TEXT: Aefanryll (Glory Hounds)
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  Aefanryll
  © 1999 by Martin Lambert, Artwork © of Kaaz. See more of his artwork here.
  Climate/Terrain: Any 
  Frequency: 
  Uncommon 
  Organization: 
  Solitary 
  Activity Cycle: 
  Any 
  Diet: 
  Life-force of lower planar beings 
  Intelligence: 
  Genius (17-18) 
  Treasure: 
  H (gems and magic only) 
  Alignment: 
  Neutral Good 
  No. Appearing: 1 (1-4) 
  Armor Class: 
  -5 
  Movement: 
  12 Fl 36 (B) 
  Hit Dice: 
  12 (1d10 used to determine hit points, all 
  ones rolled are considered 2's)
  THAC0: 
  6 
  No. of Attacks: 5 
  Damage/Attack: By weapon +8/2-12 (bite) 
  Special Attacks: Mental Domination, Feeblemind, 
  Energy Transfer 
  Special Defenses: Gaseous form, +2 or better 
  weapon to hit, Plane shift, 
  Regeneration 
  Magic 
  Resistance: 
  15% 
  Size: 
  M (5'- 6' tall) 
  Morale: 
  Champion (16) 
  XP Value: 
  22,000 
  (The Aefanryll)
  The Aefanryll, known the planes over as simply 
  "Aef" or in some circles as "Glory Hounds", are 
  celestials that have so lost themselves to fighting 
  the Blood War they have been reformed by the 
  Good Powers into energy-draining creatures 
  simliar to vampires. They retain a good 
  alignment, but must feed on the life-force of the 
  evil denizens of the Lower Planes to survive. 
  They are stunningly beautiful creatures with 
  angelic wings and skin the color of the sky at 
      "The only good thing 
  one can say about fiends 
  is-
                  -there are plenty of 
  'em to go around!"
  -One Aefanryll to another-
  If faced with great damage or an overwhelming 
  number of opponents the Aefanryll will plane shift
  to a safe location in the Outlands, or assume 
  
  Aefanryll (Glory Hounds)
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  dawn. They appear human in form, and are 
  always beautiful to behold (they usually have a 
  Charisma of 16 or higher, and all those gazing 
  upon them must make a save vs. spell or suffer 
  the effects of a Feeblemind spell). They commonly 
  wear the Aef, a sign of those that have been 
  forsaken among celestials. No one knows why 
  they choose to bear this symbol, but it is known 
  that it carries a powerfully negative social stigma. 
  Combat: In combat the ferocity of the Aefanryll 
  becomes apparent. They attack with a longsword 
  (which in their hands acts as a sunblade) in one 
  hand and a horseman's mace (which in their 
  hands acts as a mace of disruption). Each weapon 
  can be used twice per round. 
  The bite of the Aefanryll is especially feared by 
  lower planar denizens. The bite of the Aef 
  conducts energy from the positive material plane, 
  and infuses the being bitten with this power, 
  effectively pumping positive energy into them (at 
  a rate of 1d4+2 hp per round). This causes lower 
  planar beings immense pain and agony and when 
  they reach their maximum hit point total, they 
  explode into a brilliant display of positive energy. 
  (This, in fact, acts exactly like normal undead 
  level drain to a lower planar creature, but heals
  the listed amount of damage to any creature not 
  native to the Lower Planes. Please note that some 
  tieflings would be considered to be "of the Lower 
  Planes", and thus could not recieve this healing 
  power). Commonly such beings as paladins will 
  strike alliances to attack fiends with Aefanryll. 
  gaseous form until it is safe. Plane shift may be used 
  once per 10 rounds and bands of Aefanryll will 
  commonly shift in and out of a fight to confuse an 
  opponent and have time to regenerate. (Aef can 
  regenerate 2 hit points per round unless the 
  damage was done by acid). 
  Habitat/Society: The society of the Aefanryll is a 
  limited one. Due to their frenzy to destroy fiends 
  they are outcast from the Upper Planes and 
  normally reside in the Outlands. The fate of the 
  Aefanryll is used as an example to celestials that 
  allow the lust of the destruction of evil hate to 
  take control of their existence. 
  Any celestial may be transformed into an 
  Aefanryll. Those that take too much joy in the 
  slaughter, or think more of the Blood War than 
  the conflict between good and evil are eligible. 
  Occasionally an older Aef will be summoned back 
  to its home plane to train a new batch of 'initiates'. 
  During their apprenticeship is the only time an 
  Aefanryll will be seen with others of it's own 
  kind. The sight of their kin serves as too harsh a 
  reminder of all they have lost. 
  Ecology: The Aefanryll serve no purpose in the 
  ecology as they neither eat nor sleep. Their only 
  purpose is to destroy fiends and they plot 
  constantly to this end. 
  
  Guardinal, Brahmal
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  Guardinal, Brahmal
  © 2000 by Raman Bath, a.k.a. Spyder. Artwork © of Boris Radujko. See more of his artwork here. 
  Climate/Terrain: Elysium 
  Frequency: 
  Rare 
  Organization: 
  Solitary (Herd) 
  Activity Cycle: 
  Any 
  Diet: 
  Herbivore 
  Intelligence: 
  Exceptional (15-16) 
  Treasure: 
  Incidental 
  Alignment: 
  Neutral Good 
  No. Appearing: 1 (1-8) 
  Armor Class: 
  2 
  Movement: 
  12 
  Hit Dice: 
  7+4 
  THAC0: 
  13 
  No. of Attacks: 3 
  Damage/Attack: 1d6+2/1d6+2/1d8+3 
  Special Attacks: Spell use 
  Special Defenses: +1 or better weapon to hit, spell 
  immunities 
  Magic 
  Resistance: 
  40% 
  Size: 
  Medium (4'+ to 7') 
  Morale: 
  Champion (15-16) 
  XP Value: 
  9,000 
  (A Brahmal schools a young Ursinal)
  Only +1 or better magical weapons can hit a 
  Brahmal. They are completely immune to any 
  form of disease, or poison. Brahmal are further 
  immune to any mental attacks including, fear, 
  chaos, and charm person. 
  Habitat/Society:  As noted previously the 
  Brahmal are the spiritual leaders of the 
  Guardinal race. Their wisdom is never taken 
  lightly even by the mighty Leonals. Brahmals are 
  generally solitary and tend to wander from one 
  place to another administering their faith 
  wherever it is needed. Some Brahmals gather in 
  herds to protect specific areas of land while 
  others gather together and form spiritual 
  institutions for the young. 
  Typically they erect permanent structure similar 
  to towers or keeps where they gather in manner 
  akin to monastic orders on the Prime. Here in 
  these hallowed halls the Brahmals serve to 
  enlighten the young while the Ursinal assist in 
  the other aspects of their education. As noted 
  previously the Brahmal and Ursinal species 
  enjoy a level of camaraderie that many other 
  Guardinals do not share outside their close knit 
  clans and families. 
  A Brahmal is a rare breed of Guardinal known 
  for its passive nature and spiritual enlightenment. 
  The Brahmal are the priests and druids of the 
  Guardinals and as such are given great respect 
  with in their culture. They also act as the 
  caretakers and teachers of the young ensuring 
  that the new generation grows to understand 
  their importance in the world. Brahmals and 
  Ursinals share a common interest in their love for 
  philosophy. It is not unusual for groups of 
  Brahmals and Ursinals to be found in one 
  another’s company. The Brahmal are also sought 
  out by other Guardinals who actively participate 
  in the Blood War. As powerful priests their skills 
  are invaluable when engaging the lower planar 
  vermin. 
  A Brahmal appears as a large (7 ft) sinewy 
  humanoid with the head of a Brahma Bull. They 
  possess the same characteristic hump common to 
  the bovine species along their backs. Brahmal are 
  coated in fine, short hair usually, white, or brown 
  in color. They have large benevolent eyes of the 
  lightest brown color said to ease the pain of any 
  
  Guardinal, Brahmal
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  being that looks upon them. Their feet are 
  actually stout hooves and a hoof like material 
  also backs their hands. Each of the Brahmals 
  horns are curved forward and extend as far as 18 
  inches giving these pacifists an impressive arsenal 
  for defense. Many onlookers may mistake the 
  Brahmal as a new species of Minotaur. Such 
  mistakes are rare on Elysium where every 
  manner of animal/human hybrid can be found. 
  On the Prime, the mistake is more commonly 
  made and can cause trouble for the normally 
  peaceful creatures. 
  Combat:  The Brahmal do not enjoy fighting. 
  They would rather parlay with an opponent and 
  appeal to their spiritual side to see the ultimate 
  futility in violence. If combat is unavoidable the 
  Brahmal may strike with its hoof like fists and 
  inflict 1d6+2 points of damage (18 in strength). 
  The Brahmal can also utilize their horns that 
  function as +3 magical weapons and inflict 1d8+3 
  points of damage. 
  If sorely pressed in combat they have several 
  special abilities they can use. Any evil creature 
  meeting the gaze of a Brahmal must make a 
  saving throw versus magic or be affected by fear
  as the fourth level magic user spell. In addition to 
  the standard Guardinal powers, they may use the 
  following abilities at will: true sight (always 
  active), know alignment (always active), bless, draw 
  upon holy might, cure light wounds, continual light, 
  cure blindness/deafness (once per turn), cure disease
  (once per turn), neutralize poison (once per turn), 
  heal (thrice per day), and holy word (twice per 
  day). Brahmal are surrounded by protection for 
  evil in a 10’ radius and they can cast spells as 14th 
  level priest. Fully one half of all Brahmal function 
  in the same manner as traditional priests while ¼ 
  function as Mystics, and ¼ function as druids. 
  clans and families. 
        "A Minotaur! I'll 
  have you know berk 
  that those smelly, 
  inbred, cows don't even 
  have a respectable 
  looking hump!"
                -Goraf, a Brahmal, 
  to a clueless prime when 
  asked if he had any Minotaur 
  kin.-
  Ecology:  The Brahmal is a defender of the weak 
  and protector of nature. Even Brahmal who do 
  not possess druid abilities see the defense of 
  nature as part of their faith. In addition to 
  creating monastic herds that assist the young the 
  Brahmal also create similar groups that see to the 
  needs of the environment. 
  
  Crusader
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  Crusader - Tanar'ri, Risen
  © 1999 by Martin Lambert, Edited and adapted by Brannon Hollingsworth. Artwork © of James Kelly. See more of his artwork here.
  Climate/Terrain: Any 
  Frequency: 
  Very Rare 
  Organization: 
  Tribe 
  Activity Cycle: 
  Any 
  Diet: 
  Carnivore 
  Intelligence: 
  Genius (17-18) 
  Treasure: 
  C, F 
  Alignment: 
  Chaotic Good 
  No. Appearing: 1 
  Armor Class: 
  -9 
  Movement: 
  15 
  Hit Dice: 
  12 
  THAC0: 
  9 
  No. of Attacks: Spells, by magical weapon, 3 
  Damage/Attack: By spell, by magical weapon, 2-
  12/1-10/1-10 
  Special Attacks: Spells, Holy Light
  Special Defenses: Protection from Evil, +2 or better 
  weapon to hit, regeneration 
  3hp/rd. 
  Magic 
  Resistance: 
  70% 
  Size: 
  L (7' tall) 
  Morale: 
  Fanatic (17-18) 
  XP Value: 
  45,000 
  (A Crusader, conjuring his Holy Light!)
      "And on the fifth
  day, I destroyed ten 
  fiends, and it was good. 
      And on the sixth
  day, I destroyed
  twelve fiends, and..."
        -Crusader Chit-Chat
  It is said that through the might of the Power the 
  Crusader is dedicated to, a gate is created within 
  it to the home plane of the chosen deity. This 
  allows full access to the spell abilities and power 
  that the Realm and the deity provides and 
  nullifies any loss in ability level (as per other 
  planewalker priest classes). The tentacle itself is 
  nearly indestructible (Armor Class -9 with 50 hp 
  and is 100% Magic Resistant) but is utterly 
  useless as an appendage. They will always dress 
  and act in exact accordance with the holy 
  vestments of their faith. 
  Combat: A Crusader in combat is truly an awe-
  inspiring sight. If fighting fiends they will first 
  History of the Crusader 
  Excerpt from the Ninth Chapter 
  Holy History of The Order of the Weeping Rose 
  "...In ages past the great Paladin-Mage Jirra 
  Lightbinder organized a great quest. He would convert 
  a creature of darkest evil into a holy knight as he 
  himself had once been. The many knights in his service 
  cried him hale as they descended into the abyss. 
  Many weeks of fighting and much destruction did they 
  see. The band of knights was reduced from Three 
  Hundreds to some dozen, but still the holy warriors did 
  persevere. At long last a great foe was reduced to 
  inability by the sage powers of the Lightbinder. Long 
  did the evil beast wail and strive 'gainst the power 
  granted the blessed of the gods. At last the great devil 
  was transported to the holy place of the brethren who 
  had brought him low. 
  
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  Many were the prayers and hosannas made over the 
  beast. Much care was taken to show the greatest in all 
  that is good. The blessings of many Gods were invoked 
  and received. One cycle after the fell creature did fall 
  into our hands did a Holy Archon grace the Holy Place 
  with his presence. Long did the Archon and the beast 
  make war with words. 
  At long last did the Archon place upon the head of the 
  bound beast a great and holy relic - a portal to the 
  mind of a god. The beast did writhe and mouth hateful 
  things. Upon it's exhaustion did the beast cease to 
  struggle and commune with the God. The true and 
  holy way was revealed unto its eyes. Great was the 
  shame of the beast as he bethought back upon his foul 
  and fell deeds. Long was the vigil of his prayer. Many 
  weeks later did the bindings upon the beast burst 
  asunder. Fear struck as the knights drew their 
  weapons, casting the priests behind them to seek safety 
  as they may. 
  No war did the beast make upon the warriors of light. 
  Fall down to his knees did he, to thank them and kiss 
  their feet. The beast, now named Crusader to the God, 
  drew up a great and holy sword from the air. We knew 
  not it's origin, save the Archon labeled it a gift. 
  Descend upon us a great lizard-steed did, possessing 
  wise and kindly eyes, it named itself Ki-rin. 
  Leaping upon this Ki-rin the crusader did have off. 
  Many were the tales of his valor, and many were his 
  conversions to the lighted path. His sword was 
  recovered from beneath a great multitude of slain 
  fiends, the body of the holy warrior was nowhere to be 
  found. Thus is the guardian and champion of good 
  fated ever to act."
  The Crusaders are a small group of tanar'ri who 
  have, through priestly spells and sanctity of the 
  Powers, been utterly converted to the cause of 
  good. They have sworn themselves each to a 
  different of the "good" Powers and have been 
  given all the holy strength and abilities of 
  paladins. 
  All Crusaders have icy white skin, with 
  disturbing red-on-black eyes. They are completely 
  hairless, although they often decorate themselves 
  and their tentacle with ribbons, feathers, and 
  symbols of their faith. It is this tentacle, located on 
  the back of their head, which is the source of their 
  "holy" power. 
  inspiring sight. If fighting fiends they will first 
  activate their Holy Light, which burns all evilly 
  aligned creatures within a twenty feet sphere 
  with blazing white light (causes 1d12 points of 
  damage per round of exposure) and can never 
  be healed, as it is the direct application of a 
  Power's holy aura. 
  Each Crusader also carries a Holy Avenger sword 
  to use in the destruction of any and all fiends. 
  (The 50% magic resistance granted by the sword 
  should be rolled for first then apply the 70% 
  natural resistance for any surviving spells). Most 
  of these Holy Avenger blades are massive 
  weapons (giant-sized Bastard swords) that are in 
  themselves, very nearly awe-inspiring and all 
  Crusaders should be considered masters in their 
  use. (4 attacks/round, +8 to hit and to damage, 
  double damage to evilly aligned creatures. 
  Damage is 2d8/1d12 one-handed and 4d4/4d8 
  two-handed). 
  All Crusaders have access to the same holy 
  powers as do the holy warriors of their faith 
  (cast spells as a Paladin of their Hit Die in 
  levels); all known crusaders use Ki-rin as 
  mounts when waging war upon fiendish 
  enemies. 
  Habitat/Society: The society of Crusaders 
  revolves totally around expunging their 
  previous sins by destroying fiends and their 
  dark works. If not actually involved in physical 
  conflict, the Crusaders attempt to forward the 
  designs of their deity in any way possible. 
  Because of their origins, might and destructive 
  capability, all fiends both fear and despise 
  Crusaders, but none more than the tanar'ri. Any 
  tanar'ri will attack a Crusader on sight (not to 
  say that any other fiend would not...) and fight 
  until one of the two is utterly destroyed. 
  Strangely, baatezu, although they cannot 
  stomach the beings, often try and use the single-
  mindedness of the Crusader as a lever in the 
  Blood War against the tanar'ri. However, there 
  are countless tales spun in Sigil that tell of how a 
  Crusader (or three) saw through the subtle 
  machinations of the baatezu and destroyed both 
  them and the tanar'ri before all was said and 
  done. 
  Ecology: The Crusader has no impact on the 
  
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  Ecology: The Crusader has no impact on the 
  ecology but depending on their Power (such as a 
  good Power dedicated to nature), they may do 
  works to better it while not waging war upon 
  the fiends. It is said that the tentacle of a 
  Crusader fetches quite a high price in some 
  Lower Planar gatetowns, and that the buyers are 
  usually yugoloths, the reason for this, however, 
  remains dark. 
  
  Faashtha
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  Faashtha
  © 1999 by Leonidas. Artwork © of Bruno Krippahl. See more of his artwork here.
  Climate/Terrain: Any Upper Planar 
  Frequency: 
  Vary Rare 
  Organization: 
  Solitary 
  Activity Cycle: Any 
  Diet: 
  None 
  Intelligence: 
  Genius (17-18) 
  Treasure: 
  H,S,T 
  Alignment: 
  Neutral Good 
  No. Appearing: 1 
  Armor Class: 
  -3 
  Movement: 
  24 
  Hit Dice: 
  14 
  THAC0: 
  3 
  No. of Attacks: 3 
  Damage/Attack: 2d8/by weapon x 2 
  Special Attacks: Ram, Holy Aura, Haste, charm
  Special Defenses: Holy Aura, hit only by magical 
  weapons of +3 or greater 
  enchantment, regenerate 4 hp 
  per round. Planeshift once per 
  turn 
  Magic 
  Resistance: 
  70% 
  Size: 
  Large (7'+ to 12') 
  Morale: 
  Fanatic (17-18) 
  XP Value: 
  21,000 
  (I come, A Faashtha self portrait)
  Further, each Faashtha maintains the abilities it had 
  as a mortal and this will determine the additional 
  abilities. 
  Habitat/Society:  The society of the Faashtha is 
  based around the lodge. These are gatherings of the 
  bounty hunters (one per goodly plane and one is 
  suspected to be in the Outlands). Here they receive 
  new assignments and warn their fellows of new foes 
  and magics. Between assignments is a great deal of 
  drunken revelry, contests of strength, non lethal 
  combat, as well as other "passions of the flesh". Due 
  to their attitude and presence in the Outlands, some 
  Faa have been occasionally seen with the large 
  roaming tribes of the bariaur, who share in this 
  "celebratory attitude". 
  When on a mission, however, they are always solitary. 
  It is considered the height of rudeness to assign 
  multiples to the same mission. The price paid for their 
  service is unknown but is very steep. There are several 
          "Any mission,
          anytime, 
  anywhere. 
     On my soul."
                  -The Faashtha Creed-
  These great beings are the bounty hunters of the upper 
  planes. They perform missions specifically for goodly 
  aligned powers (or their highest servants) that the 
  power does not want his direct followers to engage in. 
  The Faashtha, or Faa, as they are also know as, 
  normally get the "dirty" or "dangerous" tasks the 
  powers need doing. They revel in this, and talk down 
  to the "bound" celestials, as they refer to them. The 
  sense of pride in mission accomplishment is what 
  motivates them to take incredible risks for 
  comparatively little reward. 
  The Faashtha are handsome human-appearing beings, 
  
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  except for the large set of ram's horns that crown their 
  head. They are roughly nine feet tall and heavily 
  muscled. They are so handsome (Charisma 22) that 
  they may charm any creature they make eye contact 
  with. This ability is normally used to glean chant and 
  darks about their assigned tasks or target. The symbol 
  on the loincloth (which is the only clothing they wear) 
  is the sign of their lodge, and holds special meaning to 
  them. 
  Combat:  If the Faashtha initiate combat they will 
  activate their holy aura which makes them take half 
  damage to any spell (they still gain any normal save 
  throws) and all the powers of a protection from evil, 
  any evilly aligned creatures within 5' are burned for 
  1d10 points of damage per round that may not be 
  healed or regenerated except by magic. 
  If far enough away they will then Ram their foe (x2 
  damage at 20' with an additional multiplier for every 
  10 feet of head start to a max of x5)for 2d8 points of 
  damage. Once they have closed they will activate their 
  haste ability (no aging side affect) and use their melee 
  weapons. They always fight two weapons style with 
  DM determined special magical weapons (normally 
  large versions of one handed, or normal two handed 
  weapons wielded in one hand due to their size). 
  service is unknown but is very steep. There are several 
  recorded incidents of lesser or demi-powers being 
  unable to pay the fee. It is suspected to often be a 
  great magical weapon that can help with the Faa's 
  future missions, but the truth of this remains dark. 
  Ecology:  Faashtha are mortals who were of great 
  service to a goodly power and were destroyed in his 
  service. In life they must have been some type of 
  bounty hunter. If they meet the stringent 
  qualifications and there is a vacancy in a lodge (each 
  lodge has 49 members) they may be elevated by the 
  sponsoring diety. 
  
  Eladrin, Laene (Greater)
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  Eladrin - Laene (Greater)
  © 1999 by Galen. Artwork © of Tony Diterlizzi. See more of his artwork here. 
  Climate/Terrain: 
  Ysgard, Subterranean 
  Frequency: 
  Rare 
  Organization: 
  Guild 
  Activity Cycle: 
  Any 
  Diet: 
  Omnivore + Ores 
  Intelligence: 
  Exceptional (15-16) 
  Treasure: 
  R (lair:Ix5) 
  Alignment: 
  Chaotic Good 
  No. Appearing: 
  1 (1d6) 
  Armor Class: 
  1, -4(element form) 
  Movement: 
  9, Br 9 
  Hit Dice: 
  9 +14 
  THAC0: 
  11 
  No. of Attacks: 
  1 
  Damage/Attack: 
  by Weapon +7, or special
  Special Attacks: 
  Corrosion, Magic Use 
  Special Defenses: 
  See below 
  Magic Resistance: 
  40% 
  Size: 
  Small (2'+ to 4') 
  Morale: 
  Champion (15-16) 
  XP Value: 
  18,000 
  (A Laene, in his demihuman form)
  As Greater Eladrin, Laene are surrounded by 
  Protection from Evil in a 10 foot radius at all times. 
  A Laene can also use any of the following Spell-
  like powers once per round at will: Alter Self, 
  Comprehend Languages, Cure Light Wounds, Detect 
  Evil, Advanced Illusion, Detect Invisible, ESP, 
  Improved Invisibility, Fabricate, Glassteel, Stone to 
  Flesh/Petrify, Superior Magnetism, Tenser's 
  Destructive Resonance, or Wall of Stone. Once per 
  day, a Laene can cast Enchant an Item; once per 
  year, a Laene can cast Permanency. 
  Laene have a special Passwall ability that 
  functions only on Stone and converts it into a 
  fluid gel rather than an open passage; the gel 
  reverts to stone after 1 turn, or when the Laene 
  dispels it if sooner. A Laene can move through 
  this gel at the normal movement rate; others are 
  slowed by 50%. Laene are able to breathe stone; 
  the gel is not breathable to those who lack such 
  an ability. Transitioning into a lithic environment 
  requires 3 segments, and normally constitutes the 
  action for a round; however, the Laene can also 
  transform simultaneously into Element form, if 
  desired. 
  Laene in Element Form have a sense based on 
  sonar which allows them to perceive their 
  environment in a 360 yard range; this sense 
  In demihuman form, a Laene Eladrin resembles a 
  heavy-set Gnome or slender Dwarf with silver 
  eyes; their Element Form is an Amorphic mass of 
  silvery metal. The transformation takes one 
  round in either direction; clothing and equipment 
  are not transformed.
  Combat:  Immune to Acid, Electricity, Fire 
  (including Magical), Magic Missiles [Force strike 
  spells], Petrification/Polymorph, and Weapons of 
  less than +2 enchantment not forged of Cold Iron. 
  Resistant (50%) to Gas or Poison; Vulnerable to 
  Cold, Infernal Energy, and Cold Iron Weapons. 
  In demihuman form, Laene favor a Sharpness 
  Battle Axe +3 (strikes creatures harmed only by 
  +5 weapons, made of Crystal and Glassteel, 
  immune to Acid), which they wield at 19 
  Strength. 
  Their low inherent AC in this form is due to the 
  Armoring effect of Celestial energy, and is not 
  cumulative with physical armor; if physical 
  armor is worn, perhaps for a disguise, then the 
  AC of the armor is used, even if it is worse. 
  
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  A Laene may transform into Element form while 
  wearing armor, but doing so destroys the armor 
  (magical metallic armor will require several 
  rounds to dissolve completely, and will hamper 
  the Laene until 'removed'. 
  An Evil creature of fewer than 5 HD that meets 
  the Stony gaze of an angry Laene must save vs. 
  Petrification or by transformed into Stone with all 
  his gear for 4d8 rounds; a system shock check is 
  required to survive the initial transformation, but 
  not for the reversion to normal form. 
  In Element Form, Laene attack by 
  Grappling/Engulfing an opponent; this attack 
  does not need to penetrate the target's armor, so 
  only Magical and Dexterity defensive 
  adjustments apply. If the Laene scores a hit, it 
  establishes a Hold. Any metal in sustained contact 
  with the Laene will dissolve and be absorbed into 
  the Eladrin's body (1 round for chain mail, 2 
  rounds for Plate, plus 1 round per plus for 
  magical items); after the armor has dissolved, or 
  if the armor is non-metallic, the Laene 
  automatically inflicts up to 3d8 points of Acid 
  damage per subsequent round to a Held 
  opponent (saving throw vs. breath weapon for 
  half damage; non-metallic armor that provides 
  extensive coverage grants a bonus to the saving 
  throw, but requires a saving throw vs. Acid every 
  round or the armor dissolves and becomes 
  useless). 
  On any round after establishing a Hold, the Laene 
  may attempt to apply constrictive pressure by 
  attacking against the remaining Armor Class 
  (Dexterity adjustments no longer apply when 
  held, and the target's armor is physically 
  dissolving). If successful, the Laene imposes an 
  additional +8 points of constriction damage; even 
  if it fails, the acid damage continues each round 
  until the Hold is escaped (contested Strength 
  check against 19 Str). 
  Note that weapons striking a Laene while it is in 
  Element Form must attempt an item saving 
  throw versus acid or be destroyed; the Laene still 
  takes damage from any successful hit by a 
  weapon that it wasn't immune to. 
  A Laene may only Hold one opponent at a time; if 
  additional opponents attempt to grapple with a 
  environment in a 360 yard range; this sense 
  works in air or stone, but not both simultaneously 
  (a Laene cannot see through walls, or across an 
  air gap, but could enter a stone block (using the 
  special Passwall ability) and perceive the location 
  of any cavities or other discontinuities within it). 
  Smaller items may be scanned if the Laene 
  engulfs them. 
  Laene possess the spell-casting abilities of a 12th 
  level priest. 
  Habitat/Society:  The Laene are smiths and 
  crafters of great talent and skill. They provide the 
  Tulani Lords with the magical items that are 
  bestowed on the Knights, and occasionally 
  (rarely) others. Typically, only one will be at any 
  particular court (performing repairs); while most 
  are out and about, or down in the forges 
  fashioning new items. Laene are able to travel 
  freely throughout the Planes; but on the Prime, 
  must observe the Code of the Veil, which they 
  typically do as Gnomes or Dwarves. 
  Laene are natives of Ysgard's 3rd layer, and are 
  Very Rare encounters elsewhere; but they will 
  sometimes approach adventurers with an offer to 
  purchase unusual magical items for study.
      "Sure, I can make it, 
                   but can you 
  pay for it?"
         -A Laene, haggling-
  Ecology:  Laene are omnivorous, but must also 
  consume metallic ores or even processed metals; 
  a variety of metals are required, but the Laene 
  can usually acquire all of them by absorption 
  from its Passage gel. Laene excrete Mithril as a 
  waste product (substitute Mithril for platinum in 
  the treasure table), and collect high quality 
  jewelry and gems for use in crafting magical 
  items.
  Variants:  Laene who mate with Dwarves 
  produce offspring of the Durin subrace; Laene-
  Gnome hybrids are Modsognor. 
  
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  Laene, then each sustains 1d8 points of Acid 
  damage per round of contact. However, each 
  grappler adds +1 to the contested strength check 
  of the person held (the Amorphic nature of the 
  Laene makes it difficult to apply such assistance 
  effectively). 
  Underwater, a Laene's Acid attack is ineffective; 
  however, the Laene is not harmed by aqueous 
  environments, and can still grapple/engulf and 
  constrict opponents. (Laene are able to breathe 
  water in any form.) A Laene can also choose not 
  to employ its Acid attack against engulfed 
  opponents while in other environments. 
  
  Nimbus, Champions of Celestia
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  Nimbus
  © 2000 by Brannon. Artwork © 1999 by Shreyas Sampat. See more of her artwork here. 
  Climate/Terrain: Mt. Celestia, Some Upper Planes 
  Frequency: 
  Uncommon 
  Organization: 
  Solitary 
  Activity Cycle: 
  Any 
  Diet: 
  Unknown 
  Intelligence: 
  Exceptional (15-16) 
  Treasure: 
  None 
  Alignment: 
  Lawful Good, usually, but can be 
  Any Good 
  No. Appearing: 1 or (rarely) 1d3 
  Armor Class: 
  -2 
  Movement: 
  12, FL 18 (B) 
  Hit Dice: 
  7+5 
  THAC0: 
  12 
  No. of Attacks: 
  2 or 3 
  Damage/Attack: 
  Special Attacks: Halofire
  Special Defenses: Can be hit only by +1 or greater 
  weapons 
  Magic 
  Resistance: 
  25% 
  Size: 
  M (6 ½' tall) 
  Morale: 
  Fearless (20) 
  XP Value: 
  2,700 
  (A Nimbus on high!)
  Combat:  The nimbus is eerily devastating in 
  combat, but only against those that are evil, or 
  harbor the strains of evil in their hearts. The 
  nimbus can detect alignment at will, and it is 
  thought that even items such as amulets of non-
  detection cannot hinder them in their quest to 
  vanquish and destroy evil. A nimbus will never 
  attack a creature of non-evil alignment, but those 
  that attack it will be met with the same force. 
  The nimbus will usually attack initially with its 
  halofire, which ignites on a single evil creature 
  within 100 feet of the nimbus and burns for 4d4+4 
  points of damage every round. The halofire
  continues for every round that the victim is in 
  range, so that the only way to cease the attack is 
  "Utter beauty and radiance. Combine this with a skill 
  so deadly and a thirst for destroying evil so 
  unquenchable that it burns visibly through them. 
  These are the qualities of the Nimbus."
  These were the words penned over 3000 cycles 
  ago by the planar historian Grunui'hail'lib 
  Ammoneumen in one of the oldest surviving 
  treatises of the Upper planes, The Orah. It was 
  thought that the race, which was believed to be 
  native to the plane of Mt. Celestia, disappeared 
  long, long ago never to be seen again. 
  This was, however, until recently when a group 
  of planewalkers stumbled upon a deserted 
  temple in a little known section of the Glorious 
  Mount. Upon breaking the seal which sealed the 
  doors of the inner sanctuary of the temple, a 
  Nimbus strode forth, as seething in power and 
  glory as were the Nimbi (plural of Nimbus) of 
  old. Following are the words of the single 
  
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  survivor of that fateful party. 
  "The creature was beautiful beyond words, I shall 
  never forget its face as long as I draw breath. It looked 
  in some ways like a human or elven woman of 
  incredible, indescribable beauty and in other ways it 
  looked like a living fire of bright light. Its head was 
  wreathed in this burning, light fire, and yet it was in 
  no way consumed. It is hard to describe, but the thing 
  did not look like an elemental. 
  "I know what you are thinking sod, and yes, I have 
  seen elementals before and this was unlike any of them. 
  Its head and shoulders appeared to be blazing or 
  burning with a bright fire, its eyes somehow shining 
  white and still noticeable within the glare. I tell ya, it 
  was like nothing that I have ever seen before. 
  "It walked slowly, but it seemed that each step it took 
  there was no going back for it, like it would never 
  retreat, no matter what. It wore strange garb the likes 
  of which I have never seen, but it somehow was perfect 
  for it and it was female, of that I am sure... Erm, well, 
  as least it seemed to be female. 
  "In its dainty hands, it held what appeared to be, at 
  first glance, a broken pole arm, but I soon learned that 
  it was a perfectly working and utterly deadly weapon. 
  The weapon was a sectioned but connected staff with 
  three sections, the two outer sections bearing gleaming 
  silver blades. 
  "It seemed to stand there for hours, but I know now 
  that it was only moments, when it looked to 
  Darkcinder, our tiefer thief, and before I knew that 
  anything had happened, Darkcinder was burning. I 
  thought I saw the thing look at him, but I was not 
  sure, but I know that Darkcinder was dead in 
  moments, burned to an utter crisp by the creature's 
  fire. 
  "The rest of the party, unknowingly, moved in to 
  attack this thing at that point. It seemed to hesitate at 
  first and they landed several good attacks on it. I knew 
  then what was happening, but I was unable to say 
  anything. I was frozen in abject fear and awe, as they 
  should have been... 
  "It did not burn any of the others, but it defended itself 
  with ease once it seemed to realize the party was not 
  going to stop attacking it. It flew around the room and 
  a few swings of that barmy-looking weapon and it was 
  all over. 
  range, so that the only way to cease the attack is 
  either by fleeing, or slaying the nimbus that cast 
  it. 
  Luckily, the nimbus only uses its halofire against 
  evil opponents and the attack, in fact, has no 
  affect on those of neutral or good alignments. 
  However, the long, double-bladed hath'Rra, or 
  "vengeance blade" works equally well on any 
  opponent. A nimbus can attack twice per round 
  with the hath'Rra, which is usually a +2 weapon, 
  and more often than not has some innate magical 
  power. Their weapons dissolve upon the death of 
  the nimbus and they can maintain their halofire if 
  they so wish while attacking without penalty. 
  Habitat/Society:  All that is known of the 
  nimbuian society (both past and present) is that 
  there was a tremendous focus on combating evil 
  in all of its forms, no matter where it began. It is 
  thought that the nimbus either gave rise to the 
  celestials or that they a were created and then 
  thought less about as time passed, so they then 
  faded into near non-existence. It was only 
  through their rediscover that they again gained 
  the fresh belief needed to continue on their quest 
  to utterly vanquish all evil. 
  Some sods believe that the nimbus were too good 
  at their job and the celestials decided that they 
  would rather the fiends keep themselves 
  occupied in the Lower Planes with a war over the 
  true definition of evil. Therefore, the celestials 
  had them imprisoned them until a time when 
  they might again need them. 
         "...and the evil of 
  heart
    must be wary of the 
  Nimbus, or they shall 
  soon 
              join the ranks of 
  their fellow 
  petitioners..."
                 -Grunui'hail'lib 
  Ammoneumen, as quoted 
  from The Orah-
  Ecology:  There is nothing known that a nimbus 
  gives to nor takes away from an environment, 
  
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  "You don't know how badly I wanted to try and warn 
  them. To tell them that at this point, this thing was 
  only defending itself. I doubt now, looking back, that 
  any of those letterheads would have listened to me at 
  any rate. 
  "The thing with Darkcinder could not have been 
  helped, I see that now. He was, after all, evil in some 
  ways. Granted, we had all learned to live with his bad 
  habits, though. I guess this thing did not have the 
  patience. Alas my friends, if I had only knew sooner! 
  "Me? Why was I spared? I think that is fairly easy 
  now, looking back at everything. You see, I am a priest 
  of Brishaspati, who dwells on the Mount. 
  Undoubtedly, his holy wisdom protected me..."
  The nimbus are some of the most efficient 
  weapons against evil that have ever existed. Their 
  are tireless in their search of evil in all of its 
  various forms, and are merciless in its 
  destruction. They speak no known languages, but 
  it is believed that they are telepathic. 
  gives to nor takes away from an environment, 
  other than perhaps the ashes of the evil creatures 
  that it incinerates. Often, though, there are not 
  even ashes left behind. They will never 
  knowingly hurt and good or neutral creature, but 
  have been known to defend themselves from 
  attack. 
  There is nothing known about the nimbus' 
  reproductive cycle, but it is thought, as all nimbi 
  are female in appearance, that they are all 
  hermaphroditic. However, this is purely 
  supposition. 
  
  Rammas, the Defenders of the Faith
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  Rammas
  © 1999 by Brannon Hollingsworth, Artwork © of Tracy Butler. See more of her artwork here.
   
  Climate/Terrain: Any Upper, Lower Plane or 
  Outlands 
   
  (A Rammas, preparing for battle)
  The DM must decide on the strength of this creature depending on 
  the encounter situation. If a Rammas is encountered in a fairly calm 
  and placid setting, use the stats as given. However, if one is 
  encountered in a setting filled with harsh injustices, alter the 
  creature accordingly (feel free to edit this list as you see fit): 
  Setting 
  Category
  Strength 
  Modifier
  AC 
  Modifier
  THAC0 
  Modifi
  Calm, Placid
  None
  None
  None
  Slight Injustices - 
  (petty theft of jink, 
  etc.) 
  +1 
  -1 
  -1 
  Minor Injustices - 
  (abuse of pack 
  animals, etc.)
  +2
  -2
  -2
  Major Injustices - 
  (murder, neglect of 
  children, etc.) 
  +3 
  -3 
  -3 
  Habitat/Society: Very little, if anything is known of the society of the 
  Rammas. This is mostly due to the fact that they are rarely seen 
  together. Fiercely solitary creatures, the Rammas have only been 
  known to band together and fight as a single force only once in the 
  long recorded history of the planes. They were said to have been 
  present at the Battle of Goth, (the Battle of Goth is thought to be, 
  amongst most graybeards, to be the first Blood War Battle wherein 
  Frequency: 
  Uncommon 
  Organization: 
  Solitary 
  Activity Cycle: 
  Any 
  Diet: 
  Good deeds 
  Intelligence: 
  Exceptional (15-16) 
  Treasure: 
  Nil 
  Alignment: 
  Any good 
  No. Appearing: 1 
  Armor Class: 
  -2 
  Movement: 
  24 
  Hit Dice: 
  10+8 
  THAC0: 
  8 
  No. of Attacks: 
  3 (fist(x2), head butt) or by 
  weapon 
  Damage/Attack: 1d12(x2)/1d10+2 or by 
  weapon 
  Special Attacks: Added Bonuses (See below) 
  Special Defenses: See below 
  Magic 
  Resistance: 
  45% 
  Size: 
  M (5' to 6' tall) 
  Morale: 
  Fearless (19-20) 
  XP Value: 
  14,000 
     "May you fight
               as a wronged 
  Rammas..."
     -Ancient Upper Planar Saying-
  It is said that the often used prime term, 
  'Defenders of the Faith', derived from these 
  staunch, solitary, and noble hearted warriors. 
  The Rammas are known the throughout the 
  Upper Planes as nearly unmatchable warriors 
  with hearts of purest goodness. It is said that 
  they were birthed from the sheer want in the 
  multiverse for someone to come to the aid of 
  those in need. Whether or not this is true, the 
  Rammas more than fit the bill. 
  The Rammas resemble the guardinals of 
  
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  Elysium in their animalistic looks and 
  mannerisms, but they are not, however, 
  members of that fair and wellborn race. 
  Roughly human-sized beings, they favor 
  humans in most aspects, but all have the 
  striking visages of rams, lending a noble and 
  quiet air about them. Although most bloods 
  would be quick to think so, their countenance 
  neither favors cervidals of Elysium nor the 
  bariaur common to the Outlands and Ysgard. 
  They are, without a doubt, a race all their 
  own. 
  All are known to be deep voiced and 
  ultimately kind to those of good hearts, 
  although they can innately detect evil up to a 
  range of 30 yards and never hesitate to bring 
  this fact to the fore. They are most often seen 
  in their adventuring gear which usually 
  consists of only their well tended and battle-
  worn armor, their weapon of choice (most 
  often a longsword, battleaxe, or maul), and 
  possibly standard adventuring gear. 
  Strangely, they are never seen eating or 
  drinking and some graybeards even theorize 
  that it is the very deeds of goodness that they 
  perpetrate which becomes their metaphorical 
  bread and butter. This might well account for 
  their zeal in performing acts of charity and 
  goodness, but the darks have remained 
  hidden for as long as these solitary do-
  gooders have existed. 
  Combat: Rammas are, as one would expect, 
  highly formidable foes in mortal combat. 
  They are far stronger than most mortals (19 
  Strength) and when combating evil and the 
  injustices thereof, are fearless and will fight to 
  the death. However, they fight only when 
  there is a need or an injustice to be set right, 
  but once they enter combat, they war with a 
  zeal unlike any known. There is an old Upper 
  Planar saying amongst warrior initiates, "he 
  fights like a Rammas who has been wronged". 
  There seems to be some substance behind this 
  aged saying, as it seems that the Rammas are 
  able to channel the fury, hurt, and despair of 
  those around them who have been wronged 
  into pure fury and combat prowess. Legends 
  tell of Rammas, who in combat, have been 
  known to take on several greater yugoloths 
  and destroy them single handedly. 
  amongst most graybeards, to be the first Blood War Battle wherein 
  innocents were used as literal fiend-shields - the victory of the 
  Rammas was said to have been staggering) and even then, they 
  spoke and interacted only enough to coordinate their attacks as a 
  single, cohesive unit. 
  Planar graybeards have struggled for centuries to solve the enigma 
  of the Rammas, as they seem to elude most of the laws that govern 
  the rest of the multiverse. Their wandering nature makes them very 
  difficult to study, as most planewalker bloods even find it difficult to 
  match steps with them. It is said that that the Rammas, much like the 
  githzerai and the githyanki, are able to "step through the cracks", or 
  planeshift, at will. 
  The very existence of these creatures are said to make most Guvners 
  irate with frustration. When encountered, Rammas speak little of 
  themselves and their kind, they subtly steer the conversation into 
  what they deem familiar territory - the injustices of the multiverse 
  and how they should be righted. Some sages have theorized that 
  perhaps the Rammas are not a planar race at all, but rather a stage of 
  Upper Planar petitioner development that has been previously 
  unknown. After all, the bashers seem to exhibit all of the best of 
  what the Upper Planes are said to embody, right? If this be true, 
  though, how could the Rammas' planeshifting ability be accounted 
  for? Some sages think that perhaps they are an unusual race of Prime 
  paladins that were stranded on the planes long, long ago? One thing 
  about the Rammas is certain, however, until they come clean with 
  the darks, these questions may go unanswered for countless cycles 
  to come. 
  Ecology: The Rammas, contrary to what one might expect, spend 
  quite a lot of their 'free time' (or whatever passes for such), 
  contributing to the common good around them. Whether it is 
  bringing food stores to a starving section of a Lower Planar 
  Gatetown, breaking the chains of khaasta-captured slaves, or utterly 
  destroying a seething hive of kyton-spawned iniquity in Baator, they 
  strive for the greater good in all of their efforts. Rammas have even 
  on occasion been seen working in the Bleaker soup kitchens in Sigil, 
  not because they necessarily agree with the faction's outlook on the 
  multiverse, but rather because they believe in helping those who are 
  in need. 
  The Rammas take an active role in trying to make their surroundings 
  just a tiny bit better before they again take to the Great Road. For 
  this reason, they are said to return things to the world around them, 
  whether it be as menial as blankets for freezing children in Carceri or 
  as fantastic as an ever-flowing magical spring in Pelion. A Rammas' 
  horn is also said to be the main ingredient in the creation of any of 
  the various dweomered horns, such as a Horn of Valhalla, that are 
  known to adventurers everywhere. 
  
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  For the Rammas, it is almost as if their intense 
  anger at the injustices that are forced upon 
  others fuel the fire of the battle in their noble 
  hearts. In game terms, the Rammas are a bit 
  more difficult to "pin down", however. 
  
  Eladrin, Sirocco (Lesser)
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  Sirocco - Eladrin, Lesser
  © 1999 by Galen. Artwork © 1999 by Shreyas Sampat. See more of her artwork here. 
  Climate/Terrain: Ysgard, Hot Barrens, 
  Wastelands 
  Frequency: 
  Uncommon 
  Organization: 
  Band 
  Activity Cycle: 
  Any 
  Diet: 
  Omnivore 
  Intelligence: 
  Exceptional (15-16) 
  Treasure: 
  U 
  Alignment: 
  Chaotic Good 
  No. Appearing: 1-3 (2d6) 
  Armor Class: 
  2, -2 (element form) 
  Movement: 
  15, Fl 30A 
  Hit Dice: 
  6 +9 
  THAC0: 
  15 
  No. of Attacks: 
  1 or 2 
  Damage/Attack: by Weapon +7, or 2d6/2d6 
  Special Attacks: Whirlwind, Magic use 
  Special Defenses: See below 
  Magic Resistance:35% 
  Size: 
  Medium (4'+ to 7') 
  Morale: 
  Elite (13-14) 
  XP Value: 
  9,000 
  (The hot-blooded Sirocco!)
  Habitat/Society:  Little is known about the 
  second layer of Ysgard due to the fiery terrain 
  and hostile nature of most known inhabitants. 
  Sirocco encountered elsewhere have been vocal 
  about the need for Pure commitment and Burning 
  dedication to give each person's life a deeper 
  purpose than simple subsistence. 
         "It is the burning 
  Heart
     that brings the 
  truest victory!"
                 -Sirocco War Cry-
  Many Sirocco wear clothing said to be made from 
  In demihuman form, a Sirocco resembles the 
  Bralani Eladrin, but has bright red hair. In 
  Element form, they become a superheated 
  whirlwind, also similiar to that of a Bralani.
  Combat:  Immune to Electricity, Magic Missiles
  [Force strike spells], Aging/withering, Normal 
  Fire, Petrification/Polymorph, and Weapons of 
  less than +1 enchantment not forged of Cold Iron. 
  Resistant (50%) to Cold, Magical Fire, Gas; 
  Vulnerable to Acid, Infernal Energy, Poison. 
  Special: double damage from non-magical Cold 
  Iron Weapons. 
  Weapons: While Sirocco are themselves resistant 
  to the fiery heat of Muspelheim, most equipment 
  is not; therefore, Sirocco do not normally 
  specialize in any weapon, including bows. Sirocco 
  can nevertheless be proficient with almost any 
  weapon, which they wield with Celestially 
  Enhanced Strength of 18(90). 
  A Sirocco is likely to assume whirlwind form in 
  battle, this transformation requires 1 round in 
  
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  either direction and constitutes an action; 
  clothing and equipment are not included in the 
  transformation. The Sirocco whirlwind is much 
  hotter than the usual Bralani whirlwind, inflicting 
  1d6 points of damage from heat and abrasion in a 
  5 ft radius, in addition to the standard 
  knockdown and obscurement effects. The heated 
  grit blasts of a Sirocco inflict 2d6 points of 
  abrasion damage in a cone 20 ft long with a 5 ft 
  end radius; two such attacks can be made per 
  round while in whirlwind form. 
  Sirocco Eladrin have the following spell-like 
  abilities, usable one at a time, once per round, at 
  will: Alter Self, Comprehend Languages, Cure Light 
  Wounds, Detect Evil, Affect Normal Fires, Continual 
  Light, Detect Invisibility, Gust of Wind, Spectral 
  Force, Vox, Wall of Fire. Further, once per day, a 
  Sirocco can cast a fireball (10d6). 
  (Vox is an ability that allows the Eladrin to speak 
  while in Element form; it is often mis-described 
  as "Audible Glamer", but is not actually an 
  illusion. Vox can be used to provide the verbal 
  components of spells; it also functions 
  underwater.) In addition, they have the Spell 
  abilities of a 6th level priest. Sirocco do not 
  possess an innate Gate ability. 
  Many Sirocco wear clothing said to be made from 
  the silk of Flame Spiders, which is immune to 
  normal fire and resistant to magical fire (save at 
  3); this irridescent silk is economically quite 
  valuable, but not available in general commercial 
  markets. (The 'Art' in the treasure type is of this 
  silk.)
  Ecology:  Sirocco are the Eladrin most likely to be 
  encountered on the second layer of Ysgard, 
  where they are uncommon; outside of 
  Muspelheim, they are found only in dangerously 
  hot terrain. As lesser Eladrin, their travel is 
  restricted to the Planes of Arcadia, Mt. Celestia, 
  Bytopia, Elysium, Beastlands, Arborea, Ysgard,
  Limbo, and the Outlands (perhaps including
  Sigil); they are not permitted to visit the Prime, 
  but have been known to do so anyway.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Planescape/Celestials Netbook.pdf