-King, boy; 
  we're still in Drakov's lands. Are you ready to 
  die?"  
  "Are you, spirit? Those who live by the sword 
  shall die by the sword," Milka said, her voice 
  shockingly sweet and clear.  
  "I've already done that," it replied, and attacked.  
  Journal of Roger Arrowsmith, adventurer 
   
  See also Dragon #336 
   
   
   
   
   
  T 
   
  Telthor [Unapproachable East] 
  Telthor [Unapproachable East] 
  Telthor [Unapproachable East] 
  Telthor [Unapproachable East]     
  Chris Nichols: Template, CR +1. Telthor are spirit 
  animals or people that guard the land. In the 
  Forgotten Realms, telthors are tied to Rashemen, 
  while in Ravenloft, they are found in regions of 
  Hazlan populated by the Rashemani. When a 
  person or animal dies defending Rashemani lands, 
  they may rise up as a telthor. They become fey 
  with the incorporeal subtype. Telthor gain a fly 
  speed, have animal empathy with one animal type, 
  and communicate telepathically with other nearby 
  telthors. Telthors are bound to a particular place 
  that they defend and may not travel farther than 
  one mile from it. If they travel more that a mile 
  from the site they are bound to, they take one point 
  of damage every minute.  
   
  In Ravenloft, telthor are native only to Hazlan and 
  are often found dwelling in or near the strange 
  windmills that dot the Hazlani countryside, though 
  many other places within the domain harbor 
  telthors. Certain Rashemani women know to 
  propitiate these spirits with offerings and gifts, 
  telling them of life in the village. The telthor who 
  are shown this respect are more likely to defend 
  the Rashemani living nearby. Because they are 
  bound to the land, telthor never oppose Hazlan's 
  darklord, Hazlik. 
   
  --- 
   
  When I was young, maybe five, maybe six, I'd go 
  with my grandmother to the windmill near our 
  village. Grandmother was a wise woman, an elder 
  of the village, and it was her duty to take offerings 
  and tidings to the spirits that watched over the 
  village from the windmill.  
   
  That day we took a loaf of bread, a roast chicken, 
  a jug of milk, and a jug of beer - a real feast by 
  most standards. Naturally, I wanted some of this 
  food - it smelled wonderful. But naturally, 
  grandmother said 'no,' and carried the chicken and 
  bread herself, leaving the jugs for me to carry.  
  
   
  Eventually, we get to the windmill, an old 
  abandoned place no one used. Instead, 
  grandmother and the other elders would come out 
  here and paint little drawings and stories about life 
  in the village on the walls. Grandmother had 
  taught me about some of the images - the picture 
  for my birth, the old picture of her birth, the time 
  when the Red Wizard visited the village and took 
  five young boys and five young girls from us, 
  never to be seen again.  
   
  Grandmother pushed open the mill's door and we 
  went in. All the food and drink we set in the center 
  of the dusty room. I drew a circle in the dust 
  around the food and grandmother addressed the 
  empty room, saying that we had brought food and 
  drink for the spirits and asking them to bless and 
  protect the village. She spoke a few minutes 
  further, recounting events from the village since 
  she had last visited the windmill, finishing by 
  repeating that the food was for the spirits and 
  repeating the request that the spirits protect the 
  village.  
   
  After that, we turned and left, not even bothering 
  with the door. Grandmother had told me on one of 
  our previous trips to never look back when we left 
  the windmill. She said the spirits didn't like it. But 
  that day, I snuck a quick glance back.  
   
  There were shimmery, transparent figures 
  gathering around the food we'd left. Some were 
  human, but I saw a wolf and a hawk among them. 
  But I only looked for a moment before 
  grandmother grabbed my ear and started scolding 
  me. She never took me with her after that, and 
  steadily grew more and more odd and withdrawn, 
  until one day she walked out into the plains and 
  disappeared.  
  - a tale related by Itran the Badger, a Rashemi ruin 
  delver  
  Tenebris [Denizens of Dread]
  Tenebris [Denizens of Dread]
  Tenebris [Denizens of Dread]
  Tenebris [Denizens of Dread]    
  Errata : Descriptors correct as presented. These 
  creatures do have reality wrinkles 
  Tentacle Rat [Denizens of Dread]
  Tentacle Rat [Denizens of Dread]
  Tentacle Rat [Denizens of Dread]
  Tentacle Rat [Denizens of Dread]    
  Thomil [Unapproachable East] 
  Thomil [Unapproachable East] 
  Thomil [Unapproachable East] 
  Thomil [Unapproachable East]     
  Chris Nichols: Template, CR +2. Thomils are 
  guardian earth elementals that resemble humanoid 
  forms sprouting from the earth beneath it. Thomils 
  can engulf enemies of at least one size category 
  smaller that themselves. Thomils can defend 
  themselves by transforming into boulders, have 
  DR and SR, and cold resistance. They gain +4 Con 
  and have a minimum Int of 10. They are native 
  elementals.  
   
  In Ravenloft, thomils are found in mountains and 
  other rocky regions, guarding those environments 
  from those who would molest them. In Hazlan, 
  thomils can be found that have fire resistance 
  instead of cold resistance. 
  --- 
  Tetin raised his pick, ready to start digging. The 
  site was good - he was sure to strike a vein of ore 
  in this hollow. But just as his pick was about to 
  strike, a booming voice called out.  
  "Ho, little man! What do you think you are doing 
  and who gave you permission to do it?"  
   
  Tetin looked behind him and saw a massive man 
  of stone standing among the rocks. The big stone 
  man had no legs, but rose in a unbroken column 
  from the stone.  
   
  "Why, I plan to strike a claim here and dig for 
  ore," said Tetin. "I will take the ore to town and 
  make my fortune. As for permission, I have none, 
  for who would I ask?"  
   
  The stone man frowned ferociously. "You shall 
  not dig here," it boomed. "You did not ask me or 
  the other spirits of the mountains for permission, 
  but you could have. And now, if you strike your 
  mine here, I will swallow you up and deliver you 
  to a stony grave!"  
   
  Tetin knew better than to challenge the stone man, 
  so he grabbed his pick and his pack and left the 
  stone man's hollow behind.  
   
  - from Tetin's Claim in 10 Tales of the Balinoks  
   
  
  Thoqqua [Monster Manual] 
  Thoqqua [Monster Manual] 
  Thoqqua [Monster Manual] 
  Thoqqua [Monster Manual]     
  JWM: Medium Elemental (Earth, Extraplanar, 
  Fire), CR 2, neutral. A red-hot, rocky worm native 
  to the Elemental Planes of Earth and Fire. Burns to 
  the touch. “When called to the Demiplane of 
  Dread, they typically take the first opportunity to 
  turn on their conjurers, then burrow deep into the 
  earth, where they occasionally pose trouble for 
  spelunkers or miners.” It might be helpful to note 
  that hulzurdans (dwarven vampires) can call upon 
  thoqquas as part of their children of the night 
  ability 
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about thoqquas. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This rocky, red-hot worm is a thoqqua. This 
  result reveals all elemental traits plus the earth and 
  fire subtypes. 
  17 These creatures are generally summoned from 
  the Elemental Plane of Fire or, more rarely, the 
  Elemental Plane of Earth. A thoqqua is so hot that 
  its mere touch can ignite almost any material. 
   
  --- 
   
  The Red Wizard summoned and bound into 
  servitude, at the cost of a sacrifice a day, a fiery 
  creature of the deep, a sort of worm, roughly a foot 
  across and five times that in length. It cut out of 
  solid stone the pipes and the sewers of Ramulai, 
  and other channels too with no readily apparent 
  use. All this was done not in a day, propaganda be 
  damned, but with astonishing speed, say at the 
  eminently affordable price of not more than fifty 
  Rashemani.  
   
  -Mulan defector interviewed by Strahd von 
  Zarovich 
   
  Tiger [Monster Manual 
  Tiger [Monster Manual 
  Tiger [Monster Manual 
  Tiger [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about tigers. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 14: This striped great cat is a tiger, a cunning 
  jungle predator. This result reveals all animal 
  traits. 
   
  DC 19: Tigers pounce on their prey, then quickly 
  kill the creature with their powerful jaws and sharp 
  claws. 
  Toad [Monster Manual 
  Toad [Monster Manual 
  Toad [Monster Manual 
  Toad [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) or 
  Knowledge (arcana) can learn more about 
  porpoises. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This warty amphibian is a common toad. 
  This result reveals all animal traits. 
   
  DC 15: Toads are harmless to any creature other 
  than the insects they eat. Spellcasters sometimes 
  adopt them as familiars. 
   
  KNOWLEDGE (ARCANA) 
  DC 10: Some mages adopt toads for use as 
  familiars. Such mages tend to slightly more 
  physically resilient. 
   
  Tomb mote [Libris Mortis] 
  Tomb mote [Libris Mortis] 
  Tomb mote [Libris Mortis] 
  Tomb mote [Libris Mortis]     
  JWM: Tiny Undead, CR 2, chaotic evil. Clumps of 
  tomb litter (dust, stone chips, bone shards, etc.) 
  animated essentially by accident by strong ambient 
  necromantic or tainted energy, such as that found 
  in cursed areas or sinkholes of evil. Very fast and 
  surprisingly intelligent, their bite spreads a disease 
  called corpse bloat.  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about tomb motes. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This tiny clump of dirt, stone, bone chips, and 
  teeth is a tomb mote. The ambient negative energy 
  
  animating these scattered bits of funereal debris 
  often indicates the presence of unclean forces. 
  This result reveals all undead traits. 
  17 Although they mostly come into being by 
  accident, tomb motes are surprisingly cunning and 
  malicious. A tomb mote’s bite spreads a 
  debilitating disease called corpse bloat. 
  23 A tomb mote is supernaturally quick, and its 
  unnatural body simply absorbs minor nicks and 
  scrapes. However, magic weapons or those forged 
  of cold iron can pierce its defenses. 
   
  --- 
   
  Trespasser beware! Stone and sky, river and flame 
  alike defend Ankh-Memri. All things stand to 
  protect his resting place, yea, even the very dust 
  between these stones shall arise by the power of 
  his word to strike down the impious, the grave-
  robber, and they shall long for death and not find it 
  for the curse which lies upon them.  
   
  Inscription found on a Sebuan cartouche 
   
  Topiary guardian [Monster Manual III] 
  Topiary guardian [Monster Manual III] 
  Topiary guardian [Monster Manual III] 
  Topiary guardian [Monster Manual III]     
  JWM:  
  Boar: Medium Plant, CR 3, neutral; Lion: Large 
  Plant, CR 7, neutral; Triceratops: Huge Plant, CR 
  12, neutral.  
  Magically animated plants—practically 
  constructs—created by spellcasters to guard their 
  lands. Mimic the attack forms of the creatures they 
  are sculpted to resemble, plus can deal nonlethal 
  damage instead of lethal without penalty.  
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about topiary guardians. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  15 This creature is a topiary guardian, a normal 
  bush carefully pruned into an animalistic shape 
  and magically animated. This result reveals all 
  plant traits. 
  20 A topiary guardian is a mindless creature that 
  attacks as its creator commands. It mimics the 
  attack forms of the animal it is modeled after. 
  When a topiary guardian isn’t moving, it’s 
  indistinguishable from a normal topiary bush. 
  25 A topiary guardian’s flexible branches simply 
  absorb most minor attacks. However, slashing 
  weapons can prune it quite effectively. Topiary 
  guardians are highly flammable. This result also 
  reveals the procedure for creating these creatures. 
  30 A topiary guardian can sense the vibrations of 
  nearby creatures. These guardians are often used 
  to subdue, rather than kill, their master’s foes. 
   
  --- 
   
  Magister Amward's estate was famous for its 
  carefully tended gardens, and I was pleased to 
  have a moment to look out over them as my host 
  busied himself within. So captivating, even when 
  viewed from the high window at nightfall, was the 
  scene that it was some time before I noticed an 
  odd discord in the scene. The gentle wind swayed 
  the cypresses in time with its rhythms, but in the 
  topiary garden the tree-forms seemed to be stirred 
  by some other force out of step with the gusting 
  wind.  
   
  When Magister Amward returned I pointed out the 
  anomaly to him and voiced a concern that there 
  might be trespassers in his garden; we had, after 
  all, been told there were gypsies in the vicinity.  
   
  "Unlikely," he replied briefly, looking out. "I 
  suppose it's time for a trim."  
   
  With which cryptic remark he led me away.  
   
  Greenleaf, from Twelve More Tales of the 
  Macabre, Jean LaFolie 
   
  Treant [Monster Manual] 
  Treant [Monster Manual] 
  Treant [Monster Manual] 
  Treant [Monster Manual]     
  In other worlds, treants protect ancient, verdant 
  forests from evil creatures and fire. Although 
  usually neutral good and relatively uncaring about 
  the plight of other creatures, treants are terrifying 
  opponents when roused from their slumber and 
  they turn the nearby forest into a virtual army to 
  smash interlopers – see treant, dread. 
   
  Knowledge (Nature) 
   
  
  Characters with ranks in Knowledge (nature) can 
  learn more about treants. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
   
   17 This sentient treelike creature is a treant. This 
  result reveals all plant traits. 
   
  22 Treants are capable of animating other trees to 
  fight on their behalf. If a treant sits immobile, it's 
  nearly indistinguishable from a regular tree. 
  Treants are vulnerable to fire and can trample 
  creatures into the dirt. 
   
  27 Treants deal massive damage to inanimate 
  objects or structures and can quickly reduce a hut 
  to rubble. If treated with respect, treants can 
  sometimes be convinced to reveal information 
  about their forest. 
   
  32 Treants speak Common and Sylvan, along with 
  a few phrases of other humanoid languages, 
  typically to warn creatures away from their forest 
  homes. 
   
  See also: Treant   "Ecology of the Treant, The"   
  Susan Lawson    Dragon#79(6)    D&D1 
  Treant, Dread 
  Treant, Dread 
  Treant, Dread 
  Treant, Dread (all)
  (all)
  (all)
  (all)    
  JWM: “Treants combine features of trees and 
  humans. Unlike the cunning predators that make 
  up most intelligent plants, the thoughts and 
  philosophies of treants can be as complex as those 
  of any humanoid. In other worlds, this is a 
  strength, but in the Demiplane of Dread, it is the 
  source of their spiritual weakness. Treants in 
  outlander worlds are peaceful by nature but deadly 
  when angered. They hate evil and the unrestrained 
  use of fire, considering themselves guardians of 
  the trees. In Ravenloft, treants absorb the lurking 
  spiritual taint of the Land of Mists from the very 
  soil, warping them into towering monsters, the 
  embodiment of nature’s cruelty.”  
  Treant, warped [Monster Manual, 
  Treant, warped [Monster Manual, 
  Treant, warped [Monster Manual, 
  Treant, warped [Monster Manual, 
  Denizens of Dread] 
  Denizens of Dread] 
  Denizens of Dread] 
  Denizens of Dread]     
  JWM: Huge Plant, CR 8, neutral evil. An evil 
  version of the common MM treant. Known in 2E 
  as an “evil treant” and in Denizens of Dread as a 
  “dread treant.”  
   
  See also Dragon mag compendium “Blackroot 
  marauder” 
   
  Treant, wormeaten [Denizens of Dread 
  Treant, wormeaten [Denizens of Dread 
  Treant, wormeaten [Denizens of Dread 
  Treant, wormeaten [Denizens of Dread 
  (under Plant, Undead Treant)] 
  (under Plant, Undead Treant)] 
  (under Plant, Undead Treant)] 
  (under Plant, Undead Treant)]     
  JWM: Huge Undead (Augmented Plant), CR 11, 
  neutral evil. An undead version of the warped 
  treant. It can drain blood, cast druid spells, and 
  stun foes with its negative-energy-charged blows. 
  Published as “undead treant.”  
   
  Characters with ranks in Knowledge (nature) or 
  Knowledge (religion) can learn more about 
  wormeaten treants. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  21 This animated dead tree is actually a 
  wormeaten treant — the result of what happens 
  when a warped treant refuses to succumb to its 
  natural death. This result reveals all undead traits.  
  26 If a wormeaten treant sits immobile, it’s nearly 
  indistinguishable from a normal dead, rotting tree. 
  Wormeaten treants are vulnerable to fire and can 
  trample creatures into the dirt. Unlike living 
  treants, they cannot animate trees, A wormeaten 
  treant sustains itself by draining the blood of living 
  creatures with special, rootlike tendrils.  
  31 Wormeaten treants deal massive damage to 
  inanimate objects or structures and can quickly 
  reduce a hut to rubble. Unlike their living kin, 
  wormeaten treants make no pretense toward being 
  guardians of their forests. They exist solely for 
  existence’s own sake, and often rule a copse of 
  living treants.  
  36 Wormeaten treants are significant innate 
  druidic spellcasters, but they never use fire-based 
  spells. Wormeaten treants retain the languages 
  they knew in life, along with a few phrases of 
  
  other humanoid languages, though they seldom 
  have anything to say to anyone other than their 
  unnatural minions.  
   
  --- 
   
  “Yes, mama, I had a nightmare yesterday. But 
  when I woke up, in cold sweat, I was under the 
  impression this was something that didn’t happen 
  yet. This dream was all nice at the start, but it 
  turned very bad. Mama, when it started, we were 
  near the City of the Dead on Vieil Branch ritual 
  day, the Kaokoun, and we were bringing him a 
  part of the shirt papa often wore. We were to offer 
  it to Vieil Branch to ask the loas to be kind with 
  papa, you know. It was nice and sunny and many 
  other people were tying pieces of clothing to its 
  branches, while singing and praying for their dead 
  family members.  
   
  Then the earth shook, and Vieil Branch started 
  shaking! It became an awful thing, with a huge 
  mouth where it began throwing and eating people! 
  But its eyes were the worst, mama. They were 
  huge, red and so horrible to look at! So mean! 
  Then it moved through the cemetery wall as if it 
  was a wall made by a child, and started destroying 
  the graves… It was awful, mama. I don’t want to 
  go next week to the Vieil Branch ritual.” 
   
  As told to an old Souragnien widow by her 
  daughter  
  Troll, dread, common troll [Monster 
  Troll, dread, common troll [Monster 
  Troll, dread, common troll [Monster 
  Troll, dread, common troll [Monster 
  Manual] 
  Manual] 
  Manual] 
  Manual]     
  JWM: “Trolls are monstrous, carnivorous giants 
  with a particular taste for humanoid flesh. They 
  are blessedly rare in Ravenloft — even Dr. van 
  Richten spent most of his career dismissing them 
  as the stuff of legend. However, those that do 
  emerge from the wilds are invariably vicious, 
  butchering killers.  
   
  “It is commonly believed that trolls first entered 
  the Land of Mists when the domain of Arak 
  formed in 575 BC. They largely remained there, 
  menacing anything that trespassed on their 
  mountainous hunting grounds, until the Scourge of 
  Arak in 588 BC. Supposedly, most trolls survived 
  the sandstorm — having turned to stone just 
  before it began — but the sudden lack of game to 
  hunt forced them to spread further out along the 
  Balinoks. The dwarves of Darkon have long 
  despised these creatures, which to this day 
  occasionally burst into their mines or raid isolated 
  strongholds in the Mountains of Misery.  
   
  “Dread trolls and goblins sometimes work together 
  to form hunting parties, but only when united 
  under the banner of a more powerful master, such 
  as a hag. Left to their own devices, trolls hunt and 
  devour goblins like any other prey. Because of 
  this, goblins sometimes enslave trolls when they 
  can, but more often simply try to avoid them 
  entirely.”  
   
  All trolls in Ravenloft share the following special 
  quality:  
   
  Quote:  
  Daylight Petrification (Su): Exposing a dread troll 
  to direct sunlight disorients it: It can take only a 
  single move action or attack action and is petrified 
  (as the spell flesh to stone) in the next round if it 
  cannot escape. A petrified troll assumes a 
  naturalistic shape resembling a rough, mossy 
  boulder; forest trolls are particularly covered with 
  moss and lichens. Since a troll looks like a normal 
  boulder while petrified, it takes a DC 25 Spot 
  check to notice its true nature.  
   
  Anyone with ranks in Survival or Knowledge 
  (nature) can use one of those skills instead of Spot 
  to notice the troll. Dwarves can use stonecunning 
  to notice it as well.  
   
  A petrified troll remains in boulder form until it is 
  no longer exposed to direct sunlight, at which time 
  it reverts to normal flesh (as a stone to flesh spell). 
  Dread trolls are not harmed by these 
  transformations, but they dislike them and avoid 
  sunlight when they can. Even the most brutish 
  trolls know to be well hidden far from civilized 
  areas before dawn, lest the local humanoids smash 
  them apart and scatter their pieces.  
   
  JWM: Common Troll: Large Giant, CR 5, chaotic 
  evil. Other than adding the trait above, this is the 
  standard MM troll. 
   
  Troll Lore (Ravenloft-specific results) 
  
  Characters with ranks in Knowledge (nature) can 
  learn more about trolls. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  16 This gangly, rubbery, greenish humanoid is a 
  troll. This result reveals all giant traits. Trolls 
  speak Giant. 
  21 A troll is a fearless combatant with a ravenous 
  appetite for raw flesh. Trolls have a strong sense 
  of smell and can see in the dark. 
  26 A troll quickly regenerates most forms of 
  damage, and can even regrow or reattach severed 
  body parts. However, a troll cannot regenerate fire 
  or acid damage. 
  31 If a troll is exposed to direct sunlight, it 
  instantly turns to stone, resembling a natural 
  boulder. It remains lifeless stone until the next 
  sunset. Trolls come in many different varieties, 
  which have adapted to many different 
  environments, including the humungous mountain 
  troll and the aquatic scrag. 
   
  --- 
   
  Going to Kellee eh my boy? Sit down for a 
  second. Thats a long ways from Egertus, and 
  there's more to worry about then cutthroats while 
  riding out there.  
   
  So, while travelling across the grasslands one 
  might note the occasinal outcroppings of boulders 
  or stones that lie in clusters and groups. I'm sure 
  you know of what i speak, those wretched cats 
  sleep, cry and lie about them during the day. 
  Giant, squat and mossy, strange that they never 
  seem to be in the same place twice eh?  
  Scare off the cats and it seems like a good place to 
  hold up for a night eh? You're dead wrong. You 
  wouldn't believe me if i told you why, but you be 
  better off cutting your own throat.  
   
  Listen up and listen good. Never trust anything out 
  there, for on the plains of Nova Vasa there is 
  always something sinister lurking just beneath. 
   
   
  Troll, dread, bridge [Denizens of Dread 
  Troll, dread, bridge [Denizens of Dread 
  Troll, dread, bridge [Denizens of Dread 
  Troll, dread, bridge [Denizens of Dread 
  (as Troll, Dread)] 
  (as Troll, Dread)] 
  (as Troll, Dread)] 
  (as Troll, Dread)]     
  JWM: Large Giant, CR 6, lawful evil. An 
  unusually intelligent troll that lingers near urban 
  areas. During daylight hours it hides out of sight, 
  such as under bridges or in abandoned buildings. 
  Although Large, it can squeeze into tight spaces 
  like a Medium creature. A bridge troll can smell 
  spiritual innocence, and loves the taste of innocent 
  flesh that has just been corrupted by sin. Theyk on 
  children, trying to intimidate them into committing 
  evil acts — such as leading other children to their 
  deaths — before eating them. Published in 
  Denizens of Dread as the dread troll.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about bridge trolls. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  16 This rubbery, brownish-greeni humanoid with 
  metallic-hued hair is a bridge troll, a creature 
  closely related to the common troll. This result 
  reveals all giant traits. Bridge trolls speak Giant, 
  Sylvan, and a local language.  
  21 A bridge troll is a sadistic predator with a 
  ravenous appetite for raw flesh, particularly that of 
  helpless, innocent people. Bridge trolls have a 
  strong sense of smell and can see in the dark. 
  Unlike other trolls, bridge trolls tend to lair near or 
  even within urban areas. These lairs are usually 
  located in cramped, out-of-the-way areas. A bridge 
  troll is unusually talented at slipping into these 
  cramped areas.  
  26 A bridge troll quickly regenerates most forms 
  of damage, and can even regrow or reattach 
  severed body parts. However, it cannot regenerate 
  fire or acid damage. A bridge troll can sense the 
  presence of innocent souls.  
  31 If a bridge troll is exposed to direct sunlight, it 
  instantly turns to stone, resembling a natural 
  boulder. It remains lifeless stone until the next 
  sunset. Trolls come in many different varieties, 
  which have adapted to many different 
  environments, including the common troll and the 
  aquatic scrag.  
   
  --- 
  
   
  "So, oath-sworn to his Jarl, Eigal tracked the beast 
  that men named Orm Rend-Jaws into the stone-
  fields, and found that great stane as which it slept 
  by day as unto one dead. With Lokar's wit, Eigal 
  bound the great stone to which the tracks had led 
  him in hempen hawsers, and staked the ropes hard 
  into the frost-touched soil. And when Orm Rend-
  Jaws woke to dusk, and the snows of the day shed 
  from the beast's iron-stubbled pate risen anew 
  from stone, Eigal Wolf-feeder feared not, but 
  hewed the hook-clawed hands from Orm's wrists, 
  that the bairn-eater could not tear free of its bonds. 
  The trow-beast thrashed, like-unto the chained 
  Fenris, and gnawed the great ship's tethers that 
  bound it, but could not wrest free.  
   
  "Then the Norns' fate-weavings turned cruelly 
  upon Eigal, strong arm of the Hird, for the taloned 
  paws of Orm Rend-Jaws lept, body-reft, to strike 
  as one..."  
   
  -- From the Edda of Eigal Wolf-feeder, Grabenite 
  skald's saga of the Age of the Sea-Raiders  
   
  Interesting (possibilities here?)  
   
  -- Hand-written marginalia from a transcription of 
  Eigal's Edda dated 650 BC, private library of 
  Meredoth the Necromancer 
   
  Troll, fell [Una
  Troll, fell [Una
  Troll, fell [Una
  Troll, fell [Unapproachable East] 
  pproachable East] 
  pproachable East] 
  pproachable East]     
  Chris Nichols: CR 14. Fell trolls are huge (over 15 
  feet tall and 5000 lbs) two-headed trolls. These 
  monsters lurk in uninhabited regions and are ever 
  hungry for man-flesh. Like other trolls, these 
  beasts regenerate, can rend foes, and track by 
  scent. Additionally, because fell trolls have two 
  heads, they roll all Will saves twice and use the 
  better result.  
   
  In Ravenloft, fell trolls lurk in desolate regions 
  such as the Arak region of the Mountains of 
  Misery.  
   
  --- 
   
  Big as a hill,  
  waits to kill,  
  stone for a soul,  
  old fell troll.  
   
  Big two-head,  
  eats up the dead,  
  size of a knoll,  
  old fell troll.  
   
  - traditional Darkonese rhyme  
  Troll, dread, forest [Monster Manual III] 
  Troll, dread, forest [Monster Manual III] 
  Troll, dread, forest [Monster Manual III] 
  Troll, dread, forest [Monster Manual III]     
  JWM: Medium Giant, CR 4, chaotic evil. Man-
  sized, mossy trolls. Not as physically powerful as 
  other trolls, but far more cunning. They can create 
  a poison from their saliva, which they use to coat 
  their weapons. Has a limited chameleon-like 
  ability to change its coloration. Has fast healing 
  rather than regeneration.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about forest trolls. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  15 This man-sized, rubbery green humanoid is a 
  forest troll, a creature closely related to the 
  common troll. This result reveals all giant traits. 
  Forest trolls speak Giant. 
  20 Forest trolls are hunters compelled by their 
  ravenous hunger for flesh. A forest troll has a 
  strong sense of smell and can see in the dark. 
  25 Forest trolls recover quickly from wounds, but 
  their healing ability is not as powerful as that of 
  more powerful trolls. Instead, a forest troll relies 
  on its greater cunning and more sophisticated 
  tactics. Forest trolls can even prepare a special 
  poison from their own saliva, which they use to 
  coat their claws and weapons. 
  30 If a forest troll is exposed to direct sunlight, it 
  instantly turns to stone, resembling a mossy, 
  natural boulder. It remains lifeless stone until the 
  next sunset. Trolls come in many different 
  varieties, which have adapted to many different 
  environments, including the humungous mountain 
  troll and the aquatic scrag. A rare variety of forest 
  troll is the muskwart, which is distinguished by the 
  warty pustules covering its skin. These pustules 
  
  emit a blinding musk, though forest trolls are 
  immune. 
   
  --- 
   
  “A mindless brute a troll is not. Indeed there are 
  tales of them hungering after innocence, delighting 
  particularly in the patient and clever corruption of 
  children. But any that I have met were far more 
  interested in my flesh. They pick their fights with 
  some care, strike from ambush when feasible, and 
  often employ poison. Happily, they are susceptible 
  to music. Why fight beasts that are healed as quick 
  as you cut them when a little beguilement with 
  song is far more agreeable? As the dawn draws 
  nigh they typically rouse themselves and run for 
  the darkness of their caves. It is possible 
  sometimes to send them west so that our well 
  loved protectors, the mercenary soldiers of 
  Malocchio Aderre, might do their duty or at least 
  find a noble death in the attempt.”  
   
  -Constantine, an impeccably dressed Invidian 
  woodsman with a faint Kartatan accent, in 
  conversation with S 
  Troll, ice [Unapproachable East] 
  Troll, ice [Unapproachable East] 
  Troll, ice [Unapproachable East] 
  Troll, ice [Unapproachable East]     
  Chris Nichols: CR 4. A breed of troll native to 
  frozen lands, ice trolls are somewhat more 
  intelligent than most of their breed. They are able 
  to forge and craft armor and weapons, favoring 
  great warhammers and oversized swords. Ice trolls 
  spit a freezing, nauseating slime that does cold 
  damage and can extinguish flames such as torches. 
  Ice trolls have the cold subtype and like other 
  trolls can regenerate and track by scent. 
   
  --- 
   
  High in the icy mountains,  
  where the cold wind sings,  
  surrounded by his captains,  
  frozen sits the mountain king.  
   
  Fires doused by freezing slime,  
  hammers pound in the night,  
  waiting since the dawn of time,  
  sits the troll king in his might.  
   
  - Saga of the Mountain King, traditional Vos  
  Troll, dread, mountain [Monster Manual 
  Troll, dread, mountain [Monster Manual 
  Troll, dread, mountain [Monster Manual 
  Troll, dread, mountain [Monster Manual 
  III] 
  III] 
  III] 
  III]     
  JWM: Huge Giant, CR 10, chaotic evil. Massive 
  and incredibly powerful trolls. Stony, greenish-
  gray in color. Exceptionally stable on their feet, 
  but their blows can knock foes prone. Have a 
  potent fast healing ability rather than regeneration. 
  “Most mountain trolls in Ravenloft still roam the 
  former lands of Arak, where they subsist on a diet 
  of monstrous spiders and occasionally clamber 
  down to lower elevations to harass travelers and 
  dwarven settlements.” 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about mountain trolls. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  20 This hulking, rubbery, brownish-green giant is 
  a mountain troll, the largest member of the troll 
  family. This result reveals all giant traits. 
  Mountain trolls speak Giant. 
  25 Mountain trolls live atop mountain peaks, and 
  emerge from their lairs only to sate their ravenous 
  appetites for flesh. A mountain troll has a strong 
  sense of smell and can see in the dark. 
  30 Mountain trolls recover quickly from wounds, 
  but their healing ability is not as powerful as that 
  of lesser trolls. Instead, a mountain troll relies on 
  its sheer strength and mass to overcome foes. 
  These trolls are exceptionally sturdy and stable on 
  their feet, and their blows are powerful enough to 
  knock opponents to the ground. 
  35 If a mountain troll is exposed to direct sunlight, 
  it instantly turns to stone, resembling a huge, 
  natural boulder. It remains lifeless stone until the 
  next sunset. Trolls come in many different 
  varieties, which have adapted to many different 
  environments, including the common troll and the 
  aquatic scrag. 
   
  --- 
   
  We were at the foot of the Dargal Pass when it - 
  all 20 feet of it - burst into our encampment. The 
  carnage was frightful, but we were a well 
  disciplined lot, and lost not a moment in arming 
  ourselves with fire. But it did not fear flames and 
  
  was untouched by them. Indeed it broke off its 
  slaughter, snatching up a torch, as well as the arm 
  that bore it and the man connected to that arm, 
  poking the whole at us mockingly. Whereupon 
  Scar emerged behind it, his face a frightful mask 
  of wrath. Our dark leader spat out what I knew to 
  be a curse. This was followed with another fell 
  Vistani enchantment which he had used often. The 
  troll was struck blind and roared with fury. Scar 
  signalled for a horse. This I fetched and received 
  instructions to follow with hammers, chisels, wood 
  and water. A sniping barrage led the thing far out 
  into the scoured plain where the first rays of dawn 
  turned it to stone. We were then set to work, at 
  first hacking, and then shattering, by heating with 
  fire and cooling with water, one end of the great 
  block. A little before sunset we were ordered to 
  return to our camp and to scatter the broken pieces 
  as we went. A couple hours later our leader 
  returned, looking entirely pleased with himself. I 
  dared raise an inquiring eyebrow and he said: “I 
  wish to know from it how it had laughed off the 
  flames. And I wished it to know who had taken its 
  legs.”  
   
  -Tales of the Crippled Troll, anonymous 
  Darkonese work 
  Turtle [
  Turtle [
  Turtle [
  Turtle [Tortoise: Just a little something I cooked 
  Tortoise: Just a little something I cooked 
  Tortoise: Just a little something I cooked 
  Tortoise: Just a little something I cooked 
  up myself. Snapping Turtle: Stormwrack 
  up myself. Snapping Turtle: Stormwrack 
  up myself. Snapping Turtle: Stormwrack 
  up myself. Snapping Turtle: Stormwrack ----    
  animal
  animal
  animal
  animal]]]]    
  Characters with ranks in Knowledge (nature) can 
  learn more about turtles. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This armored reptile is a common turtle or 
  tortoise. This result reveals all animal traits. 
   
  DC 16: Turtles feed on plants, insects and, 
  sometimes, small fish. They can hold their breath 
  for more than 10 minutes as they swim in search 
  of food. When a turtle feels threatened, some 
  species retreat inside their hard shells, protecting 
  them from predators. 
   
  DC 21: Some turtles can grow to the size of a cart 
  wheel. Snapping turtles have sharp, powerful 
  beaks, easily capable of killing a fish or biting off 
  exposed fingers or toes. 
   
  U 
  Uchuulon (slime chuul) [Stormwrack] 
  Uchuulon (slime chuul) [Stormwrack] 
  Uchuulon (slime chuul) [Stormwrack] 
  Uchuulon (slime chuul) [Stormwrack]     
  JWM: Large Aberration (Aquatic), chaotic evil, 
  CR 6. A fleshcrafted chuul created by illithids to 
  act as a guardian. They’re actually slightly more 
  feeble than regular chuuls; mind flayers find them 
  more manageable than the standard varieties. The 
  main advantage it has over standard chuuls is a 
  coating of psionically-charged slime that helps 
  protect it from touch attacks and critical hits.  
   
  --- 
   
  Characters with ranks in Knowledge 
  (dungeoneering) or Knowledge (psionics) can 
  learn more about uchuulons. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  16 This slimy, tentacled crustacean is a slime 
  chuul, also known as an uchuulon, the result of a 
  normal chuul that has been implanted with a mind 
  flayer tadpole. This result reveals all aberration 
  traits and the aquatic subtype. 
  31 An uchuulon moves more slowly on land than a 
  normal chuul, but it can survive out of water 
  indefinitely. Its translucent carapace is also softer, 
  and thus easier to damage. Like normal chuuls, 
  uchullons lash out and crush foes with their 
  pincers. 
  26 If an uchuulon grabs another creature, it 
  transfers the victim to the paralytic tentacles 
  surrounding its mandibles, then immediately starts 
  devouring the helpless prey. Mind flayers often 
  create uchuulons to act as guardians for their lairs. 
  41 The thick layer of mucus coating an uchuulon 
  is psionically charged and highly protective. Not 
  only does it help deflect attacks, it offers partial 
  protection to the creature’s internal organs against 
  sneak attacks and similar penetrating strikes. 
  --- 
  
   
  The crab like creature subdued yesterday by the 
  chill golems is imbued with magical powers, but I 
  wasn’t able to identify which type. Its slime is 
  gooey and awfully disgusting to all points of view. 
  From test with unwilling subjects, I found its 
  tentacles to have immobilisation powers, followed 
  by a deadly clutch with its crab claws.  
   
  The message sent with it was undecipherable, as 
  usual. I wonder why the squid heads sent that to 
  me. Is it a present, a spy, or a warning? I really 
  hate them. 
   
  Hazlik lab notes, 762  
   
  Umbral creature [Libris Mortis] 
  Umbral creature [Libris Mortis] 
  Umbral creature [Libris Mortis] 
  Umbral creature [Libris Mortis]     
  JWM: Template undead (Incorporeal), chaotic 
  evil, CR +2 or +3. A template version of the 
  standard MM shadow. Umbral creature lore is 
  available over on the WotC boards (follow the link 
  in the Monster Lore thread).  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about umbral creatures. Characters 
  may need to make a separate Knowledge check to 
  learn about the base creature. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 This umbral spirit is all that remains of a 
  creature slain by the chilling undead of the Plane 
  of Shadows. This result reveals all undead traits 
  and the incorporeal subtype. 
  19 Umbral creatures are composed of seething 
  darkness. They despise life and light. Their touch 
  saps the strength from living creatures’ bones. 
  24 A living creature whose prowess is completely 
  drained away dies, its heart lacking the strength to 
  beat. Such victims soon rise as undead shadows 
  under the control of their killer. 
   
  --- 
   
  It was impossible to say what the ruins had once 
  been. Only thick walls of stone, much eroded, 
  remained. Then we saw it, a gurgling fountain. We 
  greeted the sight with incredulity, save for 
  Annabel, apparently lost in her thoughts. Salvador, 
  guarding our rear, yawned loudly and collapsed. A 
  moment later, a clear, feminine voice rang forth: 
  “Drink of the water; it will cool you; it will drive 
  off the exhaustion that has layed low your friend.” 
  But it was our fallen comrade who commanded 
  our attention. And so we failed to notice that 
  Annabel had obeyed and entered the ruins. No 
  sooner had we aroused Salvador, than we heard 
  her cry. We found her beset by a large shadow, 
  mirrored many times over, that would dart forth 
  from one wall to attack her and vanish into 
  another, only to race out again from a different 
  point. We fared poorly against it, our weapons 
  growing heavier and our judgement cloudier with 
  each numbing touch. But Raoul, grinning like a 
  fiend, turned the tide, shackled it with bands of 
  eldritch force.  
   
  -The Wreck of the Albatross, Juno Lutuem, 
  Darkonese adventurer 
   
  Undead, Strahd 
  Undead, Strahd 
  Undead, Strahd 
  Undead, Strahd ––––    see Strahd
  see Strahd
  see Strahd
  see Strahd    
  Undead symbiont: ghostly visage [Fiend 
  Undead symbiont: ghostly visage [Fiend 
  Undead symbiont: ghostly visage [Fiend 
  Undead symbiont: ghostly visage [Fiend 
  Folio p221] 
  Folio p221] 
  Folio p221] 
  Folio p221]     
  JWM: Ghostly Visage: Tiny Undead (Incorporeal, 
  Symbiont), chaotic evil, CR 2 or host +1. A minor 
  spirit that can merge with a corporeal creature, 
  disappearing into its body (but not taking control 
  of its actions). It can then manifest its own face 
  anywhere on the host’s body, including over the 
  host’s face (thus acting as a sort of disguise). It 
  also protects its host from mind-influencing 
  effects. I think these spirits can be used as 
  improved familiars.  
   
  --- 
   
  Poor Tanya was very agitated when we met Dr 
  Lour. Seeing her anxiety, we were on alert, but 
  couldn’t suspect why, since she was looking at 
  him directly, and not at an empty space in the 
  room as usual when her ghost sight made her saw 
  something supernatural.  
   
  
  When later we were alone with her, and we asked 
  her what she saw exactly, she simply said “Dr 
  Lour has two faces”, and then refused saying 
  more.  
   
  I despise the thing that made Tanya loose her 
  marbles and I vow we’ll destroy it soon. 
   
  Jameld’s private journal  
  Unholy scion [Heroes of Horror] 
  Unholy scion [Heroes of Horror] 
  Unholy scion [Heroes of Horror] 
  Unholy scion [Heroes of Horror]     
  JWM: Template Outsider (Evil, Native), evil. A 
  particularly evil product of a fiend siring a child 
  with a mortal mother. The scion is fully sentient 
  and capable of using its powers while still in the 
  womb. It can charm its mother, has a number of 
  spell-like abilities.  
   
  Characters with ranks in Knowledge (the planes) 
  can learn more about a creature’s unholy scion 
  origins. Characters may need to make a separate 
  Knowledge check to learn about the base creature. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  13 This subtly disturbing creature is an unholy 
  scion (or perhaps its possessed mother), the child 
  of a fiendish father and mortal mother. This result 
  reveals all outsider traits. 
  18 Most fiend-mortal couplings result in half-
  fiends. Unholy scions are comparatively rare, 
  resulting when the child is conceived in a 
  spiritually unclean area, or when a fiend possesses 
  an unborn child still in the womb. Compared to 
  their mortal parents, unholy scions possess 
  powerful minds and souls of utter malevolence. 
  An unholy scion’s body pulses with fiendish 
  energy, so its attacks are particularly damaging to 
  good-hearted creatures. 
  23 An unholy scion is somewhat resistant to 
  magic, acid, cold, electricity, and fire. It heals 
  quickly from its wounds, and its unnatural flesh 
  deflects most minor attacks, though blessed or 
  magic weapons can pierce its unholy defenses. 
  28 An unholy scion with a particularly strong 
  mind possesses a variety of spell-like abilities, 
  ranging from charm person and desecrate on up to 
  gate and polymorph any object. Unholy scions 
  develop a wider range of spell-like abilities as they 
  grow in power. 
  33 Unholy scions are highly dangerous even 
  before they are born. An unholy scion quickly 
  develops its full intellect while still in the womb. It 
  can continuously control its pregnant mother as 
  with a charm person or charm animal spell, and 
  can even channel its spell-like abilities through 
  her. The scion retains this overbearing spiritual 
  bond with its mother after birth as well. 
  --- 
  It was near the Harvest in 748. For fear of some 
  black pestilence similar to what was gripping 
  Pont-a-Museau at this time; i was appointed to 
  look into a feverish patient in Chataufaux. What i 
  knew was that she was with child, in her early 
  twenties, and that she came from a lowbrow famiy 
  with little traces of madness and may or may not 
  have been a whore for a while.  
   
  Upon first finding the woman i noticed greying 
  skin and a very high fever. For what we call 
  speech; she would glibber stupidly for a few 
  moments about "whats to come" and "the 
  suffering" then give us nasty stares and spit a little.  
   
  note: One men who had been there longer then i 
  stated that the woman had vomited most fouly on 
  him once but i highly doubt this, i believe the 
  mans "advances" were likely spurned earlier and 
  thus he felt the need to exagerate.  
   
  After studying the sickly woman for some four 
  days i had found my mark. And how dreadful, it 
  was something in the water here. I belived the 
  womans slow decaying mental and physical health 
  to be a sign of the occasinal truth to Chateaufaux's 
  street-corner rumors. Making note of this, I had 
  suggested/issued a water boil for the (noted)higher 
  districts. Not wanting to remain in this filthy, 
  horrid womans dwelling anylonger I then gathered 
  my things, said my goodbyes, wished the dying 
  woman well(though i knew she wouldn't make it 
  though the month) and headed back to Port 
  a'Lucine.  
   
  Some months later i came back through 
  Chateaufaux on my way to Mordent, and there she 
  was. I stopped dead in my tracks, for she was 
  watching me from a first floor window right next 
  to me, not arms length away. With a tiny newborn 
  
  in her arms silently watching me, she spit at the 
  ground. She must still be angry at that whole 
  "leaving her to die thing". Now though, I was glad 
  to she her alive and all however i felt rather chill. 
  Something about the two of them staring with 
  those little smirks made my blood run cold and my 
  neck hairs stand straight. So i decided to tip my 
  hat and put it behind me.  
  Just as i reached for my cap the babes little ashen 
  arm jutted out like a worm; pointing qweerly at 
  me. Its face contorted and twisted into somthing 
  most un-innocent. Eyes blazing yellow it's mouth 
  wide and black with a red little tongue flicking. 
  And i admit i shuddered, not do to its horrid 
  features but to what in clear mordentish i must of 
  heard and swear i heard that aweful child hiss:  
   
  "There is nothing you can do, nowhere you can go. 
  I am your end and i'll see that you suffer for 
  leaving me as you did. For treating my dear carrier 
  as a whore, you good sir shall rot forever more."  
  -spoken by Dr. Armond "the ever dying" DeGreen 
  in a fit of hysteria on his deathbed. 
  Unicorn, dappled [Monster Manual] 
  Unicorn, dappled [Monster Manual] 
  Unicorn, dappled [Monster Manual] 
  Unicorn, dappled [Monster Manual]     
  JWM: Large Magical Beast, chaotic good, CR 3. 
  The standard MM unicorn, other than their 
  speckled gray coats. The rare, freak offspring of 
  shadow unicorns, below. Shadow unicorns kill 
  them on sight once detected.  
  --- 
  "Quick! To me!"  
   
  I looked about me, wondering what new horror the 
  night would hold, to see a great horse, dappled 
  silver in the moonlight, with a white horn like a 
  sword in its forehead.  
  "Mount!" it said, "and I'll carry you to the border."  
  Any lingering doubt as to its motives was stilled 
  by the chorus of howls behind me. The thousand 
  heart's-beats allotted me in the Circle had expired, 
  and the Hunt was up. With the horn-horse's 
  assistance I clambered onto its back, and it darted 
  off, carrying me through the night, surer and more 
  swift-footed by moonlight than any true horse 
  could be at noon.  
   
  Interview with Elliot MacPherson, working notes 
  to "Van Richten's Guide to Lycanthropes" 
  Unicorn, dread [
  Unicorn, dread [
  Unicorn, dread [
  Unicorn, dread [new?
  new?
  new?
  new?]]]]    
  JWM: Unicorns native to the Land of Mists. 
  They’re all descended from the unicorn Addar 
  (mount of Lady Kateri Shadowborn), who was 
  seduced and corrupted by a nightmare (a minion of 
  Ebonbane) following Lady Kateri’s death.  
   
  JWM adds: It's something that would have been 
  formally introduced in Ravenloft Gazetteer IX or 
  so, when we would have finally been able to 
  devote some needed attention to cleaning up the 
  Shadowlands.  
   
  For a hint of what would have been, read the Book 
  of Shadows framing fiction. 
  --- 
  Like horses, but with horns? But if there are 
  unicorns here, surely we can call on them for 
  assistance?" I asked.  
   
  Lochraim shuddered and said, "You must be mad, 
  or you really are an outlander. The devil-horses 
  here do not assist men, except to their graves. 
  They, too, are servants of Faith-hold, or they were. 
  Perhaps they were even too cruel to serve her 
  well."  
   
  Journal of Akkarath Losander, adventurer 
  Unicorn, dread, shadow [Denizen
  Unicorn, dread, shadow [Denizen
  Unicorn, dread, shadow [Denizen
  Unicorn, dread, shadow [Denizens of 
  s of 
  s of 
  s of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  JWM: Large Magical Beast, chaotic evil, CR 5. 
  Evil, violent, dappled gray unicorns. They can will 
  their horns to burst into flame, and can use their 
  horns to inscribe a magical glyph of doom, which 
  acts as an unhallow spell. They can also merge 
  with shadows.  
   
  --- 
   
  It leaped out of the shadows so close to us, it 
  seemed like if it was spawned from the dusk itself. 
  But the most awful was its scream, like if it could 
  concentrate all Hell’s hatred into one ghastly 
  scream. My legs felt like jelly. I screamed when its 
  horn became fiery and it attacked me.  
   
  
  How its face seemed hateful when mine showed 
  pain from the burn! How its glowing red eyes 
  burnt into my head! 
   
  But my wife took my hand and cracked the tube, 
  sending us away from that dark and sinister forest.  
   
  During a discussion with Friedrich Kreutzer  
   
  Unseelie Fey (dragon mag compendium)
  Unseelie Fey (dragon mag compendium)
  Unseelie Fey (dragon mag compendium)
  Unseelie Fey (dragon mag compendium)    
  Submited by JP 
   
  Urophion [Lords of Madness] 
  Urophion [Lords of Madness] 
  Urophion [Lords of Madness] 
  Urophion [Lords of Madness]     
  JWM: Large Aberration (Psionic), lawful evil, CR 
  13. A fleshcrafted roper. Like uchuulons, illithids 
  create them to act as guardians. Basically a 
  slightly beefed up standard roper, adding the 
  ability to mind blast and extract brains like a mind 
  flayer, plus a few psi-like abilities. Much more 
  intelligent than ropers, they are lonely, brooding 
  creatures. 
   
  Characters 
  with 
  ranks 
  in 
  Knowledge 
  (dungeoneering) or Knowledge (psionics) can 
  learn more about urophons. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  23 This tentacled stalagmite could be easily 
  mistaken for a roper, but it is actually a rare 
  psionic variant called an urophon. This result 
  reveals all aberration traits and the psionic 
  subtype. 
   
  28 Urophons are the result of mind flayers 
  implanting an illithid tadpole in a roper’s brain. 
  Like ropers, urophons are ambush predators. They 
  pose as stone formations, then lash out at nearby 
  prey with their strong, adhesive, tentacle-like 
  strands. Opponents can sever a strand to free a 
  trapped ally. 
   
  33 Like a jellyfish, an urophon’s strands inject 
  toxins that sap a tangled creature’s strength. 
  Urophons drag tangled foes toward their maws, 
  then extract their brains, instantly killing them. An 
  urophon can also defend itself with a powerful 
  psionic mind blast.  
   
  38 Urophions can use detect thoughts and 
  suggestion at will as psionic abilities. Mind flayers 
  create urophions to serve as guardians and 
  sentinels. Urophions are extremely intelligent, but 
  have no place in mind flayer society. Their only 
  reward is the chance to join the elder brain in 
  death. 
   
  --- 
   
  The satrap from the west border, I again forgot his 
  name, sent me messengers about something that he 
  felt should get my attention.  
   
  One of them was among men patrolling the 
  southern border when they were attacked by a 
  “monolith of flesh”, lashing at them with tentacles 
  and “melting their brains to white béchamel 
  sauce”.  
   
  I really wish they’d stop trying to entertain me 
  with their prose when making patrol reports. 
   
  The creature supposedly destroyed all the patrol, 
  except one man. This survivor said the creature 
  plucked his companion’s brain like when breaking 
  nut shells for their tasty inside, then it put a piece 
  of paper to this last man’s hand, who collapsed 
  into unconsciousness from fear. When he awoke, 
  the thing was gone. 
   
  I wondered if the patrol consumed too much 
  poppies again, but then the paper he carried was 
  another undecipherable note from the squid heads. 
  What do these creatures want? Can’t they be 
  clearer? If I knew they were waiting for my 
  answer at the border, I’d fry them without 
  hesitation. I really hate them. 
   
  Hazlik lab notes, 763  
  Uthraki [Unapproachable East] 
  Uthraki [Unapproachable East] 
  Uthraki [Unapproachable East] 
  Uthraki [Unapproachable East]     
  Chris Nichols: Large monstrous humanoid 
  (Shapechanger), CR 3. Uthraki are man-eating 
  shapeshifter that haunt lonely roads and other dark 
  places. They take on human forms, presenting 
  themselves as fellow travellers, lost children and 
  
  similar folk, before killing those they encounter 
  when they drop their guard. Uthraki appear to be 
  large apes with gray fur and twisted limbs. Their 
  heads are too small for their frames and are ringed 
  by a dozen solid black eyes that give them all-
  around vision. At night, uthraki have fast healing.  
   
  In Ravenloft, uthraki haunt the Vaasan Plateau, 
  menacing travellers on the lonely plains between 
  settlements  
   
  --- 
   
  We were travelling from Arbora to Sly-Var when 
  a farmer joined us on the road one evening. He 
  travelled with us and talked, proving to be a 
  reasonable companion. When we stopped for the 
  night, he ate with us and when to sleep in the 
  shadow of one of the wagons.  
   
  Later that night, I was awoken by a high, crazy 
  scream, like what a rabbit in a snare makes. I 
  grabbed my sword and ran out of my tent to see 
  what was going on. I find the farmer who joined 
  us standing in front of Donde's tent with Donde's 
  dagger - she always slept with one under her 
  pillow - sticking out of his shoulder. Donde looks 
  over to me and points to the bruises around her 
  neck - the bastard had tried to strangle her!  
   
  After that, we were a bit over-zealous in subduing 
  our guest. Which was fine, since whatever it was 
  fought back and nearly clawed the guts out of 
  young Simon. Once we killed it, it didn't look like 
  a farmer anymore. It was a grey-furred ape-thing 
  with twisted limbs and a head that was a size too 
  small for its body. And all around the head, front 
  and back, were these glassy black eyes.  
   
  We burned the carcass and laid heavy stones over 
  the bones. It will be a long time before we let 
  travellers join us on the road anymore.  
   
  - Journal of Brego Sandeskov, Arboran merchant  
   
   
   
   
  V 
  Valpurleiche (hanged man) [Deni
  Valpurleiche (hanged man) [Deni
  Valpurleiche (hanged man) [Deni
  Valpurleiche (hanged man) [Denizens of 
  zens of 
  zens of 
  zens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  JWM: Medium Undead, CR 9, chaotic evil. A 
  form of revenant, the vengeful undead corpse of 
  someone wrongfully hung for crimes they did not 
  commit. It strangles its victims, can animate rope, 
  and regenerates – it can only be harmed by 
  weapons of the same type it was accused of using 
  in the crime for which it was killed. I’m strongly 
  considering making this one a template, but that 
  doesn’t affect the blurb.  
   
  ---- 
   
  The man was running down the street screaming 
  about something; his garb and colourful language 
  marked him as a dockworker.  
   
  "He's back! He's back! The Shoreline strangler has 
  returned!" shouted the rather wide-eyed man.  
   
  I quickly spepped infront of him.  
  "You there, describe him; what did he look like?"i 
  questioned.  
   
  "He was tall, dark of skin. His neck...HIS NECK 
  WAS BROKEN! It just lolled to the side with the 
  same noose just dangling off."  
   
  "And where did you see him?" i asked.  
   
  "By the shipping yard. Jus' squeezing the life out a' 
  some boy! Thing was, he wasn't using his hands; it 
  was the ropes. They jus' kept snappin' off of crates 
  and wrappin round this boys neck. And the 
  strangler jes kept watching, like the boy deserved 
  it or something-"  
   
  "and your positive the events played out as you 
  said?" i interupted.  
   
  He nodded his head, looked around wildly and 
  grabbed me by the sholders.  
   
  
  "He's back! He's back to kill again! The Shoreline 
  Stangler has come back from the dead to kill 
  again!" shouted the crazed man.  
   
  I placed my gloved hand over his mouth to keep 
  this quiet for now.  
  "Actually, if what you say is true; and if my 
  deductions are correct: the man you saw tonight 
  never killed anyone in life." i stated.  
  "which does spin a rather grim tale that we now 
  have two killers walking the streets. One vile and 
  undead seeking revenge, the other clever and 
  hiding like a viper."  
   
  -The Murder Mysteries featuring Alanik Ray 
  Vampire, Barovian [Monster Manual
  Vampire, Barovian [Monster Manual
  Vampire, Barovian [Monster Manual
  Vampire, Barovian [Monster Manual    as 
  as 
  as 
  as 
  normal vampire
  normal vampire
  normal vampire
  normal vampire] ] ] ]     
  JWM: Template Undead (Vampire), CR +2, any 
  evil. The standard MM vampire. Drains blood and 
  life energy. Strahd and his vampire brides are 
  prime examples.  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s vampiric nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  DC Result 
  17 This pale figure with blood-stained lips is a 
  vampire, a sinister undead creature that feeds on 
  the blood of the living. This result reveals all 
  undead traits. Vampires speak the languages they 
  knew in life. 
  22 Vampires drain blood from victims they get in 
  their clutches, and they drain life energy with their 
  physical attacks. Victims they drain rise from the 
  grave as new vampires several days after burial. A 
  vampire does not cast a shadow and has no 
  reflection in mirrors. A vampire is spiritually 
  bound to the grave in which it was first buried, and 
  must return to that coffin to replenish its unholy 
  powers. 
  27 A vampire can climb vertical surfaces as easily 
  as a spider and can dominate the weak-minded 
  simply by looking into their eyes. Vampires are 
  destroyed by exposure to sunlight or immersion in 
  running water. They quickly recover from most 
  wounds, but magic silver weapons can pierce their 
  supernatural defenses. Vampires cannot stand the 
  presence of garlic, and they cannot approach a 
  mirror or holy symbol presented with forceful 
  conviction. To destroy a vampire, one must 
  hammer a stake through its heart, but this is nearly 
  impossible in direct combat. Not all victims slain 
  by a vampire rise as new vampires; most rise as 
  vampire spawn, a lesser horror that exists solely to 
  serve its master as a pathetic slave. 
  32 A vampire cannot enter a private residence 
  unless it is invited inside, nor can it cross running 
  water under its own power. A vampire is resistant 
  to cold and electricity, and can transform into a 
  cloud of fog at will. If slain, a vampire 
  automatically assumes gaseous form and must 
  return to its grave to recover. A vampire can also 
  assume the form of a bat or a wolf, and can 
  command like creatures. Staking a vampire does 
  not permanently destroy it — it merely renders the 
  vampire helpless. To permanently destroy a 
  vampire, one must sever its head and fill its mouth 
  with holy wafers. 
  37 Many different strains of vampirism exist — 
  this is simply one of the most common. 
  Destroying a master vampire usually has no direct 
  effect on its spawn, other than to free them from 
  their master’s control. In some cases, however, 
  slaying the master instantly destroys all of its 
  spawn. 
   
  --- 
   
  “I have survived the nights of seventy-two winters, 
  many of them passed in Barovia, and that is 
  something. I have scattered the ashes of my wife, 
  my children and my children’s children. Long ago 
  and in a far away place a Vistani seer foretold the 
  manner and the hour of my death. Events, I 
  believe, have proven and will prove her true. And 
  so I have invited you here. For a price I will tell 
  you all that I have learned of Count Strahd von 
  Zarovich. But know, as you already should, that 
  you court eternal damnation by not quitting me 
  and this land at once. So you be brave fools then. 
  Good. Swear then by the light and upon your 
  undying souls to carry me a week hence beyond 
  the choking mists that surround this village and 
  that have held me for twenty years, take my body 
  with all haste to Darkon where a priest of the 
  
  Eternal Order must grant me final rest, cremate my 
  remains and scatter the ashes. My story begins 
  with my birth in this very room. As a young man I 
  escaped the shadow of Castle Ravenloft to become 
  a force for good and justice. I have fought at the 
  side of Ivan Dragonov, George Weathermay, 
  Gondegal, although he was not yet then the man 
  he would become, and many others who you 
  would not know. And having seen and survived 
  more than any man should, I retired. But I bore 
  with me a copy, a gift from the good doctor 
  himself, of Rudolph van Richten’s Guide to 
  Vampires, a work that you will need. A man of my 
  reputation in possession of such a tome attracted 
  the personal attention of the count who entered 
  this place unbidden. Perhaps the old woman’s 
  prophecy saved me. Perhaps the devil Strahd could 
  read in my eyes that I spoke truth, that I had not 
  returned to hunt him and his ilk. He feasted on my 
  blood, long minutes of the most delirious fright, 
  yet paling in comparison to the horror to come. 
  Laying his hands upon me, he took from me the 
  competences, the abilities, the dearly bought 
  experience of a lifetime that made me a dangerous 
  man to his eye, stopping only a hair’s breath from 
  consuming my soul. And I was conscious of the 
  loss, of all that was being ripped from me, in those 
  terrible seconds which bespoke an eternity of vile 
  lusts and merciless enslavement.”  
   
  -Sasha 
  Valentin 
  conspiring 
  with 
  powerful 
  adventurers 
   
  See also RLCS and Dragon #336 
   
  See also: Vampire: 
  "Fangs Alot!"   TSR staff   Dragon#150(28)   
  D&D2 
  "Bloodlines"   Michael J. Montesano    
  Dragon#348(39)   D&D3 
  “Vampires A-Z"   William W. Connors    
  Dragon#An1(67)   D&D2 
  Vampire spawn [Denizens of Dread] 
  Vampire spawn [Denizens of Dread] 
  Vampire spawn [Denizens of Dread] 
  Vampire spawn [Denizens of Dread]     
  JWM: Medium Undead (Vampire), CR 4, any evil. 
  Lesser vampires created by a vampire’s secondary 
  draining attack (life energy for Barovian 
  vampires), or because the victim wasn’t powerful 
  enough to transform into a true vampire. They are 
  stagnant, disposable creatures that exist solely to 
  serve their creator. Seven variants are presented, 
  but a single blurb for the standard MM (Barovian) 
  vampire spawn will do just fine.  
   
  (And again, with some extra Ravenloft material 
  included. Simply ignore the underlined bits if you 
  aren't using Ravenloft. The "Barovian vampire" 
  referenced below is the standard MM vampire.) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about vampire spawn. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. The information 
  below refers to the infamous Barovian vampire; 
  for other vampiric strains, add 2 to the DC and 
  change the lore provided to reflect the specific 
  traits of each strain. 
   
  DC Result 
  14 This pale, hissing creature is a vampire spawn, 
  the minion of a master vampire. Unlike their 
  masters, vampire spawn are pathetic, stagnant 
  creatures that exist only to serve their master’s 
  will. This result reveals all undead traits. 
  19 Like their vampire masters, vampire spawn 
  feed on blood and life energy, Fortunately, 
  however, the victims they slay do not join the 
  ranks of the undead. 
  24 Vampire spawn share all the weaknesses of the 
  master vampire that created them, and are 
  destroyed by exposure to sunlight or immersion in 
  running water. They quickly recover from most 
  wounds, but silver weapons can pierce their 
  supernatural defenses. 
  29 A vampire spawn is resistant to cold and 
  electricity, and can transform into a cloud of fog at 
  will. Unlike its master, however, if slain it does 
  not automatically assume gaseous form and return 
  to its grave. 
  34 Destroying a master vampire usually has no 
  direct effect on its spawn, other than to free them 
  from their master’s control. In some cases, 
  however, slaying the master instantly destroys all 
  of its spawn. 
   
  --- 
   
  -Over the distant but insistent caterwauling of the 
  cats, which were attempting to claw their way 
  through the heavily shuttered windows and well 
  
  secured doors of our rented abode, Dr. Stubbins 
  cried out: “Harm so much as a hair upon my head 
  and my mistress will be your deaths.”  
  -Ray drew deeply upon his pipe before replying: 
  “To silence us, I have no doubt that she shall try to 
  destroy us. But you do realise that in the event that 
  you escape us, she will snuff you out, like the 
  feeble flame that you are, for having betrayed her 
  existence?”  
  -Horror filled the eyes of the halfling as he 
  whispered without believing the words, “She 
  wouldn’t. She couldn’t.”  
  -After a long silence Ray stated: “All that is left to 
  you is revenge. Tell us all you know of her, 
  withholding nothing, and we will see that your 
  mistress shares the fate to which she has so 
  unkindly damned you.”  
   
  -“The Wrethfetin’s Blood” from The Casebook of 
  Alanik Ray, Dr. Arthur Sedgewick 
   
  From Denizens of D :  
   
  See each strain for details on spawns 
   
  See also Vampire Companion sidebar under 
  vampire 
   
  Vampire, Caliban (FoS Zherisia report)
  Vampire, Caliban (FoS Zherisia report)
  Vampire, Caliban (FoS Zherisia report)
  Vampire, Caliban (FoS Zherisia report)    
  Already outcasts on the fringes of society some 
  calibans openly embrace undeath as a way to gain 
  revenge on their tormentors. For them, death is a 
  means to compensate for their misshapen birth. 
  Caliban vampires appear as exaggerated 
  mockeries of their normal form with even minor 
  deformities enlarged and made prominent. Oddly, 
  all caliban vampires grow an umbilical cord upon 
  their descent into vampirism. 
   
  Vampire, 
  Vampire, 
  Vampire, 
  Vampire, Chiang
  Chiang
  Chiang
  Chiang----shi (oriental vampire) 
  shi (oriental vampire) 
  shi (oriental vampire) 
  shi (oriental vampire) 
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]    
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s chiang-shi nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs.  
   
  DC Result  
  19 This luminous, white-haired figure is a chiang-
  shi, a form of vampire found in Far Eastern lands. 
  This result reveals all undead traits. Chiang-shi 
  speak the languages they knew in life.  
  24 Chiang-shi drain blood from victims they get in 
  their clutches, and they drain life energy with their 
  long, razor-sharp claws, Victims they drain rise 
  from the grave as new chiang-shi several days 
  after burial. A chiang-shi does not cast a shadow, 
  has no reflection in mirrors, and never leaves 
  footprints. A chiang-shi is spiritually bound to the 
  grave in which it was first buried, and must return 
  to that coffin to replenish its unholy powers.  
  29 Although corporeal, a chiang-shi is virtually 
  weightless; it can levitate and float through the air. 
  A chiang-shi can paralyze the weak-minded 
  simply by looking into their eyes. Chiang-shi are 
  destroyed by exposure to sunlight or immersion in 
  running water. They quickly recover from most 
  wounds, but magic weapons crafted from bamboo 
  can pierce their supernatural defenses. Chiang-shi 
  cannot stand the odor of burning rosemary and 
  myrrh incense, and they cannot approach a garland 
  of rosemary and ivy presented with forceful 
  conviction. To destroy a chiang-shi, one must 
  hammer a bamboo shaft through its heart, but this 
  is nearly impossible in direct combat. Not all 
  victims slain by a chiang-shi rise as new chiang-
  shi; most rise as chiang-shi spawn, a lesser horror 
  that exists solely to serve its master as a pathetic 
  slave.  
  34 A chiang-shi cannot cross running water under 
  its own power. A chiang-shi is resistant to cold 
  and electricity, and can turn itself invisible at will. 
  If slain, a chiang-shi automatically becomes an 
  invisible, incorporeal spirit and must return to its 
  grave to recover. A chiang-shi can assume the 
  form of a tiger, and can command cats and 
  leopards. 
  Staking 
  a 
  chiang-shi 
  does 
  not 
  permanently destroy it — it merely renders the 
  chiang-shi helpless. To permanently destroy a 
  chiang-shi, one must place a blessed rosemary 
  blossom in the chiang-shi’s mouth and sew the 
  creature’s lips and eyes shut with a silver needle 
  and golden thread.  
  39 Many different strains of vampirism exist — 
  this is simply the most common strain in Far 
  Eastern lands. Destroying a master chiang-shi 
  usually has no direct effect on its spawn, other 
  
  than to free them from their master’s control. In 
  some cases, however, slaying the master instantly 
  destroys all of its spawn. 
   
  --- 
   
  Well how was I to know?  
   
  I mean... that new incense that Father Claude had 
  bought was a disgrace to Ezra, and he knew that 
  we don't strew flowers all about the place. We're 
  not into fripperies like that. As far as I saw it, I 
  was tidying up the place.  
   
  And if he'd only explained that the girl with white 
  hair had something against him. Strange, foreign 
  looking piece, was thinking of turning her away 
  until she looked at me. Oh my, those eyes... 
  couldn't move for thinking about them for 
  minutes... no wonder Father Claude got himself 
  involved with her, I thought...  
   
  Of course I tried fighting back, once I snapped out 
  of it.  
   
  Wasn't quite prepared to see my mace melt when it 
  hit her though.  
   
  And the cats... whoever thought Madame 
  Genevive's old tom could have been so vicious.  
   
  I mean... I'm not a mind reader... if you get 
  yourself involved with orientals what do you 
  expect...  
   
  - Transcribed by dictation from Michael Jendalis, 
  medium. The Spirit in question declined further 
  comment.  
   
  Vampire, dwarven (Hulzu
  Vampire, dwarven (Hulzu
  Vampire, dwarven (Hulzu
  Vampire, dwarven (Hulzurdan)
  rdan)
  rdan)
  rdan)    
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread] 
  [Denizens of Dread]     
  Errata: Under “Slaying a Dwarven Vampire”: 
  change the sentence “Exposing a Dwarven 
  vampire disorients it” to “Exposing a dwarven 
  vampire to sunlight disorients it” 
   
  Hulzurdan Lore  
  Denizens of Dread (as Vampire, Dwarven)  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s hulzardan’s nature. 
  Characters need to make a separate Knowledge 
  (local) check to learn about the base dwarf. When 
  a character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs.  
   
  DC Result  
  19 This dusty dwarf with skin as hard and cold as 
  marble is a hulzurdan, a sinister undead creature 
  that feeds on the blood of the living. This result 
  reveals all undead traits. Hulzarudans are victims 
  of a strain of vampirism unique to dwarves. 
  Vampires speak the languages they knew in life.  
  24 Hulzurdans drain blood from victims they get 
  in their clutches, and their physical attacks sap the 
  victim’s strength. Dwarves they drain rise from the 
  grave as new hulzurdans several days after burial. 
  A hulzurdan does not cast a shadow and has no 
  reflection in mirrors. A hulzurdan is spiritually 
  bound to the grave in which it was first buried, and 
  must return to that stone tomb to replenish its 
  unholy powers.  
  29 A hulzurdan can swim through stone like an 
  earth elemental and can terrify foes simply by 
  looking into their eyes. Sunlight turns hulzurdans 
  to stone, and water drawn from a mineral spring 
  burns them like holy water. They quickly recover 
  from most wounds, but magic weapons forged of 
  adamantine can pierce their supernatural defenses. 
  Hulzurdans heal even more quickly underground. 
  Hulzurdans cannot approach a mirror or holy 
  symbol presented with forceful conviction. To 
  destroy a hulzurdan, one must drive a natural stone 
  spike (such as a stalagmite) through its heart, but 
  this is nearly impossible in direct combat. Not all 
  dwarves slain by a hulzurdan rise as new 
  vampires; most rise as hulzurdan spawn, a lesser 
  horror that exists solely to serve its master as a 
  pathetic slave. To create a new hulzurdan, the 
  victim must be interred underground, in contact 
  with 
  uncut 
  stone 
  (common 
  among 
  dwarf 
  traditions), and the master hulzurdan must sprinkle 
  the corpse with powdered metals, so these 
  creatures are never created accidentally.  
  34 A hulzurdan cannot enter a building unless it is 
  at least partially constructed of stone or earth, nor 
  can it cross an unbroken line of metal shavings 
  under its own power. A hulzurdan is resistant to 
  cold, electricity, and magic. If slain, a hulzurdan 
  
  automatically enters its stonewalking state and 
  must stonewalk back to its grave to recover; it 
  cannot leave the stone until it enters its grave, and 
  is destroyed if it cannot do so. A hulzurdan can 
  sense the footsteps of nearby creatures, and can 
  command burrowing creatures, such as badgers, 
  wolverines, or thoqquas. Impaling a hulzurdan 
  does not permanently destroy it — it merely 
  renders the hulzurdan helpless. To permanently 
  destroy a hulzurdan, one must cut out its heart, 
  soak it in oil for three days, and then burn it to ash 
  in a dwarven forge.  
  39 Many different strains of vampirism exist — 
  this one is simply the most notorious among 
  dwarves. Destroying a master hulzurdan usually 
  has no direct effect on its spawn, other than to free 
  them from their master’s control. In some cases, 
  however, slaying the master instantly destroys all 
  of its spawn. 
   
  --- 
   
  "Blood, blood, granite and blood.  
  He fills the halls with envy.  
  And if you see his grave dust trail  
  give thanks your end comes quickly.  
   
  His hammer rots, his axe does break  
  his castle will come down one day.  
  His honour fades, his faith forsake  
  His time is now too plenty.  
   
  Do not under estimate one who has been robbed of 
  what he feels he deserves. Does faith matter? Is 
  there really pearly white gates awaiting us all? Do 
  our acts in life have any effect upon the end? Does 
  the journey matter at all?  
   
  It certainly didn't for him. Bet he feels like a nit-
  wit."  
   
  - Improvised Story by Jonathan Midwinter after 
  reading something on Hulzurdans. 
   
  Vampire, Elven
  Vampire, Elven
  Vampire, Elven
  Vampire, Elven    ((((Albesadow
  Albesadow
  Albesadow
  Albesadow) ) ) ) [Denizens 
  [Denizens 
  [Denizens 
  [Denizens 
  of Dread]
  of Dread]
  of Dread]
  of Dread]    
  Errata: When an elven vampire creates a new 
  vampire or spawn, what is the new vampire or 
  spawn's CHA score? Like the cerebral vampire, 
  the change to undeath should "reset" the drained 
  ability to its original score (i.e., whatever it would 
  be if not for the vampiric drain) 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s albesadow nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base elf. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  17 This ashen, hideously deformed elf is an 
  albesadow, a sinister undead creature that feeds on 
  beauty and the will to live. This result reveals all 
  undead traits. Albesadows are victims of a strain 
  of vampirism unique to those with elven blood. 
  Albesadows speak the languages they knew in life.  
   
  22 Albesadows drain the will to live with their 
  physical attacks, and their touch withers living 
  plants. Elven victims they drain rise from the 
  grave as new albesadows several days after burial. 
  An albesadow has no reflection in mirrors. An 
  albesadow is spiritually bound to the grave in 
  which it was first buried, and must return to that 
  coffin to replenish its unholy powers.  
   
  27 An albesadow’s face is so hideous that those 
  who see it may be frozen in horror. Unlike most 
  vampires, albesadows are not harmed by exposure 
  to sunlight. In fact, they require it — if an 
  albesadow leaves its coffin during the hours of 
  night it is quickly destroyed, and it quickly wastes 
  away if it ventures underground. Albesadows 
  quickly recover from most wounds, but magic 
  silver weapons can pierce their supernatural 
  defenses. Albesadows cannot approach a holy 
  symbol presented with forceful conviction. An 
  albesadow can be utterly enthralled by the sound 
  of music. Fresh tree sap burns an albesadow like 
  holy water. To destroy an albesadow, one must 
  hammer a charcoal stake through its heart, but this 
  is nearly impossible in direct combat. Not all 
  victims slain by a albesadow rise as new 
  albesadows; most rise as albesadow spawn, a 
  lesser horror that exists solely to serve its master 
  as a pathetic slave. Only elves who commit suicide 
  as a result of an albesadow robbing them of the 
  will to live are doomed to rise as true albesadows.  
   
  
  32 An albesadow cannot cross an unbroken line of 
  fresh flower petals under its own power. An 
  albesadow is resistant to cold and electricity. An 
  albesadow can tree stride at will between living 
  trees, but this kills its means of transport. If slain, 
  an albesadow attempts to tree stride back to its 
  grave to recover, and is permanently destroyed if it 
  cannot do so. An albesadow can also assume the 
  form of a great eagle. An alebsadow can command 
  the lesser creatures of elven woods, and it can use 
  spell-like abilities like entangle, warp wood, and 
  wall of thorns to command the forest itself. 
  Staking an albesadow does not permanently 
  destroy it — it merely renders the albesadow 
  helpless. To permanently destroy an albesadow, 
  one must sever its head, then burn the head for a 
  full day on a pyre fueled with flowering plants.  
   
  37 Many different strains of vampirism exist — 
  this is simply one of the most notorious among 
  elves. Destroying a master albesadow usually has 
  no direct effect on its spawn, other than to free 
  them from their master’s control. In some cases, 
  however, slaying the master instantly destroys all 
  of its spawn. 
   
  --- 
   
  Alas! Child of light,  
  No more shalt thou see the stars  
  Wheeling in Heaven.  
  Crooked hands; the rose  
  Withers at thy touch, the tree  
  Turns her face, shudders.  
   
  From Narthang eolinde, trans. Malcolm Hopper  
   
   
  Vampire, 
  Vampire, 
  Vampire, 
  Vampire, Gnomish (Nonaris) 
  Gnomish (Nonaris) 
  Gnomish (Nonaris) 
  Gnomish (Nonaris) [Denizens 
  [Denizens 
  [Denizens 
  [Denizens 
  of Dread]
  of Dread]
  of Dread]
  of Dread]    
  JWM: Template Undead (Augmented Humanoid, 
  Vampire). The sample nonaris is a gnome Ill5, CR 
  7. A gnomish vampire strain that drains blood and 
  Dexterity. Its flesh is withered and taut, robbing 
  them of the ability of speech. They can induce 
  insane laughter with their rictus grin and can 
  assume a spectral form. They are immune to 
  illusions and metal weapons pass right through 
  them. [Denizens of Dread]  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s nonaris nature. 
  Characters need to make a separate Knowledge 
  (local) check to learn about the base gnome. When 
  a character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  18 This stiff, wizened gnome is a nonaris, a 
  sinister undead creature that feeds on the blood of 
  the living. Nonarises are victims of a strain of 
  vampirism unique to gnomes. This result reveals 
  all undead traits. Nonarises understand the 
  languages they knew in life, but cannot speak.  
  23 Nonarises drain blood from victims they get in 
  their clutches, and their physical attacks stiffen 
  muscles and joints. A nonaris does not cast a 
  shadow and has no reflection in mirrors. A nonaris 
  is spiritually bound to the sarcophagus in which it 
  was first buried, and must return to that grave to 
  replenish its unholy powers. Because a nonaris has 
  lost the ability to speak, it must use techniques 
  such as Silent Spell to utilize its magical gifts.  
  28 A nonaris can climb vertical surfaces as easily 
  as a spider and can dominate the animals’ minds 
  simply by looking into their eyes. Nonarises are 
  destroyed by exposure to sunlight. They quickly 
  recover from most wounds, but magic silver 
  weapons can pierce their supernatural defenses. 
  Weapons forged of other metals — even magic 
  weapons — simply pass through their bodies, as if 
  they weren’t there. Nonarises cannot approach a 
  silver-backed mirror or holy symbol presented 
  with forceful conviction. A nonaris can also be 
  enthralled by a strongly presented jewel. To 
  destroy a nonaris, one must hammer a silver stake 
  through its heart, but this is nearly impossible in 
  direct combat. To create a new nonaris, a nonaris 
  must place one of its drained gnome victims in its 
  own sarcophagus and lie atop the corpse for 
  several days, so these creatures are never created 
  accidentally.  
  33 A nonaris cannot enter a private residence 
  unless it first knocks at a door or window and is 
  answered by an occupant. A nonaris is resistant to 
  cold, fire, and electricity, and sees through all 
  illusions. At will, a nonaris can transform into a 
  ball of light, similar to a will-o’wisp. If slain, a 
  nonaris automatically assumes wisp form and must 
  return to its grave to recover. A nonaris can also 
  
  use disguise self as a spell-like ability at will. 
  Once a minute, it can pull its features into a rectal 
  grin, forcing witnesses into fits of unnatural 
  laughter. Staking a nonaris does not permanently 
  destroy it — it merely renders the nonaris helpless. 
  To permanently destroy a nonaris, one must sever 
  its hands and boil them in a volcanic spring for a 
  full day. The body must then be placed in a 
  masterwork coffin (perhaps its own), and its eyes 
  must be cut out and replaced with valuable gems. 
  Only when the coffin is nailed shut and buried is 
  the nonaris finally destroyed.  
  38 Many different strains of vampirism exist — 
  this is simply the most notorious among gnomes. 
   
  --- 
   
  There is no want of things to fear in the prisons of 
  Falkovnia. Yet this was a terror unto itself. It 
  hunted both inmate and guard. The grim stones 
  and iron bars held fast not it in the least but rather 
  its ill-fated prey. It would take a lone individual by 
  surprise and leave as its sign a bloodless corpse. It 
  would enthral groups with an inspired pantomime, 
  bringing a brief respite of joy to the bleakest of 
  lives. But the laughter it birthed would spiral 
  beyond measure. The revellers would die of their 
  very merriment as it rubbed its hands, a leering 
  grin painted upon its face. Its stature and 
  appearance was not constant, but more often than 
  not that of a slight human boy dressed as though 
  taking the stage in some garish comedy. Beneath 
  this mask was a small withered form, that of a 
  female gnome, hideous to the eye and restless in 
  her grave.  
   
  -Working note, Van Ritchen’s Guide to Vampires 
   
  Vampire, 
  Vampire, 
  Vampire, 
  Vampire, Goblin (Goat sucker) 
  Goblin (Goat sucker) 
  Goblin (Goat sucker) 
  Goblin (Goat sucker) [[[[new
  new
  new
  new]]]]    
  This is a new racial vampire subtype, with no real 
  connection to the unique goblin vampire that 
  appeared in Servants of Darkness. In short, it's a 
  pathetic, wretched creature, as befits a goblin, 
  somewhat akin to vrykolakas (but without the 
  emphasis on plague). I'm still pencilling in the 
  details, so just be creative. The name is basically 
  Tepestani folklore/slang and isn't necessarily to be 
  taken literally. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about goatsuckers. Characters need to 
  make a separate Knowledge check to learn about 
  the base creature. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  17 This particularly grotesque goblinoid with 
  lamprey-like fangs and nearly transparent skin is a 
  goblin vampire, a wretched undead creature that 
  feeds on the blood of the living. They are better 
  known among common folk as goatsuckers, since 
  they are known to attack stay livestock. This result 
  reveals all undead traits. Goatsuckers are victims 
  of a strain of vampirism unique to goblinoids. 
  Goatsuckers speak the languages they knew in life.  
   
  22 Goatsuckers drain blood from victims they get 
  in their clutches,. They are so ravenous they can 
  gulp down blood even with a moment’s bite. 
  Goblinoid victims they drain rise from the grave as 
  new goatsuckers several days after burial. A 
  goatsucker does not cast a shadow and has no 
  reflection in mirrors. A goatsucker is spiritually 
  bound to the grave in which it was first placed, 
  and must return to that dank pit to replenish its 
  unholy powers.  
   
  27 A goatsucker can climb vertical surfaces as 
  easily as a spider. Animals balk at the presence of 
  goatsuckers and flee if they come within ten paces 
  of one. Goatsuckers are destroyed by exposure to 
  sunlight or immersion in running water. They 
  quickly recover from most wounds, but magic 
  weapons forged of cold iron can pierce their 
  supernatural defenses. Goatsuckers cannot stand 
  the presence of garlic, and they cannot approach a 
  holy symbol presented with forceful conviction. 
  To destroy a goatsucker, one must hammer six 
  iron nails into its heart, but this is nearly 
  impossible in direct combat. Few goblinoids slain 
  by a goatsucker rise as new goatsuckers; most lack 
  the power to survive the transition into undeath.  
   
  32 A goatsucker cannot enter any building with 
  doors marked with the Goblin rune for the sun, nor 
  can it cross running water under its own power. A 
  goatsucker is resistant to cold and electricity, and 
  
  can transform into a swarm of flies at will. If slain, 
  a goatsucker automatically assumes swarm form 
  and must return to its grave to recover. A 
  goatsucker can also assume the form of a goblin 
  bat or a goblin wolf, and can command like 
  swarms of common bats, rats, or spiders. Nailing a 
  goatsucker does not permanently destroy it — it 
  merely renders the vampire helpless. To 
  permanently destroy a goatsucker, one must cut 
  out its nail-riddled heart and burn it to ash.  
   
  37 Many different strains of vampirism exist — 
  this is simply one of the most notorious among 
  goblinoids. Unlike almost all vampires, 
  goatsuckers are so debased that they can subsist on 
  animal blood. They hunt goblins and more 
  civilized humanoids only when the opportunity 
  presents itself. 
   
  --- 
   
  A more wretched creature can hardly be imagined; 
  to all the crookedness of the goblin it once had 
  been it added the deformities of undeath, its needle 
  teeth thrusting through the skin of its cheeks, its 
  fingers distorted into claws, its body warped out of 
  true like wood left to dry uncured.  
   
  I pitied it, and pity was almost the end of me. 
  Without warning it leapt at us with frightening 
  speed, slashing with its clawed hands and ripping 
  with its inch-long teeth.  
   
  Sixty Nights in Tepest, Bertram Mac Laren 
   
  Vampire, 
  Vampire, 
  Vampire, 
  Vampire, Halfling (
  Halfling (
  Halfling (
  Halfling (Wrethfetin
  Wrethfetin
  Wrethfetin
  Wrethfetin) ) ) ) [Denizens 
  [Denizens 
  [Denizens 
  [Denizens 
  of Dread]
  of Dread]
  of Dread]
  of Dread]    
  JWM : Template Undead (Augmented Humanoid, 
  Vampire), CR +2, chaotic evil. A strain of 
  vampirism that only affects halflings. Lore is 
  available in the Monster Lore thread.  
   
  gonzoron wrote: Are "bitterkinder" simply 
  Sithican wrethfetin? or is there a difference? (i.e. 
  the difference between kender and halfling)  
   
  JWM : Basically, yes, perhaps with enough minor 
  tweaks to make it a variant. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s wrethfetin nature. 
  Characters need to make a separate Knowledge 
  check to learn about the base creature. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  17 This ashen halfling with blood-stained lips is a 
  wrethfetin, a sinister undead creature that feeds on 
  the blood of the living. Wrethfetins are victims of 
  a strain of vampirism unique to halflings. This 
  result reveals all undead traits. Wrethfetins speak 
  the languages they knew in life.  
   
  22 Wrethfetins drain blood from victims they get 
  in their clutches, and their physical attacks sap the 
  physical vitality of the living, Victims whose 
  blood they drain rise from the grave as new 
  wrethfetins several days after burial. Wrethfetin 
  habitually collect small “trophies” from the 
  corpses of their victims. As a former victim 
  themselves, wrethfetins are often missing a small 
  body part, such as an ear or a finger. A wrethfetin 
  is spiritually bound to the grave in which it was 
  first buried, and must return to that coffin to 
  replenish its unholy powers. A wrethfetin can 
  purify or despoil food and drink by touch.  
   
  27 A wrethfetin can effortlessly move in total 
  silence and its mere presence fatigues nearby 
  living creatures. It can create food and drink three 
  times a day as a spell-like quality. Wrethfetins are 
  destroyed by exposure to sunlight or immersion in 
  running water, and rainfall burns them like acid. 
  They quickly recover from most wounds, but 
  magic silver weapons can pierce their supernatural 
  defenses. Wrethfetins cannot stand the presence of 
  tobacco smoke, and they cannot approach a holy 
  symbol presented with forceful conviction. To 
  destroy a wrethfetin, one must hammer a stake 
  through its heart, but this is nearly impossible in 
  direct combat. In addition, the stake must have just 
  been drawn from a hearth fire, so that its tip is still 
  burning. Not all halflings slain by a wrethfetin rise 
  as new vampires; most rise as wrethfetin spawn, a 
  lesser horror that exists solely to serve its masters 
  as a pathetic slave.  
   
  
  32 A wrethfetin cannot enter any room that has a 
  fire burning in its hearth, nor can it cross running 
  water under its own power or pass through any 
  door or window adorned with a lucky horseshoe. 
  A wrethfetin is resistant to cold and electricity, 
  and can transform into a cloud of aromatic tobacco 
  smoke at will. If slain, a wrethfetin automatically 
  assumes gaseous form and must return to its grave 
  to recover. A wrethfetin can also assume the form 
  of a boar, dog, or owl, and can command packs of 
  dogs. Staking a wrethfetin does not permanently 
  destroy it — it merely renders the wrethfetin 
  helpless. To permanently destroy a wrethfetin, one 
  must sever its head and hands, then burn them in a 
  hearth fire for at least three hours. Unlike other 
  vampires, a wrethfetin can never move the earth 
  from its grave, forever binding it to a single burial 
  spot.  
   
  37 Many different strains of vampirism exist — 
  this is simply the most notorious among halflings. 
  Destroying a master wrethfetin usually has no 
  direct effect on its spawn, other than to free them 
  from their master’s control. In some cases, 
  however, slaying the master instantly destroys all 
  of its spawn. 
   
  --- 
   
  It is a prejudice of you the living that the Requiem 
  was a disaster for the living alone. When in truth 
  the suffering of many of the undead was far worse. 
  Once the funeral homes and the surrounding 
  villages had been emptied and after every zombie 
  unworthy of its flesh had been run down and torn 
  apart, the ghoul packs could do nothing but devour 
  themselves. And the situation was bleaker still for 
  the bloodsuckers. The surrounding countryside 
  was soon bled dry. Further afield, a spirited 
  resistance, secretly led by your beloved Kargat, 
  resulted in frightful rates of attrition. Half-starved, 
  the vampire set to eliminating one another. The 
  survivors, many of who had lived in Il Aluk for a 
  century or more, in the end embraced emigration. 
  But this was not an option for the Wrethfetin, who 
  would rise each night and, driven mad by their 
  unsatiated hunger, would attack anything that 
  moved, until they were themselves sent back to 
  their graves, from which they would invariably 
  return, save for when it rained. Mercifully, Death 
  had the damned halflings staked where they lay.  
   
  -Vice-Chancellor August Montalva of the 
  University of Il Aluk, in correspondence with 
  Doctor Abelhous Nicholis, Professor of Biology at 
  the University of Il Aluk in Exile at Karg 
   
  --- 
   
  Ray whispered with unmoving lips: “We are 
  surrounded by a dozen halflings who do not 
  smoke. Do you realise how unlikely that is? Ask 
  for some tobacco when the serving wench 
  returns.” This I did and was told that smoking was 
  unhealthy and thus was forbidden on the premises. 
  Ray smiled and said to the young halfling: “Sadly, 
  my friend here is incorrigible, it would be good if 
  whoever has talked sense into your heads might 
  have a word with him too.” She offered 
  enthusiastically, “That would be Dr. Stubbins.” 
  Ray inquired: “A no nonsense military man who 
  cut his teeth tending to the victims of Drakov’s 
  two, or was it three, invasions? Perhaps you are 
  better at history than I am.” She said: “No, a 
  young halfling from out east. Comes in most 
  evenings, though probably not tonight unless the 
  weather clears. And it was four invasions, I 
  witnessed each of the horrors with these very 
  eyes.” The moment she left us Ray whispered just 
  above the threshold of my hearing: “She is not the 
  only person who looks two decades younger than 
  nature should allow. The same is true of the 
  scarred veterans. The same is true, I would 
  venture, of every halfling in the place.”  
   
  -“The Wrethfetin’s Blood” from The Casebook of 
  Alanik Ray, Dr. Arthur Sedgewick 
   
  Vampire, 
  Vampire, 
  Vampire, 
  Vampire, Nosferatu 
  Nosferatu 
  Nosferatu 
  Nosferatu [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]    
   
  Including Cerebral vampire 
   
  Vampire, 
  Vampire, 
  Vampire, 
  Vampire, Nosferatu 
  Nosferatu 
  Nosferatu 
  Nosferatu ––––    cerebral vampire 
  cerebral vampire 
  cerebral vampire 
  cerebral vampire 
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]    
   
   
  Vampire, 
  Vampire, 
  Vampire, 
  Vampire, vrykolaka 
  vrykolaka 
  vrykolaka 
  vrykolaka (plague vampire) 
  (plague vampire) 
  (plague vampire) 
  (plague vampire) 
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]
  [Denizens of Dread]    
  JWM: Template Undead (Vampire), CR +2, 
  chaotic evil. Debased, plague-ridden vampires that 
  
  resemble ghouls with long, barbed tongues (rather 
  than fangs). Price Mircea of Sanguinia and his 
  spawn are the most noteworthy vrykolakas. 
   
  Characters with ranks in Knowledge (religion) or 
  Heal can learn more about a creature’s vrykolaka 
  nature. Characters need to make a separate 
  Knowledge check to learn about the base creature. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs.  
   
  Heal  
  DC Result  
  15 You can identify the diseases the vrykolaka 
  carries by its external symptoms.  
   
  Knowledge (religion)  
  DC Result  
  19 This ghoulish creature with the long, barbed 
  tongue is a vrykolaka, a repulsive undead creature 
  that feeds on the blood of the living. This result 
  reveals all undead traits. These creatures are also 
  known as plague vampire. Vrykolaka remember 
  the languages they knew in life, but are rarely 
  capable of speech.  
  24 Vrykolakas drain blood from victims they get 
  in their clutches, and their attacks also spread the 
  diseases coursing through their systems. Victims 
  they drain rise from the grave as new vrykolakas 
  several days after burial. A vrykolaka does not 
  cast a shadow and has no reflection in mirrors. A 
  vrykolaka is spiritually bound to the grave (or 
  plague pit) in which it was first buried, and must 
  return to that grave to replenish its unholy powers. 
  The transformation into undeath ravages a 
  vrykolaka’s mind, so it usually acts like a 
  scavenger or feral beast, rather than the careful 
  scheming of greater vampires.  
  29 A vrykolaka can climb vertical surfaces as 
  easily as a spider and can plunge weak-minded 
  victims into feverish sleep simply by looking into 
  their eyes. Vrykolakas are destroyed by exposure 
  to sunlight or immersion in running water. They 
  quickly recover from most wounds, but magic 
  weapons forged of cold iron can pierce their 
  supernatural defenses. Vrykolakas cannot stand 
  the presence of garlic, and they cannot approach a 
  mirror or holy symbol presented with forceful 
  conviction. To destroy a vampire, one must 
  hammer an iron spike through its skull, but this is 
  nearly impossible in direct combat. Not all victims 
  slain by a vrykolaka rise as new vrykolaka; most 
  rise as vrykolaka spawn, a lesser horror that exists 
  solely to serve its master as a pathetic slave.  
  34 A vrykolaka cannot enter any room that is 
  scrupulously kept clean, nor can it cross running 
  water under its own power. A vrykolaka is 
  resistant to cold and electricity. A vrykolaka can 
  assume the form of a dire rat, a swarm of rats, or a 
  swarm of flies, and it can command swarms of 
  vermin to do its bidding. If slain, a vrykolaka 
  automatically assumes swarm form and must 
  return to its grave to recover. Impaling a vrykolaka 
  does not permanently destroy it — it merely 
  renders the vrykolaka helpless. To permanently 
  destroy a vrykolaka, its body must be burned to 
  ash. Alternatively, remove disease disrupts the 
  unclean energies animating a vrykolaka, and 
  repeated castings can eventually destroy it. A 
  vrykolaka sleeping or impaled in its coffin is 
  particularly vulnerable to this tactic. When a 
  vrykolaka is destroyed, it dissolves into nauseating 
  vapors.  
  39 Many different strains of vampirism exist — 
  this is simply one of the most vile. Destroying a 
  master vrykolaka usually has no direct effect on its 
  spawn, other than to free them from their master’s 
  control. In some cases, however, slaying the 
  master instantly destroys all of its spawn. 
   
  --- 
   
  Prince Mircea has invited me to the Castle. I am in 
  high hopes that he has chosen me for his bride. His 
  looks are legendary. His features exquisite. I will 
  make him a good wife.  
   
  My parents are feared for me, however. They 
  suspect that the tales of the misshapen beast at the 
  Castle are true, that the creature with the lance-
  tongue haunts the battlements. The Prince assures 
  me in his letters that such monstrosities do not 
  exist and that he only seeks to meet with me.  
   
  Vrykolakas do not exist, he writes, and that is 
  enough for me.  
   
  Oh, sweet prince, only three more days until we 
  meet, I can bare not the wait!  
   
  
  -From the diary of Mildred, daughter of Baron 
  Hurk. 
   
  Vampyre [Den of Dr]
  Vampyre [Den of Dr]
  Vampyre [Den of Dr]
  Vampyre [Den of Dr]    
  Errata: Vampyre Level Adjustment is too high. LA 
  is added to the Hit Dice to show its equivalent 
  level in the base race and classes. A vampyre, a 
  CR 4 monster, is not equivalent to a level 16 
  character. 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about vampyres. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  15 This sensual person is a vampyre, a living 
  creature with traits similar to those of an undead 
  vampire. This result reveals all monstrous 
  humanoid traits.  
  20 Vampyres are physically powerful, possess 
  animalistic charm, and drink the blood of their 
  victims.  
  25 Vampyre saliva contains a strange toxin that 
  breaks down a victim’s will. Victims of a 
  vampyre’s blood drain become particularly 
  susceptible to the vampyre’s suggestions.  
  30 Vampyres are urban predators that operate in 
  packs. They exist alongside humanity, but see the 
  humans in their midst as little more than cattle.  
    
  --- 
   
  “At first, I took them for beautiful and depraved 
  humans, their depravity made all the more 
  loathsome by their beauty. Several long seconds 
  passed before I noticed the salient details — the 
  clawlike nails, the feline cast to their features, and 
  the fiery gleam in their eyes. As I staggered back 
  against the door, they stalked towards me, like 
  wolves closing on a cornered hare.  
  “Alanik, of course, was already on the move…”  
  —Arthur 
  Sedgewick, 
  “The 
  Nest 
  of 
  the 
  Vampyres,” The Casebook of Alanik Ray 
   
  Vanished
  Vanished
  Vanished
  Vanished    [[[[VTGttMists
  VTGttMists
  VTGttMists
  VTGttMists] ] ] ]     
  Va
  Va
  Va
  Vartha
  rtha
  rtha
  rtha    
  See also: Vartha   "Beyond the Grave"   Tom 
  Moldvay   Dragon#198(29)   D&D2 
  Vassalich [Ravenloft Gazetteer II] 
  Vassalich [Ravenloft Gazetteer II] 
  Vassalich [Ravenloft Gazetteer II] 
  Vassalich [Ravenloft Gazetteer II]     
  JWM: Template Undead, CR +1, any evil. Lesser 
  liches created to serve a master lich. These 
  spellcasters lack the power to become true liches, 
  so they trade eternal servitude for eternal life. 
  Basically a scaled-down lich in most respects. 
  They can advance in level only by having their 
  lich master donate XP, but they can theoretically 
  upgrade to full lichdom if they reach 11th level, 
  gain possession of their vassalich phylactery, and 
  create their own lich phylactery.  
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (religion) can learn more about a 
  creature’s vassalich nature. Characters need to 
  make a separate Knowledge check to learn about 
  the base creature. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. The DCs are unusually high due to the rarity 
  of these creatures.  
   
  Knowledge (arcana) or Knowledge (religion)  
  DC Result  
  25 This nearly skeletal mage could be easily 
  mistaken for a lich, a spellcaster who used foul 
  magic to defy death. However, its relative lack of 
  magical prowess indicates that it is merely a 
  vassalich — a lesser undead spellcaster willingly 
  enslaved to a lich master. This result reveals all 
  undead traits.  
   
  30 A vassalich sacrifices much of its spellcasting 
  mastery to obtain eternal life, and can restore its 
  power only through the patronage of its lich 
  master. A vassalich’s body is tough enough to 
  deflect minor blows, but magic bludgeoning 
  weapons can pierce its supernatural defenses. A 
  vassalich’s touch flows with negative energy, 
  slowing living creatures with its unnatural chill.  
   
  35 A vassalich is surrounded by a necromantic 
  aura that slightly dims nearby light sources. Living 
  
  creatures exposed to this aura may be frightened 
  by its unnatural energies. A vassalich is resistant 
  to turning, and is immune to cold, electricity, and 
  mind-influencing effects. A vassalich cannot be 
  polymorphed unless it wants to be.  
   
  40 A vassalich stores its life force in a magic 
  container called a phylactery. This item is usually 
  a small, but extremely valuable gem. If a vassalich 
  is destroyed, its life force is drawn back into its 
  phylactery. After recuperating for a week or two, 
  the spirit re-emerges to occupy a nearby corpse, 
  restoring the vassalich at full strength. You cannot 
  permanently destroy a vassalich without also 
  destroying its phylactery. A vassalich’s phylactery 
  is usually kept in the bony clutches of the 
  creature’s master..  
   
  Knowledge (arcana)  
  DC Result  
  30 This result reveals the process for creating a 
  vassalich.  
   
  35 This result reveals the process by which a 
  vassalich can become a true lich. 
   
  --- 
   
  From the burned down remains of Demnadon's 
  notes:  
   
  "4th April:  
  The cough is getting worse. I cannot sleep well at 
  night. The priests of the eternal order will not help 
  an aging sick man! As if I'm the common peasant 
  they're use to babysittinh! They fail to see my 
  importance. I will get over that ailment without 
  their help. I have already started getting treatment 
  and medicines until I manage to use my arcane 
  powers to deal with that sickness.  
   
  23th April:  
  I'm usually with fever. I need minor spells to keep 
  my head clear and work on my projects and spells. 
  I shouldn't have tried to use my enchantment spells 
  on the cleric to convince him. How could the 
  simpleton so easily shake it off? He told me 
  straight that he suspects me for using spells on him 
  and that if I show my face again there I'll regret it.  
  Morons! I'm one of the protectors of this realm. 
  I'm a brilliant mind.  
  The basics of the magic formula I'll use to cleanse 
  myself are starting to crystalize in my mind.  
   
  16th May:  
  Doctor Wandon doesn't seem very optimistic 
  about me. The painkiller herbs are not as effective 
  as when I started my treatment. He hinted that I 
  should start make preparations on how I will split 
  my fortune. As if I'll let the vultures that surround 
  me lay hands on my hard earned treasure and 
  occult tomes.  
  I manage to keep my mind mostly clear with spells 
  and some treatment from a minor priest that I 
  managed to bribe. I'm tired, but I should go on.  
  On another note... it seems that in order to live on, 
  I should actually steal the years that life owes me. 
  Someone must pay the price. Can I sacrifice 
  someone so young as that child? Perhaps there is 
  another way.  
   
  2nd June:  
  I cough up blood, I'm getting physically weaker. I 
  have to stay at bed at least half the day. If I didn't 
  have my magic I would be unable to get up at all. I 
  have to continue, I have to go on.  
  I wish I had the time to do it another way. I have 
  to go on. It was harder than I thought to slice the 
  throat of that child but I needed her blood. She 
  would probably become nothing more than her 
  parents; a muddy, ugly peasant with a horde of 
  kids.  
   
  9th June:  
  Am I getting insane? Has the fever finally started 
  addling my mind? I can hear whispers calling me. 
  I can feel as if my mind is "touched" sometimes. 
  The voice calls my name at night when I cough in 
  pain, promises to take away the pain, rains doupts 
  on my plans telling me that my ritual won't work, 
  that I have sacrificed a kid for nothing.  
   
  18th June:  
  I passed out yesterday. The Doctor tells me that I 
  have a couple of months, maybe three. He warns 
  me that I'll get even more weak. Fool! I won't lay 
  down and die. I'm almost done. I'll be healed using 
  the stolen blood from that girl, Gods bless her. I'll 
  live on and put to shame the doctors and the 
  priests. I have to go on, I have so many things to 
  accomplish.  
  
  The voice is getting more persistent. I won't lose 
  my mind! Never that! He (it seems to be a male 
  voice) keeps on hinting he has the way.  
   
  21st June:  
  How was that possible? I failed! I failed! I have 
  murdered a girl and I'll die in my bed in a couple 
  of months! It cannot be! Not me, Gods not me! I 
  have to go on!  
  That damned voice has gone silent. Come to me 
  you thrice damned fiend! Speak to me!"  
   
  25th June:  
  The price to pay is steep. But I will live forever. 
  I'll be a servant but to a master of magic so great 
  that it clouds my feverish mind. He has been 
  preparing for me, he knew that I will fail. He 
  hinted that I'll lose some power for a time, but he 
  promised it will be restored in time. What else can 
  I do?" 
   
  Vasuthant [Monster Manual III] 
  Vasuthant [Monster Manual III] 
  Vasuthant [Monster Manual III] 
  Vasuthant [Monster Manual III]     
  JWM: Small Undead, CR 2, chaotic evil (and 
  Horrific Vasuthant: Huge Undead, CR 17, chaotic 
  evil). A roiling ball of shadowy nothingness. It 
  grows in size and power as it feeds on life. It can 
  pull creatures into its mass, then drain their 
  Strength while it crushes them. Absorbs light, and 
  completely unharmed by light and sunlight 
  (including spells from the Sun cleric domain). Has 
  a limited degree of control over reality, allowing it 
  to reroll a die roll or force a foe to do the same. 
  Horrific vasuthants have a variety of spell-like 
  abilities and stronger influence over time and 
  reality: three times a day, it can take a “do over” 
  on its last turn.  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about vasuthants. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  12 This roiling ball of shadow is a vausthant, an 
  undead blot of nothingness that exists solely to 
  consume light and life. This result reveals all 
  undead traits. 
   
  17 Vasuthants snatch up victims with their inky 
  tendrils, pulling the hapless creature into the core 
  of their being. While trapped, the victim faces both 
  crushing pressure and strength-sapping negative 
  energy. 
   
  22 Vasuthants feed on light. They are completely 
  unharmed by any form of light, including magical 
  light, sunlight, and divine spells dedicated to the 
  sun. 
   
  27 Vasuthants have a limited ability to warp the 
  forces of time and reality, slightly bending the 
  rules of chance in their favor. These entities 
  continually grow larger and more powerful as they 
  feed on existence. Vausthants that are at least 15 
  feet across are known as horrific vasuthants. These 
  powerful horrors develop abilities even more 
  dangerous than those of their lesser kin. 
   
  32 Horrific vasathants absorb light so ravenously 
  that they throw the area surrounding them into 
  shadow, and any light sources are suppressed. 
   
  37 Horrific vasathants are reputed to be capable of 
  redirecting the flow of time several times a day, 
  allowing the creature to relive — and retry — the 
  last few seconds of its existence. 
   
  42 Horrific vasuthants can also call upon levitate, 
  reverse gravity, slow, telekinesis, temporal stasis, 
  time stop, waves of exhaustion, and waves of 
  fatigue as spell-like abilities. 
   
  --- 
   
  The old priest shivered before he began, recalling 
  memories his ancient mind had struggled to 
  suppress. His vestments were tattered and 
  unkempt, his holy symbol lie caked in dust on the 
  table.  
   
  "The seal has been broken only once. Once since 
  the beginning of this world. Its cage was forged of 
  the souls of angels, eight slain to save us from 
  ourselves. The lock spun from an innocent's heart. 
  We faltered once, for the blink on an eye, and the 
  cage was split."  
   
  
  At this point the man seemed to shrivel, to shrink 
  and his eyes to darken as he thought of the 
  creature they set free.  
   
  "At first it was so dark, we thought it was magical 
  but our prayers did nothing remove it. It wasn't 
  until Eziah screamed that we fully realized what 
  we'd done. The darkness was blacker than the 
  thickest pitch and yet we could still make out 
  something darker moving within it. I am filled 
  with shame to this day, but I scrambled on base 
  instinct to the kitchen. I hid in a cabinet until I 
  could no longer hear the cries of my brothers, may 
  their souls find peace."  
   
  He turned to face us and his cheeks were streaked 
  with tears, his sunken eyes full of disgrace and 
  horror.  
   
  "As I fled the temple, I witnessed the remains of 
  my brethren. Their bodies withered and their faces 
  frozen in terror, as if their very souls had been torn 
  from them while they still lived. Our god did 
  nothing to save us, perhaps because it was I who 
  set it free. I set it free..."  
   
  The old man fell to the floor and began beating his 
  fist against the stone, cursing himself for releasing 
  that horror upon his fellow men. 
   
  Veela [Gaz. 1, Barovia] 
  Veela [Gaz. 1, Barovia] 
  Veela [Gaz. 1, Barovia] 
  Veela [Gaz. 1, Barovia]     
  Suggested by Chris Nichols 
  VVVVehrteig
  ehrteig
  ehrteig
  ehrteig    [[[[Dark Tales & Dist. Legends
  Dark Tales & Dist. Legends
  Dark Tales & Dist. Legends
  Dark Tales & Dist. Legends]]]]    
  The dark-haired beauty continued to sing, her 
  angelic voice horrifically at odds with the orgy of 
  violence unfolding in the grand hall as men who 
  hours earlier had been comrades-in-arms hacked 
  each other to pieces. A warrior charged at her, 
  blood-encrusted axe upraised, only to fall dead at 
  her feet as his eyes met her calm, dark-eyed gaze. 
  She never stopped singing.  
   
  —Traditional, Ye Lamentable Tradgedie of 
  Ashingtonne Manor 
   
  (see also Maekon in DT&DL) 
   
  Vilewight [Book of Vile Darkness] 
  Vilewight [Book of Vile Darkness] 
  Vilewight [Book of Vile Darkness] 
  Vilewight [Book of Vile Darkness]     
  JWM: Medium Undead, CR 8, neutral evil. A 
  particularly nasty wight, created from those who 
  delved too long in the black arts. Its intestines 
  rupture from its gut and act as flailing tendrils. 
  Drains energy and creates spawn like a regular 
  wight, plus it can fire off beams of negative 
  energy. Bites from its intestine maws spread a 
  supernatural disease that prevents carriers from 
  being able to see living creatures.  
   
  Vine horror [Fiend Folio] 
  Vine horror [Fiend Folio] 
  Vine horror [Fiend Folio] 
  Vine horror [Fiend Folio]     
  JWM: Medium Plant (Aquatic), CR 4, neutral evil. 
  Human-shaped algae colonies, often mistaken for 
  rough-featured, green humanoids. The algae’s hive 
  mind makes these creatures nearly as intelligent as 
  humans. They can animate vines and squeeze 
  through tight crevices. Malicious, territorial 
  hunters. In Ravenloft, they’re generally found in 
  the Boglands of Darkon, created by the same 
  forces that create shambling mounds (see S is for 
  Sinister) and other mandragorian plants.  
   
  Characters with ranks in Knowledge (nature) can 
  learn more about vine horrors. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 This coarsely-featured green humanoid is 
  actually a walking colony of algae called a vine 
  horror. This result reveals all plant traits. 
  19 Vine horrors are malicious and highly 
  territorial. A vine horror can squeeze its semisolid 
  body through gaps so narrow no humanoid its size 
  could ever fit through. Minor stabs and cuts 
  simply sink into a vine horror’s mushy body, but 
  bludgeoning weapons can splatter it apart. Vine 
  horrors speak Sylvan. 
  24 A vine horror can animate nearby normal vines, 
  which then lash out at the vine horror’s foes like 
  assassin vines. Vine horrors often lie in shallow, 
  murky water, staying out of sight while using 
  these vines to attack intruders. 
   
  
  Virus, Phagian
  Virus, Phagian
  Virus, Phagian
  Virus, Phagian    ----    all
  all
  all
  all    [Ravenloft Monstrous 
  [Ravenloft Monstrous 
  [Ravenloft Monstrous 
  [Ravenloft Monstrous 
  Compendium III] 
  Compendium III] 
  Compendium III] 
  Compendium III]     
  JWM: CR 5. Supernatural diseases created by the 
  late Invidian wizard Phagius the Unclean 
  sometime in the mid- to late-600s (during the reign 
  of Bakholis). Phagian viruses are quasi-living 
  diseases that manifest supernatural (and lethal) 
  symptoms, and possess a dim sort of will to exist 
  and spread, which makes them more difficult to 
  cure. In terms of game mechanics, Phagian viruses 
  are hazards like slimes and molds, not actual 
  creatures. Symptoms manifest in three stages. 
  Generally, the first is cosmetic and brief, the 
  second damaging, and the third fatal.  
   
  --- 
   
  JW Mangrum, FoS board dec 07:  
   
  The Land of Mists is home to many terrible 
  diseases. Some of these, such as the infamous 
  crimson death of Darkon or white fever of 
  Valachan, have claimed countless lives over time. 
  But of all the lethal plagues in Ravenloft, only the 
  hideous, quasi-living viruses of Phagius the 
  Unclean are spoken of in the hushed tones of those 
  afraid that their subject will overhear—and 
  respond.  
   
  Phagius the Unclean was a wizard who lived in 
  Invidia under the rule of Bakholis. Early in the 
  seventh century, his wife bore him six children 
  before finally dying in childbirth. Choosing to 
  focus on his arcane research, Phagius paid little 
  attention to his brood, but he did demand from 
  them total obedience, bordering on worship. Over 
  the years, Phagius grew elderly and embittered, 
  turning more petty and tyrannical all the while. 
  Treating his children like slaves, he refused to 
  allow them to marry or apprentice themselves to 
  any mages other than himself. Finally, his 
  desperate offspring concocted a lethal poison and 
  slipped it into his evening meal, hoping to finally 
  be free of their sire. They succeeded in taking their 
  father’s life, but not before he had his revenge.  
   
  Phagius had spent years secretly developing a 
  number of deadly potions, each one a highly 
  infectious, supernatural disease. With these 
  plagues—and the cures he had simultaneously 
  developed—Phagius hoped to seize control of 
  Invidia, giving its populace the choice of obeying 
  him or dying in agony. But now, with the poison 
  coursing through his veins, Phagius knew he had 
  but moments to live. Cursing his children, he 
  drank each of the infectious potions, then hurled 
  their respective cures into the hearth fire along 
  with all of his research.  
   
  As the aged wizard collapsed onto his bed, his 
  body transformed. The supernatural diseases 
  mixed inside him, further mingling with the 
  malign power of his dying words.  
   
  After the sounds of Phagius’s final tantrum died 
  out, his children crept up to his room to witness 
  the result of their betrayal. When one reached out 
  and tentatively touched the body to ensure Phagius 
  was dead, the corpse instantly collapsed into dust, 
  filling the air with an infectious taint.  
  Horrified and choking, Phagius’s six children fled 
  from his house, now bearing his dying gift to the 
  world: Phagian viruses. Each child became the 
  carrier of a quasi-living disease, involuntarily 
  spreading the evil legacy of Phagius the Unclean 
  for the rest of their days.  
   
  Combat  
  Phagian viruses are magical, mindless, 
  microscopic, quasi-living aberrations, too small to 
  be seen or battled directly. At their core, Phagian 
  viruses are just supernatural diseases and are 
  largely treated as such. However, unlike even the 
  most virulent supernatural disease, a Phagian virus 
  possesses an independent will to survive and 
  spread, and it uses that will to resist attempts at a 
  cure. Like traps, slimes, and molds, Phagian 
  viruses have Challenge Ratings, and characters 
  should earn XP for encountering them.  
   
  The Phagian viruses presented here use the 
  following format:  
   
  Infection (Ex): The disease’s method of delivery. 
  Phagian viruses are all spread by contact, though 
  the means of contact varies from one virus to the 
  next. Unless noted otherwise, contact diseases can 
  also be inhaled or ingested.  
   
  A Phagian virus exists in one of two states: 
  dormant or active. Viruses are infectious only in 
  
  their dormant state. Once a virus infects a living 
  creature, it switches to its active state and 
  manifests symptoms. An active Phagian virus 
  cannot survive outside of a viable host, so 
  ironically, a living victim currently infected with a 
  Phagian virus cannot infect others. Each virus 
  description below details how the disease can be 
  encountered in its dormant, infectious state.  
   
  Any creature immune to supernatural diseases 
  cannot be infected by Phagian viruses or become a 
  carrier.  
   
  Like other diseases, each virus allows Fortitude 
  saving throws to prevent infection when exposed, 
  to prevent each instance of repeated damage once 
  infected, and to recover from the disease. The 
  saving throw DC is based on the Constitution of 
  the creature spreading the virus (in other words, 
  the previous victim or carrier) at the time of 
  infection. Fortitude DC 10 + 1/2 carrier’s HD + 
  carrier’s Con modifier.  
   
  Incubation Period: The time before damage 
  begins.  
   
  Damage (Su): The effects the virus imposes on its 
  host after incubation and each day afterward. 
  Phagian viruses have more complex symptoms 
  than most diseases, with their effects organized 
  into three phases.  
   
  Phase One: Phase one begins when the incubation 
  period ends and the victim fails her first saving 
  throw against the disease. The virus sets in by 
  imposing troubling but largely cosmetic 
  symptoms.  
   
  Phase Two: Phase two begins when the victim 
  fails her second saving throw against the disease. 
  The symptoms grow more severe, often imposing 
  penalties or dealing ability score damage.  
   
  Phase Three: The effects typically turn fatal.  
   
  The effects of each phase of each virus are 
  detailed below. Typically, a virus develops from 
  one phase to the next after the victim fails a certain 
  number of daily Fortitude saves; see the individual 
  entries for details.  
  Recovery: If a victim is cured before the virus kills 
  her, she recovers at the rate detailed here. In 
  general, a cured victim slowly recovers by 
  reversing the effects of one failed save against the 
  virus each day until she returns to normal.  
   
  CR: 5. As with other hazards, characters earn 
  experience for overcoming a Phagian virus (either 
  by curing it or merely surviving infection).  
   
  Carriers  
  The first time a living creature is exposed to a 
  given Phagian virus, if it succeeds on its initial 
  Fortitude save to resist infection, it must 
  immediately make a second Fortitude save at the 
  same DC. A subject that fails this second saving 
  throw becomes a carrier. Conversely, if this 
  second saving throw succeeds, the subject does not 
  and can never become a carrier of that kind of 
  virus.  
   
  A carrier is infected with the virus, but the virus 
  remains in its dormant state. This means that the 
  carrier suffers none of the virus’s symptoms, but 
  the virus remains virulent and can spread to others. 
  Once a creature becomes a carrier, it cannot be 
  infected again by that type of virus (effectively 
  becoming immune to it) until the disease has been 
  completely eliminated from its body (see 
  Treatment, below).  
   
  Creatures immune to disease (such as constructs 
  and undead) cannot become carriers, though in 
  some cases they can physically carry dormant 
  viruses and spread them with their touch. See 
  below for details.  
   
  Diagnosis  
  Diagnosis of a Phagian virus is usually quite 
  difficult. Regardless of their form or current state, 
  Phagian viruses emit a weak necromantic aura. 
  Detect magic and similar spells can detect this 
  aura on infectious materials and infected creatures, 
  even before symptoms begin to develop. (This 
  may fool observers into believing that the virus’s 
  bearers are actually magic items or under the 
  effects of a necromantic spell.)  
   
  Once symptoms begin to develop, a successful DC 
  15 Heal check can identify the virus (see Phagian 
  Virus Lore, below). The Vistani have incorporated 
  
  Phagian viruses into their cultural healing lore and 
  are reputed to possess several cures, though they 
  rarely share these with giorgios. Those raised 
  within Vistani tasques gain a +2 insight bonus on 
  Heal checks to identify these diseases. Vistani-
  blooded characters have no special immunity to 
  Phagius’s creations, but they do gain a +2 racial 
  bonus on Fortitude saves to resist them.  
   
  Treatment  
  Mundane forms of treatment are of little help 
  against Phagian viruses. Although successful Heal 
  checks can help an infected creature resist the 
  virus’s effects, a Phagian virus—like many 
  supernatural diseases—continues until it kills its 
  victim or is cured, no matter how many successful 
  Fortitude saving throws the victim makes to fight 
  it off. Magic is the only effective means of 
  countering a Phagian virus.  
   
  If cast on a dormant virus while it is outside a host 
  (see the infection examples below), spells such as 
  dispel magic, break enchantment, or purify food 
  and drink instantly kill the virus within the spell’s 
  area, without a saving throw.  
   
  Heal, remove disease, and similar spells and 
  effects are effective against Phagian viruses, but 
  the virus is entitled to a Fortitude save to resist the 
  cure. A virus’s Fortitude save bonus is +2 per 
  failed save the host has made to prevent the virus’s 
  damage. For example, if a host infected with a 
  combustion virus has failed three daily saving 
  throws to resist combustion, then the virus uses a 
  +6 bonus when it makes its Fortitude save. If the 
  virus fails its saving throw, it is destroyed. 
   
  --- 
   
   
  Characters with ranks in Knowledge (arcana) or 
  Heal can learn more about Phagian viruses; if 
  using the Heal skill, add +5 to the DC. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  15 This strange ailment is the result of a Phagian 
  virus: a supernatural disease that possesses a will 
  of its own. Without magical assistance, the victim 
  will eventually succumb.  
  20 Phagian virus infection generally passes 
  through three phases. The first manifests 
  disturbing, but not particularly harmful symptoms. 
  The second phase manifests painful and damaging 
  effects, sometimes with bizarre or even 
  supernatural side effects. The third and final phase 
  is invariably fatal. This result reveals the basic 
  symptoms of each phase.  
  25 This result reveals the means by which the 
  virus spreads and the specific recovery methods.  
  30 The Vistani have incorporated cures for 
  Phagian viruses into their healing lore, and may be 
  able to provide infected victims with improved 
  odds of a full recovery.  
   
  Virus, Phagian, combustio
  Virus, Phagian, combustio
  Virus, Phagian, combustio
  Virus, Phagian, combustion [Ravenloft 
  n [Ravenloft 
  n [Ravenloft 
  n [Ravenloft 
  Monstrous Compendium III] 
  Monstrous Compendium III] 
  Monstrous Compendium III] 
  Monstrous Compendium III]     
  JWM: “A combustion virus causes the cells in the 
  body of its host to continually increase their levels 
  of activity until they grow wildly out of control. 
  Unless cured, the victim begins to literally smolder 
  and, ultimately, dies an agonizing death as she 
  burns from the inside out.”  
   
  Mangrum, FoS board dec 07:  
   
  A combustion virus causes the cells in the body of 
  its host to continually increase their levels of 
  activity until they grow wildly out of control. 
  Unless cured, the victim begins to literally smolder 
  and, ultimately, dies an agonizing death as she 
  burns from the inside out.  
   
  Infection (Ex): Contact or inhaled. When an 
  infected victim spontaneously combusts, all that 
  remains is a pile of highly virulent gray ash. Any 
  contact with this ash risks exposure to the virus. 
  This ash is easily scattered by the wind, risking not 
  just physical contact but accidental inhalation as 
  well. Evil spellcasters have been known to 
  sprinkle this ash on their undead minions, making 
  even lowly skeletons deadly to the touch.  
   
  Incubation Period: 24 hours.  
   
  
  Combustion (Su): A combustion virus slowly 
  builds the internal temperatures of the host’s body 
  until the victim literally bursts into flame.  
   
  Phase One: The victim develops a high fever and 
  sore skin. This imposes no penalties, however.  
   
  Phase Two: When the victim fails her first saving 
  throw to resist the disease, she suffers 1d3 points 
  of Constitution damage and her skin develops 
  painful, bloody lesions. The victim is 
  continuously, uncomfortably hot, but she gains 
  resistance to cold 2 as an extraordinary special 
  quality. If the victim already has resistance to cold, 
  it stacks with the virus’s effects. Each additional 
  failed saving throw deals another 1d3 points of 
  Constitution damage and increases the victim’s 
  resistance to cold by a cumulative +1. When the 
  victim’s Consitution drops to half or less of its 
  normal score, the victim becomes painfully hot to 
  the touch and gains vulnerability to fire.  
   
  Phase two continues until the victim’s Consitution 
  reaches 0.  
   
  Phase Three: When the victim’s Constitution 
  reaches 0, she spontaneously combusts, dealing 
  3d6 points of fire damage to everything within a 
  10-foot-radius burst and igniting any combustable 
  materials. Reflex DC 15 half. The victim is 
  automatically killed and reduced to fine ash.  
   
  Recovery: If cured before combusting, the victim 
  regains 1 point of Constitution and loses 2 points 
  of cold resistance per day until all scores return to 
  normal. When her Constitution is again at least 
  half of its normal total, she loses her vulnerability 
  to fire (assuming she doesn’t normally have that 
  quality). 
   
  --- 
   
  Led by her dark dreams she came to the seaside 
  and found the beached whale, its immense and 
  steaming bulk covered with lesions. With a terrible 
  groan and a frightful whoosh the creature 
  exploded into flames. In its ashes she covered 
  herself and set forth to raze from existence all 
  'intelligent' life.  
   
   
  -"Le culte de la nature", L'encyclopédie des 
  croyances 
   
  Virus, Phagian, crystal [Ra
  Virus, Phagian, crystal [Ra
  Virus, Phagian, crystal [Ra
  Virus, Phagian, crystal [Ravenloft 
  venloft 
  venloft 
  venloft 
  Monstrous Compendium III] 
  Monstrous Compendium III] 
  Monstrous Compendium III] 
  Monstrous Compendium III]     
  JWM: “A crystal virus spreads more slowly than 
  other Phagian viruses, but its effects are just as 
  monstrous. Victims of this disease slowly 
  crystallize, suffering through a slow death as their 
  lungs lose the ability to take in air and their blood 
  hardens in their veins.”  
   
  J W Mangrum, FoS board dec 07:  
   
  A crystal virus spreads more slowly than other 
  Phagian viruses, but its effects are just as 
  monstrous. Victims of this disease slowly 
  crystallize, suffering through a slow death as their 
  lungs lose the ability to take in air and their blood 
  hardens in their veins.  
   
  Infection (Ex): Contact or ingested. The crystalline 
  remains of a slain host are highly virulent. 
  Curiously, the crystals are safe to handle so long 
  as they remain completely dry. However, exposure 
  to even the smallest drop of water—including 
  sweat—dissolves the crystals into a highly 
  infectious fluid. (If drenched and then allowed to 
  dry, a crystallized victim is reduced to a sandy 
  heap.) Assassins have been known to slip this 
  water-soluble powder into their victims' drinks.  
   
  Incubation Period: 48 hours.  
   
  Crystalization (Su): A crystal virus slowly worms 
  its way though its host’s body, forming complex 
  crystaaline threads that gradually bind the body’s 
  cells together.  
   
  Phase One: The victim suffers from aching joints, 
  fever, and patches of numb or tingling skin. None 
  of these ailments inflict actual penalties, however.  
   
  Phase Two: When the victim fails her first saving 
  throw against the disease, her soft tissues begin to 
  crystallize, resulting in sharp pains whenever she 
  moves. For each failed saving throw, the victim 
  suffers 1d4 points of Dexterity damage. However, 
  as her eyes crystallize into intricate lenses, each 
  
  failed saving throw also grants a +1 competence 
  bonus on Seach checks and Spot checks. Starting 
  when the victim’s Dexterity drops to below half of 
  its normal total (round down), her eyes function as 
  lenses of detection and she gains vulnerability to 
  sonic energy.  
   
  Phase two continues until the victim’s Dexterity 
  reaches 0.  
   
  Phase Three: When the victim’s Dexerity reaches 
  0, her body completely crystallizes, killing her. 
  Within hours of the victim’s death, the resulting 
  crystalline structure crumbles into fine red, highly 
  virulent sand.  
   
  Recovery: After being cured, the victim regains 1 
  point of Dexterity per day until it returns to 
  normal. When her Dexterity is again at least half 
  of its normal total, her eyes cease acting as lenses 
  of detection and she loses her vulnerability to 
  sonic energy (assuming she does not normally 
  have this quality). The competence bonus to 
  Search checks and Spot checks is reduced by 1 
  point per day until it fades completely. 
   
  --- 
   
  “Trust me my good doctor, music is what these 
  patients need. And you say that they are 
  crystalizing? The ever righteous Lord Esben 
  turning to glass? Tend to your other wards. Setting 
  bodies arringing, striking the right note, liberating 
  shackled spirits, tis bard's work.”  
   
  -“The Shattering,” Murders by Music, Baron 
  Evensong 
   
  J W Mangrum, FoS board dec 07:  
   
  A petrification virus slowly calcifies its victims 
  into a hard, stonelike material. Disturbingly, 
  survivors of this disease have claimed that they 
  remained conscious for months after their bodies 
  had completely petrified.  
  Casting stone to flesh on a victim infected with a 
  petrification virus removes all of the virus’s 
  effects (returning the victim’s Dexterity, natural 
  armor, and weight to normal), but this is a 
  temporary remedy, not a cure.  
   
  Infection (Ex): Contact or inhaled. The statue 
  created from a dead victim’s body is composed of 
  incredibly virulent stone, which remains infectious 
  even if ground into dust (which is equally 
  infectious if touched or inhaled). At least one 
  madman is known to have used this infectious 
  stone to create a deadly sculpture garden of his 
  enemies.  
   
  Incubation Period: 1d6 minutes.  
   
  Petrification (Su): A petrification virus slowly 
  spreads through its host’s body, turning all the 
  tissues it contacts into stone.  
   
  Phase One: The virus first makes its presence 
  known at the very point of infection. Within 
  minutes of infection, whatever spot of skin 
  touched the dormant viruses becomes noticeably 
  stiff. Within half an hour, that spot (usually about 
  the size of a coin) completely hardens and 
  discolors into a veiny gray similar to marble.  
   
  Phase Two: When the victim fails her first saving 
  throw to resist the disease, the hardened tissue 
  begins to spread across her body. For each failed 
  saving throw, the victim suffers 1d3 points of 
  Dexterity damage, but her natural armor bonus 
  improves by +1. (If a victim has no natural armor 
  bonus, consider it to be +0.) In addition, the 
  victim’s increasing density causes her weight to 
  increase by +10% for each failed saving throw.  
   
  Phase two continues until the victim reaches 0 
  Dexterity.  
   
  Phase Three: When the victim reaches 0 Dexterity, 
  she turns to virulent stone as if the subject of a 
  flesh to stone spell. Although completely petrified, 
  she is still alive. She cannot take any actions, 
  sense her surroundings, or even feel pain, but she 
  can still think. While so petrified, the victim takes 
  1 point of Constitution drain per month (30 days). 
  When the victim’s Consitution reaches 0, she dies.  
   
  Recovery: If a victim is cured during phase two, 
  then for every 24 hours that pass, she regains 1 
  point of Dexterity, her natural armor bonus drops 
  by 1 point, and her weight lowers by 10% until all 
  scores return to normal.  
   
  
  If a victim is cured during phase three, then she 
  regains 1 point of Constitution each day until it 
  returns to normal. Once her Constittion is restored, 
  she reenters phase two and recovers as detailed 
  above. The character can move and take actions 
  again as soon as she has at least 1 point of 
  Dexterity.  
   
  Casting stone to flesh on a cured victim rids her 
  body of the virus’s lingering effects, instantly 
  returning her to normal. 
   
  --- 
   
  “Where the Nightmare Lands had once stood we 
  found a roiling wall of mist and something hardly 
  less strange, a forlorn statue of a man dressed in 
  rotting cloth. The figure was lifelike in its every 
  detail and was akin in appearance to the tattooed 
  men said to wander that accursed realm. Our 
  amazement only grew when a raven tore itself free 
  from the stone and spoke. It said that disease had 
  petrified its companion. It insisted that he still 
  lived, offering disturbing evidence to that effect. 
  And it beseeched us to save him. That, however, 
  proved to be beyond our power.”  
   
  -Juno Luteum, Darkonese adventurer 
   
  Virus, Phagian, phobia [Ravenloft 
  Virus, Phagian, phobia [Ravenloft 
  Virus, Phagian, phobia [Ravenloft 
  Virus, Phagian, phobia [Ravenloft 
  Monstrous Compendium III] 
  Monstrous Compendium III] 
  Monstrous Compendium III] 
  Monstrous Compendium III]     
  JWM: “The phobia virus is the only one of 
  Phagius’ creations that is not necessarily lethal to 
  its host. This disease attacks its host’s mind, 
  causing the victim to develop crippling fears. 
  Although the virus cannot kill by itself, the insane 
  fear it breeds in its host may lead to desperate 
  behaviors that are all too fatal.”  
   
  J W Mangrum, FoS board dec 07:  
   
  The phobia virus is the only one of Phagius’ 
  creations that is not necessarily lethal to its host. 
  This disease attacks its host’s mind, causing the 
  victim to develop crippling fears. Although the 
  virus cannot kill by itself, the insane fear it breeds 
  in its host may lead to desperate behaviors that are 
  all too fatal.  
   
  Spells such as remove fear and similar morale 
  boosts can offer temporary relief from this virus, 
  but the symptoms return the moment the relief 
  ends.  
   
  Infection (Ex): Contact. The corpse of any creature 
  that dies while infected with a phobia virus 
  remains highly virulent.  
   
  Incubation Period: 12 hours.  
   
  Phobic Psychosis (Su): A phobic virus rewrites its 
  host’s mind, eventually driving the victim mad 
  with fear.  
   
  Phase One: The victim develops a slight fever and 
  feels generally nervous, but otherwise suffers no 
  ill effect.  
   
  Phase Two: The first time a victim goes to sleep 
  after failing her first saving throw against this 
  disease, she suffers vague yet unsettling 
  nightmares. These fearful dreams interfere with 
  her rest, so she cannot heal naturally and she 
  suffers a –1 penalty to Strength and Dexterity. 
  After two failed saving throws, the nightmares’ 
  intensity increases and the victim is fatigued. After 
  three failed saving throws, the character can barely 
  close her eyes and is exhausted. (These fatigue 
  penalties do not stack.)  
   
  Phase two continues until the victim is exhausted 
  by her nightmares and fails a subsequent saving 
  throw against the virus.  
   
  Phase Three: When the victim fails her fourth 
  saving throw, her nightmares coalesce into a 
  crippling phobia. She no longer suffers from 
  nightmares, so she can again gain the benefits of 
  rest. However, she now develops a crippling 
  phobia of some common aspect of her 
  surroundings—something she typically encounters 
  every day. Whenever the victim encounters the 
  subject of her phobia, she must make a Fear save. 
  The DC is 10 +1 per failed saving throw made to 
  resist the virus –1 per successful saving throw 
  made to resist the virus. There is no effective 
  maximum to this DC.  
   
  Recovery: After being cured, the phobia’s Fear 
  save DC is reduced by 1 each day. When the DC 
  
  reaches 0, the phobia fades away entirely. Any 
  lingering fear, horror, or madness effects caused 
  by failed Fear saves exist independent of the virus 
  and must be cured by the standard means. 
   
  --- 
   
  Something is very wrong in her dreaming. It is not 
  a presence, not a consciousness, not so much as a 
  pale morph. It is an imperceptible weight, a silent 
  gnawing, nothing so articulate as the hunger of a 
  wolf; rather an unconscious—better perhaps, a 
  proto-conscious—lust and menace. And what is 
  more, I am beginning to know it well, for it now 
  plagues my dreams.  
  —Note of Doctor Gregorian Illhousen 
   
  Virus, Phagian, psionic [Ravenloft MC III] 
  Virus, Phagian, psionic [Ravenloft MC III] 
  Virus, Phagian, psionic [Ravenloft MC III] 
  Virus, Phagian, psionic [Ravenloft MC III]     
  JWM: “A psionic virus continually restructures the 
  synapses of its host’s brain, opening new pathways 
  in the victim’s mind. In the short term, a psionic 
  virus can be empowering, since it causes the 
  victim to develop psionic gifts, even if she never 
  possessed them before. However, the infection 
  inevitably continues until even the strongest mind 
  can no longer withstand the psionic pressure 
  building within it.”  
   
  J W Mangrum, FoS board dec 07: 
   
  A psionic virus continually restructures the 
  synapses of its host’s brain, opening new pathways 
  in the victim’s mind. In the short term, a psionic 
  virus can be empowering, since it causes the 
  victim to develop psionic gifts, even if she never 
  possessed them before. However, the infection 
  inevitably continues until even the strongest mind 
  can no longer withstand the psionic pressure 
  building within it.  
   
  Infection (Ex): Contact or mental contact. A 
  psionic virus can spread through either of two 
  methods. First, the corpse of any creature infected 
  with the virus remains highly virulent. Any 
  creature that touches the corpse is exposed to the 
  virus. Secondly, any creature that makes mental 
  contact with an infected victim (such as with a 
  detect thoughts spell, an empathic link, dream 
  contact, or similar spells, effects, or psionic 
  powers) is likewise exposed. For the purpose of 
  exposure, it does not matter whether the infected 
  host is being contacted or is making contact.  
   
  Incubation Period: 24 hours.  
   
  Psionic Overload (Su): A psionic virus continually 
  fills its host with psionic energy until, like a 
  bladder filled with too much water, the host’s 
  mind finally bursts.  
   
  Phase One: The victim begins to feel strangely 
  disoriented, which develops as a buzzing in her 
  ears and a sense of light-headedness. These 
  ailments are not severe enough to impose 
  penalties, however.  
   
  Phase Two: The victim slowly gains psionic 
  abilities. After the victim fails her first saving 
  throw against the disease, she gains the power 
  points and manifesting ability of a 1st-level psion, 
  including the ability to take psionic feats. If the 
  victim already has levels in psion, they stack with 
  the effects of the disease. For example, after 
  failing one saving throw against the effects of a 
  psionic virus, a 4th-level psion would have the 
  manifesting ability of a 5th-level psion. Each 
  subsequent failed saving throw against the disease 
  increases the victim’s equivalent manifesting 
  ability by one level.  
   
  However, whenever the victim fails a saving throw 
  to resist the disease, she also is also struck by a 
  crippling headache that lasts for a number of hours 
  equal to the total number of failed saves. The 
  victim is nauseated while the headache is in effect. 
  When the headache ends, the victim must make a 
  Madness save with a DC of 10 + number of 
  effective psion levels.  
  For example, when a victim fails her third 
  Fortitude saving throw against a psionic virus, she 
  gains (in total) the power points and manifesting 
  ability of a third-level psion. She also suffers from 
  a nauseating headache that lasts three hours, and 
  must make a DC 13 Madness save at the 
  headache’s conclusion.  
   
  Phase two continues until failed Madness saves 
  drive any of the victim’s mental ability scores to 0. 
  Regardless of how long the disease progresses, 
  this virus can grant only a total number of 20 
  
  levels of psion, including those that the victim 
  may already possess.  
   
  Phase Three: When any mental ability score 
  reaches 0 due to the effects of a failed Madness 
  save, the victim’s brain explodes, instantly killing 
  the creature. If the victim has multiple heads, they 
  all explode.  
   
  When a victim’s head explodes, it sprays virulent 
  blood and brain matter in a 10-foot-radius burst. 
  All creatures within this area must make a DC 15 
  Reflex save or be exposed to the dormant virus.  
   
  Recovery: After being cured, a victim loses 1 level 
  of psion every 24 hours until all virus-granted 
  psion levels are lost. She continues to suffer a 
  headache each day, but each subsequent headache 
  lasts 1 fewer hour until they stop completely. 
  These headaches still cause nausea, but they no 
  longer provoke Madness saves. Madness effects 
  gained from failed Madness saves exist 
  independent of the virus and must be cured by the 
  standard means. 
   
  --- 
   
  “Swiftsinger afforded us a most dangerous means 
  of improving our chances against his erstwhile 
  master. There was a sickness of fell Invidian 
  creation that would open to us unimagined 
  potentialities of the mind. And so behind our eyes 
  an ever growing power was kindled. It came at the 
  price of blinding headaches, which lengthened like 
  the shadows of the dying day. We faced, thus 
  armed, and undid, by the skin of a worg’s fang, the 
  mentalist lich, a old flourish of mine being the 
  difference. Arrangements had been made for us to 
  be cured, but the disease had a lover’s hold over 
  me and I had no wish to forsake the strength 
  swelling within my head. And so my mind 
  exploded. An experience, I assure you, not to be 
  repeated.”  
   
  -Harkon Lukas in pleasant before dinner 
  conversation 
   
  Virus, Phagian, shadow [Ravenloft 
  Virus, Phagian, shadow [Ravenloft 
  Virus, Phagian, shadow [Ravenloft 
  Virus, Phagian, shadow [Ravenloft 
  Mons
  Mons
  Mons
  Monstrous Compendium III] 
  trous Compendium III] 
  trous Compendium III] 
  trous Compendium III]     
  JWM: “Perhaps the strangest of all of Phagius’ 
  diseases, this virus exists partly in the Umbral 
  Curtain. The infection begins by destroying the 
  host’s shadow, then converts the host’s body into 
  yet more shadowstuff. If the virus is left 
  unchecked, the victim becomes an undead shadow 
  herself.”  
  (The Umbral Curtain is to the Plane of Shadow as 
  the Near Ethereal is to the Ethereal Plane.)  
   
  J W Mangrum, FoS board dec 07: 
   
  Perhaps the strangest of all of Phagius’ diseases, 
  this virus exists partly in the Tenebral Curtain. The 
  infection begins by destroying the host’s shadow, 
  then converts the host’s body into yet more 
  shadowstuff. If the virus is left unchecked, the 
  victim becomes an undead shadow herself.  
   
  Creatures that cannot cast a shadow (such as 
  vampires and entities native to the Plane of 
  Shadow) are immune to this virus.  
   
  Infection (Ex): Incorporeal contact. Undead 
  shadows created by this virus are highly virulent. 
  Whenever the shadow touches a living creature 
  (such as when using its incorporeal touch attack), 
  that creature is also exposed to the virus. 
  Fortunately, like other incorporeal undead, an 
  infectious shadow that is destroyed leaves nothing 
  behind, eliminating the threat of the virus it 
  carried.  
   
  Incubation Period: 24 hours.  
   
  Umbral Rot (Su): A shadow virus dissolves the 
  delicate planar balance inherent to all creatures 
  capable of casting a shadow. The umbral rot first 
  destroys its host’s shadow, then converts the host’s 
  tissue into shadowstuff in an attempt to 
  compensate.  
   
  Phase One: The victim feels a slight tingling in her 
  scalp, and develops a slight fever. These 
  symptoms are far too mild to cause any real 
  problems, however.  
   
  
  Phase Two: After a victim fails her first Fortitude 
  save to resist the disease, her shadow seems to fray 
  around the edges. After two failed saving throws, 
  the victim’s shadow appears distinctly faded and 
  tattered. After three failed saving throws, the 
  victim’s shadow fades away entirely.  
   
  Phase Three: When a victim fails four saving 
  throws to resist this virus (in other words, one 
  failure after her shadow disappears), she suffers 
  1d4 points of Strength damage. In addition, her 
  body coloration noticeably darkens, and although 
  she does not visibly seem to grow thinner, her 
  body weight drops by 10%. Each subsequent 
  failed saving throw carries the same effects. When 
  the victim’s Strength reaches 0, the victim dies 
  and becomes a virulent, undead shadow. This 
  shadow has none of the memories or abilities of 
  the original creature.  
   
  Recovery: After being cured, a victim regains 10% 
  of her body weight and 1 point of Strength every 
  24 hours until she returns to normal. 
   
  --- 
   
  I could not bring myself to share Drakov’s 
  enthusiasm. Darkon, even if the Rex was gone, 
  was not a fruit ripe for the picking. As ever, the 
  conflict began well enough but soon took the 
  grimmest of turns. The sun that we fought under 
  was blotted out as a storm gathered at the enemy’s 
  back. And at its head, reaching far into the sky, 
  floating towards us upon the wind, was a shadowy 
  horror the likes of which none of us had ever seen 
  . . . or even imagined in our most twisted dreams. I 
  learned subsequently from a Lamordian doctor 
  that it was, or at least had the shape of, a sea 
  monster, supposedly of sailors’ invention, 
  whispered to be able to drag whole ships down to 
  their doom. He named it a kraken. Our ranks did 
  not break before it, though it might have been 
  better that they had. The thing bore down upon 
  me. Its presence drove my charger mad. Then it 
  struck with one of its immense, intangible 
  tentacles. The chill of death pierced my heart and 
  my armour was as chains hung about a drowning 
  man. I crashed to the ground, unable to lift myself, 
  even as the terrible spectacle unfolded above me. 
  My lieutenants were similarly laid low. The storm 
  was then upon us, mercifully banishing the 
  abomination from sight, but the rain nearly 
  drowning me and the winds sweeping away my 
  army. A lieutenant, himself badly weakened, 
  found me and dragged me away. But he now lies 
  dead beside me, by his own hand, and I will 
  likewise join him. For although our strength 
  returned, we soon realised that our shadows were 
  dissolving. And this was followed implacably by 
  our flesh.  
   
  -From the last will and testament of General 
  Demietri Kreig 
  Vistani 
  Vistani 
  Vistani 
  Vistani ----    all
  all
  all
  all    [Denizens of Dread, etc
  [Denizens of Dread, etc
  [Denizens of Dread, etc
  [Denizens of Dread, etc.] .] .] .]     
  JWM: Vistani: Medium Humanoid (Human, 
  Vistani). Ravenloft’s supernatural gypsies. You 
  know the score. The Vistani below are example 
  NPCs for ease of use.  
   
  Characters with ranks in Knowledge (local) or 
  Knowledge (Ravenloft) can learn more about the 
  Vistani. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  DC Result  
  11 This aloof, colorfully dressed stranger is one of 
  the Vistani, a mysterious, nomadic folk. This 
  result reveals all humanoid traits and the human 
  subtype.  
   
  16 The Vistani are infamous for their ability to 
  cast the evil eye or terrible curses on anyone who 
  cross them. They have no respect for the laws of 
  any society but their own.  
   
  21 Vistani can navigate the Mists, and can lead 
  others to any destination. Female Vistani possess 
  the Sight, allowing them to see the future. The 
  Vistani are usually willing to provide their 
  services to non-Vistani, for a price. Vistani speak a 
  patchwork language called patterna, but they often 
  know other languages as well.  
   
  26 Although Vistani are always on the move, a 
  semi-permanent camp can be found at the foot of 
  the Tser Falls, in the shadow of Castle Ravenloft 
  in Barovia. The Vistani sell an antidote for the 
  poisonous fog that surrounds the Village of 
  Barovia.  
  
   
  31 The Vistani must always stay on the move. If 
  they abandon their nomadic ways, they destroy the 
  strange magic that grants them their powers. 
  Vistani are divided into several “tasques,” or 
  nations. Members of each tasque specialize in 
  different skills and talents.  
   
  36 The Vistani fear a legendary foe called the 
  Dukkar. Any male Vistana with the Sight is fated 
  to become a Dukkar unless quickly put to death. 
   
  See also RL CS and VRGttM 
   
  Vistani tradesman [Denizens of Dread, 
  Vistani tradesman [Denizens of Dread, 
  Vistani tradesman [Denizens of Dread, 
  Vistani tradesman [Denizens of Dread, 
  etc
  etc
  etc
  etc.] .] .] .]     
  JWM: Male Kamii Vistani Expert 1. A “typical” 
  Vistani. This particular fellow is a skilled 
  metalsmith.  
   
  --- 
   
  I told him his price is ridiculous and past 
  ridiculous. I could buy five master-forged swords 
  in the Rue des Armes for that price. I could buy a 
  songforged blade for that price!  
   
  "True," the Vistani smith replied, turning the long 
  dagger in his fire-scarred hands so that the light 
  played along the silver edge. "But we are not in 
  Port-a-Lucine, nor Kartakass. Best of luck finding 
  another here in Verbrek who will sell you a 
  silvered blade, Master Weathermay."  
   
  Private journal of George Weathermay  
  Vistani captain [Denizens of Dread, etc.] 
  Vistani captain [Denizens of Dread, etc.] 
  Vistani captain [Denizens of Dread, etc.] 
  Vistani captain [Denizens of Dread, etc.]     
  JWM: Male Equaar Vistani Ranger 8. The male 
  leader of a caravan. Tough in a fight, but no magic 
  to speak of beyond his evil eye and ranger spells.  
   
  --- 
   
  The Vistani captain is a diplomat who must 
  represent his caravan to the giorgios (and vice-
  versa), a servant who must heed the raunie, a 
  master who must direct the caravan, a 
  businessman who must manage trade and handle 
  money, a warrior whose caravan is his to protect. 
  We who are not of their society are, perhaps, 
  overly influenced by the raunie's extraordinary 
  gifts in our depictions of Vistani society and 
  culture; he leadership of the caravan captain is 
  probably of even greater importance in their day-
  to-day life than the more exotic abilities of the 
  raunie.  
   
  working notes to Van Richten's Guide to the 
  Vistani 
  Vistani performer [Denizens of Dread, 
  Vistani performer [Denizens of Dread, 
  Vistani performer [Denizens of Dread, 
  Vistani performer [Denizens of Dread, 
  etc.] 
  etc.] 
  etc.] 
  etc.]     
  JWM: Female Naiat Vistani Bard 3. A Vistani 
  entertainer, skilled at dance and the violin. Her 
  bard spells focus on enchantments and crowd 
  control.  
   
  --- 
   
  -The old man asked, “Stranger, where are you 
  from? Are you not an outlander?”  
  -The young man replied, “Yes, you could call me 
  that. I am of a land far, far away, beyond the 
  Mists. But how have you guessed this?”  
  -The old man said, “Look around you, look at 
  these men, look how they gaze upon the dancing 
  Vistana girl, and tell me what you see.”  
  -The young man answered, “I see longing and 
  loathing.”  
  -The old man warned, “Take care friend, in your 
  eyes there is but longing. And that could be your 
  death . . . or worse. For her and her people are the 
  devil's own.”  
   
  Conversation overheard in Vallaki 
  Vistani seer [Denizens of Dread, etc.] 
  Vistani seer [Denizens of Dread, etc.] 
  Vistani seer [Denizens of Dread, etc.] 
  Vistani seer [Denizens of Dread, etc.]     
  JWM: Female Canjar Vistani Sorcerer 6. A sample 
  raunie/fortuneteller. Her spells focus on 
  divinations and enchantments.  
   
  --- 
   
  “Only a fool curses lightly another. Usually it is a 
  waste of good breath. When it is not, he sets in 
  motion events that he cannot foresee, that are 
  unlikely to spare him, that answer to an all too 
  
  alien sense of justice. The curse worth uttering is a 
  passionate demand for a definite future that is the 
  stuff itself of a rigorous, poetic, retributive justice. 
  And that is the curse upon the tip of the raunie’s 
  tongue, sharpening it, blackening it, making it a 
  thing of terror.”  
   
  -Arturi Radanavich speaking to Rudolf van 
  Ritchen 
  Vistani recluse (fatah) [Denizens of 
  Vistani recluse (fatah) [Denizens of 
  Vistani recluse (fatah) [Denizens of 
  Vistani recluse (fatah) [Denizens of 
  Dread] 
  Dread] 
  Dread] 
  Dread]     
  JWM: Template Humanoid (Human, Vistani): A 
  Vistana who has turned her back on her Vistani 
  kin, choosing to live in solitude, communing with 
  unseen spirits. They become physically feeble, but 
  they become exceptionally powerful diviners and 
  masters of the evil eye.  
   
  --- 
   
  The captain asked, "Lord Aderre, why do you send 
  only foreigners to hunt the Witch of the Mantel 
  Woods?" Malocchio replied, "I am not wasteful." 
  The soldier betrayed no sign of understanding his 
  superior so the latter continued, "Adventurers are 
  perfectly expendable and are paid - at least in gold 
  - only for success." The fellow nodded slightly, 
  vaguely, evidently only somewhat less puzzled. 
  The black clad master brought the conversation to 
  an end, "What matters is that if your sword ever 
  fails me, I shall make a point of sending you to 
  match wits with her and you can be sure that you 
  will live out your slight existence as a rotting 
  puddle of slime."  
   
  -From the journal of Gesmas Malaturno 
  Voidmind creature [Monster Manual III] 
  Voidmind creature [Monster Manual III] 
  Voidmind creature [Monster Manual III] 
  Voidmind creature [Monster Manual III]     
  JWM: Template creature, CR +1, lawful evil. A 
  creature that has been forcibly transformed into a 
  semi-autonomous puppet that acts as a spy for the 
  mind flayers. Illithids create it by removing a 
  creature’s brain and replacing it with special, 
  psionically-charged slime. A voidmind can extend 
  a long, prehensile tentacle and blast foes with a 
  spray of acidic, stunning slime. A voidmind’s 
  three masters can scry through its senses, control 
  its actions, and manifest their psychic powers 
  through it as well. Used to infiltrate and help 
  manage the slave races in the tunnels beneath 
  Bluetspur. A similar, but not identical, concept to 
  that found in “The Man Who Lost His Mind.”  
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about a creature’s voidmind nature. 
  Characters may need to make a separate 
  Knowledge check to learn about the base creature. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. These DCs are 
  unusually high due to the rarity of these creatures. 
   
  DC Result 
  17 The dexterous, slimy tentacle sprouting from 
  this creature’s head marks it as a voidmind — a 
  creature that has been forcibly transformed into a 
  spy for the mind flayers. The base creature’s type 
  traits are unchanged. 
   
  22 Mind flayers create voidminds by removing 
  most of the creature’s brain and replacing it with a 
  form of psionically charged slime. In the process, 
  a group of three mind flayers bonds to the 
  voidmind, gaining the ability to scry through the 
  creature’s senses and control it like a puppet. 
  Despite the loss of its identity, the transformation 
  enhances the creature both physically and 
  mentally. A voidmind can be identified by the four 
  plugged holes in its head, which are usually kept 
  hidden or disguised. A voidmind can strangle foes 
  with its retractable tentacle. The psionic charge 
  that animates a voidmind also allows it to deflect 
  glancing blows, but magic weapons can pierce its 
  defenses. 
   
  27 A voidmind creature’s three masters can 
  channel their psionic abilities through the 
  voidmind, as if the voidmind were manifesting 
  them itself. A voidmind creature is resistant to 
  psionics and immune to acid, ability damage, 
  ability drain, energy drain, and mind-affecting 
  spells and abilities. 
   
  32 Once a day, a voidmind can expel the psionic 
  slime from its head in a cone, stunning foes and 
  burning them with acid. Destroying a voidmind 
  creature does not harm its masters, but they are 
  instantly aware of its fate. Slaying a voidmind’s 
  masters restores its free will, but otherwise leaves 
  
  it unchanged. A properly worded wish or miracle 
  can restore a voidmind creature to normal. 
   
  Vorlog [Denizens of Dread] 
  Vorlog [Denizens of Dread] 
  Vorlog [Denizens of Dread] 
  Vorlog [Denizens of Dread]     
  Errata: The sample Vorlog’s Level Adjustment is 
  1 too high (6+8=14, not 15) 
  Vorlog’s “Attack” column is a reprint of “Full 
  Attack” 
   
  JWM: Template Humanoid or Monstrous 
  Humanoid (Vampire), CR +1, any evil. (Sample is 
  a human bard 6). The recipient of a vampire’s 
  failed Dark Kiss, trapped between life and 
  undeath, created when a master vampire is 
  destroyed in the midst of creating a vampiric 
  “bride.” The bride lives on as a vorlog. Vorlogs 
  appear normal, but are strong and charismatic. 
  They can drive nearby animals into a rage, and 
  drain Wisdom with their attacks. However, they 
  are tormented by the loss of their vampire master, 
  and must create empathic links with living 
  surrogates to combat their lonliness. A vorlog’s 
  surrogate slowly wastes away as the vorlog feeds 
  on its spirit. Vorlogs also have some undead 
  immunities. A vorlog is damaged by sunlight and, 
  like a vampire, recoils from holy symbols. A 
  vorlog eventually starves if denied a surrogate.  
   
  Characters with ranks in Knowledge (religion) can 
  learn more about vorlogs. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  17 This woeful individual is a vorlog, an accursed 
  creature trapped between life and undeath. This 
  result reveals all undead traits and all humanoid or 
  monstrous humanoid traits, as appropriate.  
  22 Vorlogs are the result of a vampire’s failed 
  attempt to give the Dark Gift of vampirism to a 
  favored mortal. For a vorlog to come into 
  existence, the vampire that created it must have 
  been destroyed. They are living creatures, but due 
  to their origins, vorlogs share some traits with 
  vampires. A vorlog’s skin burns when touched by 
  sunlight.  
  27 A vorlog forever yearns for the eternal 
  companionship that was snatched away when its 
  vampire creator was destroyed. To recreate that 
  bond, vorlogs create spiritual ties to surrogate 
  mortals, upon whose life energy they slowly feed.  
  32 A vorlog’s wounds heal quickly, but silvered 
  magic weapons can pierce their supernatural 
  defenses. A vorlog cannot approach a strongly 
  presented holy symbol.  
  37 If a vorlog is struck down in combat, it 
  dissolves into a puddle of tears. If the liquid vorlog 
  can seep into a dark place to recuperate, it reforms 
  in a few hours. If prevented from reaching 
  darkness for two hours, however, it is truly slain.  
   
  Vulture [Sandstorm 
  Vulture [Sandstorm 
  Vulture [Sandstorm 
  Vulture [Sandstorm ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about vultures. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 10: This black, bald-headed bird is a vulture, a 
  carrion-feeding scavenger. This result reveals all 
  animal traits. 
   
  DC 15: Vultures only attack living prey when they 
  are on the verge of starvation. Usually, they 
  simply drift on the desert winds, watching and 
  waiting for dying creatures to perish. 
   
  DC 20: Due to their carrion diet, vultures develop 
  a strong resistance to mundane disease. 
   
  W 
  Waff (shadow dryad)
  Waff (shadow dryad)
  Waff (shadow dryad)
  Waff (shadow dryad)    [[[[VRGttSF
  VRGttSF
  VRGttSF
  VRGttSF]]]]    
  CR3 
  Wal
  Wal
  Wal
  Walking Dead (z
  king Dead (z
  king Dead (z
  king Dead (zombie, skeleton, ghoul) 
  ombie, skeleton, ghoul) 
  ombie, skeleton, ghoul) 
  ombie, skeleton, ghoul) 
  ––––    see VRGttWD
  see VRGttWD
  see VRGttWD
  see VRGttWD    
  Walrus [Frostburn 
  Walrus [Frostburn 
  Walrus [Frostburn 
  Walrus [Frostburn ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about walruses. When a character 
  makes a successful skill check, the following lore 
  
  is revealed, including the information from lower 
  DCs. 
  DC 12: This bristly snout and long tusks on this 
  massive, seal-like animal identify it as a walrus. 
  This result reveals all animal traits. 
  DC 17: Walruses are largely inoffensive creatures, 
  but they can be territorial, goring foes with their 
  dangerous tusks. A walrus cannot breathe 
  underwater, but it can hold its breath for at least 7 
  minutes. 
  Weasel [Monster Manual 
  Weasel [Monster Manual 
  Weasel [Monster Manual 
  Weasel [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) or 
  Knowledge (arcana) can learn more about weasels. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  KNOWLEDGE (NATURE) 
  DC 10: This lithe little animal is a weasel, an 
  aggressive predator that feeds on birds and 
  mammals smaller than itself. This result reveals all 
  animal traits. 
   
  DC 15: When a weasel bites its prey, it latches on 
  with its jaws and doesn’t let go until its victim is 
  dead. 
   
  KNOWLEDGE (NATURE) 
  DC 10: Some mages adopt weasels for use as 
  familiars. Such mages tend to have particularly 
  quick reflexes. 
  Wendigo [Fiend Folio, Pathfinder 6] 
  Wendigo [Fiend Folio, Pathfinder 6] 
  Wendigo [Fiend Folio, Pathfinder 6] 
  Wendigo [Fiend Folio, Pathfinder 6]     
  JWM: Template Fey (Cold), CR +2, chaotic evil. 
  A spirit of the frozen wastes that transforms 
  mortals into more of its kind by infecting them 
  with a terrible hunger for the flesh of their own 
  kind. Lore is available in the WotC monster lore 
  thread.  
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about wendigos. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  16 The charred stumps where this savage 
  creature’s feet should be mark it as a wendigo: a 
  terrible and ravenous spirit of the winds that 
  haunts the frozen tundra. Some folk believe 
  wendigos are fiends or undead, but they are 
  actually spirits of nature. This result reveals all fey 
  traits and the cold subtype. Wendigos speak 
  Sylvan. 
   
  21 A wendigo spends most of its time merged with 
  the wind, howling across the frozen landscape. 
  While a wendigo is wind walking, its victims may 
  glimpse it out of the corner of their eye, but 
  whenever they turn to look directly at the dreadful 
  spirit, it vanishes from view. When a wendigo 
  takes corporeal form, its frozen body deflects 
  glancing blows, but weapons forged of cold iron 
  can pierce its defenses. 
   
  26 A wendigo’s terrible bite tears bloody chunks 
  of flesh from its victim’s body. Even worse, 
  mortals who survive a wendigo’s attack may be 
  infected with its hunger. A mortal afflicted with 
  this supernatural disease is faced with an insatiable 
  craving for the flesh of its own kind. If the victim 
  does succumb to cannibalism, it loses all memory 
  of its crime. 
   
  31 While in wind form, a wendigo can drive a 
  mortal mad with insane whispers that only the 
  chosen victim can hear. Over the course of days, a 
  wendigo’s victim may go completely mad. A 
  wendigo regenerates from its wounds, but has no 
  defense against fire. , The most terrible truth about 
  wendigos is that they were all once mortal. If a 
  mortal victim goes mad while afflicted with the 
  wendigo’s cannibalistic hunger, it dissipates in the 
  wind, only to reform later as one of these 
  monstrous entities. Wendigos retain the abilities 
  they possessed as mortals. 
   
  --- 
   
  The Lamordian warned, “Beware of the wendigo.” 
  I cocked a quizical eyebrow and, after a long 
  moment, he added with the poetic obscurity of a 
  drunken Barovian, “The whisperer in the wind.” I 
  persisted, “What is this whisperer in the wind, this 
  wendigo of yours?” He shuttered in reply, “Best 
  you not find out!” Irritated, I brought him along. 
  Initially he carried himself well enough, but hardly 
  
  had we begun the ascent of the glacier than he was 
  reduced to a frightened wreck by a howling gust of 
  wind. Having glimpsed something in it, I decided 
  to put up with his terrified, hideously repetitive 
  raving, “It whispers to me, it whispers to me!” 
  Slowly I extracted from him the supposedly 
  whispered Sylvan words, "Blood, burning blood, 
  burning blood to quench.” With a gibbous moon 
  brightening the night, I put him on watch. My 
  sleep was soon disturbed by the man’s screams 
  and I found him in great pain, a powerful bite 
  having ripped through his coat and torn from his 
  shoulder a sizeable hunk of flesh. I considered the 
  situation, noting that the only tracks in the snow 
  were our own, and decided to tend the wound as 
  best I could, put him back on watch with a burning 
  torch, and think further on the matter. I was 
  plombing my memories when a sword, which I 
  partially deflected at the last instant, crashed down 
  about my ears. To my surprise, my unhappy 
  companion did not attempt a second blow. Instead 
  he threw himself upon me, sending us tumbling to 
  the ground. Manifestly it was time that I make a 
  meal of him. But the the poor, crazed fellow’s 
  teeth were quicker as it was he who attempted to 
  devour me!  
   
  -Matton Blanchard entertaining his fellow 
  Narrulve 
   
  See also: Wendigo   "Dragon's Bestiary, The"   
  Mark DeForest   Dragon#119(51)   D&D1 
     "Ungrateful Dead, The"   Tom Moldvay   
  Dragon#138(32)   D&D1 
  Whale [Monster Manual 
  Whale [Monster Manual 
  Whale [Monster Manual 
  Whale [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about whales. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 15: This massive marine mammal is a whale. 
  Humanoids often hunt these creatures for their 
  blubber. This result reveals all animal traits. 
   
  DC 20: Many different varieties of whale exist. 
  Some of the largest, called humpback whales, are 
  entirely inoffensive, feeding on nearly microscopic 
  creatures called plankton. Other varieties, such as 
  sperm whales and orcas, are predators, though 
  even they are generally dangerous only to their 
  typical prey, such as fish, squid, or seals, Whales 
  cannot breathe underwater, but can hold their 
  breath for extended periods—nearly 20 minutes 
  for a sperm whale, for example. 
   
  DC 25: Whales use the echolocation of their 
  whalesong to sense their surroundings with great 
  precision. A whale that cannot hear must rely on 
  vision alone. Among sages, humpback whales and 
  sperm whales are sometimes known as baleen 
  whales and cachalot whales, respectively. 
  Wheep [Libris Mortis] 
  Wheep [Libris Mortis] 
  Wheep [Libris Mortis] 
  Wheep [Libris Mortis]     
  JWM: Medium Undead, CR 11, lawful evil. A 
  wizened obedient dead. Its fangs and claws are 
  splattered with the poisonous black tears that 
  continuously stream from its empty eye sockets. 
  Also emits a fearful dirge. Lore is available in the 
  WotC monster lore thread.  
  --- 
  Characters with ranks in Knowledge (religion) can 
  learn more about wheeps. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC Result 
  21 This wizened corpse is a wheep, distinguished 
  by the black ichor leaking from its empty eye 
  sockets. This result reveals all undead traits. 
  26 Wheeps are usually encountered in the service 
  of more powerful undead. They attack with their 
  sharp claws and fangs. These creatures also near-
  continually wail a supernatural dirge that can leave 
  those who hear it pale with fright. A wheep’s 
  tough body deflects glancing blows, but magic 
  piercing weapons can prove effective. 
   
  31 The tears oozing from a wheep’s eyes are 
  poisonous, and this black bile ends up splattered 
  and smeared all over the wheep’s claws and fangs, 
  A wheep leaves an ebon trail of tears wherever 
  they go, but the poison loses its potency after an 
  hour. Wheeps are resistant to turning. 
   
  36 Until a wheep is destroyed, its wounds heal 
  with startling speed. 
   
  
  --- 
   
  Important though secrecy may be in such matters, 
  Kunduktør, fully investigating such a blasphemous 
  incident remains paramount. Such abominations 
  do not roam at random; the loathesome thing must 
  have had a master. Bind the slain guardsmen's 
  families to silence as you see fit, but do not 
  hesitate to question anyone who may have 
  witnessed its passage or venomous trail. We must 
  know if this attempted violation of the peace of the 
  Lawgiver's Elect arose from the dead-accursed 
  north, the benighted west, or the storm-wracked 
  east!  
   
  -- Confidential message from the Himmelsk Naeve 
  to the senior overseer of Kantora's royal 
  Mausoleum 
  White
  White
  White
  White----Fang (FoS Nocturnal Sea Report)
  Fang (FoS Nocturnal Sea Report)
  Fang (FoS Nocturnal Sea Report)
  Fang (FoS Nocturnal Sea Report)    
  The hiss of scales over snow is nearly silent, but it 
  draws your attention in time to catch a glimpse: a 
  serpentine form, tracing curves in the snowdrift as 
  it glides forward, its frosty pelt as white as the 
  snow itself.  Brilliant blue eyes with slit pupils 
  glitter brightly against the whiteness, above a 
  pale, gaping throat and fangs translucent  as 
  icicles.  The creature is as hypnotically beautiful 
  as it is deadly, and swifter than thought as it 
  strikes.  
   
  Wicker man [Fiend Folio] 
  Wicker man [Fiend Folio] 
  Wicker man [Fiend Folio] 
  Wicker man [Fiend Folio]     
  JWM: Huge Constrict, CR 11, neutral. A huge, 
  hollow wooden structure built by druids for 
  seasonal ceremonies. When animated, it can 
  engulf itself in flame and trap creatures inside its 
  torso. Lore is available in the WotC monster lore 
  thread. “Long ago, the druids of Forlorn would 
  sometimes erect wicker men to mark their spring 
  festivals. Today, that practice has died out, but the 
  goblyns have adopted it in their place, partly to 
  spite the old faith, and partly to honor their own 
  god, Arawn. The goblyns lack the ability to 
  animate a wicker man, but legend has it that when 
  a true Innocent is locked within the wicker man’s 
  cage and burned alive, the wicker man may 
  spontaneously animate as a construct of 
  obsession.” 
   
  --- 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (religion) can learn more about wicker 
  men. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (arcana) 
  DC Result 
  21 This massive, burning, wooden structure is a 
  magically animated construct called a wicker man. 
  This result reveals all construct traits. 
   
  26 A wicker man is a mindless combatant that 
  follows the commands of its creator. The size of a 
  giant, it attacks by crushing foes with its massive, 
  wooden fists. A wicker man is immune to almost 
  all forms of magic, but it suffers damage from 
  entangle spells. This result also reveals the 
  procedure for creating wicker men. The woven 
  timber comprising a wicker man’s body deflects 
  most glancing blows, and piercing weapons 
  simply slide between the gaps, leaving the wicker 
  man undamaged. 
   
  31 When a wicker man slams foes up to the size of 
  a horse with its fist, it often grabs the foe, then 
  stuffs the creature into the hollow cage in its torso. 
  Trapped victims can try to hack their way free, and 
  a warp wood or wood shape spell briefly forces 
  the cage door open. 
   
  36 If a wicker man is exposed to fire, it is 
  unharmed but bursts into flame. The wicker man 
  continues to burn for ten minutes. During this 
  time, any creature struck by the wicker man’s 
  attacks, trapped inside its torso cage, or that 
  otherwise comes into physical contact with the 
  wicker man is exposed to its searing flames. 
   
  Knowledge (religion) 
  DC Result 
  21 Wicker men are usually constructed, and then 
  ritually burned, by divine spellcasters to 
  commemorate seasonal religious festivals. 
   
  26 A wicker man’s torso is hollow, and criminals 
  or other undesirables are usually sealed inside 
  during the festival. When the wicker man is set 
  ablaze, these unfortunates become live sacrifices. 
  
   
  31 Druids or similar spellcasters can sometimes 
  animate wicker men through the sacrifice of 
  innocents to hunt down escaped sacrificial victims. 
   
  --- 
   
  Hildred's screams rose higher and higher as the 
  straw-giant burned; suddenly, they ceased, and I 
  thanked the Dagda that her suffering had ended--
  and hoped that I might join her sooner rather than 
  later, for the goblyns delight in slow torture.  
   
  Then (I swear it by all gods, high and low)--the 
  wicker man walked. Tearing itself from the frame 
  which had held it upright, it lashed out with its 
  burning limbs at the goblyns around it and 
  scattering them like rats fleeing a man with a 
  scythe. Whatever dark spirit they had summoned 
  into the burning giant, it cared not a straw for 
  them; all who stood in its path were burnt alive as 
  Hildred had been.  
   
  journal of Matton ap Herred  
   
  Widderrìbh
  Widderrìbh
  Widderrìbh
  Widderrìbhinn [Ravenloft Gaz V] 
  inn [Ravenloft Gaz V] 
  inn [Ravenloft Gaz V] 
  inn [Ravenloft Gaz V]     
  JWM: Template Undead (Augmented Fey), CR 
  +2, any evil. Undead spirits of fey creatures that 
  somehow died a true death due to terrible violence 
  or foul magic. Basically a fey-specific variant of 
  the ghost template. Tristessa’s ghostly followers 
  Keening are widderrìbhinn.  
   
  --- 
   
  First, I knew something was coming because my 
  faithful dog piteously yelped from fear and ran 
  away. Then I felt the bodiless thing pass near me, 
  a wave of cold, then it passed trough me, as if it 
  was looking inside me. I was very cold and I 
  began to think I was going to die soon. I thought I 
  had made the wrong decision. But I stood there, 
  praying for inner strength. I heard it rummaging 
  through my back pack, throwing my things around 
  on the floor. Then it passed through me again and 
  I heard it speak: “She wants the child, her lost 
  child” in a ghostly, but also very beautiful and 
  calm voice. Then it left as quickly as it came to 
  me. 
   
   - as told by Tobias the blind monk, after his 
  expedition through Keening.  
   
  Wight
  Wight
  Wight
  Wight    [Monster Manual] 
  [Monster Manual] 
  [Monster Manual] 
  [Monster Manual]     
  JWM: Medium Undead, CR 3, lawful evil. 
  Standard, barrow-lurking undead that drain energy 
  with their attacks. Lore is available in the WotC 
  monster lore thread.  
   
  --- 
   
  Wights are fierce and terrifying undead sure to 
  strike fear in the hearts of adventurers. Most 
  players cringe when their PCs face these creatures, 
  knowing that if one of their number falls under the 
  claws of a wight, their former comrade will rise 
  soon after to cause even more mayhem. 
   
  Knowledge (Religion) 
   
   Characters with ranks in Knowledge (religion) 
  can learn more about wights. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
   
  15 This walking corpse with malevolently burning 
  eyes is a wight. This result reveals all undead 
  traits. 
   
  20 The mere touch of a wight drains energy from 
  living creatures. A humanoid slain by a wight 
  becomes one themselves soon after, enslaved to 
  the wight that spawned it. Wights are incredibly 
  stealthy and easily can sneak up on most creatures. 
   
  25 Although undead, wights are intelligent and can 
  even speak. 
   
  --- 
   
  -“Brother, why do you not rest?”  
  -“My enemies still live.”  
  -“Sister, why do you not sleep?”  
  -“My lover betrayed me.”  
  
  -“And you small one, why don’t you lie 
  peacefully?”  
  -“My friends still play.”  
   
  The Barrow, Doctor Tyranim Rienis, Chair of 
  Psychology, the Brautslava Institute 
   
  See also Dragon #300 and 336 
   
  See also: Wight    "Ecology of the Wight, The"   
  Graeme Davis    Dragon#348(60)    D&D3 
  Wailing Wight   "Return To the Tomb of Horrors"   
  Bruce R. Cordell    Dragon#249(41)   D&D2 
  Barrier Wight   "Dragon's Bestiary: Myth: Foes of 
  Muirthemne"    Peter Whitley   Dragon#261(77)   
  D&D2 
  King-Wight   "Beyond the Grave"   Tom Moldvay   
  Dragon#198(26)   D&D2 
   
  Wight, dread [Denizens of Dread] 
  Wight, dread [Denizens of Dread] 
  Wight, dread [Denizens of Dread] 
  Wight, dread [Denizens of Dread]     
  Wight creature [Savage Species] 
  Wight creature [Savage Species] 
  Wight creature [Savage Species] 
  Wight creature [Savage Species]     
  JWM: Template Undead, CR +3, lawful evil. A 
  simple template that turns non-humanoid creatures 
  into wights.  
   
  --- 
   
  I had never hunted whales but I certainly knew 
  men who did. They were a brave and superstitious 
  lot, invariably with yarns to spin. An especially 
  grim one concerned a great and venerable sperm 
  whale. Its heavily scarred flesh was a sickly off 
  white. The creature was said to never bleed, to be 
  capable of holding its breath far longer than any of 
  its kind, and to offer every evidence of being 
  misanthropic in the extreme. But it was the fate of 
  the few men who had faced it in close quarters and 
  had survived the encounter that made me shutter 
  with recognition. For far too many of them had 
  returned from the fight as shadows of their former 
  selves, weakened or broken in body and spirit.  
   
  -From the journal of Rudolf van Richten 
  Wight, slaughter [Libris Mortis] 
  Wight, slaughter [Libris Mortis] 
  Wight, slaughter [Libris Mortis] 
  Wight, slaughter [Libris Mortis]     
  JWM: Medium Undead, CR 8, chaotic evil. A 
  particularly powerful and vicious wight touched 
  by the power of evil gods or the Dark Powers.  
   
  --- 
   
  "When the Horsemen came..." I said, my mouth 
  dry.  
   
  "I came with them," it replied, nodding. "Riding in 
  the stirrup of War itself." It paused to give a long, 
  silent chuckle, rotted shoulders shaking. 
  "Slaughter, slaughter, slaughter, all the sons and 
  daughters, rising moon and falling sun, slaughter 
  'til the battle's done...I forget the rest. Help me 
  remember."  
   
  private correspondence, G. Weathermay-Foxgrove 
  to Mattias Mikkelson 
   
  Wild Hunt [
  Wild Hunt [
  Wild Hunt [
  Wild Hunt [MM5] 
  MM5] 
  MM5] 
  MM5]     
  Wildlands beast [new,
  Wildlands beast [new,
  Wildlands beast [new,
  Wildlands beast [new,    bbbbriefly touched on 
  riefly touched on 
  riefly touched on 
  riefly touched on 
  in Ravenloft Dungeon Master's Guide
  in Ravenloft Dungeon Master's Guide
  in Ravenloft Dungeon Master's Guide
  in Ravenloft Dungeon Master's Guide] ] ] ]     
  JWM : Template Magical Beast, CR +1, neutral. A 
  simple template that basically applies the awaken 
  spell to the Wildland’s animals. All animals that 
  enter the Wildlands gradually become sentient. 
  Their intelligence fades again if they leave the 
  domain. The sample creatures are a Wildlands ape 
  and a Wildlands crocodile. Lore is available in the 
  Monster Lore thread.  
   
  --- 
   
  Characters with ranks in Knowledge (local) or 
  Knowledge (Ravenloft) can learn more about 
  Wildlands beasts. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  13 This animal is what the folk of Sri Raji call a 
  Wildlands beast: a creature native to the untamed 
  wilderness they call the Wildlands This result 
  reveals all magical beast traits.  
  
  18 Animals native to the wildlands are so cunning 
  that they often seem to possess an eerie sort of 
  humanlike intelligence.  
  23 All normal animals that enter the Wildlands 
  soon develop human-level intelligence, but remain 
  wild beasts at heart and are not necessarily well 
  disposed toward humanoids.  
  28 Wildlands beasts possess a feral language, 
  indistinguishable to humanoid ears from normal 
  howls and roars, which allows them all to 
  communicate with each other.  
   
  --- 
   
  As Ape:  
   
  They came into our camp during the second watch 
  of the night, bounding down from the trees, 
  overcoming the watchmen, the great grey apes of 
  the Wildlands--as neat an assault as was ever made 
  by a Zherisian captain of arms, and all over in a 
  trice. Only two of us even fired our muskets before 
  they were among us; we did our best to make play 
  with steel, but to little avail. Their strength is past 
  reckoning.  
   
  I have said already that the animals of that place 
  speak like men (little though it may be credited). 
  For the first time, seeing them herd us as a dog 
  does sheep, I realized that their reasoning must 
  also be equal to a man's. How gravely we had 
  underestimated the perils of this adventure! And 
  not for the last time...  
   
  Expedition to the Wildlands, Captain John Smith 
   
  As crocodile:  
   
  When I was little, I remember a book. I can't 
  remember where it came from, I just remember 
  reading it in our library. There was a phrase inside 
  it that made me laugh, and I always remembered 
  it; "Never smile at a crocodile."  
   
  I recall this now, because we are tracking the great 
  beasts on this hunt. Our Rajian guide says they 
  congregate in the great swamps of these 
  'Wildlands'.  
   
  As we approached the monsters, I saw in 
  amazement how they allowed small birds to filt in 
  and out of their mouths, cleaning them. I shifted in 
  position, grinning at this amazing discovery. 
  Zoologists all over the Core would be fascinated 
  by this.  
   
  One of the birds was startled by the slight noise I 
  made, and flew to the side of the largest of these 
  creature's heads. What happened next was 
  incredible!  
   
  The beast turned and gazed in my general 
  direction, "Come out," it said with a voice as dark 
  and echoing as a cave, "Come out and give 
  audience before your King."  
   
  -Collected from the unpublished Notes on the 
  Wildlands by Sir Ranulph Victor Carter, before his 
  disappearence in Sri Raji. 
  Will
  Will
  Will
  Will----o’o’o’o’----Wisp, Dread, all
  Wisp, Dread, all
  Wisp, Dread, all
  Wisp, Dread, all    
  JWM : Will-o’-wisp variants. Lore for all of the 
  Ravenloft variants is available in the Monster Lore 
  thread.  
   
  See also: Will-o'-Wisp   "Ecology of the Will-o'-
  Wisp, The"    Nigel D. Findley   Dragon#99(18)    
  D&D1 
  "Ecology of the Will-o'-Wisp, The"    Amber E. 
  Scott    Dragon#328(54)    D&D3 
  Will
  Will
  Will
  Will----o’o’o’o’----wisp, dread, will
  wisp, dread, will
  wisp, dread, will
  wisp, dread, will----o’o’o’o’----dawn 
  dawn 
  dawn 
  dawn (Feu 
  (Feu 
  (Feu 
  (Feu 
  Follet) 
  Follet) 
  Follet) 
  Follet) [Ravenloft Monstrous 
  [Ravenloft Monstrous 
  [Ravenloft Monstrous 
  [Ravenloft Monstrous 
  Compendium III] 
  Compendium III] 
  Compendium III] 
  Compendium III]     
  JWM : Tiny Aberration (Air), CR 4, chaotic good. 
  A benevolent will-o’-wisp that appears only at 
  dawn. It can’t physically harm opponents, but can 
  confuse them. Harmed by magical darkness. Feeds 
  off the emotions of excited, happy, relieved minds.  
   
  --- 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about will-o-dawns. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. The DC is unusually high due to the rarity of 
  these creatures and their similarity to more 
  common will-o’-wisps.  
   
  
  DC Result  
  21 This floating, glowing orb resembles a creature 
  called a will-o’-wisp, but is actually a close cousin 
  called a will-o’-dawn. This result reveals all 
  aberration traits and the air subtype.  
  24 Will-o’-dawns appear only at daybreak. They 
  can fly with remarkable agility. They are 
  completely immune to most spells or spell-like 
  effects.. Unlike other will-o’-wisps, will-o’-dawns 
  are benevolent creatures that try to help lost 
  wanders find their way back to safety. If it must 
  defend itself, a will-o’-dawn uses its color spray 
  and hypnotic pattern spell-like abilities to confuse 
  its foes.  
  29 When startled or frightened, a will-o’-dawn can 
  extinguish its glow, effectively turning it invisible. 
  Although immune to most spells or spell-like 
  effects, they are highly vulnerable to magical 
  darkness.  
  34 Other varieties of will-o’-wisp exist. Although 
  their abilities are similar, these creatures — such 
  as the will-o’-deep and will-o’- sea — have 
  adapted to specialized environments. 
   
  --- 
  "For Ezra's sake, why am I out of my cabin at this 
  unholy hour?" I grumbled, glaring at the man who 
  had convinced me to do this. The captain merely 
  brushed me off with an irritated glance, pointing 
  out over the sea towards the pink horizon.  
   
  "Look," he said.  
   
  As my eyes focused, I could see them, little warm 
  lights like fireflies that danced upon the waves. 
  The cheerful display lighted the ship, decorating 
  her with colors finer than all the balls and galas I 
  had ever attended. I couldn't help but laugh. For 
  the first time in a long while, I felt at peace.  
   
  -From the private Journal of Jean Marsanne, Ezran 
  priest 
  Will
  Will
  Will
  Will----o’o’o’o’----wisp, dread, will
  wisp, dread, will
  wisp, dread, will
  wisp, dread, will----o’o’o’o’----deep 
  deep 
  deep 
  deep 
  [Ravenloft Monstr
  [Ravenloft Monstr
  [Ravenloft Monstr
  [Ravenloft Monstrous Compendium III] 
  ous Compendium III] 
  ous Compendium III] 
  ous Compendium III]     
  JWM : Tiny Aberration (Air), CR 3, neutral evil. 
  A subterranean will-o’-wisp that leads lost 
  spelunkers and/or dungeon crawlers into cave-ins 
  and similar hazards. 
  --- 
   
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (dungeoneering) can learn more about 
  will-o’-deeps. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  15 This floating, flickering candle flame is 
  actually a creature called a will-o’-deep, a variety 
  of will-o’-wisp adapted to a wholly subterranean 
  existence. This result reveals all aberration traits 
  and the air subtype.  
  20 Will-o’-deeps can fly with remarkable agility. 
  They are completely immune to most spells or 
  spell-like effects, and they lack the powerful 
  electrical shocks of the more common will-o’-
  wisp, but the sparks they can generate can knock 
  over small objects are more than capable of 
  igniting flammable materials, such as trapped 
  pockets of natural gas.  
  25 When startled or frightened, a will-o’-deep can 
  extinguish its glow, effectively turning it invisible. 
  Although immune to most spells or spell-like 
  effects, they are affected by magic electrical 
  attacks. A will-o’-deep is resistant to acid, cold, 
  and fire.  
  30 Other varieties of will-o’-wisp exist. Although 
  their abilities are similar, these creatures — such 
  as the will-o’-mist and will-o’- sea — have 
  adapted to specialized environments. 
   
  --- 
   
  We extinguished every flame and followed the 
  Loathsome Consort deeper into the Earth. Our 
  breath became laboured as we were assailed by 
  foul fumes. Then three lights winked into 
  existence and struck at us with crackling fire, 
  causing the very air about us to burst with a 
  deafening roar into seething flames.  
   
  -Vomited Up From the Bowels of The Earth, 
  unfinished, anonymous manuscript 
   
  
  Will
  Will
  Will
  Will----o’o’o’o’----wisp, dread, will
  wisp, dread, will
  wisp, dread, will
  wisp, dread, will----o’o’o’o’----mist 
  mist 
  mist 
  mist 
  [Ravenloft Monstrous Compendium III] 
  [Ravenloft Monstrous Compendium III] 
  [Ravenloft Monstrous Compendium III] 
  [Ravenloft Monstrous Compendium III]     
  JWM : Small Aberration (Air, Mists), CR 5, 
  chaotic neutral. A will-o’-wisp that roams the 
  Misty Border. Can navigate the mists, but cannot 
  survive beyond them.  
   
  --- 
   
  Characters with bardic knowledge or ranks in 
  Knowledge (Ravenloft) can learn more about will-
  o’-mists. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs.  
   
  Bardic Knowledge  
  DC Result  
  22 Will-o’-mists and the Vistani never disturb 
  each other when they cross paths.  
  27 Will-o’-mists can find their way through the 
  Misty Border as unerringly as the Vistani. 
  Supposedly, they could be used as guides, if one 
  could somehow gain their aid.  
   
  Knowledge (Ravenloft)  
  DC Result  
  17 The diffuse ribbon of light drifting through the 
  blinding fog is actually a creature called a will-o’-
  mist, an obscure variety of will-o’-wisp found only 
  in the Misty Border. This result reveals all 
  aberration traits and the air and Mists subtypes.  
  22 Will-o’-mists can fly with remarkable agility. 
  They are completely immune to most spells or 
  spell-like effects, and they attack by inflicting 
  powerful electrical shocks. However, they prefer 
  to simply lead Mist travelers astray, feeding on 
  their fear and despair as they wander aimlessly. 
  Will-o’-mists cannot survive outside the Misty 
  Border.  
  27 When startled or frightened, a will-o’-mist can 
  extinguish its glow, effectively turning it invisible. 
  Although immune to most spells or spell-like 
  effects, they are affected by energy drain effects.  
  32 Other varieties of will-o’-wisp exist. Although 
  their abilities are similar, these creatures — such 
  as the will-o’-deep and will-o’- sea — have 
  adapted to specialized environments. 
   
  --- 
   
  "I'm tellin' you, the Mists have eyes! I've seen 
  them myself, late at night when I'm lockin' up the 
  barn. Makes the hair stand up on the back o' my 
  neck when I see them hanging in the air, glowing 
  with that wicked light o' theirs. Whenever I catch 
  sight of one out of the corner of my eyes I just 
  hurry up and head for my front door, and don't 
  look left nor right until I'm safe inside."  
   
  - 
  Farmer Williams of the Gray Heath, from 
  the working notes for Van Richten's Guide 
  to the Mists by Gennifer & Laurie 
  Weathermay-Foxgrove 
   
   
  Will
  Will
  Will
  Will----o’o’o’o’----wisp, dread, will
  wisp, dread, will
  wisp, dread, will
  wisp, dread, will----o’o’o’o’----sea 
  sea 
  sea 
  sea 
  [Ravenloft Monstrous Compendium III] 
  [Ravenloft Monstrous Compendium III] 
  [Ravenloft Monstrous Compendium III] 
  [Ravenloft Monstrous Compendium III]     
  JWM : Huge Aberration (Air), CR 8, neutral evil. 
  The most powerful will-o-wisp variety, which 
  exists in and around the seas of Ravenloft. 
  Appears as a sheet of electricity or St. Elmo’s Fire.  
   
  --- 
   
  Characters with bardic knowledge or ranks in 
  Knowledge (arcana) can learn more about will-o’-
  seas. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  Bardic Knowledge  
  DC Result  
  25 Will-o’-seas are malevolent lights that try to 
  lure lost ships onto unseen shoals, then feed on the 
  torment of the drowning sailors.  
  30 The scaly devils of the deep sea have learned 
  the strange language of the will-o’-seas, and join 
  forces with them to send ships down to the briny 
  bottom.  
   
  Knowledge (arcana)  
  DC Result  
  25 This cascading curtain of color, resembling St. 
  Elmo’s fire or the northern lights, is actually a 
  creature called a will-o’-sea, a powerful variety of 
  will-o’-wisp adapted to life at sea. This result 
  reveals all aberration traits and the air subtype.  
  30 Will-o’-seas can fly with remarkable agility 
  and can move just as freely underwater. They are 
  
  completely immune to most spells or spell-like 
  effects, and they attack by generating crackling 
  lightning bolts. However, a will-o’-sea needs a 
  few moments to recharge its electrical attacks, and 
  it cannot unleash them underwater.  
  35 A will-o’-sea can alter the size and shape of its 
  glow, sometimes mimicking the beacon of a 
  lighthouse or the glint of sunken treasures. 
  Although immune to most spells or spell-like 
  effects, will-o’-seas are affected by magical cold.  
  40 Other varieties of will-o’-wisp exist. Although 
  their abilities are similar, these creatures — such 
  as the will-o’-deep and will-o’- sea — have 
  adapted to specialized environments. 
   
  Revised by JWM, FoS board nov 07:  
   
  Will-o’-Sea Lore  
  Characters with bardic knowledge or ranks in 
  Knowledge (arcana) can learn more about will-o’-
  seas. When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs.  
   
  KNOWLEDGE (ARCANA)  
  DC 18: This cascading curtain of color, 
  resembling St. Elmo’s fire or the northern lights, is 
  actually a creature called a will-o’-sea, a powerful 
  variety of will-o’-wisp adapted to life at sea. This 
  result reveals all aberration traits and the air 
  subtype.  
   
  DC 23: Will-o’-seas can fly with remarkable 
  agility and can move just as freely underwater. 
  They are completely immune to most spells or 
  spell-like effects, and they attack by generating 
  crackling lighning bolts. However, a will-o’-sea 
  needs a few moments to recharge its electrictal 
  attacks, and it cannot unleash them underwater.  
   
  DC 28: A will-o’-sea can alter the size and shape 
  of its glow, sometimes mimicking the beacon of a 
  lighthouse or the glint of sunken treasures. 
  Although immune to most spells or spell-like 
  effects, will-o’-seas are affected by magical cold.  
   
  DC 33: Other varieties of will-o’-wisp exist. 
  Although their abilities are similar, these 
  creatures—such as the will-o’-deep and will-o’- 
  sea—have adapted to specialized environments.  
   
  BARDIC KNOWLEDGE  
  DC 18: Will-o’-seas are malevolent lights that try 
  to lure lost ships onto unseen shoals, then feed on 
  the torment of the drowning sailors.  
   
  DC 23: The scaly devils of the deep sea have 
  learned the strange language of the will-o’-seas, 
  and are in league with them to send ships down to 
  the briny bottom 
   
  --- 
   
  JMW, FoS board nov 07:  
   
  Will-o’-Sea  
   
  Ravenloft Monstrous Compendium III  
  Usually NE Huge Aberration (Air)  
  Initiative: +10  
  Speed: Fly 50 ft. (perfect) (10 squares)  
  Senses: Darkvision 60 ft.; Listen +11, Spot +11  
   
  Space/Reach: 15 ft./5 ft.  
  Base Attack/Grapple: +11/+14  
  Attack: Shock +15 melee touch (6d6 electricity)  
  Attack Options: Blind-Fight  
  Special Attacks: Shocking burst  
   
  Hit Dice: 15d8+15 Hit Points: 82  
  Armor Class: 24 (–2 size, +6 Dex, +10 deflection), touch 24, flat-
  footed 18  
  Immune: Magic  
  Saves: Fort +6, Ref +13, Will +13  
  Defense Options: Dodge  
  Special Qualities: Lightning bolt  
   
  Abilities: Str 1, Dex 22, Con 13, Int 11, Wis 18, Cha 14  
  Skills: Search +5, Survival +5 (+7 following tracks)  
  Social: Bluff +17, Disguise +10 (+12 acting), Intimidate +3, Sense 
  Motive +4  
  Languages: Auran  
  Outcast Rating: 11 (+4 size, +3 appearance, +2 reputation, +1 
  beyond the pale, +1 unnatural powers)  
  Feats: Ability Focus (lightning bolt), Alertness, Blind-Fight, Dodge, 
  Improved Initiative, Lightning Reflexes, Weapon FinesseB  
   
  Environment: Any aquatic (Sea of Sorrows, Nocturnal Sea)  
  Organization: Solitary  
  Challenge Rating: 8  
  Treasure: Standard  
  Advancement: 16–24 HD (Huge)  
  Level Adjustment: —  
   
  Will-o’seas are a powerful form of will-o’-wisp 
  that make their home on and around the seas of 
  Ravenloft. Will-o’-seas lure sailors to watery 
  graves, then feed on the horrified, frenzied panic 
  of their drowning victims. Will-o’-seas are usually 
  encountered just off common trade routes, 
  appearing most frequently at dusk or in the early 
  evening, particularly during storms. The rest of the 
  time, they retreat beneath the waves, usually 
  lairing in one of the shipwrecks they have created.  
   
  A will-o’-sea generally appears as a shifting 
  
  cascade of glowing energy from 12 to 20 feet in 
  length, often indistinguishable from the luxuriant 
  displays of color produced by an arora borealis. 
  Unlike other will-o’-wisps, a will-o’-sea cannot 
  extinquish its glow, though it can dim itself 
  somewhat. Although these massive will-o’-wisps 
  cannot turn invisible, they are adept at altering 
  their size and shape. Will-o’-seas often mimic the 
  shape of a ship or lighthouse, using their glow to 
  outline empty shapes. By altering the intensity of 
  their aura, they can appear as gentle St. Elmo’s 
  fire or a fiery blaze, hoping to attract investigators. 
  Alternatively, a will-o’-sea may lurk beneath the 
  surface of seaweed-choked waters, mimicking the 
  silvery shimmer of half-seen sunken treasures.  
   
  A will-o’-sea’s body is a latticework of spongy 
  globes and interconnecting tendrils, stretching 
  about 10 feet across and weighing about 20 
  pounds, and its glowing body can shed as much 
  light as a bonfire.  
   
  Will-o’-seas speak Auran. They have no vocal 
  apparatus, instead communicating through a 
  combination of visual cues and a series of 
  electrical snaps, clicks, and hums. A few old salts 
  along the shores of the Sea of Sorrows and the 
  Nocturnal Sea claim that the scaly devils of the 
  deep have learned this language and cooperate 
  with will-o’-seas to lure seamen to the bottom.  
   
  Combat  
   
  Will-o’-seas usually position themselves above 
  hidden reefs or shoals, hoping to lure ships to their 
  doom. They delight in the frenzy of drowning 
  men, and so often try to sink ships while leaving 
  as many of the crew alive as possible. They then 
  hover over the survivors, taunting them and 
  thwarting their every attempt to reach safety. 
  Should the crew prove more resilient than 
  expected, a will-o’-sea can release lethal bolts of 
  electricity to kill men, shatter masts, and set ships 
  ablaze.  
   
  Will-o’-sea hunting grounds often gain reputations 
  as ships’ graveyards, with numerous wrecks 
  littering the bottom. These wrecks are often 
  haunted by ghosts, sea zombies, and other restless 
  drowning victims. The will-o’-sea typically 
  ignores these undead, using them to guard its lair.  
   
  Lightning Bolt (Su): Once every 1d4+1 rounds, as 
  a standard action, a will-o’-sea can produce a 
  lightning bolt, dealing 10d6 points of electricity 
  damage (Reflex DC 21 half; caster level 10th). 
  The 
  save 
  DC 
  is 
  Charisma-based.  
   
  Immunity to Magic (Ex): A will-o’-sea is immune 
  to most spells or spell-like abilities that allow spell 
  resistance, except those that deal cold damage.  
   
  Semiaquatic (Ex): A will-o’-sea can move and 
  breathe as freely underwater as it can in the air. 
  However, it cannot use its electrical attacks while 
  submerged.  
   
  --- 
   
  “The installation of brightly coloured buoys along 
  the channel considerably reduced the number of 
  vessels claimed each year by the Maiden’s Rock. 
  And the addition to the buoys of lamps, effective 
  in all but the thickest mist, spared many more 
  lives. But our good work has come to naught in 
  the last year. Ships, in all but the clearest weather, 
  are again frequently impaling themselves upon 
  that foul black spear. Worse, not so much as a 
  single man has escaped the wrecks and reached the 
  docks alive. When we find the bloated corpses 
  terror is invariably etched upon their faces. And 
  we know to row out in search of bodies the day 
  after hearing thunder in the fog.”  
   
  -Milton Hargrove, Assistant Harbour Master of 
  Paridon 
   
  Will
  Will
  Will
  Will----o’o’o’o’----wisp, dread, will
  wisp, dread, will
  wisp, dread, will
  wisp, dread, will----o’o’o’o’----wisp 
  wisp 
  wisp 
  wisp 
  [Monster Manual] 
  [Monster Manual] 
  [Monster Manual] 
  [Monster Manual]     
  JWM : Small Aberration (Air), CR 6, chaotic evil. 
  The standard MM will-o’-wisp.  
   
  Dr#328 - Feb 05 - The Ecology of the Will-O’-
  Wisp - Interesting article, if we forget the cheesy 
  biological explanations (gas nodes that feed on 
  natural gas, allowing it to be lighted and 
  propelling it…). 
   
  --- 
   
  
   
  Will-o'-wisps are clever and insidious creatures 
  that roam swamps and brackish wetlands. They are 
  commonly mistaken for lanterns or torches in the 
  thick mists. 
   
  Knowledge (Arcana) 
  DC Result 
   
  19 This floating, glowing orb is actually a creature 
  called a will-o'-wisp. This result reveals all 
  aberration traits and the air subtype. 
   
  24 Will-o'-wisps can fly with remarkable agility. 
  They are completely immune to most spells or 
  spell-like effects, and they attack by inflicting 
  powerful electrical shocks. 
   
  29 When startled or frightened, a will-o'-wisp can 
  extinguish its glow, effectively turning it invisible. 
  Although immune to most spells or spell-like 
  effects, they are affected by magic missile and 
  maze. 
  --- 
  When I was a child, mama always said when 
  you're lost, go towards light, it's men looking for 
  you. I always remembered that, because your 
  mama doesn't ever lie.  
   
  When we got stuck in the bog, I thought, "head for 
  the lights, that's what mama said, and mama never 
  lies."  
   
  When we saw three torch lights flickering through 
  the trees, I headed right for them, knowing that I 
  was a good boy and doing what mama taught me.  
   
  The torches turned out to be marsh light, and I 
  wept. The more we wept the stronger they shone, 
  then they started spitting sparks and lightning at 
  us.  
   
  I learnt an important lesson that day.  
   
  Mama lied.  
   
  -Written in a unmarked journal in the backpack of 
  a corpse found in the bogs of Mordent  
   
  Winter wol
  Winter wol
  Winter wol
  Winter wolf [Monster Manual] 
  f [Monster Manual] 
  f [Monster Manual] 
  f [Monster Manual]     
  JWM : Large Magical Beast (Cold), CR 5, neutral 
  evil. Large, white, intelligent wolves with a cold 
  breath weapon. Lore is available in the WotC 
  monster lore thread.  
   
  --- 
   
   
  Characters expecting a regular wolf are in for a 
  surprise when they face one of these creatures. 
   
  Knowledge (Arcana) 
   
  Characters with ranks in Knowledge (arcana) can 
  learn more about winter wolves. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. Knowledge (nature) can also be used, but all 
  check DCs increase by 5. 
   
  DC Result 
   
  15 This result reveals all magical beast traits and 
  cold subtype. 
  20 Like regular wolves, winter wolves can make 
  trip attacks after a successful bite attack. They are 
  remarkably intelligent and can speak Common and 
  Giant. 
   
  25 Winter wolves are so named because their bite 
  produces freezing cold. They have a breath 
  weapon -- a cone of cold. Winter wolves are 
  immune to cold and vulnerable to fire. 
   
  --- 
   
  Mikhail knelt to examine the corpse of the moose, 
  and hissed in dismay at what he found. "What is 
  it?" I asked.  
   
  "Frostbite," he answered, standing and looking 
  around us. Seeing my incomprehension, he said, 
  "Look for yourself."  
   
  Kneeling as he had done, I saw that the flesh of the 
  great deer beneath its shaggy pelt was blackened 
  and hard; touching it, the flesh crackled beneath 
  my fingers. "Not even the zilinya neshka blows so 
  cold as to burn," Mikhail muttered. "This was 
  
  done by the white wolves; they must be very 
  near."  
   
  Adventures of a Wanderer, Larraby Quift 
   
  Witchfire [Pathfinder 5] 
  Witchfire [Pathfinder 5] 
  Witchfire [Pathfinder 5] 
  Witchfire [Pathfinder 5]     
  Undead hag 
  Wolf [Monster Manual 
  Wolf [Monster Manual 
  Wolf [Monster Manual 
  Wolf [Monster Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about wolves. When a character makes 
  a successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs. 
   
  DC 11: This shaggy gray canine is a wolf. Closely 
  related to domesticated dogs, wolves are social 
  predators that hunt in packs. This result reveals all 
  animal traits. 
   
  DC 16: Wolf packs coordinate their attacks to 
  stalk and take down larger game. When a wolf 
  bites its prey, it tries to wrench the creature to the 
  ground, where the entire pack can quickly finish it 
  off. 
   
  See also: Wolf:   "Collection of Canines, A"   
  Stephen Inniss   Dragon#102(21)   D&D1 
    "Howls of Nature's Wrath"   Eric Cagle   
  Dragon#293(82)   D&D3 
   
  Wolf, zombie 
  Wolf, zombie 
  Wolf, zombie 
  Wolf, zombie ––––    voir Zombie wolf
  voir Zombie wolf
  voir Zombie wolf
  voir Zombie wolf    
  Wolfwere [Den of Dr]
  Wolfwere [Den of Dr]
  Wolfwere [Den of Dr]
  Wolfwere [Den of Dr]    
  Characters with ranks in Knowledge (arcana) or, 
  in Kartakass, Knowledge (local) can learn more 
  about wolfweres. When a character makes a 
  successful skill check, the following lore is 
  revealed, including the information from lower 
  DCs.  
   
  DC Result  
  14 This cunning wolf is actually a shapechanging 
  trickster beast called a wolfwere. This result 
  reveals all magical beast traits and the 
  shapechanger subtype.  
  19 Wolfweres are talented shapechangers, and can 
  take the form of any humanoid race or sex, even 
  mimicking specific individuals. They change 
  shape by turning their skins inside out, so that 
  while humanoid, their fur grows on the inside. 
  Weapons made of cold iron can pierce a 
  wolfwere’s supernatural defenses.  
  24 Wolfweres cannot mimic specific individuals, 
  nor do they turn their skin inside out. A wolfwere 
  can perform a magical song that fatigues its 
  potential victims.  
  29 More powerful varieties of wolfwere exist. The 
  greater wolfwere can summon wolves to its aid 
  and rapidly heals most forms of damage.  
   --- 
  “The wolf growled, and then, to our shock and 
  amazement, it stretched, standing upright like a 
  man. Its paws lengthened to cruel, clawed hands. 
  Its limbs popped and shifted, bending in ways that 
  no beasts ought to. Its back arched and curved, so 
  that as it rose on its misshapen legs, it kept its 
  gleaming yellow eyes fixed on us.”  
  —From the tales of Matthew Swiftsinger of  
  Skald 
  Wolverine [Monster
  Wolverine [Monster
  Wolverine [Monster
  Wolverine [Monster    Manual 
  Manual 
  Manual 
  Manual ----    animal]
  animal]
  animal]
  animal]    
  Characters with ranks in Knowledge (nature) can 
  learn more about wolverines. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC 12: This shaggy, badgerlike animal is a 
  wolverine, a predator known for its ferocity. This 
  result reveals all animal traits. 
   
  DC 17: Injured wolverines often fly into mad 
  rages. A raging wolverine is particularly 
  dangerous and never backs off from a fight. 
   
  Wraith [Monster Manual] 
  Wraith [Monster Manual] 
  Wraith [Monster Manual] 
  Wraith [Monster Manual]  
  JWM : Medium Undead (Incorporeal), CR 5, 
  lawful evil. Shadowy spirit, resembling a robed 
  humanoid. Animals panic in its presence. It drains 
  Constitution with its touch, but is rendered 
  powerless by daylight. Lore is available in the 
  WotC monster lore thread.  
   
   
  
  Wraiths, the "cousins" of spectres and other 
  incorporeal undead, inspire the same sort of dread 
  as spectres. Because their victims turn into 
  additional wraiths, adventurers are wise to find 
  ways to combat them ahead of time. 
   
  Knowledge (Religion) 
   
  Characters with ranks in Knowledge (religions) 
  can learn more about wraiths. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
   
  15 This sinister incorporeal creature is a wraith. 
  This result reveals all undead traits. 
   
  20 Animals balk at the presence of a wraith and 
  flee if they come within 30 feet of one. They are 
  highly intelligent and speak both Common and 
  Infernal. 
   
  25 The mere touch of a wraith drains the target's 
  Constitution, granting the wraith additional unlife. 
  A humanoid slain by a wraith becomes one itself 
  soon after death. Wraiths are resistant to turning 
  attempts. 
   
  30 Wraiths are powerless in sunlight and flee from 
  it. When exposed to sunlight, they cannot attack 
  and can barely move. Larger and far more 
  powerful versions, called dread wraiths, are 
  sometimes seen. 
   
  --- 
   
  "The wraith of the Grayrock village? Aye, I 
  remember that shady business. It was a difficult 
  fight. The adventuring party I was in was passing 
  through the village and the Mayor informed us 
  about the wraith. He offered a good reward.  
  We were looking for it all day, but it was nowhere. 
  Ferderun, our ranger, noted that it appears only at 
  night to haunt the roads near the village. So we 
  slept and waited for the night.  
  After a couple of fruitless nights, Ferderun spotted 
  a place that animals avoided; a patch in the forest 
  that was devoid of animals. Creepy place that. 
  Dark and silent. Anyway, we approached under 
  the protection of Ezra provided by that Ancorite 
  fellow Drevin.  
  Then we saw it: a white semi-trasparent, cloaked 
  figure floating out of large, dead oak in eerie 
  silence. Ferderun left an arrow fly from his 
  enchanted bow, I raised my spear to attack and the 
  Ancorite mouthed a prayer. We had a couple of 
  young warriors with us that night. Caravan guards 
  who were looking to make some fame for 
  themselves. They charged in with their axes, even 
  after Drevin shouted to them to stay back... poor 
  fellows.  
  Their weapons were normal, the short you find in 
  a blacksmith, the honest weapons as I call them... 
  not what you find in the hands of a vampire like 
  my spear. They passed through the wraith's body 
  leaving it unharmed. Then it moved its hand and 
  touched one of the warriors, who suddenly grew 
  pale and clutched his heart.  
  We kept on pressing on the fiend some of our own 
  attacks missing, some finding their mark. The 
  wounded man tried to retreat but it just passed 
  through a tree in its way and touched the unlucky 
  fellow again, and with a coarse scream, he 
  dropped dead.  
  His fellow screamed in terror and froze in his 
  place, I'm sure he wetted his pants although I 
  cannot blame him. His friends was dead without a 
  scratch, not a way for a warrior to die. Enraged by 
  the loss of our new companion we pressed the 
  attack and probably wounded the unholy thing 
  much because it retreated to the ground.  
  As we turned to look at our fallen companion, 
  Drevin started to say something, a warning 
  probably about what would follow. Before he 
  mouthed more than a word though, we saw 
  another figure, hazy and semi-transparent rise 
  from the corpse of our lost companion. The 
  features of his face were not clear but we could 
  recognise the similarities to him.  
  Aye, you guessed it right. A few moments after he 
  was killed by the touch he returned as another 
  spawn of evil.  
  The first target of this new threat was his once 
  before friend, frozen in terror. He managed to kill 
  the other lad too, just before I managed to dissolve 
  its unholy essence with my magic spear. Devin 
  this time managed to sprinkle the body with holy 
  water and say some prayer on time, so at least this 
  lad's soul was saved.  
  
  It was a full week before we managed to destroy 
  the original wraith of the Grayrock village. And 
  that not before it managed to touch Fedrerun. 
  While Dervin's prayers helped him, Fedrerun's 
  health waned from that encounter; he become 
  somewhat feeble for his age and was the first to 
  catch a cold from our troop from there on. "  
   
  - From the saying's of a gray-haired man at an 
  Invidian Inn. 
    
  See also Dragon #300 and 336 
   
  Wraith, war [Book of Souls] 
  Wraith, war [Book of Souls] 
  Wraith, war [Book of Souls] 
  Wraith, war [Book of Souls]     
  JWM : Medium Undead (Incorporeal), CR 5, 
  lawful evil. Shadowy warriors that haunt 
  battlefields, draining the last life from the 
  wounded. See the Book of Souls for the full scoop.  
   
  --- 
   
  “Beyond the Shroud there are brothers, whisperers 
  of mortifying secrets, who have thrown off the 
  yolk of Azalin. Would they obey or defy our lord? 
  Are they our avant-garde or that of some even 
  more ineluctable end to all life that readies in the 
  Grey Realm its ascension?  
   
  -Vice-Chancellor August Montalva of the 
  University of Il Aluk pondering his allegiance in 
  the gathering Time of Unparalleled Darkness 
   
  Wraith creature [Savage Species] 
  Wraith creature [Savage Species] 
  Wraith creature [Savage Species] 
  Wraith creature [Savage Species]     
  JWM : Template Undead (Incorporeal), CR +3, 
  lawful evil. A basic template that turns non-
  humanoid creatures into wraiths.  
   
  --- 
   
  In front of the inn’s patrons the leader of the 
  surviving adventurers dared address Lukas in these 
  terms:  
   
  “You warned us that the underbrush would not 
  slow its charge - not that it could rush headlong 
  through trees. You hinted that it might not be 
  easily pricked by our blades - not that they might 
  pass clean through it. You confessed that there 
  was something unnatural about it - not that it was 
  unholy. You said it would not easily be put out of 
  existence - not that it had no life to yield.”  
   
  To which the old rogue replied with a wolfish 
  smile:  
   
  “You came from your land seeking adventure, 
  n’est-ce pas? I afforded you a grand one for not so 
  much as a Rat-Tooth. And had you ended 
  Grandfather Boar suffering I would have gladly 
  paid you the bounty. But of course as proof you 
  would have had to bring me his head.”  
   
  -Extract from “Recent events in Kartakass” 
  compiled by Barovian spies 
   
  Wrethfetin 
  Wrethfetin 
  Wrethfetin 
  Wrethfetin ––––    voir vampire, halfling 
  voir vampire, halfling 
  voir vampire, halfling 
  voir vampire, halfling     
   
  X 
   
   
   
  Y 
  Yellow musk creeper [Fiend Folio] 
  Yellow musk creeper [Fiend Folio] 
  Yellow musk creeper [Fiend Folio] 
  Yellow musk creeper [Fiend Folio]     
  JWM : Always N Huge Plant, CR 4. A tropical 
  climbing vine with beautiful, orchid-like flowers, 
  found in the Verdurous Lands. It can defend itself 
  by lashing out with its long tendrils, but the real 
  danger lies in its musk. The creeper can release a 
  puff of pollen; creatures that inhale this musk may 
  drop unconscious. The creeper then extends its 
  tendrils into the helpless creatures’ skulls, 
  consuming their brains and implanting them with a 
  seed. If the creature survives the process, it is 
  transformed into a yellow musk zombie.  
  A yellow musk creeper and its zombies are 
  featured in the adventure Adam’s Wrath.  
  --- 
  Yellow Musk Creeper/Yellow Musk Zombie Lore 
   
  
  Characters with ranks in Knowledge (nature) can 
  learn more about yellow musk creepers. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  14 The plant producing these beautiful yellow and 
  violet flowers is called a yellow musk creeper. 
  This result reveals all plant traits. 
  19 These plants are extremely dangerous. If a 
  creature comes too close, the creeper can spray a 
  puff of spores in the victim’s face. The spores 
  affect the victim’s mind, compelling it to nustle up 
  to the plant and remain motionless and dazed. 
  24 Once a victim is at hand, the creeper extends 
  tendrils into the creature’s brain, devouring the 
  victim’s brain. 
  29 Not all of those whose minds are devoured by a 
  creeper die. Sometimes, the creeper implants seeds 
  in the victim’s brain, which control the body like a 
  dimly intelligent puppet. These “yellow musk 
  zombies” are not actually undead, but exist solely 
  to procure more victims for the creeper. If the 
  yellow musk creeper is destroyed, a regenerate or 
  heal effect can restore its zombies to their normal 
  selves 
   
  --- 
   
  The tale was less wild and all the more frightful 
  after witnessing those tendrils coursing through 
  Yakov’s body. If a tree could stake a man and 
  plant in him its seed, was it beyond belief that a 
  creeper could seize a man, feed upon his brain, 
  and reduce him to its slave? The thought was 
  monstrous. Yet no more so than the raja said to 
  keep a specimen in his garden to which he fed his 
  enemies that they might be cheated of the mercy 
  of death and that he might rise each day to the 
  sight of their ceaseless torment.  
   
  -Journal of Charlie Wescote, Ship's Biologist of 
  the HMS Retriever 
   
  Yellow musk zombie [Fiend Folio] 
  Yellow musk zombie [Fiend Folio] 
  Yellow musk zombie [Fiend Folio] 
  Yellow musk zombie [Fiend Folio]     
  JWM : Always N Medium Plant, CR 1/2 
  (template). Mindless victims under the control of 
  the yellow musk creeper that created them. Their 
  sole purpose is to procure more victims for their 
  creeper. If killed, a new yellow musk creeper 
  sprouts from the corpse within an hour. Although 
  easily mistaken for zombies, yellow musk zombies 
  are still alive (and can be cured, if not without 
  difficulty).  
   
  --- 
   
  "Believe me my dear, I would not, could not, kill a 
  man beloved by you. Rather I took him into my 
  employ. He works in my garden. But come see for 
  yourself the truth of this. He is charged with caring 
  for my most beloved plant, a very fine creeper, 
  and he shall continue caring for it until you 
  renounce your love for him and give your heart to 
  me."  
   
  -Jawahar Ghee from the play The Raja and the 
  Shudra by Lemot Sediam Juste 
   
  Yuan
  Yuan
  Yuan
  Yuan----ti, all [Monster Manual] 
  ti, all [Monster Manual] 
  ti, all [Monster Manual] 
  ti, all [Monster Manual]     
  JWM : The descendants of degenerate humans 
  whose bloodlines were mingled with those of 
  serpents. A debased, psionic race, dedicated to 
  their foul god. They are calculating schemers, 
  probably most active in Sri Raji. All yuan-ti can 
  transform themselves into vipers and psionically 
  detect hostile intent.  
   
  --- 
   
  Yuan
  Yuan
  Yuan
  Yuan----ti, pureblood [Monster Man
  ti, pureblood [Monster Man
  ti, pureblood [Monster Man
  ti, pureblood [Monster Manual
  ual
  ual
  ual& 
  & 
  & 
  & 
  Expanded Psionics Handbook
  Expanded Psionics Handbook
  Expanded Psionics Handbook
  Expanded Psionics Handbook] ] ] ]     
  JWM : Usually CE Medium Monstrous Humanoid 
  (Psionic), CR 3. The least powerful, and most 
  human, yuan-ti. Mostly human in appearance, with 
  some serpentine features which they can usually 
  disguise. They often pose as humans, working 
  against human societies from within. They have 
  several psionic powers.  
   
  --- 
   
  Lore for individual yuan-ti varieties is given 
  below. However, a character that recognizes a 
  yuan-ti’s nature can can also make a Knowledge 
  
  (religion) check to learn more about yuan-ti in 
  general. 
   
  Knowledge (religion) 
  DC Result 
  22 Yuan-ti worship Merrshaulk, the serpentine 
  god of chaos and evil who created their fell race. 
  Positions of power in the priesthood are filled by 
  yuan-ti abominations or anathemas. 
   
  Yuan-Ti Pureblood Lore 
  Monster Manual & Expanded Psionics Handbook 
  (This lore reflects the psionic version presented in 
  the XPH. If using the MM’s arcane version, swap 
  out detect hostile intent for detect poison, swap the 
  listed psi-like abilities for its spell-like abilities, 
  and generally replace any use of “psionics” with 
  “arcane” equivalents.) 
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about yuan-ti purebloods. Characters 
  that recognize a yuan-ti’s nature can make a 
  Knowledge (religion) check to learn more (see 
  above). When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (psionics) 
  DC Result 
  13 This humanoid’s subtle, snakelike features 
  reveal that it is actually a yuan-ti pureblood, a 
  degenerate race that arose from the unnatural 
  mingling of humanoid and serpent bloodlines. 
  This result reveals all monstrous humanoid traits 
  and the psionic subtype. Yuan-ti speak their own 
  language, and generally know Draconic, Abyssal, 
  and the local language as well. 
  17 Compared to humans, yuan-ti purebloods are 
  relatively agile, intelligent, and forceful. Like all 
  yuan-ti, purebloods can psionically detect hostile 
  intent and can transform themselves into vipers. 
  23 Yuan-ti purebloods can see in the dark. They 
  can manifest a variety of psionic powers, including 
  aversion, concealing amorpha, darkness, 
  entangling ectoplasm, psionic charm, and psionic 
  daze. They are resistant to psionic attacks. 
  27 Of all the true yuan-ti, purebloods possess the 
  least serpentine taint in their blood. They are also 
  the least intelligent and the socially lowest of their 
  kind, but they can easily pass for humans and 
  often act as spies for their more monstrous lords 
  and masters. 
   
  --- 
   
  “But that is the terrible thing. We were warned, we 
  disregarded the poor fellow’s words, and we 
  should have known better. For although you or I 
  may say with poetic licence that a man has a 
  forked tongue, a simpleton is not likely to detect 
  the duplicity of others let alone describe them 
  thus.”  
   
  -Doctor Abelhous Nicholis, Professor of Biology 
  at the University of Il Aluk in Exile at Karg, 
  recalling his expedition to Sri Raji 
   
   
  Yuan
  Yuan
  Yuan
  Yuan----ti, halfblood [Monster Manual
  ti, halfblood [Monster Manual
  ti, halfblood [Monster Manual
  ti, halfblood [Monster Manual& 
  & 
  & 
  & 
  Expanded Psionics Handbook
  Expanded Psionics Handbook
  Expanded Psionics Handbook
  Expanded Psionics Handbook] ] ] ]     
  JWM : Usually CE Medium Monstrous Humanoid 
  (Psionic), CR 5. Still humanoid, but with obvious 
  serpentine features, such as scales or a snake’s 
  head or tail. They hold a middling position in 
  yuan-ti society, more esteemed than purebloods 
  but below abominations. They have several 
  psionic powers. They also have a poisonous bite 
  and may be able to constrict, depending on their 
  anatomy.  
   
  --- 
   
  Yuan-Ti Halfblood Lore - Monster Manual & 
  Expanded Psionics Handbook 
  (This lore reflects the psionic version presented in 
  the XPH. If using the MM’s arcane version, swap 
  out detect hostile intent for detect poison, swap the 
  listed psi-like abilities for its spell-like abilities, 
  and generally replace any use of “psionics” with 
  “arcane” equivalents.) 
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about yuan-ti halfbloods. Characters 
  that recognize a yuan-ti’s nature can make a 
  Knowledge (religion) check to learn more (see 
  above). When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  
  Knowledge (psionics) 
  DC Result 
  15 This humanoid’s distinctly serpentine features 
  (such as scaly skin and a snakelike head or tail) 
  reveal it to be a yuan-ti halfblood, a degenerate 
  race that arose from the unnatural mingling of 
  humanoid and serpent bloodlines. This result 
  reveals all monstrous humanoid traits and the 
  psionic subtype. Yuan-ti speak their own 
  language, and generally know Draconic, Abyssal, 
  and Common as well. 
  20 Yuan-ti halfbloods are both physically and 
  mentally more powerful than humans. Like all 
  yuan-ti, halfbloods can psionically detect hostile 
  intent and can transform themselves into vipers. 
  Their venomous bite can be deadly. In combat, 
  they frequently rely on their chameleon and 
  exhaltation of the black dragon psi-like abilities. 
  25 Yuan-ti halfbloods can see in the dark and have 
  a keen sense of smell. They can manifest a variety 
  of psionic powers in addition to those listed above, 
  including aversion, body purification, concealing 
  amorpha, deeper darkness, entangling ectoplasm, 
  mind thrust, psionic charm, psionic daze, and 
  psionic suggestion. They are resistant to psionic 
  attacks. 
  30 Yuan-ti halfbloods hold a middling position 
  within the malign yuan-ti society. They are among 
  the most common yuan-ti, but seldom deal with 
  outsiders (unlike purebloods) and rarely hold 
  positions of true power 
   
  --- 
   
  "The taxidermist, having clarified the matter to my 
  satisfaction, offered to show me a uniquely 
  challenging commission for a rich and famous 
  client whose name he declined to give. 
  Indisputably, the body was monstrous, that of a 
  snake nearly as thick as my leg, but the head was 
  far worse, for it was that of a innocent human girl 
  of no more than five years."  
   
  -George Weathermay in fireside conversation with 
  Rudolf van Ritchen 
   
  Yuan
  Yuan
  Yuan
  Yuan----ti, abomination [Mons
  ti, abomination [Mons
  ti, abomination [Mons
  ti, abomination [Monster Manual 
  ter Manual 
  ter Manual 
  ter Manual & 
  & 
  & 
  & 
  Expanded Psionics Handbook
  Expanded Psionics Handbook
  Expanded Psionics Handbook
  Expanded Psionics Handbook] ] ] ]     
  JWM : Usually CE Large Monstrous Humanoid 
  (Psionic), CR 7. The rulers of yuan-ti society, they 
  appear as massive snakes with burly, humanoid 
  arms. They have poison bites and can constrict. 
  They also have numerous psionic powers.  
   
  --- 
   
  Yuan-Ti Abomination Lore - Monster Manual & 
  Expanded Psionics Handbook) 
   
  (Again, this is the psionic version of yuan-ti. Make 
  adjustments as needed for the arcane MM 
  version.) 
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about yuan-ti abominations. Characters 
  that recognize a yuan-ti’s nature can make a 
  Knowledge (religion) check to learn more (see 
  above). When a character makes a successful skill 
  check, the following lore is revealed, including the 
  information from lower DCs. 
   
  Knowledge (psionics) 
  DC Result 
  17 This monstrous serpent has a pair of humanoid 
  arms and an unnervingly intelligent demeanor. It is 
  a yuan-ti abomination, a powerful member of a 
  degenerate race that arose from the unnatural 
  mingling of humanoid and serpent bloodlines. 
  This result reveals all monstrous humanoid traits 
  and the psionic subtype. Yuan-ti speak their own 
  language, and generally know Draconic, Abyssal, 
  and the local language as well. 
   
  22 Yuan-ti abominations are physically powerful 
  and possess a superhuman intellect. Like all yuan-
  ti, abominations can psionically detect hostile 
  intent and can transform themselves into vipers. 
  Their venomous bite can be deadly, and they can 
  crush foes in their serpentine coils. However, 
  abominations prefer to lead from the rear, sending 
  their lesser minions to fight for them. 
   
  27 Yuan-ti abominations can see in the dark and 
  have a keen sense of smell. They can manifest a 
  variety of psionic powers in addition to those 
  listed above, including aversion, baleful 
  
  polymorph, body purification, chameleon, 
  concealing amorpha, deeper darkness, entangling 
  ectoplasm, exhaltation of the black dragon, mind 
  thrust, psionic charm, psionic daze, and psionic 
  suggestion. They are resistant to psionic attacks. 
   
  32 Abominations are the masterminds of yuan-ti 
  society. While their expendible minions enter 
  melee, they analyze the battlefield, using their 
  psionic powers to maximum effect. 
   
  --- 
   
  As they brought us in I saw that we had not yet 
  plumbed the depths of madness. Seated (if such a 
  word can be used) on the throne at the head of the 
  ruined temple was an enormous serpent, obviously 
  heavier than a man. At first I did not dare to 
  believe my eyes, for it seemed the thing had arms 
  like those of a strong man, but when it spoke I 
  knew it was, like the men who had found us in the 
  jungle, some hideous amalgamation of man and 
  serpent--only here the serpent predominated over 
  the man.  
   
  So great was the shock of this newest horror that it 
  was several moments before I realized the creature 
  was actually speaking to me. "What is your name, 
  human?" it hissed.  
   
  "Paul D'Arcenaux," I managed to reply.  
   
  The Forge of Darkness, by Jean Lafolie (novel)  
   
  Yuan
  Yuan
  Yuan
  Yuan----ti, anathema [Fiend Folio] 
  ti, anathema [Fiend Folio] 
  ti, anathema [Fiend Folio] 
  ti, anathema [Fiend Folio]     
  JWM : Always CE Huge Aberration (Psionic), CR 
  18. A massive yuan-ti mutation, revered — yet 
  also held at arm’s length — by yuan-ti society as 
  divine incarnations of their vile god. Somewhat 
  resembles a cross between a yuan-ti and a hydra, 
  with six heads and only vague hints of humanity. 
  Poison bites, constrict, powerful psionic abilities, 
  and the ability to create and apply yuan-ti grafts.  
   
  --- 
   
  "It is the god made visible, the most holy. You are 
  fortunate indeed to have been selected as the 
  offering," my captor said, his weird snake-eyes 
  catching the firelight and shining yellow. "Abase 
  yourself, for you come into the presence of the 
  divine."  
   
  As he spoke the door was opened and I was thrust 
  forward into the room. For a moment reason 
  refused to countenance it; larger even than the 
  elephant on which we had ridden, it writhed above 
  me like a whole nest of snakes forged somehow 
  into a grotesque and awful whole.  
   
  The Forge of Darkness, Jean Lafolie (novel) 
   
   
  Yuan
  Yuan
  Yuan
  Yuan----ti, servitor [Monsters of Faerun, 
  ti, servitor [Monsters of Faerun, 
  ti, servitor [Monsters of Faerun, 
  ti, servitor [Monsters of Faerun, 
  Savage Species] 
  Savage Species] 
  Savage Species] 
  Savage Species]     
  JWM : Usually CE Medium Humanoid (Psionic), 
  CR 5 (template). A template that creates two 
  separate servitor races. Yuan-ti cultists create 
  these servitors by force-feeding normal humans a 
  vile concoction. If the process works, the human 
  becomes a tainted one. Tainted ones appear 
  physically human, but develop serpentine 
  mannerisms. They are loyal to the yuan-ti, and are 
  used to infiltrate humanoid societies. If the process 
  fails, the victim becomes a broodguard. 
  Broodguards are near-mindless, reptilian 
  humanoids that attack with tooth and claw. Only 
  need one blurb for this entry.  
   
  --- 
   
  JWM Yuan-Ti Tainted One Lore 
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about yuan-ti tainted ones. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  16 This stranger’s subtly serpentine habits suggest 
  he is a tainted one, a former human transformed by 
  the degenerate serpentfolk known as yuan-ti to 
  serve their race. This result reveals all humanoid 
  traits. 
   
  21 Yuan-ti use a foul concoction created from 
  various herbs and their own venom to create 
  
  servitors. The same process creates both tainted 
  ones and broodguards. Tainted ones are the result 
  of successful transformations, while the more 
  numerous broodguards are the result of failures. A 
  tainted one’s saliva is venomous; while its bite can 
  be deadly, even a kiss may be dangerous.  
   
  26 A tainted one gains the psi-like abilities to 
  polymorph itself into serpentine forms and to 
  poison its foes. Tainted ones are immune to all 
  forms of snake venom. 
   
  31 Tainted ones are mildly resistant to magic. 
   
  Yuan-Ti Broodguard Lore 
   
  Characters with ranks in Knowledge (psionics) can 
  learn more about yuan-ti broodguards. When a 
  character makes a successful skill check, the 
  following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  15 This emaciated, scaly humanoid is a tainted 
  one, a former human transformed by the 
  degenerate serpentfolk known as yuan-ti to serve 
  their race. This result reveals all monstrous 
  humanoid traits. 
   
  20 Yuan-ti use a foul concoction created from 
  various herbs and their own venom to create 
  servitors. The same process creates both 
  broodguards and tainted ones. Tainted ones are the 
  result of successful transformations, while the 
  more numerous broodguards are the result of 
  failures. Broodguards attack with their sharp claws 
  and fangs, but fortunately they are not venomous. 
   
  25 Once a day, a broodguard can fly into a 
  berserker rage in the heat of battle. Broodguards 
  are immune to all forms of snake venom. 
   
  30 Broodguards’ enhanced mental defenses render 
  them immune to hold and charm spells and effects. 
  --- 
  My blood seemed to throb as the chanting 
  increased to fever pitch, the primal, animalistic 
  sensations it called forth enhanced by the heady 
  senses of the incense.  
   
  "Keep your head about you, Doctor," Sir Anthony 
  hissed, grabbing my arm. "These people may be 
  debased madmen, but they are as dangerous as the 
  most cunning villain. Look, there!"  
   
  I could barely stifle a gasp as the high priest of the 
  serpent cult beckoned, and two of his men pulled a 
  figure forward from the shadows, undulating as 
  they walked in a way that was not entirely human.  
   
  "Now, we shall see whether our god shall convey 
  his blessing on this daughter of foreign shores, or 
  whether she shall be proof that we must overthrow 
  the devil Arjani before setting our eyes beyond Sri 
  Raji!"  
   
  I saw, then, the rolling eyes, the sheen of sweat on 
  her limbs, and I realized the truth.  
   
  "For Ezra's sake, Sir Anthony!" I screamed. 
  "They've already given her their foul poison!"  
   
  from The Insidious Dr. Yuan, originally posted in 
  serial format in "Chilling Tales," Paridon Press 
   
  Yugoloth, arcanoloth [Monster Manual II] 
  Yugoloth, arcanoloth [Monster Manual II] 
  Yugoloth, arcanoloth [Monster Manual II] 
  Yugoloth, arcanoloth [Monster Manual II]     
  JWM : Always NE Medium Outsider (Evil, 
  Extraplanar), CR 17. Arcanoloths are the record 
  keepers of these fiends. They appear as jackal-
  headed humanoids and long, taloned fingers. 
  Incredibly intelligent. Can communicate 
  telepathically, but it can also speak and write in 
  any language. Its claws are poisonous and it has 
  several significant spell-like abilities. All 
  arcanoloths are also powerful sorcerers.  
  --- 
   
  “Why shouldn’t it be in your power to avenge 
  yourself, to share with your enemies the pain that 
  they visit upon you, or indeed to seize their very 
  bones and pay back with interest their each and 
  every transgression? Would that not be just? Do 
  you not deserve justice? Are you not worthy of 
  justice and justice in this life? I would not deny it 
  to you, could not deny it to you. Take back what is 
  yours and yours by right.”  
   
  -Inajira striving to add a soul to his Book of 
  Names 
  
  Yuki
  Yuki
  Yuki
  Yuki----on
  on
  on
  on----na [Oriental Adventures, 
  na [Oriental Adventures, 
  na [Oriental Adventures, 
  na [Oriental Adventures, 
  Frostburn]
  Frostburn]
  Frostburn]
  Frostburn]    
  JWM : Often CN Medium Fey (Cold, Spirit), CR 
  4. Beautiful female spirits of winter and blizzards. 
  Like winter itself, they can be fickle and 
  unpredictable. They can paralyze foes with a 
  glance. With a touch, they can render a creature 
  completely unable to find its way for several 
  hours, unable to find its way from one room to 
  another, much less blaze a trail across the 
  wilderness. 
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about yuki-on-nas. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs. 
   
  DC Result 
  14 This beautiful woman wearing snowy white 
  robes is a yuki-on-na, a fey spirit embodying the 
  forces of winter. This result reveals all fey traits 
  and the cold subtype. Yuki-on-na speak Sylvan 
  and a local language. 
  19 Like a blizzard itself, a yuki-on-na is neither 
  inherently good nor evil. Likewise, it can produce 
  both great beauty and numbing death. These spirits 
  are almost always encountered during blizzards. A 
  yuki-on-na can paralyze creatures with a mere 
  glance. 
  24 A yuki-on-na can cause a creature to become 
  lost — completely losing itself ability to find its 
  way across wintry terrain for several hours — with 
  but a touch. 
  29 A yuki-on-na can call upon several spell-like 
  abilities, including disguise self, comprehend 
  languages, and detect thoughts. 
   
  --- 
   
  YUKI-ON-NA  
   
  "No, no, he'll walk again, no fear on that account. 
  Many a young fool's lost more toes than this to 
  frost's nibbling, of a winter, and been fit to dance 
  with his lovie by Springfest. It's his head that 
  worries me most, to be truthtelling: rambling on as 
  he did, of chasing wee twirling missies through the 
  snow, and near to breaking his neck on the steps to 
  the cold cellar what he thought 'twas the privy, 
  poor lad."  
   
  -- Medical prognosis by Hilda Larsen of Seaheim 
   
  Z 
   
  Zeugalak [Lords of Madness]  
  Zeugalak [Lords of Madness]  
  Zeugalak [Lords of Madness]  
  Zeugalak [Lords of Madness]      
  JWM: Usually CN Huge Aberration, CR 12. An 
  observant and patient predator found in Bluetspur. 
  Resembles a reptile; its head consists of three 
  tentacles that open up to reveal a fanged maw. Its 
  body crackles with deadly electricity, which it can 
  project as a breath weapon. Naturally, it’s also 
  immune to lightning.  
   
  “In Ravenloft, zeugalaks were extremely rare 
  creatures of Thaani legend before the final 
  downfall of humanity. In the decades since Thaan 
  was transformed into lightning-blasted Bluetspur, 
  their numbers have grown. Unwary adventurers or 
  slaves fleeing the illithids may be shocked to 
  discover Bluetspur’s barren surface inhabited by 
  extremely dangerous predators. Due to the 
  lethality of the domain’s frequent lightning storms, 
  a handful of zeugalaks have Bleutspur’s surface 
  almost entirely to themselves. Between storms, 
  hunger often drives the zeugalaks into upper 
  caverns in search of prey. Zeugalaks do not 
  differentiate between illithids and other forms of 
  prey.”  
   
  --- 
   
  Characters 
  with 
  ranks 
  in 
  Knowledge 
  (dungeoneering) can learn more about zeugalaks. 
  When a character makes a successful skill check, 
  the following lore is revealed, including the 
  information from lower DCs. 
   
  DC Result 
  22 This massive, tentacled beast is a zeugalak, a 
  powerful predator usually found in tropical 
  foothills. This result reveals all aberration traits. 
  
  27 Zeugalaks are most active during lightning 
  storms, and often emerge from their lairs to caper 
  and howl with delight as they are struck by 
  lightning. A zeugalak’s skin constantly crackles 
  with arcs of electricity. Zeugalaks are unharmed 
  by electrical attacks. Zeugalaks usually begin 
  combat by charging their foes or leaping down on 
  them from extreme heights, using an innate feather 
  fall ability to avoid harm. 
  32 A zeugalak’s tentacled face peels back to reveal 
  a maw filled with sharklike fangs. Several times a 
  minute, it can release a 100-ft.-long lightning bolt 
  as a breath weapon. Not only are zeugalaks 
  unharmed by electricity, it supercharges them, 
  temporarily making them much more agile. 
  37 If a zeugalak pins an opponent to the ground 
  with a claw, it can channel electricity through the 
  victim, into the ground, frying the creature. The 
  stinger at the end of a zeugalak’s long tail injects 
  venom that saps the strength from the victim’s 
  muscles. 
   
  --- 
   
  Our joy at reaching the surface was soon 
  tempered, and then withered entirely, by the sight 
  that greeted us. A lightning storm of inconceivable 
  intensity played across the surface; there was no 
  rain, only the fall of bolt after bolt, sometimes as 
  many as ten in a minute.  
   
  "Well, at least nothing is likely to be up here with 
  us," Kruezerhoff offered. "Unless it likes being 
  struck by lightning."  
   
  Dorne frowned and pointed. "We should be so 
  lucky. Look over there."  
   
  It took several minutes, but at last I saw what his 
  elvish eyes had seen almost immediately; 
  something vaguely like a crocodile was "sunning" 
  itself on a high ridge a few hundred yards away. 
  Lightning struck it directly twice as we watched, 
  to no obvious effect.  
   
  Yaro Kaleks, The Caverns of Madness 
   
   
  Zeuglodon (dire animal) [Frostburn]
  Zeuglodon (dire animal) [Frostburn]
  Zeuglodon (dire animal) [Frostburn]
  Zeuglodon (dire animal) [Frostburn]    
  Proposed par C Nichols pour le NS Gaz 
   
  Zombie [Monster Manual] 
  Zombie [Monster Manual] 
  Zombie [Monster Manual] 
  Zombie [Monster Manual]     
  JWM: Always NE template undead. A mindless, 
  shambling corpse. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s zombified nature. 
  They may need to make a separate Knowledge 
  check to learn about the base creature. Characters 
  who recognize a zombie’s nature can make a 
  Knowledge (arcana) check to learn more. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs. 
   
  Knowledge (religion) 
  DC Result 
  10 This shambling, rotting creature is a zombie, 
  little more than a walking corpse. This result 
  reveals all undead traits. 
  15 Zombies are mindless undead that retain almost 
  none of the knowledge or abilities they possessed 
  in life. 
  20 A zombie’s reflexes are all but destroyed by the 
  rot slowly consuming its body. A zombie has such 
  poor coordinatation that it cannot move and attack 
  at the same time. 
  25 A zombie doesn’t even feel most minor blows 
  to its putrid flesh.The most effective means of 
  destroying zombies is to simply dismember them 
  with slashing weapons. 
   
  Knowledge (arcana) 
  DC Result 
  13 Zombies can be created with a basic animate 
  dead spell. They are often found in the service of 
  necromancers or other masters of the undead. 
   
  --- 
   
  When we arrived at the grotto, we detected the 
  rotting meat stench of the zombies, then we heard 
  the noise of carrion flies feeding on the zombie's 
  decaying flesh and fluids.  
   
  
  Then we saw the pack of creatures slowly moving 
  toward us. It was an horrible sight: their pale gray 
  skin had the color of rotting meat, with many 
  blood red holes or bruises seen on their viscous 
  skin. Their eyes were dead and not always focused 
  front. Many had worms crawling on their rotting 
  flesh. A few had missing upper limbs. I think it 
  was Daniel who screamed madly, but the rest kept 
  our place until they were on us...  
   
  A dwarf defender tale in Darkon  
   
  See also: Zombie 
    Absorbing   "Dragon's Bestiary: The 
  Necromancer's Armory"    Rudy Thauberger   
  Dragon#234(57)    
   
  See also zombie (FoS Souragne report) : general 
  zombie notes and Souragnien Zombie 
   
  Zombie Fog [Den of Dr]
  Zombie Fog [Den of Dr]
  Zombie Fog [Den of Dr]
  Zombie Fog [Den of Dr]    
  Characters with ranks in Knowledge (arcana) or 
  Knowledge (the planes) can learn more about 
  zombie fogs. When a character makes a successful 
  skill check, the following lore is revealed, 
  including the information from lower DCs.  
   
  DC Result  
  17 This unsettling, pulsing fog is a zombie fog. 
  This result reveals all outsider traits plus the air 
  and native subtypes.  
  22 Because a zombie fog is entirely vaporous, it is 
  immune to most forms of attack. The shuffling 
  figures half-glimpsed moving through the fog are 
  not zombies, but fog cadavers. They are animated 
  by the zombie fog itself, rather than by negative 
  energy. This result reveals all construct traits.  
  27 A zombie fog can animate the humanoid 
  corpses within the area it fills, and if the cadavers 
  are slain, it animates them again. To permanently 
  stop fog cadavers, foes must completely destroy 
  their bodies or somehow isolate them from their 
  animating force, the zombie fog itself.  
  32 A zombie fog feeds on positive energy, and 
  drains away the ebbing life force of dying 
  creatures. Fortunately, a zombie fog is rendered 
  completely powerless by the light of day.  
   “The mist blanketed the graveyard, its white 
  tendrils caressing the tombstones. Slowly, the 
  opened graves began to tremble, and the bodies 
  stirred within the coffins. One by one, they 
  shambled forth, their eyes veiled in fog, called by 
  the siren spell of the fog that lured the living 
  toward slow death and the dead toward a mockery 
  of life.”  
  —Mist of the Living Dead: A Tale of Horrific 
  Love, fifth sequel to The Dead Travel Fast 
   
  Zombie, cannibal, desert, mud, sea, 
  Zombie, cannibal, desert, mud, sea, 
  Zombie, cannibal, desert, mud, sea, 
  Zombie, cannibal, desert, mud, sea, 
  Strahd (Denizens of Darkness, 
  Strahd (Denizens of Darkness, 
  Strahd (Denizens of Darkness, 
  Strahd (Denizens of Darkness, 
  VRGttWD)
  VRGttWD)
  VRGttWD)
  VRGttWD)    
   
  Zombie, fog & fog cadaver (Denizens of 
  Zombie, fog & fog cadaver (Denizens of 
  Zombie, fog & fog cadaver (Denizens of 
  Zombie, fog & fog cadaver (Denizens of 
  Darkness)
  Darkness)
  Darkness)
  Darkness)    
  Zombie, wolf (Gaz I
  Zombie, wolf (Gaz I
  Zombie, wolf (Gaz I
  Zombie, wolf (Gaz I))))    
  Zombie lord [Denizens of Dread] 
  Zombie lord [Denizens of Dread] 
  Zombie lord [Denizens of Dread] 
  Zombie lord [Denizens of Dread]     
  JWM: Usually NE template undead, CR +3. A 
  powerful and intelligent zombie-like creature 
  created when an evil humanoid or monstrous 
  humanoid is killed by undead and then undergoes 
  an unsuccessful attempt to restore it to life. Gives 
  off a necromantic reek that can sicken or kill its 
  victims. Can animate corpses as standard zombies 
  or transform a living creature into a zombie 1/day. 
   
  --- 
   
  Characters with ranks in Knowledge (religion) can 
  learn more about a creature’s zombie lord nature. 
  Characters may need to make separate Knowledge 
  checks to learn about the base creature. When a 
  character makes a successful skill check, the 
  following 
  lore 
  is 
  revealed, 
  including 
  the 
  information from lower DCs.  
   
  DC Result  
  14 This animated corpse may appear to be a 
  zombie, but its cruel intellect reveals that it is 
  actually a zombie lord, a powerful master of lesser 
  undead. This result reveals all undead traits. 
  Zombie lords retain the languages they knew in 
  life.  
  
  19 Zombie lords arise only in extremely rare 
  circumstances. First, a villainous person must be 
  killed by the undead. Then, a magical attempt to 
  restore the victim to life must fail. The 
  combination of events pulls the victim back from 
  death as a rotting undead horror. A zombie lord 
  doesn’t even feel glancing blows to its rotting 
  flesh, but dismembering the creature with slashing 
  weapons can prove quite effective.  
  24 Unlike mere zombies, zombie lords are not 
  slow-moving creatures, and retain their full 
  intellect and abilities. Zombie lords are also 
  surrounded by a foul necromantic aura that sickens 
  the living — sometimes even killing them outright 
  and immediately animating them as zombies.  
  29 Once per day, a zombie lord can choose to 
  either animate a horde of zombies or slay a living 
  creature with its touch, instantly animating the 
  corpse as a zombie. A zombie lord exerts total 
  control over nearby mindless undead, and can 
  even scry through their senses. Zombie lords can 
  communicate with any undead creature. 
   
  --- 
   
  "I tried to help. I wanted to help," the outlander 
  priest gibbered, clutching the sun-medallion at his 
  chest. The smell was becoming more intense--
  piercingly sweet and heavy with corruption. "I 
  didn't know..."  
   
  "You try to raise him from the dead," Patte de 
  Poulet said, his voice flat. "The more fool you, 
  m'sieur. Now he come to thank you himself, no? 
  Only the Lord of the Dead can help us now, if he 
  choose to."  
   
  "I..."  
   
  The smell had become something physical, a 
  miasma that tore at the nose and mouth like a 
  noxious chemical. I felt the bile rising in my 
  throat, but fought it down; the outlander was not 
  so strong of stomach, and doubled over, clutching 
  at his chest and vomiting.  
   
  Interview with Marcel Rondeau, from the working 
  notes to Van Richten's Guide to the Walking Dead 
   
  Zweifalk [Ravenloft Gazetteer II]
  Zweifalk [Ravenloft Gazetteer II]
  Zweifalk [Ravenloft Gazetteer II]
  Zweifalk [Ravenloft Gazetteer II]    
  JWM: Zweifalk - Often CE Tiny Magical Beast, 
  CR 3. A vicious, two-headed falcon, of about the 
  same size and intelligence as a dog. Native to 
  Falkovnia. 
   
  --- 
   
  Characters with ranks in Knowledge (nature) can 
  learn more about zweifalks. When a character 
  makes a successful skill check, the following lore 
  is revealed, including the information from lower 
  DCs.  
   
  DC Result  
  13 This two-headed hawk is a zweifalk. This result 
  reveals all magical beast traits.  
  18 A zweifalk is a savage and highly territorial 
  predator that often aims for its victim’s eyes, 
  attempting to permanently blind them  
  23 Although the process is difficult, zweifalk 
  chicks can be trained, though they often turn on 
  heedless hawkmasters.  
   
  --- 
   
  A shrill double scream rang out among the peaks, 
  and we saw the commandante's zweifalk stoop on 
  Goras' raven. Goras swore; ducking aside, the 
  raven began to fly toward us.  
   
  "No!" Schwartzer said, grabbing his arm, her face 
  contorted in anger and fear. "You'll lead it right to 
  us."  
   
  "It's my familiar," Goras spat back at her. "Falcons 
  aren't dogs; they can't use this thing to track us."  
   
  "Oh yes, they can," Schwartzer replied. "I've 
  trained them to do it myself, when I served the 
  Kingfuhrer."  
   
  journal of Antho Stormbound 
   
  --- 
   
  “The three wagons were filled with sullen children 
  orphaned by the Dead Man’s Campaigns and 
  general misfortune. We had orders to show them 
  every kindness and that we did. They were 
  
  delighted with the attention and even the 
  thunderous arrival of the Kingfuhrer suppressed 
  only a little their gaiety. Drakov entered their 
  midst, smiling broadly, swooping a pair of strong 
  looking boys up onto his shoulders, kneeling down 
  to put pleasantries to others. After a few minutes 
  he cried out that it was time for the games to 
  begin. Each child had to lift a stone, a heavier one 
  for the boys and a lighter one for the girls, and 
  those who succeeded where sent to the first 
  wagon. The boys and girls who remained were 
  then separated and a footrace was set in motion for 
  each sex. The quicker half of the contestants were 
  dispatched to the second wagon. Vlad then 
  personally administered a test of mathematics to 
  each of the remaining children. Those who passed 
  it ended up in the third wagon. The old warrior 
  then announced a game of hide and seek for the 6 
  boys and 5 girls who were left. They scurried out 
  of sight as the wagons pulled away and we 
  brought forth the first of the zweifalks. Vlad took 
  the raptor upon his arm, removed the two hoods, 
  and threw it into the air with a cry to hunt down 
  and slay the weak. This it did with the greatest 
  proficiency, as did its brothers and sisters in 
  succession, during a scream filled quarter hour that 
  haunts me still.  
   
  -Gustov Petroff, hawksman and horse smuggler 
  wanted for desertion from the Falkovnian army, 
  relating the event that drove him from his 
  homeland 
   
   
  END 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/_GM Books/Bestiaries/RavenLoft - Monster List.pdf