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  Sfnbslbcmf!Sbdft;!
  Uif!UBEEPM!
   
  A New Player Character Race For the 4th Edition Dungeons & Dragons Game 
  !
  DSFEJUT!
  !
  Author 
   J. Matthew Kubisz 
   
  Interior Illustrator & Cover Artist 
  Vasilis Zikos 
   
  Graphics Design & Layout 
  Rogue Agent, Inc. 
  Tim Adams 
  Editors 
  Stephanie D. Schubert 
  Paul Klein 
   
  4th Edition Rules Consultant 
  Michael Lenahan 
   
  Special Thanks to: 
  Ofelia J. Kubisz & Team Draconis 
  !
  Front Cover 
   
     1 
  Title, Credits, Contents   2 
  Racial Traits 
   
     3 
  Taddol 2 PC exceptions  3 
  Overview  
    
     4                      
  Physical Qualities 
    5          
  Ecology         
   
    5 
  Playing a Taddol 
    6 
  Taddol Adventurers 
    7 
  Racial Feats 
   
    8 
  The Isle of Benfalas          9 
  Taddols as Monsters       11 
  Taddols in Your Game     13 
   Back Cover  
   
      14 
   
  TADDOL & REMARKABLE RACES © 2008 Alluria Publishing. All rights reserved. 
   
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, 
  PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are 
  trademarks of Wizards of the Coast, Inc. in the USA and other countries and are used with 
  permission. Certain materials, including 4E References in this publication, D&D core rules 
  mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of 
  the Coast, Inc., and are used with permission under the Dungeons & Dragons 4th Edition Game 
  System License. All 4E References are listed in the 4E System Reference Document, available 
  at www.wizards.com/d20. 
   
  DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy 
  Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and 
  MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt 
  © 2008 Wizards of the Coast, Inc. All rights reserved. 
   
  WJTJU!PVS!XFCTJUF!BU!XXX/BMMVSJBQVCMJTIJOH/DPN!
   
      
      
  !!!!
  DPOUFOUT
  DPOUFOUT
  DPOUFOUT
  DPOUFOUT!!!!
   
  ALP-RR006: 
  
   
   
  3 
   
   
  Tall, stately, and two-headed, the taddols are 
  the descendants of eladrin and ettin 
   
  RACIAL TRAITS 
     Average Height: 7’0” – 8’ 0” 
     Average Weight: 300 – 550 lb. 
   
     Ability Scores: +2 Strength,  +2 Intelligence 
     Size: Medium 
     Speed: 6 squares 
     Vision: Low-light vision     
   
      
     Languages: Common, Elven 
     Skill Bonuses:  +2 Insight, +2 Perception 
     Big: You may wield any one handed melee weapon  
        as if it had the off-hand property.  
     Fey Origin: Your ancestors were native to the  
        Feywild, so you are considered a fey creature for  
        the purpose of effects that relate to creature origin. 
     Twin Mind:  Gain a +3 racial bonus to saves against  
        dazed and stunned conditions and charm effects   
        that a save can end. In addition, each head can  
        read the other’s mind. 
     Two In One: One Taddol is two PCs. This means two  
        sets of statistics including ability scores, hit points,   
        and two complete turns each round on individual  
        initiatives. They also have separate powers and  
        abilities (one character cannot use the other’s feats  
        or powers). They count as two characters for battle  
        and experience purposes, as well. Treat the taddol  
        as two characters with the exceptions listed below. 
   
  The Taddol counts as two PCs with the following 
  exceptions: 
   
  2/ The taddol characters occupy the same space 
  simultaneously. They can never occupy two 
  separate spaces. With the exception of their heads 
  and necks, they are always wearing and wielding 
  exactly the same thing in exactly the same way at 
  precisely the same time. When one moves or acts, 
  it forces the other to move or act in the same way 
  simultaneously. Only the heads, each representing 
  a different PC, may move or act independently of 
  each other. For example, they can speak at the 
  same time while saying different things. However, if 
  it is one character’s turn and he draws his sword, 
  the other must draw the sword, regardless of 
  whether he wants to or not. 
  
   
   
  4 
   
  Two PC exceptions, continued. 
   
  3/ The two taddol characters (twins) have 
  different hit point totals, healing surges, 
  and so on. However, when targeted by a 
  single attack, choose one of the twins to 
  take the damage. Targeted effects work 
  the same way; chose one twin to take the 
  effect. The player or players controlling the 
  characters decide which twin is targeted. 
  Powers and other abilities that have a 
  range of personal only affect the twin who 
  activated them. Blasts, bursts and other 
  area effects affect both of the twins, 
  simultaneously. For example, a blast that 
  does 5 points of damage does so to both 
  twins. When checking against the taddol’s 
  defenses, however, only one roll is made 
  per attack (see below). 
   
  4/ The taddol shares defenses. Always use 
  the lesser defense score of the two 
  characters for Armor Class, Reflex and 
  Fortitude, and the greater defense score 
  for Will.  
   
  5/ The taddol characters receive only one 
  opportunity attack per opportunity. Either 
  twin may respond to the opportunity and 
  may make an opportunity attack if normally 
  able, but only one may do so. 
   
  6/ The taddol characters share the same 
  conditions and position. For example, if 
  one is blind, stunned and prone, then both 
  are blind, stunned and prone. When one 
  dies, they both die. When one sleeps, both 
  sleep. 
   
  7/ For magic items, the taddol (both PCs 
  together) have the same slots as a single 
  character with twice the number of head 
  and neck slots. One magic item affects 
  both characters as if they were one. For 
  example, a Ring of Protection protects both 
  characters while wearing it. However, head 
  and neck items only affect the twin who is 
  wearing them. The taddol characters count 
  as one character for purposes of 
  calculating suggested treasure amounts.!
  !
  !
  PWFSWJFX !
  In the annals of ancient eladrin 
  history, a small footnote refers to a tiny 
  volcanic island in the icy northern sea. This 
  island was originally noted as a place of 
  extreme danger, for its coast is an inward 
  facing waterfall featuring jagged rocks and 
  a countless fathom plummet to certain 
  death. Many speculated it was created by a 
  rift between this world and the elemental 
  chaos. This theory is supported by the 
  land’s active but stable volcano, and the 
  fact that the entire perimeter has terrible 
  influences on powers dealing with 
  teleportation. Its unusual nature and remote 
  location made it a perfect place for the 
  eladrin to imprison some of the more 
  notorious criminals convicted by the high 
  eladrin court. 
  Specifically, two groups became 
  important on this island, even after the 
  eladrin elders deemed it overpopulated and 
  ceased dumping more prisoners onto it. 
  The first group was a family of particularly 
  despicable ettin. This family flourished by 
  feasting on many of the other prisoners. 
  The second clan was made up of eladrin 
  themselves; a band of eladrin pirates, 
  murderers, and con-artists. The island was 
  locked in conflict for over a century. 
  When the smoke settled, only the 
  two groups remained. The eladrin clan 
  emerged victorious, and had enslaved the 
  ettins. The eladrin and the first generation 
  of eladrin children to be born on the isle 
  directed many generations of ettins to build 
  several great works designed to help with 
  an escape from the island. Unfortunately, 
  violent earthquakes, the relative stupidity of 
  the slaves, and the isle’s unique properties 
  foiled every plan. What was worse, ettins, 
  who mature very quickly, began to 
  outnumber the slow-aging eladrin. 
  That is about where recorded history 
  leaves off. The archives of the eladrin 
  elders tell us how they got there, and well- 
  
   
   
  5 
  preserved written logs left by the eladrin 
  prisoners and their children tell us the rest.  
  However, when and how the taddols came 
  about can only be speculated at. Taddol 
  lore states that the eladrin became envious 
  of the ettin for its two heads. According to 
  the legend, the eladrin magically crafted 
  their own second heads and slaughtered 
  the ettin, as they were no longer needed. 
  This is, of course, is a preposterous notion. 
  Many sages believe that there was an ettin 
  uprising, and that the eladrins were 
  enslaved in a most vicious manner. The 
  taddols were the resulting offspring. Others 
  believe that the taddol hybrids were 
  intentional; the eladrin’s way of making 
  smarter slaves. In any case, two millennia 
  after the island had faded into obscurity; it 
  was rediscovered by a troop of elven eagle 
  riders. The Isle of Benfalas was populated 
  entirely by taddols. 
   
  Play a taddol if you want… 
  � to play part of a two-headed 
  character. 
  � to be able to use large weapons. 
  � to have some unique options only 
  available to those that share a body 
  with another character. 
  � to be both strong and smart. 
  � to be a member of a race that enjoys 
  the barbarian, fighter, warlord and 
  wizard class. 
  !
  QIZTJDBM!RVBMJUJFT!
  It is undisputed that taddols are the 
  unlikely hybrid of elf and ettin. Their 
  abilities, appearance, and even culture 
  seem to be a strange mix of the two. They 
  stand from 7 to 8 feet tall and have lean 
  and muscular frames. Their skin ranges in 
  color from cream to tan. Their hair 
  distribution is very similar to humans, 
  though they do not grow facial hair and 
  males customarily keep their heads clean 
  shaven. The most distinguishing feature of 
  the taddols is their two identical heads. 
  Their faces are average looking by human 
  standards; not nearly as ugly as their ettin 
  ancestors, but rarely as sublime as most 
  elvish kin. As the originating races both 
  have pointed ears, so do the taddols. Eye 
  color is of reddish hue and can range from 
  violet to orange. Unlike the eladrin, the 
  taddols have sclera (whites of the eye) and 
  pupils, though the iris is of solid hue.  
  Taddols typically dress in primitive, 
  but well-made attire and are fond of 
  symbols, glyphs, and runes. They also 
  enjoy tattoos of this same theme; especially 
  on their faces. Despite their origins, their 
  demeanor is somewhat demure and 
  civilized.!
   
  FDPMPHZ!
        How exactly the taddols came about, 
  biologically speaking, is a mystery that is 
  pondered by many sages. Eladrin and 
  ettins are dissimilar creatures in many 
  respects, and should not have produced 
  viable offspring. While some speculate 
  there may have been some arcane 
  tampering, eladrin elders are quick to point 
  out that the prisoners did not have that sort 
  of magic or knowledge at their disposal. 
  Another theory is that ettin are giants with 
  fomorian blood, which may potentially mix 
  with the blood of other creatures of fey 
  origin. If such is the case, this opens the 
  way to many other questions. 
    
  However it happened, the taddol are 
  similar to both ettins and eladrin. They 
  mature slightly quicker than humans, 
  reaching adulthood at age 12 (unlike ettins 
  who reach adulthood around age 3). They 
  practice polygamy, and each will often have 
  multiple wives or husbands. They never 
  have multiple births, and rarely have more 
  than two children in their lifetime. The 
  heads are always identical, like identical 
  twins. However, the personalities of each 
  head may be markedly different. They live 
  as long as humans, but remain vigorous 
  their entire lives. 
  !
  
   
   
  6 
  QMBZJOH!B!UBEEPM!
  Taddols have the unique experience 
  of being the only civilized race that has two 
  heads. They were also relatively 
  undisturbed by other sentient races for 
  thousands of years.  This, combined with a 
  keen intellect, has produced a most 
  unusual culture that could seem very alien 
  to the outside observer. 
  The first cultural difference that one 
  might notice is that taddol are not very 
  possessive. The concept of “mine and 
  yours” is a bit blurry for a being who 
  shares a body. While 
  they do claim 
  ownership, it is a 
  rather loose 
  association, and it is 
  usually with the 
  attitude of “its mine 
  because no one else 
  wants it.” For this reason, 
  they may cross the line on 
  what other races feel 
  comfortable with on 
  matters of personal 
  space and private 
  property.  
  One item of 
  note is that it may be very 
  difficult to ascertain when to 
  use singular or plural adjectives 
  when referring to a taddol. Each individual 
  creature is actually two distinct beings. 
  Taddols each refer to their body as if they 
  were two, not one. “Those people over 
  there” might refer to one taddol body. 
  However, “That person standing there on 
  the left” would refer to the left head of the 
  taddol. Using “taddols” as a plural form 
  refers to multiple bodies. They tend to get 
  upset when someone does not respect the 
  fact that the taddol is actually two distinct 
  people. Individuals prefer to be referred to 
  as a twin, rather than just a head.  
  Taddol are also fairly superstitious, 
  and most elaborately so. Many feel this to 
  be strange since the taddol are also highly 
  intellectual. However, one must also 
  remember their ancestor’s propensity for 
  the arcane and that the taddols had little or 
  no guidance with either arcane or spiritual 
  matters. Most of what they came up with 
  was interpreted from ancient manuscripts 
  and manufactured on their own. It would be 
  impossible to list all of the Taddol 
  superstitions, as the list is long, often 
  contradictory, and varies from taddol to 
  taddol. 
  Upon speaking with a 
  taddol, one can easily see how 
  the superstitions became so 
  intricate. Taddols love 
  conversation and talk frequently, 
  about virtually any topic. They 
  are master philosophers, but 
  often fall victim to 
  the folly of 
  being able 
  to rationalize 
  nearly anything. 
  Having two heads 
  has also made 
  them quite 
  sympathetic 
  and 
  diplomatic, and 
  they are quick to act as mediators to 
  quarrelling parties.  
  While taddols will occasionally have 
  villains among them, they are generally a 
  peaceful race. Despite having descended 
  from monsters and murderers, they are not 
  evil, nor do they have habits that most 
  would consider evil. While they do eat a lot 
  of meat, they wouldn’t even think of eating 
  a sentient creature. They will occasionally 
  fight amongst themselves over 
  philosophical differences. These disputes 
  do have a history of turning ugly very fast 
  and lasting a long time. 
  
   
   
  7 
  Taddols view other races with a 
  great degree of pity, and see them as 
  disabled and sometimes lesser beings. 
  While some measure of ancestral eladrin 
  arrogance has undoubtedly trickled into 
  their own psyche, the taddols try to fight 
  back a condescending attitude with 
  understanding. They often adopt the role of 
  caretaker when among other races. 
  Taddol characters most often choose 
  two complementary classes for each head, 
  or opt to be of the same class. They are 
  individuals, however, and no two taddol 
  heads think exactly alike or focus on 
  precisely the same things. One head may 
  focus on an entirely different skill set than 
  the other head. Sometimes they do choose 
  different or even seemingly opposing 
  classes, and this often means that one 
  taddol twin must sacrifice a bit, while the 
  other benefits. With their non-possessive 
  philosophy, however, this is rarely an issue. 
  Watching a taddol train is a dizzying 
  experience, as they take turns in rapid 
  succession doing entirely different things. It 
  happens so fast sometimes that it appears 
  that they are literally doing two things at 
  once. 
  Taddol characters tend to gravitate 
  towards martial classes, as they have no 
  recent legacy of tapping arcane or divine 
  sources. They will occasionally utilize 
  primal fonts, however, and have been 
  known to spontaneously muster workable 
  druids. They are curious and adventurous 
  creatures, however, and are quick to 
  devour new information. It is very likely that 
  taddol wizards and clerics will become 
  more common in the near future. 
  Taddols adventure most often for the 
  sake of adventure. For eons, they had been 
  confined to Benfalas Isle, and most long to 
  see the rest of the world. Taddols have 
  since purchased scores of giant eagles 
  from the elven people and have scattered 
  to the four winds. They often leave all of 
  their possessions behind, as the eagles 
  already strain under the weight of their 
  unencumbered bodies. 
  Taddols do not often adventure for 
  wealth or fame, as they cannot relate well 
  to these concepts. They will, however, 
  adventurer for a concept, ideal, or 
  philosophy. Some say that a taddol values 
  their beliefs over anything else. 
   
   
   Taddol  Characteristics:    Adventurous, 
  caring, chatty, condescending, cooperative, 
  curious, elf-like, friendly, glib, inquisitive, 
  intelligent, open-minded, philosophical, 
  sensitive, superstitious, talkative, 
  understanding 
   
  Male Names: Adan & Ardan, Berro & 
  Berrin, Carick & Darick, Eldin & Ertin, 
  Gondal & Thal, Ian & Eltrin, Lucan & Lucus, 
  Rolen & Theren (Left head & Right head) 
   
  Female Names:  Adrie & Sadie, Birel & 
  Biren, Chaedi & Chaeda, Dala & Dasa, 
  Emmi & Enni, Fralas & Frelas, Keyla & 
  Freyas, Mialen & Maylen, Shala & Shela 
  (Right head & Left head) 
  !
  UBEEPM!BEWFOUVSFST!
  Tadis is a barbarian and his twin 
  Tedas is a ranger. They find their vocations 
  to be complementary and believe that the 
  combination makes them both more 
  effective. Tadis loves hand to hand combat, 
  and enjoys wielding a mighty great axe. 
  Tedas prefers ranged combat with his 
  longbow, but doesn’t mind trading off a few 
  blows with his brother’s axe in close melee. 
  Their fellow party members feel that Tadis 
  & Tedas are both very important members 
  of the team. In combat, they can be quite a 
  sight, especially if Tadis is raging; one head 
  is frothing and wild while the other seems 
  calm and focused. 
  
   
   
  8 
  Talia & Zalia are both accomplished 
  fighters. While Talia prefers large weapons, 
  Zalia likes using one weapon and a shield. To 
  compromise, they change up their fighting style 
  and weapons often. This actually has a 
  beneficial effect on the battlefield—the enemy 
  never knows what to expect. One moment they 
  are being swatted with gigantic maul, and the 
  next they are being filleted by a longsword and 
  shield routine. This taddol’s companions enjoy 
  their company, and seldom mind standing 
  behind them in battle. 
  Jeck & Zeck have two very different 
  personalities. Jeck prefers tricks of the sneaky 
  variety; he always has a dagger up his sleeve 
  and a smile on his face. Zeck however, is more 
  the bookish sort and is learning to master 
  arcane arts. Somehow the two manage to get 
  along fine; meshing stealth and spell nearly 
  seamlessly. Jeck is always coming up with new 
  ways that Zeck could improve his success, 
  which in turn provides Zeck with access to more 
  and more power and knowledge. While party 
  members have trouble trusting either one, they 
  appreciate their two-headed friends’ ability to 
  gain access to treasure and riches. 
   
  SBDJBM!GFBUt`!!!!!!!!!!!!`!
  Taddols have a number of feats all their own. 
  Please note that taddol twins do not share 
  powers from class or feats. For example, if one 
  twin takes Improved Initiative, only that one twin 
  would receive the bonus from it. Proficiency 
  feats are also common amongst taddol 
  characters, especially if they are of differing 
  classes, so that one will not incur penalties for 
  using the weapons or armor of the other. 
   
  IFSPJD!UJFS!GFBUT!!
  These feats are available to any taddols 
  character who meets the prerequisites.  
   
  FOSTER FORTITUDE [TADDOL] 
  Prerequisite: Taddol 
  Benefit: Once per encounter, use your 
  twin’s Fortitude defense. This feat is taken by 
  the twin with the lowest Fortitude, which is the 
  score normally used for the entire Taddol.  
   
  LEND HEALTH [TADDOL] 
  Prerequisite: Taddol 
  Benefit: Once per encounter, lose 10 hit 
  points as long as this does not bring you below 
  1 hit point. Your twin gains 10 temporary hit 
  points. Increase both the loss and the gain to 
  20 hit points at 11th level, and 30 hit points at 
  21st level. 
   
  RESCUING REFLEX [TADDOL] 
  Prerequisite: Taddol 
  Benefit: Once per encounter, use your 
  twin’s Reflex defense. This feat is taken by the 
  twin with the lowest Reflex, which is the score 
  normally used for the entire Taddol. 
   
  QBSBHPO!UJFS!GFBUT!!
  These feats are available to any taddol 
  character of 11th level or higher who meets the 
  prerequisites. 
   
  LEND SURGE [TADDOL]  
  Prerequisites: Taddol, lend health 
  Benefit: Once per encounter, give one 
  of your healing surges to your twin. On his next 
  turn, if he can spend one healing surge, he can 
  spend both.  
   
  SHARE DEXTERITY [TADDOL] 
  Prerequisites: Taddol, rescuing reflex 
  Benefit: Once per encounter you can 
  use your twin’s Dexterity score to modify a 
  single roll instead of your own. 
   
  SHARE STRENGTH [TADDOL] 
  Prerequisites: Taddol, foster fortitude 
  Benefit: Once per encounter you can 
  use your twin’s Strength score to modify a 
  single roll instead of your own. 
   
  FQJD!UJFS!GFBU!
  This feat is available to any taddol character of 
  21st level or higher. 
   
  LEND TURN [TADDOL] 
  Prerequisites: Taddol, lend surge  
  Benefit: Once daily, you may sacrifice 
  your turn so that your twin may take another 
  turn on your initiative.  
  
   
  Uif!Jtmf!pg!Cfogbmbt
    
  The island that harbored the taddols 
  is still a source of mystery and intrigue. 
  While much of the indigneous population 
  has left, a good number of Taddols still 
  remain. Many also return in search of a 
  mate or to visit family. How it has kept this 
  bright and crafty race from leaving it for 
  thousands of years is what makes it most 
  interesting. 
  First, and most obvious, is that
  Isle of Benfalas is missing a coast. Around 
  the entire perimeter of the island is 
  strange mile-wide, infinitely deep canyon. 
  The ocean flows down into the canyon 
  tremendous waterfal. Where the canyon 
  ends is yet another mystery. Many believe 
  that it drains somewhere into the elemental 
  chaos, though no one yet has proved it. 
  A jagged and ominous rocky reef 
  surrounds the outskirts of the canyon. The 
  taddols refer to this reef as “The Teeth of 
  Benfalas.” The reef is so named because 
  the current pulls things rapidly towards the 
  island, battering them violently against the 
  rocks. By the time anything reach
  edge it is likely already chewed to bits by 
  the reef. 
  The island itself has an active 
  volcano in its center. While the volcano
  does not have violent eruptions, small lava 
  9 
  Uif!Jtmf!pg!Cfogbmbt!
  The island that harbored the taddols 
  mystery and intrigue. 
  While much of the indigneous population 
  has left, a good number of Taddols still 
  remain. Many also return in search of a 
  mate or to visit family. How it has kept this 
  bright and crafty race from leaving it for 
  at makes it most 
  First, and most obvious, is that the 
  is missing a coast. Around 
  the entire perimeter of the island is a 
  wide, infinitely deep canyon. 
  The ocean flows down into the canyon in a 
  Where the canyon 
  another mystery. Many believe 
  that it drains somewhere into the elemental 
  chaos, though no one yet has proved it.  
  A jagged and ominous rocky reef 
  surrounds the outskirts of the canyon. The 
  Teeth of 
  so named because 
  the current pulls things rapidly towards the 
  against the 
  reaches the 
  likely already chewed to bits by 
  n active 
  the volcano 
  does not have violent eruptions, small lava 
  flows and mild earthquakes 
  uncommon. It periodically belches smoke 
  and ash. Hot springs and geysers dot the 
  island. The island also has another unique 
  feature that taddol refer to as “River 
  Spouts.” At the top of some of the larger 
  hills, water constantly boils over and out
  forming the source of four separate river 
  systems on the island.   
          This constant heat and numerous 
  sources of fresh water have 
  island quite tropical. This is most unusual 
  because it exists in arctic waters. This 
  creates a constant weather front that 
  shrouds the island in clouds and fog for 
  most of the year. 
   
  One might think that the constant 
  fog, combined with the smoke 
  the volcano, would make visibility non
  existent on the island, but then one must 
  also take into consideration the strange 
  winds on and around the island. Ove
  canyon, wind howls downward at a terrible 
  speed. With it, much of the fog, ash, 
  other vapors are sucked away like a 
  vacuum. On the island, wind seems to blow 
  towards the volcano and upward. This later 
  turned out to be the only exit from the 
  island. Only a flying creature with fairly 
  good manueverability can fly to those 
  heights and escape the narrow funnel of 
   
  and mild earthquakes are not 
  uncommon. It periodically belches smoke 
  and ash. Hot springs and geysers dot the 
  The island also has another unique 
  ture that taddol refer to as “River 
  Spouts.” At the top of some of the larger 
  hills, water constantly boils over and out—
  forming the source of four separate river 
  This constant heat and numerous 
  sources of fresh water have made this 
  island quite tropical. This is most unusual 
  because it exists in arctic waters. This 
  creates a constant weather front that 
  shrouds the island in clouds and fog for 
  One might think that the constant 
  fog, combined with the smoke and ash from 
  the volcano, would make visibility non-
  , but then one must 
  also take into consideration the strange 
  winds on and around the island. Over the 
  canyon, wind howls downward at a terrible 
  speed. With it, much of the fog, ash, and 
  sucked away like a 
  vacuum. On the island, wind seems to blow 
  towards the volcano and upward. This later 
  turned out to be the only exit from the 
  island. Only a flying creature with fairly  
  good manueverability can fly to those 
  heights and escape the narrow funnel of 
  
   
  wind back into more normal 
  surroundings. 
   
  The most mysterious 
  feature, which many speculate was 
  added by the ancient eladrin to 
  make it an even more effective 
  prison, is that the island and its 
  entire boundary has terrible effects 
  on all powers with a “Teleportation” 
  descriptor. Anyone who tries to use 
  such a power is instead drawn in 
  the direction of the volcano for the 
  same amount of squares of the 
  effect. A powerful teleportation 
  effect would undoubtly land one in 
  the heart of the volcano.  
   
  The taddol and their 
  ancestors have tried several ways 
  to get off the island. Bridges 
  crumble from earthquakes, hot air 
  balloons are buffeted by the winds, 
  and all manner of sea craft are smashed to 
  bits by the reef and the current, even if it 
  does survive the one mile lauch over a 
  windy bottomless canyon. 
   
  The taddol, with little other choice, 
  called the isle home. Despite its 
  inhospitality to travelers, it can be a rather 
  nice place to live. The weather is warm
  the water is plentiful. All manner of fruit and 
  vegitables grow wild there. Indigenous 
  wildlife is limited to rodents, fox, dee
  several variety of birds, one of which, a 
  large flightless variety called a toog by the 
  taddols, has been domesticated and is their 
  main source of meat. It is about the size of 
  a large turkey, quite plump, and yields meat 
  similar to osterich in flavor and texture.
   
  One deterrent to many potential non
  taddol settlers (who manage to make it onto 
  the island) is the near constant noise of the 
  falls, which is a dull roar at all times. The 
  taddols claim they are used to it, and barely 
  notice it at all. In fact, many taddol
  that it is too quiet in other lands. They often 
  make this excuse when being accused of 
  talking too much. 
  10 
  feature, which many speculate was 
  entire boundary has terrible effects 
  on all powers with a “Teleportation” 
  descriptor. Anyone who tries to use 
  such a power is instead drawn in 
  the direction of the volcano for the 
  effect would undoubtly land one in 
  ancestors have tried several ways 
  air 
  balloons are buffeted by the winds, 
  mashed to 
  bits by the reef and the current, even if it 
  does survive the one mile lauch over a 
  The taddol, with little other choice, 
  inhospitality to travelers, it can be a rather 
  e. The weather is warm and 
  the water is plentiful. All manner of fruit and 
  vegitables grow wild there. Indigenous 
  wildlife is limited to rodents, fox, deer, and 
  ne of which, a 
  large flightless variety called a toog by the 
  , has been domesticated and is their 
  main source of meat. It is about the size of 
  a large turkey, quite plump, and yields meat 
  similar to osterich in flavor and texture. 
  One deterrent to many potential non-
  taddol settlers (who manage to make it onto 
  the island) is the near constant noise of the 
  falls, which is a dull roar at all times. The 
  taddols claim they are used to it, and barely 
  taddol complain 
  is too quiet in other lands. They often 
  make this excuse when being accused of 
  Nbq!Lfz
  !
  1. The volcano. The crater is about a half
  wide.  
  2. The taddol city of Torech
  upon the same encampment built by their
  eladrin ancestors. 
  3. Boiling Hill. This is the largest
  on Benfalas. It is also a place that harbors a 
  small keep where Taddol mystics, monks, 
  and philosophers congregate.
  4. Torrid Hill. A great white wyrm was slain 
  here by an army of taddol, 
  earlier. It is the second largest river spout.
  5. The taddol city of Thavron
  off from Torech because of a different 
  philosophy. They believed in continuing to 
  try to get off the island by improving upon 
  existing methods, while thos
  Torech believed that they needed to come 
  up with something new. 
  6. The Bridge of Failure. This massive 
  structure teeters over the chasm several 
  hundred feet, only to lay in crumbling ruin at 
  its end. A massive ark-like ship rests at the 
  foot of the bridge and has been remodeled 
  into a tavern, market, and apartment 
  complex. 
   
   
  Nbq!Lfz!
  The crater is about a half-mile 
  The taddol city of Torech. This is built 
  upon the same encampment built by their 
  . This is the largest “river spout” 
  on Benfalas. It is also a place that harbors a 
  small keep where Taddol mystics, monks, 
  and philosophers congregate. 
  . A great white wyrm was slain 
  here by an army of taddol, two centuries 
  It is the second largest river spout. 
  The taddol city of Thavron. This city split 
  off from Torech because of a different 
  . They believed in continuing to 
  try to get off the island by improving upon 
  existing methods, while those that stayed in 
  Torech believed that they needed to come 
   
  . This massive 
  structure teeters over the chasm several 
  hundred feet, only to lay in crumbling ruin at 
  like ship rests at the 
  of the bridge and has been remodeled 
  and apartment 
   
  
   
   
  11 
  !
  Ibdl!'!Tmbti!
  "I hack ‘em, I slash ‘em.” 
  Clad in iron with an axe in one hand and a 
  sword in the other, this two-headed warrior 
  appears ready for combat. Scars, missing 
  teeth, blood soaked armor and fresh 
  bruises show that this isn’t his first battle of 
  the day. 
   
  �
  �
  �
  �Hack & Slash                       Level 2 Brute 
  Medium Natural Humanoid                                      XP 125 
  Initiative +3 Senses Perception +10; low-light vision 
  HP 47; Bloodied 23 
  AC 20; Fortitude 16, Reflex 15, Will 14 
  Speed 6 
  MMMMLongsword (standard; at-will)  
       2d6+5+17 vs AC; 2d6+5 damage    
  MMMMAxe (standard; at-will) 
      2d6+5+17 vs AC; 2d6+5 damage    
  Double Actions 
       A taddol rolls initiative twice, gets two turns    
       during a round, and has a full set of actions  
       (standard, move, minor) on each turn. Each set of  
       actions corresponds to a different head. The  
        taddol’s ability to take immediate actions  
        refreshes on each of its turns. 
  Twin Mind 
       The taddol gain a +3 bonus to saving throws  
       against dazed and stunned conditions  
       and against charm effects that a save can end. 
  Fey Origin 
       Taddol are considered a fey creature for the  
       purpose of effects that relate to creature origin. 
  Alignment: Any Languages: Common, Elven 
  Skills Insight +10, Perception +10 
  Str 19 (+5) Dex 15 (+3) Wis 14 (+3) 
  Con 17 (+4) Int 16 (+4) Cha 14 (+3) 
  Equipment: longsword, axe, armor 
   
  Ibdl!'!Tmbti!Ubdujdt!
  Hack has an axe, and will trade off attacks 
  with his brother who prefers the sword. 
  They hold one in each hand. These twins 
  are fairly direct fighters that wade into the 
  think of battle and begin tearing apart the 
  largest foe. 
   
  !
  Txpse!'!Tpsdfsz!
  “My sword will end your days, My magic will 
  haunt your nights.” 
  Lightly armored and armed with a longsword, 
  this taddol at first seems to be the typical 
  fighter. However, in a flash, her stance seems 
  to change and she has all the focus of an 
  accomplished mage. 
   
  �
  �
  �
  �Sword & Sorcery        Level 12 Controller 
  Medium Natural Humanoid                                    XP 700 
  Initiative +8 Senses Perception +15; low-light vision 
  HP 122; Bloodied 61 
  AC 26; Fortitude 25, Reflex 24, Will 22 
  Speed 6 
  MMMMLongsword (standard; at-will)  
       +17 vs AC; 2d6+6 damage    
  RRRR Lightning Ray � Lightning (standard; at-will) 
      Ranged 15; +16 vs Reflex; 4d8+5 lightning  
      damage, and ongoing 2 fire damage (save ends).    
  Double Actions 
       A taddol rolls initiative twice, gets two turns    
       during a round, and has a full set of actions  
       (standard, move, minor) on each turn. Each set of  
       actions corresponds to a different head. The  
        taddol’s ability to take immediate actions  
        refreshes on each of its turns. 
  Twin Mind 
       The taddol gain a +3 bonus to saving throws  
       against dazed and stunned conditions  
       and against charm effects that a save can end. 
  Fey Origin 
       Taddol are considered a fey creature for the  
       purpose of effects that relate to creature origin. 
  Alignment: Any Languages: Common, Elven 
  Skills Insight +15, Perception +15 
  Str 21 (+11) Dex 15 (+8) Wis 14 (+8) 
  Con 18 (+10) Int 20 (+11) Cha 13 (+7) 
  Equipment: longsword 
   
  Txpse!'!Tpsdfsz!Ubdujdt!
  Sword & Sorcery swing a sword and then shoot 
  a lightning ray in the same round. One head 
  focuses on the meanest looking enemy in front, 
  while the other picks off any enemies lurking in 
  the background. They can both use the 
  longsword, in a pinch. 
   
  
   
   
  12 
  Ubeepm!Usvuilffqfs!
  "We keep the lies out.” 
  Dressed in full plate armor, this taddol tank 
  wields a wicked great axe. His faces tell of 
  experience and wisdom. Four eyes stare 
  intently at you, as if peering into your soul. 
   
  �
  �
  �
  �Taddol Truthkeeper           Level 6 Soldier 
  Medium Natural Humanoid                                     XP 250 
  Initiative +7 Senses Perception +13; low-light vision 
  HP 77; Bloodied 38 
  AC 30; Fortitude 20, Reflex 19, Will 18 
  Speed 5 
  MMMMGreat Axe (standard; at-will) � Weapon 
      +13 vs AC; 2d6+4 damage     
  ccccRight Circle Sweep (standard; encounter)  
      � Weapon 
      Close burst 1; +11 vs. Reflex, 3d8+4 damage    
  ccccLeft Circle Sweep (standard; encounter)  
      � Weapon 
       Close burst 1; +13 vs. AC, 4d6+4 damage    
  Double Actions 
       A taddol rolls initiative twice, gets two turns    
       during a round, and has a full set of actions  
       (standard, move, minor) on each turn. Each set of  
       actions corresponds to a different head. The  
        taddol’s ability to take immediate actions  
        refreshes on each of its turns. 
  Twin Mind 
       The taddol gain a +3 bonus to saving throws  
       against dazed and stunned conditions  
       and against charm effects that a save can end. 
  Fey Origin 
       Taddol are considered a fey creature for the  
       purpose of effects that relate to creature origin. 
  Alignment: Any Languages: Common, Elven 
  Skills Perception +13 
  Str 21 (+8) Dex 14 (+5) Wis 16 (+6) 
  Con 21 (+8) Int 18 (+7) Cha 16 (+6) 
  Equipment: great-axe, plate armor 
   
  UBEEPM!Usvuilffqfs!Ubdujdt!
  The taddol truthkeeper swings twice each 
  round, making its way to the heart of 
  combat. At the thick of battle, they usually 
  use the circle sweeps in succession, trying 
  to take out a large number of foes at once. 
  !
  Ubeepm!USBJMCMB[FS!
  "I know the woods like the back of our hand.”  
  This perfect blend of druid and ranger wears 
  green dragon scales and wields a deadly 
  longbow. He steps through the thick forest as if 
  it was a walk on the beach. Both faces bear a 
  serious expression. 
   
  �
  �
  �
  �Taddol Trailblazer                    Level 24 Artillery 
  Medium Natural Humanoid                                        XP 6050 
  Initiative +20 Senses Perception +23; low-light vision 
  HP 178; Bloodied 89 
  AC 36; Fortitude 38, Reflex 37, Will 38 
  Speed 6 
  RRRRLongbow (standard; at-will)  
     Ranged 20/40; +31 vs AC; 3d6+8 damage    
  rrrrPoison Arrow (standard; recharge 56
  56
  56
  56)  
       � Poison, Weapon 
       Ranged 15; +29 vs Reflex; 4d12+8 poison  
       damage, and ongoing 5 poison damage (save  
       ends).    
  aaaaScorpion Rain (standard; encounter)  
       � Poison, Weapon 
       Area burst 1 within 15; +29 vs Reflex; 4d12+8  
      damage, and ongoing 5 poison damage (save  
      ends). Miss: Half damage, and no ongoing damage.   
      This must be used on its first turn of the round, and  
      the second head loses its turn this round. 
  Double Actions 
       A taddol rolls initiative twice, gets two turns    
       during a round, and has a full set of actions  
       (standard, move, minor) on each turn. The  
        taddol’s ability to take immediate actions  
        refreshes on each of its turns. 
  Twin Mind 
       The taddol gain a +3 bonus to saving throws  
       against dazed and stunned conditions  
       and against charm effects that a save can end. 
  Fey Origin 
       Taddol are considered a fey creature for the  
       purpose of effects that relate to creature origin. 
  Alignment: Any   Languages: Common, Elven 
  Skills Insight +28, Perception +23 
  Str 30 (+22) Dex 26 (+20) Wis 29 (+21) 
  Con 28 (+21) Int 27 (+20) Cha 25 (+19) 
  Equipment: longbow, scale armor 
   
  Ubeepm!Usbjmcmb{fs!ubdujdt!
  The taddol trailblazer avoids melee if at all 
  possible, preferring to pincushion and poison 
  enemies from afar. 
  
   
   
  13 
  Ubeepmt!Jo!Zpvs!Hbnf!
  Unlike other races, taddols present 
  an unusual option: play two PCs in one 
  body. This can be done in a variety of ways. 
  First, for the player who absolutely wants to 
  play two PCs at once, this is an option with 
  the taddol. Or perhaps two players really 
  enjoy working together; the taddol would 
  work well for them as well. Yet another 
  option is to have a player play one half of 
  the Taddol, and the Game Master treats the 
  other as an NPC. In any case, the taddol is 
  a race that requires two character sheets, 
  and which can both be twice the work and 
  twice the fun. 
  Taddols in this text are presented as 
  a fairly fresh race to the world. While they 
  do have ancient origins, it does not need 
  to be entangled with your existing 
  campaign history. This allows them to 
  be placed in virtually any campaign 
  setting with little work. As is, they 
  require almost no adjustment to 
  your world to begin play 
  immediately.  
             In games that lack either 
  eladrins or ettins, other 
  creatures can be substituted. 
  Elves work well in place of 
  eladrins. For ettins, substitute 
  nearly any two-headed giant. If 
  nothing like that currently exists 
  in your game, those races 
  could have easily existed and 
  have since gone extinct after 
  the creation of the taddols. 
   
  Optionally, the Game 
  Master can create an 
  alternative back story for the 
  taddols. Perhaps, like ettins, 
  they are simply a naturally 
  occurring race that has been 
  relatively rare. Then again, 
  maybe they are from another 
  plane, such as the Feywild, and 
  are fleeing to your campaign 
  world from a terrible menace. 
  Taddol could also be a brand new race that 
  arose from an arcane experiment; a clone 
  machine that has gone horribly wrong. 
  Whatever the case, the taddol will 
  make a welcome addition to any game as a 
  the only two-headed PC, an unusual option 
  for a couple of players who are seeking 
  something different, a challenge for the 
  player who likes to play everything, or even 
  a fun alternative for those that really enjoy 
  working together on everything.
  
   
  14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bee!Ofx!
  Mjgf!up!
  Zpvs!
  Hbnf!
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Alluria Publishing/Remarkable Races - The Taddol.pdf