TEXT:  
   
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  Sfnbslbcmf!Sbdft;!
  Uif!Nvtf!
   
  A New Player Character Race For the 4th Edition Dungeons & Dragons Game 
  !
  DSFEJUT!
  !
  Author 
   J. Matthew Kubisz 
   
  Interior Illustrator & Cover Artist 
  Dean Spencer 
   
  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 
  Overview  
    
      4                      
  Physical Qualities 
      4          
  Ecology         
   
        5 
  Playing a Muse 
        5 
  Muse Adventurers 
        6 
  Racial Feats 
   
        6 
  Sleepwalker Stones           7 
  Muses as Monsters         9 
  Muses in Your Game      11 
  Back Cover                      12 
   
  MUSE & REMARKABLE RACES © 2009 Alluria Publishing. All rights reserved. 
   
  DUNGEONS  &  DRAGONS,  the  DUNGEONS  &  DRAGONS  Compatibility  Logo,  D&D,  
  PLAYER’S  HANDBOOK,  PLAYER’S  HANDBOOK  2,  DUNGEON  MASTER’S  GUIDE,  
  MONSTER  MANUAL,  MONSTER  MANUAL  2,  and  ADVENTURER’S  VAULT  are  
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  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;  
  PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt;  
  MONSTER  MANUAL  2,  written  by  Rob  Heinsoo,  and  Chris  Sims;  Adventurer’s  Vault,  
  written by Logan Bonner, Eytan Bernstein, and Chris Sims.  © 2008, 2009 Wizards of the  
  Coast.  All rights reserved.  
   
   
  WJTJU!PVS!XFCTJUF!BU!XXX/BMMVSJBQVCMJTIJOH/DPN!
  !!!!
  DPOUFOUT
  DPOUFOUT
  DPOUFOUT
  DPOUFOUT!!!!
  ALP-RR013: 
  
   
   
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  Benevolent forces from the Dream realm, here 
  to inspire divine greatness. 
   
  RACIAL TRAITS 
      Average Height: 6’0” – 7’0” 
     Average Weight: 130 – 230 lb. 
   
     Ability Scores: +2 Charisma,  +2 Intelligence 
     Size: Medium 
     Speed: 6 squares 
     Vision: Low-light 
   
      
     Languages: Common, choice of one other 
     Skill Bonuses:  +2 Diplomacy, +2 Insight 
     Dream Origin: Your ancestors were native to  
       Dream, so you are considered a creature of  
       unique origin for the purpose of effects that  
       relate to creature of origin. 
     Source of Inspiration:  You grant allies within  
       10 squares of you a +1 racial bonus to all skill  
       checks that  involve skills that you are trained  
       in. 
     Touch of the Muse: You have the touch of the  
       muse power. 
     Trance: Rather than sleep, muses enter a  
       meditative state known as trance. You need to  
       spend 4 hours in this state to gain the same  
       benefits other races gain from taking a 6-hour  
       extended rest. You are fully aware of your  
       surroundings while in this state. 
     Unearthly Presence: When not bloodied, you  
       have a +1 bonus to all defenses against attacks  
       made by adjacent creatures. 
   
   
  �
  �
  �
  �Touch of the Muse          Muse Racial Power 
  Your touch can replenish an ally’s power. 
  Encounter 
  Standard Action           Melee touch 
  Target: One adjacent ally 
  Effect:  The target can regain the use of a racial 
  encounter power or their second wind. 
   
   
  
   
   
  4 
  PWFSWJFX !
  The thickness of the air seemed to 
  hamper immediate comprehension of the 
  terrible landscape ahead. As his eyes came 
  into focus, he saw bleak and jagged rocks 
  jutting through blackened sand. The red sky 
  crackled with silent lightning. Jets of fire 
  flashed haphazardly on the horizon. The 
  knight pressed forward with great effort as 
  the ground sucked aggressively at his feet. 
  Strangely, he did not question how he got 
  here, or where he was. That should have 
  been the first indication. Instead, the 
  armored man plodded unquestionably 
  onward, as if driven by some unseen force. 
  Suddenly the ground shook violently, 
  knocking the knight to the hungry sand and 
  razored rocks that daunted his effort as he 
  cried in agony. Just as sudden as the 
  earthquake, she also came. She was a 
  vision; both radiant and alien. Sight of her 
  filled his heart with both hope and courage. 
  “Stay strong, noble sir,” she whispered in a 
  silver voice, “this is only a dream.”  With that, 
  Sir Calderi awoke to lead his legion to 
  victory. 
  The demiplane of Dream has long 
  been a battleground for good and evil. The 
  stark division between dream and nightmare 
  exists only in one’s perspective, which is 
  easily shifted by the inhabitants of the realm. 
  Evil can twist the most benevolent fancy 
  towards despair, while the tiniest spark of 
  good can free a dreamer from a nightmare. 
  It is not surprising that both gods and devils 
  have invested some of their own agents to 
  influence the visions of mortals. The legacy 
  of the muse began in this way. 
   Originally, they served to both protect 
  good from evil agents of dreamland and to 
  inspire great men towards success and 
  creativity. Muses themselves originated from 
  the dreams of particularly talented angels. 
  Once divinely inspired, the muses became 
  prolific, and were common in the world of 
  Dream.  This changed with the arrival of the  
   
  terrorkin. Terrorkin were the antithesis of the 
  muse; dreamed-up by despicable demons 
  specifically to seek out and destroy any 
  agent of the gods in the demiplane, 
  especially the muses. The terrorkin were 
  dreadfully successful in their campaign. 
  Facing extinction, many muses fled to other 
  planes. Some came to this world to carry out 
  their mission. With newly mortal and 
  substantial forms, the muses could no longer 
  inspire dreams directly. However, many 
  muses still work to help others champion the 
  values of divinity, beauty, and progress.  
   
  Play a muse if you want… 
  � to play an inspirational character 
  whose power resides in helping. 
  � to play a race that is harder to hit up 
  close. 
  � to be able to help fellow adventures 
  become more powerful. 
  � to be both beautiful and smart. 
  � to be a member of a race that enjoys 
  the Bard, Sorcerer, Wizard, and 
  Warlord classes. 
  !
  QIZTJDBM!RVBMJUJFT!
  Muses, undeniably, are beautiful 
  creatures. They are tall, ranging in height 
  from 6 to 7 feet. Their pale white skin is silky 
  and opalescent. A muse’s neck and limbs 
  are preternaturally long and thin. While their 
  bodies are also very slender, they have 
  round and cheerful faces with pleasant little 
  noses, wide smiles, small pointed ears, and 
  large bright eyes. It is their eyes, in fact, that 
  most mark them as a creature not of this 
  world, as they are black orbs filled with 
  swirling stars.  Muses are hairless, though 
  they do have a small, antenna-like point at 
  the top of their head. From their backs, 
  iridescent fins sprout forth, resembling 
  vestigial faerie wings. These strange 
  appendages flutter vibrantly with the muse’s 
  mood, changing color and intensity 
  accordingly. With these characteristics, 
  
   
   
  5 
  many often mistake these creatures as 
  originating from the Feywild, though few 
  Feywild inhabitants would make the same 
  mistake. Elves and eladrin view the muse to 
  be just as alien as humans and dwarves.  
  Muses are known to be pleasant 
  smelling, with soft, cool, and smooth voices. 
  A muse’s voice alone has been known to 
  sooth angry beasts and violent men alike. 
  !
  FDPMPHZ!
  Muses can be either male or female, 
  having only slightly suggestive sexual 
  characteristics compared to other races.  It 
  would be difficult to classify a muse as a 
  mammal; while they do nurse their young, 
  they also hatch from perfectly spherical 
  crystal eggs. These eggs, about six inches 
  in diameter, take a decade to incubate. 
  Luckily, they are extremely resilient. A 
  mother muse will often carry her eggs with 
  her, as they require no special care in 
  particular.  Muses typically lay eggs in 
  clutches of two to six, once in their lifetime. 
  Hatchling muses look just like 
  miniature adults. Muses mature 
  very quickly, reaching 
  adulthood in just seven years. 
  During that time, they learn 
  and grow at an amazing 
  pace; absorbing 
  knowledge like a 
  sponge— 
  sometimes literally. 
  Muse children can 
  read books and 
  other written works 
  simply by touching 
  them. This talent 
  usually fades by 
  the time the muse is mature.  
  The internal structure of a muse is 
  wholly alien to anything else on this world. 
  Their organs consist of spherical orbs that 
  glow, pulse, and hum softly, and when 
  injured, a muse bleeds a bright blue blood. 
  Muses do not eat meat, though are fond of 
  milk and dairy. They also have an 
  unquenchable sweet tooth, seeking out 
  desserts before any other sort of meal. 
  Despite this seemingly poor diet, muses 
  cannot become overweight.  Like eladrin, 
  muses do not need to sleep and live long 
  lives. A muse does not show signs of age, 
  though will suddenly fade away at some 
  point during its venerable years. 
   
  QMBZJOH!B!NVTF!
  Muses are generally selfless 
  creatures that live to spread divine 
  inspiration to any being willing to aid their 
  cause.  This paints the picture of a 
  benevolent being, capable of only kindness, 
  generosity, and compassion. While the 
  majority seems to fit that image, 
  malevolent muses do exist. Twisted 
  to the cause of a dark god, these 
  muses serve to inspire the best in 
  the worst sorts of creatures. 
  Regardless of their alignment, 
  almost all muses refuse to deal 
  with evil from elemental 
  chaos, especially demons. 
  Nearly all muses 
  have pleasant 
  characteristics, both 
  physically and mentally. 
  Muses have gentle 
  demeanors, and tend 
  
   
   
  6 
  to remain calm in even the worst situations. 
  Since the majority of a muse’s power 
  revolves around aiding others, they are 
  almost never found alone. This communal 
  spirit supplants any negative personality 
  traits. Few would find a muse annoying, self-
  serving, impolite, or ill-mannered. 
  Muses enjoy the controller and leader 
  roles most of all, reveling in their ability to 
  make their allies better. Being creatures of 
  beauty and art, their natural profession is 
  bard, and most muses gravitate towards this 
  class above all others. However, their nature 
  lends well to both divine and arcane 
  endeavors. While a few muse clerics exist, 
  sorcerer, warlock, and wizard muses are the 
  most common. Most martially inclined 
  muses are warlords who inspire soldiers to 
  victory. 
   
  Muse Characteristics: Beautiful, calm, 
  charitable, courteous, creative, happy, 
  inspirational, mystical, pleasant, selfless, 
  talented, thoughtful, well-mannered 
  Male Names: Anfef, Atheah, Aveb, Bavar, 
  Eben, Elvaf, Gahal, Galath, Hivval, Iannef, 
  Kevel, Madaf, Mahar, Mavash, Nehel, Oref, 
  Rahal, Salem, Seveth, Tayav, Veveth, 
  Zashev 
  !
  Female Names: Abea, Atha, Athava, Chara, 
  Danah, Darlelle, Elra, Enarah, Harna, Haya, 
  Idna, Itha, Jaeda, Kara, Kavia, Lehlu, Mae, 
  Nathia, Nola, Pazla, Rathia, Rivendi, Satha, 
  Shava, Tivia 
  !
  NVTF!BEWFOUVSFST!
   
  Cassielle began in a small village 
  where her voice, charm, and vision of 
  progress eventually elevated her to a 
  leadership role. However, just as her town 
  began to prosper, it was besieged by ogres 
  lead by a powerful demon. While she 
  vanquished the ogres, the demon escaped. 
  Now she leads a group of adventurers 
  determined to defeat the demon. Her bardic 
  skills inspire her party to heroism and 
  victory. 
   
  When Sedath was younger, his 
  community was terrorized by a blue dragon. 
  Unwilling to have his friends pushed around 
  by this overgrown brute, he organized a 
  ragtag band of heroes, and set out to the 
  dragon’s lair. While valiant, the effort failed 
  and many of his allies were slain. Sedath 
  was not deterred however. Today, Sedath is 
  a powerful warlord who leads a small army. 
  His armor is of sparkling azure scales; a 
  trophy he took to remind him to learn from 
  his mistakes and to never give up. 
   
  Amilla began life as an artist. Many 
  found her paintings to be both inspirational 
  and striking. However, Amilla, being a 
  perfectionist, was never really satisfied with 
  her work. Her ceaseless studies lead to 
  arcane references. Eventually, Amilla’s 
  paintings were replaced with works of a 
  magical nature. Seeing her natural aptitude, 
  she was hired on by goodly clerics for a 
  mission to counterbalance the influence of 
  an evil cult, growing in popularity. The cult 
  has since lost many members, both to her 
  powerful spells and to the unearthly beauty 
  with which they are woven. 
  !
  SBDJBM!GFBUt`!!!!!!!!!!!!`!
  Muses have a number of feats all their own.  
   
  IFSPJD!UJFS!GFBUT!!
  These feats are available to any muse 
  characters who meet the prerequisites.  
   
  INSPIRE COURAGE [MUSE] 
  Prerequisite: Muse 
  Benefit: You grant allies within 10 
  squares of you a +2 racial bonus to saving 
  throws versus fear effects and a +1 feat bonus 
  to Will defense against fear effects.  
   
  
   
   
  7 
  WAKING DREAM [MUSE] 
  Prerequisite: Muse 
  Benefit: All sleeping allies within 10 
  squares of you do not take the -5 penalty to 
  Perception checks for being asleep.  
   
  WINGS OF A DREAM [MUSE]  
  Prerequisite: Muse 
  Benefit: When making an Acrobatics 
  check to reduce falling damage, reduce the 
  amount of falling damage that you take by 
  your entire check result, instead of half of 
  the result. 
   
  QBSBHPO!UJFS!GFBUT!!
  These feats are available to any muse 
  character of 11th level or higher who meets 
  the prerequisites. 
   
  QUICK INSPIRATION [MUSE] 
  Prerequisites: Muse, touch of the 
  muse power  
  Benefit: Your touch of the muse power 
  now uses a minor action to activate, instead of 
  a standard action. 
   
   SONG OF THE MUSE [MUSE] 
  Prerequisites: Muse, touch of the 
  muse power  
  Benefit: Your touch of the muse power 
  now has a range of 10 squares, and can target 
  any ally in range. 
   
   
  FQJD!UJFS!GFBU!
  This feat is available to any muse character of 
  21st level or higher. 
   
  HEAVENLY PRESENCE [MUSE] 
  Prerequisites: Muse, unearthly 
  presence racial feature 
  Benefit: You gain the benefit of the 
  unearthly presence racial feature even when 
  bloodied. 
  !
  Tmffqxbmlfs!TUPOFT!
  Hailing from the plane of Dream, 
  muses often bring with them strange items 
  that are made from the very fabric of this 
  extraordinary realm. One such object is the 
  sleepwalker stone, a materialized essence 
  of a denizen of Dream. It appears as a 
  small, faceted, spherical stone, two inches in 
  diameter, and is both translucent and 
  luminous. Sleepwalker stones come in a 
  variety of colors and glow more brightly 
  when near a sleeping subject. 
   
  �
  �
  �
  �Sleepwalker Stone                Level  5+ 
  A strange object of dreams that allows you 
  to take on a new life while sleeping. 
  Wondrous Item: 1,000+ gp 
  Power: (standard, daily) The sleepwalker 
  stone can only be activated at the start of 
  an extended rest. Upon falling asleep, the 
  sleepwalker stone activates and the stone 
  erupts into an incandescent tar that 
  eventually coalesces around you. You take 
  on another form and awake. Form, 
  additional properties, and additional 
  powers are dependent on type, and 
  described in the “Dream Creatures” 
  section. 
       This effect ends after 8 hours, or can be 
  cancelled at any time by you as a standard 
  action. Once cancelled, you immediately 
  “wake up” back in your original form. All 
  powers, properties, and effects related to 
  the sleepwalker stone end immediately 
  when this effect ends. The time spent 
  under this effect can be considered deep 
  sleep for the purposes of rest and 
  relaxation. 
  Property: (when activated) You cannot use 
  any powers that are not directly conferred by 
  the sleepwalker stone. This includes both 
  racial and class-based powers.  
  Property: (when activated) You cannot use 
  action points.  
  
   
   
  8 
  Property: (when activated) Your memory of 
  the time spent under the effects of the stone 
  fades quickly upon waking. You cannot gain 
  experience while under the effects of this 
  item.  
  Special: Creatures that do not sleep or 
  dream cannot use this item. Price and level 
  of the sleepwalker stone is dependent on the 
  creature it contains, as listed below.  
   
  Esfbn!Dsfbuvsft!
  When a sleepwalker stone is found, it 
  embodies one of the following dream 
  creatures. This creature remains the same 
  throughout the item’s existence. The 
  creature type confers additional properties 
  and new powers to the person activating the 
  stone, as well as a new appearance and 
  physical characteristics. The sleeper’s 
  original size, ability scores, defenses, and 
  other aspects are not affected by the stone.  
   
  Type: Apparition  
  Form: The apparition appears as an insubstantial 
  humanoid entirely enshrouded in long strips of billowy 
  white cloth. 
  Item Level: 5 
   
  Cost: 1000 gp 
  Property: You gain resist 10 necrotic, insubstantial. 
  Property: You gain phasing. 
  Power: (standard, at-will) You become invisible until 
  you attack or until you are hit by an attack. 
   
  Type: Dream Brute 
  Form: The dream brute is completely covered in dark 
  blue hair. Its face consists of two dark eyes peering 
  out from a shaggy mane. The dream brute appears to 
  have massive and powerful arms. 
  Item Level: 15  
  Cost: 25,000 gp. 
  Property: Gain a +2 item bonus to Athletics checks 
  and Strength ability checks. 
  Property: When you hit with a melee attack, add a 
  +5 power bonus to the damage roll. 
  Power: (minor, encounter) When you charge and hit 
  with an attack, you deal an extra 5 damage, push the 
  target 2 squares, and knock the target prone. 
  Power: (minor, encounter) When you hit with a melee 
  attack, the target is knocked prone. 
  Power: (minor, encounter) When you hit with a melee 
  attack, the target is pushed 1 square. 
   
  Type: Dream Weaver 
  Form: Wholly wrapped in spiderwebs, the dream 
  weaver seems to be a humanoid spider with six 
  walking legs, and two normal arms.  
  Item Level: 10  
  Cost: 5,000 gp. 
  Property: You gain climb 6 (spider climb). 
  Property: You gain resist 10 poison. 
  Property: When you hit with a melee attack, the 
  target takes ongoing 5 poison damage (save ends). 
  Power: (standard, encounter) Area burst 2 within 2; 
  the burst creates a zone of webs that fills the area 
  until the end of the encounter or for 5 minutes. The 
  zone is considered difficult terrain. Any creature that 
  ends its move in the web is immobilized (save ends). 
   
  Type: Weedling 
  Form: Appearing as a shambling mound of briars, 
  dandelions, crabgrass, and ragweed, the weedling 
  takes on a vaguely humanoid form.  
  Item Level: 10  
  Cost: 5,000 gp. 
  Property: Gain regeneration 5. 
  Property: aura 1; enemies treat the area within the 
  aura as difficult terrain; at the start of your turn, 
  enemies in the aura take 5 damage. 
  Power: (standard, encounter) You spray thorns in a 
  burst. Close burst 2; Constitution vs Reflex; 2d8 
  damage, plus the target is slowed until the end of the 
  your next turn. 
   
   
   
   
   
   
   
  
   
   
  9 
  !
  !
  Nvtf!Dibsnfs!
  " Of all the stars that shine at night, none 
  match the beauty of your eyes.” 
  Wearing the finest clothes and a feathered 
  hat, the muse charmer is obviously a 
  debonair spirit. He turns to you with a 
  cheerful smile, a tip of the hat, and a flourish 
  of his rapier. 
   
  �
  �
  �
  �Muse Charmer             Level 3 Controller 
  Medium unique humanoid                                       XP 150 
  Initiative +3     Senses Perception +8, low-light vision 
  HP: 48; Bloodied: 24 
  AC: 17 Fortitude: 16 Reflex: 16 Will: 16 
  Speed 6 
  MMMMRapier (standard; at-will) � Weapon 
       +8 vs. AC; 1d8+3 damage 
  ccccDazzling Gaze (standard; at-will) � Charm 
       Close blast 5; targets enemies; blind creatures  
       are immune; +7 vs Will; the target is dazed until  
       the end of the muse charmer’s next turn. 
  mmmm Touch of the Muse (standard; encounter)  
      The targeted ally can regain the use of one     
      encounter power. 
  Unearthly Presence 
     When not bloodied, the muse has a +1 bonus to all  
     defenses against attacks made by adjacent  
     creatures. 
  Alignment: Any Languages: Common, one regional 
  Skills Arcana +9, Bluff +9, Intimidate +9 
  Str: 17 (+4) Dex: 14 (+3) Wis: 14 (+3) 
  Con: 16 (+4) Int: 16 (+4) Cha: 17 (+4) 
  Equipment: Rapier  
   
  Nvtf!DIBSNFS!Ubdujdt!
  The muse charmer uses his dazzling gaze 
  whenever possible, while providing support 
  for his allies. The rapier is reserved for direct 
  melee confrontation, which he will try to 
  avoid. 
  !
  !
  !
  Nvtf!Nvtjdjbo!
  “Music is the soul of progress.” 
  From the lute strapped to her back, one 
  would assume she was a musician of sorts. 
  However, the sword at her side is her 
  instrument of choice. 
   
  �
  �
  �
  �Muse Musician  Level 11 Skirmisher (Leader)  
  Medium unique humanoid                                       XP 600 
  Initiative +12   Senses Perception +9, low-light vision 
  HP: 116; Bloodied: 58 
  AC: 25 Fortitude: 24 Reflex: 24 Will: 24 
  Speed 6 
  MMMMSonic Sword (standard; at-will)  
      � Weapon, Thunder 
       +16 vs AC; 1d8+5 damage, and the target  
        takes ongoing 5 thunder damage (save ends). 
  ccccCacophonic Scream (standard; at-will)  
      � Thunder 
      Close burst 2; +14 vs Reflex; 2d6+5 thunder  
      damage,  and the target is pushed 1 square and  
      knocked prone.  
      Miss: Half damage, and the target is neither  
      pushed nor knocked prone. 
  mmmm Touch of the Muse (standard; encounter)  
      The targeted ally can regain the use of one     
      encounter power. 
  Unearthly Presence 
     When not bloodied, the muse has a +1 bonus to all  
     defenses against attacks made by adjacent creatures. 
   Victory Dance (free, when muse musician scores  
    a critical hit or reduces an enemy to 0 hit points, at- 
    will) 
     Muse musician may teleport 10 squares. 
  Alignment: Any Languages: Common, one regional 
  Skills Diplomacy +15, Insight +12, Intimidate +15, 
  Stealth +12 
  Str: 19 (+9) Dex: 20 (+10) Wis: 18 (+9) 
  Con: 20 (+10) Int: 19 (+9) Cha: 20 (+10) 
  Equipment: Lute, longsword 
  !
  Nvtf!Nvtjdjbo!Ubdujdt!
  The muse musician will cooperate with allies 
  to bring down one foe at a time, teleporting 
  to the next foe with the aid of victory dance. 
  When cornered, the muse musician will use 
  cacophonic scream to escape.
  
   
   
  10 
  Nvtf!XBSNBTUFS!
  “Many refer to the art of war, though few 
  extol its beauty.” 
  Clad in golden plate armor, the muse 
  warmaster is equipped with implements of 
  both death and exquisite beauty. His 
  peaceful countenance seems at odds with 
  his superfluous martial skill. 
   
  �
  �
  �
  �Muse Warmaster     Level 7 Soldier (Leader) 
  Medium unique humanoid                                       XP 300 
  Initiative +8     Senses Perception +5, low-light vision 
  HP: 84; Bloodied: 42 
  AC: 23 Fortitude: 21 Reflex: 20 Will: 20 
  Speed 5 
  MMMMLongsword (standard; at-will) � Weapon 
       +14 vs. AC; 1d8+5 damage 
  mmmmBedeviling Strike (standard or opportunity    
     attack; recharge 56
  56
  56
  56) � Weapon, Charm 
     Requires longsword; +14 vs AC; 3d8+4 damage,  
     and the target is restrained until the end of the  
     muse warmaster’s next turn. The muse warmaster  
     cannot attack with its longsword while the target is  
    restrained. 
  rrrrCharismatic Challenge (standard; encounter)  
     Ranged 10; the target is marked until the end of  
     the encounter or until the muse warmaster dies,  
    taking 5 damage each round it does not attack the    
    muse warmaster. 
  mmmm Touch of the Muse (standard; encounter)  
      The targeted ally can regain the use of one     
      encounter power. 
  Unearthly Presence 
     When not bloodied, the muse has a +1 bonus to all  
     defenses against attacks made by adjacent  
     creatures. 
  Alignment: Any Languages: Common, one regional 
  Skills Arcana +7, Athletics +12, History +7,  
  Nature +9 
  Str: 20 (+8) Dex: 16 (+6) Wis: 15 (+5) 
  Con: 20 (+8) Int: 18 (+7) Cha: 18 (+7) 
  Equipment: Plate Armor, longsword 
   
  NVTF!Xbsnbtufs!Ubdujdt!
  The muse warmaster is a selfless 
  adversary who values the lives of his allies 
  over himself. He will use all of his powers 
  so that his allies get the most from combat.
  Uif!Ejwjof!Nvtf!
  "Who can deny the will of the gods?” 
  The divine muse is dressed in silvery robes and is 
  bathed in radiant light. She seems to be armed only 
  with unearthly beauty.  
   
  �
  �
  �
  �The Divine Muse                Level 21 Elite Controller 
  Medium unique humanoid                                      XP 6400 
  Initiative +16      Senses Perception +17, darkvision 
  HP: 406; Bloodied: 203 
  AC: 37 Fortitude: 37 Reflex: 34 Will: 37 
  Immune disease, poison, necrotic, radiant 
  Saving Throws +2 
  Speed 6 
  Action Points 1 
  MMMMRadiant Touch (standard; at-will) � Radiant 
     +26 vs AC; 2d6+7 damage, and the target is  
    blinded and takes ongoing 10 radiant damage  
    (save ends both).  
  RRRRDivine Ray (standard; at-will) � Radiant 
      Ranged 20; +25 vs Reflex; 2d6+7 damage, the divine  
      muse pushes the target 1 square, and the target takes  
     ongoing 10 radiant damage (save ends).  
     Aftereffect: Ongoing 5 radiant damage (save ends). 
  mmmmDivine Fury (standard; at-will)  
    The divine muse makes two basic attacks. 
  ccccDivine Radiance (Standard; encounter)  
     � Radiant, Zone 
    Close burst 3; targets enemies; +25 vs Will; 2d6 radiant  
    damage, and the target is blinded (save ends).  
    Effect: The area of the burst becomes a zone until  the  
    end of the divine muse’s next turn. Any creature that  
    starts its turn within the zone is subject to an attack; +25  
    vs. Will; 2d6 radiant damage, and the target is blinded  
    (save ends).  
    Sustain Minor: The zone persists. 
  rrrr Song of the Muse (standard; recharge 6666)  
      Ranged 10; The targeted ally can regain the use  
      of one encounter power. 
  Heavenly Presence 
     The muse has a +1 bonus to all defenses against  
     attacks made by adjacent creatures. 
  Alignment: Any Languages: Common, one regional 
  Skills Arcana +23, Religion +23, Insight +17, Nature +17 
  Str: 26 (+18) Dex: 23 (+16) Wis: 23 (+16) 
  Con: 27 (+18) Int: 26 (+18) Cha: 28 (+19) 
   
   
  Uif!Ejwjof!Nvtf!ubdujdt!
  The divine muse is a whirligig of radiant light that 
  tries to keep his enemies both blinded and burning. 
  His song of the muse power ensures his allies are 
  doing the same.
  
   
   
  11 
  Nvtf!Jo!Zpvs!Hbnf!
  Muses, despite their alien heritage, 
  have the distinct advantage of appearing 
  both familiar and comely to most other 
  races. While some measure of distrust will 
  be apparent when dealing with any new 
  race, the muse should find miniscule 
  prejudice among humans, elves, eladrin, 
  and other races with similar features. 
  The deva race in particular may 
  find a kindred spirit in the muse, as 
  both are partially descended from 
  divine servitors. However, some 
  muses result from the dreams of 
  darker servitors, which can actually 
  cause a great deal of apprehension 
  between the two races.  
  Muses in this text are 
  presented as a fairly fresh race to 
  the world.  The exact date of their 
  exodus to this world was 
  purposefully left out so the Game 
  Master can introduce them as 
  needed. They do not need to be 
  intertwined 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.  
             However, if the back story will 
  not work with your campaign, there 
  are alternatives. In games with a 
  different cosmology, the muse can come 
  from nearly any astral plane or dominion of 
  the divine. If other planes of existence are 
  absent entirely, the muse could be a natural 
  creature, descended from a pious group of 
  isolated fey creatures. Or perhaps they are 
  fabricated creatures, brought into existence 
  through an obscure ritual. 
   
  Whatever the case, the muse will 
  make a welcome addition to any game as a 
  powerful supporting character of the group,  
   
  an unusual option for a player seeking to 
  play a cooperative character, a challenge 
  for the player who wants to assume a 
  leader role, or even a fun alternative for 
  those who want to be attractive and 
  inspiring.
  
   
   
  12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 Muse.pdf