TEXT:  
   
   
  Terrors of Athas 
   
  http://athas.org 
   
   
  i 
  TTeerrrroorrss  ooff  AAtthhaass  
   
  Editors: 
  Gabriel Cormier 
  Editorial Assistance: 
  Nels Anderson, Mark Hope 
  Lead Designers: 
  Nathan Guest, Mark Hope 
  Secondary Designers: 
  John Gardner, Kael, Gabriel Cormier 
  DS 3 Logo: 
  Robert Adducci 
  Layout: 
  Gabriel Cormier, Sébastien Gamache 
  Cover art: 
  Frédéric Gamache 
  Interior Art: 
  Mike Fleming, Frédéric Gamache 
   
  Thanks to: 
  Buddy Davis, Sean Dickson, Mike Ring, SjH 
   
  Major revision: 
   
  Nels Anderson, Mark Hope, David Schwartz, Mike Ring 
   
   
  Legal Notice: 
  Dungeons and Dragons®, D&D, and Dark Sun® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of 
  Hasbro, Inc. The content here in is considered to be derivative work (as it is based on the intellectual property owned by 
  Wizards of the Coast), and the articles within are jointly owned by both Wizards of the Coast and their authors. As such 
  neither can do anything outside the official website without the permission of the other. This project may be reproduced 
  for personal use, but may not be used to generate revenue. This product is a work of fiction. Any similarity to actual 
  people, organizations, places, or events is purely coincidental.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Visit the Dark Sun website at www.athas.org 
   
  This document is released to the public for playtesting purposes. Please submit feedback to ds3@athas.org 
  
   
   
   
  Terrors of Athas 
   
  http://athas.org 
   
   
  ii 
  Legal Notice: 
  Dungeons and Dragons®, D&D, and Dark Sun® are registered trademarks of Wizards of the 
  Coast, Inc., a subsidiary of Hasbro, Inc. The content here in is considered to be derivative work 
  (as it is based on the intellectual property owned by Wizards of the Coast), and the articles within 
  are jointly owned by both Wizards of the Coast and their authors. As such neither can do anything 
  outside the official website without the permission of the other. This project may be reproduced 
  for personal use, but may not be used to generate revenue. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental.  
   
   Open Game Content and Dark Sun Copyrights: 
  This edition of Terrors of Athas is produced under version 1.0, 1.0a, and/or draft versions of the 
  Open Game License, the d20 System Trademark Logo Guide, and System Reference Document by 
  permission of Wizards of the Coast. Subsequent versions of this product will incorporate final 
  versions of the license, guide, and document. 
   
   
   Designation of Product Identity: The following items are hereby designated as Product 
  Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all 
  Wizards of the Coast logos and identifying marks and trade dress, including all Wizards of the 
  Coast product and product line names including but not limited to Dark Sun, The City-State of 
  Tyr, Dune Trader, Elves of Athas, Veiled Alliance, and any specific characters, monsters, 
  creatures, and places; capitalized names and names of places, magical or psionic items, artifacts, 
  characters, countries, creatures, geographic locations, gods, historic events, magic items, 
  organizations, spells, and powers; and any and all stories, storylines, histories, plots, thematic 
  elements, and dialogue; all spells, and all artwork, symbols, designs, depictions, illustrations, 
  maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that 
  already appear in final or draft versions of the d20 System Reference Document (e.g. Nystul, 
  Melf, Bigby, Tenser, Mordenkainen, Leomund, Tasha, Evard, Otiluke, Rary, Drawmij, and Otto) 
  and are already Open Game Content by virtue of appearing there. The above Product Identity is 
  not Open Game Content. 
   
   
   Designation of Open Game Content: Some portions of this book which are OGC originate 
  from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. 
  Open Game Content is designated in this adventure by text appearing in this color. Any other 
  portion of this adventure, unless already appearing in the System Reference Document or already 
  Wizards' of the Coast intellectual property, is joint property of Wizard of the Coast and the author. 
  Open Game Content may be better viewed by highlighting the text: Open Game Content should 
  appear yellow.  
   
   
   All monsters are from Terrors of the Desert, ©1992 WotC, Terrors Beyond Tyr, ©1995 WotC, 
  Asticlian Gambit, ©1992 WotC, Black Spine, ©1994 WotC, City by the Silt Sea, ©1994 WotC, 
  Marauders of Nibenay, ©1993 WotC, Merchant House of Amketch, ©1993 WotC, Mindlords of the 
  Last Sea, ©1996 WotC, Mystery of the Ancients, ©1995 WotC, Thri-Kreen of Athas, ©1995 
  WotC, Windriders of the Jagged Cliffs, ©1995 WotC except for the following: psi-shadow: James 
  M. Ward, Polyhedron #59; conashellae: Katherine York, Polyhedron #80; sable sandcrawler: 
  Milton McGorrill, Polyhedron #80; sand worm: James B. Alan, Polyhedron #80; silt weird: Ed 
  Peterson, Polyhedron #80; chanth: Randy Maxwell, Dungeon #44, mud fiend: Bill Slavicsek, 
  Dungeon #56. Any monster not appearing in the above products is ©2004 athas.org. Some 
  creatures in this document (not in the previous list) were inspired by The Prism Pentad, from Troy 
  Denning. 
   
   
  
   
   
   
  Terrors of Athas 
   
  http://athas.org 
   
   
  iii 
  TTaabbllee  ooff  CCoonntteennttss  
  TERRORS OF ATHAS ....................................................... I 
  Table of Contents ....................................................... iii 
  ATHASIAN DRUID ANIMAL COMPANIONS ....................... 1 
  LIST OF ACCEPTABLE MONSTERS ................................... 1 
  ToA Creatures by Type ............................................... 4 
  Summon Monster – Athasian variant .......................... 5 
  Summon Nature’s Ally – Athasian Variant ................. 6 
  AARAKOCRA ................................................................... 8 
  AVIARAG ........................................................................ 9 
  B'ROHG ..........................................................................10 
  BAAZRAG .......................................................................11 
  BELGOI ..........................................................................13 
  BLACK TOUCHED ...........................................................14 
  Sample Black Touched ...............................................14 
  Creating a Black Touched ..........................................14 
  BOG WADER ..................................................................15 
  BONECLAW ....................................................................16 
  Lesser Boneclaw ........................................................16 
  Greater Boneclaw ......................................................17 
  BRAXAT, ATHASIAN ......................................................18 
  BURNFLOWER ................................................................19 
  BVANEN .........................................................................20 
  CACTUS .........................................................................21 
  Dune Trapper .............................................................21 
  Elven Rope .................................................................22 
  Hunting Cactus ..........................................................23 
  Rock Cactus ...............................................................24 
  Rock Cactus, Bloodsucking ........................................24 
  Sand Cactus ...............................................................25 
  Spider Cactus .............................................................26 
  CAT, PSIONIC .................................................................27 
  Tagster .......................................................................27 
  Tigone ........................................................................27 
  CHANTH .........................................................................28 
  Sample Chanth ...........................................................29 
  Creating a Chanth ......................................................30 
  CISTERN FIEND ..............................................................30 
  CLOUD RAY, ATHASIAN ................................................31 
  DAGORRAN ....................................................................33 
  DEFILED .........................................................................33 
  Sample Defiled ...........................................................33 
  Creating a Defiled ......................................................34 
  DOLPHIN, ATHASIAN .....................................................34 
  DRAKE ...........................................................................35 
  Air Drake ...................................................................36 
  Earth Drake ...............................................................38 
  Fire Drake ..................................................................39 
  Magma Drake ............................................................40 
  Rain Drake .................................................................40 
  Silt Drake ...................................................................42 
  Sun Drake ..................................................................42 
  Water Drake ...............................................................43 
  DRAY .............................................................................44 
  DRIK ..............................................................................46 
  High Drik ...................................................................48 
  DUNE FREAK ................................................................. 48 
  DUNE REAPER ............................................................... 49 
  Drones ....................................................................... 50 
  Warriors .................................................................... 51 
  Matrons ..................................................................... 51 
  DWARF .......................................................................... 51 
  EEL, FIRE ...................................................................... 53 
  ELEMENTAL BEAST ....................................................... 53 
  Air Elemental Beast................................................... 54 
  Earth Elemental Beast............................................... 55 
  Fire Elemental Beast ................................................. 55 
  Water Elemental Beast .............................................. 57 
  ELF ............................................................................... 57 
  FEYLAAR....................................................................... 59 
  FLAILER ........................................................................ 60 
  FLOATER ....................................................................... 61 
  FORDORRAN .................................................................. 62 
  GAJ ............................................................................... 63 
  GIANT, ATHASIAN ......................................................... 64 
  Beasthead .................................................................. 64 
  Sample Beasthead Giant ........................................... 64 
  Creating a Beasthead Giant ...................................... 65 
  Crag Giant ................................................................ 67 
  Desert Giant .............................................................. 68 
  Plains Giant .............................................................. 68 
  GIANT, SHADOW ........................................................... 69 
  Greater Shadow Giants ............................................. 70 
  GITH ............................................................................. 71 
  GOLEM .......................................................................... 72 
  Jade Golem ............................................................... 72 
  Magma Golem ........................................................... 73 
  Rock Golem ............................................................... 74 
  Salt Golem ................................................................. 75 
  GRAY TOUCHED ............................................................ 75 
  Sample Gray Touched ............................................... 75 
  Creating a Gray Touched .......................................... 76 
  GUARDIAN .................................................................... 77 
  Laborer ..................................................................... 77 
  Seeker ........................................................................ 78 
  Warrior ..................................................................... 78 
  Watcher ..................................................................... 78 
  Creating a Guardian ................................................. 79 
  HALF-DRAKE ................................................................ 80 
  Sample Half-Air Drake Mountain Stalker ................. 80 
  Creating a Half-Drake .............................................. 80 
  HALF-ELEMENTALS – PARAELEMENTS ......................... 81 
  Creating a Half-Elemental ........................................ 81 
  Sample Half-Magma Feylaar .................................... 82 
  Sample Half-Rain Crag Giant ................................... 83 
  Sample Half-Silt Dray ............................................... 84 
  Sample Half-Sun Dwarf ............................................ 85 
  HALF-ELF ..................................................................... 85 
  HALF-GIANT ................................................................. 87 
  HALFLING ..................................................................... 88 
  HEJ-KIN ........................................................................ 89 
  ID FIEND ....................................................................... 90 
  INCARNATION, ELEMENTAL AND PARAELEMENTAL ...... 91 
  Creating an Elemental Incarnation ........................... 91 
  
   
   
   
  Terrors of Athas 
   
  http://athas.org 
   
   
  iv 
  Sample Air Incarnation ..............................................91 
  Creating an Air Incarnation ......................................91 
  Sample Earth Incarnation ..........................................92 
  Creating an Earth Incarnation ..................................92 
  Sample Fire Incarnation ............................................93 
  Creating a Fire Incarnation .......................................93 
  Sample Magma Incarnation .......................................93 
  Creating a Magma Incarnation .................................94 
  Sample Rain Incarnation ...........................................94 
  Creating a Rain Incarnation ......................................95 
  Sample Silt Incarnation ..............................................95 
  Creating a Silt Incarnation ........................................95 
  Sample Sun Incarnation .............................................96 
  Creating a Sun Incarnation ........................................96 
  Sample Water Incarnation .........................................97 
  Creating a Water Incarnation ....................................97 
  JOZHAL ..........................................................................97 
  KALIN ............................................................................99 
  KIRRE ..........................................................................100 
  KLAR ...........................................................................100 
  LASK ............................................................................101 
  LIZARD, FIRE ...............................................................102 
  LIZARDFOLK, ATHASIAN .............................................103 
  Sample Athasian Lizardfolk – King Nelyrox of 
  Nesthaven .................................................................104 
  MAGERA ......................................................................104 
  MASTYRIAL .................................................................105 
  Mastyrial, Black .......................................................105 
  Desert Mastyrial ......................................................107 
  MINDHOME FOLK ........................................................107 
  MOUNTAIN STALKER ...................................................108 
  MUD FIEND ..................................................................109 
  MUL .............................................................................109 
  NIKAAL ........................................................................111 
  OBSIDIAN RETRIEVER ..................................................112 
  PAKUBRAZI ..................................................................113 
  PAKUBRAZI-TAINTED ..................................................113 
  Creating a Pakubrazi-Tainted .................................113 
  PARAELEMENTAL, ATHASIAN ......................................114 
  Rain Paraelemental .................................................114 
  Silt Paraelemental ....................................................116 
  Sun Paraelemental ...................................................117 
  PARAELEMENTAL BEAST .............................................119 
  Magma Paraelemental Beast ...................................119 
  Rain Paraelemental Beast ........................................120 
  Silt Paraelemental Beast ..........................................120 
  Sun Paraelemental Beast .........................................122 
  PIT SNATCHER .............................................................123 
  PLANT, CARNIVOROUS .................................................124 
  Bloodgrass ...............................................................124 
  Bloodvine .................................................................125 
  Blossomkiller............................................................126 
  Dew Frond ...............................................................126 
  Poisonweed ..............................................................128 
  Strangling Vine ........................................................128 
  Other Athasian Plants ..............................................129 
  PSI-SHADOW ................................................................130 
  PSIONOCUS ..................................................................131 
  PTERRAN ..................................................................... 132 
  RAAKLE ...................................................................... 133 
  RAZORWING ................................................................ 133 
  REGGELID ................................................................... 134 
  RUKTOI ....................................................................... 135 
  RUVE .......................................................................... 136 
  SAND BRIDE ................................................................ 137 
  Sand Mothers .......................................................... 138 
  SAND HOWLER ............................................................ 138 
  SAND VORTEX ............................................................ 139 
  SAND WORM ............................................................... 140 
  SCRAB ......................................................................... 141 
  Nest Mothers ........................................................... 142 
  SEED, BRAIN ............................................................... 142 
  SHARG ........................................................................ 143 
  SILK WYRM ................................................................ 144 
  SILT HORROR .............................................................. 145 
  Black Silt Horror ..................................................... 146 
  Brown Silt Horror ................................................... 147 
  Gray Silt Horror ...................................................... 148 
  Magma Silt Horror .................................................. 149 
  Red Silt Horror ........................................................ 150 
  White Silt Horror .................................................... 150 
  SILT RUNNER .............................................................. 150 
  SILT SERPENT ............................................................. 151 
  Giant Silt Serpents .................................................. 152 
  SILT SPAWN ................................................................ 152 
  SILT WEIRD................................................................. 154 
  SINK WORM ................................................................ 155 
  SLIG ............................................................................ 156 
  SLIME .......................................................................... 157 
  Dagolar Slime ......................................................... 157 
  Tyrian Slime ............................................................ 157 
  SPIDER ........................................................................ 158 
  Mountain Spider ...................................................... 158 
  Silt Spider ................................................................ 159 
  SPIDER, CRYSTAL ....................................................... 160 
  SPIDER, DARK ............................................................. 161 
  Defiler ..................................................................... 162 
  Psion ....................................................................... 162 
  Queen ...................................................................... 163 
  Warrior ................................................................... 163 
  SPINEWYRM ................................................................ 164 
  SQUARK ...................................................................... 165 
  SSURRAN..................................................................... 166 
  STYR ........................................................................... 167 
  T’CHOWB.................................................................... 168 
  TAREK ......................................................................... 168 
  TARI ............................................................................ 170 
  TEMBO ........................................................................ 171 
  THRAX ........................................................................ 172 
  Sample Thrax .......................................................... 172 
  Creating a Thrax ..................................................... 173 
  THRI-KREEN ............................................................... 173 
  TREANT, ATHASIAN .................................................... 174 
  TRIN ............................................................................ 175 
  TUL’K ......................................................................... 176 
  VILLICHI ..................................................................... 177 
  
   
   
   
  Terrors of Athas 
   
  http://athas.org 
   
   
  v 
  WALL WALKER ...........................................................178 
  WRAB ..........................................................................179 
  XERICHOU....................................................................180 
  ZIK-TRIN ......................................................................181 
  Zik-trin’ak ................................................................182 
  Zik-trin’ta .................................................................182 
  ANIMALS .....................................................................183 
  ANIMAL, DOMESTIC .....................................................183 
  Aprig ........................................................................183 
  Carru ........................................................................184 
  Bull Carru ................................................................184 
  Sygra ........................................................................185 
  BEAR, ATHASIAN .........................................................185 
  CHA'THRANG ...............................................................185 
  CONASHELLAE .............................................................186 
  CRITIC..........................................................................187 
  CRODLU .......................................................................188 
  Crodlu, Heavy ..........................................................189 
  Crodlu, Heavy Warmount ........................................189 
  DUNECRAB ..................................................................189 
  DUST GLIDER ...............................................................190 
  DUSTGULL ...................................................................190 
  ERDLAND .....................................................................190 
  ERDLU .........................................................................191 
  GORAK .........................................................................192 
  HATORI ........................................................................192 
  INIX..............................................................................193 
  JAGUAR ........................................................................194 
  JANKX ..........................................................................194 
  JHAKAR ........................................................................195 
  KES’TREKEL ................................................................195 
  KIP ...............................................................................196 
  KIVIT ...........................................................................196 
  KLUZD .........................................................................196 
  KORINTH ......................................................................197 
  KREEL ..........................................................................198 
  LIRR .............................................................................198 
  LIZARD, GIANT ............................................................199 
  LIZARD, JASTRAK ........................................................199 
  LIZARD, MINOTAUR .....................................................200 
  LIZARD, SUBTERRANEAN .............................................200 
  MEKILLOT....................................................................201 
  MOLE BOAR .................................................................202 
  PTERRAX ......................................................................203 
  PUDDINGFISH ...............................................................203 
  RASCLINN ....................................................................204 
  ROC, ATHASIAN ...........................................................204 
  SHARK, ATHASIAN .......................................................204 
  SILT EEL ......................................................................205 
  SITAK ...........................................................................205 
  SKYFISH .......................................................................206 
  SLIMAHACC .................................................................206 
  SLOTH, ATHASIAN .......................................................207 
  SNAKE, BOGO ..............................................................208 
  STRINE .........................................................................208 
  TAKIS ...........................................................................209 
  ZHACKAL .....................................................................209 
  Z’TAL ......................................................................... 210 
  VERMIN ...................................................................... 211 
  ANTLOID ..................................................................... 211 
  Worker ..................................................................... 211 
  Soldier ..................................................................... 212 
  Dynamis .................................................................. 213 
  Queen ...................................................................... 213 
  BEETLE, DRAGON ....................................................... 213 
  BEETLE, GIANT ........................................................... 214 
  Boring Beetle........................................................... 214 
  Rhinoceros Beetle ................................................... 214 
  Water Beetle ............................................................ 214 
  BEETLE, SCREAMER .................................................... 215 
  BEETLE, SHAQAT ........................................................ 215 
  CAVE FISHER .............................................................. 215 
  HURRUM ..................................................................... 216 
  JALATH’GAK ............................................................... 216 
  Giant Jalath’gak ..................................................... 217 
  KANK, DOMESTIC ....................................................... 218 
  Kank, Domestic ....................................................... 218 
  Worker ..................................................................... 219 
  Soldier ..................................................................... 219 
  Brood Queen ........................................................... 219 
  RUBBISH SLUG ............................................................ 219 
  SANDCRAWLER ........................................................... 220 
  SCORPION, ATHASIAN ................................................. 221 
  Barbed Scorpion ..................................................... 221 
  Gold Scorpion ......................................................... 221 
  SWARM, ATHASIAN ..................................................... 222 
  Locust Swarm, Athasian .......................................... 222 
  Mini-Kank Swarm ................................................... 222 
  VERMIN, INNOCUOUS .................................................. 223 
  Mulworm ................................................................. 223 
  Ock’n ....................................................................... 223 
  Purple Caterpillar (Hazard) ................................... 223 
  Renk......................................................................... 224 
  WATROACH (WAR BEETLE) ........................................ 224 
  WEZER ........................................................................ 224 
  Soldier ..................................................................... 225 
  Brood Queen ........................................................... 225 
  DRUID ANIMAL COMPANIONS ............................ 226 
  HATORI, ADVANCED ................................................... 226 
  JHAKAR, ADVANCED ................................................... 226 
  KLUZD, ADVANCED .................................................... 226 
  LIRR, ADVANCED ........................................................ 226 
  SHARK, ADVANCED .................................................... 227 
  Dire Athasian Sharks .............................................. 227 
  TOA CR LIST ............................................................. 228 
  OPEN GAME LICENSE ........................................... 231 
    
  
   
  http://athas.org 
   
  1 
  AAtthhaassiiaann  DDrruuiidd  AAnniim
  maall  
  CCoom
  mppaanniioonnss  
  The following is a list of acceptable animal companions for 
  Athasian druids. Bold entries are monsters found in this 
  document. 
   
  1st Level 
  Boneclaw, Lesser 
  Carru 
  Dire Rat 
  Eagle 
  Erdlu 
  Janx 
  Jhakar 
  Kes’trekel 
  Kivit 
  Owl 
  Silt Spawn2 
  Snake (small or medium viper) 
   
  4th Level or Higher (Level –3) 
  Carru, bull 6HD 
  Cheetah  
  Crodlu 
  Crodlu, heavy  
  Dire bat 
  Erdland 
  Jhakar, medium 6HD 
  Kluzd 
  Leopard  
  Lizard, Giant 
  Lizard, monitor 
  Rasclinn 
  Shark, Athasian1 
  Snake, constrictor 
  Snake, Large viper 
   
  7th Level or Higher (Level –6) 
  Crodlu, heavy warmount 
  Inix 
  Kalin 
  Kluzd, 7HD 
  Lirr 
  Puddingfish1 
  Lion 
  Lizard, Subterranean 
  Snake, Huge viper 
  Takis 
  Tiger 
   
  10th Level or Higher (Level –9) 
  Cha’thrang 
  Dire lion 
  Hatori 
  Lizard, Minotaur 
  Shark, Athasian, Huge1 
  Snake, giant constrictor 
   
  13th Level or Higher (Level –12) 
  Lirr, large 11HD 
  Ruktoi2 
  Sloth, Athasian 
   
  16th Level or Higher (Level –15) 
  Dire Athasian shark1 
  Dire tiger 
  Hatori, Gargantuan 17HD 
  Silt Horror, white2 
  Slimahacc 
   
  1 Available only in an aquatic environment. 
  2 Available only in a silt-rich environment. 
   
  LLiisstt  ooff  AAcccceeppttaabbllee  
  M
  Moonnsstteerrss  
  The following are monsters that are considered acceptable 
  in Dark Sun campaigns. Of course, the DM is always free 
  to introduce any monster into his/her campaign. 
   
  Book of Vile Darkness 
  Templates (Bone Creature, Corpse Creature) 
   
  Creature Collection I (Revised) 
  Angler Ooze 
  Barrow Worm 
  Berserker Wasp 
  Blade Hood 
  Cathedral Beetle 
  Cave Moth 
  Cave Shrike 
  Child Trap 
  Cold Slime 
  Desert Falcon 
  Dire Monitor 
  Dragon, Mock 
  Drowned Lady 
  Dune Delver 
  Ebon Eel 
  Forge Wight 
  Gore Beetle 
  Hookwing 
  Lotus Flowers 
  Night Singer 
  Night Tyrant 
  Pyre 
  Red Colony 
  Rumbler 
  Sand Burrower 
  Scythe Falcon 
  Serpent Root 
  Solar Scarab 
  Sour Grub 
  Storm Kin 
  Thunder Orb 
  Vrail 
  Wolf Spider, Giant 
   
  Creature Collection II 
  Bitter Tree 
  Blood Moth 
  Carnivorous Tree 
  Cloudsting 
  
   
  http://athas.org 
   
  2 
  Gallows Vine 
  Leeching Willow 
  Lightning Hawk 
  Lurker Below 
  Sand Wyvern 
  Shadow Lord 
  Shard Spider 
  Siege Undead 
  Spectral Plant 
  Spined Lizard 
  Swamp Fisher 
  Swamp Tyrant 
  Tar Beetle 
  Thunder Kite 
  Windrider 
   
  Creature Collection III 
  Allergorhai-Horhai (Death Worm) 
  Ashcloud 
  Barbed Thrasher 
  Bitterfly 
  Canopy Creeper 
  Dart Blossom 
  Dirgewood Tree 
  Dread Crawler 
  Flay Beast 
  Golem 
  Gray Lancer 
  Living Bog 
  Marble Sentinel 
  Mist Murderer 
  Mulchworm 
  Ooze 
  Patient Doom 
  Quillwolf 
  Razorleaf 
  Sand Hulk 
  Sand Sloth 
  Sand Trapper 
  Shellrak 
  Speakerstones 
  Spider, Saber 
  Swarm (Bee, Dunefish, Gilings, Glutton Locust, Hive-fly, 
  Poison Wing, Termite, Wasp) 
  Tent Bird 
  Templates (Multi-Armed, Wild Bier) 
   
  Expanded Psionics Handbook 
  Astral Constructs 
  Blue 
  Brain Mole 
  Caller in Darkness 
  Crysmal 
  Dromite 
  Folugub 
  Githyanki (psionic) 
  Githzerai (psionic) 
  Intellect Devourer 
  Phrenic Creature 
  Phthisic 
  Psicrystal 
  Psion Killer 
  Puppeteer 
  Thought Eater (can move between gray and prime instead 
  of ethereal and prime) 
  Thought Slayer 
  Udoroot 
  Yuan-Ti (psionic) 
   
  Fiend Folio 
  Ahuizotl 
  Aquatic Ooze 
  Blackstone Gigant 
  Bloodhawk 
  Caryatid Column 
  Century Worm 
  Chwidencha 
  Crawling Head 
  Darkweaver 
  Flame Snake 
  Iron Cobra 
  Kelp Angler 
  Living Holocaust 
  Lucent Worm 
  Mongrelfolk 
  Necrophidius 
  Octopus Tree 
  Ocularon 
  Phiuhl 
  Shadow Asp 
  Sporebat 
  Swarm, Plague Ant 
  Swarm, Scarab Beetle 
  Swarm, Viper 
  Terror Bird 
  Thunder Worm 
  Tunnel Terror 
  Wicker Man 
  Yellow Musk Creeper 
  Yellow Musk Zombie 
   
  Manual of the Planes 
  Energon 
  Ephemera 
  Genie 
  Paraelemental 
  Templates (Element, Half-Elemental, Shadow) 
   
  Miniatures Handbook 
  Magma Hurler 
  Nothic 
  Shadow Beast 
  Stonechild 
  Walking Wall 
   
  Monsters of Faerun 
  Aballin 
  Bat, Deep 
  Cloaker Lord 
  Crawling Claw 
  Dark Tree 
  Giant Strider 
  Golem 
  Spider, Subterranean 
   
  Monster Manual  
  Animal (ape, bat, black bear, brown bear, cat, cheetah, 
  dog, eagle, hawk, leopard, lion, lizard, monitor lizard, 
  monkey, octopus, owl, rat, raven, snake, squid, tiger) 
  Animated Object 
  Ankheg 
  Aranea 
  Arrowhawk 
  Assassin Vine 
  
   
  http://athas.org 
   
  3 
  Azer 
  Basilisk 
  Beetle 
  Behir 
  Belker 
  Bulette 
  Chimera 
  Cockatrice 
  Darkmantle 
  Dire Ape 
  Dire Bat 
  Dire Bear 
  Dire Lion 
  Dire Rat 
  Dire Tiger 
  Displacer Beast 
  Dragonne 
  Elemental 
  Ettercap 
  Ettin 
  Genie 
  Girallon  
  Githyanki 
  Githzerai 
  Golem 
  Hell Hound 
  Imp 
  Invisible Stalker 
  Krenshar 
  Magmin 
  Mephit (all except ice) 
  Owlbear 
  Pseudodragon 
  Rast 
  Remorhaz, desert 
  Scorpion, all 
  Sea Cat 
  Shadow 
  Shadow Mastiff 
  Skeleton 
  Spider, all 
  Spider Eater 
  Thoqqua 
  Tojanida 
  Vermin 
  Wyvern 
  Yuan-Ti 
  Zombie 
   
  Monster Manual 2 
  Breathdrinker 
  Bronze Serpent 
  Dire Hawk 
  Dire Snake 
  Dune Stalker 
  Elemental Weird 
  Fire Bat 
  Forest Sloth 
  Greenvise 
  Juggernaut 
  Megapede 
  Moonbeast 
  Nightmare Beast 
  Psurlon 
  Rampager 
  Red Sundew 
  Shadow Spider 
  Spirit of the Land 
  Tempest 
  Thri-Kreen 
  Templates 
   Chimeric Creature 
   Half Golem 
   Monster of Legend (replace god with SM or SotL) 
   Spellstiched 
   Tauric 
   Titanic 
   Warbeast 
   
  Monster Manual 3 
  Arcane Ooze 
  Astral Stalker 
  Avalancher 
  Battlebriar 
  Brood Keeper 
  Cadaver Collector 
  Chelicera 
  Chraal 
  Cinder Swarm 
  Conflagration Ooze 
  Dread Blossom Swarm 
  Dust Wight 
  Elemental, Storm 
  Golem (alchemical, hangman, mud, shadesteel, web) 
  Harpoon Spider 
  Kenku 
  Knell Beetle 
  Living Spell 
  Night Twist 
  Omnimental 
  Salt Mummy 
  Spellwarped Creature 
  Summoning Ooze 
  Swamp Strider Swarm 
  Woodling 
   
  Oriental Adventures 
  Nature Spirit 
  Tako 
  Toad, Giant 
   
  Savage Species 
  Templates 
   Feral Creature 
   Gelatinous Creature 
   Ghost Brute 
   Incarnate Construct 
   Insectile Creature 
   Monstrous Beast 
   Multiheaded Creature 
   Mummified Creature 
   Reptilian Creature 
   Spectral Creature 
   Symbiotic Creature 
   Umbral Creature 
   Wight 
   Winged Creature 
   Wraith 
   Yuan-ti 
   
  Tome of Horrors 
  (Duplicates not included) 
  Aerial Servant 
  Algoid 
  Amphisbaena 
  
   
  http://athas.org 
   
  4 
  Ant Lion 
  Archer Bush 
  Ascomoid 
  Axe Beak 
  Baric 
  Basidirond 
  Beetle 
  Belabra 
  Brown Pudding 
  Cave Cricket 
  Cave Moray 
  Chrystones 
  Clam, Giant 
  Clubnek 
  Cobra Flower 
  Crab, Monstrous 
  Crayfish, Monstrous 
  Crystal Ooze 
  Crystalline Horror 
  Death Worm 
  Decapus 
  Diger 
  Dragonfish 
  Drake, Salt 
  Dun Pudding 
  Dust Digger 
  Eel, Giant Moray 
  Elemental (Lightning Quasi, Psionic) 
  False Spider 
  Fire Nymph 
  Fire Snake 
  Firefiend 
  Floating Eye 
  Forester‘s Bane 
  Frog, Monstrous (Giant, Giant Dire, Killer) 
  Froghemoth 
  Gloomwing 
  Golem 
  Hamster, Giant 
  Hangman Tree 
  Hell Moth 
  Jellyfish, Monstrous 
  Jupiter Bloodsucker 
  Kampfult 
  Kelp Devil 
  Khargra 
  Land Lamprey 
  Leech, Giant 
  Livestone 
  Lizard, Rock-Horned 
  Luker Above 
  Magma Ooze 
  Madragora 
  Mantari 
  Marble Snake 
  Memory Moss 
  Mercury Ooze 
  Mihstu 
  Mudman 
  Mustard Jelly 
  Obsidian Minotaur 
  Olive Slime 
  Phycomid 
  Piercer 
  Purple Moss 
  Quickwood 
  Rat, Shadow 
  Rot Grub 
  Russet Mold 
  Sandling 
  Sandman 
  Scarlet Spider 
  Scythe Tree 
  Shadow, Lesser 
  Slithering Tracker 
  Slug, Giant 
  Spinal Leech 
  Stegocentipede 
  Stranglweed 
  Stunjelly 
  Symiotic Jelly 
  Tenebrous Worm 
  Throat Leech 
  Tick, Giant 
  Tiger Barb, Giant 
  Tri-Flower Frond 
  Tunnel Worm 
  Twilight Mushroom 
  Vampire Rose 
  Vilstrak 
  White Pudding 
  Wind Walker 
  Witherweed 
  Wolf-Spider 
  Animals (barracuda, deer, electric eel, quipper) 
  Templates (Abomination) 
   
  Underdark 
  Earth Glider 
  Giant Cockroach 
  Giant Maggot 
  Lith 
  Lurker 
  Maur 
  Stone Flyer 
  Templates (Mineral Warrior) 
   
  TTooAA  CCrreeaattuurreess  bbyy  TTyyppee  
    
   Aberration: Bvanen, Cistern Fiend, Dark Spider, Dune 
  Reaper, Floater, Gaj, Kalin, Mud Fiend, Pakubrazi, Ruktoi, 
  Sand Vortex, Sharg, Silt Horror, Silt Spawn, Sink Worm, 
  Squark, Wall Walker. 
   (Air): Air Drake, Air Elemental Beast, Air Incarnation, 
  Rain Drake, Rain Half-Elemental, Rain Incarnation, Rain 
  Paraelemental, Rain Paraelemental Beast, Sun Drake, Sun 
  Half-Elemental, Sun Incarnation, Sun Paraelemental, Sun 
  Paraelemental Beast. 
   Animal: Aprig, Bear (Athasian), Bogo Snake, Boneclaw 
  (lesser), Carru, Cha'thrang, Conashellae, Critic, Crodlu, 
  Drik, Dunecrab, Dust Gilder, Dustgull, Erdland, Erdlu, 
  Giant Lizard, Gorak, Hatori, Inix, Jaguar, Jankx, Jhakar, 
  Jastrak Lizard, Kes‘trekel, Kip, Kivit, Kluzd, Korinth, Kreel, 
  Lirr, Mekillot, Minotaur Lizard, Mole Boar, Pterrax, 
  Puddingfish, Rasclinn, Roc, Shark, Silt Eel, Sitak, Skyfish, 
  Slimahacc, Sloth, Strine, Subterranean Lizard, Sygra, 
  Takis, Zhackal, Z‘Tal. 
   (Aquatic): Dolphin, Kreel, Puddingfish, Sharg, Shark, 
  Skyfish, Squark, Water Beetle. 
   (Chaotic): Sand Bride, Sand Mother 
   (Cold): 
  Bloodvine, 
  Poisonweed, 
  Psi-Shadow, 
  Rain 
  Paraelemental. 
   Construct: 
  Chanth, 
  Golem, 
  Guardian, 
  Obsidian 
  Retriever, Psionocus. 
  
   
  http://athas.org 
   
  5 
   Dragon: Drake, Half-Drake. 
   (Earth): Crystal Spider, Earth Drake, Earth Elemental 
  Beast, Earth Incarnation, Magma Drake, Magma Half-
  Elemental, Magma Incarnation, Magma Paraelemental 
  Beast, Pit Snatcher, Silt Drake, Silt Half-Elemental, Silt 
  Incarnation, Silt Paraelemental, Silt Paraelemental Beast, 
  Silt Weird, Styr. 
   Elemental: Crystal Spider, Elemental Beast, Elemental 
  Incarnation, Paraelemental, Paraelemental Beast, Pit 
  Snatcher, Styr. 
   Elemental (Air): Air Elemental Beast, Air Incarnation, 
  Rain Incarnation, Rain Paraelemental, Rain Paraelemental 
  Beast, 
  Sun 
  Incarnation, 
  Sun 
  Paraelemental, 
  Sun 
  Paraelemental Beast. 
   Elemental (Earth): Crystal Spider, Earth Elemental 
  Beast, Earth Incarnation, Magma Incarnation, Magma 
  Paraelemental, Magma Paraelemental Beast, Pit Snatcher, 
  Silt Incarnation, Silt Paraelemental, Silt Paraelemental 
  Beast, Styr. 
   Elemental 
  (Fire): 
  Fire 
  Elemental 
  Beast, 
  Fire 
  Incarnation, Magma Incarnation, Magma Paraelemental, 
  Magma Paraelemental Beast, Sun Incarnation, Sun 
  Paraelemental, Sun Paraelemental Beast. 
   Elemental 
  (Water): 
  Rain 
  Incarnation, 
  Rain 
  Paraelemental, Rain Paraelemental Beast, Silt Incarnation, 
  Silt Paraelemental, Silt Paraelemental Beast, Water 
  Incarnation, Water Elemental Beast. 
   (Extraplanar): Elemental Beast, Elemental Incarnation, 
  Paraelemental, Paraelemental Beast, Psi-Shadow, Shadow 
  Giant. 
   (Evil): Sand Bride, Sand Mother 
   (Fire): 
  Fire 
  Drake, 
  Fire 
  Elemental 
  Beast, 
  Fire 
  Incarnation, 
  Magma 
  Drake, 
  Magma 
  Half-Elemental, 
  Magma Incarnation, Magma Paraelemental Beast, Sun 
  Drake, 
  Sun 
  Half-Elemental, 
  Sun 
  Incarnation, 
  Sun 
  Paraelemental, Sun Paraelemental Beast. 
   Giant: B'rohg, Giant, Half-Giant, Mountain Stalker. 
   Humanoid: Dwarf, Elf, Gith, Half-Elf, Halfling, Hej-Kin, 
  Jozhal, Lask, Lizardfolk, Mindhome Folk, Mul, Nikaal, 
  Pterran, Silt Runner, Slig, Tarek, Tari, Thrax, Villichi. 
   (Incorporeal): Sand Bride, Sand Mother, Shadow 
  Giant. 
   Magical Beast: Aviarag, Black Mastyrial, Boneclaw 
  (greater), Dagorran, Dolphin, Fire Eel, Fire Lizard, Flailer, 
  Fordorran, High Drik, Id Fiend, Kirre, Klar, Mountain 
  Spider, Psi-Shadow, Raakle, Razorwing, Ruve, Sand 
  Howler, Sand Worm, Silk Wyrm, Silt Serpent, Silt Weird, 
  Spinewyrm, Tagster, Tembo, Tigone, Wrab, Xerichou. 
   Monstrous Humanoid: Aarakocra, Baazrag, Belgoi, 
  Bog Wader, Braxat (Athasian), Dray, Dune Freak, Feylaar, 
  Magera, Reggelid, Scrab, Ssurran, T‘Chowb, Thrax, Thri-
  Kreen, Trin, Tul‘k, Zik-trin‘ak, Zik-trin‘ta. 
   Ooze: Dagolar Slime, Tyrian Slime. 
   Outsider: Half-Elemental, Sand Bride, Sand Mother. 
   Outsider 
  (Air): 
  Rain 
  Half-Elemental, 
  Sun 
  Half-
  Elemental. 
   Outsider(Earth): Magma Half-Elemental, Silt Half-
  Elemental. 
   Outsider(Fire): Magma Half-Elemental, Sun Half-
  Elemental. 
   Outsider(Water): 
  Rain 
  Half-Elemental, 
  Silt 
  Half-
  Elemental. 
   Plant: Bloodgrass, Bloodvine, Blossomkiller, Brain Seed, 
  Bramble, Burnflower, Dew Frond, Dune Trapper, Elven 
  Rope, Hunting Cactus, Poisonweed, Rock Cactus, Rock 
  Cactus (bloodsucking), Sand Cactus, Spider Cactus, 
  Strangling Vines, Treant. 
   (Psionic): Aviarag, Bear (Athasian), Belgoi, Black 
  Mastyrial, 
  Boneclaw 
  (greater), 
  Brain 
  Seed, 
  Braxat 
  (Athasian), Bvanen, Cistern Fiend, Critic, Crystal Spider, 
  Dagolar Slime, Dagorran, Dark Spider (psion and queen), 
  Dolphin (Athasian), Drake, Dune Reaper (matron and 
  warrior), Erdland, Feylaar, Flailer, Floater, Fordorran, Gaj, 
  Giant (beasthead), Guardian, Hej-Kin, Hunting Cactus, Id 
  Fiend, Jozhal, Kes‘trekel, Kirre, Klar, Mindhome Folk, 
  Mountain Spider, Pit Snatcher, Psi-Shadow, Psionocus, 
  Pterrax, Razorwing, Ruve, Sand Vortex, Scrab, Silk Wyrm, 
  Silt Horror (Black, Brown, Grey, Magma, Red), Silt 
  Serpent, Silt Weird, Sitak, Spinewyrm, Squark, Tagster, 
  T‘Chowb, Tembo, Tigone, Tul‘k, Villichi, Wall Walker, 
  Wrab, Xerichou, Zhackal, Zik-trin‘ak. 
   (Reptilian): Jozhal, Lizardfolk, Nikaal, Pterran, Silt 
  Runner. 
   (Shapechanger): Pakubrazi. 
   Undead: Defiled. 
   Vermin: Antloid, Barbed Scorpion, Boring Beetle, Cave 
  Fisher, Desert Mastyrial, Dragon Beetle, Gold Scorpion, 
  Hurrum, Jalath‘gak, Kank, Locust Swarm, Mini-Kank 
  Swarm, 
  Mulworm, Ock‘n, 
  Renk, 
  Rhinoceros 
  Beetle, 
  Rubbish Slug, Sandcrawler, Screamer Beetle, Silt Spider, 
  Water Beetle, Watroach Beetle, Wezer. 
   (Water): 
  Rain 
  Drake, 
  Rain 
  Half-Elemental, 
  Rain 
  Incarnation, Rain Paraelemental Beast, Silt Drake, Silt 
  Half-Elemental, Silt Incarnation, Silt Paraelemental, Silt 
  Paraelemental Beast, Silt Weird, Water Drake, Water 
  Elemental Beast, Water Incarnation. 
   Templates: Beasthead Giant, Black-Touched, Chanth, 
  Defiled, Elemental Incarnation, Gray-Touched, Guardian, 
  Half-Drake, Half-Elemental (paraelemetal), Pakubrazi-
  Tainted, Thrax. 
   
  SSuum
  mm
  moonn  M
  Moonnsstteerr  ––  AAtthhaassiiaann  vvaarriiaanntt  
   
  Summon Monster – Athasian variant 
   
  Creatures in bold are found in Terrors of Athas. 
  Creatures in italics are found in Terrors of the Deadlands. 
   
  1  The creature may only be summoned into an aquatic 
  environment. 
  2  The creature may only be summoned into a silt-rich 
  environment. 
  3  The creature may only be summoned into an abundant 
  environment (DS3e Core Rules Chapter 8). 
   
  1st Level 
  Air incarnation hawk 
  Air incarnation owl 
  Black-touched dustgull 
  Earth incarnation jankx 
  Fire incarnation dire rat 
  Fire incarnation giant fire beetle 
  Gray-touched sandcrawler  
  Magma incarnation monstrous centipede, Medium 
  Magma incarnation monstrous scorpion, Small 
  Rain incarnation skyfish1 
  Silt incarnation monstrous spider, Small 
  Silt incarnation snake, Small viper 
  Sun incarnation monkey 
  Water incarnation octopus1 
   
  2nd Level 
  Air incarnation eagle 
  
   
  http://athas.org 
   
  6 
  Black-touched kes’trekel 
  Blight (undead) 
  Earth incarnation riding dog 
  Fire incarnation giant bombardier beetle 
  Magma incarnation monstrous centipede, Large 
  Magma incarnation monstrous scorpion, Medium 
  Rain incarnation jhakar 
  Silt incarnation monstrous spider, Medium 
  Silt incarnation snake, Medium viper 
  Sun incarnation giant bee 
  Water incarnation shark, Medium1 
   
  3rd Level 
  Air incarnation razorwing 
  Black-touched dire bat 
  Black-touched tagster 
  Earth incarnation cave fisher 
  Elemental, Small (any) 
  Fire incarnation giant lizard 
  Gray-touched rasclinn 
  Gray-touched sand howler 
  Gray Zombie (undead) 
  Magma incarnation giant termite queen 
  Magma incarnation monstrous centipede, Huge 
  Rain incarnation black bear 
  Silt incarnation snake, constrictor  
  Silt incarnation snake, Large viper 
  Sun incarnation ape 
  Water incarnation kluzd 
   
  4th Level 
  Air incarnation giant owl 
  Black-touched bog wader 
  Earth incarnation lion 
  Fire incarnation lirr 
  Gray-touched pterrax 
  Magma incarnation monstrous spider, Large 
  Mephit (any) 
  Shadow 
  Silt incarnation snake, Huge viper 
  Sun incarnation giant wasp 
  Thoqqua 
  Water incarnation athasian shark, Large1 
  Xorn, minor 
   
  5th Level 
  Air incarnation dire ape 
  Earth incarnation takis 
  Elemental, Medium (any) 
  Fire incarnation giant stag beetle 
  Gray-touched tiger 
  Gray-touched wall walker 
  Gray-touched war crodlu 
  Magma incarnation monstrous scorpion, Large 
  Obsidian Beast 
  Psi-Shadow 
  Rain incarnation feylaar 
  Rast 
  Shadow Giant 
  Shadow mastiff 
  Silt incarnation cha’thrang 
  Sun incarnation brown bear 
  Water incarnation athasian shark, Huge1 
   
  6th Level 
  Athasian wraith 
  Black-touched tigone 
  Earth incarnation monstrous spider, Huge 
  Elemental beast (any) 
  Elemental, Large (any) 
  Fire incarnation dire lion 
  Gray-touched kalin 
  Gray-touched subterranean lizard 
  Janni (genie) 
  Magma incarnation monstrous centipede, 
  Gargantuan 
  Paraelemental beast (any) 
  Silt incarnation brown silt horror2 
  Sun incarnation snake, giant constrictor 
   
  7th Level 
  Arrowhawk, elder 
  Black-touched dark spider defiler 
  Black-touched tembo 
  Djinni (genie) 
  Earth incarnation slimahacc 
  Elemental, Huge (any) 
  Gray-touched cilops 
  Gray-touched hatori 
  Invisible stalker 
  Magma incarnation  monstrous scorpion, Huge 
  Sand Bride 
  Water incarnation giant octopus1 
   
  8th Level 
  Air incarnation aviarag 
  Black-touched kirre 
  Earth incarnation dire bear 
  Elemental, greater (any) 
  Fire incarnation dire tiger 
  Gray-touched gaj 
  Gray-touched silt weird 
  Greater shadow 
  Magma incarnation monstrous centipede, Colossal 
  Silt incarnation white silt horror2 
  Sun incarnation monstrous spider, Gargantuan 
  Water incarnation giant squid1 
   
  9th Level 
  Air incarnation athasian roc 
  Black-touched dark spider psion 
  Black-touched obsidian retriever 
  Earth incarnation athasian treant3 
  Elemental, elder (any) 
  Fire incarnation dark spider queen 
  Gray-touched high drik 
  Magma incarnation monstrous scorpion, Gargantuan 
  Sand Mother 
  Silt incarnation monstrous spider, Colossal 
  Water incarnation dire athasian shark1 
   
   
  SSuum
  mm
  moonn  NNaattuurree’’ss  AAllllyy  ––  AAtthhaassiiaann  VVaarriiaanntt  
   
  Creatures in bold are found in Terrors of Athas. 
   
  1  The creature may only be summoned into an aquatic 
  environment. 
  2  The creature may only be summoned into a silt-rich 
  environment. 
  3  The creature may only be summoned into an abundant 
  environment (DS3e Core Rules Chapter 8). 
  
   
  http://athas.org 
   
  7 
   
  1st Level 
  Dire rat 
  Eagle (animal) 
  Jhakar (animal) 
  Monkey (animal) 
  Octopus1 (animal) 
  Owl (animal) 
  Skyfish1 (animal) 
  Snake, Small viper (animal) 
   
  2nd Level 
  Bear, black (animal) 
  Cheetah (animal) 
  Dire bat 
  Elemental, Small (any) 
  Giant Lizard (animal) 
  Kluzd (animal) 
  Razorwing 
  Shark, Medium1 (animal) 
  Snake, Medium viper (animal) 
  Squid1 (animal) 
   
  3rd Level 
  Ape (animal) 
  Athasian shark, Large1 (animal) 
  Eagle, giant 
  Hej-Kin 
  Lion 
  Lirr (animal) 
  Owl, giant 
  Snake, constrictor (animal) 
  Snake, Large viper (animal) 
  Takis (animal) 
  Thoqqua 
   
   
   
  4th Level 
  Arrowhawk, juvenile 
  Bear, brown (animal) 
  Cha’thrang (animal) 
  Dire ape 
  Elemental, Medium (any) 
  Inix (animal) 
  Salamander, flamebrother 
  Mountain Spider 
  Sea cat1 
  Snake, Huge viper (animal) 
  Strine (animal) 
  Subterranean lizard (animal) 
  Tiger (animal) 
  Tojanida, juvenile1 
  War crodlu (animal) 
  Xorn, minor 
   
  5th Level 
  Arrowhawk, adult 
  Athasian shark, Huge1 (animal) 
  Athasian sloth (animal) 
  Dire lion 
  Elemental, Large (any) 
  Feylaar 
  Janni (genie) 
  Minotaur Lizard 
  Rast 
  Shadow Giant 
  Snake, giant constrictor (animal) 
  Tigone 
  Tojanida, adult1 
   
  6th Level 
  Dire bear 
  Elemental, Huge (any) 
  Elemental Beast (any) 
  Girallon 
  Hatori (animal) 
  Octopus, giant1 (animal) 
  Paraelemental Beast (any) 
  Puddingfish1 (animal) 
  Salamander, average 
  Xorn, average 
   
  7th Level 
  Arrowhawk, elder 
  Athasian treant3 
  Dire tiger 
  Djinni (genie) 
  Elemental, greater (any) 
  Invisible stalker 
  Sand Bride 
  Slimahacc (animal) 
  Squid, giant1 (animal) 
  White silt horror2 (animal) 
  Xorn, elder 
   
  8th Level 
  Athasian roc 
  Drik 
  Salamander, noble 
  Tojanida, elder1 
   
  9th Level 
  Elemental, elder 
  Sand Mother 
  Sink worm 
  Styr 
   
   
  
   
  http://athas.org 
   
  8 
  AAaarraakkooccrraa  
  Aarakocra, 1st-Level Warrior 
  Medium Monstrous Humanoid 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +2 
  Speed: 20 ft. (4 squares), fly 90 ft. (average) 
  Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-
  footed 11 
  Base Attack/Grapple: +1/+1 
  Attack: Claw +1 melee (1d3) 
  Full Attack: 2 claws +1 melee (1d3) and bite –4 melee 
  (1d2) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Aerial dive 
  Special Qualities: Claustrophobic 
  Saves: Fort +2, Ref +2, Will –1 
  Abilities: Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 8 
  Skills: Knowledge (nature) +2, Listen +0, Spot +0* 
  Feats: Flyby Attack 
  Environment: Mountains (White Mountains) 
  Organization: Solitary, flight (3-6), or tribe (11-30 plus 1 
  cleric of 3rd-5th level) 
  Challenge Rating: 1/2 
  Treasure: Standard 
  Alignment: Often neutral good 
  Advancement: By character class 
  Level Adjustment: +1 
   
    Tall, avian humanoids, these creatures stand six and a 
  half to eight feet tall, with a wingspan of about 20 feet. 
  They have black eyes and gray beaks, resembling lanky, 
  disheveled vultures from a distance. Their plumage ranges 
  from silver-white to brown to even pale blue. 
    
   Aarakocra are the most commonly encountered bird-
  people of the Tablelands. Some are from Winter Nest in 
  the Snow Crown Mountains near Kurn, while others are 
  from smaller tribes scattered in the Ringing Mountains and 
  elsewhere. These freedom-loving creatures rarely leave 
  their homes high in the mountains, but sometimes, either 
  as young wanderers or cautious adventurers, they venture 
  into the inhabited regions of the Tablelands. 
   While flying, aarakocra can use their feet as hands, but 
  while walking, they use their wing-hands to carry weapons 
  or equipment. Aarakocra have a bony plate on their chest 
  (the breastbone), which provides protection from blows, 
  but most of their bones are hollow and brittle and break 
  more easily than most humanoids‘ bones. The aarakocra's 
  unusual build means they must wear armor specifically 
  made for aarakocra. Aarakocra usually live between 30 
  and 40 years. Male aarakocra weigh around 100 pounds, 
  while females usually weigh 85 pounds. 
   An aarakocra's beak comprises much of its head and 
  can be used in combat. At the center of their wings, 
  aarakocra have three-fingered hands with an opposable 
  thumb, and the talons of their feet are just as dexterous. 
   
  Combat 
   Aarakocra attack by swooping down on their prey and 
  striking them with their claws, then swooping off to avoid 
  retaliation, only to wing around and repeat the dive if 
  necessary. Aarakocra can also employ a bite attack, but 
  they usually only use that when they are on the ground. 
   
   Aarakocra Traits (Ex): 
   -2 Strength, +4 Dexterity, -2 Constitution: Aarakocra 
  have keen reflexes, but their lightweight bones are 
  fragile. 
   Medium: As Medium creatures, aarakocra have no 
  special bonuses or penalties due to their size. 
   Aarakocra base speed is 20 feet, and can fly with a 
  movement rate of 90 feet (average). 
   Low-light vision. Unlike other monstrous humanoids, 
  aarakocra do not have darkvision. 
   *+6 racial bonus to Spot checks in daylight. Aarakocra 
  have excellent vision. 
   Natural Armor: An aarakocra‘s bone chest plate 
  provides some protection from blows and gives the 
  aarakocra a natural armor bonus of +1. 
   Natural Weaponry: An aarakocra can rake with its claws 
  for 1d3 points of damage, and use its bite for 1d2 points 
  of damage. 
   Claustrophobic: Being underground or in enclosed 
  buildings is extremely distressing for aarakocras. They 
  suffer a -2 morale penalty on all rolls when in an 
  enclosed space.. 
   Aerial Dive: Creatures that fly can make dive attacks. A 
  dive attack works just like a charge, but the diving 
  creature must move a minimum of 30 feet. Aarakocra 
  may make claw attacks, or attack with a lance held in 
  both claws. These attacks deal double damage. 
   Automatic Languages: Aarakocra and common. Bonus 
  languages: Auran, Elven, Gith, Pterran and Ssurran. 
  Aarakocra often learn the languages of their allies and 
  enemies. 
   Favored Class: Cleric. 
   Level Adjustment: +1. 
   
   The aarakocra warrior presented here had the following 
  ability scores before racial adjustments: Str 13, Dex 11, 
  Con 12, Int 10, Wis 9, Cha 8. 
  
   
  http://athas.org 
   
  9 
   
  Aarakocra Society 
   Aarakocra zealously defend their homeland. They are 
  mistrustful of strangers that venture onto their lands. 
  Many of the southern tribes exact tolls on all caravans 
  passing through their lands, sometimes kidnapping scouts 
  or lone riders until tribute is paid. Tribute can take the 
  form of livestock or shiny objects, which aarakocra covet. 
  Some evil tribes may attack caravans without provocation. 
  Aarakocra have great confidence and pride in their ability 
  to fly, but have little empathy for land-bound races. 
   Aarakocra tend towards neutrality with regard to law or 
  chaos. With respect to good and evil, aarakocra tribes 
  usually follow the alignment of their leader. A tribe whose 
  leader is neutral good will contain lawful good, neutral 
  good, chaotic good and neutral members, with most 
  members being neutral good. Aarakocra, even good ones, 
  rarely help out strangers. 
   Most aarakocra communities are small nomadic tribes. 
  Some prey on caravans, while others build isolated aeries 
  high in the mountains. The least xenophobic aarakocra 
  generally come from Winter Nest, in the White Mountains, 
  a tribe allied with the city-state of Kurn. Of all the human 
  communities, only Kurn builds perches especially made for 
  aarakocra to rest and do business. In contrast, king 
  Daskinor of Eldaarich has ordered the capture and 
  extermination of all aarakocra. Other human communities 
  tolerate aarakocra characters but do not welcome them. 
  Merchants will do business with aarakocra as long as they 
  remain on foot. Most land-bound creatures are suspicious 
  of strange creatures that fly over their herds or lands 
  unannounced, and templars, even in Kurn, have standing 
  orders to attack creatures that fly over the city walls 
  without permission. 
   Aarakocra shamans are usually air clerics, sometimes 
  sun clerics, and occasionally druids. Most rituals of 
  aarakocra society involve the summoning of an air 
  elemental or Hraak'thunn. Summoned air elementals are 
  often used in an important ritual, the Hunt. The aarakocra 
  coming of age ceremony involves hunting the great beasts 
  found in the silt sea. 
   Aarakocra are as familiar with 
  psionics 
  as 
  other races of 
  the 
  Tablelands. They particularly excel in 
  the psychoportation discipline. In 
  spite of their low strength and 
  constitutions, they excel as psychic 
  warriors, often using ranged touch 
  powers from above to terrifying 
  effect. 
   Most 
  aarakocra 
  tribes 
  shun 
  wizardly magic, but a few evil tribes 
  have defilers, and one prominent 
  good-aligned tribe, Winter's Nest, 
  has several preservers. 
   Athasian aarakocra speak their 
  own language. They have no written 
  language of their own, though some 
  of the more sophisticated tribes have 
  borrowed alphabets from their land-
  bound neighbors. Regardless of the 
  language spoken, aarakocra do not 
  possess lips, and therefore cannot 
  even approximate the 'm', 'b' or 'p' 
  sounds. They have difficulty also 
  with their 'f's and 'v's, and tend to 
  pronounce these as 'th' sounds. 
   
  AAvviiaarraagg  
  Large Magical Beast (Psionic) 
  Hit Dice: 8d10+24 (68 hp) 
  Initiative: +8 (+4 Dex, +4 Improved Initiative) 
  Speed: 30 ft. (6 squares), fly 60 ft. (average) 
  Armor Class: 18 (-1 size, +4 Dex, +5 natural), touch 13, 
  flat-footed 14 
  Base Attack/Grapple: +8/+18 
  Attack: Claw +13 melee (1d8+6) 
  Full Attack: 2 claws +13 melee (1d8+6) and 1 bite +11 
  melee (1d8+3) 
  Space/Reach: 10 ft./ 5 ft. 
  Special Attacks: Improved grab, piercing roar, psi-like 
  abilities, pounce, rake 1d8+3 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  power resistance 12 
  Saves: Fort +9, Ref +10, Will +3 
  Abilities: Str 22, Dex 18, Con 16, Int 12, Wis 13, Cha 11 
  Skills: Concentration +12, Hide +9, Search +6, Spot +6, 
  Survival +6 
  Feats: Improved Initiative, Improved Natural Attack 
  (claw), Multiattack 
  Environment: Hills 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Always neutral good 
  Advancement: 9-16 HD (Huge), 17-24 (Gargantuan) 
  Level Adjustment: — 
   
    A leonine beast sails into view on wings of the deepest 
  blue plumage that fades to white at the tips. Its gaze is 
  steady beneath its azure-tinted mane, alight with the fire 
  of a keen intellect. The creature walks as easily on two 
  legs as on all fours, and a tail, forked like a swallow’s, 
  swishes between its legs. 
   
    The aviarag is a noble psionic creature, thought to be 
  
   
  http://athas.org 
   
  10 
  legendary by most Athasians. Aviarags stake out small 
  areas of territory, 15 miles across being the average, and 
  prey on small mammals and rodents. Aviarags will attack 
  larger prey if hungry or if forced to defend their territory. 
    Aviarags 
  are 
  loners, 
  preferring 
  lives 
  of 
  solitary 
  contemplation in simple harmony with the natural world 
  around them. Many civilized races cannot understand how 
  a creature as intelligent as an aviarag could willingly live 
  as a beast. The aviarag smiles at such sentiments, 
  knowing a kind of freedom that cannot be held, or even 
  understood, so long as one clings to roof, field and tool. 
    Aviarags are powerful users of the Way, possessing a 
  host of psionic abilities. They use these powers to assess 
  strangers before determining how best to deal with them. 
  These powers make them valued as guides and advisors, 
  when one can be located. Athasian folklore features 
  references to aviarags used as mounts or beasts of 
  burden, 
  but 
  given 
  the 
  creature‘s 
  intellect, 
  such 
  relationships are almost certain to have been voluntary, 
  where they existed at all. 
   An average aviarag lives for about 30 years, stands 
  almost 4 feet tall at the shoulder and is up to 10 feet long, 
  weighing in at around 650 pounds. 
   
  Combat 
    Aviarags are congenial beasts when approached with 
  care and respect, but they are courageous and tenacious 
  foes when forced into combat. The aviarag prefers to keep 
  its attacks physical, concentrating on combinations of 
  claws, bites and savage rakes. 
    If it is able to attack with surprise, an aviarag will swoop 
  in from behind, emitting a piercing roar just before it 
  strikes. An aviarag will keep its psionic powers in check for 
  as long as possible, using them only as a last resort. 
    Improved Grab (Ex): If the aviarag hits with its claws 
  or with its bite it can initiate a grapple check as a free 
  action without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and can rake. 
   Piercing Roar (Su): Three times per day the aviarag 
  can emit a piercing roar that causes all within a 30 ft. 
  cone to make a Fortitude save (DC 17) or be stunned for 
  1 round. The save DC is Constitution-based. 
    Pounce (Ex): If an aviarag charges a foe, it can make a 
  full attack, including two rake attacks. 
   Psi-Like Abilities: At will–conceal thoughts, danger 
  sense (uncanny dodge*), empathy (55 ft. range, duration 
  up to 8 hours*), mindlink (unwilling targets, 3 additional 
  targets, DC 11*), read thoughts (DC 12), sense link 
  (subject perceives aviarag‘s senses, links second sense*), 
  ubiquitous vision; 3/day–anchored navigation, mindwipe 
  (DC 14).  Manifester level 8th.  The save DCs are 
  Charisma-based.   
   *Includes augmentation for the aviarag‘s manifester 
  level. 
    Rake (Sp): Attack bonus +13 melee, damage 1d8+3. 
   
  Aviarag Society 
    As noted above, the aviarag is a solitary creature. Once 
  every two years, however, the female of the species will 
  leave her territory and search for a mate. Aviarag do not 
  pair for life and after a brief mating season, the female 
  will return to her lair. Up to 1d4 young are born three 
  months after mating, remaining with their mother for their 
  first year before venturing forth into the world to seek 
  territory of their own. 
   
  BB''rroohhgg  
  Huge Giant 
  Hit Dice: 6d8+24 (51 hp) 
  Initiative: +2 
  Speed: 40 ft. (8 squares), climb 20 ft. 
  Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, 
  flat-footed 14 
  Base Attack/Grapple: +4/+19 
  Attack: Longspear +9 melee (2d8+10/x3) or great club 
  +9 melee (4d6+10) or slam +9 melee (1d6+7) or rock 
  +5 ranged (2d8+7) 
  Full Attack: Longspear +5 melee (2d8+10/x3) and 
  greatclub +5 melee (4d6+10); or 4 slams +9 melee 
  (1d6+7); or rock +5 ranged (2d8+7) 
  Space/Reach: 15 ft./15 ft. (30 ft. with longspear) 
  Special Attacks: Rock throwing 
  Special Qualities: Low-light vision 
  Saves: Fort +9, Ref +4, Will +2 
  Abilities: Str 25, Dex 15, Con 19, Int 6, Wis 10, Cha 11 
  Skills: Climb +16, Listen +2, Spot +3, Survival +3 
  Feats: Combat Reflexes, Multiweapon Fighting, Power 
  Attack 
  Environment: Deserts 
  Organization: Solitary, Clique (2-4), band (4-12) 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Usually neutral 
  Advancement: By character class 
  Level Adjustment: +5 
   
   Before you stands a four armed giant with dark orange 
  skin, primitive facial features, and sharply pointed ears 
  located towards the back of its skull. Long black hair 
  grows down its back but its pate is quite bald. 
   
  
   
  http://athas.org 
   
  11 
   B‘rohgs are a species of four-armed humanoids akin to 
  giants. Simpleminded, nomadic hunters and gathers, 
  b'rohgs tend to keep to themselves, only attacking when 
  they feel threatened. Bands have been known to turn to 
  raiding in desperate situations. B‘rohgs are often captured 
  and put to work in the arena as gladiators. Some are even 
  tricked into service with promises of food and sweetmeats 
  but this is the exception rather than the rule. Most b‘rohgs 
  are not intelligent enough to remember their friends, let 
  alone long-term promises. 
   Although they are treated like animals by their owners, 
  enslaved b‘rohgs still possess enough cunning to be able 
  to escape from time to time. These ―renegade‖ b‘rohgs 
  often have developed considerable skill with weaponry and 
  combat techniques during their time in captivity and are 
  viewed with concern as a result 
   B‘rohgs communicate through a series of grunts and hand 
  signals. While they are too stupid to learn more 
  contemporary speech, others can learn the grunt and sign 
  language of the b‘rohgs. Adult b'rohgs stand about 15 ft. 
  high. 
   
  Combat 
   B'rohgs may use any of their four arms equally well and 
  are adept at fighting with a weapon in each hand. Their 
  favored form of attack is with a club in each of their two 
  lower hands and a spear grasped with their upper hands. 
  B‘rohgs have never taken to projectile weapons but have 
  developed a certain degree of skill with rock throwing. 
   Rock Catching (Ex): Once per round, a b‘rohg that 
  would normally be hit by a rock can make a Reflex save to 
  catch a rock (or similar projectile) as a free action. The DC 
  is 15 for a Small rock, 20 for a Medium one, and 25 for a 
  Large one (if the projectile provides a magical bonus on 
  attack rolls, the DC increases by that amount.) The b‘rohg 
  must be ready for and aware of the attack in order to 
  make a rock catching attempt. 
    Rock Throwing (Ex): Adult b‘rohg are accomplished 
  rock throwers and receive a +1 racial bonus on attack 
  rolls when throwing rocks. A b‘rohg of at least Huge size 
  can hurl rocks weighing 60 to 80 pounds each (Medium 
  objects) up to five range increments. The size of the range 
  increment is 140 feet. 
    Skills (Ex): A b‘rohg has a +8 racial bonus on Climb 
  checks. It can always choose to take 10 on a Climb check, 
  even if rushed or threatened. 
   
  B’rohg Society 
    Dominated by their strongest males, b'rohgs are a 
  throwback to simpler times. They live in small nomadic 
  bands comprised of 1-4 family units called cliques, 
  consisting of one male, one or two females, and generally 
  fewer than four total offspring. The strongest b‘rohg in a 
  band will primarily be hunters, while the older, weaker 
  members and the children are gatherers and water 
  bearers. B'rohgs have no mastery of fire but do not fear it. 
  They also have no real understanding of death and will 
  ignore objects or creatures that do not display signs of life 
  (although they have learned that ―playing dead‖ is a tactic 
  sometimes used by their foes and will repeatedly strike 
  felled enemies, just to be sure). 
   
  B'rohg as Characters 
   Usually only a b'rohg that has had extended contact 
  with other intelligent races will have class levels, but 
  unusually intelligent individuals have been known to 
  advance in class levels without outside help. 
  B‘rohg characters possess the following racial traits. 
   +14 Str, +4 Dex, +8 Con, -4 Int 
   Huge size. –2 penalty to Armor Class, -2 penalty on 
  attack rolls, -8 penalty on Hide checks, +8 bonus on 
  grapple checks, lifting and carrying limits quadruple 
  those of Medium characters. 
   Space/Reach: 15 ft. / 15 ft. 
   A b‘rohg‘s base land speed is 40 feet. 
   Low-light vision. 
   Racial Hit Dice: A b‘rohg begins with 6 levels of giant, 
  which provide 6d8 Hit Dice, a base attack bonus of +4, 
  and base saving throw bonuses of Fort +5, Ref +2 and 
  Will +2. 
   Racial Skills: A b‘rohg‘s giant levels give it skill points 
  equal to 9 x (2 + Int modifier). Its class skills are Climb, 
  Listen, Spot and Survival. 
   A b‘rohg‘s giant levels give it 3 feats. 
   Weapon Proficiency: A b‘rohg is proficient with simple 
  and martial weapons as well as its natural weaponry. 
   +6 natural armor bonus. 
   Natural Weapons: 4 slams (1d6). 
   Special Attacks (see above): Rock throwing. 
   Special Qualities (see above): Rock catching. 
   Automatic Languages: B‘rohg. Bonus Languages: none. 
   Favored Class: Ranger. 
   Level Adjustment: +5. 
   
  BBaaaazzrraagg  
  Large Monstrous Humanoid 
  Hit Dice: 4d8+7 (25 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares), climb 20 ft. 
  Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, 
  flat-footed 11 
  Base Attack/Grapple: +4/+11 
  Attack: Club +6 melee (1d8+4) or slam +6 melee 
  (1d4+3) or club +4 ranged (1d6+3) 
  Full Attack: Club +6 melee (1d8+4) and bite +2 melee 
  (1d6+1); or 2 slams +6 melee (1d4+3) and bite +2 
  melee (1d6+1); or club +4 ranged (1d8+3) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Improved grab 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +2, Ref +5, Will +6 
  Abilities: Str 16, Dex 12, Con 12, Int 4, Wis 14, Cha 5 
  Skills: Climb +15, Spot +5 
  Feats: Toughness, Weapon Focus (bite) 
  Environment: Stony barrens 
  Organization: Solitary, family (2-12) 
  Challenge Rating: 2 
  Alignment: Usually neutral 
  Advancement: By character class 
  Level Adjustment: +3 
   
   Broad and muscled, this creature stands over five feet 
  in height, despite its humped back. It uses the knuckles of 
  its hands as well as its feet to walk or run. 
   
   Baazrag have been described as "600 pounds of fur and 
  muscle." Generally they only stand to their full height of 
  nine feet when they are angered. Their skin is a mottled 
  red and gray, and a mop of dark hair runs from their 
  foreheads all the way down to the backs of their thighs, 
  but their faces and chests are scaled and hairless. Their 
  arms are disproportionately large for their bodies, and 
  
   
  http://athas.org 
   
  12 
  their hands doubly so. With three fingers and a thumb on 
  each hand, the baazrag has hands as large as a half-giant, 
  even though they stand less than half their height. 
  Because of the baazrag's powerful leg muscles, they are 
  often used to pull carts within the cities. A baazrag‘s hump 
  is used for water storage and diminishes in size as the 
  creature dehydrates. 
   
  Combat 
   Baazrag tend to wield large clubs or their bare hands. 
  They also have a bite attack, but they usually use this 
  when grappling an opponent. 
   In forest and mountain terrain, baazrag tend to drop 
  from above to start an ambush, preferably at night. Their 
  low-light vision combined with their natural scent ability 
  gives them strong combat advantages at night, but their 
  range of vision is halved during daylight. 
   Improved Grab (Ex): To use this ability, a baazrag 
  must hit with its slam attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of 
  opportunity. 
   Skills (Ex): A baazrag has a +8 racial bonus on Climb 
  checks. It can always choose to take 10 on a Climb check, 
  even if rushed or threatened. 
   
  Baazrag Society 
   A distant cousin to the Athasian sloth, the baazrag is a 
  wild creature that is often domesticated for slave labor in 
  the cities. Although quite dull, the baazrag is sentient, and 
  some can even understand the Common speech, although 
  they approximate it poorly with their grunts, howls and 
  growls. City baazrags understand the Common speech 
  and can learn to understand other languages, but they 
  cannot make themselves understood; their throats and 
  gullets make it difficult for them to enunciate words in the 
  common speech and other humanoid languages. 
   A non-baazrag can learn to comprehend the baazrag's 
  garbled voice as if taking the Speak Language skill. Some 
  humanoids find the skill worthwhile, since baazrags can be 
  faithful and useful companions. Such characters are 
  known as "baazrag handlers" by the animal trade, and can 
  always find good employment as overseers and trainers. 
   In their wilderness packs, baazrags follow their druid 
  shaman with a great deal of deference, not understanding 
  the shaman's dealings with the elements and the spirits 
  that in their beliefs run the world, but trusting their 
  shaman to understand and intercede for them. City-bred 
  baazrags remain very superstitious, and believe almost 
  anything that they are told about the supernatural. The 
  most awesome displays of supernatural power tend to win 
  their respect and submission. 
   In the cities, baazrags tend towards a brutish neutrality. 
  Baazrags raised in captivity tend to obey and accept 
  verbal abuse, but they will lash out ferociously when 
  physically hurt, regardless of the consequences. Only a 
  fool flogs a baazrag. 
   Baazrags distinguish each other's gender by scent, not 
  by appearance, and certainly not by name, so there is no 
  distinction between male and female baazrag names. 
   Baazrags fear magic but do not hate it - they have a 
  fascination and curiosity with it, especially the showy kind. 
  They have been known to gape and cheer in admiration of 
  a fireball, even when it has been used against their allies. 
   
  Baazrag as Characters 
   The favored class of the baazrag is barbarian. The few 
  baazrags who are fortunate enough to get training in the 
  Way become passable psychic warriors. They have a 
  difficult 
  time 
  understanding 
  telepathy 
  and 
  cannot 
  understand the concept of someone being controlled. If an 
  ally is possessed or psychically controlled and harms the 
  baazrag, the baazrag finds it very difficult to understand 
  the concept that the person is not acting of his own free 
  will. 
   Baazrag characters possess the following racial traits. 
   +6 Str, +2 Dex, +2 Con, -6 Int, +4 Wis, -6 Cha 
   Large size. –1 penalty to Armor Class, -1 penalty on 
  attack rolls, -4 penalty on Hide checks, +4 bonus on 
  grapple checks, lifting and carrying limits double those 
  of Medium characters. 
   Space/Reach: 10 ft./10 ft. 
   A baazrag‘s base land speed is 40 feet. 
   Low-light vision. 
   Racial Hit Dice: A baazrag begins with 4 levels of 
  monstrous humanoid, which provide 4d8 Hit Dice, a 
  base attack bonus of +4, and base saving throw 
  bonuses of Fort +1, Ref +4 and Will +4. 
   Racial Skills: A baazrag‘s monstrous humanoid levels 
  give it skill points equal to 7 x (2 + Int modifier). Its 
  class skills are Climb, Spot and Survival. 
   A baazrag‘s monstrous humanoid levels give it 2 feats. 
   Weapon Proficiency: A baazrag is proficient with simple 
  weapons and its natural weapons. 
   +2 natural armor bonus. 
   Natural Weapons: Bite (1d6), 2 slams (1d4). 
   Special Attacks (see above): Improved grab. 
   Special Qualities (see above): Low-light vision, scent. 
   Speech Difficulty: Baazrags cannot make themselves 
  understood verbally.  Others must take a special Speak 
  Language rank to be able to understand baazrags. 
   Automatic Languages: Baazrag. Bonus Languages: 
  Common. 
   Favored Class: Barbarian. 
   Level Adjustment: +3. 
   
  
   
  http://athas.org 
   
  13 
  BBeellggooii  
  Medium Monstrous Humanoid (Psionic) 
  Hit Dice: 5d8 (22 hp) 
  Initiative: +3 
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (+3 Dex), touch 13, flat-footed 10 
  Base Attack/Grapple: +5/+5 
  Attack: Claw +5 melee (1d4 plus 1d6 Strength damage) 
  Full Attack: 2 claws +5 melee (1d4 plus 1d6 Stength 
  damage) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Bell ringing, psi-like abilities, Strength 
  damage 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +1, Ref +7, Will +5 
  Abilities: Str 11, Dex 16, Con 10, Int 12, Wis 8, Cha 14 
  Skills: Hide +7, Intimidate +6, Listen +3, Move Silently 
  +8, Search +4, Spot +3 
  Feats: Ability Focus (domination), Iron Will 
  Environment: Deserts 
  Organization: Party (1-10), tribe (30-100) 
  Challenge Rating: 3 
  Treasure: Standard 
  Alignment: Usually lawful evil 
  Advancement: By character class 
  Level Adjustment: +4 
   
   When seen from a distance, this creature appears 
  human, but its blue skin, clawed hands and webbed, 
  three-toed feet soon give it away. The creature has no 
  teeth, no visible ears, and its hair is black and stringy. 
   Belgoi are a race of savage humanoids that live in the 
  most desolate of places, since no other race will allow 
  them nearby. Belgoi seem to revel in destruction, and are 
  considered to be second only to the defilers in the damage 
  they do to the world around them. 
   Belgoi speak their own language and the Common 
  tongue. 
   
  Combat 
   Belgoi attempt to use the cover of darkness to mask 
  their attacks. Usually, when attacking a group of 
  creatures, they use their domination power to draw a 
  single individual away from the main group, to a place 
  where they can use their Strength damage ability 
  uninterrupted. They then attempt to draw out the next 
  creature, and so on, until they feel confident that they can 
  overcome the rest of the group without loss. 
   If forced into melee combat, the belgoi use claws so 
  they can use their Strength damage ability, and usually 
  will not use weapons. When a battle turns against the 
  belgoi, they retreat and return later with reinforcements. 
  Only by killing the entire raiding party can a battle with 
  the belgoi be prevented from turning into a long running 
  engagement lasting for days. 
   Bell Ringing (Su): Belgoi use a bell to focus their 
  domination power. A domination target who hears the 
  belgoi‘s bell receives a –2 penalty on his Will save. 
   Psi-Like Abilities: 3/day—attraction (+7 bonus, DC 
  16*), brain lock (all targets, DC 14*), ego whip (2d4 
  Charisma damage, DC 16*), empty mind (+5 bonus*), 
  psionic dominate (DC 18). Manifester level 7th. The save 
  DCs are Charisma-based. 
   *Includes augmentation for the belgoi‘s manifester level. 
   Strength Damage (Ex): An individual struck by a 
  belgoi‘s claw attack takes 1d6 points of temporary 
  Strength damage, unless the belgoi scores a critical hit, in 
  which case the target takes 2d6 points of temporary 
  Strength damage instead. 
   
  Belgoi Society 
   Belgoi form large nomadic tribes that move into an 
  area, strip it of all resources, and then move on. These 
  tribes send out raiding parties that attack caravans and 
  small villages, hoping to obtain food and treasure. They 
  will eat anything but prefer the taste of the flesh of 
  intelligent races. 
   
  Belgoi as Characters 
   The favored class of belgoi is psion. Most belgoi leaders 
  will be psions or fighter/psions. Belgoi clerics almost 
  always serve the element of fire. A few, rare individuals 
  have learned the art of defiling and may progress as 
  wizards. 
   Belgoi characters possess the following racial traits: 
   +6 Dex, +2 Int, -2 Wis, +4 Cha 
   Medium size. Belgoi receive no penalties or bonuses due 
  to their size. 
   Space/Reach: 5 ft./5 ft. 
   A belgoi‘s base land speed is 30 feet. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: A belgoi begins with 5 levels of 
  monstrous humanoid, which provide 5d8 Hit Dice, a 
  base attack bonus of +5, and base saving throw 
  bonuses of Fort +1, Ref +4 and Will +4. 
   Racial Skills: A belgoi‘s monstrous humanoid levels give 
  it skill points equal to 8 x (2 + Int modifier). Its class 
  skills are Hide, Intimidate, Listen, Move Silently, Search 
  and Spot. 
   A belgoi‘s monstrous humanoid levels give it 2 feats. 
   Weapon Proficiency: A belgoi is proficient with all simple 
  weapons and its natural weaponry. 
   Natural Weapons: 2 claws (1d4). 
   Special Attacks (see above): Bell ringing, psi-like 
  abilities, Strength damage. 
   Automatic 
  Languages: 
  Belgoi. 
  Bonus 
  Languages: 
  Common. 
   Favored Class: Psion. 
   Level Adjustment: +4. 
   
   
  
   
  http://athas.org 
   
  14 
  BBllaacckk  TToouucchheedd  
   ―Black touched‖ are individuals or creatures who have 
  either embraced the plane known as the Black, have 
  survived a shadow attack of some sort, or traveled to the 
  Black, where something happened to cause them to be 
  ―touched‖ when they came back to the prime material 
  plane. ―Black touched‖ appear as normal but are much 
  darker or shadowy than they were before and have a 
  black or shadowy tinge to their skin. They also have a cold 
  aura that can be felt emanating from them within 10 feet 
  of their person. Most black touched are usually Shadow 
  wizards, seeking to be as one with the Black as they can. 
   
  SSaam
  mppllee  BBllaacckk  TToouucchheedd  
   This beast is a small, misshapen, dwarf-like creature 
  with overlapping wrinkled, cold skin that is gray with a 
  dark tinge and very thin. It has yellow and black bones 
  that protrude through the skin on all sides with a pair of 
  dorsal ridges that run down its back. It has a small, flat 
  head and no nose, instead possessing a closeable 
  breathing hole. It also has bent legs and webbed feet 
  designed for leaping and swimming. Its hands end in 
  sharp three-fingered claws, and it has a row of small 
  teeth, designed for tearing, lining its mouth. 
   
   This example uses a normal bog wader creature as the 
  base creature. 
   
  Black Touched Bog Wader 
  Medium Monstrous Humanoid 
  Hit Dice: 4d8+4 (22 hp) 
  Initiative: +5 
  Speed: 10 ft. (2 squares), swim 40 ft. 
  Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-
  footed 14 
  Base Attack/Grapple: +4/+7 
  Attack: Claw +7 melee (1d4+3) 
  Full Attack: 2 claws +7 (1d4+3) and bite +5 melee 
  (1d6+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Chill touch, constrict 1d4+3, improved 
  grab, rake 1d4+1 
  Special Qualities: Black traits, dark powers, darkvision 
  120 ft., tremorsense 60 ft., unnatural aura 
  Saves: Fort +2, Ref +5, Will +5 
  Abilities: Str 16, Dex 13, Con 12, Int 12, Wis 12, Cha 12 
  Skills: Listen +6, Hide +7*, Jump +13, Move Silently +6, 
  Swim +11 
  Feats: Improved Initiative, Multiattack 
  Environment: Plains 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Chaotic evil 
  Advancement: 5-8 HD (Medium), 9-12 HD (Large) 
  Level Adjustment: — 
   
   These creatures live in muddy wallows waiting to attack 
  prey that have come to take drinks, or that have stumbled 
  upon their home. They have bony protrusions all over 
  their body. Flaps, instead of ears cover both sides of the 
  creature‘s head, covering the ear canal when submerged. 
  Gills run vertically down its back between the spine and 
  dorsal ridges. Cilia cover the gills in various patches 
  filtering out particulate matter in the mud allowing the 
  creature to breathe in the water. 
   This bog wader may well have chosen a shadow giant or 
  other creature of the Black as its prey and survived to 
  both regret its folly and exercise its frustrations upon 
  fresh victims.  Now almost exclusively nocturnal, it moves 
  beyond being a mere monster and has become a true 
  terror of the Athasian night. 
   
   
  Combat 
   The bog wader is a ferocious combatant, usually 
  surprising foes and attacking with its four claws and bite 
  attack, then attempting to drown them. Its numbing chill 
  touch power can render many foes incapable of mounting 
  any significant defense against the bog wader‘s attacks.  
   Black Traits: A black touched bog wader is immune to 
  cold. Black touched bog waders also receive a +4 racial 
  bonus to saves against paralysis, stunning, disease, death 
  effects, and necromantic effects. 
   Chill Touch (Su): The black touched bog wader can use 
  chill touch at will as a 4th-level wizard, save DC 13. The 
  save DC is Charisma-based. 
   Constrict (Ex): A black touched bog wader deals 
  1d4+3 points of damage with a successful grapple check.  
  Caused by bony protrusions, this damage is bludgeoning 
  and piercing damage.  
   Dark Powers (Su): At night or in a shadowy area, a 
  black touched bog wader‘s Dexterity increases by 2, and it 
  gains a +1 deflection bonus to armor class and a +10 
  circumstance bonus to Hide checks. 
   Dark Sight (Ex): Black touched bog waders have 
  darkvision 120 ft. 
   Improved Grab (Ex): To use this ability, a bog wader 
  must hit with its claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it can constrict 
  and rake. 
   Rake (Ex): Attack bonus +7 melee, damage 1d4+1. 
   Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of this bog 
  wader at a distance of 10 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within range. 
   Skills: Bog waders receive a +5 racial bonus to all Jump 
  checks. *Bog waders also receive a +10 racial bonus to all 
  Hide checks while in their muddy wallow. They also gain a 
  +10 circumstance bonus to Hide checks at night or in 
  shadowy areas. 
   
  CCrreeaattiinngg  aa  BBllaacckk  TToouucchheedd  
  ―Black Touched‖ is an acquired template that can be 
  added to any aberration, animal, dragon, fey, giant, 
  humanoid, magical beast, monstrous humanoid, plant, or 
  vermin. The creature (hereafter referred to as the base 
  creature) has all the base creature‘s characteristics, 
  except as noted here. 
   
   Size and Type: Creatures with this template keep their 
  type and size, except for animals, whose type changes to 
  magical beast (augmented animal). 
   Special Attacks: A black touched retains all the special 
  attacks of the base creature and gains those described 
  below. 
  
   
  http://athas.org 
   
  15 
   Chill Touch (Su): The black touched can use chill touch 
  at will.  Caster level equals the creature‘s Hit Dice, and 
  the save DC is Charisma-based. 
   Special Qualities: A black touched retains all the 
  special qualities of the base creature and gains those 
  described below. 
   Black Traits: A black touched is immune to cold. Black 
  touched also receive a +4 racial bonus to saves against 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  and 
  necromantic effects.  
   
   Dark Powers (Su): At night or in a shadowy area, a 
  black touched creature‘s Dexterity increases by 2, and it 
  gains a +1 deflection bonus to armor class and a +10 
  circumstance bonus to Hide checks. 
   Dark Sight (Su): Black touched gain darkvision of 60 
  feet. If the base creature already has darkvision, add 60 
  feet to its range. 
   Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural presence of a black 
  touched at a distance of 10 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within range. 
  Abilities: Str –2 
  Challenge Rating: +1 
  LA: +2 
  BBoogg  W
  Waaddeerr  
  Medium Monstrous Humanoid 
  Hit Dice: 4d8+4 (22 hp) 
  Initiative: +5 
  Speed: 10 ft. (2 squares), swim 40 ft. 
  Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-
  footed 14 
  Base Attack/Grapple: +4/+8 
  Attack: Claw +8 melee (1d4+4)  
  Full Attack: 2 claws +8 (1d4+4) and bite +6 melee 
  (1d6+2) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Constrict 1d4+4, improved grab, rake 
  1d4+2 
  Special Qualities: Darkvision 60 ft., tremorsense 60 ft. 
  Saves: Fort +2, Ref +5, Will +5 
  Abilities: Str 18, Dex 13, Con 12, Int 12, Wis 12, Cha 12 
  Skills: Listen +6, Hide +7*, Jump +14, Move Silently +6, 
  Swim +12 
  Feats: Improved Initiative, Multiattack 
  Environment: Plains 
  Organization: Solitary 
  Challenge Rating: 3 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: 5-8 HD (Medium), 9-12 HD (Large) 
  Level Adjustment: — 
   
   This beast is a small, misshapen, dwarf-like creature 
  with overlapping wrinkled skin that is gray and very thin. 
  It has yellow and black bones that protrude through the 
  skin on all sides with a pair of dorsal ridges that run down 
  its back. It has a small, flat head and no nose, instead 
  possessing a closeable breathing hole. It also has bent 
  legs and webbed feet designed for leaping and swimming. 
  Its hands end in sharp three-fingered claws, and it has a 
  row of small teeth, designed for tearing, lining its mouth. 
   
   These creatures live in muddy wallows waiting to attack 
  prey that have come to take drinks, or that have stumbled 
  upon their home. They have bony protrusions all over 
  their body. Flaps, instead of ears cover both sides of the 
  creature‘s head, covering the ear canal when submerged. 
  Gills run vertically down its back between the spine and 
  dorsal ridges. Cilia cover the gills in various patches 
  filtering out particulate matter in the mud allowing the 
  creature to breathe in the water. 
   
  Combat 
   The bog wader is a ferocious combatant, usually 
  surprising foes and attacking with its four claws and bite 
  attack, then attempting to drown them. 
   Constrict (Ex): A bog wader deals 1d4+4 points of 
  damage with a successful grapple check.  Caused by bony 
  protrusions, this damage is bludgeoning and piercing 
  damage.  
   Improved Grab (Ex): To use this ability, a bog wader 
  must hit with its claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it can constrict 
  and rake. 
   Rake (Ex): Attack bonus +8 melee, damage 1d4+2. 
   Skills: Bog waders receive a +5 racial bonus on Jump 
  checks. *Bog waders also receive a +10 racial bonus on 
  Hide checks while in their muddy wallow. A bog wader has 
  a +8 racial bonus on any Swim check to perform some 
  special action or avoid a hazard. It can always choose to 
  take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while swimming, 
  provided it swims in a straight line. 
  
   
  http://athas.org 
   
  16 
   
  Bog Wader Society 
  Bog waders lay traps for the unwary at the edges of their 
  wallows. There they dwell and wait for creatures to fall 
  victim to their traps: 
   Watery Pit Trap: CR 1/2; mechanical; location trigger; 
  manual reset; DC 15 Reflex save avoids; DC 10 Swim 
  check to avoid sinking; multiple targets (first target in 
  each of two adjacent 5-ft. squares); Search DC 20; 
  Disable Device DC 20; Market Price: —. 
   
  BBoonneeccllaaw
  w  
  LLeesssseerr  BBoonneeccllaaw
  w  
    This creature is a hunched reptilian quadruped only two 
  feet in length, most of its features hidden by thick, bony 
  armor. The animal’s eyes and fanged maw peer through 
  openings in the head armor and a squat tail emerges from 
  the rear. 
   
    This timid omnivore dwells in the rocky wastes of the 
  Tablelands, scurrying here and there in search of food, 
  always hoping to avoid the attention of a larger predator. 
  The Athasian nobility also domesticates them as vermin 
  hunters or beasts of burden. The boneclaw has a 
  poisonous bite that makes it a valuable and economical 
  alternative to larger, more fearsome guardians. 
    Boneclaw flesh is also edible and up to 4 pints of water 
  can be harvested from the creature‘s water-sac (located 
  beneath its back armoring). The water is contaminated 
  with the same poison present in the boneclaw‘s bite and 
  must be purified or neutralized before it can be safely 
  ingested. 
    Boneclaw females usually bear litters of 2d3 young but 
  occasionally a solitary offspring is born. This solitary child 
  is invariably a greater boneclaw, a voracious psionic 
  mutation that will attempt to devour all that moves. In the 
  wild, boneclaw packs will move away once a greater 
  boneclaw has been born. 
    Lesser boneclaws average 2 feet in length and weigh 25 
  pounds. The young are red-brown, green, yellow or 
  orange, but these colors uniformly fade to a sandy-grey 
  with age. 
   
  Combat 
    The lesser boneclaw is extremely timid and will flee to 
  avoid combat, only attacking if cornered. When the 
  boneclaw does bite, however, it will attempt to grapple. If 
  successful, the boneclaw will gnaw at the wound, its 
  poisonous saliva flooding the target with toxins. 
  
   
  http://athas.org 
   
  17 
    If initial attacks of this kind do not deter opponents, the 
  lesser boneclaw overcomes its natural timidity and is 
  possessed by a swarming instinct. This instinct unites the 
  entire pack, which subsequently attacks all foes, only 
  fleeing when 80% or more of the boneclaws have been 
  slain. 
   Improved Grab (Ex): If a lesser boneclaw hits with its 
  bite it may initiate a grapple check as a free action 
  without provoking an attack of opportunity. If it succeeds 
  at the grapple check it may gnaw at the wound, injecting 
  its poison. *Lesser boneclaws receive a +8 racial bonus on 
  grapple checks. 
    Poison (Ex): Injury, Fortitude DC 10, initial damage 
  1d6 Con, secondary damage 1d6 Con. The save DC is 
  Constitution-based. *Note that a lesser boneclaw can only 
  use its poison if it successfully grapples its target. 
   
  GGrreeaatteerr  BBoonneeccllaaw
  w  
   A reptilian quadruped that stands taller than an elf, this 
  beast’s head and torso are covered with serrated, bony 
  armor, leaving only enough room for eyes, mandibles and 
  stubby tail. A feral hunger pulses in the creature’s glowing 
  crimson eyes. 
   
    Once every few dozen generations, a lesser boneclaw 
  litter will be a solitary birth – the psionic mutation known 
  as the greater boneclaw. While sages speculate as to 
  whether this is the next step in the boneclaw‘s evolution, 
  the boneclaw itself lives a life of predatory hunger, driven 
  to slay and devour all that it can find by the same bizarre 
  mental mutations that give it its psionic powers. 
    The greater boneclaw dwells in the lairs of creatures it 
  has slain (usually lesser boneclaws), digging its own well 
  and defending the area viciously. Greater boneclaws are 
  sterile and do not mate. They are edible and their 
  carapaces can be used in the construction of sturdy 
  household items and weapons. 
   
   
  Lesser Boneclaw 
  Small Animal 
  Greater Boneclaw 
  Large Magical Beast (Psionic) 
  Hit Dice: 
  1d8 (4 hp) 
  6d10+12 (45 hp) 
  Initiative: 
  +2 
  +1 
  Speed: 
  40 ft. (8 squares) 
  40 ft. (8 squares) 
  Armor Class: 
  16 (+1 size, +2 Dex, +3 natural), touch 13, 
  flat-footed 14 
  18 (-1 size, +1 Dex, +8 natural), touch 10, 
  flat-footed 17 
  Base Attack/Grapple: 
  +0/+2* 
  +6/+15 
  Attack: 
  Bite +3 melee (1d4-2 plus poison*) 
  Bite +10 melee (1d10+5) 
  Full Attack: 
  1 bite +3 melee (1d4-2 plus poison*) 
  Bite +10 melee (1d10+5) and 2 claws +8 
  melee (1d6+2) 
  Space/Reach: 
  5 ft. / 5 ft. 
  10 ft./ 5 ft. 
  Special Attacks: 
  Improved grab, poison 
  Pounce, 
  psi-like 
  abilities, 
  rake 
  1d6+2, 
  serrated edges, trample 2d6+7 
  Special Qualities: 
  Low-light vision, scent 
  Darkvision 60 ft., low-light vision 
  Saves: 
  Fort +2, Ref +4, Will +0 
  Fort +7, Ref +6, Will +3 
  Abilities: 
  Str 6, Dex 14, Con 10, Int 1, Wis 10, Cha 4 
  Str 21, Dex 12, Con 15, Int 6, Wis 12, Cha 6 
  Skills: 
  Hide +5, Listen +2, Spot +5 
  Hide +4, Spot +2, Survival +2 
  Feats: 
  Alertness, Weapon Finesse(B) 
  Improved Natural Attack (bite), Multiattack, 
  Power Attack 
  Environment 
  Stony barrens 
  Stony barrens 
  Organization: 
  Pack (4-40) 
  Solitary 
  Challenge Rating: 
  ½ 
  4 
  Treasure: 
  None 
  1/10th coins; 50% goods; 50% items 
  Alignment: 
  Always neutral 
  Usually neutral 
  Advancement: 
  — 
  7-11 (Huge), 12-17 (Gargantuan) 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  18 
  Combat 
    Greater boneclaws are fierce and cunning opponents, 
  who make full use of their array of natural attacks 
  wherever possible. The beast‘s claws and teeth serve it 
  well in close-quarters fighting, but the greater boneclaw 
  prefers to initiate battle from a distance with a thundering 
  charge. 
   Pounce (Ex): If a greater boneclaw charges a foe, it 
  can make a full attack, including two rake attacks. 
   Psi-Like Abilities: At will – attraction (+7 interaction 
  bonus, DC 12*), inflict pain (2 additional targets, DC 12*), 
  mental barrier (4 rounds*), mind thrust (ML 3rd, 3d10, 
  DC 10*), mindlink (unwilling targets, 3 additional targets, 
  DC 9*).  Manifester level 8th. 
   *Includes augmentation for the greater boneclaw‘s 
  manifester level. 
   Rake (Ex): Attack bonus +8 melee, damage 1d6+2. 
   Serrated Edges (Ex): A boneclaw that makes bodily 
  contact with a creature through its trample ability or 
  through such special attacks as a bull rush, grapple, 
  overrun, or trip deals that creature an extra 1d6 points of 
  slashing damage. 
    Trample (Ex): Reflex half DC 17. The save DC is 
  Strength-based. Note that a trampling greater boneclaw 
  deals an additional 1d6 damage due to its serrated armor. 
   
   
  BBrraaxxaatt,,  AAtthhaassiiaann  
  Huge Monstrous Humanoid (Psionic) 
  Hit Dice: 12d8+84 (138 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 20 (-2 size, +1 Dex, +11 natural) touch 9, 
  flat-footed 19 
  Base Attack/Grapple: +12/+30 
  Attack: Greatclub +21 melee (4d6+15) or gore +20 
  melee (2d6+10) 
  Full Attack: Greatclub +21/+16/+11 melee (4d6+15) 
  and gore +15 melee (2d6+5) 
  Space/Reach: 15 ft./15 ft. 
  Special Attacks: Breath weapon, psi-like abilities 
  Special Qualities: Damage reduction 10/metal, 
  darkvision 60 ft., power resistance 17 
  Saves: Fort +11, Ref +9, Will +10 
  Abilities: Str 31, Dex 13, Con 25, Int 17, Wis 14, Cha 13 
  Skills: Climb +22, Concentration +19, Intimidate +13, 
  Jump +24, Listen +12, Spot +12, Survival +11 
  Feats: Cleave, Combat Expertise(B), Improved Bull Rush, 
  Improved Disarm, Improved Trip, Power Attack(B), 
  Weapon Focus (greatclub) 
  Environment: Rocky badlands 
  Organization: Solitary, pair, family (3-4) 
  Challenge Rating: 12 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: By character class 
  Level Adjustment: +9 
   
   A huge humanoid of mixed stock, mostly a combination 
  of mammalian and reptilian, this creature has a thick shell 
  that covers its back and a handful of horny protrusions on 
  the top of its head.  
   
   Braxats can be found in most parts of Athas, usually 
  hunting for prey. Mostly solitary creatures, sometimes 
  they pick a mate and bear some young. The young are 
  usually hidden away somewhere remote while the two 
  parents go out to search for food for their offspring. 
   Braxats are the ultimate terrors of the desert and are 
  usually nocturnal. Braxats prefer intelligent prey but will 
  eat caravan or other mounts on occasion, all but kanks: 
  kank meat unsettles their stomach. 
    The bony protrusions on a braxat‘s head protect its skull 
  as well as being used for attacking its target. Braxats walk 
  upright, are able to speak with a clear, human voice, have 
  opposable thumbs, and are warm-blooded. 
   Braxat shells can be used to make excellent shields and 
  armor, usually crafted to create plate armor because of 
  the shell plating braxats have on their backs. Because of 
  this braxats are sometimes hunted, but in most cases the 
  braxat is usually prepared for such things and the hunted 
  ends up becoming the hunter. 
   
  Combat 
   Braxats are hunters, and they fight like them. They use 
  psionics to disable their opponents, thereby reducing risks 
  to themselves. After attacking with psionics braxats will 
  move in as close as they can while still being able to keep 
  their opponents within their reach. Braxats have a breath 
  weapon as well that they can employ, but they use it as a 
  last resort since the acid can cause their prey to become 
  inedible. 
   Breath Weapon (Su): Braxats can breathe a 30-foot-
  long cone of acid for 4d8 points of acid damage (Reflex 
  save DC 23 half). Once it has used its breath weapon, the 
  creature must wait 1d6 rounds before it can do so again. 
  The save DC is Constitution-based. 
   Psi-Like Abilities: At will—missive (70 ft. range); 
  3/day—crisis of breath (affects up to 4 creatures, DC 17*) 
  disable (45 ft. range, affects 15 HD targets, DC 17*), 
  
   
  http://athas.org 
   
  19 
  force screen (+6 shield bonus*), inflict pain (4 additional 
  targets, DC 17*), psionic suggestion (affects 4 additional 
  targets, DC 14*).  Manifester level 12th.  The save DCs 
  are Charisma-based. 
   *Includes augmentation for the braxat‘s manifester 
  level. 
   
  Braxat as Characters 
    Ferocious, powerful and highly intelligent, it is only the 
  relative rarity of the braxat species that has prevented 
  them from becoming a major threat to the other races of 
  the Tablelands. Braxats are quite capable enough without 
  investing additional time or energy into the pursuit of a 
  character class but some exceptional individuals do just 
  that. Ancient desert epics speak of mighty braxat warriors 
  and even rumor the existence of eldritch braxat wizards. 
  Such tales are dismissed as apocryphal but these things 
  are nevertheless well within the braxat‘s grasp. 
   Braxat characters possess the following racial traits. 
   +20 Str, +2 Dex, +14 Con, +6 Int, +4 Wis, +2 Cha 
   Huge size. –2 penalty to Armor Class, -2 penalty on 
  attack rolls, -8 penalty on Hide checks, +8 bonus on 
  grapple checks, lifting and carrying limits quadruple 
  those of Medium characters. 
   Space/Reach: 15 ft./15 ft. 
   A braxat‘s base land speed is 40 feet. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: A braxat begins with 12 levels of 
  monstrous humanoid, which provide 12d8 Hit Dice, a 
  base attack bonus of +12, and base saving throw 
  bonuses of Fort +4, Ref +8 and Will +8. 
   Racial Skills: A braxat‘s monstrous humanoid levels give 
  it skill points equal to 15 x (2 + Int modifier). Its class 
  skills are Climb, Concentration, Intimidate, Jump, 
  Listen, Spot and Survival. 
   A braxat‘s monstrous humanoid levels give it 5 feats. 
   Weapon Proficiency: A braxat is proficient with all 
  simple and martial weapons as well as with its natural 
  weapons. 
   +11 natural armor bonus. 
   Natural Weapons: Gore (2d6). 
   Special Attacks (see above): Breath weapon, psionics. 
   Special Qualities (see above): Damage reduction 
  10/metal, psionics. 
   Automatic 
  Languages: 
  Braxat, 
  Common. 
  Bonus 
  Languages: Dwarven, Elven, Gith, Tarek. 
   Favored Class: Ranger. 
   Level Adjustment: +8. 
  BBuurrnnfflloow
  weerr  
  Gargantuan Plant 
  Hit Dice: 16d8+32 (104hp) 
  Initiative: –5 
  Speed: 0 ft. 
  Armor Class: 1 (–4 size, –5 Dex), touch 1, flat-footed 1 
  Base Attack/Grapple: +12/— 
  Attack: Heat ray +7 ranged touch (2d8 fire) 
  Full Attack: 5 heat rays +7 ranged touch (2d8 fire) 
  
   
  http://athas.org 
   
  20 
  Space/Reach: 40 ft./0 ft. 
  Special Attacks: Heat rays 
  Special Qualities: Plant traits 
  Saves: Fort +12, Ref —, Will +0 
  Abilities: Str —, Dex —, Con 15, Int —, Wis 1, Cha 1 
  Skills: — 
  Feats: — 
  Environment: Plains 
  Organization: Patch 
  Challenge Rating: 6 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 17-32 HD (Gargantuan) 
  Level Adjustment: — 
   
   A tangled mess of green vines appears before you, 
  stretching over 50 feet. Numerous bulb-shaped flowers 
  reflect the sunlight in all directions. 
   
   The burnflower is an uncommon plant. Its 
  flowers produce a sticky sap that coats the 
  inside of the petals, providing protection from 
  the harsh rays of the sun and giving it 
  reflective properties. The sap has a bitter 
  flavor but is not poisonous and dries out after 
  a day‘s exposure to sunlight. 
   Burnflowers appear as a patch of grey-green 
  vines with closed, bulb-shaped flowers. They 
  secrete their sap into the flowers just before 
  dawn, when they open to track the passage of 
  the sun overhead. The extreme heat the 
  flowers reflect keeps the burnflower cool, and 
  the heat rays kill most animals that attempt to 
  feed on the plant, which in turn provides the 
  burnflower with moisture. 
   
  Combat 
   Burnflowers grow in large patches, the 
  standard plant measuring 50 feet across. The 
  reflective sap on each petal catches and 
  reflects the sun‘s light into a deadly heat ray. 
  Any creature Tiny size or larger that comes 
  within range of a burnflower‘s heat rays will 
  come under attack. 
   Heat Rays (Ex): The burnflower‘s heat rays have a 
  range of 150 ft. (no range increment). Creatures struck by 
  a ray can make a Fortitude save (DC 20) to take only half 
  damage.  The save DC is Constitution-based. 
   
  BBvvaanneenn  
  Medium Aberration (Psionic) 
  Hit Dice: 3d8+9 (22hp) 
  Initiative: -1 
  Speed: 20 ft. (4 squares), swim 30 ft. 
  Armor Class: 16 (-1 Dex, +7 natural), touch 9, flat-
  footed 16 
  Base Attack/Grapple: +2/+3 (+11 when initiating 
  grapple) 
  Attack: Claw +3 melee (1d3+1) 
  Full Attack: 2 claws +3 melee (1d3+1) and bite -2 melee 
  (1d4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psionics, secreted ooze 
  Special Qualities: Darkvision 60 ft., damage reduction 
  1/—, immune to wounding  
  Saves: Fort +3, Ref +0, Will +3 
  Abilities: Str 13, Dex 8, Con 15, Int 12, Wis 11, Cha 10 
  Skills: Hide +5, Listen +6, Spot +6, Swim +10 
  Feats: Rapid Metabolism, Toughness  
  Environment: Swamps (Jagged Cliffs) 
  Organization: Group (3 - 12)  
  Challenge Rating: 3  
  Treasure: Standard items  
  Alignment: Usually neutral good  
  Advancement: 4 - 6HD (Medium); 7 - 9HD (Large) 
  Level Adjustment: +2 
   
   This strange amphibian has a bony plating in the front 
  of its body that protects all major organs. On its back, the 
  spine and ribs protrude above the scaled skin, letting the 
  bones show clearly. The creature’s head is flat with a long 
  snout, with jagged teeth and a three-forked tongue; its 
  eyes can move in almost any direction. 
   
    Bvanen are good, intelligent creatures that live in the 
  swamps at the base of the Jagged Cliffs. Their distrustful 
  nature often precipitates conflicts with outsiders, which 
  the bvanen prefer to avoid. 
   
  Combat 
   Bvanen attack using their claws and bite. They will often 
  surround a foe and render it completely immobile by using 
  their special secreted ooze.  
   Immune to Wounding: The strange nature of their 
  constitution allows the bvanen to ignore any spell, power 
  or weapon that causes wounding. 
   Psi-Like Abilities: At will–animal affinity, aversion (DC 
  12), body equilibrium, mindlink (2 additional targets*), 
  psionic suggestion (DC 12).  Manifester level 3rd.  The 
  save DCs are Charisma-based. 
   *Includes augmentation for the bvanen‘s manifester 
  level. 
   Secreted Ooze: All bvanen secrete a special ooze 
  through their pores. This ooze hardens extremely fast and 
  is very strong. It provides the bvanen with protection from 
  blows, as well as giving it the ability to immobilize foes. 
  This ooze grants a +8 racial bonus to grapple checks 
  
   
  http://athas.org 
   
  21 
  made to hold and maintain a grapple but does not help a 
  bvanen break a grapple. 
   Skills: A bvanen has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.  
   
  Bvanen Society 
   It is unknown if the bvanen are a natural race or if they 
  stem from some sorcerous quality of the swamps at the 
  base of the Jagged Cliffs. They follow a strict, tribal 
  hierarchy, ruled over by the eldest and wisest of their 
  kind. Bvanen scar themselves in sacred rituals, the scars 
  showing tribal status and rank. 
    The bvanen dwell in partially submerged caves at the 
  base of the Jagged Cliffs. There they live in close harmony 
  with the land, rearing fish, giant frogs, giant insects and 
  an aquatic cousin of the inix, among other things (treat as 
  a normal inix with a Swim speed of 40 feet). 
    Bvanen society is divided into the simple roles of 
  caretakers and hunter/warriors. The former care for the 
  immediate environs of the tribal lands and the latter 
  provide a steady diet of meat and other gathered 
  foodstuffs, as well as serving as the martial arm of the 
  tribe in times of need. 
   
  Bvanen as Characters 
   For the bvanen, progression in a class is simply a part of 
  one‘s contribution to the life of the tribe, and the lifestyles 
  of so-called ―adventurers‖ are quite foreign to them. 
  Through the different roles in their society, bvanen follow 
  either the role of the hunter/warrior or that of the 
  caretaker. The former are primarily rangers and fighters 
  while the latter are often druids and experts. Some 
  bvanen also find an affinity for psionics, but these are the 
  exception rather than the rule. 
    Bvanen characters possess the following racial traits. 
   +2 Str, -2 Dex, +4 Con, +2 Int 
   Medium. As Medium creatures, bvanen receive no 
  bonuses or penalties due to their size. 
   Space/Reach: 5 ft./5 ft. 
   A bvanen‘s base land speed 
  is 20 feet. Bvanen have a 
  swim speed of 30 ft. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: A bvanen 
  begins with 3 levels of 
  aberration, which provide 
  3d8 Hit Dice, a base attack 
  bonus of +2, and base 
  saving throw bonuses of 
  Fort +1, Ref +1 and Will 
  +3. 
   Racial Skills: A bvanen‘s 
  aberration levels give it 
  skill points equal to 6 x (2 
  + Int modifier). Its class 
  skills are Hide, Listen, Spot 
  and Swim. 
   A 
  bvanen‘s 
  aberration 
  levels give it 2 feats. 
   Weapon 
  Proficiency: 
  A 
  bvanen is proficient with its 
  natural weapons. 
   +7 natural armor bonus. 
   Natural Weapons: 2 claws 
  (1d3), 1 bite (1d4). 
   Special Attacks (see above): Psionics, secreted ooze. 
   Special Qualities (see above): Damage reduction 1/-, 
  immune to wounding. 
   Automatic 
  Languages: 
  Bvanen. 
  Bonus 
  Languages: 
  Reggelid, Thri-Kreen. 
   Favored Class: Ranger. 
   Level Adjustment: +2. 
   
  CCaaccttuuss  
   The cacti of Athas can be very dangerous plants. While 
  they provide nourishment to the dehydrated wanderer, 
  they survive in the wastes by being as deadly as the 
  beasts that roam the sands. 
   
  DDuunnee  TTrraappppeerr  
  Gargantuan Plant 
  Hit Dice: 16d8+112 (184 hp) 
  Initiative: –5 
  Speed: 0 ft. 
  Armor Class: 16 (-4 size, +10 natural), touch 6, flat-
  footed 16 
  Base Attack/Grapple: +12/+35 
  Attack: Slam +19 melee (2d6+11) 
  Full Attack: 2 slams +19 melee (2d6+11) 
  Space/Reach: 20 ft./15 ft. 
  Special Attacks: Improved grab, swallow whole 
  Special Qualities: Camouflage, DR 10/metal, plant traits 
  Saves: Fort +17, Ref —, Will +5 
  Abilities: Str 33, Dex —, Con 24, Int —, Wis 10, Cha 5 
  Skills: — 
  Feats: — 
  Environment: Deserts and salt flats 
  Organization: Solitary 
  Challenge Rating: 8 
  Treasure: Double standard 
  Alignment: Always neutral 
  Advancement: 17-32 HD (Gargantuan); 33-48 HD 
  (Colossal) 
  
   
  http://athas.org 
   
  22 
  Level Adjustment: — 
   
    The telltale shimmer of water and a touch of fresh 
  moisture on the air would suggest that you have found a 
  deep desert oasis. Strange, perhaps, that no others have 
  claimed this place before you... 
   
    The dune trapper is a subterranean plant that mimics 
  pools and oases in order to lure prey into its devouring 
  maw. Disguising itself as an oasis of up to an acre in size, 
  the dune trapper takes many a life foolish enough to drink 
  from its waters. 
   A dune trapper digs a large sand pit to hide in and then 
  cover over with its star-shaped head, burying itself inches 
  beneath the sand, exposing the center of its throat. A 
  trapper's roots eventually extend miles below ground in 
  order to reach deep water sources, which it uses to pump 
  up small amounts of water in its throat in order to present 
  an oasis-like appearance. The pool is anywhere from 5 to 
  50 ft. across, depending on the size of the creature, and is 
  never more than an inch deep. Creatures that smell water 
  are the first to be attracted to the trapper. Trappers are 
  usually solitary, but sometimes they encourage the 
  growth of the neighboring flora around them by furnishing 
  them with some of the water they extract. This only helps 
  further disguise the trapper. 
    
  Combat 
   When a victim drinks from the oasis's 
  waters (which is the rear center of the 
  plant), the trapper pulls itself down the pit 
  it rests in and traps the victim. 
   If the dune trapper is slain, its body 
  contains as many quarts of water as it had 
  hit points. The trapper itself is inedible, 
  except for b'rohgs, who consider trappers 
  a delicacy. 
   Camouflage (Ex): Dune trappers are 
  difficult 
  to 
  distinguish 
  from 
  other, 
  mundane cacti. Noticing a dune trapper 
  requires a Spot check (DC 30). Characters 
  with ranks in Survival or Knowledge 
  (nature) can use those skills instead of 
  Spot to notice the plant. 
   
   Improved Grab (Ex): To use this 
  ability, a dune trapper must hit with its 
  slam attack. It can then attempt to start a 
  grapple as a free action without provoking 
  an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and 
  can swallow the opponent the following 
  round. 
   Swallow 
  Whole 
  (Ex): 
  The 
  dune 
  trapper can try to swallow a grabbed opponent of Huge or 
  smaller size by making a successful grapple check. Once 
  inside, the opponent takes 2d8+11 points of crushing 
  damage plus 4d10 points of acid damage per round from 
  the dune trapper‘s digestive juices. A swallowed creature 
  can cut its way out by dealing 40 points of damage to the 
  dune trapper‘s digestive tract (AC 15). Once the creature 
  exits, muscular action closes the hole; another swallowed 
  opponent must cut its own way out. The dune trapper‘s 
  gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 
  512 Tiny or smaller creatures. 
    
   
   
  EEllvveenn  RRooppee  
  Large Plant 
  Hit Dice: 4d8+16 (34 hp)  
  Initiative: –5  
  Speed: 0 ft.  
  Armor Class: 9 (–1 size, –5 Dex, +5 natural), touch 4, 
  flat-footed 9  
  Base Attack/Grapple: +3/+12 
  Attack: Tentacle slap +7 melee (1d8+7) 
  Full Attack: Tentacle slap +7 melee (1d8+7) 
  Space/Reach: 10 ft./10 ft.  
  Special Attacks: Blood drain, improved grab 
  Special Qualities: Camouflage, blindsight 30 ft., damage 
  reduction 5/magic, plant traits  
  Saves: Fort +8, Ref —, Will +2  
  Abilities: Str 21, Dex —, Con 18, Int —, Wis 12, Cha 10  
  Skills: — 
  Feats: — 
  Environment: Deserts  
  Organization: Solitary  
  Challenge Rating: 4  
  Treasure: 1/10th coins; 50% goods; 50% items  
  Alignment: Always neutral  
  Advancement: 5-6 HD (Large), 7-12 HD (Huge)  
  Level Adjustment: — 
   
   This plant is a twisted patch of reddish vines covered 
  with hollow needles. 
   
    An elven rope is a predatory cactus found in Athas‘s 
  wastes. The plant‘s tendrils are covered with hollow 
  needles that suck blood from its prey. The main body of 
  the plant lies a foot underground, so that only the spiny 
  tendrils are visible above the surface of the sand.  
   
  Combat 
    An elven rope lashes out at creatures unfortunate 
  enough to approach without noticing the plant. Most 
  often, the cactus ensnares an animal, though humanoid 
  prey is easy enough for it to consume. The spines of an 
  elven rope drain the entrapped creature‘s blood down 
  underground, into the body of the plant. 
  
   
  http://athas.org 
   
  23 
   Blood Drain (Ex): An elven rope drains blood from a 
  grappled opponent, dealing 1d4 points of Constitution 
  damage each round it maintains the hold. 
   Blindsight (Ex): Elven ropes have no visual organs but 
  can sense approaching foes by their vibrations. 
   Camouflage 
  (Ex): 
  Elven 
  ropes 
  are 
  difficult 
  to 
  distinguish from other, mundane cacti. Noticing an elven 
  rope requires a Spot check (DC 20). Characters with ranks 
  in Survival or Knowledge (nature) can use those skills 
  instead of Spot to notice the plant.  
   Improved Grab (Ex): To use this ability, the elven 
  rope must hit with its tentacle slap attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. It can then begin 
  draining blood. 
   
  Elven Rope Nets  
   Gladiators often employ nets made of elven rope tendrils 
  in the arena. A net made from elven rope costs 50 Cp, has 
  an Escape Artist DC of 23, can be burst with a Strength 
  check (DC 28), has hardness 4, and has 5 hit points. 
  Creatures attempting to escape such a net (using either 
  an Escape Artist check or a Strength check) take 1d6 
  points of piercing damage with each attempt. 
   
  HHuunnttiinngg  CCaaccttuuss  
  Small Plant (Psionic) 
  Hit Dice: 5d8+10 (32 hp) 
  Initiative: +5  
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 
  12, flat-footed 12 
  Base Attack/Grapple: +3/-2* 
  Attack: Spine +6 ranged (1d3-1 plus poison) or feeding 
  spine +3 melee (1d3-1 plus blood drain) 
  Full Attack: 10 spines +6 ranged (1d3-1 plus poison) and 
  feeding spine -2 melee (1d3-1 plus blood drain) 
  Space/Reach: 5 ft./5 ft.  
  Special Attacks: Blood drain, improved grab, poison, psi-
  like abilities 
  Special Qualities: Plant traits  
  Saves: Fort +6, Ref +2, Will +3 
  Abilities: Str 8, Dex 12, Con 14, Int 15, Wis 14, Cha 11 
  Skills: Knowledge (local) +10, Search +10, Spot +10, 
  Survival +10 
  Feats: Improved Initiative, Weapon Focus (spine) 
  Environment: Deserts 
  Organization: Solitary or pair  
  Challenge Rating: 3 
  Treasure: Standard  
  Alignment: Always neutral  
  Advancement: 6-10 HD (Medium)  
  Level Adjustment: — 
   
   A pale green cactus sporting spiny pods, this creature 
  turns and angles its body to follow the movements of all 
  who approach it. When in motion, it moves with a slow, 
  deliberate shuffle. 
   
    The hunting cactus is a highly intelligent species of 
  blood-drinking plant. Boasting a spread of useful psionic 
  powers, the hunting cactus fires paralyzing spines at its 
  prey and then drains the blood from its inert victims. 
  Hunting cacti make their homes where they stand, but are 
  known to prefer the company of other cacti (although 
  whether this is for camouflage or mere social purposes is 
  unknown). 
    The hunting cactus prefers a carnivorous diet but will 
  consume the saps of other plants for nourishment if no 
  other options are available. Hunting cacti reportedly 
  consider this a form of cannibalism, however, and are 
  loath to feed on other plants. 
    Weighing ten pounds and standing three feet high, 
  hunting cacti begin life at a mere six inches in height. 
  They grow at a rate of three inches per month but their 
  maximum age is unknown as none has ever successfully 
  been raised in captivity. 
   
  Combat 
    The hunting cactus employs tactics common to many of 
  Athas‘ predatory plants, but its use of psionics is virtually 
  unique and gives the creature an unexpected edge. The 
  cactus favors a paralyzing blast of spines from one of its 
  pods, followed by a leisurely feed, but will not shirk from 
  using its mental powers to Strengthen its position if 
  necessary. 
    Each hunting cactus has 1d20+10 spine pods, which it 
  can fire at size Medium and larger creatures within 30 ft. 
  Each pod carries 10 spines and each spine has a tiny 
  poison sac at its base containing a paralyzing venom. The 
  hunting cactus fires these spines at its target and, 
  assuming the target is paralyzed, moves to within 5 feet 
  and extends a feeding spine from its base. Using this 
  spine, it strikes and grapples its paralyzed prey and drains 
  blood until it is sated, the victim dies, or it is forced away 
  from its meal. Each round, the hunting cactus may only 
  fire spines from a single pod. It has several pods to 
  ensure that it does not run out of ammunition. A hunting 
  cactus regrows its spines at the rate of one pod per 1d4 
  days. 
    Blood Drain (Ex): A hunting cactus drains blood from a 
  grappled opponent, dealing 1d2 points of Constitution 
  damage each round it maintains the hold. A hunting 
  cactus will continue to drain prey until it has drained 10 
  points of Constitution, at which point it seeks to withdraw 
  from combat. 
   Improved Grab (Ex): To use this ability, a hunting 
  cactus must hit with its feeding spine attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity, and it can blood drain. 
    Poison (Ex): Injury, Fortitude DC 14, initial damage 
  paralysis for 1 minute, secondary damage paralysis for 
  1d4+2 rounds. The save DC is Constitution-based. 
   Psi-Like Abilities: At will–aversion (6 hour duration, 
  DC 13*), detect psionics, inflict pain (1 additional target, 
  DC 13*), read thoughts (DC 12), synesthete.  Manifester 
  level 5th.  The save DCs are Charisma-based. 
   *Included 
  augmentation 
  for 
  the 
  hunting 
  cactus‘ 
  manifester level. 
   
  Hunting Cactus Society 
    The hunting cactus is not native to Athas and possesses 
  an alien intelligence that does not recognize non-plant 
  creatures as being capable of sentience. Thought to have 
  been brought to Athas through psionic or magical 
  experimentation thousands of years ago, the hunting 
  cactus has carved a niche for itself in the Athasian 
  ecology.  
    Given the cactus‘ attitudes, it seems likely that the 
  species originates in a world dominated by intelligent 
  plants where creatures of flesh and blood are seen as little 
  besides food. Although communication with hunting cacti 
  
   
  http://athas.org 
   
  24 
  is possible, they invariably interpret all communication as 
  having come from another plant as ―meat-creatures‖ are 
  not deemed capable of sentient thought beyond that 
  required to eat, move and procreate. 
    Usually encountered alone, hunting cacti will pair off in 
  order to breed. Each will detach a newly budded pod, 
  placing them side-by-side on suitable ground. The twin 
  pods extend tendrils towards each other, fusing and 
  forming a single, larger pod, which rapidly takes root. 
  Within the space of a day the new hunting cactus will have 
  a trunk and new pods budding forth. 
    
  RRoocckk  CCaaccttuuss  
   A small cluster of spherical rocklike plants that are found 
  wherever water is rare, these cacti are a sandy brown in 
  color and no more than a foot across.  
   
   The most common form of rock cactus is a plant that 
  survives by attaching itself to other living creatures and 
  draining the moisture from them through its spines. It 
  lives in clusters near game or caravan trails and attacks 
  when 
  prey 
  draws 
  near. 
  The 
  rock 
  cactus 
  exudes 
  pheromones that, while undetectable to most humans and 
  humanoids, are compellingly attractive to many rodents 
  and mammals. 
    The rock cactus is edible if peeled, having a taste and 
  texture similar to apples, and a single plant will yield up to 
  a pound of flesh and 4 pints of fluid. The plants can be 
  safely harvested by tricking them into attacking a dummy 
  target and then snapping their spines before they have a 
  chance to retract them. Live rock cacti will fetch as much 
  as 5 Cp in most markets, but the flesh of a single cactus is 
  only worth a ceramic or two. 
    Generally a foot across and weighing three pounds, a 
  rock cactus will double in size and weight as it feeds. As it 
  swells with moisture, the cactus will darken in color, 
  eventually becoming black. During Sun Ascending and the 
  first months of High Sun rock cacti are in flower and 
  produce a bright yellow bloom that lasts for only a few 
  hours. 
   
  Combat 
    A rock cactus detects the approach of prey with its plant 
  senses and waits until a target draws to within 2 feet of 
  the cactus. It then rapidly extends its powerfully  
  muscled spines, stabbing with these at its prey. 
    Improved Grab (Ex): If the rock cactus successfully 
  hits a target with one of its spines it may initiate a grapple 
  attempt as a free action without provoking an attack of 
  opportunity. A rock cactus may grapple a target of any 
  size. If the grapple is successful and the target is larger 
  than the cactus, the cactus may retract its spine in order 
  to drag itself next to the target. *Rock cacti receive a +8 
  racial bonus on grapple checks. 
    Moisture Drain (Ex): A rock cactus drains moisture 
  from a grappled opponent, dealing 1d4 points of 
  Constitution damage each round it maintains the hold. 
  The rock cactus continues to drain until its target breaks 
  loose or until it has drained 12 points of Constitution, at 
  which point it is sated and releases its hold voluntarily. 
   
  RRoocckk  CCaaccttuuss,,  BBllooooddssuucckkiinngg  
    Approximately one rock cactus in every 500 is a 
  bloodsucking mutation that feeds not on moisture but on 
  the very lifeblood of its prey. Indistinguishable from the 
  standard rock cactus, they are somewhat tougher and 
  more precise in their attacks, seeming to home in upon 
  blood vessels and major organs. 
     
  Combat 
    A bloodsucking rock cactus attacks in an identical fashion 
  to its more common cousin. Once the bloodsucking rock 
  cactus feeds, it begins to stand out from its fellows.  
    The most feared characteristic of the bloodsucking rock 
  cactus, however, is the tendency of its spines to break off 
  in the wound, from where they subsequently work their 
  way inwards, usually causing the death of the opponent. 
    Blood Drain (Ex): A bloodsucking rock cactus drains 
  blood from a grappled opponent, dealing 1d4 points of 
  Constitution damage each round it maintains the hold. On 
  each such successful attack, the bloodsucking rock cactus 
  expands, gaining 5 temporary hit points. A hunting cactus 
  will continue to drain prey until it has drained 20 points of 
  Constitution, at which point it seeks to withdraw from 
  combat. A fully fed bloodsucking rock cactus quadruples in 
  weight and is Small size (AC 12, attack bonus +4,  
  grapple bonus +5). 
   Improved Grab (Ex): If the bloodsucking rock cactus 
  successfully hits a target with one of its spines it may 
  initiate a grapple attempt as a free action without 
  
   
  http://athas.org 
   
  25 
  provoking an attack of opportunity. A 
  bloodsucking rock cactus may grapple a 
  target of any size. If the grapple is 
  successful and the target is larger than 
  the cactus, the  
  cactus may retract its spine in order to 
  drag 
  itself 
  next 
  to 
  the 
  target. 
  *Bloodsucking rock cacti receive a +8 
  racial bonus on grapple checks. 
    Spine Burrow (Ex): If a bloodsucking 
  rock cactus is forcibly removed from a 
  grapple, the barbed tip of its embedded 
  spine may snap off inside the opponent‘s 
  body. The opponent must make a Reflex 
  save (DC 10), or the spine snaps and the 
  barbed tip remains inside the target.  The 
  save DC is Strength-based. 
   A broken tip begins to work its way 
  inward, eventually coming to rest in the 
  heart. The creature suffers 1d4 points of 
  Constitution damage per hour until the 
  barb is removed or the creature dies. A 
  remove disease or heal spell removes a 
  barb from the creature and prevents 
  further damage. 
   
  SSaanndd  CCaaccttuuss  
  Large Plant 
  Hit Dice: 5d8+15 (37 hp) 
  Initiative: –5  
  Speed: 0 ft.  
  Armor Class: 9 (–1 size, –5 Dex, +5 natural), touch 4, 
  flat-footed 9  
  Base Attack/Grapple: +3/+8 
  Attack: Needle +4 melee (1d2+1) 
  Full Attack: 6 needles +4 melee (1d2+1) 
  Space/Reach: 10 ft./5 ft.  
  Special Attacks: Blood drain, improved grab, needles, 
  trip 
  Special Qualities: Camouflage, plant traits, regrowth 
  Saves: Fort +7, Ref —, Will +1 
  Abilities: Str 12, Dex —, Con 16, Int —, Wis 10, Cha 8 
  Skills: — 
  Feats: — 
  Environment: Deserts  
  Organization: Solitary  
  Challenge Rating: 2 
  Treasure: None  
  Alignment: Always neutral  
  Advancement: 6-10 HD (Large); 11-15 HD (Huge) 
  Level Adjustment: — 
   
    You spot a small cluster of what look like spine-shaped 
  plants growing from the sand. 
   
   Sand cacti are a form of plant that feeds on the life-
   
   
   
   
  Rock Cactus 
  Tiny Plant 
  Rock Cactus, Bloodsucking 
  Tiny Plant 
  Hit Dice: 
  2d8 (9 hp) 
  3d8+6 (19 hp) 
  Initiative: 
  +1  
  +1  
  Speed: 
  0 ft. 
  0 ft. 
  Armor Class: 
  13 (+2 size, +1 Dex), touch 13, flat-footed 
  12 
  13 (+2 size, +1 Dex), touch 13, flat-footed 
  12 
  Base Attack/Grapple: 
  +1/+0* 
  +2/+1* 
  Attack: 
  Spine +4 melee (1d3-1 plus moisture drain) 
  Spine +5 melee (1d3-1 plus blood drain) 
  Full Attack: 
  3 spines +4 melee (1d3-1 plus moisture 
  drain) 
  3 spines +5 melee (1d3-1 plus blood drain) 
  Space/Reach: 
  2 1/2 ft./0 ft. (10 ft. with spines) 
  2 1/2 ft./0 ft. (10 ft. with spines) 
  Special Attacks: 
  Improved grab, moisture drain 
  Blood drain, improved grab, spine burrow 
  Special Qualities: 
  Plant traits 
  Plant traits 
  Saves: 
  Fort +3, Ref +1, Will +0 
  Fort +5, Ref +2, Will +1 
  Abilities: 
  Str 8, Dex 12, Con 11, Int —, Wis 10, Cha 2 
  Str 8, Dex 12, Con 14, Int —, Wis 10, Cha 2 
  Skills: 
  — 
  — 
  Feats: 
  Improved Natural Attack (spine)(B), Weapon 
  Finesse(B) 
  Improved Natural Attack (spine)(B), Weapon 
  Finesse(B) 
  Environment 
  Any nonforest 
  Any nonforest 
  Organization: 
  Solitary or cluster (1-10) 
  Solitary 
  Challenge Rating: 
  1 
  1 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  3-4 (Tiny) 
  4-6 (Tiny) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  26 
  blood of those that dwell near it. 
   Sand cacti are well protected, for everything about the 
  plant, except the needles, is hidden below the sand. The 
  body can be from 5-8 feet across, 4 feet thick, and weigh 
  up to 600 pounds. It has many barbed needles with long, 
  thin strands connecting them to its bulbous body. The 
  body and strands are a sickly white, while the needles are 
  a sandy color, helping it stay camouflaged. 
   
  Combat 
   Sand cactus needles lie in wait for victims slightly above 
  the surface of the sand. A traveler who doesn't notice the 
  needles usually steps on one, potentially becoming pulled 
  down onto more needles. 
   Blood Drain (Ex): On a successful grapple check, a 
  sand cactus drains blood, dealing its opponent 1d3 points 
  of temporary Constitution damage. 
   Camouflage (Ex): Since a sand cactus appears is 
  mostly buried under sand, it takes a DC 20 Spot check to 
  notice it. A character trained in Knowledge (nature) or 
  Survival can use that skill instead of Spot for this check. 
   Improved Grab (Ex): To use this ability, a sand cactus 
  must hit with a needle attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can attempt to drain blood the following round. 
   Needles (Ex): A creature that escapes a grapple with a 
  sand cactus, either by making a grapple or Escape Artist 
  check or by killing the plant, must make a Reflex save (DC 
  13). On a successful save, the creature takes 1d6 points 
  of damage. A failed save means the needle breaks off and 
  remains embedded in the creature. Removing the needle 
  deals the creature 1d6 points of damage, but leaving it in 
  causes blood poisoning. The save DC is Strength-based. 
   Sand 
  cactus 
  infection—injury, 
  Fortitude 
  DC 
  15, 
  incubation period 1 day, damage 1d6 Con. The save DC is 
  Constitution-based. 
   Regrowth (Ex): A sand cactus dwells under 5-10 feet 
  of sand, with only its needle patch exposed to combat. 
  Unless the plant‘s body is also destroyed, a sand cactus 
  regrows dead needles in 1d4 days. 
   Trip (Ex): A sand cactus that hits with a needle attack 
  can attempt to trip the opponent (+5 check modifier) as a 
  free action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the sand cactus. 
   
  SSppiiddeerr  CCaaccttuuss  
  Medium Plant 
  Hit Dice: 3d8+3 (16 hp) 
  Initiative: +0  
  Speed: 0 ft.  
  Armor Class: 15 (+5 natural), touch 10, flat-footed 15 
  Base Attack/Grapple: +2/+3 
  Attack: Feeding spine +3 melee (2d4 Constitution 
  damage) or needle +2 ranged (1d2+1 plus poison) 
  Full Attack: Feeding spine +3 melee (2d4 Constitution 
  damage); or 8 needles +2 ranged (1d2+1 plus poison) 
  Space/Reach: 5 ft./5 ft.  
  Special Attacks: Constitution damage, drag, poison, 
  swallow whole, tethers 
  Special Qualities: Plant traits 
  Saves: Fort +4, Ref —, Will +0 
  Abilities: Str 13, Dex 10, Con 12, Int —, Wis 9, Cha 7 
  Skills: — 
  Feats: — 
  Environment: Deserts  
  Organization: Cluster (2-8) 
  Challenge Rating: 3 
  Treasure: None  
  Alignment: Always neutral  
  Advancement: 4-6 HD (Medium); 7-9 HD (Large) 
  Level Adjustment: — 
   
   You spot a small cluster of cacti with a variety of green 
  and purple needles. The cacti are bright green, rising to 
  the height of an adult elf. 
   
   Spider cacti look like normal, harmless cacti. Projectile 
  needles connected to tethers attack victims who get near. 
  The victim is then dragged into the cactus, where the 
  feeding needles make a slow feast of the hapless victim. 
   Spider cacti are barrel shaped and are about 2 to 3 feet 
  across, and usually reach from 6 to 7 feet tall. They are 
  usually bright green in color, with some streaks of white 
  along the barrel. They have purple and green needles. 
   
  Combat 
   Anyone within 15 feet of the spider cactus becomes a 
  target of its tethered needles in its quest for water. 
   Spider cacti have eight purple needles that they use as 
  tethered darts and 18 green spines used for feeding. 
  Because of the valuable nature of its feeding spines, a 
  spider cactus will not attempt to feed unless its target has 
  been paralyzed. 
    Constitution Damage (Ex): The spider cactus‘ feeding 
  spine deals 2d4 points of Constitution damage on a 
  successful hit. 
   Drag (Ex): If a spider cactus hits with a needle attack, 
  the needle‘s tether latches onto the opponent‘s body.  This 
  deals no damage but drags the stuck opponent 5 feet 
  closer each subsequent round (provoking no attack of 
  opportunity) unless the creature breaks free, which 
  requires a DC 16 Escape Artist check or a DC 12 Strength 
  check. The check DCs are Strength-based, and the Escape 
  Artist DC includes a +4 racial bonus. If the spider cactus 
  
   
  http://athas.org 
   
  27 
  drags its victim into its space, it can swallow the creature 
  whole. 
   A tethered purple needle has 5 hit points and can be 
  attacked by 
  making 
  a 
  successful 
  sunder 
  attempt. 
  However, attacking a spider cactus‘ strand does not 
  provoke an attack of opportunity. If the strand is currently 
  attached to a target, the spider cactus takes a –4 penalty 
  on its opposed attack roll to resist the sunder attempt. 
  Severing a strand deals no damage to a spider cactus. 
    Poison (Ex): Injury, Fortitude DC 12, initial damage 
  paralysis for 2d4 rounds, no secondary damage. The save 
  DC is Constitution-based. 
   Swallow Whole (Ex): A spider cactus can swallow a 
  creature it has dragged into its space with a successful 
  grapple check. It automatically swallows a paralyzed 
  target. Once inside the spider cactus, the opponent takes 
  1d3 points of acid damage per round and is subject to its 
  poison, requiring a new save each round. 
   A non-paralyzed swallowed creature can climb out of the 
  cactus with a successful grapple check. A swallowed 
  creature can also cut its way out by using a light slashing 
  or piercing weapon to deal 10 points of 
  damage to the cactus‘s interior (AC 12). Once 
  the creature exits, the hole closes, and other 
  creatures must cut their own way out. 
   A Medium spider cactus can hold 1 Medium, 
  4 
  Small, 
  or 
  16 
  Diminutive 
  or 
  smaller 
  opponents. 
   Tethers (Ex): When the spider cactus 
  attacks, it only attacks one victim at a time. 
  Although a spider cactus has many feeding 
  spines, it can only bring one to bear against a 
  single target at any one time, the others 
  serving as replacements. 
   
  CCaatt,,  PPssiioonniicc  
  TTaaggsstteerr  
   This creature is a shorthaired feline with yellowish hair 
  and a smattering of spots.  
   
   A cunning psionic predator, the tagster has short 
  yellowish-brown fur with whitish under-parts. Sometimes 
  spotted, tagsters always have some type of distinctive 
  dark marking, such as a spot on the tail or foot, for 
  example. Solitary creatures, they are highly territorial, 
  only congregating during the annual mating season, when 
  males fight for breeding rights. Tagsters that are 
  disturbed during these activities have been known to turn 
  on intruders en masse before returning to their own 
  conflicts. 
   Tagsters are the living embodiment of the survival of the 
  fittest. Athasian traders and herders know this well and 
  will often abandon slow or injured animals to a hunting 
  tagster as a way of protecting the main flock. 
   
  Combat 
   The tagster is a feline predator that uses psionic powers 
  to stalk its prey. Tagsters prefer to hide in grassy areas 
  and then pounce on their prey usually catching them by 
  surprise. It will also try to grab a hold of its prey so that it 
  can rake. Prey that is killed will be dragged away to be 
  consumed later. 
   Improved Grab (Ex): To use this ability, a tagster 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can rake. 
   Pounce (Ex): If a tagster charges a foe, it can make a 
  full attack, including two rake attacks. 
   Psi-Like Abilities: At will-catfall (20 ft.*), know 
  direction and location, ubiquitous vision; 3/day- cloud 
  mind (DC 10).  Manifester level 3rd.  The save DCs are 
  Charisma-based. 
   *Included augmentation for the tagster‘s manifester 
  level. 
   Rake (Ex): Attack bonus +3 melee, damage 1d4. 
   Sneak Attack (Ex): If a tagster can flank an opponent 
  or catch the opponent when he is denied his Dex bonus to 
  AC for any reason, the tagster can strike a vital spot with 
  a bite attack for an extra 1d6 damage. 
   Skills: Tagsters receive a +5 racial bonus on Balance, 
  Hide, and Move Silently checks. Tagsters also receive a 
  +10 racial bonus on Jump checks. 
   
  TTiiggoonnee  
    This creature is a large feline with deep yellow eyes and 
  a short, greenish hide. Large and sleek, it moves with the 
  steady, padding gait of the predator. 
   
   A larger cousin of the tagster, the tigone is a psionic 
  great cat that is native to the Hinterlands. Also sometimes 
  seen in the Ringing Mountains, tigones are dangerous 
  predators known for attacking almost any creature 
  violating their territory. 
   In their native environment, tigones are near the top of 
  the food chain. When hidden and motionless in the 
  underbrush, a tigone‘s coloration makes it all but invisible. 
  Their noiseless footsteps allow them to creep up on all but 
  the most alert of prey. If forced to leave the forests, 
  however, 
  tigones 
  fare 
  poorly. 
  They 
  dislike 
  warm 
  environments and will often not survive extended trips 
  into the desert. Highly sought for gladiatorial games, most 
  tigones perish before reaching an arena, but will 
  nevertheless fetch a handsome price if successfully 
  transported to a sorcerer-king's city. Halflings prize 
  tigones as hunting partners because of their psionic 
  tracking and hunting skills. 
   An adult tigone grows to a length of seven feet and can 
  weigh over 250 pounds. 
   
  
   
  http://athas.org 
   
  28 
  Combat 
   Tigones use a mix of stealth, Strength and psionic 
  aptitude to hunt and slay their prey or their enemies. 
  Tigones prefer to hunt in packs, using their anchored 
  navigation power to hunt in concentric circles. When it 
  comes to the attack, a tigone will, if possible, leap onto 
  their victim from above, driving the target to the ground 
  where the tigone uses its greater weight to pin its prey 
  while simultaneously attacking with all claws and a 
  ferocious bite. 
   Improved Grab (Ex): To use this ability, a tigone must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can rake. 
   Pounce (Ex): If a tigone charges a foe, it can make a 
  full attack, including two rake attacks. 
   Psi-Like Abilities: At will—catfall (70 ft.*), clairvoyant 
  sense, danger sense, empathy, know direction and 
  location, 
  read 
  thoughts, 
  ubiquitous 
  vision; 
  3/day— 
  anchored navigation, mental barrier (3 round duration*), 
  psionic charm (affects animals, fey, giants, humanoids, 
  magical beasts, and monstrous humanoids, 7 day 
  duration, DC 13*).  Manifester level 7th.  The save DCs 
  are Charisma-based. 
   *Includes augmentation for the tigone‘s manifester 
  level. 
   Rake (Ex): Attack bonus +7 melee, damage 1d6+2. 
   Skills: Tigones receive a +5 racial bonus to Balance, 
  Hide, and Move Silently checks. Tigones also receive a 
  +10 racial bonus to Jump checks. 
   
  CChhaanntthh  
   A chanth is a hideous construct composed of two or 
  more living psionic brains bonded together through 
  strange 
  experimental 
  sorceries. 
  Forming 
  a 
  single 
  consciousness, a chanth possesses all of the powers and 
  knowledge of the identities that were cannibalized to 
  create it and can bring multiple powers to bear against its 
  foes. Bereft of any kind of physical abilities, a chanth 
  usually dominates other beings into serving as its pawns. 
   The first chanth was apparently developed by the 
  sorcerer-king Andropinis of Balic as far back as the Year of 
  Enemy‘s Agitation but since his fall the secret of the 
  construction of these hybrid horrors has filtered out into 
  the wider world. Any combination of two or more sentient 
  psionic minds can be fashioned into a chanth, but the 
  greater the number of minds the greater the possibility of 
  discord. The minds that comprise a chanth do not retain 
  their individual identities, but their personalities meld into 
  a single uneasy whole. Competing personality traits can 
  sometimes struggle for dominance if the chanth is placed 
  under severe duress. Furthermore, as the various minds 
  of a chanth share their powers, they also share the risk 
  that damage affecting one mind will also affect all others 
  currently linked to that mind. 
   In combat, a chanth is a deadly opponent when faced 
  alone or in a small group. It can strike with a psionic 
  power from each of its minds every round, if it has enough 
  power points, and a single enemy may find himself 
  overwhelmed by multiple attacks in mere moments. Only 
  a larger group that forces a chanth to split its attacks 
  amongst several targets has any hope of success. 
   A chanth requires no sustenance once created – the 
  eldritch forces that hold it together provide it with 
  nutrients – but is also without any kind of immediate 
  physical protection (its psionic powers notwithstanding). 
  For this reason a chanth is often placed in some kind of 
  protective casing or armor by its creator. 
   
   
  Tagster 
  Medium Magical Beast (Psionic) 
  Tigone 
  Large Magical Beast (Psionic) 
  Hit Dice: 
  2d10+2 (13 hp) 
  4d10+12 (34 hp) 
  Initiative: 
  +2 
  +1 
  Speed: 
  40 ft. (8 squares) 
  30 ft. (6 squares) 
  Armor Class: 
  14 (+2 Dex, +2 natural), touch 12, flat-footed 
  12 
  13 (-1 size, +1 Dex, +3 natural), touch 10, 
  flat-footed 12 
  Base Attack/Grapple: 
  +2/+3 
  +4/+12 
  Attack: 
  Bite +4 melee (1d6+1) 
  Bite +8 melee (1d8+4) 
  Full Attack: 
  Bite +4 melee (1d6+1), 2 claws -2 melee 
  (1d4) 
  Bite +8 melee (1d8+4), 2 claws +5 melee 
  (1d6+2) 
  Space/Reach: 
  5 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  Improved grab, pounce, psionics, rake 1d4, 
  sneak attack +1d6 
  Improved grab, pounce, psionics, rake 1d6+2 
  Special Qualities: 
  Darkvision 60 ft., low-light vision, power 
  resistance 13, psionics 
  Darkvision 60 ft., low-light vision, power 
  resistance 14, psionics 
  Saves: 
  Fort +4, Ref +5, Will +2 
  Fort +7, Ref +5, Will +3 
  Abilities: 
  Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6 
  Str 19, Dex 13, Con 16, Int 2, Wis 14, Cha 8 
  Skills: 
  Balance +7, Climb +3, Hide +7, Jump +16, 
  Listen +3, Move Silently +7, Spot +3 
  Balance +6, Climb +5, Hide +2, Jump +16, 
  Listen +4, Move Silently +6, Spot +4 
  Feats: 
  Weapon Focus (bite) 
  Multiattack, Weapon Focus (bite) 
  Environment 
  Deserts 
  Mountains 
  Organization: 
  Solitary 
  Solitary, Pride (2-5) 
  Challenge Rating: 
  2 
  3 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  3-4 HD (Large) 
  5-8 HD (Huge) 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  29 
  SSaam
  mppllee  CChhaanntthh  
   You see a quivering grey form, covered in writhing 
  contours, no bigger than your torso. Your flesh crawls as 
  you realize that it is nothing less than the grotesque 
  melding of several living brains into a single hideous 
  mass. 
   
   This example uses five 4th-level psions (human, dwarf, 
  elf, halfling and thri-kreen) as the base creatures. 
   
  Tiny Construct 
  Hit Dice: 10d10 (55 hp) 
  Initiative: –5 
  Speed: 0 ft. 
  Armor Class: 7 (+2 size, –5 Dex), touch 7, flat-footed 7 
  Base Attack/Grapple: +7/— 
  Attack: — 
  Full Attack: — 
  Space/Reach: 2 1/2 ft. /0 ft. 
  Special Attacks: Power pool, psionic powers 
  Special Qualities: Construct traits 
  Saves: Fort +3, Ref —, Will +5 
  Abilities: Str —, Dex —, Con —, Int 14, Wis 15, Cha 14 
  Skills: see below 
  Feats: see below 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Chaotic neutral 
  Advancement: — 
  Level Adjustment: — 
   
     The five minds that comprise this chanth are often in 
  conflict with one another and this can cause the chanth to 
  behave in a random fashion during combat. 
     This chanth has a pool of 107 psionic power points upon 
  which its component brains can draw. For every 11 hit 
  points of damage that it takes, one brain (randomly 
  determined) dies. That brain‘s powers, power points, skills 
  and feats are no longer available. Furthermore, any other 
  brain currently connected to the dying brain (either 
  directly or via an intermediary brain) is affected by a 
  feeblemind for a single round (no save). 
     The five psions used in the creation of this chanth had 
  the following ability scores after racial adjustments: 
  Human: Str 14, Dex 12, Con 13, Int 15, Wis 8, Cha 10 
  Dwarf: Str 13, Dex 10, Con 16, Int 14, Wis 8, Cha 11 
  Elf: Str 8, Dex 17, Con 11, Int 16, Wis 10, Cha 12 
  Halfling: Str 10, Dex 15, Con 10, Int 15, Wis 8, Cha 14 
  Thri-kreen: Str 15, Dex 16, Con 13, Int 14, Wis 12, Cha 8 
   
  Combat 
     Composed of five minds, this chanth finds it difficult to 
  decide on a single strategy in combat and seems to lurch 
  from one approach to another. If able to prepare itself, 
  however, it can compose a well-orchestrated series of 
  attacks that can overwhelm unready foes.  
   Power Pool (Su): The five brains of the chanth share 
  power points and may share skills and feats as a free 
  action. One brain may gain access to a psionic power of 
  another brain as a standard action. Once accessed, using 
  the power is a standard action as per normal psionic rules. 
     Psi-Like Abilities: The component brains of a chanth 
  may act independently each round, using their psionic 
  powers as they choose. The powers of each brain are 
  summarized below, including information on skills and 
  feats possessed.  Manifester level is 4th for all component 
  brains. 
  Human: Powers discovered: 1st–bolt, burst, dissipating 
  touch, 
  skate, 
  vigor; 
  2nd–concealing 
  amorpha 
  dimension swap, psionic levitate, psionic lock. 
  Power Points per Day: 21 
  Skills: Concentration +8, Knowledge (arcana) +8, 
  Knowledge (psionics) +8, Sense Motive +2, Survival 
  +6 
  Feats: 
  Extend 
  Power, 
  Narrow 
  Mind, 
  Power 
  Penetration, Unconditional Power 
  Dwarf: Powers discovered: 1st –control flame, control 
  object, energy ray, hammer, matter agitation; 2nd – 
  control air, energy missile, energy stun, id insinuation. 
  Power Points per Day: 21 
  Skills: Autohypnosis +6, Concentration +8, Knowledge 
  (alchemy) +8, Knowledge (psionics) +8, Psicraft +8  
  Feats: Burrowing Power, Delay Power, Twin Power 
  Elf:  
  Powers 
  discovered: 
  1st 
  – 
  empathy 
  float, 
  mindlink, psionic charm, skate; 2nd – aversion, brain 
  lock, psionic suggestion. 
  Power Points per Day: 23 
  Skills: Concentration +9, Knowledge (arcana) +9, 
  Knowledge (psionics) +9, Diplomacy +8, Survival +7 
  Feats: Dodge, Extend Power 
  Halfling: Powers discovered: 1st – destiny dissonance, 
  detect psionics, disable, precognition, psionic daze; 
  2nd – clairvoyant sense, object reading, sensitivity to 
  psychic impressions, recall agony. 
  Power Points per Day: 21 
  Skills: Concentration +3, Gather Information +6, 
  Knowledge (psionics) +3, Sense Motive +7, Spot +6 
  Feats: Disarm Mind, Psionic Focus (clairsentience) 
  Thri-kreen: 
  1st –catfall, mind thrust, synesthete, 
  thicken skin, vigor; 2nd – animal affinity, biofeedback, 
  chameleon, empathic transfer; 
  Power Points per Day: 21 
  Skills: Autohypnosis +6, Concentration +4, Knowledge 
  (psionics) +4, Psicraft +5 
  Feats: Mental Adversary, Quicken Power 
   
  
   
  http://athas.org 
   
  30 
  CCrreeaattiinngg  aa  CChhaanntthh  
     ―Chanth‖ is an acquired template that can be added to a 
  combination of any two or more psionic creatures 
  (referred to hereafter as the base creatures). A chanth 
  does not possess physical traits and its mental traits are 
  impaired due to the bizarre nature of its creation. 
     Size and Type: The creatures‘ types change to 
  construct and size becomes Tiny. 
     Hit Dice and Hit Points: A chanth must be created 
  from two or more creatures of the same level for the 
  bonding processes to work. (Count only levels in a psionic 
  class.) A chanth has half as many Hit Dice as all of its 
  component base creatures combined. For example, a 
  chanth created from the brains of three 6th level psions 
  has 9 Hit Dice (three for each brain). These are all 
  construct Hit Dice (d10). Each brain is assumed to have 
  average hit points per Hit Die and one brain (randomly 
  determined from all brains comprising the chanth) will die 
  when the chanth has taken damage equivalent to one 
  brain‘s total hit points. In the above example of a chanth 
  created from the brains of three 6th level psions, one 
  brain will die for every 16 hit points that the chanth takes 
  (Each brain contributes 3HD to the chanth‘s total, with 
  16.5 hit points being the average score for 3d10 HD). A 
  dead brain contributes no power points to the pool. 
     Speed: 
  A 
  chanth 
  is 
  immobile 
  (use 
  of 
  psionics 
  notwithstanding). 
     Armor Class: A chanth loses all armor bonuses of the 
  base creatures. It receives a +2 size modifier, for an AC of 
  12. 
     Base Attack/Grapple: A chanth‘s base attack bonus 
  equals 3/4 its Hit Dice.  A chanth cannot make physical 
  attacks and automatically fails all grapple checks. 
     Attacks: Chanths are incapable of making physical 
  attacks and must rely upon their psionic powers to 
  interact with the world around them. 
     Damage: All damage is derived from solely psionic 
  sources as the chanth has no physical attack form. 
     Special Attacks: Each component brain that comprises 
  a chanth retains its individual Manifester level and psionic 
  powers. Each component brain functions independently for 
  the purposes of combat and may share powers and power 
  points with the other brains that form the chanth. A 
  chanth pools the power points of its component brains and 
  each brain may draw freely from the pool of points each 
  round. Each component brain that comprises a chanth 
  may use its own psionic powers as a standard action. Each 
  component brain may access the powers of another 
  component brain as a standard action. Once accessed, 
  using the power is a standard action as per normal psionic 
  rules. A chanth loses all other special nonpsionic attack 
  forms of the base creatures. A chanth comprising three 
  brains, therefore, may use up to three psionic powers 
  each round (quickened powers notwithstanding).  If a 
  brain dies, all other component brains of the chanth 
  currently accessing the powers, skills or feats of that brain 
  are struck with feeblemind for one round (no save).  
  Furthermore, any component brains currently accessing a 
  brain struck by feeblemind in this manner are also 
  afflicted by feeblemind for one round. 
    Special Qualities: Chanths are immune to all charms, 
  compulsions, phantasms, patterns and morale effects due 
  to their partitioned awareness. They are immune to sleep 
  effects, paralysis, stunning and disease effects that do not 
  specifically target the brain. They are immune to critical 
  hits, nonlethal damage, physical ability damage, physical 
  ability drain, fatigue, exhaustion or energy drain. A chanth 
  cannot heal damage on its own naturally but can be 
  repaired through use of the Craft Construct feat (see MM). 
    Base Save Bonuses: A chanth receives save bonuses 
  based on its total Hit Dice, modified by its abilities. As 
  constructs, chanths are immune to most effects requiring 
  Fortitude saves, save those directly targeting the brain. 
    Abilities: Chanths have no physical ability scores. The 
  chanth as a whole has the highest mental ability scores 
  and virtual ability scores among its component brains. 
    Skills: A chanth retains the skills of the base creatures, 
  but may be unable to use many of these, should they 
  require physical activity (Climb, Jump, Ride etc). All 
  component brains of a chanth may share skills as a free 
  action. 
    Feats: A chanth retains the feats of the base creatures, 
  but may be unable to use many of these, should they 
  require physical activity (Dodge etc). All component brains 
  of a chanth may share feats as a free action. 
    Environment: A chanth has no specific environment, 
  but is placed or sent wherever its creator desires.  
  Independent chanths will normally order their dominated 
  servants to place them in a secure location. 
    Organization: Chanths are organized according to the 
  needs of their creators or owners and have no inherent 
  organization. It is not unheard of for a chanth to 
  overpower, slay or dominate its creator, however, and a 
  chanth may find itself at the peak of an organization of its 
  own before long. 
    Challenge Rating: A chanth has a challenge rating 
  equal to its manifester level, +1 per 3 component brains. 
  A chanth composed of the brains of three 6th level psions, 
  for example, has a CR of 7. 
    Treasure: None. Chanths may be set as guardians over 
  treasure, however, and may take possession of the 
  treasure of those they dominate. 
    Alignment: Always chaotic neutral. The nature of the 
  chanth‘s bond means that its personalities are often in 
  conflict with each other. 
    Advancement: None. Chanths are static constructs. 
    Level Adjustment: None. Chanths are unsuitable as 
  player characters. 
   
  CCiisstteerrnn  FFiieenndd  
  Gargantuan Aberration (Psionic) 
  Hit Dice: 16d8+115 (187 hp) 
  Initiative: +5 
  Speed: 5 ft. (1 square), swim 30 ft. 
  Armor Class: 17 (-4 size, +1 Dex, +10 natural), touch 7, 
  flat-footed 16 
  Base Attack/Grapple: +12/+36 
  Attack: Tentacle +20 melee (2d6+12 plus poison) or bite 
  +20 melee (2d8+12 plus moisture drain) 
  Full Attack: 2 tentacles +20 melee (2d6+12 plus poison) 
  and bite +15 melee (2d8+6 plus moisture drain) 
  Space/Reach: 20 ft./15 ft. 
  Special Attacks: Poison, psi-like abilities 
  Special Qualities: Darkvision 60 ft., DR 10/metal, power 
  resistance 25 
  Saves: Fort +12, Ref +6, Will +11 
  Abilities: Str 34, Dex 12, Con 24, Int 1, Wis 8, Cha 8 
  Skills: Hide +0*, Listen +5, Spot +5, Swim +20 
  Feats: Alertness, Combat Manifestation, Improved 
  Initiative, Iron Will, Rapid Metabolism, Toughness 
  Environment: Aquatic 
  Organization: Solitary 
  
   
  http://athas.org 
   
  31 
  Challenge Rating: 12 
  Alignment: Always neutral 
  Advancement: 17-32 (Gargantuan), 33-48 (Colossal) 
  Level Adjustment: — 
   
    Surging out of the water that concealed it, a giant, 
  translucent green worm confronts you, its large clumps of 
  pinkish tentacles writhing on either side of its body just 
  below the snakelike head. 
   
   Believed to have been bred by some forgotten king or 
  conjured from the twisted mind of a long-dead sage, 
  cistern fiends were originally intended to guard and purify 
  sources of water. Since then they have spread and are 
  now a hazard that can be found throughout the 
  Tablelands. 
    The cistern fiend, also known as the water worm, feeds 
  in two different ways. It either kills and eats the 
  occasional prey that enters the water source where it 
  dwells or it feeds on a more daily basis by filtering 
  nutrients from the water supply through its mouth pores 
  and gaining sustenance from the minor biological and 
  mineral impurities in the water. For this reason alone 
  cistern fiends are beneficial to any community's water 
  supply. Creatures slain by the cistern fiend have their 
  body fluids filtered by the fiend, with the resulting pure 
  water being expelled into the existing water supply. 
   Cistern 
  fiends 
  are 
  hermaphroditic 
  and 
  reproduce 
  asexually once every decade, with the offspring growing 
  inside the membranous tissue that comprises the fiend's 
  body and emerging through an eruption in the outer skin 
  layer. Docile during delivery, the adult must be separated 
  from its child after birth as no two cistern fiends can share 
  the same water supply without the larger attacking the 
  smaller. 
   A cistern fiend must remain immersed in water, or it 
  dies after 10d4 minutes. The creature's size depends on 
  its age and the amount of water available, 
  but most cistern fiends average 40 to 50 feet 
  in length. 
   
  Combat 
   Cistern fiends attempt to paralyze their 
  victims with their tentacles so that they may 
  more easily use their bite attack. They rely 
  upon their coloration to appear invisible when 
  submerged. The creature‘s tentacles secrete 
  a highly toxic fluid from sacs located in the 
  base of each tentacle, and repeated hits from 
  the tentacles will numb and eventually 
  paralyze targets. The cistern fiend attacks 
  paralyzed targets using its bite, which it uses 
  to drain bodily fluids from its target at a 
  horrifying rate. The creature also has very 
  basic psionic abilities, which it uses to repel 
  other creatures from the water supply it 
  protects, while shielding its mind from attack. 
   Moisture Drain (Ex): If the cistern fiend 
  successfully hits with its bite, it deals 2d6 
  points of temporary Constitution damage 
  unless 
  the 
  target 
  makes 
  a 
  successful 
  Fortitude save (DC 25). The save DC is 
  Constitution-based. 
   Poison: (Ex): Tentacle: Injury, Fortitude 
  save (DC 25), initial damage 1d6 temporary 
  Dexterity damage, secondary damage 2d6 
  temporary Dexterity damage. The save DC is 
  Constitution-based. 
   Psi-Like Abilities: 1/day-catapsi (DC 14), 
  psionic 
  disintegrate 
  (DC 
  15), 
  psychofeedback; 
  3/day-body 
  equilibrium, 
  chameleon, 
  clairvoyant 
  sense, 
  disable 
  (affects 14 HD, 55 ft. range, DC 15*), hostile 
  empathic transfer (60 points max, affects all 
  creatures in 20-foot-radius, DC 12*),  inflict 
  pain (affects 4 extra targets, DC 15*), psionic daze 
  (affects 14 HD*), psychic vampire (DC 13).  Manifester 
  level 12th. 
   *Includes 
  augmentation 
  for 
  the 
  cistern 
  fiend‘s 
  manifester level. 
    Skills (Ex): *Due to its coloring, a cistern fiend 
  receives a +8 bonus on Hide checks while under water. A 
  cistern fiend has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.  
  CClloouudd  RRaayy,,  AAtthhaassiiaann  
  G olossal Magical Beast (Psionic) 
  Hit Dice: 12d10+72 (138 hp) 
  
   
  http://athas.org 
   
  32 
  Initiative: +1 
  Speed: Fly 40 ft. (average) (8 squares)  
  Armor Class: 28 (–8 size, +1 Dex, +5 natural), touch 
  3, flatfooted 27 
  Base Attack/Grapple: +12/+28  
  Attack: Bite +23 melee (4d10+14) or tail slap + 25 
  melee (5d10+14) 
  Full Attack: Bite +23 melee (4d10+14) and tail slap 
  + 25 melee (5d10+14) 
  Space/Reach: 30 ft./20 ft. (40 ft. with tail) 
  Special Attacks: Swallow whole 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  psi-like abilities 
  Saves: Fort +14, Ref +9, Will +4 
  Abilities: Str 32, Dex 13, Con 22, Int 2, Wis 11, Cha 1 
  Skills: Hide -10*, Listen +2, Spot +7 
  Feats: Flyby Attack, Hover, Improved Grab, Snatch, 
  Wingover 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 13 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 13–24 HD (Colossal) 
  Level Adjustment: — 
   
  You step on an outcropping of rock, when suddenly it 
  transforms into a huge creature with a broad, flattened 
  speckled-brown body on top and drab olive and white 
  underneath. Four jet-black eyes stares at you, its 20-feet 
  maw lined with razor-sharp teeth open. 
   
  Through the skies and clouds of Athas slowly fly these 
  deadly giants. Cloud rays can sometimes be seen crossing 
  the evening sky flapping their huge pectoral fins. 
  Cloud rays wander aimlessly through the Athasian skies 
  always searching for their next meal, which consists 
  mainly of rocs, pterrax, and other flying creatures. On 
  rare occasions they land on the ground and may be 
  mistaken for an outcropping of rock.  
  After a good meal, cloud rays will sometimes psionically 
  dream travel while their meal digests. Cloud rays have 
  territorial respect for others of their species and, with very 
  few exceptions, do not intrude into another ray‘s ―air space.‖ 
  They are solitary beings except when they seek a mate. 
  Females have a gestation period which lasts over 3 years. 
  They bear living young while airborne. The male catches 
  and supports the young ray on his back for the first year 
  of its life while the female forages. After the young cloud 
  ray learns to fly and becomes self-sufficient, the three go 
  their separate ways. 
  Although innately psionic, cloud rays become infuriated 
  when someone tries to contact their minds. It drives them 
  into a tremendous rage, and they will do anything they 
  can (except land) to capture and devour the offender.  
   
  Combat 
  The preferred attack of the cloud ray is to simply swallow 
  its victim whole. Failing that, the cloud ray will employ the 
  dangerous tail zip. The cloud ray will move in as close as 
  possible on a silent glide, then strike the target with its 
  tail, using a whip-like motion. The tail whip lashes out so 
  quickly that it produces noise, like a thunder clap.  
  The zip alone can easily destroy most buildings in a few 
  swipes.  
  Improved Grab (Ex): To use this ability, a cloud ray 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can swallow whole that round. 
  Psi-Like 
  Abilities: 
  At 
  will—control 
  air 
  (60 
  mph 
  alteration)*, inertial barrier, psionic levitate; 3/day—dream 
  travel, telekinetic force (425 pounds)*. Manifester level 12th. 
  The save DCs are Charisma-based. 
  *Includes augmentation for the cloud ray‘s manifester 
  level.  
  Skills: *Cloud rays receive a +10 racial bonus on Hide 
  checks while in rocky or sandy terrain. 
  Swallow Whole (Ex): The cloud ray can try to swallow a 
  grabbed opponent of Huge or smaller size by making a 
  successful grapple check. Once inside, the opponent takes 
  4d10+14 points of crushing damage per round from the 
  cloud ray‘s digestive system. A swallowed creature can cut 
  its way out by dealing 20 points of damage to the cloud 
  ray‘s digestive tract (AC 12). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. The cloud ray‘s gullet 
  can hold 2 Huge, 8 Large, 32 Medium, 128 Small or 
  smaller creatures. 
  
   
  http://athas.org 
   
  33 
  DDaaggoorrrraann    
  Medium Magical Beast (Psionic) 
  Hit Dice: 4d10+12 (34 hp) 
  Initiative: +5 
  Speed: 20 ft. (4 squares) 
  Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-
  footed 12 
  Base Attack/Grapple: +4/+7 
  Attack: Bite +8 melee (1d8+4) 
  Full Attack: Bite +8 melee (1d8+4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +7, Ref +5, Will +3 
  Abilities: Str 17, Dex 12, Con 17, Int 3, Wis 14, Cha 14 
  Skills: Jump +13, Listen +5, Move Silently +4, Spot +3 
  Feats: Improved Initiative, Weapon Focus (bite) 
  Environment: Deserts 
  Organization: Pack (2d4) 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Usually neutral 
  Advancement: 5-8 HD (Medium), 9-12 HD (Large) 
  Level Adjustment: — 
   
   You see a large, froglike beast with golden hide and a 
  wide, fanged mouth. Budding from between its shoulder 
  blades is a clustered growth of green crystals. 
   
   Prowling the deserts in packs, much like wolves of other 
  worlds, are the dagorrans — large, frog-like monsters with 
  a gold-colored hide. They inhabit the sandy wastes around 
  Draj, and because of their innate ability to ‗pick up‘ and 
  track the psionic signature of most intelligent and psionic 
  creatures, are often trained by Draji troops to capture 
  runaway slaves. 
   In a dagorran pack, the leader is generally the strongest 
  member of the group. When another dagorran wishes to 
  vie for control over the pack, a battle to the death with 
  the leader soon follows. Obviously, the winner becomes 
  the leader, while the rest of the pack eats the loser. 
   Dagorrans have kept the population of rodents and 
  other small animals down to a tolerable level in the 
  Athasian desert. However, their numbers are reducing 
  quite quickly, as thri-kreen consider dagorrans a delicacy. 
   
  Combat 
   Growing between the dagorran‘s shoulders is a green 
  growth of crystals. These crystals are what give the 
  dagorrans most of their psionic powers. In the wild, where 
  food is often scarce, when a dagorran senses a potential 
  meal, its favorite attack is to use its concussive blast 
  power on the prey. Should the victim survive the initial 
  blast, the dagorran will rush in to attack with its large 
  maw. 
   Psi-Like 
  Abilities: 
  3/day—concussive 
  blast 
  (two 
  targets*), control body (ML 7th, DC 16), crystal shard 
  (3d6*), detect psionics, ego whip (DC 14), empty mind 
  (+4 bonus*). Manifester level 5th. The save DCs are 
  Charisma-based. 
   *Includes augmentation for the dagorran‘s manifester 
  level. 
   Skills: Due to their strong hind legs, dagorrans benefit 
  from a +10 racial bonus on Jump checks. 
   
  DDeeffiilleedd  
   The defiled are plants that have been almost destroyed 
  thanks to the actions of a defiler drawing in plant energy 
  to cast their spells. For unknown reasons, the plant 
  survives the attack and becomes undead. 
   
  SSaam
  mppllee  DDeeffiilleedd  
   This patch of long, broad-bladed grass appears quite 
  normal—except for the writhing tendrils snaking out 
  toward its prey. 
   
   This example uses a normal plains bloodgrass creature 
  as the base creature. 
   
  Defiled Bloodgrass 
  Medium Undead (Augmented Plant) 
  Hit Dice: 5d12 (32 hp) 
  Initiative: –5 
  Speed: 0 ft. 
  Armor Class: 9 (–5 Dex, +4 natural armor), touch 5, 
  flat-footed 9 
  Base Attack/Grapple: +3/+6 
  Attack: 5 tendrils +6 melee (1d4+3 plus poison) 
  Full Attack: 5 tendrils +6 melee (1d4+3 plus poison) and 
  5 tendrils +1 melee (1d4+1 plus poison) 
  Space/Reach: 5 ft./ 5 ft. 
  Special Attacks: Backlash, blood drain 1d4+3, cerebral 
  bore, improved grab, poison, tendrils 
  Special Qualities: Blindsight 30 ft., camouflage, defiled 
  traits, fast healing 4, undead traits 
  Saves: Fort +4, Ref —, Will +1 
  Abilities: Str 16, Dex —, Con —, Int —, Wis 10, Cha 1 
  Environment: Plains 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: 1/10th coins; 50% goods; 50% items 
  Alignment: Always neutral 
  Advancement: 6-10 (Large), 11-14 (Huge) 
  Level Adjustment: — 
   
   The defiled bloodgrass is a vile creation. Caught 
  between the realm of life and death, it unleashes its 
  torment on anyone unfortunate enough to make their path 
  close to it. 
  
   
  http://athas.org 
   
  34 
   
  Combat 
   Bloodgrass attempts to paralyze its prey with its poison, 
  directing all attacks against a paralyzed victim to drain its 
  blood.  Draining tendrils seek out the victim‘s brain in 
  order to kill it as fast as possible. 
   Backlash (Su): The defiled bloodgrass is able to 
  directly damage any wizard that attempts to use it to fuel 
  their spells. Any attempt to draw energy from the defiled 
  bloodgrass exposes the wizard to an amount of negative 
  energy. The wizard automatically takes 5d4+5 points of 
  negative energy damage, with a Fortitude save (DC 15) 
  for half damage. The wizard must make a Concentration 
  check (DC 10 + spell level + damage dealt, as described 
  in the Concentration skill) in order to continue casting her 
  spell.  The save DC is Strength-based. 
   Blindsight (Ex): Bloodgrass has no visual organs but 
  can identify prey within 30 ft. through sound and 
  vibration. 
   Blood Drain (Ex): A patch of defiled bloodgrass drains 
  blood from a grappled opponent, dealing 1 point of 
  Constitution damage each round it maintains the hold. 
   Camouflage (Ex): Since bloodgrass appears like 
  normal grass when at rest, it takes a DC 20 Spot check to 
  notice it before it attacks. A character trained in 
  Knowledge (nature) or Survival can use that skill instead 
  of Spot for this check. 
   Cerebral Bore (Ex): A tendril grappling a paralyzed 
  target probes the creature‘s body for its brain. After 1d6 
  rounds of grappling, a paralyzed target must make a 
  Fortitude save (DC 15) each round or die. The save DC is 
  Strength-based. 
   Improved Grab (Ex): To use this ability, the 
  bloodgrass must hit with a tendril attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can use blood drain. 
   Poison (Ex): Injury, Fortitude DC 16, initial damage 
  and secondary damage paralysis for 2d6 rounds. The save 
  DC is Strength-based. 
   Tendrils (Ex): A patch of bloodgrass has twice as many 
  tendrils as hit dice. Half of these are primary weapons, 
  and the bloodgrass can strike with all of them as a single 
  attack. The other tendrils are secondary weapons and 
  require the full attack action. 
   
   
  CCrreeaattiinngg  aa  DDeeffiilleedd  
   ―Defiled‖ is an acquired template that can be added to 
  any plant creature that has survived a defiler gathering 
  energy from it (hereafter known as the base creature). 
  The defiled plant has all the base creature‘s characteristics 
  except as noted here. 
   
  Size and Type: Creatures with this template keep their 
  size and become undead. They gain the augmented plant 
  subtype. 
  Hit Dice: Change to d12. 
  Speed: Same as the base creature. 
  Armor Class: +4 natural armor bonus. 
  Attacks: Same as the base creature 
  Damage: Same as the base creature 
  Special Qualities: A defiled creature retains all the 
  special qualities of the base creature and gains those 
  described below. 
   Backlash (Su): The creature can directly damage any 
  wizard whose defiling radius touches a square it occupies. 
  Any attempt to draw energy from the creature exposes 
  the wizard to 1d4+1 points of negative energy damage 
  per HD of the plant creature, with a Fortitude save (10 + 
  1/2 HD + Str modifier) for half damage. The wizard must 
  make a Concentration check (DC 10 + spell level + 
  damage dealt, as described in the Concentration skill) in 
  order to continue casting her spell..  
   Fast Healing (Ex): The base creature now gains fast 
  healing of 4. 
  Abilities: Str +4, no Constitution score 
  Climate/Terrain: Any land and underground. 
  Organization: Any 
  Challenge Rating: +1 
  Treasure: Same as base creature 
  Alignment: Same as base creature 
  Advancement: Same as the base creature 
  LA: +1 
   
  DDoollpphhiinn,,  AAtthhaassiiaann  
  Medium Magical Beast (Aquatic, Psionic) 
  Hit Dice: 3d10+3 (19 hp) 
  Initiative: +3 
  Speed: Swim 80 ft. (16 squares) 
  Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-
  footed 13 
  Base Attack/Grapple: +3/+4 
  Attack: Slam +4 melee (2d4+1) 
  Full Attack: Slam +4 melee (2d4+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Blindsight 120 feet, hold breath, low-
  light vision, telepathy 
  Saves: Fort +4, Ref +6, Will +2 
  Abilities: Str 12, Dex 17, Con 12, Int 11, Wis 12, Cha 6 
  Skills: Listen +8*, Search +3, Spot +8*, Survival +3, 
  Swim +10 
  Feats: Hidden Talent (burst), Wild Talent (Power Point 
  Reserve 4) 
  Environment: Aquatic (The Last Sea) 
  Organization: Pod (2-12) 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Usually neutral good 
  Advancement: 4-6 (Large) 
  Level Adjustment: — 
   
    A sleek, fishlike creature glides through the water, 
  seeming sometimes to skim the surface like a stone. 
  Silvery-white and as long as a grown man, the animal 
  
   
  http://athas.org 
   
  35 
  cavorts effortlessly, joyfully, occasionally emitting a series 
  of staccato clicks and squeals. 
   
    The dolphins of Athas are like their counterparts on less 
  blighted worlds in most ways but, unsurprisingly, feature 
  a number of traits specific to their home that make them 
  an almost forgotten blessing for a needy world. 
    Now confined to the Last Sea of Marnita, dolphins are a 
  highly intelligent species of telepathic, ocean-going 
  mammal that once roamed the entire planet in the era 
  known as the Blue Age. They also boast a number of 
  minor psionic talents and possess a racial memory that 
  dates back to the azure dawn of their race. 
    All Athasian dolphins are natural telepaths and use this 
  power to remain in contact with each other, address 
  newcomers and pass on their histories and lore from time 
  out of human memory. 
    They keep to themselves as a rule, but will cooperate 
  with Marnita‘s lizardfolk in matters of mutual importance 
  (such as addressing the activities of the local shark 
  population). They also have been known to come to the 
  aid of the humans and humanoids that dwell along the 
  lakeshore, when these find themselves in trouble upon the 
  waves. In return, these same shore dwellers have agreed 
  not to hunt the dolphins, but there is little interaction 
  between the two groups besides. 
    Athasian dolphins are between five and six feet in 
  length, with glistening white skin and hard, bony bottle-
  noses. They weigh as much as 180 pounds. 
   
  Combat 
    Athasian dolphins, while generally peaceable and fun-
  loving creatures, are more bellicose than dolphins of other 
  worlds, not least due to their ongoing conflicts with the 
  competing shark population of the Last Sea. Unless 
  outnumbered two-to-one, dolphins will attack and pursue 
  sharks wherever possible. 
    Athasian dolphins also fight aggressively to defend pod 
  and young, even going so far as to sacrifice themselves to 
  protect their offspring. As psionic wild talents, they often 
  have unexpected solutions to combat problems and use 
  their telepathic powers to fight as an organized unit under 
  the command of the most capable leader. 
   Blindsight (Ex): Athasian dolphins can ―see‖ by 
  emitting high-frequency sounds, inaudible to most other 
  creatures, that allow them to locate objects and creatures 
  within 120 feet. A silence spell negates this and forces the 
  dolphin to rely on its vision, which is approximately as 
  good as a human‘s. 
    Hold Breath (Ex): An Athasian dolphin can hold its 
  breath for a number of rounds equal to 6 x its Constitution 
  score before it risks drowning. 
    Telepathy (Ex): Athasian dolphins are naturally 
  telepathic, and are able to communicate with all creatures 
  of Int 3 or better within 1,000 feet. This is a non-magical 
  ability that stems from the Blue Age and predates both 
  magic and psionics. 
    Skills: An Athasian dolphin has a +8 racial bonus on 
  any Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line.  
   *An Athasian dolphin has a +4 racial bonus on Spot and 
  Listen checks. These bonuses are lost if its blindsight is 
  negated. 
   
  Athasian Dolphin Society 
    The dolphins of Athas are an ancient species whose 
  origins are lost in the shifting depths of the Blue Age. In 
  those days the dolphins were friendly with the Rhulisti, 
  communicating with the halfling nature masters through 
  their innate animal telepathy. At the best of times, the 
  dolphins and the Rhulisti were allies, cooperating in the 
  construction of vast underwater structures, shared by 
  both races in times of need. 
    With the dawning of the Green Age, however, the 
  dolphins of Athas were appalled to discover the extent and 
  severity of the troubles affecting Athas‘ oceans. As the 
  waters dried and the sun burned from blue to gold, the 
  Athasian dolphins began a steady retreat into isolation. By 
  the end of the Green Age, Marnita was cut off from the 
  rest of Athas‘ oceans but the dolphins of the Last Sea 
  remained 
  in 
  telepathic 
  contact 
  with 
  their 
  cousins 
  elsewhere on the planet. These were harrowing years, as 
  the dolphins of Marnita could do nothing to save their 
  fellows from extinction, but could nevertheless hear their 
  telepathic cries as, one by one, the planet‘s remaining 
  oceans withered and their estranged cousins met their 
  grisly fates, beached beneath the baking sun. 
    The remaining dolphins of Marnita remember all of this 
  as if it were yesterday, sharing telepathic memories that 
  stretch further back than any known civilization on the 
  planet. They have pledged their existence to carry on the 
  oral legacies of their forebears and see themselves as 
  keepers of lost lore and forgotten wisdom, held in trust for 
  those whom come after. 
   
  DDrraakkee  
   Drakes are gargantuan, reptilian beasts that trace their 
  heritage back to the elemental planes. Now dwelling on 
  Athas, they have come to view their adoptive home as 
  their personal hunting grounds. Cunning and ferocious and 
  sporting 
  powerful 
  psionic 
  abilities, 
  the 
  drakes 
  are 
  considered by many on Athas to be second only to the 
  Dragon in power. The first drakes were not natives of 
  Athas and used tremendous psionic powers to travel from 
  their home elemental planes to Athas, where they found a 
  world much to their liking. Many generations of drakes 
  have been born on Athas since that time. 
   Striking at their foes with claws, a savage bite and a 
  sweeping 
  tail 
  attack, 
  drakes 
  share 
  many 
  combat 
  techniques with draconic creatures of other worlds. Drakes 
  are large enough to swallow some opponents whole and 
  will use this attack option in preference to all others if the 
  
   
  http://athas.org 
   
  36 
  target is of a suitable size. All drakes enhance their 
  physical prowess with psionic powers, and those of the 
  four ―classic‖ elements (air, earth, fire and water) are also 
  capable of launching elemental attacks against their 
  targets. 
   Despite their power, drakes are nevertheless accorded 
  an almost legendary status by most Athasians. Few people 
  believe 
  they 
  really 
  exist. Even fewer have 
  ever seen one, and very 
  few of those have lived to 
  tell about the experience. 
  This is not least because 
  drakes prey largely on 
  humans and humanoids 
  (although they will eat 
  inix and mekillots when 
  available 
  and 
  erdlu 
  if 
  necessary). Drakes prefer 
  the taste of carnivore 
  flesh over any other type 
  of meat. 
   Other elementals look 
  down 
  on 
  drakes 
  as 
  deserters 
  or 
  creatures 
  who abandoned the pure 
  elements for this lesser 
  plane 
  and 
  encounters 
  between 
  drakes 
  and 
  other elemental beings 
  are always tense, often 
  unpleasant, 
  and 
  sometimes violent. It is 
  almost unheard of for 
  drakes to return to their 
  native planes and most, 
  in fact, have never been 
  there, 
  being 
  the 
  descendants 
  of 
  drakes 
  who immigrated to the prime material plane centuries 
  ago. Only the oldest of Athas‘ drakes still recall the days 
  when they forsook the elements for the world of the dark 
  sun. 
   A drake‘s hide can fetch an enormous price on the 
  trading market but can also result in a death penalty as 
  the hides, teeth, claws, and blood are of such value that 
  some 
  sorcerer-kings 
  forbid 
  their 
  sale. 
  They 
  have 
  instructed their templars to confiscate any such items that 
  appear in the market in the name of their sorcerer-king. 
  Elves, of course, defy these edicts at every turn, and 
  make a fair profit selling drake materials while just one 
  step ahead of their templar pursuers. 
   Drake hide makes outstanding armor, the teeth and 
  claws make excellent weapons and the blood of the beast 
  is also valuable as it is used in certain alchemical 
  solutions. Beyond these truly useful items, folklore holds 
  that just about any portion of a drake's carcass holds a 
  great deal of magical luck, a belief that is often relied 
  upon by disreputable elven hawkers who push a variety of 
  lucky tokens, allegedly fashioned from drake parts. 
   Drakes mate when the urge strikes them and swiftly 
  separate after pairing. No more than two eggs are laid, 
  hatching after six months, and the resulting drakelings are 
  almost always hungry and need constant care. Young 
  drakes grow from two to twenty feet in the first year, then 
  five feet each year thereafter until they reach full size for 
  their species. 
   
  AAiirr  DDrraakkee  
   A huge reptilian beast over 30 feet in length, this 
  creature is long and lean, with nearly half of its body 
  length being taken up by a narrow tail. Large, loose flaps 
  of skin hang from between its front and rear legs, flaring 
  out like a pair of wings as the creature takes flight. 
   
   
   Flighty and unpredictable, air drakes make dangerous 
  adversaries. They spend most of their lives in flight, only 
  occasionally touching the ground to feed or to retrieve 
  treasure. Air drakes know few limitations in their lives and 
  can ride the winds from the Ringing Mountains to the Sea 
  of Silt and beyond. They often lair in the highest mountain 
  peaks, far above the earthly world that they scorn. Rather 
  than selecting a single lair, air drakes prefer a dozen or so 
  "safe" areas.  This mobility means that an air drake will 
  have only a few possessions, stored in a lofty, inaccessible 
  location. Little infuriates an air drake more than having 
  one of these precious items stolen. 
   Air drakes have folds of loose skin that stretch between 
  their front and back legs. This skin unfolds when they 
  extend their legs, creating a wing membrane. They have a 
  long, lean frame and are light of bone, contributing to 
  their speed and agility. 
   
   
  Combat 
   Air drakes prefer to attack with surprise and from the 
  air. Their favorite tactic is to make Flyby attacks, hoping 
  to snatch their prey from the ground, carry it to a great 
  height, and then drop it, allowing the fall to "tenderize" 
  their meal for them. Against foes with the ability to fly, an 
  air drake will attempt to grapple and hold its target. It 
  then flies as fast as it can towards the ground, releasing 
  
   
  http://athas.org 
   
  37 
  its prey at the last minute and pulling up out of the dive. 
  Few other flying creatures possess the aerial agility to 
  avoid crashing into the ground. An air drake‘s elemental 
  attack takes the form of an immense whirlwind. 
   Improved Grab (Ex): To use this ability, an air drake 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can swallow whole that round.  
   Psi-Like Abilities: At will-anchored navigation (across 
  planar boundaries*), levitation; 3/day-body adjustment 
  (7d12*), body equilibrium, cloud mind (DC 13), control air 
  (up to 60 mph change*), control body (all size creatures, 
  DC 12*), false sensory input (5 additional targets, DC 
  14*),  inertial barrier, mind blank, read thoughts (DC 13), 
  telekinetic force (500 lbs. max, DC 14*), ubiquitous 
  vision.  Manifester level 15th. 
   *Includes augmentation for air drake‘s manifester level. 
   Swallow Whole (Ex): The air drake can try to swallow 
  a grabbed opponent of Large or smaller size by making a 
  successful grapple check. Once inside, the opponent takes 
  2d8+8 points of crushing damage plus 2d8+6 points of 
  acid damage per round from the air drake‘s digestive 
  juices. A swallowed creature can cut its way out by 
  dealing 30 points of damage to the air drake‘s digestive 
  tract (AC 16). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must cut its 
  own way out. The air drake‘s gullet can hold 2 Large, 8 
  Medium, 32 Small, or 128 Tiny or smaller creatures. 
   Whirlwind (Su): Once per day an air drake may create 
  a whirlwind that lasts for 10 rounds. The whirlwind is 10 
  ft. wide at the base, 50 ft. wide at the top, and 100 ft. 
  tall. The drake may form a smaller whirlwind if it wishes. 
  Medium or smaller creatures might take damage when 
  caught in the whirlwind and may be lifted into the air. An 
  affected creature must succeed at a Reflex save (DC 30) 
  or take 2d6 points of damage. It must also succeed at a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 2d6 
  points of damage. A creature that can fly is allowed a 
  Reflex save each round to escape the whirlwind. The 
  creature still takes damage but can leave it the save is 
  successful. If the whirlwind's base touches the ground, it 
  creates a swirling cloud of debris. This cloud has a 
  diameter equal to half the whirlwind's height. The cloud 
  obscures all vision, including darkvision beyond 5 ft. 
  Creatures 5 ft. away have one-half concealment (see 
  Concealment, Combat Section in the Player's Handbook). 
  Those 
  caught 
  in 
  the 
  cloud 
  must 
  succeed 
  at 
  a 
  Concentration check to cast a spell (DC 30). The save DCs 
  are Strength-based. 
   
   
  Air Drake 
  Gargantuan Dragon (Air, Psionic) 
  Earth Drake 
  Gargantuan Dragon (Earth, Psionic) 
  Hit Dice: 
  25d12+125 (287 hp) 
  25d12+125 (287 hp) 
  Initiative: 
  +6 
  +2 
  Speed: 
  30 ft. (6 squares), fly 80 ft. (good) 
  30 ft. (6 squares), burrow 10 ft. 
  Armor Class: 
  21 (-4 size, +2 Dex, +13 natural), touch 8, 
  flat-footed 19 
  21 (-4 size, -2 Dex, +17 natural), touch 4, 
  flat-footed 21 
  Base Attack/Grapple: 
  +25/+45 
  +25/+46 
  Attack: 
  Bite +29 melee (4d6+8) or tail slap +29 
  melee (2d6+12) 
   
  Bite +30 melee (4d6+9) or tail slap +30 
  melee (2d6+13) 
  Full Attack: 
  Bite +29 melee (4d6+8) and 2 claws +27 
  melee (2d8+4) and tail slap +27 melee 
  (2d6+12) 
  Bite +30 melee (4d6+9) and 2 claws +28 
  melee (2d8+4/19-20) and tail slap +28 melee 
  (2d6+13) 
  Space/Reach: 
  20 ft./15 ft. 
  20 ft./15 ft. 
  Special Attacks: 
  Improved grab, psi-like abilities, swallow 
  whole, whirlwind 
  Elemental attack (earth), improved grab, psi-
  like abilities, swallow whole 
  Special Qualities: 
  Darkvision 60 ft., DR 15/metal, dragon traits, 
  low-light vision, power resistance 30, spell 
  resistance 30 
  Darkvision 60 ft., DR 15/metal, dragon traits, 
  low-light vision, power resistance 28, spell 
  resistance 28 
  Saves: 
  Fort +19, Ref +18, Will +15 
  Fort +13, Ref +12, Will +9 
  Abilities: 
  Str 27, Dex 15, Con 21, Int 7, Wis 13, Cha 12 
  Str 29 Dex 7, Con 21, Int 4, Wis 11, Cha 12 
  Skills: 
  Appraise +9, Climb +11, Concentration +20, 
  Hide +5, Intimidate +11, Jump +12, Listen 
  +11, Move Silently +7, Psicraft +6, Search 
  +6, Spot +16, Survival +9  
  Climb +17, Concentration +20, Jump +17, 
  Listen +10, Move Silently +13, Psicraft +5, 
  Spot +10, Survival +10 
  Feats: 
  Combat Reflexes, Improved Initiative, 
  Improved Natural Armor, Flyby Attack, Hover, 
  Lightning Reflexes, Multiattack, Snatch, 
  Wingover 
  Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical (claw), 
  Improved Initiative, Improved Natural Armor, 
  Multiattack, Power Attack 
  Environment 
  Mountains 
  Any 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  19 
  17 
  Treasure: 
  Double Standard 
  Double Standard 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  26-50 HD (Colossal) 
  26-32 HD (Gargantuan), 33-64 HD (Colossal) 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  38 
  EEaarrtthh  DDrraakkee  
    This monstrosity is easily mistaken for a large mound of 
  rock – until it moves. Only then do you realize that you 
  stand face to face with an enormous reptilian beast, 
  seemingly composed entirely of hunks of rock and stone. 
   
   Earth drakes are the largest, most physically powerful of 
  the drakes. Their massive bodies and extremely rough 
  hide often made them look like large outcroppings of rock. 
  Earth drakes love a good fight. They will often dig in along  
  major trade routes in the hope that they will find someone 
  that can challenge them. 
   Earth drakes prefer rocky areas and mountains to the 
  open sands. When selecting a lair, an earth drake will 
  usually choose a cavern or cave that is almost too small 
  for the creature. It then spends its time closed in on all 
  sides by rock and earth, something that the creature finds 
  very much to its liking. Whether they dig into the bedrock 
  beneath the sands of the Athasian desert or into a hillside,  
  earth drakes always cover the front of their 
  habitat with loose dirt, creating a collapsible 
  front entrance which the earth drake uses to 
  defend its lair. Earth drakes especially dislike 
  any type of permanent buildings and think 
  nothing of traveling many miles in order to 
  destroy man-made settlements.  
   Covered with thousands of small, spiny 
  scales, an earth drake has massive limbs 
  designed for digging through solid stone. It has 
  a short tail, which forces it to walk with a 
  swaggering gait, and a wedge-shaped head. 
  Scales protect the drake‘s ears and a double-
  eyelid prevents the creature from being blinded 
  when burrowing. 
   
  Combat 
   Earth drakes prefer to start combat by using 
  their concussion and animate object powers to 
  trap their enemies in caves or box canyons and 
  then engaging in melee. Earth drakes charge 
   
  Fire Drake 
  Gargantuan Dragon (Fire, Psionic) 
  Magma Drake 
  Gargantuan Dragon (Earth, Fire, Psionic) 
  Hit Dice: 
  20d12+100 (230 hp) 
  20d12+100 (230hp) 
  Initiative: 
  +2 
  +2 
  Speed: 
  30 ft. (6 squares) 
  50ft. (10 squares), burrow 20 ft., swim 30 ft. 
  Armor Class: 
  18 (-4 size, -2 Dex, +14 natural) touch 4, 
  flat-footed 18 
  16 (-2 Dex, -4 size, +12 natural), touch 4, 
  flat-footed 16 
  Base Attack/Grapple: 
  +20/+41 
  +20/+41 
  Attack: 
  Bite +25 melee (4d6+9) or tail slap +25 
  melee (2d6+13) 
  Bite +25 melee (4d6+9) or tail slap +25 
  melee (2d6+13) 
  Full Attack: 
  Bite +25 melee (4d6+9) and 2 claws +23 
  melee (2d8+4) and tail slap +23 melee 
  (2d6+13) 
  Bite +25 melee (4d6+9) and 2 claws +23 
  melee (2d8+4) and tail slap +23 melee 
  (2d6+13) 
  Space/Reach: 
  20 ft./15 ft. 
  20 ft./15 ft. 
  Special Attacks: 
  Elemental attack (fire), improved grab, psi-
  like abilities, swallow whole 
  Constrict 2d6+13, improved grab, psi-like 
  abilities, swallow whole 
  Special Qualities: 
  Darkvision 60 ft., DR 15/metal, dragon traits, 
  immunity to fire, low-light vision, vulnerability 
  to cold, power resistance 26, spell resistance 
  26 
  Darkvision 60 ft., DR 15/metal, dragon traits, 
  immunity to fire, low-light vision, vulnerability 
  to cold, power resistance 22, spell resistance 
  22 
  Saves: 
  Fort +17, Reflex +12, Will +12 
  Fort +17, Ref +12, Will +12 
  Abilities: 
  Str 29 Dex 7, Con 21, Int 4, Wis 11, Cha 12 
  Str 29, Dex 7, Con 21, Int 6, Wis 11, Cha 12 
  Skills: 
  Climb +11, Concentration +15, Intimidate +9, 
  Jump +14, Listen +10, Move Silently +6, 
  Search +5, Spot +10, Survival +8 
  Climb +14, Concentration +15, Intimidate +7, 
  Jump +22, Listen +9, Move Silently +11, 
  Psicraft +7, Search +7, Spot +10, Survival 
  +9, Swim +24 
  Feats: 
  Awesome Blow, Combat Reflexes, Improved 
  Bull Rush, Improved Initiative, Lightning 
  Reflexes, Multiattack, Power Attack 
  Awesome Blow, Combat Reflexes, Improved 
  Bull Rush, Improved Initiative, Lightning 
  Reflexes, Multiattack, Power Attack 
  Environment 
  Any 
  Mountains 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  15 
  17 
  Treasure: 
  Double Standard 
  Double Standard 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  20-32 HD (Gargantuan), 33-64 HD (Colossal) 
  21-40 HD (Gargantuan), 41-64 HD (Colossal) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  39 
  their target and attack with their powerful front claws 
  first, then rend the target with their gaping maw. Earth 
  drakes are the only drakes that will fight to the death, 
  convinced that they are stronger than any opponent. An 
  earth drake‘s elemental attack allows the creature to gate 
  solid matter in the form of dirt, stones, and boulders from 
  the elemental plane of earth. 
   Elemental Attack (Earth) (Su): Once per day an 
  earth drake may gate in 50 cubic ft. of material from the 
  elemental plane of earth. This material is composed of 
  rock and soil and must be gated onto a solid surface but 
  may be in any shape the drake desires. Any one caught in 
  the area the material is gated into must make a Reflex 
  save (DC 23). A failed save means the victim is trapped 
  under the earth and is affected as though by an avalanche 
  (see DMG Chapter 3). The save DC is Charisma-based. 
   Improved Grab (Ex): To use this ability, an earth 
  drake must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round.  
   Psi-Like Abilities: At will – concussion blast (2 
  additional 
  targets, 
  5d6 
  damage*); 
  3/day 
  - 
  body 
  adjustment (7d12*), compression (two size categories, 15 
  minute duration*), control object, dissolving touch (11d6 
  damage*), ectoplasmic form, expansion (manifest as swift 
  action, 15 minute duration*), false sensory input (6 
  additional 
  targets, 
  DC 
  14),  
  immovability (manifest as swift 
  action*), inertial barrier, matter 
  agitation, matter manipulation, 
  precognition, 
  sensitivity 
  to 
  psychic impressions, telekinetic 
  force 
  (500 
  lbs 
  max*).  
  Manifester level 15th. 
   *Includes 
  augmentation 
  for 
  earth drake‘s manifester level. 
   
   Swallow Whole (Ex): The 
  earth drake can try to swallow a 
  grabbed opponent of Large or 
  smaller 
  size 
  by 
  making 
  a 
  successful grapple check. Once 
  inside, 
  the 
  opponent 
  takes 
  2d8+8 
  points 
  of 
  crushing 
  damage plus 2d8+6 points of 
  acid damage per round from the 
  earth drake‘s digestive juices. A 
  swallowed creature can cut its 
  way out by dealing 30 points of 
  damage to the earth drake‘s 
  digestive tract (AC 18). Once 
  the creature exits, muscular 
  action closes the hole; another 
  swallowed opponent must cut its own way out. The earth 
  drake‘s gullet can hold 2 Large, 8 Medium, 32 Small, or 
  128 Tiny or smaller creatures. 
   
  FFiirree  DDrraakkee  
    You steel your nerves as the saurian beast comes 
  thundering towards you. With a fang-filled crocodilian 
  snout and a sinuous body covered in rough scales, it 
  waves sharp fore claws before itself as it charges forward 
  on its more massively muscled hindquarters. 
   
   Fire drakes are most vicious of all the drakes. They 
  enjoy inflicting pain on their prey and will often torment a 
  victim for days before finally killing it. 
   Fire drakes are content to live in the arid sands but are 
  always on the lookout for volcanoes or hot springs and will 
  even set a forest on fire to bask in the comfort of the 
  flames for a time. At night, they retreat to an area of 
  safety or bury themselves under the hot sand, thus 
  insulating themselves from the cool evening air. 
   Fire drakes are reptilian creatures with long, thin bodies 
  covered with rough hide. Their front legs are shorter and 
  thinner than their thick, powerful hind legs. Large and 
  spiny, they have red and black mottled scales, similar in 
  texture to pebbles and like unto the color of dying 
  embers. 
   
  Combat 
   A fire drake will use whatever attack it believes will 
  inflict the most pain on its opponent. It particularly enjoys 
  using its control flames power to turn its enemies' fire 
  against them. When battling foes, they make snorting 
  sounds that are often taken for laughter. 
   Fire drakes, like other drakes, have a special elemental 
  attack which allows them to gate in fire from the 
  elemental plane of fire. 
   Elemental Attack (Su): Once per day, a fire drake is 
  able to gate in a 50 feet diameter sphere of fire from the 
  elemental plane of fire. Any creature caught in the area of 
  effect takes 8d10 points of fire damage (Reflex save for 
  half, DC 21). Any creature that fails its saving throw also 
  catches fire. The flame lasts for 1d8 rounds (see DMG for 
  more on catching fire). Flammable material within the 
  area of effect may catch on fire as well.  The save DC is 
  Charisma-based. 
   Improved Grab (Ex): To use this ability, a fire drake 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can swallow whole that round. 
  
   
  http://athas.org 
   
  40 
   Psi-Like Abilities: At will - control flames (increase or 
  decrease by 4 sizes*), control light, demoralize (50 ft. 
  radius, 
  DC 
  18), 
  mindlink 
  (9 
  additional 
  targets*), 
  synesthete; 
  3/day 
  - 
  body 
  adjustment 
  (4d12*), 
  ectoplasmic form, energy barrier, inertial barrier, id 
  insinuation (3 additional targets, DC 20*), matter 
  agitation, painful strike (manifest as a swift action*), 
  telekinetic force (375 lbs max*); 1/day – energy 
  adaptation, fiery discorporation.  Manifester level 10th. 
   *Includes augmentation for fire drake‘s manifester 
  level. 
   Swallow Whole (Ex): The fire drake can try to 
  swallow a grabbed opponent of Large or smaller size by 
  making a successful grapple check. Once inside, the 
  opponent takes 2d8+8 points of crushing damage plus 
  2d8+6 points of acid damage per round from the fire 
  drake‘s digestive juices. A swallowed creature can cut its 
  way out by dealing 30 points of damage to the fire drake‘s 
  digestive tract (AC 17). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent must 
  cut its own way out. The fire drake‘s gullet can hold 2 
  Large, 8 Medium, 32 Small, or 128 Tiny or smaller 
  creatures. 
   
  M
  Maaggm
  maa  DDrraakkee  
   This creature resembles a huge red worm. It swims 
  effortlessly through the magma, and its total size is 
  unknown, as most of its body is hidden in the magma. 
   
   Magma drakes look like huge worms, with large claws 
  behind their head. They are covered with thick scales and 
  seem entirely at home in the molten magma. They have 
  two dark black eyes, and a thin flap covers their eyes 
  when they swim though magma. 
   Magma drakes, like their fiery cousins, prefer open lava, 
  volcanoes or magma fields in which to dwell, adding a 
  fresh level of hazard to such environments. As such, they 
  have few natural enemies, expect perhaps for those 
  drakes, elemental and paraelemental beasts that are also 
  able to survive in open magma. 
   Magma drakes are known for their odd fondness for 
  cloth, especially that of a red hue. Although such items 
  are soon destroyed by the drake‘s home environment, 
  they nevertheless provide a curious fascination for the 
  creatures. 
   
  Combat 
   Magma drakes prefer to hide in the molten lava and 
  surprise their prey with a quick attack, leaping forth from 
  the magma to strike with sudden savagery. Lacking an 
  elemental attack, magma drakes will instead attempt to 
  grapple and crush their prey, dragging them below the 
  lava to a fiery doom if possible. 
   Constrict (Ex): A magma drake deals automatic tail 
  damage with a successful grapple check. 
   Improved Grab (Ex): To use this ability, a magma 
  drake must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round. 
   Psi-Like Abilities: 3/day – inflict pain (3 additional 
  targets, DC 16*), psionic dominate (affects animals, fey, 
  giants, 
  humanoids, 
  magical 
  beasts 
  and 
  monstrous 
  humanoids, DC 16*), second chance.  Manifester level 
  10th. 
   *Includes 
  augmentation 
  for 
  the 
  magma 
  drake‘s 
  manifester level. 
   Swallow Whole (Ex): The magma drake can try to 
  swallow a grabbed opponent of Large or smaller size by 
  making a successful grapple check. Once inside, the 
  opponent takes 2d8+8 points of crushing damage plus 
  2d8+6 points of acid damage per round from the magma 
  drake‘s digestive juices. A swallowed creature can cut its 
  way out by dealing 30 points of damage to the magma 
  drake‘s digestive tract (AC 17). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. The rain drake‘s 
  gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny 
  or smaller creatures. 
   Skills: A magma drake has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line.  
   
  RRaaiinn  DDrraakkee  
   A huge lizard with glistening sliver scales and a long tail 
  rises up from the water. It has a long pointed snout, two 
  black eyes, and huge webbed claws. Its tail resembles a 
  long eel. 
   
   The rain drake has a sleek body, perfectly suited for the 
  water. It usually makes its home near waterfalls, but any 
  
   
  http://athas.org 
   
  41 
  body of water makes a suitable home. Rain drakes loath 
  water drakes, and will attack them at any opportunity. 
  They are smarter and faster than water drakes, and can 
  survive out of the water for a few hours at night, or for 
  longer periods whenever there is rain. 
   
   Rain drakes, almost as rare as their hated foes the 
  water drakes, dwell in those few places that rain still falls 
  on Athas – forests such as those that clad the Ringing 
  Mountains, the Crescent Forest of the Ivory Triangle and, 
  of course, the lands surrounding the Cerulean Storm. 
   Rain drakes fight in water, if possible, but can "swim" 
  even in light rain. Although rain drakes cannot fly, they 
  can use even a small amount of water to ―swim‖ through 
  the air. They have no natural enemies except for water 
  drakes. 
   
  Combat 
   Rain drakes use their claws when attacking prey. They 
  prefer to fight in the water, where they can use all four 
  claws, but will follow prey out of the water. However, they 
  will not go into direct sunlight as rain drakes are 
  extremely susceptible to such illumination and can perish 
  if exposed to it overlong. They lack any special elemental 
  attacks, instead relying on speed and ferocity when 
  dealing with their foes. A rain drake will often attempt to 
  crush its prey with the sheer weight of its body. 
   Improved Grab (Ex): To use this ability, a rain drake 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can swallow whole that round.  
   Psi-Like Abilities: 3/day – danger sense (uncanny 
  dodge*), inflict pain (3 additional targets, DC 16*), 
  synethete.  Manifester level 10th. 
   *Includes augmentation for the rain drake‘s manifester 
  level. 
   Susceptible to Light (Ex): Rain drakes abhor the 
  sunlight, and take 2d10 points of damage per round if 
  they are in direct sunlight. 
   Swallow Whole (Ex): The rain drake can try to 
  swallow a grabbed opponent of Large or smaller size by 
  making a successful grapple check. Once inside, the 
  opponent takes 2d8+8 points of crushing damage plus 
  2d8+6 points of acid damage per round from the rain 
  drake‘s digestive juices. A swallowed creature can cut its 
  way out by dealing 30 points of damage to the rain 
  drake‘s digestive tract (AC 15). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. The rain drake‘s 
  gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny 
  or smaller creatures. 
   Skills: A rain drake has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
   
   
   
   
   
  Rain Drake 
  Gargantuan Dragon (Air, Psionic, Water) 
  Silt Drake 
  Gargantuan 
  Dragon 
  (Earth, 
  Psionic, 
  Water) 
  Hit Dice: 
  22d12+132 (275hp) 
  20d12+100 (230hp) 
  Initiative: 
  +3 
  +2 
  Speed: 
  30 ft. (6 squares), swim 50 ft. 
  20 ft. (4 squares), swim 50 ft. 
  Armor Class: 
  16 (-1 Dex, -4 size, +11 natural), touch 5, 
  flat-footed 16 
  16 (-2 Dex, -4 size, +12 natural), touch 4, 
  flat-footed 16 
  Base Attack/Grapple: 
  +22/+41 
  +20/+41 
  Attack: 
  Bite +26 melee (4d6+7/19-20) or tail slap 
  +25 melee (2d6+10) 
  Bite +25 melee (4d6+9) or tail slap +25 
  melee (2d6+13) 
  Full Attack: 
  Bite +26 melee (4d6+7/19-20) and 2 claws 
  +23 melee (2d8+3) and tail slap +23 melee 
  (2d6+10) 
  Bite +25 melee (4d6+9) and 2 claws +23 
  melee (2d8+4) and tail slap +23 melee 
  (2d6+13) 
  Space/Reach: 
  20 ft./15 ft. (20 ft. with tail slap) 
  20 ft./15 ft. 
  Special Attacks: 
  Improved grab, psi-like abilities, swallow 
  whole 
  Constrict 2d6+13, psionics, swallow whole 
  Special Qualities: 
  Darkvision 60 ft., DR 15/metal, dragon traits, 
  low-light vision, susceptible to light, power 
  resistance 22, spell resistance 22 
  Darkvision 60 ft., DR 15/metal, dragon traits, 
  low-light vision, power resistance 22, spell 
  resistance 22 
  Saves: 
  Fort +19, Ref +12, Will +14 
  Fort +17, Ref +12, Will +12 
  Abilities: 
  Str 25, Dex 8, Con 22, Int 10, Wis 13, Cha 12 
  Str 29, Dex 7, Con 21, Int 6, Wis 11, Cha 12 
  Skills: 
  Climb +15, Concentration +21, Intimidate 
  +16, Jump +22, Listen +16, Move Silently 
  +14, Psicraft +15, Search +15, Sense Motive 
  +11, Spot +13, Survival +11, Swim +20 
  Climb +14, Concentration +15, Hide -6, 
  Intimidate +7, Jump +8, Listen +9, Move 
  Silently +11, Psicraft +7, Search +7, Spot 
  +10, Survival +9, Swim +24 
  Feats: 
  Improved Critical (bite), Great Fortitude, 
  Improved Bull Rush, Improved Initiative, 
  Improved Overrun, Power Attack, Snatch, 
  Weapon Focus (bite) 
  Awesome Blow, Combat Reflexes, Improved 
  Bull Rush, Improved Initiative, Lightning 
  Reflexes, Multiattack, Power Attack 
  Environment 
  Any 
  Silt 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  17 
  17 
  Treasure: 
  Double Standard 
  Double Standard 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  23-44 HD (Gargantuan), 45-66 HD (Colossal) 
  21-32 HD (Gargantuan), 33-64 HD (Colossal) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  42 
  SSiilltt  DDrraakkee  
   This creature resembles a long, sand-colored snake. It 
  has a huge mouth, dark eyes, and two horns on its head. 
  It has no claws or feet but swims silently through the silt. 
   
   Silt drakes are migratory creatures, never staying long 
  in a single place. They have no permanent lair or territory 
  and instead wander through the silt in search of food. 
   Silt drakes are perhaps the most common of all drakes 
  as their parent element is found in abundance throughout 
  Athas. However, this has also meant that they come 
  under attack from other predators far more often than do 
  the other drakes. Nevertheless, only the largest silt 
  horrors and paraelemental beasts are able to threaten a 
  silt drake, and their supremacy of the silt remains 
  unchallenged. 
   A silt drake has the appearance of an immense horned 
  serpent that writhes through the silt, rearing itself above 
  the surface to attack. Its coloration means that it is often 
  indistinguishable 
  from 
  its 
  surrounding 
  element 
  – 
  frequently much to the surprised dismay of its prey. 
   Once a year, a male drake issues a call through the dust 
  to any females nearby. If a female answers the call, the 
  male and female mate briefly and then separate. The 
  female lays her clutch of 3-6 eggs in the deepest parts of 
  the Sea of Silt and then abandons them to their fate. 
   
  Combat 
   Silt drakes prefer to attack their prey by locating them 
  first with their keen senses, and then swimming up 
  silently from underneath. They attack with their bite and 
  tail, seizing their target, crushing it and dragging it 
  beneath the silt to perish. Silt drakes are fearless in 
  combat and have little compunction about attacking prey. 
  Only massive damage will cause the silt drake to retreat 
  from battle. 
   Constrict (Ex): A silt drake deals automatic tail 
  damage with a successful grapple check. 
   Improved Grab (Ex): To use this ability, a silt drake 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can swallow whole or constrict that round. 
   Psi-Like Abilities: 3/day – attraction (+9 interaction 
  bonus, DC 17*), chameleon, suspend life.  Manifester 
  level 11th. 
   Swallow Whole (Ex): The silt drake can try to swallow 
  a grabbed opponent of Large or smaller size by making a 
  successful grapple check. Once inside, the opponent takes 
  2d8+8 points of crushing damage plus 2d8+6 points of 
  acid damage per round from the silt drake‘s digestive 
  juices. A swallowed creature can cut its way out by 
  dealing 30 points of damage to the silt drake‘s digestive 
  tract (AC 15). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must cut its 
  own way out. The silt drake‘s gullet can hold 2 Large, 8 
  Medium, 32 Small, or 128 Tiny or smaller creatures. 
   Skills: Silt drakes have a +8 racial bonus to Hide 
  checks. A silt drake has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.  
   
  SSuunn  DDrraakkee  
   A huge creature flies overhead, its wings creating a 
  large circle that blocks out the sun. Its wings shimmer in 
  the light, with orange, red and yellow hues. The creature 
  has a long thin body, four sharp claws, and a long thin 
  tail. 
   
   The sun drake is a fearsome creature, intelligent, 
  vicious, and very dangerous. It prefers to make its lair at 
  the top of the highest peak wherever it lives, spending its 
  days soaring the wastelands on thermals. Sun drakes 
  have a 40-foot wingspan, and its wings give it an almost 
  circular appearance when gliding through the air. 
   Sun drakes, like those of silt, are relatively common on 
  Athas, basking the life-giving rays of the dark sun itself.  
  
   
  http://athas.org 
   
  43 
  They hunt from the upper airs, descending only to attack 
  and devour prey before returning to the sun-burned  
  heavens that are their home. 
   
  Combat 
   Lacking any kind of elemental powers, sun drakes 
  attack with bite, claw, and tail. Much like air drakes, sun 
  drakes will grab their opponents, fly to a great height and 
  then release them, allowing the prey to fall to its death far 
  below. The sun drake will then swoop down to feast upon 
  the creature‘s remains. 
   Improved Grab (Ex): To use this ability, a sun 
  drake must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can swallow 
  whole that round. 
   Psi-Like Abilities: 3/day–defensive precognition 
  (+3 bonus, manifest as swift action*) inflict pain (6 
  additional targets, DC 19*), psionic dominate 
  (affects all nonmindless, 1 additional target, DC 
  19*); 1/day-ultrablast (15d6 damage, DC 18*).  
  Manifester level 15th. 
   *Includes augmentation for sun drake‘s manifester 
  level. 
   Swallow Whole (Ex): The sun drake can try to 
  swallow a grabbed opponent of Large or smaller size 
  by making a successful grapple check. Once inside, 
  the opponent takes 2d8+8 points of crushing 
  damage plus 2d8+6 points of acid damage per 
  round from the sun drake‘s digestive juices. A 
  swallowed creature can cut its way out by dealing 30 
  points of damage to the sun drake‘s digestive tract (AC 
  17). Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own way 
  out. The sun drake‘s gullet can hold 2 Large, 8 Medium, 
  32 Small, or 128 Tiny or smaller creatures. 
   
  W
  Waatteerr  DDrraakkee  
   This highly unusual beast is clearly at home in open 
  water. It has sleek contours, four webbed claws and a 
   
  Sun Drake 
  Gargantuan Dragon (Air, Fire, Psionic) 
  Water Drake 
  Gargantuan Dragon (Psionic, Water)  
  Hit Dice: 
  25d12+175 (337hp) 
  20d12+100 (230 hp) 
  Initiative: 
  -1 
  -2 
  Speed: 
  30 ft. (6 squares), fly 60 ft. (average) 
  30 ft. (6 squares), swim 40 ft. 
  Armor Class: 
  20 (-1 Dex, -4 size, +15 natural), touch 5, 
  flat-footed 20 
  17 (-4 size, -2 Dex, +13 natural) touch 4, 
  flat-footed 17 
  Base Attack/Grapple: 
  +25/+46 
  +20/+41 
  Attack: 
  Bite +26 melee (4d6+9/19-20) or tail slap 
  +25 melee (2d6+13) 
  Bite +26 melee (4d6+9/19-20) or tail slap 
  +25 melee (2d6+13) 
  Full Attack: 
  Bite +26 melee (4d6+9/19-20) and 2 claws 
  +23 melee (2d8+4) and tail slap +23 melee 
  (2d6+13) 
  Bite +26 melee (4d6+9/19-20) and 2 claws 
  +23 melee (2d8+4) and tail slap +23 melee 
  (2d6+13) 
  Space/Reach: 
  20 ft./15 ft. (20 ft. with tail slap) 
  20 ft./15 ft. 
  Special Attacks: 
  Improved grab, psi-like abilities, swallow 
  whole  
  Elemental attack (water), improved grab, psi-
  like abilities, swallow whole 
  Special Qualities: 
  Darkvision 60 ft., DR 15/metal, dragon traits, 
  immunity to fire, low-light vision, power 
  reistance 23, spell resistance 23, vulnerability 
  to cold 
  Darkvision 60 ft., DR 15/metal, dragon traits, 
  low-light vision, power resistance 26, spell 
  resistance 26 
  Saves: 
  Fort +21, Ref +15, Will +14 
  Fort +17, Ref +10, Will +12 
  Abilities: 
  Str 29, Dex 8, Con 24, Int 13, Wis 11, Cha 12 
  Str 29 Dex 7, Con 21, Int 4, Wis 11, Cha 12 
  Skills: 
  Climb +11, Concentration +15, Intimidate +9, 
  Jump +14, Listen +10, Move Silently +6, 
  Search +5, Spot +10, Survival +8 
  Climb +11, Concentration +15, Intimidate +9, 
  Jump +14, Listen +10, Move Silently +6, 
  Search +5, Spot +10, Survival +8, Swim +17 
  Feats: 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Improved Natural Armor, Flyby Attack, Hover, 
  Lightning 
  Reflexes, 
  Multiattack, 
  Snatch, 
  Wingover 
  Improved Critical (bite), Great Fortitude, 
  Improved 
  Bull 
  Rush, 
  Improved 
  Overrun, 
  Power Attack, Snatch, Weapon Focus (bite) 
  Environment 
  Any 
  Aquatic 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  18 
  15 
  Treasure: 
  Double Standard 
  Double Standard 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  26-50 HD (Gargantuan), 51-75 HD (Colossal) 
  21-32 HD (Gargantuan), 33-64 HD (Colossal) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  44 
  broad tail and appears to be some form of monstrous 
  reptile. 
   
   The rarest of the Athasian drakes, water drakes are 
  seldom seen on Athas, preferring ponds and other bodies 
  of water in which to make their homes. They roam what 
  scant few bodies of water that remain, hunting and 
  devouring any and all prey of suitable size. They have a 
  particular hatred for all humanoid races, whom the drakes 
  blame for having brought ruin to Athas, and will seldom 
  hesitate to attack such folk on sight. And yet, despite their 
  ferocity, water drakes are treated with reverence by most 
  Athasians, who see them as symbols of what has been 
  lost to their home. 
   Water drakes prefer to be left alone and will avoid 
  contact with others, unless hungry. 
   Water drakes are reptilian creatures with bodies 
  perfectly suited for swimming. Their four legs end in 
  webbed claws, and when in water, their long, flat tails are 
  an excellent source of propulsion. 
   
  Combat 
   A water drake hates to fight on land and will retreat into 
  water as quickly as possible. Once there, it will attempt to 
  eliminate its weakest opponents first, using its psionic 
  powers to escape if necessary. A water drake will only 
  enter into combat with powerful foes if it feels that it will 
  emerge victorious. A water drake possesses an elemental 
  attack that allows it to gate in pure water from the plane 
  of elemental water. 
   Elemental Attack (Su): Once per day, a water drake 
  is able to gate in a 50 feet diameter sphere of pure water 
  from the elemental plane of water. Any creature caught in 
  the area of effect suffers 4d8 points of bludgeoning 
  damage (Reflex half DC 21) as the sphere collapses. Any 
  creature that fails its save is also knocked prone. If the 
  water is contained within an area, creatures in the area of 
  effect may be in danger of drowning. The save DC is 
  Charisma-based. 
   Improved Grab (Ex): To use this ability, an water 
  drake must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can swallow whole that round. 
   Psi-Like Abilities: 3/day—body adjustment (7d12*), 
  chameleon, clairvoyant sense, control body (any size 
  target, DC 15*), inertial barrier, psionic dimension door 
  (manifest as move action*), telekinetic force (500 lbs. 
  max). 1/day—dream travel (DC 19*), psionic banishment 
  (ML 17 for overcoming power resistance, DC 20*), psionic 
  teleport, temporal acceleration (2 round duration*).   
  Manifester level 15th.  The save DCs are Charisma-based. 
   *Includes 
  augmentation 
  for 
  the 
  water 
  drake‘s 
  manifester level.   
   Swallow Whole (Ex): The water drake can try to 
  swallow a grabbed opponent of Large or smaller size by 
  making a successful grapple check. Once inside, the 
  opponent takes 2d8+8 points of crushing damage plus 
  2d8+6 points of acid damage per round from the water 
  drake‘s digestive juices. A swallowed creature can cut its 
  way out by dealing 30 points of damage to the water 
  drake‘s digestive tract (AC 16). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. The water drake‘s 
  gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny 
  or smaller creatures. 
   Skills: A water drake has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line.  
   
  DDrraayy  
     You are startled to be confronted by a tall, lean draconic 
  being with scaly skin, hairless body, and clawed limbs. It 
  has no wings, but its reptilian features, combined with its 
  long tail, leave you in little doubt as to its heritage. 
   
     Dray are a race of intelligent draconic humanoids 
  created by Dregoth, the undead dragon king of Giustenal. 
  Through his experience as a Champion of Rajaat and an 
  advanced being, Dregoth came to believe that the dragon 
  was the next step in human evolution, and created the 
  dray to explore this belief. His initial experiments were 
  unsuccessful but eventually led to the creation of the first 
  generation of dray. These, however, proved to be flawed, 
  imperfect beings and were unlovely in the eye of their 
  creator. Dregoth banished them to the depths of the earth 
  beneath Giustenal and redoubled his efforts.  The second 
  generation of dray was the result and in their lean 
  contours and sleek lines Dregoth finally found the loyal 
  children that he so desired. 
   First generation dray have jagged claws and their scales 
  are mottled and uneven, their bodies slightly bent and 
  mutated. The second generation dray, by comparison, are 
  near-replicas of the dragon king, with proud draconic 
  heads atop long necks. Straight, ivory teeth are set in 
  neat rows within their long jaws. Their leathery scales 
  come in a variety of colors and their long, whiplike tails 
  stretch out majestically behind them. 
     All dray distrust surface dwellers but the second 
  generation have been taught to despise them also. 
  Humanity is worthy of only pity, until such time as the 
  species can become dray. Humanoids deserve only death. 
  In this Dregoth carries the teachings of Rajaat into a new 
  age. 
  
   
  http://athas.org 
   
  45 
     All dray are omnivores, but require a substantial meat 
  component in their diets. In Kragmorta, the first 
  generation dray hunt food from among creatures released 
  by their creator Dregoth or other natural residents of the 
  Athasian Underdark.  They also forage for roots and fungi 
  that grow near the lava rivers. The second generation 
  dray, dwelling in New Giustenal, raise domestic grazing 
  lizards known as fanner beasts, cultivate fungi, and draw 
  fish from the Blackjaw River (although they risk the 
  attention of the deadly sharg when doing so). 
     Both generations of dray speak the ancient tongue of 
  lost Giustenal, although the first generation dray speak it 
  with considerably less elegance than the second. Neither 
  generation knows any of the modern languages of Athas. 
   
  Combat 
    All dray are savage fighters, at home with their natural 
  weaponry and adept at wielding these in battle.  They are 
  also able to use manufactured weapons and armor, 
  although the first generation fashion gear that is crude by 
  comparison with the creations of their more advanced 
  cousins. 
   Immunities (Ex): Dray are immune to magic sleep 
  effects and paralysis effects. 
    Less Water (Ex): Dray only need 1/2 as much of the 
  normal water requirement for their size category when 
  active, and only 1/4 the requirement when they are 
  inactive. 
   Light Sensitivity (Ex): Dray are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  The dray presented here had the following ability scores 
  before racial adjustments: Str 13, Dex 12, Con 11, Int 10, 
  Wis 8, Cha 9. Each has taken a single class level in 
  warrior, replacing their single dragon racial Hit Die. 
   Challenge Rating: Dray with levels in NPC classes have 
  a CR equal to their class level. Dray with levels in PC 
  classes have a CR equal to their class level +1. 
   
  Dray Society 
    Banished by their lord long ago, the first generation of 
  dray struggle to survive in the fiery caverns of Kragmorta.  
  Living in clans under the rulership of a Clan Father, the 
  first generation dray still worship Dregoth as their god but 
  also hate him for rejecting them. They are nevertheless 
  sometimes visited by Dregoth‘s High Priest Absalom, who 
  comes to preach the word of Dregoth and, he hopes, 
  someday bring the lost children home. 
     The second generation dray inhabit New Giustenal in 
  contentment. Protected and nurtured in their spiritual 
  growth by Dregoth‘s templars, they are free to work and 
  raise families. The second generation looks down upon the 
  first, seeing themselves as superior to the earlier dray. 
  They are the chosen of Dregoth and the first generation 
  deserves 
  nothing 
  but 
  their 
  contempt 
  and 
  hatred. 
  Curiously, 
  the 
  first 
  generation 
  dray 
  also 
  consider 
  themselves better than the dray that replaced them. They 
  bear no ill will towards the later dray, but they do not 
  trust them either. In their hearts they long for the day 
  that Dregoth will forgive them for their imperfect 
  existence and welcome them back to the home that once 
  they knew. 
   
  First Generation Dray as Characters 
    First generation dray follow the paths of the fighter, 
  rogue or cleric. Clerics of earth, fire and magma are all 
  common 
  in 
  Kragmorta. 
  They 
  have 
  little 
  to 
  no 
  understanding of magic, and wizards are unheard of 
  amongst the first generation. 
   A first generation dray character exchanges his 1 HD of 
  dragon for his first class level. 
   
  First Generation Dray,  
  1st-Level Warrior 
  Medium Dragon 
  Second Generation Dray,  
  1st-Level Warrior 
  Medium Dragon 
  Hit Dice: 
  1d8+2 (6 hp) 
  1d8+1 (5 hp) 
  Initiative: 
  +1 
  +1 
  Speed: 
  30 ft. (6 squares) 
  30 ft. (6 squares) 
  Armor Class: 
  14 (+1 Dex, +3 natural), touch 11, flat-footed 
  13 
  14 (+1 Dex, +3 natural), touch 11, flat-footed 
  13 
  Base Attack/Grapple: 
  +1/+4 
  +1/+3 
  Attack: 
  Claw +4 melee (1d4+3) or bone longsword 
  +3 melee (1d8+3/19-20) 
  Claw +3 melee (1d4+2) or bone longsword 
  +2 melee (1d8+1/19-20) 
  Full Attack: 
  2 claws +4 melee (1d4+3) and bite +2 melee 
  (1d6+1); or bone longsword +3 melee 
  (1d8+3/19-20) and bite +2 melee (1d6+1) 
  2 claws +3 melee (1d4+2) and bite +1 melee 
  (1d6+1); or bone longsword +2 melee 
  (1d8+1/19-20) and bite +1 melee (1d6+1) 
  Space/Reach: 
  5 ft. / 5 ft. 
  5 ft. / 5 ft. 
  Special Attacks: 
  — 
  — 
  Special Qualities: 
  Darkvision 60 ft., immunities, less water, light 
  sensitivity, low-light vision, resistance to fire 
  10 
  Darkvision 60 ft., immunities, less water, light 
  sensitivity, low-light vision, resistance to fire 
  10 
  Saves: 
  Fort +4, Ref +1, Will –2 
  Fort +3,  Ref +1, Will –2 
  Abilities: 
  Str 17, Dex 12, Con 15, Int 6, Wis 6, Cha 7 
  Str 15, Dex 12, Con 13, Int 12, Wis 6, Cha 9 
  Skills: 
  Climb +5, Jump +5 
  Craft (any) +5, Listen +0, Spot +0 
  Feats: 
  Multiattack 
  Multiattack 
  Environment 
  Underground (Kragmorta) 
  Underground (New Giustenal) 
  Organization: 
  Solitary, patrol (2-12), or clan (4-48) 
  Solitary, patrol (2-12), or clan (4-48) 
  Challenge Rating: 
  1 
  1 
  Treasure: 
  Standard 
  Standard 
  Alignment: 
  Usually lawful neutral 
  Usually lawful evil 
  Advancement: 
  By character class 
  By character class 
  Level Adjustment: 
  +1 
  +1 
  
   
  http://athas.org 
   
  46 
    First generation dray characters possess the following 
  racial traits. 
   +4 Str, +4 Con, -4 Int, -2 Wis, -2 Cha.  First generation 
  dray are very strong and hardy, but their nature as 
  outcasts and mutants has damaged their psyche. 
   Medium size. 
   A first generation dray‘s base land speed is 30 feet. 
   Low-light vision. 
   Darkvision out to 60 feet. 
   +3 natural armor bonus. 
   Natural Weapons: 2 claws (1d4), bite (1d6) 
   Special Qualities (see above): Immunities, less water, 
  light sensitivity, resistance to fire 10 
   Automatic Languages: Giustenal. Bonus Languages: 
  Common, Dwarven, Elven, Giant. 
   Favored Class: Fighter. 
   Level adjustment: +1. 
   
  Second Generation Dray as Characters 
   Second generation dray favor wizardry or the road of 
  the templar in service to their god. Almost all second 
  generation dray who take adventuring classes are wizards 
  (defilers) and templars. 
   A second generation dray character exchanges his 1 HD 
  of dragon for his first class level. 
   Second generation dray characters possess the following 
  racial traits. 
   +2 Str, +2 Con, +2 Int, -2 Wis. Second generation dray 
  are not as strong or hardy as their predecessors but do 
  not suffer their mental deficiencies. 
   Medium size. 
   A second generation dray‘s base land speed is 30 feet. 
   Low-light vision. 
   Darkvision out to 60 feet. 
   +3 natural armor bonus. 
   Natural Weapons: 2 claws (1d4), bite (1d6) 
   Special Qualities (see above): Immunities, less water, 
  light sensitivity, resistance to 
  fire 10. 
   Automatic 
  Languages: 
  Giustenal. 
  Bonus 
  Languages: 
  Common, 
  Dwarven, 
  Elven, 
  Giant. 
   Favored Class: Wizard. 
   Level adjustment +1. 
  DDrriikk  
  This creature is a monstrous 
  lizard with a great horned and 
  ridged 
  shell 
  over 
  thirty 
  feet 
  across. Its limbs and head, scaled 
  with dull violet hide, protrude 
  from beneath the shell in a 
  fashion similar to a tortoise, and 
  enormous 
  tusks 
  jut 
  from 
  its 
  slavering jaws. The creature’s 
  small eyes are dead black and its 
  talons are seemingly cut from 
  jagged, stained ivory. 
   
    The drik is a gargantuan herd 
  lizard 
  once 
  common 
  in 
  the 
  northern Tyr region. It broad, 
  horned shell and great Strength 
  have made it a favorite beast of 
  war with the lords of Urik and 
  Raam for many ages, and the drik herds are far thinner 
  now as a result. A quadruped, each of the drik‘s four claws 
  ends in four wicked talons, capable of tearing through 
  steel. 
   Low and lumbering, the drik is born without its shell, 
  but as it grows, it secretes a resin that combines with 
  bony residues to form an ever-growing carapace. It is this 
  carapace that makes the creature so valued, as it can be 
  remodeled and fashioned to form a well-defended 
  platform ideal for waging siege warfare. 
    Driks are used as weapon platforms, living rams, heavy 
  assault forces and (rarely) beasts of burden. Hamanu, 
  sorcerer-king of Urik, is known for having devised a foul 
  method of altering driks while they are still in the egg. The 
  resulting mutation is born with cunning intelligence, speed 
  and Strength and possesses a natural aptitude for defiler 
  magic. Known as high driks, these fiends are further 
  detailed hereafter. 
    The adult drik is 35 feet across or more, weighing in 
  over 6 tons. Driks reach maturity in two years and can  
  live as many as 30. 
   
  Combat 
    The drik takes a simple approach to conflict: rend, chew 
  and swallow whatever gets in the way of more leisurely 
  activity. 
  Despite 
  their 
  lumbering 
  nature, 
  they 
  are 
  surprisingly fast when it comes to actual combat. Their 
  necks are strong and nimble and a drik can lunge forward 
  to devour a foe with but a moment‘s notice. 
    A drik is also able to attack with its claws, but the 
  beast‘s immense weight means that it must balance itself 
  on at least three of its legs at all times and so may only 
  attack with a single claw at once. 
   Improved Grab (Ex): To use this ability, a drik must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a  
  
   
  http://athas.org 
   
  47 
  hold and can try to swallow the opponent in the following 
  round. 
    Powerful Charge (Ex): When a drik charges, its 
  immense weight and horned carapace allow it to deal 
  6d6+20 damage at an attack bonus of +21, in addition to 
  the regular hazards and benefits of a charge. 
   Swallow Whole (Ex): If the drik successfully grapples 
  a target of size Huge or smaller, it may initiate a second 
  grapple check which, if successful, means that the drik 
  has swallowed its target whole. The swallowed target is 
  still considered grappled and takes 2d8+13 points of 
  crushing damage plus 8 points of acid damage each round 
  from the drik‘s gizzard. The target may try to cut free, 
  using light slashing or piercing weapons only. The interior 
  of the drik is AC 18 and it takes 25 points of damage to 
  create a hole, which seals itself through muscular action 
  one round after being opened. A Gargantuan drik‘s interior 
  can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 
  Diminutive or smaller opponents. 
   Carrying Capacity: A light load for a drik is up to 
  14,690 pounds; a medium load, 14,690-29,425 pounds; a 
  heavy load, 29,425-44,160 pounds. A drik can drag 
  220,800 pounds. 
   
  Drik Society 
    Wild driks live in small familial herds, each led by an 
  adult female. Other adult females are seen as rivals – the 
  resulting struggles for dominance are truly a sight to 
  behold. The herd grazes on desert shrubs but will also eat 
  whatever smaller, more mobile prey is unfortunate 
  enough to come close enough to their crushing jaws. In 
  the northern Tyr region, female driks lay their eggs every 
  three years in the Black Waters oasis. This oasis is at the 
  heart of the ancestral drik ranges and the lumbering 
  lizards are the only known creatures that regularly drink 
  from those poisoned waters and survive. 
    Their territorial nature, however, makes drik easy to 
  track and capture. As their numbers dwindle, with still no 
  drik yet successfully bred in captivity, the acquisition of 
  new eggs becomes more challenging each season. In 
  addition to this, driks become extremely agitated in 
  captivity 
  and 
  require 
  constant 
  psionic 
  handling. 
  Consequently, casualties amongst drik handlers are very 
  high. Driks communicate with one another using a series 
  of grunts and bellows. More intelligent creatures are 
  forced to use psionics in order to communicate with them. 
   
  Drik War Machines 
    As noted above, the chief use of the drik is as a weapon 
  of war. Besides the more obvious applications of the 
  lizard‘s size and Strength, the drik‘s carapace also 
  possesses certain characteristics that make it ideally 
  suited to retooling for martial purposes. 
    Because it is formed chiefly from secreted resin, the 
  shell of a drik can be remolded under the influence of 
  heat. Siege weaponry of all kinds can then be mounted 
  onto the creature‘s back, protected by horned walls of 
  shell. Command posts and small siege towers are not 
  uncommon and the engineers of Raam have perfected a 
  method of molding the shape of a growing drik‘s shell 
  using wooden strictures and frames, but this method only 
  has a one in three survival rate. 
   
   
   
   
   
  Drik 
  Gargantuan Animal 
  High Drik 
  Huge Magical Beast (Augmented Animal) 
  Hit Dice: 
  16d8+112 (184 hp) 
  8d10+32 (76 hp) 
  Initiative: 
  +1 
  +2 
  Speed: 
  20 ft. (4 squares) 
  30 ft. (6 squares)  
  Armor Class: 
  23 (-4 size, +1 Dex, +16 natural), touch 7, 
  flat-footed 22 
  20 (-2 size, +2 Dex, +10 natural), touch 10, 
  flat-footed 18 
   
  Base Attack/Grapple: 
  +12/+37 
  +8/+24 
  Attack: 
  Bite +21 melee (2d8+13) 
  Bite +14 melee (2d6+8 plus poison) or 
  longsword +14 melee (2d8+12/19-20) 
  Full Attack: 
  Bite +21 melee (2d8+13) and claw +16 
  melee (2d6+6) 
  Bite +14 melee (2d6+8 plus poison) and 2 
  claws +9 melee (1d8+4), or longsword 
  +14/+9 melee (2d8+12/19-20) and bite +9 
  melee (2d6+4 plus poison) 
  Space/Reach: 
  20 ft. / 15 ft. 
  15 ft./15 ft. 
  Special Attacks: 
  Improved grab, powerful charge 6d6+20, 
  swallow whole 
  Poison, spells 
  Special Qualities: 
  Low-light vision 
  Darkvision 60 ft., low-light vision 
  Saves: 
  Fort +19, Ref +11, Will +4 
  Fort +10, Ref +8, Will +2 
  Abilities: 
  Str 36, Dex 13, Con 24, Int 1, Wis 8, Cha 3 
  Str 26, Dex 15, Con 18, Int 14, Wis 10, Cha 9 
  Skills: 
  Listen +5, Spot +5, Survival +6 
  Concentration 
  +11, 
  Intimidate 
  +10, 
  Knowledge (arcana) +10, Listen +6, Search 
  +8, Spot +6 
  Feats: 
  Awesome Blow, Great Fortitude, Improved 
  Bull Rush, Improved Natural Armor, Improved 
  Overrun, Power Attack 
  Agonizing Radius, Destructive Raze, Maximize 
  Spell 
  Environment 
  Rocky badlands 
  Rocky badlands 
  Organization: 
  Herd (2-4) 
  Solitary 
  Challenge Rating: 
  12 
  9 
  Treasure: 
  none 
  Standard 
  Alignment: 
  Always neutral 
  Usually neutral evil 
  Advancement: 
  17-32 (Colossal) 
  By character class 
  Level Adjustment: 
  — 
  +5 
  
   
  http://athas.org 
   
  48 
  HHiigghh  DDrriikk  
    A bipedal reptilian horror as tall as a beasthead giant, 
  this creature sports a thick, horned carapace and rows of 
  razor sharp black teeth that drip a vile ichor. Its hide is 
  dark red, with thickly writhing veins protruding from 
  beneath the skin and its jagged carapace is dark grey, 
  flecked with sickly green. 
   
    The high drik is a hideous mutation, created from an 
  unborn drik and a sorcerer-king‘s foul magic. Currently, 
  Hamanu of Urik is the only sorcerer-king known to 
  possess the lore to create high driks, but it is quite 
  possible that another will uncover the secret of their 
  creation – or that someone may have done so previously 
  to Hamanu, their deeds and name lost to the sands of 
  memory. 
    High driks are bipeds, but retain a shrunken form of the 
  carapace common to their unaltered cousins. Their claws 
  are three-taloned, as opposed to four, and they develop 
  venomous saliva that complements their already ferocious 
  bite. High driks are intelligent and the intense magical 
  energies that they are subjected to in ovo give them a 
  natural affinity for defiling magic. 
    A high drik stands 18 feet high and weighs 3,500 
  pounds. 
   
  Combat 
    In battle high driks are formidable opponents, making 
  full use of their spells and natural abilities, to the ruin of 
  many an enemy. They will typically use troops under their 
  command to tackle their foes, supporting from a distance 
  with their spells. 
    They do not shirk from melee combat, however, and 
  relish going toe-to-toe with half-giants and other heavy 
  opponents. High driks wield a variety of weapons in 
  combat, including swords, clubs, spears and tridents – all 
  appropriately sized for the drik grip. 
    In personal combat, a high drik favors damaging spells 
  and will seek to incapacitate other spellcasters using its 
  sorcery and then deal with warriors and their kin as swiftly 
  as possible. All melee attacks are augmented with a 
  poisonous bite wherever possible and a high drik often 
  selects its spells purely to augment its melee abilities. In 
  addition to this, high driks are known for harnessing the 
  agonizing effects of defiling magic and using it as a 
  strategic tool in combat and prefer class progressions that 
  enhance this aspect of their spellcasting. 
    Poison (Ex): Injury, Fortitude DC 18, initial damage 
  2d6 Con, secondary damage 1d6 Con. The save DC is 
  Constitution- based. 
   Spells (Sp): A high drik casts spells as a wizard 
  (defiler) of level equal to its Hit Dice.  (A mature high drik 
  casts spells as an 8th-level wizard.) 
   Typical wizard spells prepared (4/5/4/3/2; save DC 12 
  + spell level): 0 – disrupt undead (x2), flare, ray of frost; 
  1st – magic missile (x2), shield, shocking grasp, true 
  strike; 2nd – boneharden, bull’s Strength, see invisibility, 
  spider climb; 3rd – dedication, fly, haste; 4th – burning 
  hands (maximized), magic missile (maximized). 
   
  High Drik Society 
    Due to the effects of their transformation, high driks are 
  sterile and have never developed a culture of their own. 
  Raised for war, they are cruel, sadistic creatures, and 
  many believe that the transformation process renders 
  them completely insane. 
    In addition to being able to learn the common tongue, 
  high driks also retain their ability to communicate with 
  their unaltered fellows. This makes them excellent choices 
  for drik handlers. The high drik themselves are treated as 
  the valuable resources that they truly are, catered to by 
  special servants. Such is the inborn ferocity of the high 
  drik, however, that few of these aides survive for more 
  than a year. Hamanu lavishes attention upon his high 
  driks as if they were his own offspring. 
   
  High Driks as Characters 
    High drik characters are most often wizards or psions, 
  with some complementing their natural combat potency 
  with levels as fighters. When advancing as a wizard, 
  however, the high drik retains the spell progression 
  granted him by his racial Hit Dice and instead adds +1 
  caster level as a wizard (defiler) for each level of wizard 
  that he gains. 
    High drik characters possess the following racial traits. 
   +16 Str, +4 Dex, +8 Con, Int +4, -2 Cha 
   Huge size. –2 penalty to Armor Class, -2 penalty on 
  attack rolls, -8 penalty on Hide checks, +8 bonus on 
  grapple checks, lifting and carrying limits quadruple 
  those of Medium characters. 
   Space/Reach: 15 feet/10 feet 
   A high drik‘s base land speed is 40 feet. 
   Low-light vision. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: A high drik begins with eight levels of 
  magical beast (augmented animal), which provide 8d10 
  Hit Dice, a base attack bonus of +8, and base saving 
  throw bonuses of Fort +6, Ref +6 and Will +2. 
   Racial Skills: A high drik‘s magical beast levels give it 
  skill points equal to 11 x (2 + Int modifier). Its class 
  skills are Concentration, Intimidate, Knowledge (any), 
  Listen, Search and Spot. 
   A high drik‘s magical beast levels give it three feats. 
   Weapon Proficiency: A high drik is proficient with all 
  simple and martial weapons. 
   +10 natural armor bonus. 
   Natural Weapons: 1 bite (2d6), 2 claws (1d8). 
   Special Attacks (see above): Poison, spells. 
   Special Qualities (see above): +1 wizard caster level per 
  Racial Hit Die. 
   Automatic 
  Languages: 
  Common, 
  Drik. 
  Bonus 
  Languages: Urikite. 
   Favored Class: Wizard. 
   Level Adjustment: +5. 
   
  DDuunnee  FFrreeaakk  
  Medium Monstrous Humanoid 
  Hit Dice: 3d8+3 (16 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares), burrow 40 ft. 
  Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-
  footed 11 
  Base Attack/Grapple: +3/+4 
  Attack: Claw +4 melee (1d4+1) or bite +4 melee (1d2+1 
  plus poison) 
  Full Attack: 2 claws +4 melee (1d4+1) and bite -1 melee 
  (1d2+1 plus poison) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Improved grab, poison, rend 2d4+1, 
  suffocation 
  
   
  http://athas.org 
   
  49 
  Special Qualities: Low-light vision, light blindness, 
  tremorsense 60 ft.  
  Saves: Fort +4, Ref +4, Will +3 
  Abilities: Str 12, Dex 13, Con 12, Int 6, Wis 10, Cha 8 
  Skills: Hide +4*, Move Silently +4 
  Feats: Ability Focus (poison), Great Fortitude 
  Environment: Deserts 
  Organization: Solitary, tribe (2-12) 
  Challenge Rating: 2 
  Treasure: Standard coin, no art, standard items 
  Alignment: Usually neutral evil 
  Advancement: By character class 
  Level Adjustment: +2 
   
    You see before you a hunched humanoid with a bony, 
  wedge-like head sporting small, flat ears and sunken, 
  beady eyes. The creature also possesses a curious spinal 
  ridge. 
   
   The dune freaks (or anakore) are a race of dim-witted 
  humanoids who live in subterranean colonies, occasionally 
  roaming the surface of Athas to hunt. They have a dorsal 
  ridge running along their spine that allows them to pick up 
  vibrations traveling through the sand. With it, they can 
  detect creatures moving along the sand. 
   
  Combat 
   Dune freaks usually attack their foes by burrowing 
  underneath them, and then striking from beneath with 
  their sharp claws and poisonous bite. Once the anakore's 
  poison has had a chance to work, the dune freak will pull 
  its victim under the sand and let it suffocate. 
   Improved Grab (Ex): To use this ability, a dune freak 
  must hit with its claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of 
  opportunity. The dune freak can then rend its opponent. 
   Light Blindness: Dune freaks are completely blind in 
  bright sunlight or within the radius of a daylight spell. 
   Poison (Ex): Injury, Fortitude save DC 14. Initial 
  damage is 1 point of temporary Strength damage, and the 
  secondary damage is 1d6 points of temporary Strength 
  damage. The save DC is Constitution-based.  
   Rend (Ex): A dune freak that wins a grapple check 
  after a successful claw attack establishes a hold, latching 
  onto the opponent‘s body and tearing the flesh. This 
  attack automatically deals 2d4+1 points of damage. 
   Suffocation (Ex): A dune freak can attempt to drag a 
  grabbed Medium or smaller creature underground by 
  making 
  a 
  grapple 
  check. 
  Any 
  creature 
  dragged 
  underground is subject to suffocation. To escape, the 
  creature must escape the anakore‘s grab and make a 
  Strength check (DC 15) to reach the surface. 
   Tremorsense (Ex): A dune freak can automatically 
  sense the location of anything within 60 feet that is in 
  contact with the ground. 
   Skills: *Dune freaks receive a +8 racial bonus on Hide 
  checks while in sandy terrain. 
   
  Dune Freak Society 
   Dune freaks usually live within sandy heaps, like dunes, 
  or the alluvial fans at the mouths of canyons. Normally 
  they operate in small packs, with the most aggressive 
  acting as leader. 
   
  Dune Freaks as Characters 
   A dune freak's favored class is cleric. Leaders are 
  usually clerics who serve, almost exclusively, the element 
  of earth, but a few exceptions have been known. Dune 
  freaks rarely have the talent to be fighters or rangers, but 
  some excel as rogues. Most dune freak spellcasters, 
  however, are defilers. Dune freaks favor spells that hide 
  them from or distract their enemies. 
    Dune freak characters possess the following racial traits. 
   +2 Str, +2 Dex, +2 Con, -4 Int, -2 Cha 
   Medium. As Medium creatures, dune freaks receive no 
  bonuses or penalties due to their size. 
   Space/Reach: 5 ft./5 ft. 
   A dune freak‘s base land speed is 30 feet. Dune freaks 
  also have a burrow speed of 20 ft. 
   Low-light vision. 
   Racial Hit Dice: A dune freak begins with 3 levels of 
  monstrous humanoid, which provide 3d8 Hit Dice, a 
  base attack bonus of +3, and base saving throw 
  bonuses of Fort +1, Ref +3 and Will +3. 
   Racial Skills: A dune freaks monstrous humanoid levels 
  give it skill points equal to 6 x (2 + Int modifier). Its 
  class skills are Hide and Move Silently. 
   A dune freak‘s monstrous humanoid levels give it 2 
  feats. 
   Weapon Proficiency: A dune freak is proficient with all 
  simple weapons and its natural weaponry. 
   +1 natural armor bonus. 
   Natural Weapons: 2 claws (1d4), 1 bite (1d2). 
   Special Attacks (see above): Improved grab, rend, 
  suffocation. 
   Special Qualities (see above): Tremorsense 60 ft., light 
  blindness. 
   Automatic Languages: Anakore. Bonus Languages: 
  none. 
   Favored Class: Cleric. 
   Level Adjustment: +2. 
   
  DDuunnee  RReeaappeerr    
   Hurtling 
  towards 
  you 
  is 
  a 
  horrendous 
  leathery 
  quadruped with no discernable features on its long head 
  except for a fanged orifice flanked by a pair of snapping 
  mandibles. It front two limbs end in scythe-like blades and 
  it has a scattering of short spines across its back and 
  down its twitching tail. 
   
   Dune reapers are large, aggressive predators that 
  inhabit the deserts and sandy wastes. While hunting, they 
  leap from the sand in packs to ambush and hack apart  
  
   
  http://athas.org 
   
  50 
  their prey on their scythe-like front-limbs. The deserts 
  outside the city-state of Draj are said to hold many packs 
  of wandering dune reapers. Dune reapers are known to lie 
  in wait for many days along a caravan route just to find  
  suitable prey. Because of their fearlessness and their 
  tendency for fighting to the death when in search of food, 
  they are especially prized in the gladiatorial arena.  
  Perhaps the most disquieting features of the dune reaper 
  are the eerie red luminescence of its eyes and the sickly  
  sweet smell of decay that surrounds it. The reaper emits a 
  howling wail that can frequently be heard across the 
  barren deserts of Athas. The size, ferocity, and eerie 
  appearance of the dune reaper make it a highly valued 
  combatant in many Athasian arenas. Dune reapers will eat 
  anything, even stone and sand (believed to aid in 
  digestion) and will also turn on one another if living food 
  supplies run out. 
   Dune reapers communicate through a combination of 
  sound, 
  motion 
  and 
  scent. 
  To 
  outsiders, 
  this 
  communication can often appear to be some sort of 
  strange dance, accompanied by soft whirring chortles. 
  Close encounters with communicating dune reapers soon 
  disabuse observers of such opinions, however. 
   
  Combat 
  Dune reapers will often lie in wait for days near caravan 
  routes or game trails, secure in the instinctive knowledge 
  that a meal will present itself sooner or later. Upon 
  sensing prey, the dune reaper leaps out of the sand and 
  attempts to impale their victims on their scythe-like limbs. 
  They have also been known to resist magical attacks. 
   Fear Resistance (Ex): Because of their ruthlessness 
  when in search of prey, dune reapers benefit from a +4 
  racial bonus on Will saves against fear effects. 
   Pounce (Ex): If a dune reaper charges, it can make a 
  full attack, including two rake attacks. 
   
  DDrroonneess  
   Drones are the smallest and weakest of the dune 
  reapers, often comprising two thirds of a pride. Possessed 
  of only the most rudimentary intelligence, each drone is 
  bonded by pheromones to a single warrior from birth and 
  receives all orders and instructions from this warrior as 
  part of that warrior‘s ―clan‖. Should a controlling warrior 
  die, the pride will turn on her clan of drones and destroy 
  them. Orders given to a drone are followed slavishly by 
  that drone. Any other warrior or drone interfering with 
  such orders is attacked by a controlled drone until the 
  interloper is dead. Only the matron can override orders 
   
  Dune Reaper, Drone 
  Large Aberration 
  Dune Reaper, Warrior / Matron 
  Large Aberration (Psionic) 
  Hit Dice: 
  8d8+24 (60 hp) 
  10d8+40 (85 hp; matron 120 hp) 
  Initiative: 
  +7 
  +6 
  Speed: 
  30 ft. (6 squares) 
  30 ft. (6 squares) 
  Armor Class: 
  18 (-1 size, +3 Dex, +6 natural), touch 
  12, flat-footed 15 
  19 (-1 size, +2 Dex, +8 natural), touch 11, flat-
  footed 17 
  Base Attack/Grapple: 
  +6/+17 
  +7/+19 
  Attack: 
  Claw +12 melee (3d6+7) 
  Claw +14 melee (3d6+8) 
  Full Attack: 
  2 claws +12 melee (3d6+7) and bite +10 
  melee (1d8+3) 
  2 claws +14 melee (3d6+8) and bite +12 melee 
  (2d6+4) 
  Space/Reach: 
  10 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  Pounce, rake 3d6+3 
  Pounce, psi-like abilities, rake 3d6+4 
  Special Qualities: 
  Darkvision 60 ft., fear resistance, spell 
  resistance 13 
  Darkvision 
  60 
  ft., 
  fear 
  resistance, 
  power 
  resistance 15, spell resistance 15 
  Saves: 
  Fort +5, Ref +5, Will +6 
  Fort +7, Ref +5, Will +7 
  Abilities: 
  Str 24, Dex 16, Con 16, Int 1, Wis 10, 
  Cha 6 
  Str 26, Dex 15, Con 18, Int 3, Wis 10, Cha 8 
  Skills: 
  Hide+5, Jump+12 
  Hide +6, Jump+13 
  Feats: 
  Improved Initiative, Improved Natural 
  Attack (claw), Multiattack 
  Improved Initiative, Improved Natural Attack 
  (bite), 
  Improved 
  Natural 
  Attack 
  (claw), 
  Multiattack 
  Environment: 
  Deserts 
  Deserts 
  Organization: 
  Pack (5-30) 
  Pack (5-30) 
  Challenge Rating: 
  6 
  7 (matron 8) 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  9-16 HD (Large); 19-24 HD (Huge) 
  11-20 HD (Large); 21-30 HD (Huge) 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  51 
  given by a drone‘s controlling warrior without running the 
  risk of attack. 
   
  Combat 
   Rake (Ex): Attack bonus +12 melee, damage 3d6+3. 
   
  W
  Waarrrriioorrss  
   Warrior reapers are the sergeants of the pride and 
  ensure that the orders of the matron are carried out. 
  Warriors are assigned 2-5 drones that are bonded to them 
  for life. A warrior and its drones are known as a ―clan‖. If 
  a drone dies, one is assigned to the warrior when a new 
  one is born. If all of a warrior‘s clan dies, the matron will 
  turn on the warrior and attempt to kill her. 
   
  Combat 
   After initial contact with an enemy, warrior reapers 
  usually stand back and support the drones by using their 
  innate psionic abilities. If overwhelmed, the warrior will 
  flee and seek to summon reinforcements from the pride. 
   Psi-Like Abilities: At will –cloud mind, concussion blast 
  (4d6*), ego whip (2d4, DC 12*), inertial barrier, matter 
  agitation, mindlink (9 targets*), psionic daze (13 HD*), 
  tower of iron will (2 rounds, PR 20).  Manifester level 
  10th.  The save DCs are Charisma-based. 
   *Includes augmentation for dune reaper‘s manifester 
  level. 
   Rake (Ex): Attack bonus +14 melee, damage 3d6+4. 
   
  M
  Maattrroonnss  
   The matron of a pride is always the largest female 
  warrior and has the duty of directing the pride in all of its 
  actions. She decides when and where a specific clan will 
  hunt and when the pride migrates from one hive to the 
  other. Matrons are occasionally challenged for supremacy  
  by other powerful warriors – this is the only way that one 
  matron will yield power to another, short of death in 
  combat with foes other than dune reapers. A dune reaper 
  warrior who becomes a matron undergoes hormonally 
  induced spurts of growth until she reaches her maximum 
  hit point total. 
   
   Combat 
   The matron of a pride has the same abilities and 
  statistics as the warrior reapers, as she is simply the 
  largest female in the pride, and her hit points are at their 
  maximum as a consequence. A matron will only engage in 
  combat if she believes that her pride is in danger.  
  Otherwise, she directs her warriors and their clans into 
  battle and supports from a distance with her psionics. 
  Matrons most often find themselves in conflict with 
  warriors who seek to usurp her position in the pride. 
   Psi-Like Abilities: At will –cloud mind, concussion blast 
  (4d6*), ego whip (2d4, DC 12*), inertial barrier, matter 
  agitation, mindlink (9 targets*), psionic daze (13 HD*), 
  tower of iron will (2 rounds, PR 20).  Manifester level 
  10th.  The save DCs are Charisma-based. 
   *Includes augmentation for dune reaper‘s manifester 
  level. 
   
  Dune Reaper Society 
   Dune reapers live in prides of up to 30 individuals. The 
  prides follow a strict matriarchal hierarchy, with three 
  distinct roles: the matron, the warriors and the drones. 
  The matron and all warriors are female and the drones are 
  male, with female dune reapers growing larger than their 
  male counterparts and the oldest and most powerful 
  female acting as the matron of the pride. 
   Dune reapers build subterranean nests out of a 
  combination of sand and salival secretions. Each pride will 
  have two such nests in its territory and spends half the 
  year in one nest and the other half in the other. The nests 
  are always located near a source of water for the pride. 
  This water source also serves as the mating ground and 
  pride hatchery. The matron will mate with a prospective 
  male drone twice a year. Following mating, the matron 
  kills the male and lays her eggs in his corpse. These hatch 
  in two months, following which they join the pride. If an 
  excess of warriors or drones has been hatched, the 
  surplus hatchlings are killed to keep the pride in balance. 
   
  DDw
  waarrff  
  Dwarf, 1st-Level Warrior 
  Medium Humanoid (Dwarf) 
  Hit Dice: 1d8+2 (6 hp) 
  Initiative: +0 
  Speed: 20 ft. (4 squares) 
  Armor Class: 13 (+3 studded leather), touch 10, flat-
  footed 13 
  Base Attack/Grapple: +1/+2 
  Attack: Bone battleaxe +2 melee (1d8/x3) 
  Full Attack: Bone battleaxe +2 melee (1d8/x3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Dwarven traits 
  Saves: Fort +4, Ref +0, Will –1 
  Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6 
  Skills: Climb +2, Jump -4, Listen +0, Spot +0 
  Feats: Weapon Focus (battleaxe) 
  Environment: Any 
  Organization: Solitary, team (2-4), squad (11-20 plus 2 
  3rd-level sergeants and 1 leader of 3rd-6th level), or 
  clan (30-100 plus 30% noncombatants plus 1 3rd-level 
  sergeant per 10 adults, 5 5th-level lieutenants, and 3 
  7th-level captains). 
  Challenge Rating: 1/2 
  Treasure: Standard coins; double goods; standard items 
  Alignment: Usually lawful good or lawful neutral 
  Advancement: By character class 
   
    A short, hairless humanoid with low, beetling brows and 
  thick, sturdy limbs stands beneath the hot sun, his skin 
  deeply tanned, his eyes watching you with steady 
  appraisal.  
   
   The dwarves of the Tablelands stand 4 1/2 to 5 feet tall, 
  with big muscular limbs and a strong build. They weigh on 
  average 200 lbs. Dwarves can live up to 250 years. 
  Dwarves are hairless and find the very idea of hair 
  repulsive. They have deeply tanned skin and rarely 
  decorate it with tattoos. 
   Dwarves form a good part of the people encountered in 
  the Tablelands. These strong and devoted beings live to 
  fulfill their focus, a task they choose to devote their lives 
  to. Stubborn and strong-minded, dwarves make good 
  companions, even though their usual focused nature can 
  tend to be bothersome. 
  
   
  http://athas.org 
   
  52 
   Dwarves prefer to occupy themselves with meaningful 
  tasks, and often approach these tasks with an intensity 
  rarely seen in other races. As such, dwarves make 
  excellent 
  laborers, 
  and 
  take 
  great 
  pride 
  in 
  their 
  accomplishments. However, their stubbornness can lead 
  to difficulties. Dwarves will sometimes fail to listen to 
  reason and will attempt to accomplish what are impossible 
  tasks. 
   Dwarves live for their focus. Dwarves that die while 
  being unable to complete their focus return from the dead 
  as banshees to haunt their unfinished work. A dwarf also 
  rarely divulges his focus to anyone. 
   
  Combat 
   Dwarves usually attack with a more direct, head on 
  approach to fighting. 
   Dwarf Traits (Ex): 
   +2 Constitution, -2 Charisma: Dwarves are strong and 
  sturdy, but their single-mindedness hinders them when 
  dealing with others. 
   Medium: As Medium creatures, dwarves have no special 
  bonuses or penalties due to their size. 
   Dwarven base speed is 20 feet. 
   Darkvision: Dwarves can see in the dark up to 60 feet. 
  Darkvision is black and white only, but it is otherwise 
  like normal sight, and dwarves can function just fine 
  with no light at all. 
   Stability: A dwarf gains a +4 bonus on ability checks 
  made to resist being bull rushed or tripped when 
  standing on the ground (but not when climbing, flying, 
  riding, or otherwise not standing firmly on the ground). 
   +2 racial bonus on saving throws against poison. 
   Weapons Familiarity: To dwarves, the urgrosh is 
  treated as a martial rather than exotic weapon. 
   +2 racial bonus on saving throws against spells and 
  spell-like effects. 
   +1 morale bonus on all checks directly related to their 
  focus. This includes a skill bonus, an attack bonus, a 
  damage bonus, or a saving throw bonus, or even a 
  bonus to manifestation or spell save DCs. 
   Automatic Languages: Common and Dwarven. Bonus 
  languages: Elven, Giant, Gith, Pterran, Tarek, Thri-
  Kreen. 
   Favored Class: Fighter 
   
   The dwarf warrior presented here had the following 
  ability scores before racial adjustments: Str 13, Dex 11, 
  Con 12, Int 10, Wis 9, Cha 8. 
   
  Dwarven Society 
   A dwarf's relation with others is often a function of his 
  focus. People that help the dwarf accomplish his focus or 
  share his goals are treated with respect and considered 
  good companions. There is little room for compromise, 
  though, with those that disagree with the dwarf's focus. If 
  they hinder the dwarf, they are considered obstacles that 
  must be removed. Community is important to the 
  dwarves. 
   Dwarves have a very strong racial affinity. They rarely 
  share their history with non-dwarves; it can take years for 
  a stranger to gain enough trust to be admitted into a 
  dwarven family circle. 
   Dwarves receive bonuses to their skill checks, saving 
  throws, attack and damage when working to complete a 
  task. The task must be directly related to the focus, 
  however. For example, Grelak, protector of his dwarven 
  community, chooses as a focus to retrieve a sacred book 
  that was stolen in a raid. After a week of gathering clues, 
  he sets out to retrieve the artifact from its current 
  possessor, who hides in Outpost 51, a two-week journey. 
  On the way to the outpost, he encounters a wild lirr; while 
  battling his foe he receives his bonuses. However, Grelak 
  stops in Nibenay for some rest, and gets in a brawl. He 
  doesn't receive his bonuses, as he isn't actively pursuing 
  his focus. 
   Dwarves tend towards a lawful alignment, with most 
  members either good or neutral. Their devotion to 
  following the established hierarchy in their village means 
  they tend to follow the rules, sometimes to the point of 
  ridicule. 
   There are three main dwarven settlements in the 
  Tablelands: Kled, located near the city-state of Tyr, and 
  the twin villages of North and South Ledopolus located in 
  the southwestern edge of the Tablelands. Some dwarven 
  communities have developed in the city-states and in 
  some small villages, while other dwarves have taken up 
  
   
  http://athas.org 
   
  53 
  residence with the slave tribes of the wastes. 
   Dwarven communities are ruled by their elders; 
  dwarves are particularly devoted to their community 
  leader, 
  the 
  uhrnomus. 
  Dwarves 
  typically 
  worship 
  elemental earth. Fire is sometimes worshiped for its 
  destructive power and water for its healing nature. Air‘s 
  intangibility and chaotic nature attracts few dwarven 
  worshippers. Dwarven druids are unusual and tend to take 
  a guarded land and become grove masters. 
   Like almost everything that they do, dwarves take to 
  psionics with a vengeance. They make formidable egoists 
  and nomads. 
   Like most peoples, dwarves have an aversion to 
  wizardly magic, and they are the least amenable to 
  changing their minds about anything. Dwarves rarely take 
  to the wizardly arts; the few that do are usually shunned 
  from respectable dwarven society. Some dwarves will 
  travel with a wizard who proves himself a worthy 
  companion, but few dwarves will truly ever trust a wizard. 
   Dwarves have a long and proud oral history. They have 
  an old written language, but this is mostly used for writing 
  histories. Dwarves will not teach their ancient language to 
  outsiders; they prefer to keep that knowledge to 
  themselves. The dwarven language is deep and throaty, 
  composed 
  of 
  many 
  guttural 
  sounds 
  and 
  harsh 
  exclamations. Most non-dwarves get raw throats if they 
  try to speak dwarven for more than a few hours.  
   
  EEeell,,  FFiirree  
  Medium Magical Beast 
  Hit Dice: 8d10+16 (60 hp) 
  Initiative: +6 
  Speed: 20 ft. (4 squares), burrow 20 ft. 
  Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-
  footed 16 
  Base Attack/Grapple: +8/+13 
  Attacks: Bite +13 melee (3d8+5) 
  Full Attack: Bite +13 (3d8+5) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Breath weapon 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  tremorsense 60 ft. 
  Saves: Fort +8, Ref +8, Will +2 
  Abilities: Str 20, Dex 15, Con 14, Int 2, Wis 10, Cha 4 
  Skills: Hide +6*, Listen+4, Move Silently +5, Spot+4 
  Feats: 
  Ability 
  Focus 
  (breath 
  weapon), 
  Alertness, 
  Improved Initiative 
  Environment: Deserts 
  Organization: Solitary, or school (1-6) 
  Challenge Rating: 5 
  Alignment: Always neutral 
  Advancement: 9-18 HD (Medium), 19-27 HD (Large) 
  Level Adjustment: — 
   
   You see a six-foot long, fish-like snake burrowing 
  through the sand with aggressive motions. 
   
   A fire eel is a serpentine creature that burrows through 
  the sand living a solitary life, constantly on the lookout for 
  prey.  It can breathe a stream of fire at its victim. 
   
  Combat 
   The favorite mode of a fire eel‘s attack is to burrow near 
  an intended victim and breathe fire on it upon rising to the 
  surface. Should the victim survive the initial attack, the 
  eel will plunge back into the sand to attack from a 
  different point. 
   Breath Weapon (Su): 10-foot cone, every 1d3 rounds, 
  damage 6d6 fire, Reflex DC 18 half. The save DC is 
  Constitution-based. 
   *Skills: Fire eels gain a +10 bonus on Hide checks 
  when attempting to hide in the sand. 
   
  EElleem
  meennttaall  BBeeaasstt  
    Elemental beasts are a species of elemental that, on 
  their 
  home 
  planes, 
  fulfill 
  the 
  roles 
  of 
  predators, 
  scavengers and hunters of weaker beasts. They are 
  perfectly in tune with their home element and are prized 
  by the intelligent residents of those planes as guards, 
  hunters and trackers, as they are able to detect elemental 
  impurities and the presence of other elements with great 
  ease and precision. 
    The elemental beasts‘ natural abilities make them even 
  more prized on the Material Plane, but at a cost to the 
  elemental beasts themselves. On their home planes, 
  elemental beasts are composed of utterly pure elemental 
  force. When summoned to the Material Plane, elemental 
  beasts are forced to take on forms that incorporate less 
  pure forms of their elements. This causes them constant 
  pain and can lead to berserk rage, panic or the death of 
  the elemental beast concerned. Consult the individual 
  monster descriptions for more detail. 
    However, it is this same increased sensitivity to 
  elemental impurities that makes elemental beasts such 
  excellent trackers on the Prime Plane – they literally feel 
  every impurity for miles around like a barb in their senses. 
  With careful handling, however, they make trackers to 
  rival even cilopses. 
    The minds of elemental beasts are strange, alien things, 
  and psions have reported little success in establishing 
  meaningful contact with them. Sorcery is the preferred 
  method of interaction with an elemental beast as psionic 
  contact usually leads to delirium and coma for the 
  telepath. 
    Each elemental beast can be summoned using a 
  summon monster VI or summon nature’s ally VI spell. In 
  addition 
  to 
  the 
  listed 
  material 
  components, 
  the 
  summoning of an elemental beast also requires an 
  
   
  http://athas.org 
   
  54 
  amount of the beast‘s parent element of size Huge or 
  greater. 
   
  Combat 
   Elemental beasts share the following abilities. 
   Elemental Rage (Ex): When an elemental beast 
  experiences conditions adverse to its nature, it feels 
  intense agony. Unless it makes a successful Will save (DC 
  13), it enters a berserk rage for 1d8 rounds, attacking all 
  creatures within sight until the rage passes. While 
  berserk, the elemental beast receives +4 Str, +4 Con and 
  a +2 morale bonus on Will saves, but suffers a –2 penalty 
  to AC. The elemental beast cannot use its Search skill 
  while berserk. See the individual descriptions for the 
  conditions that cause an elemental beast to rage. 
   Psionic Shield (Su): The mind of an elemental beast is 
  alien and virtually impossible to understand through 
  psionic contact. Anyone attempting to make psionic 
  contact with the mind of an elemental beast must make a 
  Will save (DC 14). Failure means that the individual 
  attempting contact is dazed for 3d6 rounds, during which 
  he babbles and rants incoherently. This is followed by a 
  period of coma, lasting 3d10 hours. Upon waking, the 
  character remembers nothing of his interaction with the 
  elemental beast. A successful save allows communication 
  as normal. The save DC is Wisdom-based. 
   
  AAiirr  EElleem
  meennttaall  BBeeaasstt  
    A harsh, howling wind shrieks about you, driving the 
  desert sands into a whirling cloud. At its heart, only visible 
  because of the sand it displaces, is the shape of a 
  monstrous fanged skull, taller than a man, keeping itself 
  aloft with great sweeps of membranous wings that 
  protrude from the rear of the head. 
   
    The air elemental beast is a flying predator that uses its 
  speed and agility to outrun and out-maneuver its prey. 
  Continually invisible, the air elemental beast‘s natural 
  form is that of a winged skull eight feet across, a form 
  which can sometime be glimpsed as the creature stirs up 
  dust and sand. Only a telltale shine from its eyes gives 
  any clue to its presence when the creature is motionless, 
  however. 
   
  Combat 
    One its home plane, the air elemental beast relies solely 
  upon its bite, but its understanding of elemental 
  interaction gives it a fierce cunning when it comes to the 
  Material Plane. There, its favored tactic is to grab targets 
  and then fly to a great height before dropping them to 
  their deaths. 
    When combating other airborne opponents, the air 
  elemental beast will again attempt to grapple, and then 
  hurl its target into a cliff, tree or similar obstacle, relying 
  on its own agility to dart to safety at the last moment. 
    If an air elemental beast absorbs a body of sand or dust 
  of Medium size or greater, or enters an area where there 
  is a similar amount of airborne sand or dust, it is wracked 
   
   
   
   
  Air Elemental Beast 
  Large Elemental (Air, Extraplanar) 
  Earth Elemental Beast 
  Large Elemental (Earth, Extraplanar) 
  Hit Dice: 
  8d8+32 (68 hp) 
  8d8+32 (68 hp) 
  Initiative: 
  +11 
  +0 
  Speed: 
  Fly 100 ft. (perfect) (20 squares) 
  30 ft. (6 squares), burrow 20 ft. (4 squares) 
  Armor Class: 
  21 (-1 size, +7 Dex, +5 natural), touch 16, 
  flat-footed 14 
  19 (-1 size, +10 natural), touch 9, flat-footed 
  19 
  Base Attack/Grapple: 
  +6/+20* 
  +6/+25* 
  Attack: 
  Bite +12 melee (1d8+3) 
  Bite +12 melee (2d6+7) 
  Full Attack: 
  Bite +12 melee (1d8+3) 
  Bite +12 melee (2d6+7) and tail slap +7 
  melee (1d6+3 plus stun) 
  Space/Reach: 
  10 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  Air mastery, elemental rage, improved grab 
  Earth mastery, elemental rage, improved 
  grab, stun 
  Special Qualities: 
  Damage reduction 5/—, darkvision 60 ft., 
  elemental traits, natural invisibility, psionic 
  shield, scent, spell alterations 
  Damage reduction 5/—, darkvision 60 ft., 
  earth glide, elemental traits, psionic shield, 
  scent, spell alterations 
  Saves: 
  Fort +6, Ref +13, Will +2 
  Fort +10, Ref +2, Will +2 
  Abilities: 
  Str 15, Dex 24, Con 18, Int 4, Wis 10, Cha 10 
  Str 24, Dex 10, Con 19, Int 4, Wis 10, Cha 10 
  Skills: 
  Search +18, Spot +19, Survival +19 
  Search +18, Spot +19, Survival +19 
  Feats: 
  Flyby Attack, Improved Initiative(B), Track, 
  Weapon Finesse(B), Wingover 
  Improved Bull Rush, Improved Natural Attack 
  (bite), Power Attack 
  Environment 
  Elemental Plane of Air 
  Elemental Plane of Earth 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  6 
  6 
  Treasure: 
  Standard 
  Standard plus 150% gems 
  Alignment: 
  Usually neutral 
  Usually neutral 
  Advancement: 
  9-16 (Huge) 
  9-16 (Huge) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  55 
  by agony and could enter a berserk rage, attacking all 
  within range until the fury passes. 
    Air Mastery (Ex): Airborne creatures take a –1 penalty 
  on attack and damage rolls against an air elemental beast. 
    Elemental Rage (Ex): When an air elemental beast 
  absorbs or enters an area containing an airborne amount 
  of dust, silt or sand of size Medium or larger, it is wracked 
  by agony. 
   Improved Grab (Ex): To use this ability, the air 
  elemental beast must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  *Air elemental beasts 
  receive a +8 racial bonus on grapple checks. 
    Natural Invisibility (Su): This ability is constant, 
  allowing an air elemental beast to remain invisible even 
  when attacking. This ability is inherent and is not subject 
  to an invisibility purge spell. A cloud of dust makes the air 
  elemental beast visible, but it still has concealment. 
    Spell Alterations (Ex): If control weather is cast on an 
  air elemental beast, the creature takes 8d8 points of 
  damage (Fortitude save for half). If gust of wind is cast on 
  an air elemental beast, for the next 1d4 rounds it receives 
  +2 Hit Dice. This gives the creature 2d8+8 temporary hit 
  points (average 17) and a +1 bonus on attack rolls and 
  saves. However, the creature must make an immediate 
  Will save (DC 18) or fly into an elemental rage (see 
  above) from the pain caused by the impurity of the gust of 
  wind spell. 
    Skills (Ex): Air elemental beasts receive a +16 racial 
  bonus on Search, Spot, and Survival checks. 
   
  EEaarrtthh  EElleem
  meennttaall  BBeeaasstt  
    What at first appeared to be a large lizard of some sort 
  is now revealed to be a crocodilian beast composed 
  entirely of earth and stone. With sinews of rock, muscles 
  of granite and jagged fangs of obsidian jutting from a 
  misshapen head, the creature gouges the earth with its 
  writhing tail, lashing to and from with frightening force. Its 
  four great limbs end in petrified talons, and a rumble like 
  distant thunder emerges from its maw. 
   
    An aggressive omnivore that can subsist on gems and 
  ores as well as it can on other living creatures, the earth 
  elemental beast looks much like a large lizard from a 
  distance. Covered in rocky spines, it makes a fearsome 
  guard and resilient hunter and is often summoned to 
  Athas for its natural affinity for the sand and earth that 
  covers so much of the globe. 
    On their home plane, the earth elemental beasts are 
  often hunted by the elemental race known as the dao. As 
  the dao are not caring masters, it is not unknown for 
  summoned earth elemental beasts to be grateful to their 
  unwitting liberators. An earth elemental beast is eight feet 
  long and weighs 1000 pounds. 
   
  Combat 
    The earth elemental beast possesses a savage set of 
  jaws, lined with razor-sharp teeth of jagged rock. It will 
  use these to bite, grab and chew opponents when 
  possible. If threatened with multiple opponents, the beast 
  will seek to use its tail to swat them into submission so 
  that it can feed in peace. 
    Earth elemental beasts can also direct their attacks 
  against structures, and their ability to bypass any earthen 
  barrier makes them especially good siege breakers. 
   Earth Glide (Ex): An earth elemental beast can glide 
  through stone, dirt, or almost any other sort of earth 
  except metal as easily as a silt horror swims through silt. 
  Its burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other signs of its presence. 
   Earth Mastery (Ex): An earth elemental beast gains a 
  +1 to all attacks and damage rolls if both it and its target 
  are touching the ground. If an opponent is airborne or 
  waterborne, the earth elemental beast takes a –4 penalty 
  on all attacks and damage rolls. 
    Elemental Rage (Ex): If an earth elemental beast ever 
  breaks contact with the ground (through fly, levitate or 
  some other effect) or is forced into water, it is wracked by 
  agony. 
   Improved Grab (Ex): To use this ability, the earth 
  elemental beast must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. *Earth elemental 
  beasts receive a +8 racial bonus to all grapple checks 
   Spell Alterations (Ex): If earthquake is cast on an 
  earth elemental beast as a touch attack, the creature 
  takes 8d8 points of damage (Fortitude save half). If 
  transmute rock to mud is cast on an earth elemental 
  beast, for the next 1d4 rounds it is treated as being under 
  the effects of a slow spell (Will save negates). A move 
  earth spell cast on an area containing a burrowing earth 
  elemental beast flings the elemental back 30 feet, 
  stunning the creature for 1 round unless it succeeds on a 
  DC 15 Fortitude save. 
   Stun (Ex): A creature struck by the earth elemental 
  beast‘s tail must make a Fortitude save (DC 21) or be 
  stunned 1d6 rounds from the impact. The save DC is 
  Strength-based. 
   Skills (Ex): Earth elemental beasts receive a +16 racial 
  bonus to all Search, Spot and Survival checks. 
   
  FFiirree  EElleem
  meennttaall  BBeeaasstt  
   In motion this creature resembles nothing so much as a 
  fireball – a streaking sphere of blazing flame. When it 
  comes to a halt, however, you see that it is actually a 
  panther-like beast composed entirely of flickering tongues 
  of flame that ripple like muscles beneath hide. Coal-black 
  eyes glare from beneath a flaring mane, there is a brief 
  glimmer of bright fang, and then it is off again, trailing 
  incandescent devastation in its wake. 
  
   
  http://athas.org 
   
  56 
   
    The fire elemental beast is a swift, mercurial creature 
  that, 
  while 
  beautiful 
  to 
  behold, 
  can 
  wreak 
  utter 
  destruction on a settlement in mere minutes. On its home 
  plane, the beast fills a predatorial niche not unlike that of 
  Athas‘ tigone, but when brought to the Prime Plane it 
  suffers perhaps more than its other elemental cousins. 
    Without the constant presence of elemental fire, the fire 
  beast suffers ravening anguish and gnawing hunger. 
  Mundane fire will nourish it, but is likely to provoke a 
  feeding frenzy, and while the creature can survive on 
  combustible materials, this diet will not preserve its life for 
  long. 
    A fire elemental beast is eight feet long and weighs 3 
  pounds. 
   
  Combat 
    A fire elemental beast uses its speed and incandescent 
  nature to its best advantage during combat. A common 
  tactic is for the creature to rush about at great velocity, 
  igniting whatever combustible material it can. It then 
  waits amidst the flames for its foes to come to it, 
  launching into a ferocious combination of burning claws 
  and bite and searing breath. 
    Breath Weapon (Su): 10-ft. cone, damage 2d8 fire, 
  Reflex DC 17. The save DC is Constitution-based. 
    Burn (Ex): A fire elemental beast‘s attacks deal 
  additional fire damage from the elemental beast‘s flaming 
  body. Those hit by a fire elemental beast‗s attacks also 
  must succeed on a Reflex save (DC 17) or catch on fire. 
  The flame burns for 1d4 rounds. A burning creature can 
  take a move action to put out the flame. The save DC is 
  Constitution-based. Creatures hitting a fire elemental 
  beast with natural weapons or unarmed attacks take fire 
  damage as though hit by the elemental beast‘s attack, 
  and also catch on fire unless they succeed on a Reflex 
  save. 
    Elemental Rage (Ex): When a fire elemental beast is 
  forced to eat or come into contact with nonmagical fire, it 
  is wracked by agony. 
    Improved Grab (Ex): To use this ability, the fire 
  elemental beast must hit with its bite attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
    Pounce (Ex): If a fire elemental beast charges a foe, it 
  can make a full attack, including two rake attacks. 
   Rake (Ex): Attack bonus +11 melee, damage 1d6+1. 
   Spell Alterations (Ex): If a fire elemental beast is the 
   
  Fire Elemental Beast 
  Large Elemental (Fire, Extraplanar) 
  Water Elemental Beast 
  Diminutive Elemental (Water, 
  Extraplanar) (Swarm) 
  Hit Dice: 
  8d8+24 (60 hp) 
  7d8 (31 hp) 
  Initiative: 
  +10 
  +7  
  Speed: 
  50 ft. (10 squares) 
  10 ft. (2 squares), swim 50 ft., fly 50 ft. 
  (average) 
  Armor Class: 
  19 (-1 size, +6 Dex, +4 natural), touch 15, 
  flat-footed 13 
  21 (+4 size, +3 Dex, +4 natural), touch 17, 
  flat-footed 18 
  Base Attack/Grapple: 
  +6/+12 
  +5/— 
  Attack: 
  Bite +11 melee (2d6+2 plus 1d6 fire) 
  Swarm (2d6) 
  Full Attack: 
  Bite +11 melee (2d6+2 plus 1d6 fire) and 2 
  claws +9 melee (1d6+1 plus 1d6 fire) 
  Swarm (2d6) 
  Space/Reach: 
  10 ft./5 ft. 
  10 ft./0 ft. 
  Special Attacks: 
  Breath 
  weapon, 
  burn, 
  elemental 
  rage, 
  improved grab, pounce, rake 1d6+1 
  Distraction, drench, elemental rage, suffocate, 
  water mastery 
  Special Qualities: 
  Damage reduction 5/—, darkvision 60 ft., 
  elemental traits, immunity to fire, psionic 
  shield, scent, spell alterations, vulnerability to 
  cold 
  Damage reduction 5/—, darkvision 60 ft., 
  elemental traits, hive mind, immune to 
  weapon damage, natural invisibility, psionic 
  shield, vulnerability to fire, water-bound 
  Saves: 
  Fort +5, Ref +12, Will +2 
  Fort +5, Ref +5, Will +2 
  Abilities: 
  Str 14, Dex 22, Con 16, Int 4, Wis 10, Cha 10 
  Str 2 Dex 16 Con 11, Int 4, Wis 10, Cha 10 
  Skills: 
  Search +18, Spot +19, Survival +19 
  Search +17, Spot +19, Survival +19, Swim 
  +4 
  Feats: 
  Ability Focus (breath weapon), Improved 
  Initiative(B), Improved Natural Attack (bite), 
  Multiattack, Weapon Finesse(B) 
  Ability 
  Focus 
  (distraction), 
  Ability 
  Focus 
  (suffocation), Improved Initiative(B), Weapon 
  Finesse 
  Environment 
  Elemental Plane of Fire 
  Elemental Plane of Water 
  Organization: 
  Solitary 
  Solitary, School (2-5 swarms) 
  Challenge Rating: 
  6 
  5 
  Treasure: 
  Standard 
  Standard 
  Alignment: 
  Usually neutral 
  Usually neutral 
  Advancement: 
  9-16 (Huge) 
  — 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  57 
  target of any spell with the water descriptor, it takes 1d8 
  points of damage per caster level (Fortitude save for half 
  damage). 
   Skills (Ex): Earth elemental beasts receive a +16 racial 
  bonus to all Search, Spot and Survival checks. 
   
  W
  Waatteerr  EElleem
  meennttaall  BBeeaasstt  
    A swarm of foot-long beasts resembling piranhas with 
  four gleaming eyes and membranous wings folding back 
  from their bodies. They swirl through the air as easily as 
  they do through water, their long thin fangs snapping in 
  anticipation of the attack. 
   
    Water elemental beasts are the smallest of their kind 
  but can be among the most dangerous due to the fact that 
  they live and move as a single, swarming entity. 
  Composed entirely of rippling water of variegated hues, 
  they take savage, piscine forms. They are most at home 
  in water, but they have the ability to leave their parent 
  element and fly for short periods of time. 
     On their home plane they are often domesticated by the 
  marid race but they are also infrequently summoned to 
  Athas. Despite their usefulness, they do not fare well on 
  Athas, due to the scarcity of their parent element. 
    Each individual beast is between nine and twelve inches 
  in length, weighing just under a pound. 
   
  Combat 
    Water elemental beasts attack in a swarming mass, 
  biting with their razor sharp teeth in a feeding frenzy. The 
  creatures are most comfortable when submerged in water, 
  but can emerge and fly for short distances. It flies in short 
  hops of up to 20 feet in length and is forced to land 
  between hops 
   When airborne, the water elemental beast swarm 
  adopts a more frightening tactic and actively attempts to 
  clog the airways of its target with its watery form. 
  Typically, the swarm will attempt to suffocate air-
  breathing targets and then devour their bodies in waves, 
  returning to nearby water to refresh between courses. 
    Distraction (Ex): Any living creature that begins its 
  turn with a swarm in its square must succeed on a DC 15 
  Fortitude save or be nauseated for one round. The save 
  DC is Constitution-based. 
    Drench (Ex): The water elemental beast swarm‘s touch 
  puts out torches, campfires, exposed lanterns, and other 
  open flames of nonmagical origin if these are of Medium 
  size or smaller. The creature can dispel magical fire it 
  touches as dispel magic (caster level equals water 
  elemental beast‘s HD). 
   Elemental Rage (Ex): When a water elemental beast 
  leaves a body of water for more than three rounds, it is 
  wracked by agony. 
   Hive Mind (Ex): Any swarm of water elemental beasts 
  with at least 1 hit point per Hit Die (or 7 hit points, for a 
  standard water elemental beast swarm) forms a hive 
  mind, giving it an Intelligence of 4. When a water 
  elemental beast swarm is reduced below this hit point 
  threshold, it becomes mindless. 
   Natural Invisibility (Su): This ability is constant while 
  the creature is submerged in water, allowing a water 
  elemental beast to remain invisible even when attacking. 
  This ability is inherent and is not subject to an invisibility 
  purge spell. Leaving the water makes the water elemental 
  beast visible. 
   Suffocate (Ex): Any living creature of size Tiny or 
  larger that begins its turn with a swarm in its square must 
  succeed on a DC 15 Fortitude save or suffer an additional 
  2d6 points of nonlethal damage as the swarm attempts to 
  block the target‘s airways. The save DC is Constitution-
  based. 
    Water Mastery (Ex): A water elemental beast gains a 
  +1 bonus on damage rolls if both it and its opponent are 
  touching water. If the opponent or the water elemental 
  beast is touching the ground, the water elemental beast 
  takes a –4 penalty on damage rolls. (These modifiers are 
  not included in the statistics block.) 
   Skills (Ex): A water elemental beast has a +8 racial 
  bonus on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. Water elemental beasts receive a +16 racial 
  bonus to all Search, Spot and Survival checks. 
  EEllff  
  Elf, 1st Level Warrior 
  Medium Humanoid (Elf) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +6 
  Speed: 40 ft. (8 squares) 
  Armor Class: 14 (+2 Dex, +2 leather armor), touch 12, 
  flat-footed 12 
  Base Attack/Grapple: +1/+1 
  Attack: Bone longsword +1 melee (1d8-1/19-20) or 
  longbow +3 ranged (1d8/x3) 
  Full Attack: Bone longsword +1 melee (1d8-1/19-20) or 
  longbow +3 ranged (1d8/x3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  
   
  http://athas.org 
   
  58 
  Special Qualities: Elf traits 
  Saves: Fort +2, Ref +2, Will –1 
  Abilities: Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 8 
  Skills: Appraise +1, Bluff +0, Hide +3, Listen +1, Move 
  Silently +3, Perform (any) +1, Search +2, Spot +1 
  Feats: Improved Initiative 
  Environment: Any 
  Organization: Solitary, Tribe (11-30 plus 1 cleric of 3rd-
  5th level) 
  Challenge Rating: 1/2 
  Treasure: Standard 
  Alignment: Usually chaotic neutral 
  Advancement: By character class 
  Level Adjustment: — 
   
    You see a tall, long-limbed humanoid with tanned skin, 
  pointed ears and imperious arched brows. She gives you a 
  cursory, almost contemptuous glance, and then she is off, 
  running at an incredible pace through the sand. 
   
   Athas' deserts, plains, steppes and badlands are home 
  to the elves, a long-limbed race of trading, raiding, 
  thieving sprinters. While traveling across the wastes, one 
  often encounters whole tribes of elves running swiftly 
  across the sands like a desert wind. The average elf can 
  run at a pace that shames the fastest human sprinter. 
  Running is key to acceptance and respect in the tribe: an 
  elf is only considered an adolescent when she learns to 
  run with the tribe. Characters who are injured and cannot 
  run are also deprived of the right to participate in tribal 
  decisions. 
   Elves prefer to lead short, happy lives rather than long, 
  boring ones. Elves tend to see the future as a dark, deadly 
  place. They prefer to live in "the now," striving to extract 
  every possible enjoyment out of each passing moment. 
  They thrive in free, open spaces and tend to wither in 
  captivity. Elven tribes make a living either through 
  herding, raiding or trading and most tribes have at one 
  time or another plied their hand at all three of these 
  occupations. 
   Elves stand between 6 and 7 feet tall, with lean builds, 
  angular, deeply etched features, and no facial hair. Their 
  skin is usually rugged from the baking sun and the 
  scouring sand, but their skin and hair color varies as that 
  of other Athasian races. They dress in garb designed to 
  protect them from the desert and elements. 
   
  Combat 
   Elves use their Hide and Move Silently skills to ambush 
  enemies rather than meet them head on. Most elves 
  employ 
  bone 
  longswords 
  or 
  longbows 
  in 
  combat 
  situations. 
   Elf Traits (Ex): 
   +2 Dexterity, -2 Constitution. Elves are agile, but less 
  resilient than humans. 
   Medium: As Medium creatures, elves have no special 
  bonuses of penalties due to their size. 
   Elven base land speed is 40 feet. 
   Low-light vision: Elves can see twice as far as a human 
  in moonlight and similar conditions of poor illumination, 
  retaining the ability to distinguish color and detail. 
   Proficient with all bows. 
   Weapon 
  Familiarity: 
  Elven 
  Longblade. All elves treat the 
  elven longblade as a martial 
  weapon. 
   +2 racial bonus to Listen, 
  Perform, 
  Search 
  and 
  Spot 
  checks. Elves have keen senses. 
   Elves 
  have 
  a 
  natural 
  resistance 
  to 
  extreme 
  temperatures 
  and 
  aren‘t 
  adversely affected by the heat of 
  the day or the chill of the night. 
  They treat extreme heat or cold 
  as if it were only very hot or 
  cold, 
  (see 
  DMG 
  Chapter 
  8 
  Glossary under The Environment 
  for rules on temperature effects) 
  but 
  suffer 
  normally 
  from 
  abysmal heat, or from magical 
  supernatural heat and cold. 
   After a minute of warm-up 
  and a Concentration check (DC 
  10), elves can induce an elf run 
  state. This state allows elves to 
  hustle for long distances as 
  easily as a human can move normally, and run for long 
  distances as easily as a human can hustle. Each day 
  that elves continue the elf run, they must make 
  additional Concentration skill checks to maintain their elf 
  run state: A trivial check (DC 10) on the second day, an 
  easy check (DC 15) on the third day, an average check 
  (DC 20) on the fourth day, a difficult check (DC 30) on 
  the fifth day, and an heroic check (DC 40) on the sixth 
  day. Once the elf fails a Concentration skill check, he 
  loses elf run benefits and suffers normal penalties for 
  extended hustling and running as described in chapter 9 
  of the Player‘s Handbook. After a full day‘s rest, the elf 
  may attempt again to induce an elf run state. With a 
  group of elves, runners add their leader‘s Charisma 
  bonus both to their movement rate and to any Fortitude 
  checks related to movement. 
   Automatic Languages: Common and Elven. Bonus 
  Languages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig, 
  Tari and Thri-Kreen. 
   Favored Class: Rogue. 
   
   The elf warrior presented here had the following ability 
  scores before racial adjustments: Str 11, Dex 13, Con 12, 
  Int 10, Wis 9, Cha 8. 
  
   
  http://athas.org 
   
  59 
   
  Elven Society 
   Elves have little love of creatures outside their tribe. 
  Within a given tribe, all elves are brethren, but outsiders - 
  even other elves - are regarded as potential enemies. 
  Outsiders can be accepted and perhaps even become 
  friends, but trust takes time to develop and is often 
  associated with tests and great sacrifice. If someone 
  claims to be the elf's friend, and if the elf believes that the 
  would-be friend might make a worthy companion, the elf 
  must first fabricate a series of "tests" of trust that allow 
  the companion to prove that their friendship is "stronger 
  than the bonds of death," as elves say. Once an outsider 
  has gained an elf's trust, he is forever that elf's friend. 
   If this trust is ever betrayed, it is gone forever. The 
  elven drive for revenge is legendary. A dwarven sage once 
  remarked that the only creature on Athas that can 
  outmatch a dwarf's focus is an elf bent on revenge. 
   Other races see elves as lazy; in most ways this is a fair 
  assessment, but in a few key respects it is far too 
  simplistic. Elves do work, in fact in some respects they 
  work harder than other peoples. They put as much labor 
  into hunting and foraging as other races put into their 
  fields. While elves reject most forms of hard labor, they 
  dedicate uncounted hours and remarkable patience and 
  focus while haggling and negotiating with potential 
  customers. While elves can idle around their time for days 
  until compelled by need to exert themselves, they can run 
  for days without complaint. No self-respecting elf will 
  consent to ride an animal. To do so is dishonorable unless 
  wounded and near death. Elven custom dictates that 
  individuals keep up or be left behind. 
   Elves that show psionic talent are encouraged to 
  develop their powers in order to best use them for the 
  benefit of the tribe, but elven attitudes preclude them 
  from developing anything as formal as a school or 
  monastery. Elves rarely have the patience to take up 
  formal study of psionics, and elven psiologists are 
  particularly rare. To fill the gap, elven tribal psions teach 
  young psionic elves how to harness their developing 
  abilities. Elves that are most serious about psionics 
  sometimes leave their tribes in search for more dedicated 
  teachers. Those who voluntarily reject their tribal 
  affiliation take up plain brown wrappings to signify this 
  decision, showing all they meet that they are elves 
  without a tribe. 
   Their acceptance of the arcane makes elves the most 
  likely race to practice wizardry or deal in illicit spell 
  components. Many elven wizards tend towards defiling 
  magic, because as nomads they are less afflicted by the 
  tortured land. 
   Elves of Athas share a common language and can 
  communicate easily with each other, although each tribe 
  has its own distinct dialect. Many tribes also develop a 
  secret language of codes or hand signs that allows them 
  to pass secret messages to each other while passing 
  through a crowd of outsiders. Tribes that specialize in 
  theft and smuggling tend to develop the more advanced 
  sign languages; these tribes are also the most cult-like 
  and least open to outsiders. 
   Elven speech runs in rapid staccatos, even when 
  speaking Common.  Elven voices have a greater range of 
  pitch than those of other humanoid races, and elves have 
  a natural inclination towards all sorts of music. 
   
  FFeeyyllaaaarr  
  Large Monstrous Humanoid (Psionic) 
  Hit Dice: 7d8+7 (38 hp) 
  Initiative: +6  
  Speed: 30 ft. (6 squares) 
  Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, 
  flat-footed 12 
  Base Attack/Grapple: +7/+22* 
  Attack: Slam +9 melee (1d6+3) 
  Full Attack: 4 slams +9 melee (1d6+3) and bite +7 
  melee (1d8+1) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Constrict 1d6+3, death field, improved 
  grab, psi-like abilities 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +3, Ref +7, Will +5 
  Abilities: Str 16, Dex 14, Con 12, Int 12, Wis 10, Cha 9 
  Skills: Climb +16, Jump +8, Psicraft +6, Search +6, Spot 
  +5, Survival +5 
  Feats: Ability Focus (death field), Improved Initiative, 
  Multiattack 
  Environment: Forests 
  Organization: Family (1-4) or clan (3-6 families) 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Usually lawful neutral 
  Advancement: By character class 
  Level Adjustment: +4 
   
    A lumbering, four-armed ape with a pronounced bony 
  plate over its forehead, this creature stands a foot taller 
  than a full elf and ripples with muscles beneath its furry 
  hide. Long quills run the length of its spine, with an extra 
  pair flaring backwards from the creature’s cheekbones and 
  you see broad yellow fangs in the beast’s wide mouth. Its 
  fur is brown, with amber highlights, the flesh of its face 
  and bare chest is a dull grey and the quills are a glossy 
  black. 
   
  
   
  http://athas.org 
   
  60 
    Feylaars are a race of psionic apes inhabiting the deep 
  forests of Athas. Intelligent and omnivorous, they live 
  simple lives in harmony with the surrounding woodlands 
  and have little to do with the outside world. In the past 
  attempts have been made to domesticate them as slaves, 
  but their native intelligence, combined with impressive 
  psionic powers, doomed such efforts to failure. 
    Feylaars 
  have 
  an 
  affinity 
  for 
  telepathy 
  and 
  psychometabolism and most of their powers come from 
  these disciplines. They are sometimes sought out by more 
  civilized races as mentors for the unfettered wisdom that 
  they can offer. Feylaars are fiercely independent creatures 
  and make idiosyncratic, if extremely talented teachers. 
   Feylaars speak their own language and that of the forest 
  halflings. 
   The average adult feylaar is eight feet tall and weighs 
  500 pounds. 
   
  Combat 
    Feylaars are intelligent and dangerous opponents who 
  make full use of their psionic powers to defeat their foes. 
  If able, they prefer to strike from ambush, using their 
  chameleon or invisibility power to attack unseen. In 
  battle, they use displacement and dimension door where 
  appropriate to outmaneuver and flank their enemies, 
  resorting to their terrible death field ability when faced 
  with defeat. 
    Once they close with a target, feylaars strike with a 
  hammering series of blows, followed with a ripping bite. 
  They will grapple if possible and crush their targets into 
  submission, using powers like psychic vampire and inflict 
  pain to exacerbate their attacks. 
    Constrict (Ex): A feylaar deals 1d6+3 points of 
  damage with a successful grapple check. 
    Death Field (Ps): This innate psionic power may be 
  used 3 times per day. When activated, the feylaar 
  sacrifices a number of hit points, up to its current total. All 
  creatures within 20 feet must make a successful Fortitude 
  save (DC 12) or suffer negative energy damage equal to 
  the amount of hit points sacrificed by the feylaar. A 
  successful save negates this damage. Death field is the 
  equivalent of a 3rd-level psionic power. The save DC is 
  Charisma-based. 
    Improved Grab (Ex): If it successfully strikes with its 
  slam attack, the feylaar may initiate a grapple attempt as 
  a free action without provoking an attack of opportunity. 
  *A feylaar has a +8 racial bonus on grapple checks. 
   Psi-Like Abilities: 3/day – body adjustment (2d12*), 
  chameleon, cloud mind (DC 11), conceal thoughts, 
  ecotoplasmic form, false sensory input (2 targets, DC 
  12*), id insinuation (3 targets, DC 13*), mindlink 
  (unwilling targets, 2 targets, DC 10*), psionic dimension 
  door, psionic dominate (DC 13*), psychic vampire (DC 
  13).  Manifester level 7th.  The save DCs are Charisma-
  based. 
   *Includes augmentation for the feylaar‘s manifester 
  level. 
   Skills (Ex): The feylaar receives a +8 racial bonus on 
  Climb checks. 
   
  Feylaar Society 
    Feylaars dwell in small family groups deep within the 
  remaining Athasian rainforests. They mate for life, and the 
  females will bear new young every two to three years, 
  following a nine month gestation period. The young are 
  reared by their parents until they reach maturity eight 
  years later. Feylaars live as long as 45 years. 
    From time to time, families will group together to form 
  small clans, but clan allegiance is tenuous at best. They 
  have a loose culture, chiefly composed of oral legends and 
  traditions, passed down from generation to generation 
  and from clan to clan at their seasonal meetings in the 
  deep glades. 
    Their numbers suggest that the feylaars have been 
  around for quite some time. Rumors from east of the 
  Ringing Mountains hold that the first feylaars were created 
  by a sorcerer-king to fight in his armies. The feylaars 
  proved too proud and too hard to contain, however, and 
  they were banished to beyond the mountains. 
    The feylaars themselves claim that they have always 
  dwelled in the forests of the Ringing Mountains and state 
  that they raised themselves from their bestial pasts of 
  their own volition, through their burgeoning psionic 
  abilities. They gave themselves four arms through 
  psychometabolic manipulation and enhanced their brains 
  to improve their telepathic powers. Feylaar legends do 
  not, however, speak of the techniques used by the feylaar 
  progenitors to effect these improvements, and this tale, 
  like most concerning the species‘ origins, must be 
  regarded with skepticism at best. 
   
  Feylaar as Characters 
    Their natural skills with psionics make the study of the 
  Way the most logical choice for feylaar characters. Their 
  great Strength and multiple limbs, combined with good 
  BAB, however, can allow feylaars to develop into fighters 
  capable of rivaling the kreen in their skill. 
   
  Feylaar characters possess the following racial traits. 
   +6 Str, +4 Dex, +2 Con, +2 Int, -2 Cha 
   Large size. –1 penalty to Armor Class, -1 penalty on 
  attack rolls, -4 penalty on Hide checks, +4 bonus on 
  grapple checks, lifting and carrying limits double those 
  of Medium characters. 
   A feylaar‘s base land speed is 30 feet. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: A feylaar begins with 7 levels of 
  Monstrous Humanoid, which provide 7d8 Hit Dice, a 
  base attack bonus of +7, and base saving throw 
  bonuses of Fort +2, Ref +5 and Will +5. 
   Racial Skills: A feylaar‘s Monstrous Humanoid levels 
  give it skill points equal to 10 x (2 + Int modifier). Its 
  class skills are Climb, Craft (any), Jump, Psicraft, 
  Search, Spot and Survival. 
   A feylaar‘s Monstrous Humanoid levels give it three 
  feats. 
   +3 natural armor bonus. 
   Natural Weapons: 4 claws (1d6) and bite (1d8). 
   Special Attacks (see above): Constrict, death field, 
  improved grab, psionics. 
   Automatic Languages: Feylaar. Bonus Languages: 
  Aarakocran, Common, Halfling. 
   Favored Class: Psion. 
   Level Adjustment: +4. 
  FFllaaiilleerr  
  Large Magical Beast (Psionic) 
  Hit Dice: 6d10+18 (51 hp) 
  Initiative: +1  
  Speed: 30 ft. (6 squares) 
  Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, 
  flat-footed 18 
  Base Attack/Grapple: +6/+14 
  
   
  http://athas.org 
   
  61 
  Attack: Claw +9 melee (1d6+4) 
  Full Attack: 2 claws +9 melee (1d6+4) and bite +7 
  melee (1d8+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Psi-like abilities, rake 1d6+4 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +8, Ref +6, Will +1 
  Abilities: Str 18, Dex 12, Con 16, Int 9, Wis 9, Cha 9 
  Skills: Hide +5, Listen +2, Spot +2 
  Feats: Cleave, Multiattack, Power Attack 
  Environment: Stony barrens 
  Organization: Solitary 
  Challenge Rating: 5 
  Alignment: Always neutral 
  Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan) 
  Level Adjustment: — 
   
    This creature appears to be some species of giant 
  tortoise, except for the fact that it is a hexaped. Its shell 
  structure and markings resemble strata of rock, making 
  its contours hard to define against the terrain. 
   
   Flailers are solitary creatures that live in rocky terrain. 
  They are psionic carnivores that lie in wait for prey to 
  approach before attacking. 
   Flailers resemble giant tortoises, though with six legs 
  instead of four. Flailers can hide in rocky terrain very 
  easily thanks to their rocklike shells. 
   
   
  Combat 
   Flailers generally wait until suitable prey approaches 
  close enough to be attacked. Because of its natural 
  camouflage, a flailer will usually wait for its victim to pass 
  by so that it may attack from behind. When they attack, 
  flailers do so with their two frontal limbs, followed by their 
  bite. The hard, tortoise-like shell of a flailer provides 
  excellent defense against attacks. Flailers also boast 
  powerful psionic abilities. Like many psionic creatures of 
  Athas, flailers have natural psionic defenses.  
   Psi-Like Abilities: 3/day-aura sight (DC 65 ft.), body 
  ecoplasmic form, equilibrium, chameleon, danger sense, 
  precognition, recall agony (4d6, DC 12*).   Manifester 
  level 10th.  The save DCs are Charisma-based. 
   *Includes augmentation for the flailer‘s manifester level. 
   Rake (Ex): If a flailer hits with both claw attacks, it can 
  make two rake attacks with its second set of limbs. Attack 
  bonus +9, damage 1d6+4. 
   Skills: Flailers have a +5 racial bonus on Hide checks. 
  FFllooaatteerr  
  Small Aberration (Psionic) 
  Hit Dice: 3d8 (13 hp) 
  Initiative: +3 
  Speed: Fly 30 ft. (good) 
  Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 
  14, flat-footed 13 
  Base Attack/Grapple: +2/–4 
  Attack: Tentacle +1 melee (1d4-2 plus poison) 
  Full Attack: 6 tentacles +1 melee (1d4-2 plus poison) 
  Space/Reach: 5 ft./10 ft. 
  Special Attacks: Explosive gases, poison, psi-like 
  abilities 
  Special Qualities: Darkvision 60 ft., vulnerability to fire 
  Saves: Fort +1, Ref +4, Will +3 
  Abilities: Str 7, Dex 16, Con 11, Int 7, Wis 10, Cha 14 
  Skills: Hide +8*, Listen +2, Spot +3 
  Feats: Ability Focus (poison), Hover 
  Environment: Silt 
  Organization: Troupe (2-8) 
  Challenge Rating: 2 
  Alignment: Neutral 
  Advancement: 4–6 HD (Medium); 7–9 HD (Large) 
  Level Adjustment: — 
   
    This bobbing curiosity appears much like a jellyfish, with 
  a round, bulbous, translucent body and six tentacles 
  hanging beneath. It floats above the silt, seeming to drift 
  on the wind itself. 
   
   Floaters are a kind of levitating jellyfish. They float 
  around the Sea of Silt, looking for food, but they are 
  sometimes found inland. They have 6 tentacles filled with 
  poison pods they use to paralyze their prey. They have a 
  small spread of psionic powers which the creatures 
  sometimes boost by eating large amounts of esperweed. 
  
   
  http://athas.org 
   
  62 
   These small creatures have a round, bulbous and 
  translucent body, mostly made of a gelatinous substance. 
  They are herbivores, not hunting any animals and only 
  fighting when cornered. They live in nests which they 
  build in the mudflats located at the edge of the Sea of Silt. 
  A floater‘s single offspring is reared in the nests and 
  brought food by the mother floater. The nests also provide 
  protection from razorwings, who are the floaters‘ chief 
  enemies.  
   A floater's body is filled with hydrogen, helping it to 
  float around the Sea of Silt. The gas is produced by a 
  floater's internal glands, which convert food into hydrogen 
  in quantities sufficient to keep the creature floating. Males 
  of the species generally have a reddish tint to them, while 
  females are more often tan or yellowish in color. Floaters 
  boast no useable byproducts, though many researchers 
  have tried to make use of the gas-producing 
  glands of this creature as a source of 
  flammable gas. None has met with any 
  success. 
   
  Combat 
   Floaters use their tentacles and numerous 
  psionic powers to disable and defeat their 
  attackers. As floaters are mostly composed 
  of hydrogen, they are especially susceptible 
  to fire attacks. Any fire attack against a 
  floater runs the risk of causing the creature 
  to explode. 
   Explosive Gases (Ex): A floater that 
  takes fire damage must make a Fortitude 
  save (DC equals 10 + damage dealt) or 
  explode, dealing 1d8 points of damage to 
  each target within a 5-ft. radius (Reflex half 
  DC 11).  The save DC is Constitution-based. 
   Poison (Ex): Injury, Fortitude save (DC 
  13), 
  initial 
  damage 
  paralysis 
  for 
  2d6 
  minutes, secondary damage none. The save 
  DC is Constitution-based. 
   Psi-Like Abilities: At will – aversion (DC 14), 
  chameleon, displacement, dissolving touch, inflict pain 
  (DC 14), inertial armor (+5 bonus*).  Manifester level 3rd.  
  The save DCs are Charisma-based. 
   *Includes augmentation for the floater‘s manifester 
  level. 
   *Skills: Floaters get a +10 Hide bonus while in the Sea 
  of Silt. 
  FFoorrddoorrrraann  
  Large Magical Beast (Psionic) 
  Hit Dice: 5d10+10 (37 hp) 
  Initiative: -1  
  Speed: 20 ft. (4 squares) 
  Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, 
  flat-footed 17 
  Base Attack/Grapple: +5/+13 
  Attack: Claw +8 melee (1d6+4) 
  Full Attack: 2 claws +8 melee (1d6+4) and bite +3 
  melee (1d8+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Immunities, poison, psionics 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +6, Ref +3, Will +0 
  Abilities: Str 18, Dex 8, Con 14, Int 6, Wis 8, Cha 6 
  Skills: Hide +7, Spot+3 
  Feats: Ability Focus (poison), Improved Natural Armor 
  Environment: Silt 
  Organization: Solitary 
  Challenge Rating: 3 
  Treasure: Standard 
  Alignment: Usually chaotic neutral 
  Advancement: 6-10 (Large) 
  Level Adjustment: — 
   
    A lumbering reptilian beast with segmented armor like 
  that of an armadillo, this creature sports a trio of long, 
  slender horns sprouting from its bony brow. It heaves 
  itself about on four clawed limbs with great difficulty, 
  rolling into a protective ball at any sign of danger. As you 
  draw closer to the beast, you are almost overcome by a 
  horrendous stench that seems to emanate from the thing. 
   
    The fordorran is a revolting creature that inhabits areas 
  adjacent to the Silt Sea or inland silt basins. Although it 
  possesses a well-developed selection of psionics, these 
  cater mainly to the creature‘s hunting habits, and it is 
  actually rather dense. Fordorrans are easily distracted, 
  and many an encounter with one of these creatures has 
  ended abruptly with the fordorran aimlessly wandering off. 
    The most memorable characteristic of the fordorran, 
  however, is its stench. Produced by a gland that sits at the 
  base of the creature‘s spine, it continually releases waves 
  of an overpowering toxin that is capable of immobilizing 
  most targets in moments. 
    The creature can curl into a protective ball and, when it 
  does so in shallow silt, it is easily mistaken for a rock or 
  patch of exposed earth. The creature also possesses a 
  (mundane) chameleon-like ability to alter its coloration to 
  match its surroundings and uses this to conceal itself 
  when threatened – or when awaiting prey. 
   Fordorran flesh is edible but disgusting in taste, 
  although rumors persist that certain elven tribes possess a 
  recipe to make it palatable. The gland that produces their 
  venomous pheromones is much sought after by bards and 
  defilers as a component in poisons, elixirs and other 
  dubious brews. 
   
  Combat 
   When facing multiple opponents, fordorrans seek to hide 
  and fool a single target into attacking his fellows. Against 
  
   
  http://athas.org 
   
  63 
  single foes, they are similarly cunning, using their false 
  sensory input power to mask their scent, and then striking 
  with concussion blast and inflict pain before charging to 
  melee. 
    Immunities (Ex): Fordorrans are immune to all sleep, 
  charm and hold spells. 
    Poison (Ex): Fordorran musk affects all creatures 
  within 30 feet, requiring a save each round. The fordorran 
  cannot 
  deactivate 
  its 
  musk 
  but 
  is 
  unaffected by it. 
   Inhaled, Fortitude 
  DC 
  16, 
  initial 
  damage 2d6 Dex, 
  secondary 
  damage 
  3d6 Dex. The save 
  DC is Constitution-
  based. 
   Psi-Like 
  Abilities: At will–
  attraction 
  (+6 
  bonus, 
  DC 
  11*), 
  aversion (DC 11), 
  concussion 
  blast 
  (5d6*), 
  empathy 
  (40 
  ft., 
  max 
  5 
  hours*), 
  false 
  sensory input (DC 
  11), 
  mind 
  thrust 
  (5d10, DC 11*), mindlink (4 targets*), psionic levitate.  
  Manifester level 5th.  The save DCs are Charisma-based. 
   *Includes augmentation for the fordorran‘s manifester 
  level. 
   Unpredictable 
  (Ex): 
  In 
  combat, 
  fordorrans 
  are 
  unpredictable at best. Each round, a fordorran has a 25% 
  chance of focusing its attacks on a random target within 
  view. If the new target is out of reach, the fordorran loses 
  interest and wanders away from combat unless attacked 
  again. 
    Skills (Ex): Fordorrans receive a +8 racial bonus to all 
  Hide checks due to their coloration. 
   
  Fordorran Society 
    Fordorrans are solitary creatures that have never been 
  known to congregate in numbers. Scholars are unsure of 
  why this is, but some have postulated that, while immune 
  to their own musk, fordorrans are quite susceptible to the 
  emissions of other fordorrans. As a result, the only way 
  that these beasts could conceivably mate would be 
  through mutual use of the false sensory input power. 
  GGaajj  
  Large Aberration (Psionic) 
  Hit Dice: 7d8+21 (52 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares) 
  Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 
  10, flat-footed 20 
  Base Attack/Grapple: +5/+13 
  Attack: Bite +8 melee (2d6+4)  
  Full Attack: Bite +8 melee (2d6+4) and 3 tentacle slaps 
  +6 melee (1d4+2 plus 1d4 Int)  
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, intelligence damage, 
  poison gas, psi-like abilities 
  Special Qualities: Darkvision 60 ft., power resistance 20 
  Saves: Fort +5, Ref +3, Will +7 
  Abilities: Str 18, Dex 12, Con 16, Int 12, Wis 14, Cha 17 
  Skills: Bluff +8, Concentration +8, Hide -3*, Intimidate 
  +8, Listen +7, Psicraft +6, Spot +7 
  Feats: Combat Manifestation, Multiattack, Power Attack 
  Environment: Deserts 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 8-14 HD (Large), 15-
  21 HD (Huge) 
  Level Adjustment: — 
   
    This horrific beast looks like a 
  twisted cross between a spider and a 
  tortoise. From its huge bulbous head 
  grow 
  three 
  large, 
  feather-like 
  antennae, six compound eyes, and a 
  pair of powerful mandibles. Its body is 
  six feet in diameter and covered by a 
  scaly, rust-orange shell. Six four-
  jointed legs ending in webbed feet 
  sprout from beneath the shell. 
   
   
   Gaj are carnivores and require flesh to survive, but they 
  also need to consume the mental energy of other sentient 
  creatures to live. 
   
  Combat 
   A gaj uses psionic dominate to compel its prey to come 
  within range of its mandibles. Once the gaj has the 
  creature in its grip, it will wrap one of its antennae around 
  the victim's head and begin to damage the creature's 
  intelligence. 
   If forced into melee combat, the gaj uses its mandibles 
  along with its painful strike power against its attackers. 
  Anyone within reach will also be subject to attacks from 
  its antennae and its Intelligence-damaging ability. 
  
   
  http://athas.org 
   
  64 
   Improved Grab (Ex): To use this ability, a 
  gaj must hit with its bite attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
  The gaj gets a +4 bonus on tentacle slap 
  attacks against a grappled foe, canceling out 
  the usual –4 penalty for attacking a grappled 
  opponent. 
   Intelligence Damage (Su): A creature hit 
  by a gaj's antenna suffers 1d4 points of 
  temporary Intelligence damage. 
   Poison Gas (Ex): As a standard action, a 
  gaj can spray a creature within reach with a 
  puff of noxious gas from its abdomen. The gaj 
  can use this ability up to three times per day. 
   Inhaled, Fortitude DC 16, initial damage 1d4 
  Con and nauseate for 1 round, secondary 
  damage none.  The save DC is Constitution-
  based. 
   Psi-Like 
  Abilities: 
  3/day—defensive 
  precognition (+2 bonus, can manifest as swift 
  action*), detect psionics, empty mind (+6*), 
  mind thrust (10d10, DC 19*), mindlink 
  (unwilling targets, 5 additional targets, DC 
  14), painful strike (manifest as a swift 
  action*), power resistance, psionic dominate 
  (affects animals, fey, giants, humanoids, magical beasts 
  and monstrous humanoids, DC 18*).  Manifester level 
  10th.  The save DCs are Charisma-based. 
   *Includes augmentation for the gaj‘s manifester level. 
   Skills: *A gaj receives a +8 bonus to Hide checks in 
  rocky or sandy areas. 
   
  GGiiaanntt,,  AAtthhaassiiaann  
   Athasian giants are huge, lumbering, savage creatures 
  that live in the sandy wastes of Athas. The largest 
  concentration of giants inhabits the islands of the Silt Sea. 
  There are three major types of giant: beasthead, desert, 
  and plains. Another type of giant, the crag giant, only 
  inhabits the region of the Last Sea. 
   
  Combat 
   Rock Catching (Ex): A giant of at least Large size can 
  catch Small, Medium, or Large rocks (or projectiles of 
  similar shape).  Once per round, a giant that would 
  normally be hit by a rock can make a Reflex save to catch 
  it as a free action. The DC is 15 for a Small rock, 20 for a 
  Medium one, and 25 for a Large one. (If the projectile 
  provides a magical bonus on attack rolls, the DC increases 
  by that amount.) The giant must be ready for and aware 
  of the attack in order to make a rock catching attempt. 
   Rock Throwing (Ex): Adult giants are accomplished 
  rock throwers and receive a +1 racial bonus on attack 
  rolls when throwing rocks. A giant of at least Large size 
  can hurl rocks weighing 40 to 50 pounds each (Small 
  objects) up to five range increments. The size of the range 
  increment varies with the giant‘s variety. A Huge giant can 
  hurl rocks of 60 to 80 pounds (Medium objects).  
   
  BBeeaasstthheeaadd  
   The smallest version of the giants of Athas, beasthead 
  giants have humanoid bodies with the head of an animal 
  or vermin. Most stand between 15 and 20 feet tall and 
  have extremely pale skin. 
   
  SSaam
  mppllee  BBeeaasstthheeaadd  GGiiaanntt  
   The towering giant has a face of wrinkled hide and large 
  teeth, its bulldog-like mouth fixed in a wide grin. 
   
  Combat 
   Beasthead giants begin combat at a distance by 
  throwing rocks at their opponents until they run out of 
  ammunition. They then close for melee. Though the 
  jhakar-headed beasthead giant lacks the pack mindset of 
  normal jhakars, it can still drag down opponents of any 
  size with its mighty jaws. 
   Improved Grab (Ex): To use this ability, a jhakar-
  headed beasthead giant must hit with its bite attack.  It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.  *A jhakar-
  headed beasthead giant has a +4 racial bonus on grapple 
  checks. 
   Psi-Like Abilities: 3/day—adapt body, aura sight, 
  biofeedback (damage reduction 6/-*), clairvoyant sense, 
  conceal thoughts (self only), detect hostile intent, ego 
  whip (4d4 Cha, DC 20*), know direction and location, 
  offensive precognition (+4 bonus*), thought shield (power 
  resistance 25, 13 rounds*) ultrablast (15d6, DC 19*).  
  Manifester level 15th. The save DCs are Charisma-based. 
   *Includes augmentation for the beasthead giant‘s 
  manifester level. 
   Pulldown (Ex): Once per round, a jhakar-headed 
  beasthead giant can make a trip attack as a free action.  
  If it wins the Strength check (+18 check modifier), it may 
  immediately make a melee attack against the tripped 
  opponent.  If the attempt fails, the opponent cannot react 
  to trip the giant.  Other jhakar-headed beasthead giants 
  can make an aid another attempt on the giant‘s touch 
  attack as a free action once per round. 
   
   Rock Throwing (Ex): The range increment is 140 feet 
  for a beasthead giant‘s thrown rocks. 
  
   
  http://athas.org 
   
  65 
   Skills: *Jhakar-headed beasthead giants have a +4 
  racial bonus on Survival checks when tracking by scent. 
   
  CCrreeaattiinngg  aa  BBeeaasstthheeaadd  GGiiaanntt  
   ―Beasthead giant‖ is an inherited template that can be 
  applied to any animal or vermin creature (referred to 
  hereafter as the base creature). 
   A beasthead giant uses all of the base creature‘s 
  statistics and special abilities except as noted here.  
  Recalculate the creature‘s Hit Dice, base attack bonus, 
  saves, and skill points as noted below.   
   Size and Type: The creature‘s type changes to giant  
  and its size becomes Huge. 
   Hit Dice: The creature‘s Hit Dice change to 15d8, and it 
  gains 75 hit points from its Constitution score (142 hit 
  points for the standard beasthead giant). 
   Speed: The creature loses all extra movement modes.   
  Its base land speed is 40 ft., and it gains a swim speed of 
  40 ft. 
   Armor Class: Natural armor changes to +11.  A 
  beasthead giant‘s armor class is 20 (-2 size, +1 Dex, +11 
  natural), touch 9, flat-footed 19. 
   Base Attack/Grapple: +11/+29. 
   Attacks: The creature‘s bite and gore attacks, if any, 
  become secondary attacks, and the creature loses all 
  other attacks.  Beasthead giants have 2 slam attacks. 
   Damage: For each attack type, the creature uses the 
  damage value listed below or retains its old value, 
  whichever is better. 
   
  Bite 
   
  2d6 
  Gore 
   
  2d6 
  Slam 
   
  1d8 
   Space/Reach: 15 ft./15 ft. 
   Special Attacks: The creature retains the special 
  attacks listed below and loses all others.  Saves have a DC 
  of 10 + 1/2 beasthead‘s HD + beasthead‘s Con modifier 
  unless noted otherwise. 
   Blood Drain (Ex): The giant‘s blood drain deals 1d6 
  points of Consitution damage or its old damage, 
  whichever is better. 
   Disease (Ex): Save DC changes to 22. 
   Improved Grab (Ex): The creature retains this ability 
  only if delivered by a bite attack.  The beasthead giant‘s 
  CR and LA increase by 1. 
   Poison (Ex): The creature retains this ability only if 
  delivered by a bite attack.  Initial and secondary ability 
  damage is 2d6 or the poison‘s old value, whichever is 
  better.  Save DC changes to 22.  The beasthead giant‘s 
  CR and LA increase by 1. 
   Rage/Ferocity (Ex): The beasthead giant retains any 
  rage- or emotion-related ability.  If the ability gives the 
  creature a temporary ability score increase, its CR and LA 
  increase by 1. 
   Roar/Shriek (Ex): The beasthead giant retains any vocal 
  ability that affects creatures sonically.  If the ability deals 
  damage, it deals 7d6 points of damage.  Save DC changes 
  to 22.  The beasthead giant‘s CR and LA increase by 1. 
   Swallow Whole (Ex): A beasthead giant‘s gullet can hold 
  two Large, four Medium, or eight Small or smaller 
  creatures. 
   Trip (Ex): The creature‘s check modifier is +18. 
   The beasthead giant gains the psionics and rock 
  throwing special attacks described below. 
   Psi-Like 
  Abilities: 
  3/day—adapt 
  body, 
  aura 
  sight, 
  biofeedback (damage reduction 6/-*), clairvoyant sense, 
  conceal thoughts (self only), detect hostile intent, ego 
  whip (4d4 Cha, DC 20*), know direction and location, 
  offensive precognition (+4 bonus*), thought shield (power 
  resistance 25, 13 rounds*) ultrablast (15d6, DC 19*).  
  Manifester level 15th.  The save DCs are Charisma-based. 
   
  Beasthead,  Jhakar-Headed 
  Huge Giant (Augmented Animal, Psionic) 
  Crag 
  Huge Giant 
  Hit Dice: 
  15d8+75 (142 hp) 
  16d8+112 (184 hp) 
  Initiative: 
  +1 
  +1 
  Speed: 
  40 ft. (8 squares), swim 40 ft. 
  40 ft. (8 squares) 
  Armor Class: 
  20 (-2 size, +1 Dex, +11 natural), touch 9, 
  flat-footed 19 
  21 (-2 size, +1 Dex, +12 natural), touch 9, 
  flat-footed 20 
  Base Attack/Grapple: 
  +11/+33* 
  +12/+31 
  Attack: 
  Spear +20 melee (2d8+15/x3) or slam +19 
  melee 
  (1d8+10) 
  or 
  rock 
  +11 
  ranged 
  (2d8+10)  
  Stone dagger +21 melee (1d8+11/19-20) or 
  slam +21 melee (1d8+11) or rock +13 ranged 
  (2d8+11) 
  Full Attack: 
  Spear +20/+15/+10 melee (2d8+15/x3) and 
  bite +14 melee (2d6+10); or 2 slams +19 
  melee 
  (1d8+10) 
  and 
  bite 
  +14 
  melee 
  (2d6+10); or rock +11 ranged (2d8+10) 
  Stone 
  dagger 
  +21/+16/+11 
  melee 
  (1d8+11/19-20) or 2 slams +21 melee 
  (1d8+11) or rock +13 ranged (2d8+11) 
  Space/Reach: 
  15 ft./15 ft. 
  15 ft. / 15 ft. 
  Special Attacks: 
  Improved 
  grab, 
  psi-like 
  abilities, 
  rock 
  throwing, pulldown 
  Rock throwing 
  Special Qualities: 
  Low-light vision, rock catching, scent 
  Low-light vision, rock catching 
  Saves: 
  Fort +14, Ref +6, Will +7 
  Fort +17, Ref +6, Will +6 
  Abilities: 
  Str 31, Dex 12, Con 21, Int 7, Wis 14 Cha 15 
  Str 33, Dex 13, Con 24, Int 7, Wis 12, Cha 10 
  Skills: 
  Climb +12, Jump +12, Listen +8, Spot +8, 
  and Survival +8 
  Climb +17, Jump +20, Listen +6, Spot +6, 
  Survival +6 
  Feats: 
  Alertness, Cleave, Combat Reflexes, Great 
  Cleave, Power Attack, Track(B), Weapon 
  Finesse(B), Weapon Focus (spear) 
  Alertness, Cleave, Combat Reflexes, Great 
  Cleave, Power Attack, Weapon Focus (rock) 
  Environment 
  Silt (Islands of the Sea of Silt) 
  Mountains (Lonely Butte) 
  Organization: 
  Solitary, clan (2-6) 
  Family (5-10) 
  Challenge Rating: 
  11 
  11 
  Treasure: 
  Standard 
  Standard 
  Alignment: 
  Usually neutral evil 
  Usually chaotic 
  Advancement: 
  By character class 
  By character class  
  Level Adjustment: 
  +4 
  +4 
  
   
  http://athas.org 
   
  66 
   *Includes augmentation for the beasthead giant‘s 
  manifester level. 
   Rock Throwing (Ex): The range increment is 140 feet for 
  a beasthead giant‘s thrown rocks. 
   Special Qualities: The beasthead giant retains the 
  base creature‘s special qualities and gains those described 
  below: 
   Low-Light Vision (Ex): The creature can see twice as far 
  as a human in starlight, moonlight, torchlight, and similar 
  conditions of shadowy illumination.  It retains the ability 
  to distinguish color and detail under these conditions. 
   Rock Catching (Ex): See Giant, Athasian. 
   Saves: Fort +14, Ref +6, Will +7. 
   Abilities: Change to Str 31, Dex 12, Con 21, Int 7, Wis 
  14, Cha 15. 
   Skills: The creature‘s giant levels give it skill points 
  equal to 18 x (2 + Int modifier).  The creature retains its 
  racial skill bonuses.  A typical beasthead giant has the 
  following skills: Climb +12, Jump +12, Listen +8, Spot 
  +8, and Survival +8. 
   Feats: The creature‘s giant levels give it 6 feats.  A 
  typical beasthead giant has the following feats: Alertness, 
  Cleave, Combat Reflexes, Great Cleave, Power Attack, 
  Weapon Focus (spear). The creature has the base 
  creature‘s feats as bonus feats, assuming it meets the 
  prerequisites. 
   Environment: Silt (Islands of the Sea of Silt). 
   Organization: Solitary, clan (2-6). 
   Challenge 
  Rating: 
  11 
  plus 
  any 
  modifiers 
  from 
  additional special attacks. 
   Treasure: Standard. 
   Alignment: Usually neutral evil. 
   Advancement: By character class. 
   Level Adjustment: +4 plus any modifiers from 
  additional special attacks. 
   
  Beasthead Giant Society 
   Beasthead giants make their homes on the islands of 
  the Sea of Silt. Usually all members of the clan have the 
  same type of head, but mixed clans are not uncommon. 
   Beasthead giants are very hostile and treat all non-
  giants as vermin. 
   
  Beasthead Giants as Characters 
   A beasthead giant‘s favored class is fighter. Most 
  beasthead giant leaders are fighter/psion. Most clans 
  include clerics that serve earth or air. 
   Beasthead giant characters possess the following racial 
  traits. 
   +20 Str, +2 Dex, +10 Con, -4 Int, +4 Wis, +4 Cha 
   Huge. As Huge sized creatures, beasthead giants 
  receive a –2 penalty to Armor Class, -2 penalty on 
  attack rolls, -8 penalty on Hide checks, +8 bonus on 
  grapple checks and have lifting and carrying limits 
  quadruple those of Medium characters 
   Space/Reach: 15 ft. / 15 ft. 
   A beasthead giant‘s base land speed is 40 feet. 
  Beasthead giants also have a swim speed of 40 ft. 
   Low-light vision. 
   Racial Hit Dice: A beasthead giant begins with 15 levels 
  of giant, which provide 15d8 Hit Dice, a base attack 
  bonus of +11, and base saving throw bonuses of Fort 
  +9, Ref +5 and Will +5. 
   Racial Skills: A beasthead giant‘s giant levels give it 
  skill points equal to 18 x (2 + Int modifier). Its class 
  skills are Climb, Jump, Listen, Spot and Survival. 
   A beasthead giant‘s giant levels give it 6 feats. 
   Weapon Proficiency: A beasthead giant is proficient with 
  all simple and martial weapons as well as any natural 
  weaponry granted by its beasthead. 
   +11 natural armor bonus. 
   Natural Weapons: See beasthead. 
   Special Attacks (see above): Psi-like abilities, rock 
  throwing. 
   Special Qualities (see above): Rock catching. 
   Automatic Languages: Giant (beasthead dialect). Bonus 
   
   
   
   
  Desert 
  Huge Giant 
  Plains 
  Huge Giant 
  Hit Dice: 
  14d8+56 (119 hp) 
  16d8+96 (168 hp) 
  Initiative: 
  +2 
  +1 
  Speed: 
  40 ft. (8 squares) 
  40 ft. (8 squares), swim 40 ft. 
  Armor Class: 
  22 (-2 size, +2 Dex, +12 natural), touch 10, 
  flat-footed 20 
  21 (-2 size, +1 Dex, +12 natural), touch 9, 
  flat-footed 20 
  Base Attack/Grapple: 
  +10/+26 
  +12/+32 
  Attack: 
  Spear +17 melee (2d8+12/x3) or slam +16 
  melee (1d8+8) or rock +11 ranged (2d8+8) 
  Club +22 melee (2d6+18) or slam +22 melee 
  (1d8+12) or rock +13 ranged (2d8+12) 
  Full Attack: 
  Spear +17/+12 melee (2d8+12/x3) or 2 
  slams +16 melee (1d8+8) or rock +11 
  ranged (2d8+8) 
  Club +22 melee (2d6+18) or slam +22 melee 
  (1d8+12) or rock +13 ranged (2d8+12) 
  Space/Reach: 
  15 ft./15 ft. 
  15 ft./15 ft. 
  Special Attacks: 
  Rock throwing 
  Rock throwing 
  Special Qualities: 
  Low-light vision, power resistance 15, rock 
  catching 
  Low-light vision, power resistance 15, rock 
  catching 
  Saves: 
  Fort +13, Ref +6, Will +5 
  Fort +16, Ref +6, Will +6 
  Abilities: 
  Str 27, Dex 15, Con 19,  
  Int 7, Wis 12, Cha 11 
  Str 35, Dex 13, Con 22,  
  Int 7, Wis 12, Cha 13 
  Skills: 
  Climb +9, Jump +9, Listen +6, Spot +6, 
  Survival +6 
  Climb +15, Jump +14, Listen +7, Spot +7, 
  Survival +7 
  Feats: 
  Cleave, Combat Reflexes, Great Cleave, 
  Power Attack, Weapon Focus (spear) 
  Alertness, Cleave, Combat Reflexes, Great 
  Cleave, Power Attack, Weapon Focus (rock) 
  Environment 
  Deserts 
  Plains 
  Organization: 
  Solitary, clan (3-12) 
  Solitary, clan (3-12) 
  Challenge Rating: 
  10 
  12 
  Treasure: 
  Standard 
  Standard 
  Alignment: 
  Usually neutral evil 
  Usually neutral 
  Advancement: 
  By character class 
  By character class 
  Level Adjustment: 
  +4 
  +4 
  
   
  http://athas.org 
   
  67 
  Languages: Common. 
   Favored Class: Fighter. 
   Level 
  Adjustment: 
  +4 
  plus 
  any 
  modifiers 
  from 
  additional special attacks. 
   
  CCrraagg  GGiiaanntt    
    A towering giant with thick black hair and dusky grey 
  skin, this behemoth dresses in simple clothes cut from 
  crude materials and carries rough stone weaponry. Its 
  sad, dark eyes regard you morosely as it chews its lip and 
  sluggishly weighs its options. 
   
    Crag giants, also known as lonely giants, are the last 
  remnants of a once proud people. Long ago driven from 
  their ancestral homes in the Thunder Mountains, they now 
  dwell in the forgotten jungles of the Lonely Butte, clinging 
  to existence in the unforgiving face of extinction. 
    Crag giants are tribal and primitive and known for their 
  savagery, although not to the same debased extent as the 
  beasthead giants of the south. They inhabit the jungles in 
  and around a series of ruins atop the Lonely Butte and 
  find ample sustenance from the forests. Supplementing 
  their diet with seafood, they are nevertheless faced with a 
  slow decline as their birthrate has fallen and inbreeding 
  threatens to overcome them. 
    Much of the crag giant‘s degraded mentality is 
  dominated by a cultural hatred for Saragar‘s Mind Lords. 
  The crag giants rightly blame the Mind Lords for their 
  plight and have not forgotten the ancient wrongs they 
  suffered by their deeds. Despite this, they are usually 
  chaotic and often chaotic good in alignment. 
    An adult crag giant stands 25 feet in height and weighs 
  over 12,500 pounds. Their hair is black and their skin 
  tones range from dun brown to dusky grey. 
   
  Combat 
    Crag giants are not insightful combatants but are fairly 
  skilled with the primitive weapons that they have made 
  their own. They generally open combat with salvos of 
  boulders, only resorting to melee when so compelled. 
  Smaller foes will as often as not be picked up and hurled 
  as far away as possible. The moribund crag giants often 
  display a genuine reluctance to kill their smaller enemies. 
    Rock Throwing (Ex): The range increment is 140 feet 
  for a crag giant‘s thrown rocks.  
   
   
  Crag Giant Society 
    The crag giants are the sole remnants of an ancient 
  giant race, believed to be related to the plains giants that 
  dwelled since time immemorial in the ranges of the 
  Thunder Mountains. There, their clerics of elemental air 
  helped to carve a life for them that graced even the 
  legends of the region. It was said, when storms burst over 
  the Thunder Mountains, that the crag giants were at play, 
  catching and hurling the bolts with a raw vigor and love of 
  life. 
   When the Mind Lords began to reshape the region in 
  order to protect Saragar and the Last Sea, however, they 
  told the crag giants that they would have to leave their 
  ancestral homes and relocate to a reservation atop the 
  Lonely Butte. Faced with the stark power of the Mind 
  Lords, the crag giants did as they were bade, but they 
  have suffered greatly as a result, their numbers steadily 
  dwindling, and they have not forgotten – or forgiven - the 
  triune dictators that wrought their fate. 
   
  Crag Giants as Characters 
    Although they make obvious warriors, crag giants are 
  possessed of a deep spirituality and still yearn for the 
  open heavens and spartan peaks of the Thunder 
  Mountains. The life of a cleric of elemental air is still a 
  common calling for their people, and this remains the 
  race‘s favored class. 
   
  Crag giant characters possess the following racial traits. 
   +22 Str, +2 Dex, +14 Con, -4 Int, +2 Wis 
   Huge size. –2 penalty to Armor Class, -2 penalty on 
  attack rolls, -8 penalty on Hide checks, +8 bonus on 
  grapple checks, lifting and carrying limits quadruple 
  those of Medium characters. 
   Space/Reach: 15 ft./15 ft. 
   A crag giant‘s base land speed is 40 feet. 
   Low-light vision. 
   Racial Hit Dice: A crag giant begins with 16 levels of 
  giant, which provide 16d8 Hit Dice, a base attack bonus 
  of +12, and base saving throw bonuses of Fort +10, Ref 
  +5 and Will +5. 
   Racial Skills: A crag giant‘s giant levels give it skill 
  points equal to 19 x (2 + Int modifier). Its class skills 
  are Climb, Jump, Listen, Spot and Survival. 
  
   
  http://athas.org 
   
  68 
   A crag giant‘s giant levels give it six feats. 
   Weapon Proficiency: A crag giant is proficient with all 
  simple weapons and all light armor. 
   +12 natural armor bonus. 
   Natural Weapons: 2 slams (1d8). 
   Special Attacks (see above): Rock throwing. 
   Special Qualities (see above): Rock catching. 
   Automatic Languages: Giant (crag dialect). Bonus 
  Languages: Common, Elven, Halfling. 
   Favored Class: Cleric. 
   Level Adjustment: +4. 
   
  DDeesseerrtt  GGiiaanntt  
    Five times the size of a normal man, this giant is almost 
  a caricature of the human physique, with oversized, nearly 
  comical features. The giant is all but naked, save for a 
  leather loincloth, and great braids of dark hair swing 
  halfway down the monstrosity’s back. 
   
   Standing twenty to thirty feet tall, desert giants 
  resemble 
  massive 
  humans. 
  Their 
  features 
  are 
  exaggerated in some way: many have huge noses, 
  mouths, brows, chins, or ears. The skin of a desert giant 
  is dark, leathery, and very thick, providing excellent 
  protection against both weapons and the elements. Most 
  wear a minimum of clothing, no more than a loincloth and 
  sandals. The hair of desert giants is dark, coarse, and very 
  strong; they often grow it in braids that are eventually cut 
  and traded as rope. 
   
  Combat 
   Desert giants prefer to start combat by hurling rocks or 
  huge spears at their enemies and then entering melee. 
   Rock Throwing (Ex): The range increment is 140 feet 
  for a desert giant‘s thrown rocks. 
   
  Desert Giant Society 
   Desert giants gather in clans that live on arid islands in 
  the Sea of Silt. They subsist by raising herds of erdlus, 
  kanks, or other creatures. They maintain a limited amount 
  of trade with inland communities of other races. 
   
  Desert Giants as Characters 
   A desert giant‘s favored class is fighter. Most clans 
  include clerics that serve Earth. 
   Desert giant characters possess the following racial traits. 
   +16 Str, +4 Dex, +8 Con, -4 Int, +2 Wis 
   Huge. As Huge sized creatures, desert giants receive a –
  2 penalty to Armor Class, -2 penalty on attack rolls, -8 
  penalty on Hide checks, +8 bonus on grapple checks 
  and have lifting and carrying limits quadruple those of 
  Medium characters 
   Space/Reach: 15 ft./15 ft. 
   A desert giant‘s base land speed is 40 feet. 
   Low-light vision. 
   Racial Hit Dice: A desert giant begins with 14 levels of 
  giant, which provide 14d8 Hit Dice, a base attack bonus 
  of +10, and base saving throw bonuses of Fort +9, Ref 
  +4 and Will +4. 
   Racial Skills: A desert giant‘s giant levels give it skill 
  points equal to 17 x (2 + Int modifier). Its class skills 
  are Climb, Jump, Listen, Spot and Survival. 
   A desert giant‘s giant levels give it 5 feats. 
   Weapon Proficiency: A desert giant is proficient with all 
  simple and martial weapons. 
   +12 natural armor bonus. 
   Special Attacks (see above): Rock throwing, PR 15. 
   Special Qualities (see above): Rock catching. 
   Automatic Languages: Giant (desert dialect). Bonus 
  Languages: Common. 
   Favored Class: Fighter. 
   Level Adjustment: +4. 
   
  PPllaaiinnss  GGiiaanntt  
    With long, delicate features and darkly tanned skin, this 
  giant appears as some breed of enormous elf. Its limbs 
  are long, its hair is fair and its eyes are a pale grey in 
  color. 
   
   Plains giants appear to be huge versions of elves. Their 
  25 to 30 feet of height is mostly in their legs and they 
  have distinctly elven facial features. Their skin is usually a 
  dark red or brown. Plains giants have fair hair and light 
  blue or gray eyes. 
   
   
  
   
  http://athas.org 
   
  69 
  Combat 
   Plains giants prefer to attack their enemies by hurling 
  rocks. If forced into melee combat they will fight using 
  stone clubs. 
   Rock Throwing (Ex): The range increment is 140 feet 
  for a plains giant‘s thrown rocks. 
   
  Plains Giant Society 
   Plains giant clans inhabit the less rugged, brush-covered 
  islands of the Silt Sea. They produce food by gathering 
  vegetation and by herding kanks, erdlus, and erdlands. 
   Plains giants maintain more contact with other races 
  than most giants. They have been known to act as 
  mercenaries for villages, merchant houses and city-states. 
   
  Plains Giants as Characters 
   A plains giant‘s favored class is fighter. Most clans 
  include clerics that serve Air. 
   Plains giant characters possess the following racial traits. 
   +24 Str, +2 Dex, +12 Con, -4 Int, +2 Wis, +2 Cha 
   Huge. As Huge sized creatures, plains giants receive a –
  2 penalty to Armor Class, -2 penalty on attack rolls, -8 
  penalty on Hide checks, +8 bonus on grapple checks 
  and have lifting and carrying limits quadruple those of 
  Medium characters 
   Space/Reach: 15 ft./15 ft. 
   A plains giant‘s base land speed is 40 feet. 
   Low-light vision. 
   Racial Hit Dice: A plains giant begins with 16 levels of 
  giant, which provide 16d8 Hit Dice, a base attack bonus 
  of +12, and base saving throw bonuses of Fort +10, Ref 
  +5 and Will +5. 
   Racial Skills: A plains giant‘s giant levels give it skill 
  points equal to 19 x (2 + Int modifier). Its class skills 
  are Climb, Jump, Listen, Spot and Survival. 
   A plains giant‘s giant levels give it 6 feats. 
   Weapon Proficiency: A plains giant is proficient with all 
  simple and martial weapons. 
   +12 natural armor bonus. 
   Special Attacks (see above): Rock throwing, PR 15. 
   Special Qualities (see above): Rock catching. 
   Automatic Languages: Giant (plains dialect). Bonus 
  Languages: Common. 
   Favored Class: Fighter. 
   Level Adjustment: +4. 
  GGiiaanntt,,  SShhaaddoow
  w  
   
   Rearing above you is a giant form of shadow standing 
  over fifteen feet in height. Although it is vaguely 
  humanoid in shape, with arms, torso and head, its lower 
  body trails off in wisps of black smoke instead of ending in 
  legs. Its eyes glow a spectral blue. 
   
   Shadow giants, or shadow people as they prefer to call 
  themselves, are descendants of ancient halflings who 
  served Rajaat the Warbringer during the Cleansing Wars. 
  Following Rajaat‘s betrayal and imprisonment, his loyal 
  halfling followers were sacrificed by Rajaat‘s Champions in 
  order to complete the downfall of the erstwhile lord. The 
  halflings merged with the dimension known as the Black, 
  where they were transformed into the creatures now 
  known as shadow giants. 
   
  Shadow Giant 
  Large Outsider (Extraplanar, Incorporeal) 
  Greater Shadow Giant 
  Huge Outsider (Extraplanar, Incorporeal) 
  Hit Dice: 
  7d8+7 (38 hp) 
  14d8+42 (105 hp) 
  Initiative: 
  +5 
  +6 
  Speed: 
  Fly 30 ft. (good) (6 squares) 
  Fly 40 ft. (good) (8 squares) 
  Armor Class: 
  12 (-1 size, +1 Dex, +2 deflection), touch 12, 
  flat-footed 11 
  14 (-2 size, +2 Dex, +4 deflection), touch 14, 
  flat-footed 12 
  Base Attack/Grapple: 
  +7/- 
  +14/- 
  Attack: 
  Incorporeal touch +7 melee (2d6 cold plus 1 
  Strength damage) 
  Incorporeal touch +14 melee (3d6 cold plus 1 
  Strength damage) 
  Full Attack: 
  Incorporeal touch +7 melee (2d6 cold plus 1 
  Strength damage) 
  Incorporeal touch +14 melee (3d6 cold plus 1 
  Strength damage) 
  Space/Reach: 
  10 ft./10 ft. 
  15 ft./15 ft. 
  Special Attacks: 
  Drawing the dark, improved grab, Strength 
  damage 
  Dark mist, drawing the dark, improved grab, 
  Strength damage 
  Special Qualities: 
  Darkvision 60 ft., DR 10/adamantine and magic, 
  immunities, lucent healing, magic susceptibility, 
  temporary corporeality, weapon damage 
  Darkvision 60 ft., DR 15/adamantine and 
  magic, immunities, lucent healing, magic 
  susceptibility, temporary corporeality, weapon 
  damage 
  Saves: 
  Fort +6, Ref +6, Will +6 
  Fort +9, Ref +9, Will +9 
  Abilities: 
  Str -, Dex 12, Con 13, Int 14, Wis 12, Cha 15 
  Str -, Dex 15, Con 17, Int 14, Wis 12, Cha 18 
  Skills: 
  Bluff +12, Hide +11, Intimidate +12, Knowledge 
  (arcana) +12, Knowledge (history) +12, Listen 
  +11, Move Silently +11, Search +12, Sense 
  Motive +11, Spot +11 
  Bluff 
  +21, 
  Hide 
  +11, 
  Intimidate 
  +21, 
  Knowledge (arcana) +19, Knowledge (history) 
  +19, Listen +20, Move Silently +19, Search 
  +19, Sense Motive +18, Spot +20 
  Feats: 
  Alertness, Combat Reflexes, Improved Initiative 
  Ability 
  Focus 
  (dark 
  mist), 
  Ability 
  Focus 
  (Strength 
  damage), 
  Alertness, 
  Combat 
  Reflexes, Improved Initiative 
  Environment 
  The Black 
  The Black 
  Organization: 
  Solitary, clan (4-16) 
  Solitary, clan (4-16) 
  Challenge Rating: 
  4 
  9 
  Treasure: 
  None 
  None 
  Alignment: 
  Usually chaotic neutral 
  Usually chaotic neutral 
  Advancement: 
  8–14 HD (Large) 
  15–28 HD (Huge) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  70 
   Shadow giants take one of three forms. The first is that 
  of a shadowy, two-dimensional, humanoid silhouette with 
  thin limbs, serpentine torso and blue embers in place of 
  eyes. The second is the form of a solid, corporeal three-
  dimensional shadow as tall as a half-giant, while the third 
  is that of a half-shadow that appears as varying portions 
  of shadow and halfling. The shadow people speak the 
  ancient languages of Ur Draxa and the civilized halfling 
  nations, and the common tongue of the Tyr region. When 
  a shadow giant speaks, black fumes rise from a blue gash 
  that opens where its mouth would normally be. 
   Shadow giants normally stand around 10 feet in height 
  but bright light lends them size and depth, and in full 
  sunlight a shadow giant can grow to be as tall as 15 feet. 
   
  Combat 
   Shadow giants are terrifying opponents, capable of 
  wreaking havoc with large numbers of foes at once. The 
  very touch of a shadow giant leeches the Strength from 
  their foes and targets suffering a shadow giant‘s caress 
  are sometimes taken back to the Black with the creature. 
   Drawing the Dark (Su): A temporarily corporeal 
  shadow giant that begins its turn grappling an opponent 
  can pull that creature into the Black if the shadow giant 
  makes a successful grapple check.  Exposure to the Black 
  deals 3d10 points of cold damage to a creature each 
  round, eventually killing a creature not immune to cold. 
   Immunities (Ex): A shadow giant is immune to cold 
  and to sleep, charm and hold spells. 
   Improved Grab (Ex): To use this ability, a temporarily 
  corporeal shadow giant must hit with a slam attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can use drawing the dark. 
   Lucent Healing (Ex): A shadow giant has fast healing 
  1 in light as bright as torchlight, and it has fast healing 5 
  in sunlight or within the radius of a daylight spell.  In total 
  darkness, a shadow giant suffers 1d4 points of damage 
  per round. 
   Magic 
  Susceptibility 
  (Ex): 
  Shadow 
  giants 
  are 
  susceptible to raw arcane magic. A wizard who gathers 
  energy for a spell can lose the spell and instead make a 
  touch attack on the shadow giant, dealing 1d6 points of 
  damage per spell level with a successful attack.  
   Strength Damage (Ex): Living creatures touched by a 
  shadow giant must make a Fortitude save (DC 15) or take 
  1 point of temporary Strength damage. The save DC is 
  Charisma-based. 
   Temporary Corporeality (Su): The shadow giant can 
  become corporeal as a standard action, seemingly 
  becoming either a solid shadow the size of a half-giant or 
  a halfling-like figure composed of shadowstuff. In 
  corporeal form, it loses the incorporeal subtype, its 
  deflection bonus to armor class becomes a natural armor 
  bonus, and it has a Strength score of 20 when assuming 
  its larger form or 10 when assuming its halfling-sized 
  form. The shadow giant makes 2 slam attacks instead of 
  an incorporeal touch attack (slam +11 melee, damage 
  1d4+5 plus 1 Strength damage in giant form, or slam +8 
  melee, damage 1d4 plus 1 Strength damage in halfling 
  form), and it can still use special attacks. It can grapple 
  creatures (grapple bonus +16 in giant form or +3 in 
  halfling form) and manipulate objects (thus gaining the 
  use of its drawing the dark power). The shadow giant can 
  become incorporeal again as a standard action. 
   A shadow giant that assumes halfling form gains an 
  additional +2 bonus to its AC and a +8 bonus to Hide 
  checks for going from size Large to size Small.  All other 
  abilities are unaffected.  Shadow giants have only gained 
  the ability to take on the halfling form since the death of 
  Borys, Dragon of Tyr, and cannot assume this form in 
  games set prior to that event. 
   Weapon Damage (Ex): Any weapon that strikes a 
  shadow giant and is affected by its damage reduction (any 
  weapon that is not adamantine and magic) takes 15 
  points of damage. 
   
  Shadow Giant Society 
   Shadow giants dwell not only in the nether dimension of 
  the Black, but also in the mysterious ruin known only as 
  the Pristine Tower. The shadow people can emerge only 
  partially from the Black, being trapped there until Rajaat's 
  prison is destroyed. 
   No one knows how much time the shadow people spend 
  in the Black or on Athas or what they eat. What is known 
  of their life cycle is that they greatly desire obsidian, 
  which they use to incubate their young. Noble houses, 
  defilers and other potentates have learned that obsidian 
  can be traded to shadow giants in return for their service.  
   
  GGrreeaatteerr  SShhaaddoow
  w  GGiiaannttss  
  Greater shadow giants are more powerful relatives of 
  the standard shadow giant. Fully mature versions of the 
  species, they are seldom seen away from the Pristine 
  Tower. There, they watch over the incubation of their 
  young in obsidian eggs and guard against intruders who 
  might seek to defile the mysteries of that sacred place. 
  Greater shadow giants normally stand around 20 feet 
  in height but bright light lends them size and depth, and 
  in full sunlight a shadow giant can grow to be as tall as 30 
  feet. 
   
  
   
  http://athas.org 
   
  71 
  Combat 
  Greater shadow giants are even more feared in battle 
  than their lesser brethren. This is primarily due to their 
  ability to attack several targets at once with the chilling 
  power of the Black, but also because they possess more 
  powerful immunities than smaller versions of their 
  species.. The very touch of a greater shadow giant leeches 
  the Strength from their foes and individual targets 
  suffering a shadow giant‘s caress are likewise susceptible 
  to being taken back to the Black by the creature. 
  Dark Mist (Su): Once per day, as a standard action, 
  a greater shadow giant can transform itself into a 
  billowing ebony fog bank with a radius of 20 feet. When in 
  this form, the greater shadow giant can move as normal. 
  It cannot assume temporary corporeality but all other 
  statistics are unchanged. Any living creature touched by 
  the dark mist suffers its effects. Living creatures of 4 or 
  fewer HD are automatically killed (no save). Living 
  creatures of 5 HD or greater must make a DC 23 Fortitude 
  save or take 1d6 Strength damage, 1d6 Constitution 
  damage and 3d10 points of cold damage. Living creatures 
  that make their saves still take 3d10 points of cold 
  damage. The body of any creature slain by the dark mist 
  disappears into the Black and is lost. The save DC is 
  Charisma-based. 
  Drawing the Dark (Su): A temporarily corporeal 
  greater shadow giant that begins its turn grappling an 
  opponent can pull that creature into the Black if the 
  greater shadow giant makes a successful grapple check.  
  Exposure to the Black deals 3d10 points of cold damage to 
  a creature each round, eventually killing a creature not 
  immune to cold. 
  Immunities (Ex): A greater shadow giant is immune 
  to cold, electricity, and fire-based attacks and all mind-
  affecting effects. 
  Improved Grab (Ex): To use this ability, a 
  temporarily corporeal greater shadow giant must hit with 
  a slam attack. It can then attempt to start a grapple as a 
  free action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and can 
  use drawing the dark. 
  Lucent Healing (Ex): A greater shadow giant has 
  fast healing 4 in light as bright as torchlight, and it has 
  fast healing 8 in sunlight or within the radius of a daylight 
  spell.  In total darkness, a greater shadow giant suffers 
  1d4 points of damage per round. 
  Magic Susceptibility (Ex): Greater shadow giants 
  are susceptible to raw arcane magic. A wizard who 
  gathers energy for a spell can lose the spell and instead 
  make a touch attack on the shadow giant, dealing 1d6 
  points of damage per spell level with a successful attack.  
  Strength Damage (Ex): Living creatures touched by 
  a shadow giant must make a Fortitude save (DC 23) or 
  take 1 point of temporary Strength damage. The save DC 
  is Charisma-based. 
  Temporary Corporeality (Su): The greater shadow 
  giant can become corporeal as a standard action, 
  seemingly becoming either a solid shadow the size of a 
  giant or a halfling-like figure composed of shadowstuff. In 
  corporeal form, it loses the incorporeal subtype, its 
  deflection bonus to armor class becomes a natural armor 
  bonus, and it has a Strength score of 28 when assuming 
  its larger form or 10 when assuming its halfling-sized 
  form. The greater shadow giant makes 2 slam attacks 
  instead of an incorporeal touch attack (slam +21 melee, 
  damage 1d8+9 plus 1 Strength damage in giant form, or 
  slam +15 melee, damage 1d4 plus 1 Strength damage in 
  halfling form), and it can still use special attacks. It can 
  grapple creatures (grapple bonus +31 in giant form or 
  +10 in halfling form) and manipulate objects (thus gaining 
  the use of its drawing the dark power). The greater 
  shadow giant can become incorporeal again as a standard 
  action. 
  A greater shadow giant that assumes halfling form 
  gains an additional +3 bonus to its AC and a +12 bonus to 
  Hide checks for going from size Huge to size Small.  All 
  other abilities are unaffected.  Greater shadow giants have 
  only gained the ability to take on the halfling form since 
  the death of Borys, Dragon of Tyr, and cannot assume this 
  form in games set prior to that event. 
  Weapon Damage (Ex): Any weapon that strikes a 
  shadow giant and is affected by its damage reduction (any 
  weapon that is not adamantine and magic) takes 15 
  points of damage. 
  GGiitthh  
  Gith, 1st-level Warrior 
  Medium Humanoid (Gith) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +6 
  Speed: 30 ft. (6 squares) 
  Armor Class: 16 (+2 Dex, +2 natural, +2 leather armor), 
  touch 12, flat-footed 14 
  Base Attack/Grapple: +1/+2 
  Attack: Spear +2 melee (1d8+1/x3) or claw +2 melee 
  (1d4+1) 
  Full Attack: Spear +2 melee (1d8+1/x3) or 2 claws +2 
  melee (1d4+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Qualities: Low-light vision 
  Saves: Fort +2, Ref +2, Will +0 
  Abilities: Str 12, Dex 15, Con 11, Int 7, Wis 10, Cha 6 
  Skills: Climb +3, Hide +6, Jump +13, Move Silently +6 
  Feats: Improved Initiative 
  Environment: Rocky badlands 
  Organization: Group (2-8), party (10-40 plus 1 5th-level 
  warrior per 20 adults, 1 5th-level psion), tribe (30-300 
  plus 1 5th-level warrior per 20 adults, 1 5th-level psion 
  per 50 adults) 
  Challenge Rating: 1/2 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +1 
   
  
   
  http://athas.org 
   
  72 
   Standing hunched before you is a vaguely reptilian 
  humanoid with hairless, greenish-gray skin and jet black 
  lidless eyes. With clawed hands and feet and a fanged 
  pronounced underbite, the creature’s appearance is 
  rendered all the more strange by its bowlegged waddling 
  gait. 
   
   Gith are a lanky race of reptilian humanoids that, when 
  erect, stand close to seven feet tall, but who spend most 
  of their time, bent-over in a crouch that makes them 
  appear to be only five feet tall. Their lower jaws jut 
  forward and, while toothless, they have sharp, bony 
  ridges that they use to crush and grind their food. Their 
  powerful legs allow them to make great leaps, which they 
  use to move about, walking in an awkward waddle only 
  when they cannot jump or when sneaking up on prey. 
   Most gith encountered outside their homes are warriors; 
  the information in the statistics block is for one of 1st 
  level. (See page 109 in the Dungeon Master’s Guide for 
  more information about the warrior class.) 
   
  Combat 
   Gith combat tactics usually involve ambushes. They 
  prefer to have a distinct advantage in numbers, and so 
  attack in mass. Their weapon of choice is an obsidian 
  spear designed for chopping and slashing rather than 
  piercing, but they will use any weapon they have access 
  to. They disdain the use of range weapons, since 
  they enjoy watching the pain and fear of their 
  opponents. 
   
  Gith Society 
   Gith organize themselves into tribes, with the 
  most powerful member acting as leader. All 
  authority comes from the chief, who has the 
  power of life and death over any member of his 
  tribe. If the chief is killed, the strongest members 
  of the tribe will fight to the death in order to 
  determine who will be the new leader. This trial-
  by-combat occurs immediately, even if the gith 
  tribe is currently in the middle of a battle with 
  another force. 
  Most 
  gith 
  tribes 
  inhabit 
  mountainous regions, coming down only to raid 
  the villages of other humanoids or to attack a 
  passing caravan. They are usually interested in 
  entertaining themselves with the suffering of 
  others and with the prospect of a good meal (gith 
  will eat anything organic, preferring meat), but 
  know the value of treasure, especially of psionic 
  and magical items. 
   Gith speak their own language, which has no alphabet 
  but can be expressed in elven script. 
   
  Gith as Characters 
   Within a gith tribe, most leaders will be rogues or 
  psions. Gith clerics usually follow the elements of fire or 
  air. 
   Gith characters possess the following racial traits: 
   +2 Dex, -2 Int, -2 Cha. Gith have keen reflexes but are 
  slightly dim and aggressive in their behavior. 
   Medium: As Medium creatures, gith have no special 
  bonuses or penalties due to their size. 
   Gith base land speed is 30 feet. 
   +10 racial bonus to all Jump checks. Gith have 
  powerful bowed legs that allow them to leap great 
  distances. 
   +4 racial bonus on all Hide and Move Silently checks. 
  Gith are sly and stealthy. 
   Natural Armor: A gith‘s tough hide and heavy bones 
  provide it with a +2 natural armor bonus. 
   Natural Weaponry: An gith can rake with its claws for 
  1d4 points of damage. 
   Low-light vision. 
   Automatic 
  Languages: 
  Gith. 
  Bonus 
  languages: 
  Common, Elven, Pterran, Ssurran and Tarek. 
   Favored Class: Rogue. 
   Level Adjustment: +1. 
   
  The gith warrior presented here had the following ability 
  scores before racial adjustments: Str 12, Dex 13, Con 11, 
  Int 9, Wis 10, Cha 8. 
   
   
  GGoolleem
  m  
  JJaaddee  GGoolleem
  m  
   Rising up from the floor is a humanoid-shaped figure, 
  standing approximately 6 feet tall. Its whole body is made 
  of jade, its smooth surface glistening in the faint 
  torchlight. Its yellow eyes look at you with a cold, angry 
  stare...  
   
   A jade golem is made of polished jade, assembled into a 
  humanoid 
  form. 
  Its 
  face 
  has 
  perfect 
  humanoid 
  proportions, though the features are more rough-cut, 
  angular. It stands 6 feet tall and weighs almost 500 
  pounds.  
   A jade golem rarely speaks, though it can emit a hoarse 
  roar of sorts. It walks and moves in slow, precise motions.  
   
  Combat 
   A jade golem will commence combat at range with its 
  gaze attack if at all possible.  It uses this until it is forced 
  to melee, at which point it resorts to punishing blows from 
  its mallet-like fists. 
   Gaze (Ex): Turn to jade permanently, range 30 feet; 
  Fortitude DC 16 negates. The save DC is Wisdom-based. A 
  character so affected is considered to be petrified. 
  
   
  http://athas.org 
   
  73 
   Immunity to Magic (Ex): A jade golem is immune to 
  any spell or spell-like ability that allows spell resistance.  
  In addition, certain spells and effects function differently 
  against the creature, as noted below.  
   A transmute rock to mud spell slows a jade golem (as 
  the slow spell) for 2d6 rounds, with no saving throw, while 
  transmute mud to rock heals all of its lost hit points. A 
  stone to flesh spell does not actually change the golem‘s 
  structure but negates its damage reduction and immunity 
  to magic for 1 full round.  
   
  Construction 
  The pieces of a jade golem are all made from pure, 
  white jade. When binding the pieces together, the defiling 
  magic used in its creation gives the jade its usual, more 
  common green color.  
   Assembling the body requires a DC 16 Craft (sculpting) 
  check or a DC 16 Craft (stonemasonry) check.  
  CL 11th; Craft Construct, animate objects, antimagic field, 
  caster must be at least 11th level; Price 40,000 gp; Cost 
  21,500 gp + 1,540 XP. 
   
  M
  Maaggm
  maa  GGoolleem
  m    
   You are confronted by a roughly man-shaped creature 
  composed entirely of glowing magma, standing a whole 
  foot taller than a full elf. 
   
   Magma golems are powerful magical automatons 
  created from the raw material of magma. Magma golems 
  were initially created from the lava fields of the Ring of 
  Fire, devised as guardians by the Dragon and his 
  kaisharga. Since then, the secrets of their construction 
  have made their way into other dark minds. Some magma 
  golems have been known to go rogue when separated 
  from their creators and in the company of other magma 
  golems. It is not known why mindless constructs would 
  behave in such a way but it is suspected that some kind of 
  elemental 
  communication 
  is 
  taking 
  place. 
  When 
  completed, a magma golem is 8 ft. tall and weighs a ton. 
   
  Combat 
   Magma golems use their fists to slam enemies. At 
  intervals a magma golem will seek to overwhelm and 
  crush its foe, seeking to reduce the victim to only so much 
  ash. 
   Burn (Ex): A magma golem‘s slam attack deals an 
  extra 1d10 points of fire damage from the golem‘s flaming 
  body. Those hit by a magma golem‘s slam attack also 
  must succeed on a Reflex save (DC 16) or catch on fire. 
  The flame burns for 1d4 rounds.  A burning creature can 
   
   
   
   
  Jade Golem 
  Medium Construct 
  Magma Golem 
  Huge Construct 
  Hit Dice: 
  12d10+20 (86hp) 
  12d10+40 (106 hp) 
  Initiative: 
  +0 
  -1 
  Speed: 
  20 ft. (4 squares) 
  30 ft. (6 squares) 
  Armor Class: 
  16 (+6 natural), touch 10, flat-footed 16 
  14 (-2 Size, -1 Dex, +7 natural), touch 7, 
  flat-footed 14 
  Base Attack/Grapple: 
  +9/+15 
  +9/+26 
  Attack: 
  Slam +15 melee (2d10+6) 
  Slam +16 melee (2d8+9 plus 1d10 fire)  
  Full Attack: 
  2 Slams +15 melee (2d10+6) 
  Slam +16/+11 melee (2d8+9 plus 1d10 fire) 
  Space/Reach: 
  5 ft./5 ft. 
  15 ft./15 ft. 
  Special Attacks: 
  Gaze 
  Burn, crush, heat 
  Special Qualities: 
  Construct traits, damage reduction 10/metal, 
  darkvision 60 ft., immunity to magic and 
  psionics, low-light vision 
  Construct 
  traits, 
  damage 
  reduction 
  10/adamantine, 
  immunity 
  to 
  magic 
  and 
  psionics 
  Saves: 
  Fort +4, Ref +4, Will +4 
  Fort +4, Ref +3, Will +4 
  Abilities: 
  Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1 
  Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1 
  Skills: 
  — 
  — 
  Feats: 
  — 
  — 
  Environment 
  Any 
  Any (Ring of Fire, Ur-Draxa) 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  7 
  9 
  Treasure: 
  — 
  — 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  13-24 HD (Medium); 25-36 HD (Large) 
  13-24 HD (Huge); 25-36 HD (Gargantuan) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  74 
  take a move action to put out the flame. The save DC is 
  Constitution-based. 
   Creatures hitting a magma golem with natural weapons 
  or unarmed attacks take fire damage as though hit by the 
  golem‘s attack, and also catch on fire unless they succeed 
  on a Reflex save.  Weapons striking a magma golem also 
  take the fire damage. 
   Crush (Ex): Once every 5 rounds, a magma golem can 
  use a crushing attack as a full-round action that leaves 
  the golem prone.  The golem hurls itself at an opponent, 
  doing 3d6 points of bludgeoning damage and 7d6 points 
  of fire damage (Reflex half DC 15).  The save DC is 
  Dexterity-based. 
   Heat (Ex): Anyone within 10 feet of a magma golem 
  takes 1d6 points of fire damage per round from the 
  intense heat. 
   
   Immunity to Magic (Ex): Magma golems are immune 
  to all spells, spell-like abilities, and supernatural effects as 
  follows: dispel magic cast on a magma golem forces a 
  Fortitude save; if the golem fails, it is stunned for a 
  number of rounds equal to the level of the caster. Magma 
  golems take half damage from electricity. 
   
  Construction 
   A magma golem‘s body must be magically sculpted from 
  two tons of magma using fabricate or a similar spell.  
  Creating the body requires a DC 15 Craft (sculpting) or a 
  DC 15 Craft (stonemasonry) check. 
   CL 11th; Craft Construct, geas/quest, fire shield, limited 
  wish, caster must be at least 11th level; Price 40,000 gp; 
  Cost to create 20,000 gp + 1,600 XP. 
   
  RRoocckk  GGoolleem
  m  
   Before you stands a tall armored figure fashioned wholly 
  from stone. You can feel its tremendous weight in every 
  ponderous step that it takes towards you. 
   
   Rock golems are about 9 feet tall and resemble huge 
  men in full armor. These golems weigh up to 600 pounds, 
  but are slow and are incapable of movement faster than 
  walking. 
   Rock golems are usually used as guards. They stand as 
  motionless statues until the orders they were given are 
  triggered, which is usually stopping intruders from 
  entering the area they protect, usually by brute force. 
   
  Combat 
   Rock golems are dangerous in combat, capable of doing 
  massive harm to opponents with their slam attacks. The 
  force of the blows is often sufficient to knock many foes 
  from their feet. 
   Knockdown: Any creature hit by the golem‘s slam 
  attack must make a Fortitude save (DC 15) or be knocked 
  prone and take an additional 1d6 points of damage. The 
  save DC is Dexterity-based. 
   Immunity to Magic: A rock golem is immune to any 
  spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently 
  against the creature, as noted below. The rock golem 
  receives no saving throw against any of these effects. 
   
  Rock Golem 
  Large Construct 
  Salt Golem 
  Huge Construct 
  Hit Dice: 
  10d10+30 (85 hp) 
  9d10+40 (89 hp) 
  Initiative: 
  +0 
  -1 
  Speed: 
  20 ft. (4 squares) 
  30 ft. (6 squares) 
  Armor Class: 
  16 (-1 size, +7 natural), touch 9, flat-footed 
  16 
  13 (-2 Size, -1 Dex, +6 natural), touch 7, 
  flat-footed 13 
  Base Attack/Grapple: 
  +7/+17 
  +6/+23 
  Attack: 
  Slam +12 melee (2d10+6) 
  Slam +13 melee (2d8+9 plus pain) 
  Full Attack: 
  2 slams +12 melee (2d10+6) 
  2 slams +13 melee (2d8+9 plus pain) 
  Space/Reach: 
  10 ft./10 ft. 
  15 ft./15 ft. 
  Special Attacks: 
  Knockdown 
  Dehydration, improved grab, pain 
  Special Qualities: 
  Construct traits, damage reduction 
  10/adamantine, immunity to magic and 
  psionics 
  Construct traits, damage reduction 
  10/adamantine, immunity to magic and 
  psionics, water vulnerability 
  Saves: 
  Fort +3, Ref +3, Will +3 
  Fort +3, Ref +2, Will +3 
  Abilities: 
  Str 23, Dex 10, Con —,  
  Int —, Wis 11, Cha 1 
  Str 28, Dex 9, Con —,  
  Int —, Wis 11, Cha 1 
  Skills: 
  — 
  — 
  Feats: 
  — 
  — 
  Environment 
  Any 
  Any 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  11 
  12 
  Treasure: 
  — 
  — 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  11-20 HD (Large), 21-30 HD (Huge) 
  10-18 HD(Huge); 19-27 HD (Gargantuan) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  75 
   A move earth spell drives the golem back 60 ft. and 
  deals it 1d12 points of damage. 
   An earthquake or transmute rock to mud spell targeting 
  the golem slows it (as the slow spell) for 1d6 rounds and 
  deals it 3d10 points of damage. 
   A transmute mud to rock spell heals the rock golem of 
  any lost hit points. 
   
  Construction 
   A rock golem‘s body is chiseled from a single block of 
  hard stone, such as granite, weighing at least 3,000 
  pounds.  The stone must be of exceptional quality and 
  costs 5,000 gp.  Creating the body requires a DC 17 Craft 
  (sculpting) or a DC 17 Craft (stonemasonry) check. 
   CL 14th; Craft Construct, forceful hand, geas/quest, 
  limited wish, caster must be at least 14th level; Price 
  90,000 gp; Cost to create 50,000 gp + 3,400 XP. 
   
  SSaalltt  GGoolleem
  m  
    A lumbering form roughly akin to that of a man, this 
  thing is seemingly composed of tiny glittering crystals that 
  you are fairly certain are salt. 
   
    Salt golems are fashioned like men, with almost-human 
  facial features. With a slow, deliberate stride, they are 
  tireless foes that seem somehow to know that their 
  organic quarry will eventually tire, while the golem will 
  not. 
    A salt golem stands 8 feet tall and weighs 600 pounds. 
   
  Combat 
   Salt golems approach battle with the same lumbering, 
  methodical mindlessness that they approach all other 
  things. Although they strike slow, thudding blows with 
  their fists, their true threat comes from their natural 
  properties, which can double a man over in pain or drain 
  him to a husk in moments.  
   Dehydration (Ex): With a successful grapple check, a 
  salt golem deals 3d6 points of bludgeoning damage plus 
  3d6 points of fire damage to its opponent. 
   Immunity to Magic (Ex): A salt golem is immune to 
  any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature, as noted below. 
   A dispel magic spell forces the golem to make a 
  Fortitude save; failure stuns the golem for one round per 
  caster level. 
   A transmute rock to mud spell deals 3d10 points of 
  damage to the golem. 
   A magical attack that deals fire damage heals 1 point of 
  damage for every point of damage the attack would 
  otherwise deal. If the amount of healing would cause the 
  golem to exceed its full normal hit points, it gains any 
  excess as temporary hit points.  A salt golem gets no 
  saving throw against attacks that deal fire damage. 
   Improved Grab (Ex): To use this ability, a salt golem 
  must hit with a slam attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can use dehydration. 
   Pain (Ex): Any target hit by a salt golem must make a 
  Fortitude save at DC 14 or become nauseated for 1d4 
  rounds due to minute salt flake residue from the attack 
  breaking the skin and causing tremendous pain. The save 
  DC is Constitution-based. 
   Water Vulnerability (Ex): A flask of water thrown at a 
  salt golem deals 2d4 points of damage, or 1 point of 
  splash damage. A salt golem subject to a create water 
  spell or similar quantity of water takes 1d10 points of 
  damage per round of exposure. 
   
  Construction 
  A salt golem‘s body is cut from a single block of salt 
  weighing at least 5,000 pounds.  The salt costs 5,000 gp.  
  Creating the body requires a DC 17 Craft (sculpting) or a 
  DC 17 Craft (stonemasonry) check. 
  CL 14th; Craft Construct, forceful hand, geas/quest, 
  limited wish, caster must be at least 14th level; Price 
  105,000 gp; Cost to create 55,000 gp + 4,000 XP. 
   
  GGrraayy  TToouucchheedd  
   ―Gray touched‖ are individuals or creatures who have 
  either embraced the Gray, survived a necromantic attack 
  of some sort, or traveled to the Gray and had something 
  happen to cause them to be ―touched‖ when they came 
  back to the prime material plane. ―Gray touched‖ appear 
  as normal, but are much paler than they were before and 
  have a gray tinge to their skin. They also give off an eerie 
  presence, one that animals especially don't like. Most gray 
  touched are usually necromants, seeking to be as one 
  with the Gray as they can. 
   
  SSaam
  mppllee  GGrraayy  TToouucchheedd  
   This enormous lizard dwarfs you with its sheer bulk. 
  Thirty feet long and covered with a thick, gray tinged 
  shell, it lumbers forward with a plodding inevitability. 
   
   This example uses a normal mekillot creature as the 
  base creature. 
   
  Gray Touched Mekillot (Psionic) 
  Gargantuan Animal 
  Hit Dice: 16d8+108 (180 hp) 
  Initiative: +0 
  
   
  http://athas.org 
   
  76 
  Speed: 30 ft. (6 squares) 
  Armor Class: 19 (-4 size, +13 natural), touch 6, flat-
  footed 19 
  Base Attack/Grapple: +12/+36 
  Attack: Tongue lash +20 melee (1d8+12 and 1 Con 
  damage)  
  Full Attack: Tongue lash +20 melee (1d8+12) and bite 
  +15 melee (2d8+6) 
  Space/Reach: 20 ft./15 ft. (20 ft. with tongue lash) 
  Special Attacks: Constitution damage, improved grab, 
  psi-like abilities, swallow whole, trample 2d8+18 
  Special Qualities: Gray traits, turnable, unnatural aura  
  Saves: Fort +16, Ref +10, Will +5 
  Abilities: Str 35, Dex 10, Con 23, Int 2, Wis 10, Cha 9 
  Skills: Listen +12, Spot +11 
  Feats: Alertness, Combat Reflexes, Toughness (x4) 
  Environment: Plains 
  Organization: Solitary or pair 
  Challenge Rating: 13 
  Alignment: Always neutral 
  Advancement: 17-32 HD (Gargantuan) 
  Level Adjustment: — 
   
   Mekillots are mighty lizards that weigh up to six tons 
  with huge mound-shaped bodies that can be thirty feet 
  long. They are covered with a thick shell everywhere 
  except for on their sides and bellies. 
   Mekillots are used as caravan beasts; a hitched pair can 
  pull a full wagon at a slow pace. Mekillots are never truly 
  tamed, however, for the creatures have been known to go 
  off the road and wander for days. They also like to make 
  snacks of their handlers. Most caravans that use mekillots 
  have a small team of psions to deal with the beasts. 
   This sample gray touched mekillot could be the unlucky 
  survivor of a magical accident near a wizard‘s study, or a 
  beast in the army of a vile necromant. It only dimly 
  understands the horror that has overcome it. 
   
  Combat 
   In a fight mekillots attack with their tongues, or they 
  trample enemies underfoot. A mekillot instinctively drops 
  to the ground when something is underneath them, 
  causing trample damage (see below). 
   Constitution Damage (Ex): A gray touched creature‘s 
  natural weapons deal an additional 1 point of Constitution 
  damage with each attack. A creature reduced to 0 
  Constitution by a gray touched creature‘s attacks rises as 
  a zombie under that creature‘s control 24 hours later. 
   Gray Traits: A gray touched mekillot is immune to all 
  negative 
  energy 
  attacks 
  and 
  also 
  receives 
  a 
  +4 
  competence bonus to all saves regarding paralysis, 
  stunning, disease, death effects and any necromantic 
  effect. 
   Improved Grab (Ex): To use this ability, a mekillot 
  must hit with its tongue lash attack.  It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can attempt to swallow the foe the 
  following round. 
   Psi-Like Abilities: The gray touched can use the spells 
  detect undead and hide from undead at will.  Manifester 
  level 16th. 
   Swallow Whole (Ex): A mekillot can try to swallow a 
  grabbed opponent of a smaller size than itself by making a 
  successful grapple check. Once inside, the opponent takes 
  2d8+12 points of crushing damage plus 4 points of acid 
  damage per round from the mekillot‘s stomach. A 
  swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 20 points of damage 
  to the stomach (AC 16). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent must 
  cut its own way out. 
   A Gargantuan mekillot‘s interior can hold 2 Large, 8 
  Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller 
  opponents. 
   Trample (Ex): Reflex half DC 30.  The save DC is 
  Strength-based. 
   Turnable (Ex): Because they are so close to becoming 
  undead, grey touched can be turned, rebuked, or 
  commanded.  They have +4 turn resistance. 
   Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural prescience of a gray 
  touched mekillot at a distance of 15 feet. They do not 
  willingly approach nearer than that and panic if forced to 
  do so; they remain panicked as long as they are within 
  range. 
   Carrying Capacity: A light load for a mekillot is up to 
  12,768 pounds; a medium load, 12,769 -25,784 pounds; 
  a heavy load, 25,784 – 38,400 pounds. A mekillot can 
  drag 192,000 pounds 
   
  CCrreeaattiinngg  aa  GGrraayy  TToouucchheedd  
   ―Gray Touched‖ is an acquired template that can be 
  added to any aberration, animal, giant, humanoid, 
  magical beast, monstrous humanoid or plant. The creature 
  (hereafter referred to as the base creature) has all the 
  base creature‘s characteristics, except as noted here. Do 
  not recalculate the creature‘s base attack bonus, saves, or 
  skill points. 
   Size and Type: Creatures with this template keep their 
  type and size, except for animals, whose type changes to 
  magical beast (augmented animal). Creatures with this 
  template also gain the Psionic subtype. 
  
   
  http://athas.org 
   
  77 
   Special Attacks: A gray touched creature gains the 
  special attacks described below. 
   Constitution Damage (Ex): A gray touched creature‘s 
  natural weapons deal an additional 1 point of Constitution 
  damage with each attack. A creature reduced to 0 
  Constitution by a gray touched creature‘s attacks rises as 
  a zombie under that creature‘s control 24 hours later. 
   Psi-Like Abilities: The gray touched can use the spells 
  detect undead and hide from undead at will.  Manifester 
  level equals Hit Dice. 
   Special Qualities: A gray touched creature gains the 
  special qualities described below. 
   Gray Traits: A gray touched is immune to all negative 
  energy 
  attacks. 
  Gray 
  touched 
  also receive 
  a +4 
  competence bonus to all saves regarding paralysis, 
  stunning, disease, death effects and any necromantic 
  effect. 
   Turnable (Ex): Because they are so close to becoming 
  undead, grey touched can be turned, rebuked, or 
  commanded.  They have +4 turn resistance.  
   
   Unnatural Aura (Su): Both wild and domesticated 
  animals can sense the unnatural prescience of a gray 
  touched at a distance of 15 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within range. 
  Abilities: Con –2. 
  Environment: Any. 
  Organization: Any. 
  Challenge Rating: +1. 
  Treasure: Same as base creature. 
  Alignment: Same as base creature. 
  Advancement: Same as the base creature. 
  Level Adjustment: +2. 
   
  GGuuaarrddiiaann  
   An obsidian orb two feet in diameter and utterly without 
  flaw, this object simply sits there, passively reflecting your 
  curious expressions in its smooth surface. 
   
    A guardian is the disembodied mind of a powerful psion 
  that has been permanently embedded into a perfectly 
  formed obsidian sphere. Created during the Green Age, 
  guardians are left utterly bereft of any sense of identity or 
  personality by the transformational process and serve 
  instead in a number of ways as immortal slaves for the 
  society that created them. 
    Although their identities are effectively erased by the 
  embedding, guardians‘ minds remain potent tools and 
  they retain full use of their psionic abilities. A guardian 
  can receive and understand complex instructions, and act 
  on them where necessary, but it cannot conceive of itself 
  as anything other than a servile device, a tool that exists 
  to serve its masters. 
    Guardians 
  are 
  used 
  as border 
  guards, 
  laborers, 
  illumination, hunters, record keepers and so forth. Any 
  task than can be carried out by an intelligent yet utterly 
  dependent psionic mind can be assigned to a guardian. 
    The overwhelming majority of guardians date back to 
  Athas‘ Green Age, as only a tiny handful still know the 
  science of their creation. Over the millennia, time has not 
  always been kind to the embodied psyches, however, and 
  some guardians are extremely dangerous as a result. 
  Whether through some deterioration in the embedding or, 
  as some have suggested, through a vestigial resurgence 
  of self-awareness, these guardians have become insane. 
  Unable to effectively distinguish between friend and foe, 
  order or obstacle, they lash out with devastating force at 
  whatever they perceive to be a threat. 
    On Athas, the largest known concentration and use of 
  guardians is in the area of Saragar. A great border 
  network of guardians protects this place and the 
  constructs are seen as integral cogs of local life. Most 
  guardians of Saragar were criminals or deviants in life, 
  and the embedding procedure was used as a particularly 
  final form of punishment. 
   
  LLaabboorreerr  
   This example uses a 10th-level psion (shaper) as the 
  base creature. 
    The backbone of Green Age psionic life, the laborer class 
  of guardian are put to use as lifters, porters, drivers, 
  lighters, investigative aids and the like, helping the 
  citizens of Saragar through their daily lives. 
   
  Combat 
    Laborer 
  guardians 
  do 
  not 
  make 
  good 
  individual 
  combatants as their lack of awareness and tactical 
  experience puts them at a distinct disadvantage when 
  faced with free-thinking foes. Under guidance, however, a 
  laborer guardian can be a potent foe, directing its 
  metacreative strikes against its masters‘ hapless targets. 
   Psionic Powers: A laborer manifests powers as a 10th-
  level psion (shaper). The save DCs are Intelligence-based. 
   Typical Psion Powers Known (power points 90, save DC 
  12 + power level): 1st–astral construct, control light, 
  psionic grease, psionic minor creation, skate; 2nd–mental 
  disruption, 
  psionic 
  levitate, 
  psionic 
  repair 
  damage, 
  thought shield; 3rd–dispel psionics, ectoplasmtic cocoon, 
  mind trap, telekinetic force; 4th–energy adaptation, 
  psionic divination, psionic fabricate, quintessence; 5th–
  catapsi, hail of crystals, power resistance psionic major 
  creation. 
   
  
   
  http://athas.org 
   
  78 
  SSeeeekkeerr  
   This example uses a 10th-level psion (seer) as the base 
  creature. 
     
   Seekers 
  are 
  those 
  guardians 
  whose 
  advanced 
  clairsentient abilities are used to locate and track items or 
  persons of interest to the state. In modern-day Saragar, 
  this means the Mindlords. Sometimes even carried abroad 
  in heavy palanquins to probe the very reaches of the 
  Mindlords‘ territory, seeker guardians are tenacious and 
  uncompromising hunters. 
   
  Combat 
    Combat is largely a matter of observation for a seeker 
  guardian, as they possess few offensive powers. A seeker 
  is more likely to call for aid, alerting every creature within 
  range, psionic or otherwise, to the plight it is in through 
  repeated mental broadcasts. 
   Psionic Powers: A seeker manifests powers as a 13th-
  level psion (seer). The save DCs are Intelligence-based. 
   
   Typical Psion Powers Known (power points 166, save DC 
  13 + power level): 1st-call to mind, destiny dissonance, 
  know direction and location, missive, precognition; 2nd–
  clairvoyant 
  sense, 
  object 
  reading, 
  psionic 
  identify, 
  sensitivity to psychic impression; 3rd–escape detection, 
  eradicate invisibility purge, fate link, ubiquitous vision; 
  4th–anchored navigation, aura sight, detect remote 
  viewing, remote viewing; 5th– clairtangent hand, power 
  resistance, psionic true seeing, second chance; 6th–co-opt 
  concentration, reater precognition, remote view trap; 7th-
  fate of one. 
   
  W
  Waarrrriioorr  
   This example uses a 7th-level psychic warrior as the 
  base creature. 
     
   Warrior guardians are just that – constructs designed to 
  wreak death and devastation amongst the enemy. Warrior 
  guardians are clever foes, making the most of the virtual 
  invulnerability and striking hard and fast against their 
  targets. 
   
  Combat 
    In combat, a warrior guardian will attack from range 
  wherever possible, taking advantage of the fact that it 
  does not appear threatening, if at all possible. It also uses 
  touch-based powers to discourage foes from attacking it 
  physically and will attack a single target relentlessly 
  before moving on to another. 
   Psionic Powers: A warrior manifests powers as a 7th-
  level psychic warrior. The save DCs are Wisdom-based. 
   Typical Psychic Warrior Powers Known (power points 18, 
  save DC 11 + power level): 1st–biofeedback, inertial 
  armor, offensive prescience; 2nd–feat leech, painful 
  strike, Strength of my enemy; 3rd–greater concealing 
  amorpha. 
   
  W
  Waattcchheerr  
   This example uses a 7th-level psion (telepath) as the 
  base creature. 
     
   
  Laborer  
  Small Construct (Augmented Humanoid, 
  Psionic) 
  Seeker  
  Small Construct (Augmented Humanoid, 
  Psionic) 
  Hit Dice: 
  10d10+10 (65 hp) 
  10d10+10 (65 hp) 
  Initiative: 
  — 
  — 
  Speed: 
  — 
  — 
  Armor Class: 
  16 (+1 size, -5 Dex, +10 natural) 
  16 (+1 size, -5 Dex, +10 natural) 
  Base Attack/Grapple: 
  +5/— 
  +6/— 
  Attack: 
  — 
  — 
  Full Attack: 
  — 
  — 
  Space/Reach: 
  5 ft./— 
  5 ft./— 
  Special Attacks: 
  Psionic powers 
  Psionic powers 
  Special Qualities: 
  Construct 
  traits, 
  darkvision 
  60 
  ft., 
  DR 
  10/metal, low-light vision, power resistance 
  15, spell resistance 15 
  Construct 
  traits, 
  darkvision 
  60 
  ft., 
  DR 
  10/metal, low-light vision, power reisstance 
  15, spell resistance 15 
  Saves: 
  Fort +3, Ref +3, Will +4 
  Fort +3, Ref +3, Will +6 
  Abilities: 
  Str 
  —, 
  Dex 
  —, 
  Con 
  —,  
  Int 15, Wis 12, Cha 1 
  Str 
  —, 
  Dex 
  —, 
  Con 
  —,  
  Int 12, Wis 16, Cha 1 
  Skills: 
  Appraise +9, Bluff +7, Concentration +15, 
  Psicraft +15, Sense Motive +8, Search +8, 
  Spot +15 
  Autohypnosis +7, Bluff +6, Concentration +8, 
  Gather 
  Information 
  +9, 
  Knowledge 
  (geography) +8, Knowledge (history) +8, 
  Listen +10, Psicraft +8, Remote View +8, 
  Search +5, Sense Motive +10, Spot +10 
  Feats: 
  Enlarge Power, Extend Power, Maximize 
  Power, Psionic Focus,  
  Greater Psionic Focus, Heighten Power, Inner 
  Strength, Psionic Focus, Quicken Power 
  Environment 
  Any 
  Any 
  Organization: 
  Any 
  Any 
  Challenge Rating: 
  12 
  15 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  — 
  — 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  79 
   A watcher guardian is a gatekeeper, sentinel and border 
  guard, used to secure the vulnerable areas of Saragar and 
  its environs. In conjunction with warrior guardians, the 
  watchers form the first line of defense against intruders in 
  the lands of the Last Sea. 
   
  Combat 
    Watchers can engage in combat if needed, but are far 
  from the equal of most threats. A watcher‘s primary task 
  is to remain alert for unwelcome intruders, and then to 
  alert overseers who will engage warriors and seekers to 
  find and eliminate the foe. 
   Psionic Powers: A watcher manifests powers as a 7th-
  level psion (telepath). The save DCs are Intelligence-
  based. 
   Typical Psion Powers Known (power points 53, save DC 
  ** + power level): 1st–disable, empathy, mindlink, 
  psionic 
  charm; 
  2nd–aversion, 
  brain 
  lock, 
  psionic 
  suggestion, read thoughts; 3rd–crisis of breath, false 
  sensory input, psionic blast, time hop; 4th-psionic 
  dominate, psionic modify memory. 
   
   
  CCrreeaattiinngg  aa  GGuuaarrddiiaann  
    ―Guardian‖ is an acquired template that can be added to 
  any psionic creature (referred to hereafter as the base 
  creature).  For creatures with psionic classes, only psions 
  and psychic warriors may become guardians.  Wilders and 
  wild talents rely upon a force of will which is removed 
  during the transformation process. 
    A guardian loses many physical and mental traits as part 
  of the embedding process, described below. 
    Size and Type: The creature‘s type changes to 
  construct (augmented version of base creature) and size 
  becomes Small. 
    Hit Dice and Hit Points: Every guardian has 10 
  construct Hit Dice, innate to the obsidian orbs used in 
  their creation, yielding 10d10+10 hit points (average 65). 
    Speed: Guardians are immobile (use of psionics 
  notwithstanding). 
    Armor Class: A guardian loses the armor bonuses of 
  the base creature but receives +10 natural armor from 
  the obsidian orb, a +1 size bonus and a –5 penalty for 
  having no Dex score, for an AC of 16. 
    Base Attack/Grapple: Although they are incapable of 
  making physical attacks, guardians retain the BAB of the 
  base creature for use in psionic attacks. 
    Attacks: Guardians are incapable of making physical 
  attacks and must rely upon their psionic powers to 
  interact with the world around them. 
    Damage: All damage is derived from purely psionic 
  sources as the guardian has no physical attack form. 
    Special Attacks: A guardian retains the Manifester 
  level and all psionic powers of the base creature but loses 
  all other special attack forms of the base creature. 
    Special Qualities: The guardian gains low-light vision 
  and darkvision out to 60 feet as a function of the special 
  obsidian orb into which it is embedded.  A guardian gains 
  DR 10/metal due to the innate resilience of the obsidian 
  orb. They are immune to all charms, compulsions, 
  phantasms, patterns and morale effects due to their lack 
  of self-awareness. They are immune to poison, sleep 
  effects, paralysis, stunning, disease, death effects and 
  necromancy effects. They are immune to critical hits, 
  nonlethal damage, ability damage, ability drain, fatigue, 
  exhaustion or energy drain. A guardian cannot heal 
   
  Warrior  
  Small Construct (Augmented Humanoid, 
  Psionic) 
  Watcher  
  Small Construct (Augmented Humanoid, 
  Psionic) 
  Hit Dice: 
  10d10+10 (65 hp) 
  10d10+10 (65 hp) 
  Initiative: 
  +4 
  — 
  Speed: 
  — 
  — 
  Armor Class: 
  16 (+1 size, -5 Dex, +10 natural) 
  16 (+1 size, -5 Dex, +10 natural) 
  Base Attack/Grapple: 
  +5/— 
  +3/— 
  Attack: 
  — 
  — 
  Full Attack: 
  — 
  — 
  Space/Reach: 
  5 ft./— 
  5 ft./— 
  Special Attacks: 
  Psionic powers 
  Psionic powers 
  Special Qualities: 
  Construct 
  traits, 
  darkvision 
  60 
  ft., 
  DR 
  10/metal, low-light vision, power resistance 
  15, spell resistance 15 
  Construct 
  traits, 
  darkvision 
  60 
  ft., 
  DR 
  10/metal, low-light vision, power resistance 
  15, spell resistance 15 
  Saves: 
  Fort +3, Ref +3, Will +4 
  Fort +3, Ref +3, Will +4 
  Abilities: 
  Str —, Dex —, Con —, Int 10, Wis 12, Cha 1 
  Str —, Dex —, Con —, Int 10, Wis 12, Cha 1 
  Skills: 
  Autohypnosis +4, Bluff +1, Concentration +3, 
  Listen +2, Search +1, Sense Motive +2, Spot 
  +2 
  Autohypnosis 
  +2, 
  Concentration 
  +6, 
  Knowledge 
  (geography) 
  +6, 
  Listen 
  +3, 
  Psicraft +6, Search +2, Sense Motive +7, 
  Spot +3 
  Feats: 
  Blindfight, Combat Reflexes, Disarm Mind, 
  Improved Initiative, Maximize Power, Quicken 
  Power 
  Enlarge Power, Extend Power, Persistent 
  Power 
  Environment 
  Any 
  Any 
  Organization: 
  Any 
  Any 
  Challenge Rating: 
  9 
  9 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  — 
  — 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  80 
  damage on its own but can be repaired through use of the 
  Craft Construct feat (MM p303). 
    Base Save Bonuses: A guardian receives save bonuses 
  based on its new form (Fort +3, Ref +3, Will +3), 
  modified by its abilities. As constructs, guardians are 
  immune to most effects requiring Fortitude saves. 
    Abilities: As they are immobile constructs with no 
  individual identities, guardians lose all physical abilities 
  (Strength, 
  Dexterity, 
  Constitution) 
  and 
  have 
  their 
  Charisma reduced to 1). Intelligence and Wisdom scores 
  are unaffected. 
    Skills: A guardian retains the skills of the base creature, 
  but may be unable to use many of these, should they 
  require physical activity (Climb, Jump, Ride etc). 
    Feats: A guardian retains the feats of the base creature, 
  but may be unable to use many of these, should they 
  require physical activity (Dodge etc). 
    Environment: A guardian has no specific environment, 
  but is placed or sent wherever its master desires. 
    Organization: Guardians are organized according to 
  the needs of their owners and have no inherent method of 
  organization as they lack any sense of self-awareness. 
    Challenge Rating: As the base creature +2. 
    Treasure: None, although guardians are often used to 
  watch over valuables. 
    Alignment: Always neutral. 
    Advancement: None. Guardians are static constructs. 
    Level Adjustment: None. Guardians are unsuitable as 
  player characters. 
   
  HHaallff--DDrraakkee  
   On Athas, the elemental and paraelemental drakes are 
  at the very top of the food chain. Few are those creatures 
  that can withstand the onslaught of such a beast, and so it 
  comes as a surprise to many to learn that drakes can and 
  do breed with other species. Half-drakes are nevertheless 
  extremely rare, not least because of the drakes‘ bestial 
  natures, and humanoid half-drakes are rarer still. 
  However, young drakes have been captured and used in 
  vile breeding experiments by more than one deranged 
  mage, and there also exist devout elemental clerics who 
  seek union with these beings under the aegis of mighty 
  magics. Their half-drake offspring are often revered as 
  prophets or seers amongst the element‘s worshippers on 
  Athas. 
   Half-drake creatures are always more formidable than 
  others of their kind, and their appearance betrays their 
  nature: 
  scales 
  or 
  sleek 
  hide, 
  elongated 
  features, 
  exaggerated teeth and claws, and eyes like burning 
  embers, glittering gems, shifting waters, or the sun itself. 
  Some breeds possess diaphanous wings, vestigial tails or 
  even spines and fluted crests atop the head. 
   
  SSaam
  mppllee  HHaallff--AAiirr  DDrraakkee  M
  Moouunnttaaiinn  SSttaallkkeerr  
   A winged giant with a black hide mottled by translucent 
  blue scales, this reptilian creature has a beastlike muzzle 
  filled with long fangs. Its four tentacle-arms are lined with 
  raking claws and end in snapping pincers, and a blue crest 
  begins atop its head and runs down the length of its spine 
  to meet a short tail. 
   
   This example uses a mountain stalker as the base 
  creature and an air drake as the drake parent. 
   
  Large Dragon (Augmented Giant) 
  Hit Dice: 10d10+50 (105 hp) 
  Initiative: +3 
  Speed: 40 ft. (8 squares), fly 80 ft. (average) 
  Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, 
  flat-footed 17 
  Base Attack/Grapple: +7/+22 
  Attack: Tentacle rake +17 melee (3d6+11) or claw +17 
  melee (1d6+11) 
  Full Attack: 4 tentacle rakes +17 melee (3d6+11) and 
  bite +12 melee (1d8+11); or 2 claws +17 melee 
  (1d6+11) and bite +12 melee (1d8+11) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Breath weapon 
  Special Qualities: Darkvision 60 ft., immunity to 
  electricity, sleep, and paralysis, low-light vision 
  Saves: Fort +12, Ref +8, Will +3 
  Abilities: Str 32, Dex 16, Con 21, Int 8, Wis 10, Cha 9 
  Skills: Climb +18, Listen +5, Spot +5 
  Feats: Alertness, Cleave, Lightning Reflexes, Power 
  Attack 
  Environment: Mountains 
  Organization: Solitary, pair, or clan (4-10) 
  Challenge Rating: 10 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: 11-20 HD (Large); 21-30 HD (Huge) 
  Level Adjustment: — 
   
   A half-air drake mountain stalker is king among its 
  people, dominating the cliffsides with its ability to fly and 
  possessing a keener intellect. 
   Half-air drake mountain stalkers speak Giant. 
   
  Combat 
   Half-air drake mountain stalkers often command their 
  fellows in cliff-side raids against other tribal peoples. 
   Breath Weapon (Su): 60-foot line, once per day, 
  damage 6d8 lightning, Reflex DC 20 half. The save DC is 
  Constitution-based. 
   Skills: Mountain stalkers benefit from a +4 racial bonus 
  to Climb checks. 
   
  CCrreeaattiinngg  aa  HHaallff--DDrraakkee  
   ―Half-drake‖ is an inherited template that can be added 
  to any living, corporeal creature (referred to hereafter as 
  the base creature). 
   A half-drake uses all the base creature‘s statistics and 
  special abilities except as noted here. 
   Size and Type: The creature‘s type changes to dragon. 
  Size is unchanged. Do not recalculate base attack bonus 
  or saves. 
   Hit Dice: Increase base creature‘s racial HD by one die 
  size, to a maximum of d12. Do not increase class HD. 
   Speed: A half-air or half-sun drake that is Large or 
  larger has wings and can fly at twice its base land speed 
  (maximum 120 ft.) with average maneuverability. A half-
  earth or half-magma drake that is Large or larger has 
  claws of such resilience that it can burrow at 10 ft. speed.  
  A half-fire drake that is Large or larger develops powerful 
  hind legs that add 20 to its base land speed.  A half-silt, 
  half-rain or half-water drake that is Large or larger 
  develops fin-like growths along its body, allowing it to 
  swim at its base land speed.  A half-drake that is Medium 
  or smaller does not develop these characteristics. 
   Armor Class: Natural armor improves by +4.  
  
   
  http://athas.org 
   
  81 
   Attack: A half-drake has two claw attacks and a bite 
  attack, and the claws are the primary natural weapon. If 
  the base creature can use weapons, the half-drake retains 
  this ability. A half-drake fighting without weapons uses a 
  claw when making an attack action. When it has a 
  weapon, it usually uses the weapon instead. 
   Full Attack: A half-drake fighting without weapons uses 
  both claws and its bite when making a full attack. If 
  armed with a weapon, it usually uses the weapon as its 
  primary attack and its bite as a natural secondary attack. 
  If it has a hand free, it uses a claw as an additional 
  natural secondary attack. 
   Damage: Half-drakes have bite and claw attacks. If the 
  base creature does not have these attack forms, use the 
  damage values in the table below. Otherwise, use the 
  values below or the base creature‘s damage values, 
  whichever are greater. 
   
   
   Special Attacks: A half-drake retains all the special 
  attacks of the base creature and gains a breath weapon 
  based on the drake variety (see the table below), usable 
  once per day. A half-drake‘s breath weapon deals 6d8 
  points of damage. A successful Reflex save (DC 10 + 1/2 
  half-drake‘s racial HD + half-drake‘s Con modifier) 
  reduces damage by half.  A half-drake‘s breath weapon 
  does not always match the parent drake‘s attack form, 
  instead developing through the unique combination of 
  mortal and elemental draconic forces melded within the 
  half-drake. 
   
  Drake 
  Variety 
  Breath Weapon/Special Ability 
  Air 
  60-foot line of electricity 
  Earth 
  30-foot cone of scouring sand (deals half 
  fire and half piercing and slashing damage) 
  Fire 
  30-foot cone of fire 
  Magma 
  30-foot cone of lava (deals half fire and half 
  bludgeoning damage) 
  Rain 
  30-foot cone of cold 
  Silt 
  30-foot cone of acid 
  Sun 
  30-foot cone of heat (deals fire damage) 
  Water 
  30-foot cone of water (deals half cold and 
  half bludgeoning damage) 
   
   Special Qualities: A half-drake has all the special 
  qualities of the base creature, plus darkvision out to 60 
  feet and low-light vision. A half-drake has immunity to 
  sleep and paralysis effects, and an additional immunity 
  based on its drake variety. 
   
   
  Drake 
  Variety 
  Immunity 
  Drake 
  Variety 
  Immunity 
  Air 
  Electricity 
  Rain 
  Cold 
  Earth 
  Acid 
  Silt 
  Acid 
  Fire 
  Fire 
  Sun 
  Fire 
  Magma 
  Fire 
  Water 
  Cold 
   
   Abilities: Increase from the base creature as follows: 
  Str +8, Con +2, Int +2, Cha +2. 
   Skills: A half-drake gains skill points as a dragon and 
  has skill points equal to (6 + Int modifier) x (HD + 3). Do 
  not include Hit Dice from class levels in this calculation—
  the half-drake gains dragon skill points only for its racial 
  Hit Dice, and gains the normal amount of skill points for 
  its class levels. Treat skills from the base creature‘s list as 
  class skills, and other skills as cross-class. 
   Environment: Same as either the base creature or the 
  drake variety. 
   Challenge Rating: Same as the base creature + 2 
  (minimum 3). 
   Alignment: Same as the drake variety. 
   Level Adjustment: Same as base creature +3. 
   
   
  HHaallff--EElleem
  meennttaallss  ––  PPaarraaeelleem
  meennttss  
   Half-elementals are the result of unions between 
  elementals and mortal creatures, or are created by some 
  magical infusion of elemental power into a mortal at birth 
  (usually through strange and often distasteful rites). Such 
  creatures are normally left among their mortal kin, never 
  again thought of by their otherworldly sires. 
   Half-paraelementals are those half-elementals that stem 
  from the elemental planes known on Athas as Magma, 
  Rain, Silt and Sun. Half-paraelementals always have some 
  aspect of their elemental nature displayed in both their 
  appearance 
  and 
  their 
  temperament. 
  Magma 
  half-
  paraelementals are often ruled by their smoldering desires 
  and have a ruddy appearance. Some smell of smoke or 
  seem hot to the touch. Rain half-paraelementals are 
  temperamental creatures, given to great generosity but 
  great hatred as well. Sinuous and graceful, they often 
  have 
  a 
  gray-blue 
  blush 
  to 
  their 
  skin. 
  Silt 
  half-
  paraelementals are dry and languorous in their ways. Dust 
  seems to cling to them and their expressions are often 
  dull and flat. Those whose ancestry is of the sun, by 
  contrast, are passionate and energetic figures, often with 
  bright and compelling countenances. Equally often, 
  however, they are self-destructive by nature and will 
  readily burn those who come too close to their flame. 
   
   
   
  CCrreeaattiinngg  aa  HHaallff--EElleem
  meennttaall  
   Half-elemental is an inherited template that can be 
  added to any corporeal creature with an Intelligence score 
  of 4 or more (hereafter referred to as the ―base 
  creature‖). Because the half-elemental is still mostly flesh, 
  it cannot be of the elemental type.  Instead, the creature‘s 
  type changes to Outsider. It uses all of the base creature‘s 
  statistics and special abilities, except as noted here. 
   Armor Class: +1 natural armor (+2 for magma) 
   Special Attacks: A half-elemental retains all the special 
  attacks of the base creature. Half-elementals with a 
  Wisdom score of 8 or higher possess the following spell-
  like abilities, using their character level as caster level, as 
  specified in the table. Each ability is useable once per day. 
  All saving throws against a half-elemental‘s attacks are 
  Charisma-based. 
   Special Qualities: A half-elemental retains all the 
  special qualities of the base creature. A half-elemental 
  gains the relevant elemental subtypes of its parent 
  element but no other special qualities. Each paraelement 
  Size 
  Bite Damage 
  Claw Damage 
  Fine 
  1 
  — 
  Diminutive 
  1d2 
  1 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  2d6 
  1d8 
  Gargantuan 
  3d6 
  2d6 
  Colossal 
  4d6 
  3d6 
  
   
  http://athas.org 
   
  82 
  corresponds to a pair of classic elements, according to the 
  following table: 
   
  Paraelement 
  Subtypes 
  Magma 
  Earth and Fire 
  Rain 
  Air and Water 
  Silt 
  Earth and Water 
  Sun 
  Air and Fire 
   
  Saves: Same as the base creature. 
  Abilities: Change from the base creature as follows: 
   Magma: Str +2, Con +4 
   Rain: Str +2, Dex +2, Int +2, Wis +2, Cha +2 
   Silt: Dex +4, Int +2, Con +2, Cha -2 
   Sun: Dex +2, Con +4, Int +2, Wis +2, Cha -2 
  Skills and Feats: A half-elemental gains skills and feats 
  as the base creature. 
  Environment: Same as either the base creature or the 
  elemental. 
  Organization: Same as the base creature. 
  Challenge Rating: Same as the base creature +2. 
  Alignment: Same as the base creature. 
  Treasure: Same as the base creature. 
  Advancement: Same as the base creature. 
  Level Adjustment: +3. 
   
  Half-Magma Elemental 
  Favored Class: Barbarian, Fighter 
   
  Level 
  Ability 
   
  Level 
  Ability 
  1-2 
  Burning hands 
   
  11-12 
  Firestorm 
  3-4 
  Pyrotechnics 
   
  13-14 
  Earthquake 
  5-6 
  Flaming sphere 
   
  15-16 
  Magma tunnel 
  7-8 
  Stinking cloud 
   
  17-18 
  Elemental swarm 
  9-10 
  Wall of fire 
   
  19+ 
  Plane shift 
   
  Half-Rain Elemental 
  Favored Class: Cleric, Druid 
   
  Level 
  Ability 
   
  Level 
  Ability 
  1-2 
  Eye of the 
  storm 
   
  11-12 
  Transmute rock to 
  mud 
  3-4 
  Chill touch 
   
  13-14 
  Control water 
  5-6 
  Sleet storm 
   
  15-16 
  Control weather 
  7-8 
  Water 
  breathing 
   
  17-18 
  Elemental swarm 
  9-10 
  Ice storm 
   
  19+ 
  Plane shift 
   
  Half-Silt Elemental 
  Favored Class: Rogue, Wizard 
   
  Level 
  Ability 
   
  Level 
  Ability 
  1-2 
  Ray of 
  enfeeblement 
   
  11-12 
  Cloudkill 
  3-4 
  Sand pit 
   
  13-14 
  Acid fog 
  5-6 
  Glitterdust 
   
  15-16 
  Waves of 
  Exhaustion 
  7-8 
  Surface walk 
   
  17-18 
  Elemental 
  swarm 
  9-10 
  Control tides 
   
  19+ 
  Plane shift 
   
   
  Half-Sun Elemental 
  Favored Class: Ranger, Wizard 
   
  Level 
  Ability 
   
  Level 
  Ability 
  1-2 
  Color spray 
   
  11-12 
  Fire shield 
  3-4 
  Cooling 
  canopy 
   
  13-14 
  Sunbeam 
  5-6 
  Searing light 
   
  15-16 
  Sunburst 
  7-8 
  Daylight 
   
  17-18 
  Elemental swarm 
  9-10 
  Blindscorch 
   
  19+ 
  Plane shift 
   
  SSaam
  mppllee  HHaallff--M
  Maaggm
  maa  FFeeyyllaaaarr  
   A large four-armed ape with shiny, flame-colored fur 
  looks at you with deep red eyes. Its bony head plates are 
  a deep crimson and have an unnatural glow to them. This 
  muscular beast, taller than an elf, looks like it’s ready to 
  pounce. 
   
   This example uses a feylaar as the base creature. 
   
  Large Outsider (Fire, Earth, Psionic) 
  Hit Dice: 7d8+21 (52hp) 
  Initiative: +2 
  Speed: 30 ft. (6 squares) 
  Armor Class: 16 (+2 Dex, -1 size, +5 natural), touch 11, 
  flat-footed 14 
  Base Attack/Grapple: +7/+23* 
  Attack: Slam +10 melee (1d6+4) 
  Full Attack: 4 slams +10 melee (1d6+4) and bite +8 
  melee (1d8+2) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Constrict 1d6+4, death field, improved 
  grab, psi-like abilities, spell-like abilities 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +5, Ref +7, Will +5 
  Abilities: Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 9 
  
   
  http://athas.org 
   
  83 
  Skills: Climb +17, Jump +9, Psicraft +6, 
  Search +6, Spot +5, Survival +5 
  Feats: Ability Focus (death field), Improved 
  Initiative, Multiattack 
  Environment: Forests 
  Organization: Family (1-4) or clan (3-6 
  families) 
  Challenge Rating: 6 
  Treasure: Standard 
  Alignment: Usually lawful neutral 
  Advancement: By character class 
  Level Adjustment: +7 
   
   The mystical energies that created this 
  creature have made a powerful beast. The 
  half-elemental 
  feylaar 
  has 
  many 
  potent 
  powers and abilities to defend itself. 
   
  Combat 
    Feylaars are intelligent and dangerous 
  opponents who make full use of their psionic 
  powers to defeat their foes. If able, they 
  prefer to strike from ambush, using their 
  chameleon or invisibility power to attack 
  unseen. In battle, they use displacement and 
  dimension 
  door 
  where 
  appropriate 
  to 
  outmaneuver 
  and 
  flank 
  their 
  enemies, 
  resorting to their terrible death field ability 
  when faced with defeat. 
    Once they close with a target, feylaars 
  strike with a hammering series of blows, 
  followed with a ripping bite. They will grapple 
  if possible and crush their targets into 
  submission, using powers like psychic vampire 
  and inflict pain to exacerbate their attacks. 
    Constrict (Ex): A feylaar deals 1d6+4 
  points of damage with a successful grapple check. 
    Death Field (Ps): This innate psionic power may be 
  used 3 times per day. When activated, the feylaar 
  sacrifices a number of hit points, up to its current total. All 
  creatures within 20 feet must make a successful Fortitude 
  save (DC 12) or suffer damage equal to the amount of hit 
  points sacrificed by the feylaar. A successful save negates 
  this damage. Death field is the equivalent of a 3rd-level 
  psionic power. The save DC is Charisma-based. 
    Improved Grab (Ex): If it successfully hits with its 
  slam attack, the feylaar may initiate a grapple attempt as 
  a free action without provoking an attack of opportunity. 
  *A feylaar has a +8 racial bonus on grapple checks. 
   Psi-Like Abilities: 3/day – body adjustment (2d12*), 
  chameleon, cloud mind (DC 11), conceal thoughts, 
  ecotoplasmic form, false sensory input (2 targets, DC 
  12*), id insinuation (3 targets, DC 13*), mindlink 
  (unwilling targets, 2 targets, DC 10*), psionic dimension 
  door, psionic dominate (DC 13*), psychic vampire (DC 
  13).  Manifester level 7th.  The save DCs are Charisma-
  based. 
   *Includes augmentation for the feylaar‘s manifester 
  level. 
   Spell-Like Abilities: 1/day—burning hands (DC 10), 
  flaming sphere (DC 11), pyrotechnics (DC 11), stinking 
  cloud (DC 12). Caster level 7th. The save DCs are 
  Charisma-based. 
    Skills (Ex): The feylaar receives a +8 racial bonus on 
  Climb checks. 
   
  SSaam
  mppllee  HHaallff--RRaaiinn  CCrraagg  GGiiaanntt  
   This huge creature regards you as you would look upon 
  a mulworm. Its skin has a soft blue hue, and its long black 
  hair flows with the wind. The huge stone dagger it holds in 
  its hand is covered with depictions of lightning. 
   
   This example uses a crag giant as the base creature. 
   
  Huge Outsider (Air, Water) 
  Hit Dice: 16d8+112 (184 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 23 (-2 size, +2 Dex, +13 natural), touch 
  10, flat-footed 21 
  Base Attack/Grapple: +12/+32 
  Attack: Stone dagger +21 melee (1d8+11/19-20) or 
  slam +22 melee (1d8+12) or rock +14 ranged 
  (2d8+12) 
  Full Attack: Stone dagger +21/+16/+11 melee 
  (1d8+11/19-20) or 2 slams +22 melee (1d8+12) or 
  rock +14 ranged (2d8+12)  
  Space/Reach: 15 ft./15 ft. 
  Special Attacks: Rock throwing, spell-like abilities 
  Special Qualities: Low-light vision, rock catching 
  Saves: Fort +17, Ref +6, Will +7 
  Abilities: Str 35 Dex 15, Con 24, Int 9, Wis 14, Cha 12 
  Skills: Climb +18, Jump +21, Listen +7, Spot +7, 
  Survival +7 
  Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, 
  Power Attack, Weapon Focus (rock) 
  Environment: Mountains (Lonely Butte) 
  
   
  http://athas.org 
   
  84 
  Organization: Solitary, family (5-10) 
  Challenge Rating: 13 
  Treasure: Standard 
  Alignment: Usually chaotic 
  Advancement: By character class 
  Level Adjustment: +7 
   
   With a deep affinity for the elements of the storm, this 
  giant bears the ancestry of his people‘s beliefs in his very 
  blood.  Amongst fellow crag giants, one touched by the 
  elements in this way would be treated with deference at 
  worst – and revered at best. 
   
  Combat 
   This half-rain crag giant possesses magical powers that 
  place him head and shoulders above his fellows.  Foes are 
  likely to find themselves pummelled with freezing 
  elemental 
  attacks, 
  followed 
  by 
  crushing 
  physical 
  punishment at the hands of this behemoth, 
   Rock Catching (Ex): A half-rain paraelemental crag 
  giant can catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). Once per round, a giant that 
  would normally be hit by a rock can make a Reflex save to 
  catch it as a free action. The DC is 15 for a Small rock, 20 
  for a Medium one, and 25 for a Large one. (If the 
  projectile provides a magical bonus on attack rolls, the DC 
  increases by that amount.) The giant must be ready for 
  and aware of the attack in order to make a rock catching 
  attempt. 
   Rock Throwing (Ex): Adult giants are accomplished 
  rock throwers and receive a +1 racial bonus on attack 
  rolls when throwing rocks. A half-rain paraelemental crag 
  giant can hurl rocks of 60 to 80 pounds (Medium objects). 
  The range increment is 140 feet for a crag giant‘s thrown 
  rocks. 
   Spell-Like Abilities: 1/day—chill touch (DC 12), control 
  water (DC 17), control weather, eye of the storm, ice 
  storm, sleet storm, transmute rock to mud (DC 16), water 
  breathing (DC 14). Caster level 16th. The save DCs are 
  Charisma-based. 
   
  SSaam
  mppllee  HHaallff--SSiilltt  DDrraayy  
   You are startled to be confronted by a tall, lean draconic 
  being with scaly skin, hairless body, and clawed limbs. It 
  has no wings, but its reptilian features, combined with its 
  long tail, leave you in little doubt as to its heritage. Fine 
  particles of dust seem to hang in the air about it, and its 
  gaze is dead and silt-dry. 
   
   This example uses an 8th-level second generation dray 
  defiler as the base creature. 
   
  2nd Generation Dray, 8th-Level Defiler 
  Medium Outsider (Earth, Water) 
  Hit Dice: 8d4+16 (36 hp) 
  Initiative: +6 
  Speed: 30 ft. (6 squares) 
  Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-
  footed 17 
  Base Attack/Grapple: +4/+5 
  Attack: Claw +5 melee (1d4+1) or +2 dagger +7 melee 
  (1d4+3/19-20) 
  Full Attack: 2 claws +5 melee (1d4+1) and bite +3 
  melee (1d6); or +2 dagger +7 melee (1d4+3/19-20) 
  and bite +3 melee (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Spells, spell-like abilities 
  Special Qualities: Darkvision 60 ft., less water, light 
  sensitivity, low-light vision, resistance to fire 10 
  Saves: Fort +4, Ref +4, Will +4 
  Abilities: Str 13, Dex 15, Con 14, Int 17, Wis 8, Cha 8 
  Skills: Concentration +13, Craft (alchemy) +14, Decipher 
  Script +14, Knowledge (arcana) +14, Spellcraft +16 
  Feats: Agonizing Radius, Efficient Raze, Multiattack, Path 
  Sinister, Scribe Scroll 
  Environment: Underground (New Giustenal) 
  Organization: Solitary 
  Challenge Rating: 11 
  Treasure: Standard 
  Alignment: Usually lawful evil 
  Advancement: By character class 
  Level Adjustment: +4 
   
    As with all half-elementals, this creature is a result of 
  elemental forces inflicted upon mortal flesh. This sample 
  dray crossbreed details a creature that would be outcast 
  and hunted as an abomination amongst its own people. 
  Defiling skills (perhaps learned in New Giustenal prior to 
  the development of latent elemental traits) have allowed it 
  to survive, but it must live a life of secrecy and seclusion, 
  nurturing its power until it is able to stake its claim in an 
  unwelcoming world. 
   
  Combat 
     With its elemental ancestry and skills as a defiler, this 
  dray crossbreed is able to defend itself physically if 
  necessary but is better served by its magical abilities, 
  both inborn and learned. Targets will be attacked from a 
  distance with rays and acid arrows as well as by 
  summoned creatures. If forced to melee, the creature will 
  make ample use of magical touch spells to lay low its 
  
   
  http://athas.org 
   
  85 
  enemies. It will use the silt itself to flee, if possible, 
  escaping to safety over its treacherous waves.  
   
   Less Water (Ex): Dray only need 1/2 as much of the 
  normal water requirement for their size category when 
  active, and only 1/4 the requirement when they are 
  inactive. 
   Light Sensitivity (Ex): Dray are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Possessions: +2 steel dagger, staff of swarming insects 
  (20 charges), potion fruits of fly (2), fox’s cunning, and 
  neutralize poison. (Different half-elementals may have 
  different possessions). 
  Spells: The half-silt elemental dray casts spells as an 
  8th-level wizard (defiler) 
   Typical wizard spells prepared (4/5/4/4/2; save DC 13 + 
  spell level): 0—acid splash*, disrupt undead (x2), touch of 
  fatigue*; 1st—chill touch* (x2), mage armor, ray of 
  enfeeblement* (x2); 2nd—fog cloud, melf’s acid arrow*, 
  summon monster II*, spectral hand; 3rd—halt undead, 
  phantom steed, stinking cloud*, vampiric touch* (x2); 
  4th—enervation*, evard’s black tentacles*. 
  *Path Sinister spell (+1 caster level). 
   Spell-Like Abilities: 1/day—cloudkill (DC 14), control 
  tides, glitterdust (DC 11), ray of enfeeblement, sand pit, 
  surface walk (DC 12). Caster level 12th. The save DCs are 
  Charisma-based. 
   
  SSaam
  mppllee  HHaallff--SSuunn  DDw
  waarrff  
   A short, hairless humanoid with low, beetling brows and 
  thick, sturdy limbs stands beneath the hot sun, his skin 
  deeply tanned and red-tinged, his eyes watching you with 
  steady appraisal. 
   
   This example uses a 4th level dwarven sun cleric as the 
  base creature. 
   
   
  Dwarf, 4th-level Sun Cleric 
  Medium Outsider (Air, Fire) 
  Hit Dice: 4d8+19 (37 hp) 
  Initiative: +2 
  Speed: 20 ft. (4 squares) 
  Armor Class: 19 (+2 Dex, +1 natural, +6 +1 
  breastplate), touch 12, flat-footed 17 
  Base Attack/Grapple: +3/+5 
  Attack: +1 bone warhammer +5 melee (1d8+2/x3) 
  Full Attack: +1 bone warhammer +5 melee (1d8+2/x3) 
  Space/Reach: 5 ft./5 ft. 
  Special Abilities: Spell-like abilities, spells 
  Special Qualities: Darkvision 60 ft., dwarf traits, 
  immunity to fire, vulnerability to cold 
  Saves: Fort +8, Ref +3, Will +8 
  Abilities: Str 14, Dex 14, Con 19, Int 12, Wis 18, Cha 4 
  Skills: Concentration +7, Craft (weaponsmithing) +3, 
  Diplomacy -1, Heal +6, Knowledge (arcana) +3, 
  Knowledge (religion) +3, Knowledge (the planes) +3, 
  Listen +5, Spellcraft +3, Spot +5 
  Feats:  Toughness, Weapon Focus (warhammer) 
  Environment: Any 
  Organization: Solitary, team (2-4), squad (11-20 plus 2 
  3rd-level sergeants and 1 leader of 3rd-6th level), or 
  clan (30-100 plus 30% noncombatants plus 1 3rd-level 
  sergeant per 10 adults, 5 5th-level lieutenants, and 3 
  7th-level captains). 
  Challenge Rating: 6 
  Treasure: Standard coins; double goods; standard items 
  Alignment: Usually lawful good or lawful neutral 
  Advancement: By character class 
  Level Adjustment: +2 
   
   Blessed by the element most commonly revered 
  amongst his people, this dwarven cleric is a paragon of 
  spirituality. Most likely a community leader or uhrnomus, 
  he uses his varied abilities for the furtherance of tribe and 
  element alike. 
   
  Combat 
   Half-sun paraelemental beings usually attack with a 
  more direct, head on approach to fighting, and are very 
  aggressive. 
   Spells: Typical Cleric Spells Prepared (5/5/4; save DC 
  14 + spell level): 0—create element, detect magic, 
  guidance, purify food and drink, resistance; 1st—color 
  spray*, bless, bless element, heat lash (x2); 2nd—aid, 
  align weapon, zone of truth*. 
   *Domain spell. Elemental: Sun. Domains: Blossom of 
  the Sky (water consumption halved, auto success Fort 
  save vs. naturally occurring heat), and Clarity of Light 
  (burn liars with sun 1/day). 
   Spell-like Abilities: 1/day—color spray (DC 8), cooling 
  canopy (DC 8). Caster level 4th. The save DCs are 
  Charisma-based. 
   Possessions: +1 bone warhammer, +1 breastplate, 
  potion fruits of cure moderate wounds (2) and cure light 
  wounds (10), scrolls of aid, bull’s Strength, bear’s 
  endurance, and shatter. (Different half-elementals may 
  have different possessions.) 
  HHaallff--EEllff  
  Half-Elf, 1st Level Warrior 
  Medium Humanoid (Elf) 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares) 
  Armor Class: 14 (+2 Dex, +2 leather armor), touch 12, 
  flat-footed 12 
  Base Attack/Grapple: +1/+2 
  
   
  http://athas.org 
   
  86 
  Attack: Bone longsword +1 melee (1d8/19-20) or 
  longbow +2 ranged (1d8/x3) 
  Full Attack: Bone longsword +1 melee (1d8/19-20) or 
  longbow +2 ranged (1d8/x3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Half-elf traits 
  Saves: Fort +3, Ref +1, Will –1 
  Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 6 
  Skills: Climb +2, Disguise -2 (+0 elves and humans), 
  Handle Animal +2, Jump +2, Listen +3, Search +1, 
  Spot +3, Survival +1 
  Feats: Alertness 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 1/2 
  Treasure: Standard 
  Alignment: Any 
  Advancement: By character class 
  Level Adjustment: +0 
   
   A tall, slender man, this warrior is too solidly built to be 
  a full-blooded elf. 
   
   Unlike the parents of muls, elves and humans are often 
  attracted to each other. Half-elves are typically the 
  unwanted product of a casual interracial encounter. 
   Half-elves are notorious loners. Many Athasians believe 
  that half-elves combine the worst traits of both races, but 
  the most difficult aspect of half-elves – their lack of self-
  confidence – comes from a life of rejection from both 
  parent races rather than their mixed origins. Half-elves try 
  in vain to gain the respect of humans or elves. 
   Averaging over six feet tall, half-elves combine elven 
  dexterity with human resilience. Bulkier than elves, most 
  half-elves find it easier to pass themselves off as full 
  humans than as full elves, but all have some features that 
  hint at their elven heritage. 
   
  Combat 
   Half elves develop their combat abilities according to the 
  surrounding influences. When left to their own devices, 
  half elves prefer to avoid combat or use their slyness to 
  turn a conflict to their own advantage. When cornered, 
  they display something of the feral hunger that makes 
  their elven parents so feared as raiders but otherwise will 
  approach battle with the same degrees of careful 
  consideration as most civilized humans. 
   Half Elf traits (Ex): 
   +2 Dexterity, -2 Charisma. Half-elves are limber like 
  their elven parents, but their upbringing leaves them 
  with a poor sense of self, and affects their relations 
  with others. 
   Medium: As Medium creatures, half-elves have no 
  bonuses or penalties due to their size. 
   Half-elf base land speed is 30 feet. 
   Low-light vision. 
   Half-elves gain a +2 racial bonus to Disguise checks 
  when impersonating elves or humans. 
   +1 racial bonus on Listen, Search and Spot checks. 
  Half-elves have keen senses, but not as keen as those 
  of an elf. 
   +2 racial bonus on all Survival and Handle Animal 
  checks. Half-elves spend a lot of time in the wilds of the 
  tablelands. 
   Elven Blood: For all effects related to race, a half-elf is 
  considered an elf. 
   Automatic Languages: Common and Elven. Bonus 
  languages: Any. 
   Favored Class: Any. 
   
   The half-elf warrior presented here had the following 
  ability scores before racial adjustments: Str 13, Dex 11, 
  Con 12, Int 10, Wis 9, Cha 8. 
   
  Half Elven Society 
   Humans distrust the half-elf's elven nature, while elves 
  have no use for their mixed-blood children; elven 
  traditions demand that such children be left behind. 
  Human society gives half-elves a better chance of survival 
  but even less kindness. Half-elves sometimes find 
  friendship among muls or even thri-kreen. Half-elves will 
  cooperate with companions when necessary, but find it 
  difficult to rely on anyone. Many half-elves also turn to the 
  animal world for company, training creatures to be 
  servants and friends. Ironically, the survival skills and 
  animal affinity that half-elves developed to cope with 
  isolation make them valuable beast handlers. 
   Lawful and neutral half-elves labor for acceptance from 
  a parent race, while chaotic ones have given up on 
  acceptance, electing instead to reject the society that has 
  rejected them. Despite their unique nature, half-elves 
  don't form communities. The few half-elves that settle 
  down tend to live among humans, who unlike elves at 
  least find a use for them. 
   Because of their alienation from society and their 
  affinity with animals, half-elves make excellent druids. 
  Some half-elves turn their resentment of society into a 
  profession and become sullen bullying templars. As 
  clerics, they are drawn to water‘s healing influence. 
   Mastery of the Way often provides the independence 
  and self-knowledge that half-elves seek, and membership 
  in a psionic academy can provide the half-elf with 
  acceptance. 
   Half-elves often take up arcane studies, because it is a 
  solitary calling. 
   Half-elves all speak the common tongue. A few half-
  elves pick up the elven language. 
   
  
   
  http://athas.org 
   
  87 
  HHaallff--GGiiaanntt  
  Large Giant 
  Hit Dice: 2d8+4 (13 hp) 
  Initiative: -1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 12 (-1 size, -1 Dex, +2 natural, +2 
  leather), touch 8, flat-footed 12 
  Base Attack/Grapple: +1/+9 
  Attack: Greatclub +4 melee (2d8+6) 
  Full Attack: Greatclub +4 melee (2d8+6) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: — 
  Special Qualities: Half-giant traits 
  Saves: Fort +5, Ref -1, Will -2 
  Abilities: Str 18, Dex 8, Con 15, Int 6, Wis 7, Cha 6 
  Skills: Climb +6, Jump +9, Listen -1, Spot -1 
  Feats: Power Attack 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 1 
  Treasure: Standard coins 
  Alignment: See text 
  Advancement: By character class 
  Level Adjustment: +1 
   
    Twelve feet of muscle and bone glowers at you as this 
  bulky biped sizes you up. With crude humanoid features, 
  he seems more giant than man, ill at ease in a world half 
  his size. 
   
   Half-giants are a cross between giant and human. 
  Simply put, half-giants gain great Strength, but dull wits, 
  from their giant heritage, and are nearly as agile as their 
  human forbears. 
   The origins of their race remain largely unclear. It is 
  known that, in some lost age, the race was born of a 
  union of giant and human, and the nature of that union 
  was most certainly magical, or perhaps a curse. Whatever 
  the truth, the original purpose for the union is unknown. 
  Since that time, ages past, the half-giant race has 
  increased in number and is now fairly common - especially 
  in human controlled lands near the shore of the Sea of 
  Silt. Their size and Strength make them sought after as 
  guards and soldiers. 
   Physically, the half-giant is an enormous individual, 
  usually standing about 11 ½ feet tall and weighing around 
  1,200 pounds. Their countenances are human, but 
  exaggerated, set into a naturally dour - even menacing - 
  expression. Half-giants have thick hair, which is often kept 
  braided (especially among females) or in a single tail that 
  hangs behind the head and down the back. They dress in 
  garb suitable to their occupation or environment; 
  otherwise, leg gear (sometimes armored) with leather 
  shoulder harnesses is common. Half-giants mature at 
  about 24 years of age and can live about 170 years. 
   
  Combat 
    Half Giant Traits (Ex): 
   +8 Str, +4 Con, -2 Dex, -4 Int, -4 Wis, -4 Cha. Half 
  giants are renowned for their great Strength and dull 
  wits. 
   Large: As Large creatures, half giants receive a -1 size 
  penalty to Armor Class, a -1 size penalty on attack rolls, 
  and a -4 size penalty on Hide checks. They must use 
  much larger weapons than humans would, and their 
  lifting and carrying limits are double those of a Medium 
  character. In addition, half-giants have an increased 
  reach of 10 feet in melee combat as described on page 
  132 of the Player‘s Handbook. 
   Giant type: Half-giants are not subject to spells or 
  effects that affect humanoids only, such as charm 
  person or dominate person. 
   Half-giants have darkvision to a range of 60 ft. 
   A half giant‘s base land speed is 40 ft. 
   Natural Armor: Half giants gain a +2 natural armor 
  bonus to AC. 
   Axis Alignment: One aspect of the half giant‘s alignment 
  must be fixed, and chosen during character creation. 
  The other half must be chosen when they awake each 
  morning. They are only bound to that alignment until 
  they sleep again. For example, a half giant may have a 
  fixed lawful alignment. Every morning, he must choose 
  to be lawful good, lawful neutral or lawful evil. This 
  alignment change is not mandatory. 
   Racial Hit Dice: A half giant begins with 2 levels of giant, 
  which provide 2d8 Hit Dice, a base attack bonus of +1, 
  and base saving throw bonuses of Fort +3, Ref +0 and 
  Will +0, and one starting feat of choice. 
   Racial Skills: A half giant‘s giant levels give it skill points 
  equal to 5 x (2 + Int modifier). Its class skills are Climb, 
  Jump, Listen and Spot. Note that the half-giant does not 
  receive the x4 multiplier starting skill points when he 
  takes his first class level. 
   Racial Profiencies: A half-giant is proficient with all 
  simple and martial weapons. 
   Favored Class: Barbarian. 
   Automatic Languages: Common. Bonus Languages: 
  Dwarven, Gith, Giant, Tarek. Half giants will often pick 
  up a race‘s tongue if imitating them for long enough. 
   Level Adjustment +1. 
   
  
   
  http://athas.org 
   
  88 
  Half Giant Society 
   Half-giants can switch their attitudes very quickly, 
  taking on new values to fit new situations. A half-giant 
  whose peaceful farming life is disrupted by marauders 
  may soon adopt the morals of the very renegades who 
  sacked his village. A half-giant's nature is to switch his 
  mobile alignment aspect to imitate or otherwise react to a 
  significant change around him. 
   The overwhelming majority of half-giants speak the 
  language of the community or city-state they were raised 
  in. Many are able to speak Common as well. Also, a few 
  half-giants speak the giant tongue as well, which, to 
  human ears, seems ponderously slow and drawn out; 
  translations are riddled with redundancies and seemingly 
  unnecessary description. Whatever the tongue it speaks, a 
  half-giant's voice is pitched very low and occasionally 
  difficult to understand. 
   
  HHaallfflliinngg  
  Halfling, 1st Level Warrior 
  Small Humanoid (Halfling) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +2 
  Speed: 20 ft. (4 squares) 
  Armor Class: 15 (+1 size, +2 Dex, +2 leather armor), 
  touch 13, flat-footed 13 
  Base Attack/Grapple: +1/-3 
  Attack: Spear +2 melee (1d6/x3) or sling +6 ranged 
  (1d3) 
  Full Attack: Spear +2 melee (1d6/x3) or sling +6 ranged 
  (1d3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Halfling traits 
  Saves: Fort +2, Ref +2, Will +0 
  Abilities: Str 10, Dex 15, Con 11, Int 9, Wis 10, Cha 8 
  Skills: Climb +4, Diplomacy -1 (-3 non-halflings), Hide 
  +6, Jump -2, Listen +4, Move Silently +4 
  Feats: Weapon Focus (sling) 
  Environment: Warm jungles (Forest Ridge) 
  Organization: Tribe 
  Challenge Rating: 1/2 
  Treasure: Standard 
  Alignment: Usually lawful evil 
  Advancement: By character class 
  Level Adjustment: +0 
   
    A diminutive humanoid standing about waist-high on a 
  man, this individual watches you with a feral wariness in 
  her dark eyes. 
   
   Halflings are masters of the jungles of the Ringing 
  Mountains. They are small, quick and agile creatures 
  steeped in an ancient and rich culture that goes back far 
  into Athas' past. Although they are not common in the 
  Tablelands, some halflings leave their homes in the forests 
  to adventure under the dark sun.  
   Halflings have difficulty understanding others' customs 
  or points of view, but curiosity helps some halflings 
  overcome their xenophobia. Little concerned with material 
  wealth, halflings are more concerned with how their 
  actions will affect other halflings. 
   Halflings are small creatures, standing only about 3 1/2 
  feet tall and weighing 50 to 60 pounds. Rarely affected by 
  age, halfling faces are often mistaken for the faces of 
  human children. They dress in loincloths, sometimes with 
  a shirt or vest, and paint their skins with bright reds and 
  greens. Forest halflings rarely tend to their hair, and some 
  let it grow to great lengths, though it can be unkempt and 
  dirty. They live to be about 120 years old. 
   
  Combat 
   Halflings use stealth and ambush tactics when it comes 
  to combat. They usually employ blow guns with poison 
  darts for easy concealment. 
   Halfling Traits (Ex): 
   -2 Strength, +2 Dexterity: Halflings are quick and 
  stealthy, but weaker than humans. 
   Small: Halflings gain a +1 size bonus to Armor Class, a 
  +1 size bonus on attack rolls, and a +4 size bonus on 
  Hide checks, but they must use smaller weapons than 
  humans use, and their lifting and carrying limits are 
  three-quarters of those of a Medium character. 
   Halfling base land speed is 20 feet. 
   +2 racial bonus on Climb, Jump and Move Silently 
  checks: Halflings are agile. 
   +2 racial bonus on saving throws against spells and 
  spell-like effects. 
   +1 racial attack bonus with a thrown weapons and 
  slings; javelins and slings are common weapons in 
  feral halfling society, and many halflings are taught 
  to throw at an early age. 
   +4 racial bonus on Listen checks: Halflings have 
  keen ears.  
   +4 to all Wisdom checks that assess smell or 
  taste. Their senses of smell and taste are equally 
  keen. 
   -2 penalty to all Diplomacy skill checks when 
  dealing with other races. 
   Automatic Languages: Halfling. Bonus languages: 
  Common, Dwarven, Elven, Gith, Rhul-Thaun, Thri-
  Kreen, Yuan-ti. 
   Favored Class: Ranger 
   
  The halfling warrior presented here had the 
  following ability scores before racial adjustments: 
  Str 12, Dex 13, Con 11, Int 9, Wis 10, Cha 8. 
   
  
   
  http://athas.org 
   
  89 
  Halfling Society 
   Halfling culture dominates their relations with others. 
  Halflings relate very well to each other, since they all have 
  the same cultural traits and are able to understand each 
  other. Halflings of different tribes still share a tradition of 
  song, art and poetry, which serves as a basis of 
  communication. Creatures that do not know these cultural 
  expressions are often at a loss to understand the halfling's 
  expressions, analogies and allusions to well-known halfling 
  stories. Halflings can easily become frustrated with such 
  ―uncultured‖ creatures. Halflings abhor slavery and most 
  halflings will starve themselves rather than accept slavery. 
   Halflings villages are rare in the Tablelands. Most 
  halflings live in tribes or clans in the Forest Ridge, or in 
  the Rohorind forest west of Kurn. Many dwell in treetop 
  villages. Non-halflings typically only see these villages 
  from within a halfling cooking pot. 
   Halflings‘ bond with nature extends into most aspects of 
  their culture. A shaman or witch doctor, who also acts as 
  a spiritual leader, often rules their clans. This leader is 
  obeyed 
  without 
  question. 
  Halfling 
  fighters 
  willingly 
  sacrifice themselves to obey their leader. 
   Many halflings become seers or nomads. In the forest 
  ridge, 
  many 
  tribal 
  halflings 
  become 
  multi-classed 
  seer/rangers, and become some of the deadliest trackers 
  on Athas. 
   Many halfling tribes reject arcane magic. Tribes that 
  accept wizards tend to have preserver chieftains. Only 
  renegade halfling tribes are known to ever harbor defilers. 
   Halflings rarely teach others their language, but some 
  individuals of the Tablelands have learned the wild 
  speech. Halflings found in the Tablelands often learn to 
  speak Common. 
   
  HHeejj--KKiinn  
  Small Humanoid (Hej-kin, Psionic) 
  Hit Dice: 3d8 (13 hp) 
  Initiative: +0 
  Speed: 20 ft. (4 squares), phase 10 ft. 
  Armor Class: 12 (+1 size, +1 natural), touch 11, flat-
  footed 12 
  Base Attack/Grapple: +2/-4 
  Attack: Claw +1 melee (1d4-2) 
  Full Attack: 2 claws +1 melee (1d4-2) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Darkvision 60 ft., phase 
  Saves: Fort +3, Ref +1, Will +4 
  Abilities: Str 7, Dex 10, Con 11, Int 10, Wis 13, Cha 8 
  Skills: Hide +7*, Listen +6, Spot +6, Survival +4 
  Feats: Alertness, Iron Will 
  Environment: Underground 
  Organization: Family (2-5), Clan (10-40) 
  Challenge Rating: 2 
  Treasure: Standard coins; double gems, no art; standard 
  items 
  Alignment: Usually neutral evil 
  Advancement: By character class 
  Level Adjustment: +1 
   
   Rising from the sands before you is a short, squat 
  humanoid with a round, chubby face accented by a large 
  nose and small slanted eyes. Its furry ears are small and 
  pointed.  
   
    Hej-kin are a race of degenerate humanoids that spend 
  their entire lives underground, dwelling in the Athasian 
  underdark near suitable supplies of water. They are 
  omnivores and subsist largely on a diet of small 
  subterranean creatures and plants. 
   Hej-kin are malevolent creatures that enjoy inflicting 
  pain and fear on those who trespass on their caverns, 
  blaming them for the damage that has been inflicted on 
  the earth by the defilers. 
   Hej-kin language is a combination of sign and verbal 
  communication, 
  and 
  their 
  voices 
  are 
  low-pitched, 
  resembling human mumbling. Few surface dwellers are 
  able to learn the language. The color of their skin varies 
  from red to light green, but their skin is always thick and 
  very tough. Hej-kin live on average for 40 or 45 years. 
   
  Combat 
   Hej-kin prefer to ambush their enemies while supported 
  by a powerful cleric or preserver. They prefer to use their 
  phase ability to maneuver beneath their targets and then 
  to burst forth from beneath the earth to strike with 
  surprise. Psionics enhance their physical attacks. 
   Phase (Su): Hej-kin may move through earth and rock 
  at a speed of 10 ft. They may stop while inside of walls or 
  floors and remain there indefinitely. 
   Psi-like Abilities: 3/day – biofeedback (3/-*), claws of 
  the vampire, missive (40 ft.*).  Manifester level 5th.  The 
  save DCs are Charisma-based. 
   *Includes augmentation for the hej-kin‘s manifester 
  level. 
   Skills: *Hej-kin receive a +30 circumstance bonus on 
  Hide checks while phased inside solid rock. 
   
   
  Hej-Kin Society 
   Hej-kin do not create artificial tunnels or caves, as they 
  consider the earth to be sacred. They will only occupy 
  naturally-occurring subterranean formations, but they 
  mark these as their property with curious runes on the 
  cave walls.  
   Hej-kin clans are often led by earth clerics and 
  preservers.  Clerics rise highest in hej-kin society and are 
  the only hej-kin who travel to the surface, usually 
  investigating a disturbance that threatens the earth.  Hej-
  kin are never defilers. 
   Hej-kin are natural enemies to most other surface 
  dwelling and subterranean races, due to the abuse and 
  
   
  http://athas.org 
   
  90 
  destruction of the earth perpetrated by these others. Hej-
  kin clans will migrate to a new area every decade in order 
  to avoid over-using the land on which they dwell. 
   
  Hej-Kin as Characters 
   Vicious and cowardly, most hej-kin prefer classes that 
  augment their natural tendencies. A hej-kin‘s favored 
  class is rogue. 
   Hej-kin 
  characters 
  possess 
  the 
  following racial traits. 
   -4 Str, +2 Wis, -2 Cha 
   Small: Hej-kin gain a +1 size bonus 
  to Armor Class, a +1 size bonus on 
  attack rolls, and a +4 size bonus on 
  Hide checks, but they must use 
  smaller weapons than humans use, 
  and their lifting and carrying limits 
  are three-quarters of those of a 
  Medium character 
   Space/Reach: 5 ft./5 ft. 
   A hej-kin‘s base land speed is 20 feet. 
  They may phase through rock and 
  earth at a speed of 10 ft. 
   Darkvision 60 ft. 
   Racial Hit Dice: A hej-kin begins with 
  3 levels of humanoid (hej-kin), which 
  provide 3d8 Hit Dice, a base attack 
  bonus of +2, and base saving throw 
  bonuses of Fort +3, Ref +1 and Will 
  +1. 
   Racial Skills: A hej-kin‘s humanoid 
  levels give it skill points equal to 6 x (2 + Int modifier). 
  Its class skills are Hide, Listen, Spot and Survival. 
   A hej-kin‘s humanoid levels give it 2 feats. 
   Weapon Proficiency: A hej-kin is proficient with its 
  natural weapons and all simple weapons. 
   +1 natural armor bonus. 
   Natural Weapons: 2 claws (1d4). 
   Special Attacks (see above): Poison, psionics. 
   Special Qualities (see above): Phase. 
   Automatic 
  Languages: 
  Hej-kin. 
  Bonus 
  Languages: 
  Anakore, Common, Gith, Elven, Tarek. 
   Favored Class: Rogue. 
   Level Adjustment: +1. 
   
  IIdd  FFiieenndd  
  Large Magical Beast (Psionic) 
  Hit Dice: 7d10+21 (59 hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares) 
  Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, 
  flat-footed 13 
  Base Attack/Grapple: +7/+15 
  Attack: Bite +10 melee (1d8+4) 
  Full Attack: Bite +10 melee (1d8+4) and 2 claws +5 
  melee (1d6+2) and tail slap +5 melee (1d6+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Cone of fear, psi-like abilities 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  power resistance 16 
  Saves: Fort +8, Ref +8, Will +3 
  Abilities: Str 19, Dex 12, Con 17, Int 14, Wis 12, Cha 16 
  Skills: Concentration +11, Hide +5, Intimidate +11, 
  Listen +9, Spot +9 
  Feats: Improved Initiative, Lightning Reflexes, Power 
  Attack 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 5 
  Alignment: Always neutral 
  Advancement: 8-14 HD (Large); 15-21 HD (Huge) 
  Level Adjustment: — 
   This creature is a bulky lizard covered in rough, scaly 
  black hide, speckled with pink and white. Its blunt, 
  powerful body is carried by four short legs, ending in 
  sharp claws. 
   
   Using psionics to hunt down and paralyze their prey with 
  fear, id fiends are one of the most feared predators of the 
  wastelands. Their principal method of attack is their ability 
  to draw images of their victims' fears from their minds. 
   Encountered in all regions of Athas, from the desert to 
  the deepest jungles, id fiends are active at all times of the 
  day and night, but prefer nocturnal activity, as they have 
  learned that the mind is more susceptible to fear and 
  suggestion during the hours of darkness. 
   An id fiend is a large lizard with a thick, stocky body 
  supported by muscular legs, all of which end in claws. The 
  id fiend's skin is leathery in texture and varies in color 
  from light brown (on desert specimens) to a dark green 
  (found on forest and jungle specimens). Id fiends are 12 
  feet long and weigh as much as 450 pounds. They mate 
  yearly, giving birth to single offspring that are often left to 
  fend for themselves at birth. Dried id fiend blood is 
  reputed to be an ingredient in a potion that increases the 
  imbiber's psionic abilities for brief periods of time. 
   
  Combat 
   The id fiend prefers to strike from hiding, using its fear 
  attack to weaken its prey before entering melee using its 
  psionic abilities. When closing to melee, an id fiend will 
  strike with its claws, bite, and its lashing tail. 
   Cone of Fear (Su): 60-ft. cone, targets are shaken for 
  5 rounds, Will DC 16 negates. The save DC is Charisma-
  based 
   Psi-Like Abilities: 3/day-aversion (10 hours, DC 17*), 
  biofeedback (3d12*), danger sense (uncanny dodge), 
  defensive precognition (+3 bonus*), id insinuation (2 
  additional targets, DC 17*), offensive precognition (+3 
  
   
  http://athas.org 
   
  91 
  bonus*) painful strike, recall agony (7d6, DC *17), 
  thicken skin (+3 bonus*).  Manifester level 8th.  The save 
  DCs are Charisma-based. 
   *Includes augmentation for the id fiend‘s manifester 
  level. 
  IInnccaarrnnaattiioonn,,  EElleem
  meennttaall  aanndd  
  PPaarraaeelleem
  meennttaall  
   Elemental and paraelemental incarnations are elemental 
  versions of Athasian beasts that dwell on the Elemental 
  Planes. Spellcasters summon these creatures to Athas in 
  the same manner they would summon fiendish or celestial 
  creatures, replacing those templates with any elemental 
  or paraelemental incarnation template. 
   
  CCrreeaattiinngg  aann  EElleem
  meennttaall  IInnccaarrnnaattiioonn  
   ―Elemental incarnation‖ is an inherited template that can 
  be added to any corporeal aberration, animal, magical 
  beast, plant, or vermin (referred to hereafter as the base 
  creature). 
   An elemental incarnation uses all the base creature‘s 
  statistics and abilities except as noted here. Do not 
  recalculate the creature‘s base attack bonus or saves. 
   See the individual entries for additional abilities granted 
  by elemental incarnation type. 
   Size and Type: The creature‘s type changes to 
  elemental, and the creature gains one or more elemental 
  subtypes. Size is unchanged. Elemental incarnations 
  encountered on the Material Plane have the extraplanar 
  subtype. 
   Hit Dice: Change base creature‘s racial Hit Dice to d8s. 
  Do not change class Hit Dice. 
   Special Attacks: An elemental incarnation retains all 
  the special attacks of the base creature and also gains 
  special attacks depending on its elemental kind. 
   Special Qualities: An elemental incarnation retains all 
  the special qualities of the base creature and also gains 
  the following. 
   Darkvision out to 60 feet. 
   Immunity to poison, sleep effects, paralysis, and 
  stunning. 
   Not subject to critical hits or flanking. 
   Unlike most other living creatures, an elemental does 
  not have a dual nature—its soul and body form one unit. 
  When an elemental is slain, no soul is set loose. Spells 
  that restore souls to their bodies, such as raise dead, 
  reincarnate, and resurrection, don‘t work on an elemental. 
  It takes a different magical effect, such as limited wish, 
  wish, miracle, or true resurrection, to restore it to life. 
   Damage reduction (see the table below).  
   If the base creature already has damage reduction, use 
  the better value. If an air incarnation gains damage 
  reduction, its natural weapons are treated as magic 
  weapons 
  for 
  the 
  purpose 
  of 
  overcoming 
  damage 
  reduction. 
   Challenge Rating: HD 3 or less, as base creature; HD 
  4 to 7, as base creature +1; HD 8 or more, as base 
  creature +2. 
   Alignment: Usually neutral. 
   Level Adjustment: Same as the base creature +4. 
   
  Hit Dice 
  Damage Reduction 
  1–3 
  — 
  4–11 
  5/magic 
  12 or more 
  10/magic 
   
  SSaam
  mppllee  AAiirr  IInnccaarrnnaattiioonn  
   An air incarnation has a body of wispy cloud ranging in 
  color from translucent gray-white to stormy black. The 
  creature‘s internal organs may be visible as clear, 
  membranous tissue. 
   
  Air Incarnation Raakle 
  Large Elemental (Air, Extraplanar) 
  Hit Dice: 4d8+8 (26 hp) 
  Initiative: +4 
  Speed: 10 ft. (2 squares), fly 70 ft. (perfect) 
  Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, 
  flat-footed 12 
  Base Attack/Grapple: +4/+11 
  Attack: Claw +6 melee (1d6+3) 
  Full Attack: 2 claws +6 melee (1d6+3) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, spit acid, windstorm 
  Special Qualities: Damage reduction 5/magic, darkvision 
  60 ft., elemental traits 
  Saves: Fort +6, Ref +8, Will +2 
  Abilities: Str 16, Dex 19, Con 14, Int 3, Wis 12, Cha 10 
  Skills: Listen +4, Spot +5 
  Feats: Flyby Attack, Hover 
  Environment: Elemental Plane of Air 
  Organization: Solitary or pair 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 5-8 HD (Large); 9-12 HD (Huge) 
  Level Adjustment: — 
   
  Air incarnation raakles speak Auran. They can be 
  summoned with a summon monster IV spell. 
   
  Combat  
   Improved Grab (Ex): To use this ability, an air 
  incarnation raakle must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. An air incarnation 
  raakle can spit acid on a grappled opponent, giving the 
  creature a -4 penalty on its Reflex save. 
   Spit Acid (Ex): 15-ft. line, twice every 12 hours, 
  damage 6d4 acid, Reflex DC 14 half. Spitting acid twice 
  depletes the air incarnation raakle‘s acid supply for 12 
  hours. The save DC is Constitution-based. 
   Windstorm (Ex): As a standard action, an air 
  incarnation raakle can create a windstorm with a 30-foot 
  radius up to 60 feet away. The storm lasts as long as the 
  incarnation concentrates and has the normal effects of a 
  windstorm, except that ranged attacks are possible in its 
  area: The windstorm imposes a –8 penalty on ranged 
  attack rolls and Listen checks, extinguishes unprotected 
  flames, and has a 75% chance of extinguishing protected 
  flames each round. 
   
  CCrreeaattiinngg  aann  AAiirr  IInnccaarrnnaattiioonn  
   Size and Type: The creature‘s type changes to 
  elemental (air). Size is unchanged. Air incarnations 
  encountered on the Material Plane have the extraplanar 
  subtype. 
   Speed: An air incarnation can fly at twice the base 
  creature‘s base land speed (perfect maneuverability). If 
  
   
  http://athas.org 
   
  92 
  the base creature has a fly speed, use that if it is better. 
  The base creature loses its burrow speed, if any. 
   Special Attacks: An air incarnation retains all the 
  special attacks of the base creature and also gains the 
  following special attacks. 
   Windstorm (Ex): As a standard action, an air incarnation 
  can create a windstorm with a radius depending on its Hit 
  Dice (see the table below) up to 60 feet away. The storm 
  lasts as long as the incarnation concentrates and has the 
  normal effects of a windstorm, except that ranged attacks 
  are possible in its area: The windstorm imposes a –8 
  penalty on ranged attack rolls and Listen checks, 
  extinguishes unprotected flames, and has a 75% chance 
  of extinguishing protected flames each round. 
   Skills: If the creature has an Intelligence of at least 3, it 
  speaks Auran. 
   Abilities: Change from the base creature as follows: 
  Strength –2, Dexterity +4, Constitution –2. 
   
  Hit Dice 
  Windstorm Radius 
  1–3 
  15 ft. 
  4–7 
  30 ft. 
  8–11 
  60 ft. 
  12 or more 
  90 ft. 
   
  SSaam
  mppllee  EEaarrtthh  IInnccaarrnnaattiioonn  
   An earth incarnation has a body of stone, obsidian, or 
  sand, with rock-hard claws and teeth. Powerful earth 
  incarnations have veins of metal shot through their stony 
  flesh. 
   
  Earth Incarnation Gaj 
  Large Elemental (Earth, Extraplanar, Psionic) 
  Hit Dice: 7d8+28 (59 hp) 
  Initiative: -1 
  Speed: 30 ft. (6 squares) 
  Armor Class: 21 (-1 size, -1 Dex, +13 natural), touch 8, 
  flat-footed 21 
  Base Attack/Grapple: +5/+14 
  Attack: Bite +9 melee (2d6+5 plus 1d3 nonlethal plus 
  bone bruise) 
  Full Attack: Bite +9 melee (2d6+5 plus 1d3 nonlethal 
  plus bone bruise) and 3 tentacle slaps +7 melee (1d4+2 
  plus 1d4 Int plus 1d3 nonlethal plus bone bruise) 
  Space/Reach: 10 ft./5 ft. 
  Special 
  Attacks: 
  Bone 
  bruise, 
  improved 
  grab, 
  intelligence damage, poison gas, psi-like abilities 
  Special Qualities: Damage reduction 5/magic, darkvision 
  60 ft., elemental traits 
  Saves: Fort +6, Ref +1, Will +7 
  Abilities: Str 20, Dex 8, Con 18, Int 12, Wis 14, Cha 17 
  Skills: Bluff +8, Concentration +9, Hide -5*, Intimidate 
  +8, Listen +7, Psicraft +6, Spot +7 
  Feats: Combat Manifestation, Multiattack, Power Attack 
  Environment: Elemental Plane of Earth 
  Organization: Solitary 
  Challenge Rating: 10 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 8-14 HD (Large); 15-21 HD (Huge) 
  Level Adjustment: — 
   
   Earth incarnation gajs speak Terran. They can be 
  summoned with a summon monster VIII spell. 
   
  Combat  
   Bone Bruise (Ex): An earth incarnation gaj‘s natural 
  attacks and unarmed strikes inflict painful bruises on an 
  opponent‘s bones, dealing additional nonlethal damage. 
  Nonlethal damage dealt by the incarnation heals at the 
  rate of lethal damage and resists healing spells. A 
  character attempting to cast a conjuration (healing) spell 
  on a creature damaged by an earth incarnation gaj must 
  succeed on a caster level check (DC 18), or the spell 
  cannot heal the nonlethal damage. 
   Improved Grab (Ex): To use this ability, an earth 
  incarnation gaj must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. An earth incarnation 
  gaj gets a +4 bonus to tentacle slap attacks against a 
  grappled foe. 
   Intelligence Damage (Ex): A creature struck by an 
  earth incarnation gaj‘s antenna suffers 1d4 points of 
  temporary Intelligence damage. 
   Poison Gas (Ex): As a standard action, an earth 
  incarnation gaj can spray a creature within reach with a 
  puff of noxious gas from its abdomen. The earth 
  incarnation gaj can use this ability up to three times per 
  day. 
   Inhaled, Fortitude DC 17, initial damage 1d4 Con and 
  nauseate for 1 round, secondary damage none. The save 
  DC is Constitution-based. 
   Psi-Like Abilities: 3/day—defensive precognition (+2 
  bonus, can manifest as swift action*), detect psionics, 
  empty mind (+6*), mind thrust (10d10, DC 19*), 
  mindlink (unwilling targets, 5 additional targets, DC 14), 
  painful strike (manifest as a swift action*), power 
  resistance, psionic dominate (affects animals, fey, giants, 
  humanoids, magical beasts and monstrous humanoids, DC 
  18*).  Manifester level 10th.  The save DCs are Charisma-
  based. 
   *Includes augmentation for the gaj‘s manifester level. 
   Skills: *An earth incarnation gaj receives a +8 bonus to 
  Hide checks in rocky or sandy areas. 
   
  CCrreeaattiinngg  aann  EEaarrtthh  IInnccaarrnnaattiioonn  
   Size and Type: The creature‘s type changes to 
  elemental (earth). Size is unchanged. Earth incarnations 
  encountered on the Material Plane have the extraplanar 
  subtype. 
   Speed: If the base creature can burrow, it gains +10 ft. 
  on its burrowing speed. If the base creature can fly, its 
  maneuverability rating drops to clumsy. 
   Armor Class: The base creature‘s natural armor bonus 
  improves (see the table below). 
   Special Attacks: An earth incarnation retains all the 
  special attacks of the base creature and also gains the 
  following special attacks. 
   Bone Bruise (Ex): An earth incarnation‘s natural attacks 
  and unarmed strikes inflict painful bruises on an 
  opponent‘s bones, dealing additional nonlethal damage 
  depending on its Hit Dice (see the table below). Nonlethal 
  damage dealt by the incarnation heals at the rate of lethal 
  damage and resists healing spells. A character attempting 
  to cast a conjuration (healing) spell on a creature 
  damaged by an earth incarnation must succeed on a 
  caster level check (DC 10 + 1/2 earth incarnation‘s HD + 
  earth incarnation‘s Str modifier), or the spell cannot heal 
  the nonlethal damage. 
   Skills: If the creature has an Intelligence of at least 3, it 
  speaks Terran. 
  
   
  http://athas.org 
   
  93 
   Abilities: Change from the base creature as follows: 
  Strength +2, Dexterity –4, Constitution +2. 
   Environment: Elemental Plane of Earth. 
   
  Hit Dice 
  Natural Armor 
  Bonus 
  Additional Nonlethal 
  Damage 
  1–3 
  +1 
  1 
  4–7 
  +2 
  1d3 
  8–11 
  +4 
  1d4 
  12 or more 
  +6 
  1d6 
   
  SSaam
  mppllee  FFiirree  IInnccaarrnnaattiioonn  
   A fire incarnation has skin or scales of blackened coal, 
  hair or fur of dancing flames, and eyes that smolder like 
  embers. Its voice, if it speaks, sounds like a crackling fire. 
   
  Fire Incarnation Giant Constrictor Snake 
  Huge Elemental (Extraplanar, Fire) 
  Hit Dice: 11d8+14 (63 hp) 
  Initiative: +4 
  Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. 
  Armor Class: 16 (-2 size, +4 Dex, +4 natural), touch 12, 
  flat-footed 12 
  Base Attack/Grapple: +8/+22 
  Attack: Bite +12 melee (1d8+9 plus 1d6 fire) 
  Full Attack: Bite +12 melee (1d8+9 plus 1d6 fire) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Burn, constrict 1d8+9 plus 1d6 fire, 
  heat, improved grab 
  Special Qualities: Damage reduction 5/magic, darkvision 
  60 ft., elemental traits, immunity to fire, scent, 
  vulnerability to cold 
  Saves: Fort +8, Ref +11, Will +4 
  Abilities: Str 23, Dex 19, Con 13, Int 1, Wis 12, Cha 2 
  Skills: Balance +12, Climb +16, Hide +11, Listen +9, 
  Spot +9, Swim +12 
  Feats: 
  Alertness, 
  Endurance, 
  Skill 
  Focus 
  (Hide), 
  Toughness 
  Environment: Elemental Plane of Fire 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 
  12-16 
  HD 
  (Huge); 
  17-33 
  HD 
  (Gargantuan) 
  Level Adjustment: — 
   
   A fire incarnation giant constrictor snake can be 
  summoned with a summon monster VI spell. 
   
  Combat  
   Burn (Ex): When a fire incarnation hits an opponent, 
  the creature must succeed on a Reflex save (DC 16) or 
  catch fire. The flame burns for 1d4 rounds if not 
  extinguished sooner. A burning creature can use a full-
  round action to put out the flame. 
   Constrict (Ex): On a successful grapple check, a fire 
  incarnation giant constrictor snake deals 1d8+9 points of 
  damage plus 1d6 fire damage. 
   Heat (Ex): A fire incarnation‘s natural attacks and 
  unarmed strikes deal an additional 1d6 fire damage. 
  Creatures striking the fire incarnation with natural attacks 
  or unarmed strikes also suffer this fire damage. 
   Improved Grab (Ex): To use this ability, a giant 
  constrictor snake must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
   Skills: Snakes have a +4 racial bonus on Hide, Listen, 
  and Spot checks and a +8 racial bonus on Balance and 
  Climb checks. A snake can always choose to take 10 on a 
  Climb check, even if rushed or threatened. Snakes use 
  either their Strength modifier or Dexterity modifier for 
  Climb checks, whichever is higher. A snake has a +8 racial 
  bonus on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  CCrreeaattiinngg  aa  FFiirree  IInnccaarrnnaattiioonn  
   Size and Type: The creature‘s type changes to 
  elemental (fire). Size is unchanged. Fire incarnations 
  encountered on the Material Plane have the extraplanar 
  subtype. 
   Special Attacks: A fire incarnation retains all the 
  special attacks of the base creature and also gains the 
  following special attacks. 
   Burn (Ex): When a fire incarnation hits an opponent, the 
  creature must succeed on a Reflex save (DC 10 + 1/2 fire 
  incarnation‘s HD + fire incarnation‘s Con modifier) or 
  catch fire. The flame burns for 1d4 rounds if not 
  extinguished sooner. A burning creature can use a full-
  round action to put out the flame. 
   Heat (Ex): A fire incarnation‘s natural attacks and 
  unarmed strikes deal additional fire damage, depending 
  on its Hit Dice (see the table below). Creatures striking 
  the fire incarnation with natural attacks or unarmed 
  strikes also suffer this fire damage. 
   Special Qualities: A fire incarnation retains all the 
  special qualities of the base creature and also gains the 
  following. 
   Immunity to fire and vulnerability to cold (+50% 
  damage from cold, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure). 
   Skills: If the creature has an Intelligence of at least 3, it 
  speaks Ignan. 
   Abilities: Change from the base creature as follows: 
  Strength –2, Dexterity +2. 
   Environment: Elemental Plane of Fire. 
   
  Hit Dice 
  Additional Fire Damage 
  1–3 
  1 
  4–7 
  1d4 
  8–11 
  1d6 
  12 or more 
  1d8 
   
  SSaam
  mppllee  M
  Maaggm
  maa  IInnccaarrnnaattiioonn  
   A magma elemental incarnation has a body of molten 
  rock and volcanic glass, its eyes liquid orbs of fire and its 
  tongue a scorching lash. The stronger incarnations drip 
  lava from their jagged obsidian claws and teeth. 
   
  Magma Incarnation Gorak 
  Small Elemental (Earth, Extraplanar, Fire) 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +2 
  Speed: 40 ft. (8 squares) 
  Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 
  13, flat-footed 12 
  
   
  http://athas.org 
   
  94 
  Base Attack/Grapple: +0/-4 
  Attack: Claw +2 melee (1d4) 
  Full Attack: 2 claws +2 melee (1d4) and bite -4 melee 
  (1d4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Hypnotic trance, scorch weapon 
  Special Qualities: Darkvision 60 ft., elemental traits, 
  immunity to fire, low-light vision, vulnerability to cold 
  Saves: Fort +3, Ref +4, Will +0 
  Abilities: Str 10, Dex 15, Con 13, Int 1, Wis 10, Cha 6 
  Skills: Listen +2, Spot +4 
  Feats: Weapon Focus (claw) 
  Environment: Paraelemental Plane of Magma 
  Organization: Herd (10-50) 
  Challenge Rating: 1/2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 2 HD (Small) 
  Level Adjustment: — 
   
   A magma incarnation gorak can be summoned with a 
  summon monster I spell. 
   
  Combat  
   Hypnotic Trance (Ex): The magma incarnation gorak‘s 
  colorful dorsal fin can hypnotize creatures to mesmerize 
  creatures. Each target must make a Will save (DC 10) or 
  be affected as by the spell hypnotism, except the duration 
  is 1d4 rounds, and the number of Hit Dice affected is 2d4. 
  The save DC is Wisdom-based. 
   Scorch Weapon (Ex): Any weapon with hardness 10 or 
  less that strikes a magma incarnation gorak must succeed 
  on a Fortitude save (DC 11) or be destroyed, blazing to 
  ashes or melting into slag. 
   
  CCrreeaattiinngg  aa  M
  Maaggm
  maa  IInnccaarrnnaattiioonn  
   Size and Type: The creature‘s type changes to 
  elemental (earth, fire). Size is unchanged. Magma 
  incarnations encountered on the Material Plane have the 
  extraplanar subtype. 
   Speed: If the base creature can swim, it gains +10 ft. 
  on its swim speed. If the base creature can fly, its 
  maneuverability rating drops to clumsy. 
   Special Attacks: A magma incarnation retains all the 
  special attacks of the base creature and also gains the 
  following special attacks. 
   Heat 
  (Ex): 
  A 
  magma 
  incarnation‘s 
  attacks 
  deal 
  additional fire damage, depending on its Hit Dice (see the 
  table below). Creatures striking the magma incarnation 
  with natural attacks or unarmed strikes also suffer this fire 
  damage. 
   Scorch Weapon (Ex): Any weapon with hardness 10 or 
  less that strikes a magma incarnation must succeed on a 
  Fortitude save (DC 10 + 1/2 magma incarnation‘s HD + 
  magma incarnation‘s Con modifier) or be destroyed, 
  blazing to ashes or melting into slag. 
   Special Qualities: A magma incarnation retains all the 
  special qualities of the base creature and also gains the 
  following. 
   Immunity to fire and vulnerability to cold (+50% 
  damage from cold, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure). 
   Skills: If the creature has an Intelligence of at least 3, it 
  speaks Ignan or Terran. 
   Abilities: Change from the base creature as follows: 
  Strength +2, Dexterity –2. 
   Environment: Elemental Plane of Earth or Elemental 
  Plane of Fire. 
   
  Hit Dice 
  Additional Fire Damage 
  1–3 
  — 
  4–7 
  1 
  8–11 
  1d4 
  12 or more 
  1d6 
   
  SSaam
  mppllee  RRaaiinn  IInnccaarrnnaattiioonn  
   The body of a rain paraelemental beast varies in 
  appearance from a splashing rain cloud to a volume of 
  thick, blue cloud. Its strikes flash with the fury of the 
  Cerulean Storm, its limbs washing frigid water over its 
  enemies. 
   
  Rain Incarnation Takis 
  Large Elemental (Air, Extraplanar, Water) 
  Hit Dice: 4d8+16 (34 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, 
  flat-footed 14 
  Base Attack/Grapple: +4/+14 
  Attack: Claw +8 melee (1d4+6) or tail slap +8 melee 
  (1d12+6 plus 1 cold) 
  Full Attack: 2 claws +8 melee (1d4+6 plus 1 cold) and 
  bite +3 melee (1d8+3 plus 1 cold), or tail slap +8 
  melee (1d12+6 plus 1 cold) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Cerulean madness, chill, improved grab 
  Special Qualities: Damage reduction 5/magic, darkvision 
  60 ft., elemental traits, low-light vision, scent 
  Saves: Fort +8, Ref +5, Will +2 
  Abilities: Str 22, Dex 12, Con 18, Int 2, Wis 12, Cha 6 
  Skills: Listen +5, Spot +5, Survival +4 
  Feats: Alertness, Endurance, TrackB  
  Environment: Paraelemental Plane of Rain 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 5-8 HD (Large) 
  Level Adjustment: — 
   
   A rain incarnation takis can be summoned with a 
  summon monster IV spell. 
   
  Combat 
   Cerulean Madness (Su): A rain incarnation takis 
  sparks with lightning and rumbles with thunder when it 
  attacks. This mind-affecting ability causes creatures struck 
  by the incarnation to become confused (Will negates DC 
  10) for 1d3 rounds. The save DC is Charisma-based. 
   Chill (Ex): A rain incarnation takis‘s natural attacks and 
  unarmed strikes deal 1 additional point of cold damage. 
  Creatures striking the rain incarnation with natural attacks 
  or unarmed strikes also suffer this cold damage. 
   Improved Grab (Ex): To use this ability, a rain 
  incarnation takis must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  
   
  http://athas.org 
   
  95 
  CCrreeaattiinngg  aa  RRaaiinn  IInnccaarrnnaattiioonn  
   Size and Type: The creature‘s type changes to 
  elemental 
  (air, 
  water). 
  Size 
  is 
  unchanged. 
  Rain 
  incarnations encountered on the Material Plane have the 
  extraplanar subtype. 
   Speed: A rain incarnation can fly at the base creature‘s 
  base land speed (average maneuverability). If the base 
  creature has a fly speed, use that if it is better. The base 
  creature loses its burrow speed, if any. 
   Special Attacks: A rain incarnation retains all the 
  special attacks of the base creature and also gains the 
  following special attacks. 
   Cerulean Madness (Su): A rain incarnation sparks with 
  lightning and rumbles with thunder when it attacks. This 
  mind-affecting ability causes creatures struck by the 
  incarnation to become confused (Will negates DC 10 + 1/2 
  rain incarnation‘s HD + rain incarnation‘s Cha modifier) for 
  a number of rounds depending on the incarnation‘s Hit 
  Dice (see the table below). The save DC is Charisma-
  based. 
   Chill (Ex): A rain incarnation‘s natural attacks and 
  unarmed strikes deal additional cold damage, depending 
  on its Hit Dice (see the table below). Creatures striking 
  the rain incarnation with natural attacks or unarmed 
  strikes also suffer this cold damage. 
   Skills: If the creature has an Intelligence of at least 3, it 
  speaks Aquan or Auran. 
   Abilities: As base creature. 
   Environment: Elemental Plane of Air or Elemental Plane 
  of Water. 
   
  Hit Dice 
  Additional Cold 
  Damage 
  Confusion Duration 
  1–3 
  — 
  1 round 
  4–7 
  1 
  1d3 rounds 
  8–11 
  1d4 
  1d6 rounds 
  12 or more 
  1d6 
  1d8 rounds 
   
  SSaam
  mppllee  SSiilltt  IInnccaarrnnaattiioonn  
   With bodies of shifting dust, silt incarnations are nearly 
  invisible inside a brownish haze. The creatures have black, 
  beady eyes and sandstone claws, with hair and fur like 
  trails of silt blowing in the wind. 
   
  Silt Incarnation Greater Boneclaw 
  Large Elemental (Earth, Extraplanar, Psionic, Water) 
  Hit Dice: 6d8+12 (39 hp) 
  Initiative: +0 
  Speed: 40 ft. (8 squares) 
  Armor Class: 17 (-1 size, +8 natural), touch 9, flat-
  footed 17 
  Base Attack/Grapple: +4/+14 
  Attack: Bite +11 melee (1d10+6) 
  Full Attack: Bite +11 melee (1d10+6) and 2 claws +9 
  melee (1d6+3) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Pounce, psi-like abilities, rake 1d6+3, 
  serrated edges, silt haze, trample 2d6+9 
  Special Qualities: Damage reduction 5/magic, darkvision 
  60 ft., elemental traits, immunities, low-light vision, 
  tremorsense 100 ft. 
  Saves: Fort +7, Ref +5, Will +3 
  Abilities: Str 23, Dex 10, Con 15, Int 6, Wis 12, Cha 6 
  Skills: Hide +3, Spot +2, Survival +2 
  Feats: Improved Natural Attack (bite), Multiattack, Power 
  Attack 
  Environment: Paraelemental Plane of Silt 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 7-11 HD (Huge); 12-17 HD (Gargantuan) 
  Level Adjustment: — 
   
   Silt incarnation greater boneclaws speak Terran. They 
  can be summoned with a summon monster V spell. 
   
   
  Combat 
   Immunities: Silt incarnations have immunity to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
   Pounce (Ex): If a silt incarnation greater boneclaw 
  charges a foe, it can make a full attack, including two rake 
  attacks. 
   Psi-Like Abilities: At will – attraction (+7 interaction 
  bonus, DC 12*), inflict pain (2 additional targets, DC 12*), 
  mental barrier (4 rounds*), mind thrust (ML 3rd, 3d10, 
  DC 10*), mindlink (unwilling targets, 3 additional targets, 
  DC 9*).  Manifester level 8th. 
   *Includes augmentation for the greater boneclaw‘s 
  manifester level. 
   Rake (Ex): Attack bonus +9 melee, damage 1d6+3. 
   Serrated Edges (Ex): A silt incarnation greater 
  boneclaw that makes bodily contact with a creature 
  through its trample ability or through such special attacks 
  as a bull rush, grapple, overrun, or trip deals that creature 
  an extra 1d6 points of slashing damage. 
   Silt Haze (Ex): As a standard action, a silt incarnation 
  greater boneclaw can emit a cloud of silt that fills the air 
  in a 15-foot radius centered on the incarnation. The haze 
  lasts as long as the incarnation concentrates and gives 
  creatures within it concealment (20% miss chance). 
   Trample (Ex): Reflex half DC 19. The save DC is 
  Strength-based. 
   Tremorsense (Ex): A silt incarnation is blind but is 
  sensitive to vibrations and can automatically pinpoint the 
  location of anything within 100 ft. that is in contact with 
  the ground or swimming through silt. 
   
  CCrreeaattiinngg  aa  SSiilltt  IInnccaarrnnaattiioonn  
   Size and Type: The creature‘s type changes to 
  elemental 
  (earth, 
  water). 
  Size 
  is 
  unchanged. 
  Silt 
  incarnations encountered on the Material Plane have the 
  extraplanar subtype. 
   Speed: If the base creature can swim, it gains +10 ft. 
  on its swim speed. 
   Special Attacks: A silt incarnation retains all the special 
  attacks of the base creature and also gains the following 
  special attacks. 
   Silt Haze (Ex): As a standard action, a silt incarnation 
  can emit a cloud of silt that fills the air in a radius 
  depending on its Hit Dice (see the table below) and 
  centered on the incarnation. The haze lasts as long as the 
  incarnation concentrates and gives creatures within it 
  concealment, except that the miss chance given by this 
  concealment depends on the incarnation‘s Hit Dice (see 
  the table below). 
  
   
  http://athas.org 
   
  96 
   Special Qualities: A silt incarnation retains all the 
  special qualities of the base creature and also gains the 
  following. 
   Immunities: Silt incarnations have immunity to gaze 
  attacks, visual effects, illusions, and other attack forms 
  that rely on sight. 
   Tremorsense (Ex): A silt incarnation is blind but is 
  sensitive to vibrations and can automatically pinpoint the 
  location of anything within 100 ft. that is in contact with 
  the ground or swimming through silt. 
   Skills: If the creature has an Intelligence of at least 3, it 
  speaks Aquan or Terran. 
   Abilities: Change from the base creature as follows: 
  Strength +2, Dexterity –2. 
   Environment: Elemental Plane of Earth or Elemental 
  Plane of Water. 
   
  Hit Dice 
  Silt Haze Radius and Miss Chance 
  1–3 
  5 ft., 10% 
  4–7 
  15 ft., 20% 
  8–11 
  30 ft., 40% 
  12 or more 
  60 ft., 50% 
  (total concealment) 
   
  SSaam
  mppllee  SSuunn  IInnccaarrnnaattiioonn  
   A sun elemental incarnation has a body of liquid fire and 
  a fierce solar aura. Its claws or teeth are scorched bone, 
  its hair or fur wisps of trailing smoke. 
   
  Sun Incarnation Kes’trekel 
  Tiny Elemental (Air, Extraplanar, Fire, Psionic) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +3 
  Speed: 10 ft. (2 squares), fly 60 ft. (perfect) 
  Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 
  15, flat-footed 14 
  Base Attack/Grapple: +0/-8 
  Attack: Bite +3 melee (1d3) 
  Full Attack: Bite +3 melee (1d3) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: Aversion, blinding ray, sun aura 
  Special Qualities: Darkvision 60 ft., elemental traits, 
  immunity to fire, low-light vision, vulnerability to cold 
  Saves: Fort +2, Ref +5, Will +0 
  Abilities: Str 10, Dex 16, Con 11, Int 1, Wis 10, Cha 8 
  Skills: Spot +4 
  Feats: Flyby Attack 
  Environment: Paraelemental Plane of Sun 
  Organization: Flock (3-30) 
  Challenge Rating: 1/2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 2 HD (Small); 3-5 HD (Medium); 6-9 HD 
  (Large) 
  Level Adjustment: — 
   
   A sun incarnation kes‘trekel can be summoned with a 
  summon monster I spell. 
   
   
   
   
   
   
   
  Combat 
   Aversion (Ps): A group of 20 or more sun incarnation 
  kes‘trekels can manifest aversion three times per day (Will 
  DC 11 negates). For every 10 additional kes‘trekel, 
  increase the save DC by 1. Manifester level 3rd. The save 
  DC is Charisma-based. 
   Blinding Ray (Ex): Once per day, a sun incarnation 
  kes‘trekel can fire a ray of brilliant light at a creature‘s 
  eyes. The incarnation must make a ranged touch attack 
  with a -4 penalty. If the ray hits, it blinds the opponent for 
  1 round. 
   Sun Aura (Ex): As a standard action, a sun incarnation 
  kes‘trekel can raise a searing, luminous aura centered on 
  itself in a 5-foot radius. The aura lasts as long as the 
  incarnation concentrates and casts light within its radius 
  and shadowy light an equal distance beyond its radius. 
  Anyone within the sun aura must succeed on a Fortitude 
  save (DC 10) or 1d4 points of fire damage per round from 
  the intense heat. 
   
  CCrreeaattiinngg  aa  SSuunn  IInnccaarrnnaattiioonn  
   Size and Type: The creature‘s type changes to 
  elemental (air, fire). Size is unchanged. Sun incarnations 
  encountered on the Material Plane have the extraplanar 
  subtype. 
   Speed: If the base creature can fly, its maneuverability 
  rating improves to perfect. 
   Special Attacks: A sun incarnation retains all the 
  special attacks of the base creature and also gains the 
  following special attacks. 
   Blinding Ray (Ex): Once per day, a sun incarnation can 
  fire a ray of brilliant light at a creature‘s eyes. The 
  incarnation must make a ranged touch attack with a -4 
  penalty. If the ray hits, it blinds the opponent for 1 round 
  per Hit Die of the incarnation. 
   Sun Aura (Ex): As a standard action, a sun incarnation 
  can raise a searing, luminous aura centered on itself in a 
  radius depending on its Hit Dice (see the table below). The 
  aura lasts as long as the incarnation concentrates and 
  casts light within its radius and shadowy light an equal 
  distance beyond its radius. Anyone within the sun aura 
  must succeed on a Fortitude save (DC 10 + 1/2 sun 
  incarnation‘s HD + sun incarnation‘s Con modifier) or take 
  an amount of fire damage per round from the intense heat 
  depending on its Hit Dice (see the table below). 
   Special Qualities: A sun incarnation retains all the 
  special qualities of the base creature and also gains the 
  following. 
   Immunity to fire and vulnerability to cold (+50% 
  damage from cold, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure). 
   Skills: If the creature has an Intelligence of at least 3, it 
  speaks Auran or Ignan. Otherwise same as base creature. 
   Abilities: Change from the base creature as follows: 
  Strength –2, Dexterity +4, Constitution –2. 
   Environment: Elemental Plane of Air or Elemental Plane 
  of Fire. 
   
  Hit Dice 
  Sun Aura Radius and Damage 
  1–3 
  5 ft., 1d4 fire 
  4–7 
  15 ft., 1d6 fire 
  8–11 
  30 ft., 1d8 fire 
  12 or more 
  60 ft., 2d6 fire 
   
  
   
  http://athas.org 
   
  97 
  SSaam
  mppllee  W
  Waatteerr  IInnccaarrnnaattiioonn  
   Water incarnation bodies vary from pristine water to 
  oozy mud. Bone and sometimes ice make up the 
  creatures‘ tougher parts, and steam hisses from the hot 
  sand upon which they tread. 
   
  Water Incarnation Dagorran 
  Medium Elemental (Extraplanar, Psionic, Water) 
  Hit Dice: 4d8+16 (34 hp) 
  Initiative: +4 
  Speed: 20 ft. (4 squares) 
  Armor Class: 12 (+2 natural), touch 10, flat-footed 12 
  Base Attack/Grapple: +4/+7 
  Attack: Bite +8 melee (1d8+4) 
  Full Attack: Bite +8 melee (1d8+4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Damage reduction 5/magic, darkvision 
  60 ft., elemental traits, low-light vision 
  Saves: Fort +8, Ref +4, Will +3 
  Abilities: Str 17, Dex 10, Con 19, Int 3, Wis 14, Cha 14 
  Skills: Jump +7, Listen +5, Move Silently +3, Spot +3 
  Feats: Improved Initiative, Weapon Focus (bite) 
  Environment: Elemental Plane of Water 
  Organization: Solitary or pack (2d4) 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Usually neutral 
  Advancement: 5-8 HD (Medium); 9-12 HD (Large) 
  Level Adjustment: — 
   
   Water incarnation dagorrans speak Aquan. They can be 
  summoned with a summon monster V spell. 
   
  Combat 
   Crisis of Breath (Sp): Once per day, a water 
  incarnation dagorran can use the crisis of breath power as 
  a 4th-level sorcerer. The ability forces water into a 
  creature‘s lungs (Will negates or Fortitude partial, DC 15), 
  affecting a single breathing humanoid. 
   Psi-Like 
  Abilities: 
  3/day—concussive 
  blast 
  (two 
  targets*), control body (ML 7th, DC 16), crystal shard 
  (3d6*), detect psionics, ego whip (DC 14), empty mind 
  (+4 bonus*). Manifester level 5th. The save DCs are 
  Charisma-based. 
   *Includes augmentation for the dagorran‘s manifester 
  level. 
   Watery Wake (Ex): A water incarnation dagorran 
  leaves a trail of water in its wake, extinguishing 
  nonmagical fires it crosses. The incarnation can also 
  transform loose dirt, sand, or silt into sticky mud. A 
  creature passing through a mud-filled square must make 
  a 
  Reflex 
  save 
  (DC 
  16) 
  or 
  become 
  entangled. 
  Entanglement lasts until the mud loses its potency, 1d4 
  rounds after the incarnation leaves the square. 
   Skills: A dagorran‘s strong legs give it a +10 racial 
  bonus on Jump checks. 
   
  CCrreeaattiinngg  aa  W
  Waatteerr  IInnccaarrnnaattiioonn  
   Size and Type: The creature‘s type changes to 
  elemental (water). Size is unchanged. Water incarnations 
  encountered on the Material Plane have the extraplanar 
  subtype. 
   Speed: If the base creature can swim, it gains +10 ft. 
  on its swim speed. 
   Special Attacks: A water incarnation retains all the 
  special attacks of the base creature and also gains the 
  following special attacks. 
   Crisis of Breath (Sp): Once per day, a water incarnation 
  can use the crisis of breath power as a sorcerer with 
  caster level equal to its Hit Dice. The ability forces water 
  into a creature‘s lungs (Will negates or Fortitude partial, 
  DC 13 + water incarnation‘s Cha modifier), affecting a 
  single breathing creature of a type depending on the 
  incarnation‘s Hit Dice (see the table below). 
   Watery Wake (Ex): A water incarnation leaves a trail of 
  water in its wake, extinguishing nonmagical fires it 
  crosses. The incarnation can also transform loose dirt, 
  sand, or silt into sticky mud. A creature passing through a 
  mud-filled square must make a Reflex save (DC 10 + 1/2 
  water 
  incarnation‘s 
  HD + 
  water 
  incarnation‘s 
  Con 
  modifier) or become entangled. Entanglement lasts until 
  the mud loses its potency, 1d4 rounds after the 
  incarnation leaves the square. 
   Skills: If the creature has an Intelligence of at least 3, it 
  speaks Aquan. 
   Abilities: Change from the base creature as follows: 
  Dexterity –2, Constitution +2. 
   Environment: Elemental Plane of Water. 
   
  Hit Dice 
  Crisis of Breath Targets 
  1–3 
  Humanoid up to 4 HD 
  4–7 
  Humanoid 
  8–11 
  Plus animal, fey, giant, magical beast, 
  or monstrous humanoid 
  12 or more 
  Plus aberration, dragon, elemental, or 
  outsider 
   
  JJoozzhhaall  
  Jozhal, 1st-Level Warrior 
  Small Humanoid (Psionic, Reptilian) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +2 
  Speed: 50 ft. (10 squares) 
  Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 
  13, flat-footed 12 
  Base Attack/Grapple: +1/–4 
  Attacks: Bone dagger –1 melee (1d4-2/19-20) or bite +0 
  melee (1d4-1) 
  Full Attack: Bone dagger –1 melee (1d4-2/19-20) or bite 
  +0 melee (1d4-1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Spell resistance 6 
  Saves: Fort +2, Ref +2, Will +0 
  Abilities: Str 8, Dex 15, Con 11, Int 13, Wis 10, Cha 10 
  Skills: Climb +3, Hide +10, Jump +7, Knowledge 
  (arcana) +3, Listen +1, Use Magic Device +8 
  Feats: Skill Focus (Use Magic Device) 
  Environment: Any 
  Organization: Solitary, family (2-12) 
  Challenge Rating: 1 
  Treasure: Standard plus 1d4 minor magic items 
  Alignment: Usually chaotic neutral 
  Advancement: By character class 
  Level Adjustment: +2 
   
  
   
  http://athas.org 
   
  98 
    This creature is a small, reptilian humanoid with long, 
  spindly arms and legs, a coiling tail and a long neck 
  surmounted by a narrow, muzzled head. It is covered in 
  scales that seem to be colored in deliberate patterns. 
   
   Jozhals are small, lightly built reptilian creatures which 
  may be distantly related to crodlu. They have long, 
  slender legs, lanky arms ending in dexterous hands, and 
  long, flexible tails. The neck of a jozhal is also long and 
  flexible, ending in a narrow-muzzled head with large eyes 
  and many needle-like teeth. The skin is covered in many 
  tiny scales, which are only visible on close examination, 
  and can change color to match with or contrast against 
  the creature's surroundings. Jozhals have precise control 
  over their skin's color, and sometimes use it to create 
  decorative patterns of color resembling tattoos. 
   
   
  Combat  
   Jozhals avoid combat if at all possible, fleeing or using 
  their chameleon-like skin to hide. If forced into combat, a 
  jozhal will attempt to defend itself first with psionics or 
  spells, then with any magical items it currently possesses. 
  If left with no other option, the jozhal will attack with a 
  bite. 
   Psi-Like Abilities: 3/day—burst, empty mind (+4 
  bonus*); 1/day—dimension swap.  Manifester level 6th.  
  The save DCs are Charisma-based. 
   *Includes augmentation for the jozhal‘s manifester 
  level. 
   Spell Resistance (Ex): A jozhal has spell resistance 
  equal to its Hit Dice + 5. 
   Skills: Jozhals have a +4 racial bonus on Hide checks 
  because of their control over their skin color, and a +4 
  racial bonus on Use Magic Device checks because of their 
  fondness for magic and ability to work magical items more 
  easily than others. 
   
   The jozhal warrior presented here had the following 
  ability scores before racial adjustments: Str 12, Dex 11, 
  Con 13, Int 9, Wis 8, Cha 10. 
   Challenge Rating: Jozhals with levels in NPC classes 
  have a CR equal to their class level.  Jozhals with levels in 
  PC classes have a CR equal to their class level +1. 
   
  Jozhal Society 
   Jozhals are naturally shy and secretive creatures, and 
  do not normally learn the languages of other races. The 
  leader of a family will learn the Common tongue, so that 
  he or she may communicate with outsiders on the rare 
  occasion that interaction is necessary. When around those 
  they do not know, especially other races, jozhals become 
  much more withdrawn and are unwilling to even speak to 
  outsiders unless necessary. They will often travel days out 
  of their way just to avoid encountering non-jozhals, 
  especially elves and humans, whom they consider 
  destructive. If forced to interact with members of another 
  race, jozhals will attempt to make the experience as short 
  as possible. Jozhals do not normally form permanent 
  settlements. Instead, they travel in nomadic family 
  groups, traveling between the fertile areas of the 
  Tablelands 
  and 
  Hinterlands, 
  beyond 
  the 
  Ringing 
  Mountains. These families forage for roots, nuts, and small 
  reptiles and insects. Jozhals always make use of every 
  little bit of anything that they find, to the point of 
  extremes, practicing cannibalism and fashioning the bones 
  of their dead into weapons and tools. The only time a 
  jozhal family will permanently settle in one area is when a 
  member of that family becomes a grove master and takes 
  custody of his guardian lands. 
   Jozhals are deeply suspicious of all arcane spellcasters. 
  They will tolerate preservers, but will watch them closely 
  for any signs that they may defile, and criticize them 
  harshly if they use magic wantonly or carelessly. Jozhals 
  do not tolerate defilers in any way. A jozhal may even put 
  himself at risk to stop a defiler from damaging the land. 
  The jozhal suspicion of arcane magic does not extend to 
  magical items. Jozhals are fascinated by magical items, 
  which they consider to hold the power of the land, and 
  desire to own as may magical items as they can. Jozhal 
  children are taught from a young age the proper use of 
  magical items, both arcane and divine, so even non-spell 
  caster jozhal will be able to use most any magical item 
  they come to possess. They go to great lengths to possess 
  magical items, typically following parties of humanoids to 
  determine if they carry any magical items and stealing 
  any they detect. 
   Jozhal is a language composed of click, pops, and 
  whistles. Do to its unusual nature, many who are not 
  familiar with Jozhal will not even recognize it as a 
  language. The vast majority of jozhals do not keep a 
  written form of their language, and the pyreen alphabet is 
  the only known writing system that can be adapted to 
  writing the jozhal tongue. 
   
  Jozhals as Characters 
   Jozhal adventurers are rare. Only a few are able to 
  overcome their natural shyness to mix with strangers and 
  fewer still are willing to be separated from their families 
  for long periods of time. Those who do follow the 
  
   
  http://athas.org 
   
  99 
  adventuring path have usually had their families wiped out 
  by raiders or some natural disaster. A few have allowed 
  their obsession with magical items to overwhelm them 
  and see adventuring as the quickest, easiest way to 
  finding and possessing such items. 
   A jozhal character's favored class is cleric. Most jozhal 
  leaders will be clerics serving the element of Earth. All 
  jozhals have a close, personal connection with the forces 
  of nature. They consider the role of cleric to be the 
  highest possible honor. While they worship all of the 
  elements, they hold a special reverence for Earth. 
    Jozhal characters possess the following traits. 
   –4 Str, +4 Dex, –2 Con, +4 Int, +2 Wis 
   Small. Jozhals gain a +1 size bonus to Armor Class, a 
  +1 size bonus on attack rolls, and a +4 size bonus on 
  Hide checks, but they must use smaller weapons than 
  humans use, and their lifting and carrying limits are 
  three-quarters of those of a Medium character 
   Space/Reach: 5 ft./5 ft. 
   A jozhal‘s base land speed is 30 feet. 
   Weapon Proficiency: A jozhal is proficient with all simple 
  weapons and its natural weaponry. 
   +4 racial bonus on Hide checks. Jozhals can alter their 
  skin coloration and often use this for camouflage 
  purposes. 
   +4 racial bonus on Use Magic Device checks.  Jozhals 
  have a natural affinity for magic. 
   +1 natural armor bonus. 
   Natural Weapons: Bite (1d4). 
   Special Attacks (see above): Psi-like abilities. 
   Special Qualities (see above): Spell resistance. 
   Automatic 
  Languages: 
  Jozhal, 
  Common. 
  Bonus 
  Languages: Aarakocra, Elven, Dwarven, Thri-Kreen, 
  Pterran. 
   Favored Class: Cleric. 
   Level Adjustment: +2. 
   
  KKaalliinn  
  Large Aberration 
  Hit Dice: 7d8+14 (45 hp) 
  Initiative: +3 
  Speed: 50 ft. (10 squares), climb 30 ft. 
  Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, 
  flat-footed 13 
  Base Attack/Grapple: +5/+13 
  Attack: Bite +9 melee (2d6+4) 
  Full Attack: Bite +9 melee (2d6+4) and 2 claws +6 
  melee (1d6+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, pounce, web 
  Special Qualities: Darkvision 60 ft., tremorsense 60 ft. 
  Saves: Fort +4, Ref +5, Will +5 
  Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 10, Cha 4 
  Skills: Climb +13, Hide +8, Jump +20, Move Silently 
  +11, Spot +6 
  Feats: Improved Natural Attack (bite), Multiattack, 
  Weapon Focus (bite) 
  Environment: Underground 
  Organization: Solitary or Pack (1-6) 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 8-14 HD (Large), 15-21 HD (Huge) 
  Level Adjustment: — 
   
    This creature is a monstrous hybrid of spider and ant. 
  Armored with chitin of mottled yellow and brown, it has 
  glowing eyes, wickedly curved mandibles and slashing 
  forelimbs that it waves aggressively towards you. 
   
    Kalin are a breed of insect that dwell in the Athasian 
  underdark. They have the bulbous abdomens of ants, but 
  the thorax, limbs and head of a great spider. Although 
  able to spin spider silk, these many-limbed horrors do not 
  weave webs but instead hunt their prey. Sometimes 
  domesticated as mounts by the dray, they are cunning 
  predators with a vicious array of natural attacks. 
    Dregoth has four squadrons of elite kalin riders, each 
  composed of 25 templars of at least 5th-level. Each 
  squadron is led by an 8th-level officer, armed with the 
  best equipment their lord can procure and accompanied 
  by their own war defiler from the College of Blackspire. 
  Arrogant and powerful, the kalin riders are generally 
  loathed and feared by the other citizens of New Giustenal.  
    Kalin chitin is used in the construction of armor by the 
  second generation dray, but they rarely hunt the 
  creatures for this purpose, instead preferring to scavenge 
  chitin from wild kalin corpses. Wild kalin do not form 
  nests, except to lay eggs. Once hatched, young are not 
  attended and the entire nest will separate. Kalin reach 
  maturity in six months and live for five years and often 
  find themselves in fierce competition with wall walkers, 
  another subterranean species, during that time. An adult 
  kalin is 12 feet long and weighs 700 pounds. 
   
  Combat 
    A kalin prefers to attack from ambush, using its web to 
  suspend itself above its prey, far from sight. It will then 
  drop noiselessly from above, striking with all attacks as if 
  charging. In close melee, the kalin will attempt to grapple 
  with its jaws and then repeatedly slash its prey until the 
  prey is dead. A kalin will concentrate exclusively on a 
  single target until it perishes before moving onto another. 
  Only concentrated attacks that strip the kalin of 50% or 
  more of its total hit points will cause it to drop its prey and 
  change targets. 
    Improved Grab (Ex): If a kalin strikes with its bite it 
  may initiate a grapple check as a free action without 
  provoking an attack of opportunity. 
   Pounce (Ex): If a kalin charges a foe by dropping from 
  above it can make a full attack. 
    Tremorsense (Ex): A kalin can detect and pinpoint any 
  creature or object within 60 feet in contact with the 
  ground, or within any range in contact with the kalin‘s 
  webs. 
    Web (Ex): Kalin spin webs that they use to lower 
  themselves silently on silk strands and leap onto prey 
  passing beneath them, if necessary. A single strand is 
  
   
  http://athas.org 
   
  100 
  strong enough to support the kalin and one creature of 
  the same size. Each 5-foot section has 12 hit points and 
  damage reduction 5/—. A kalin can move along its own 
  web at its climb speed and can pinpoint the location of 
  any creature touching the strand. 
   Carrying Capacity: A light load for a kalin is up to 300 
  pounds, a medium load is from 301 – 600 pounds and a 
  heavy load is from 601 – 900 pounds. A kalin can drag 
  4,500 pounds. 
    Skills: Kalin receive a +4 racial bonus on Hide checks, a 
  +8 racial bonus on Climb and Spot checks and a +10 
  racial bonus on Jump checks. A kalin can always choose to 
  take 10 on a Climb check, even if rushed or threatened. 
   
  KKiirrrree  
  Large Magical Beast (Psionic) 
  Hit Dice: 7d10+21 (59 hp) 
  Initiative: +5 
  Speed: 40 ft. (8 squares) 
  Armor Class: 13 (-1 size, +1 Dex, +3 Natural), touch 10, 
  flat-footed 12 
  Base Attack/Grapple: +7/+15 
  Attack: Bite +10 melee (1d8+4) 
  Full Attack: Bite +10 melee (1d8+4) and 4 claws +8 
  melee (1d6+2) and gore +8 melee (1d8+2) and tail 
  slap +8 melee (1d4+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, pounce, psi-like 
  abilities, rake 1d6+2 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  scent 
  Saves: Fort +8, Ref +6, Will +4 
  Abilities: Str 18, Dex 13, Con 16, Int 6, Wis 14, Cha 8 
  Skills: Hide +3, Jump +9, Listen +3, Move Silently +2, 
  Spot +3 
  Feats: Improved Initiative, Multiattack, Power Attack 
  Environment: Forests 
  Organization: Solitary, pair 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 8-12 HD (Large); 13-21 HD (Huge) 
  Level Adjustment: — 
   
    This large feline resembles other great cats, but is 
  distinguished by its eight legs, twin horns sweeping from 
  its brow and tail sporting multiple spikes. Its short, soft 
  fur is striped brown and grey. 
   
   Kirre are cunning and ruthless predators feared in all of 
  the wooded areas of Athas. Resembling an eight-legged, 
  horned tiger, the kirre is striped in brown and grey, with 
  the exception of its face, which is all grey. The yellow eyes 
  of this creature against the dark grey fur of its face create 
  a fearsome appearance. An adult kirre is eight feet long 
  and weighs 400 pounds. 
  Kirres 
  are 
  normally 
  solitary 
  creatures, but will pair off for mating. Kirre litters number 
  from three to five young and are born in a den in a 
  remote area of the forest where they will be unlikely to be 
  disturbed. During the first five months after birth, both 
  the male and female protect their den ferociously, 
  attempting to kill any creature who threatens their young. 
   Kirre are hunted by the many tribes that inhabit Athas‘ 
  forests, both for their meat and for their horns and tail 
  spikes, which are used to fashion weaponry. 
   
  Combat 
   Kirre prefer to use their wall walker ability to reach high 
  limbs or ledges where they wait in ambush. They usually 
  begin combat with their concussion ability before leaping 
  into melee. When engaged in melee, a kirre will unleash a 
  flurry of attacks, striking with its claws, horns, bite and 
  clubbed tail. 
   Improved Grab (Ex): To use this ability, the kirre 
  must hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can rake. 
   
   Pounce (Ex): If a kirre charges, it can make a full 
  attack, including two rake attacks. 
   Psi-Like Abilities: 3/day – concussion blast (4d6*), id 
  insinuation (3 additional targets, DC 14*), intellect 
  fortress (3 rounds*), psychic crush (DC 14), thought 
  shield (7 rounds, PR 20*), tower of iron will, wall walker.  
  Manifester level 9th.  The save DCs are Charisma-based.   
   *Includes augmentation for the kirre‘s manifester level. 
  Manifester level 9th. 
   Rake (Ex): Attack bonus +10 melee, damage 1d6+2. 
   
  KKllaarr  
  Large Magical Beast (Psionic) 
  Hit Dice: 11d10+44 (104 hp) 
  Initiative: +3  
  Speed: 40 ft. (8 squares) 
  Armor Class: 18 (-1 size,+3 Dex, +6 natural), touch 12, 
  flat-footed 15 
  Base Attack/Grapple: +11/+20 
  Attack: Claw +15 melee (1d8+5) 
  Full Attack: 2 claws +15 melee (1d8+5) and bite +13 
  melee (1d10+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Constrict 1d8+5, improved grab, psi-
  like abilties 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +11, Ref +10, Will +4 
  Abilities: Str 21, Dex 16, Con 18, Int 6, Wis 9, Cha 8 
  Skills: Climb +8, Jump +10, Listen +3, Move Silently +5, 
  Spot +3 
  Feats: Diehard, Endurance, Iron Will, Multiattack 
  
   
  http://athas.org 
   
  101 
  Environment: Mountains (Mekillot Mountains) 
  Organization: Solitary or Family (2 adults and 1-2 
  young) 
  Challenge Rating: 8 
  Treasure: None 
  Alignment: Usually neutral evil 
  Advancement: 12-22 HD (Large) 
  Level Adjustment: — 
   
    An immense, bearlike creature, this beast has thick, 
  sandy-colored fur but sports a chitinous plate across its 
  back. Strange, tendrilous growths hang from its upper lip 
  and it has a short tail that appears to be of little use, save 
  perhaps for balance. 
   
    Descended from the more common species of bears that 
  roamed Athas in earlier ages, the klar is a dangerous 
  ursine predator with psionic powers and a developed, if 
  animalistic intellect. Klars dwell in caves but are not 
  territorial, instead choosing their hunting grounds for 
  convenience and efficiency. Klars will drive out weaker 
  creatures and steal their cave dwellings where this is 
  necessary. 
    Klars communicate through growls and grunts, or 
  through psionics when they wish to be silent. It has 
  recently been discovered that klars do not generally 
  consider 
  humanoids 
  intelligent, 
  and 
  friendly 
  communication is rare. 
   The klar is not particularly territorial and knows that it 
  can find a home anywhere in the mountains by killing 
  other cave-dwellers. However, young klar will be fiercely 
  defended by their parents as their nascent psionic powers 
  make the young klars‘ minds highly unstable. It is not 
  unheard of for an adolescent klar to be completely 
  overwhelmed by its growing inner abilities and adults of 
  the species are always anxious to protect their young from 
  any disturbances that might precipitate such a breakdown. 
   Klars live from 60-100 years and rarely succumb to 
  other creatures before that time. Those that are able will 
  hunt klars for their skins, however, as these can fetch a 
  handsome price in the city-states. A klar‘s chitinous shell, 
  on the other hand, is impossible to shape without magical 
  aid and is of little use. 
   
  Combat 
   The klar readily uses its psionics in battle, preferring to 
  scare its opponents into submission. In melee combat, a 
  klar buffets and slashes with its two paws and attempts to 
  grapple and crush its target if possible. The klar is fond of 
  playing with its food, so it often releases its victim after a 
  single crush and tries again the next round. A 
  klar that is losing its battle maintains its hold 
  until it or the victim is dead. A held character 
  can attempt to break free of the grab using the 
  grappling 
  rules 
  outlined 
  in 
  the 
  Player‘s 
  Handbook. A klar will also bite if possible, 
  dealing terrible injuries with its massive jaws.  
   Constrict (Ex): On a successful grapple 
  check, a klar deals 1d8+5 points of damage. A 
  klar can make two constrict attempts per 
  round. 
   Improved Grab (Ex): To use this ability, 
  the klar must hit with both claw attacks. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold 
  and can constrict. 
   Psi-Like Abilities: At will—body adjustment 
  (5d12*), control body (affects Huge creatures, 
  DC 13*), control sound, demoralize (55 ft. 
  range and radius, DC 15*), dispel psionics, 
  inertial barrier, mind thrust (11d10, DC 15*), 
  mindlink 
  (unwilling 
  targets, 
  5 
  additional 
  targets, DC 10*), psionic daze (14 HD, DC 
  10*), psionic true seeing, telekinetic force 
  (375 lbs. max*).  Manifester level 11th.  The 
  save DCs are Charisma-based. 
   *Includes 
  augmentation 
  for 
  the 
  klar‘s 
  manifester level. 
   
  LLaasskk  
  Medium Humanoid (Lask) 
  Hit Dice: 2d8+4 (13 hp)  
  Initiative: +0  
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (+3 natural), touch 10, flat-footed 13  
  Base Attack/Grapple: +1/+4 
  Attack: Carrikal +4 melee (1d8+4/x3) or claw +4 melee 
  (1d4+3) 
  Full Attack: Carrikal +4 melee (1d8+4/x3) and bite +2 
  melee (1d4+3), or 2 claws +4 melee (1d4+3) and bite 
  +2 melee (1d4+3) 
  Space/Reach: 5 ft./5 ft.  
  Special Attacks: —  
  Special Qualities: Darkvision 60 ft.  
  Saves: Fort +5, Ref +0, Will +0  
  Abilities: Str 16, Dex 11, Con 14, Int 10, Wis 10, Cha 8  
  Skills: Climb +6, Hide +1*, Listen +3, Spot +3  
  Feats: Multiattack  
  Environment: Rocky badlands  
  Organization: Solitary  
  Challenge Rating: 1  
  
   
  http://athas.org 
   
  102 
  Treasure: Standard  
  Alignment: Usually neutral  
  Advancement: By character class 
  Level Adjustment: +1  
   
   This hairless humanoid is massive and muscled, with a 
  mottled orange and grey hide, a muzzle with fangs that 
  curve inward like an insect’s pincers, and a flat head with 
  a ring of tiny golden horns crowning its bald pate. 
   
    Lasks are one of the new races emerging from the deep 
  desert. Savage as wild tareks, lasks often join desert 
  tribes of raiders or ex-slaves, using their battle ferocity to 
  the group‘s advantage. A lask looks much like a mul or 
  tarek, sharing those creatures‘ muscled, hairless forms. 
  From the lask‘s square muzzle protrude a pair of yellow 
  fangs that curve slightly inward like the mandibles of a 
  thri-kreen. The humanoid's lanky arms end in three-
  fingered, clawed hands.  
   
  Combat 
    Lasks attack with savage force, either slashing with their 
  claws or wielding a weapon in both hands for a powerful 
  strike.  
    Skills: *A lask receives a +4 racial bonus on Hide 
  checks in stony barrens and rocky badlands. 
    
  Lasks as Characters  
    A lask character‘s preferred class is barbarian, though 
  captured lasks are often trained as gladiators.  
   +6 Str, +4 Con, -2 Cha. 
   Medium size. Lasks have neither benefits nor penalties 
  due to size.  
   Lask base speed is 30 feet. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: Lask characters start with two levels of 
  humanoid (lask), which gives them 2d8 Hit Dice, a base 
  attack bonus of +1, and base save bonuses of Fort +3, 
  Ref +0, Will +0. 
   Racial Skills: A lask‘s humanoid Hit Dice give it (2 + 
  Intelligence modifier) x5 skill points and their class skills 
  are Climb, Hide, Listen and Spot. Note that lasks do not 
  receive the x4 modifier when taking their first class 
  level. 
   A lask‘s humanoid levels give it one feat. Most lasks 
  take Multiattack as their feat. 
   Weapon Proficiency: A lask is proficient with all simple 
  and martial weapons. 
   +3 natural armor bonus. 
   Natural weapons: 2 claws (1d4), 1 bite (1d4). 
   Automatic 
  Languages: 
  Common, 
  Lask. 
  Bonus 
  Languages: Elven, Gith, Tarek, Thri-Kreen. 
   Favored Class: Barbarian. 
   Level Adjustment +1. 
   
  LLiizzaarrdd,,  FFiirree  
  Huge Magical Beast 
  Hit Dice: 10d10+70 (125 hp) 
  Initiative: +5 
  Speed: 20 ft. (4 squares), burrow 10 ft. 
  Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, 
  flat-footed 18 
  Base Attack/Grapple: +10/+29 
  Attack: Claw +19 melee (2d6+11) 
  Full Attack: 2 claws +19 melee (2d6+11) and bite +17 
  melee (2d6+6) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Breath weapon 
  Special Qualities: Darkvision 60 ft., immunity to fire, 
  low-light vision 
  Saves: Fort +14, Ref +8, Will +4 
  Abilities: Str 32, Dex 12, Con 24, Int 2, Wis 12, Cha 12 
  Skills: Climb +14, Listen +6, Move Silently +5, Spot +6 
  Feats: Alertness, Improved Initiative, Improved Natural 
  Attack (claw), Multiattack 
  Environment: Deserts 
  Organization: Solitary, or spawn (1-4) 
  Challenge Rating: 6 
  Treasure: 50% coins; 50% gems 
  Alignment: Always neutral 
  Advancement: 
  11-20 
  HD 
  (Huge); 
  21-30 
  HD 
  (Gargantuan) 
  Level Adjustment: — 
   
   This creature, which resembles a small drake, is gray-
  colored with a mottled red and brown back and reddish 
  undersides. 
   
   Fire lizards prefer subterranean lairs but come out every 
  fortnight to hunt for fresh game. They haul their prey back 
  to their lairs and feast. 
  
   
  http://athas.org 
   
  103 
   Fire lizards sleep half of the time and are slow movers. 
  Their lairs may have 1-4 eggs with a market value of 
  5,000 Cp each. Hatchlings immediately leave to begin 
  hunting on their own. 
   Shiny objects like gems and metals form the bulk of the 
  fire lizard's horde, which is 
  found in their den. 
   Fire lizards are perhaps an 
  ancestral offshoot of fire 
  drakes 
  or 
  some 
  extinct 
  draconic beast, according to 
  most 
  sages. 
  Also 
  called 
  ―false 
  dragons‖, 
  these 
  lizards live to be 50-100 
  years of age. While fire 
  lizards‘ eggs are valuable, 
  getting 
  hold 
  of 
  a 
  live 
  hatchling and selling it is 
  worth even more; at most 
  one can get around 7,500 
  Cp for one. 
   
  Combat 
   Fire lizards are aggressive 
  and attack with their claws 
  and bite. They also breathe 
  a cone of fire on anyone 
  that is within range, but usually save it for their first 
  attack until they close, after which they resort to their 
  physical attacks. 
   Breath Weapon (Su): 40-foot cone, once every 1d4 
  rounds, damage 3d6 fire, Reflex DC 22 half.  The save DC 
  is Constitution-based. 
   
  LLiizzaarrddffoollkk,,  AAtthhaassiiaann  
  Medium Humanoid (Reptilian) 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: +0 
  Speed: 30 ft. (6 squares) 
  Armor Class: 15 (+5 natural) or 17 (+5 natural, +2 
  heavy shield), touch 10, flat-footed 15 or 17 
  Base Attack/Grapple: +1/+2 
  Attack: Claw +2 melee (1d4+1) or club +2 melee 
  (1d6+1) or javelin +1 ranged (1d6+1) 
  Full Attack: 2 claws +2 melee (1d4+1) and bite +0 
  melee (1d4); or club +2 melee (1d6+1) and bite +0 
  melee (1d4); or javelin +1 ranged (1d6+1) 
  Special Attacks: — 
  Special Qualities: Chameleon skin, hold breath, low-light 
  vision 
  Space/Reach: 5 ft./5 ft. 
  Saves: Fort +1, Ref +3, Will +0 
  Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 11, Cha 11 
  Skills: Balance +4, Hide +20, Jump +5, Swim +2 
  Feats: Multiattack 
  Environment: Swamps (The Last Sea) 
  Organization: Gang (2–3), band (6–10 plus 50% 
  noncombatants plus 1 leader of 3rd–6th level), or tribe 
  (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader 
  of 4th–10th level) 
  Challenge Rating: 1 
  Treasure: 50% coins; 50% goods; 50% items 
  Alignment: Usually neutral 
  Advancement: By character class 
  Level Adjustment: +1 
   
    A tall, powerfully built humanoid resembling a cross 
  between reptile and human, this creature has taloned 
  hands, fanged jaws and a long, heavy tail. 
   
    Much like the lizardfolk of other worlds, the lizardfolk of 
  Athas are amphibious humanoids that follow a hunter-
  gatherer 
  lifestyle. 
  Beyond 
  these 
  initial 
  similarities, 
  however, there are several striking differences that set 
  the Athasian subspecies apart. 
    Forced to lift themselves from savagery earlier than 
  their cousins of other worlds, the lizardfolk of Athas 
  developed a simple yet civilized society ages ago. Living in 
  close contact with the kreel flocks that they shepherd, the 
  Athasian lizardfolk have long since lost their taste for 
  sentient flesh, subsisting instead largely on a diet of kreel 
  flesh, kelp and various shellfish. Ruled by a line of wise 
  and generous kings, they have also enjoyed the support of 
  Saragar‘s Mind Lords, who saved the lizardfolk from the 
  ravages of the Cleansing Wars and the dread Keltis. 
  Lizardfolk have few natural enemies, besides the Last 
  Sea‘s larger sharks and, of course, the behemoth known 
  only as the squark. 
   Dressing in kreelskin loincloths, an Athasian lizardfolk is 
  usually 6 to 7 feet tall with green, gray, or brown scales. 
  Its tail is used for balance and is 3 to 4 feet long. An 
  Athasian lizardfolk can weigh from 200 to 250 pounds. 
   
  Combat 
    Athasian lizardfolk fight ferociously but are cunning 
  opponents and are not above retreating to reassess the 
  field of combat. They prefer sudden frontal assaults or 
  overwhelming attacks from positions of ambush. They 
  often seek to force foes into the water, where the 
  lizardfolk have an advantage. If outnumbered or if their 
  territory is being invaded, they set devious snares, plan 
  clever ambushes, and make amphibious, night-time raids 
  to hinder enemy supplies. 
    Chameleon Skin (Ex): Athasian lizardfolk have an 
  extremely fine degree of control over their pigmentation. 
  They can form intricate patterns of color across their hide. 
  This ability grants a +20 racial bonus to all Hide checks, 
  when using camouflage to conceal oneself. 
  
   
  http://athas.org 
   
  104 
    Hold Breath (Ex): A lizardfolk can hold its breath for a 
  number of rounds equal to four times its Constitution 
  score before it risks drowning. 
    Skills (Ex): Because of their tails, lizardfolk have a +4 
  racial bonus on Jump, Swim, and Balance checks. The skill 
  modifiers given in the statistics block include a –2 armor 
  check penalty (–4 on Swim checks) for carrying a heavy 
  shield. 
   
  Athasian Lizardfolk Society 
    Gentle hunter-gatherers with a complex inner life, the 
  Athasian lizardfolk are living curiosities from another age. 
  They were preserved from genocide by the Mind Lords and 
  have never forgotten this kindness. From their hidden city 
  of Nesthaven their kindly king Nelyrox (Ftr 8) rules over 
  the three tribes, supported by the wisdom of his psionic 
  advisor Mobji (Psi 7). The leaders of the tribes are all 
  nominally loyal to Nelyrox, but at least one tribal 
  warleader, a wily old huntress called Xhenrid (Ftr 6), 
  clearly has her yellow eyes on the king‘s five-horned 
  crown. 
    By age-old decree, the lizardfolk of Marnita keep very 
  much to themselves. Although they may no longer live 
  under the threat of genocide, they have learned to rely 
  upon the bounty of their small world and seldom seek to 
  wander beyond its boundaries. They are content to share 
  their home with the Mind Lords and their children (for so 
  the lizardfolk view their fellow shore dwellers) and the 
  time is yet far-off when this ancient people will brave the 
  deserts and wastes. 
   
  Athasian Lizardfolk Characters 
    Fighters and rangers are fairly common amongst the 
  Athasian lizardfolk, as are clerics of elemental water. 
  Druids, however, are at the heart of their lives and 
  lifecycles, and are accorded much respect within lizardfolk 
  society. 
    Athasian lizardfolk characters possess the following 
  racial traits. 
   +2 Str, +2 Con, –2 Int. 
   Medium size. 
   An Athasian lizardfolk‘s base land speed is 30 feet. 
   Low-light vision. 
   Racial Hit Dice: An Athasian lizardfolk begins with two 
  levels of humanoid (reptilian), which provide 2d8 Hit 
  Dice, a base attack bonus of +1, and base saving throw 
  bonuses of Fort +0, Ref +3, and Will +0. 
   Racial Skills: An Athasian lizardfolk‘s humanoid levels 
  give it skill points equal to 5 x (2 + Int modifier, 
  minimum 1). Its class skills are Balance, Jump, and 
  Swim. Lizardfolk have a +4 racial bonus on Balance, 
  Jump, and Swim checks. 
   Racial Feats: An Athasian lizardfolk‘s humanoid levels 
  give it one feat. 
   Weapon and Armor Proficiency: An Athasian lizardfolk is 
  automatically proficient with simple weapons and 
  shields. 
   +5 natural armor bonus. 
   Natural Weapons: 2 claws (1d4) and bite (1d4). 
   Special Qualities (see above): Chameleon skin, hold 
  breath. 
   Automatic Languages: Common, Lizardfolk. Bonus 
  Languages: Aquan, Kurnish, Saragan. 
   Favored Class: Druid. 
   Level adjustment +1. 
   
  SSaam
  mppllee  AAtthhaassiiaann  LLiizzaarrddffoollkk  ––  KKiinngg  NNeellyyrrooxx  
  ooff  NNeesstthhaavveenn  
  8th-level Athasian Lizardfolk Fighter 
  Medium Humanoid (Reptilian) 
  Hit Dice: 2d8+4 plus 8d10+16 (73 hp) 
  Initiative: +3 
  Speed: 30 ft. (6 squares) 
  Armor Class: 18 (-1 Dex, +5 natural, +4 +2 heavy 
  shield), touch 9, flat-footed 18 
  Base Attack/Grapple: +9/+13 
  Attack: Claw +13 melee (1d4+4) or +2 greatclub +16 
  melee (1d10+10/19-20) or javelin +8 ranged (1d6+4) 
  Full Attack: 2 claws +13 melee (1d4+4) and bite +11 
  melee (1d4+2), or +2 greatclub +16/+11 melee 
  (1d10+10/19-20) and bite +11 melee (1d4+2), or 
  javelin +8 ranged (1d6+4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Chameleon skin, hold breath, low-light 
  vision 
  Saves: Fort +8, Ref +6, Will +2  
  Abilities: Str 18, Dex 8, Con 14, Int 12, Wis 10, Cha 14 
  Skills: Balance +10, Bluff +6, Diplomacy +6, Hide +18, 
  Jump +10, Sense Motive +4, Swim +10 
  Feats: Cleave, Improved Bull Rush, Improved Critical 
  (greatclub), Improved Initiative, Lightning Reflexes, 
  Multiattack, Power Attack, Weapon Focus (greatclub), 
  Weapon Specialization (greatclub) 
  Environment: Swamps (The Last Sea) 
  Organization: Unique 
  Challenge Rating: 9 
  Treasure: Standard plus +2 greatclub and +2 heavy 
  shield 
  Alignment: Lawful neutral 
  Advancement: By character class 
  Level Adjustment: +1 
   
  M
  Maaggeerraa  
  Large Monstrous Humanoid 
  Hit Dice: 6d8+18 (45 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, 
  flat-footed 13 
  Base Attack/Grapple: +6/+17 
  Attacks: Longsword +12 melee (2d6+10/19-20) or 
  unarmed strike +12 melee (1d4+7) or longbow +6 
  ranged (2d6/x3) 
  Full Attack: Longsword +12/+7 melee (2d6+10/19-20) 
  or unarmed strike +12/+7 melee (1d4+7) or longbow 
  +6/+1 ranged (2d6/x3) 
  Special Attacks: — 
  Special Qualities: Darkvision 60 ft. 
  Space/Reach: 10 ft./10 ft. 
  Saves: Fort +5, Ref +6, Will +6 
  Abilities: Str 24, Dex 13, Con 16, Int 9, Wis 13, Cha 11 
  Skills: Climb+8, Hide+1, Spot+5 
  Feats: Cleave, Improved Unarmed Strike(B), Power 
  Attack, Run 
  Environment: Any land and underground 
  Organization: Solitary, Gang (2-8 4th-level fighters), or 
  Tribe (5-30, 2-16 non-combatants, 2-12 5th-level 
  fighters, 3-12 3rd-level clerics and one 5th-level defiler) 
  Challenge Rating: 4 
  
   
  http://athas.org 
   
  105 
  Treasure: Standard 
  Alignment: Usually lawful evil 
  Advancement: By character class 
  Level Adjustment: +4 
   
   A muscular humanoid the size of a half-giant grins 
  stupidly, its eyes fixed with greed upon your valuables and 
  its fists balled and ready to swing. 
   
   Magera are a tribal race of large humanoids that usually 
  make their homes in caves or mountaintops. Their way of 
  life involves frequently attacking and looting caravans and 
  inadequately protected villages. Such places are a rich 
  source of resources, as magera are known to eat nearly 
  anything. More intelligent magera are often found as 
  leaders and wizards, while those with powerful psionic 
  abilities often become leaders of a magera tribe. 
   Magera speak their own language, Magera, as well as 
  common. 
   
  Combat 
   Magera raiders are infamous for their hit-and-run 
  tactics- usually in groups of ten, at least. They attack with 
  weapons, though their huge fists are most often used 
  when magera are caught unarmed. 
   
  Magera as Characters 
   Most magera leaders are defilers of at least fifth-level. 
  Magera psions are also fairly common (such characters 
  prefer telepathy as a discipline). 
   Magera characters possess the following racial traits: 
   +14 Strength, +2 Dexterity, +6 Constitution, -2 
  Intelligence, +2 Wisdom 
   Large size: -1 penalty to Armor Class, -1 penalty to 
  attack rolls, -4 penalty to Hide checks, +4 bonus to 
  grapple checks, lifting and carrying limits two times 
  those of Medium characters. 
   Space/Reach: 10 feet/10 feet. 
   A magera‘s base land speed is 40 feet. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: A magera begins with six levels of 
  monstrous humanoid, which provide 6d8 Hit Dice, a 
  base attack bonus of +6, and base saving throw 
  bonuses of Fort +2, Ref +5, and Will +5. 
   Racial Skills: A magera‘s monstrous humanoid levels 
  give it skill points equal to 9 x (2 + Int modifier, 
  minimum 1). Its class skills are Climb, Hide, and Spot. 
   Racial Feats: A magera‘s monstrous humanoid levels 
  give it three feats. 
   Weapon 
  and 
  Armor 
  Proficiency: 
  A 
  magera 
  is 
  automatically proficient with simple weapons, plus the 
  longsword and the longbow.  It is not proficient with any 
  armor or shields. 
    +4 natural armor bonus. 
   Automatic 
  Languages: 
  Common, 
  Magera. 
  Bonus 
  Languages: Elven, Dwarf, Giant. 
   Favored Class: Fighter 
   Level Adjustment: +4 
   
  M
  Maassttyyrriiaall  
  M
  Maassttyyrriiaall,,  BBllaacckk  
   A darkly mottled scorpion as long as a halfling is tall and 
  with a carapace easily mistaken for jagged rock, this 
  creature moves with rapid scuttling motions, swarming 
  with its fellows to strike from all sides. Despite an 
  apparent lack of any visual organs, its attacks strike with 
  uncanny accuracy. 
   
   These smaller, sightless cousins to the desert mastyrial 
  spend most of their time in hibernation, either in burrows 
  beneath the surface or lying in sheltered gullies, blending 
  in with the scenery. More intelligent than their larger 
  brethren, the black mastyrials possess a rudimentary 
  hivemind and live in familial colonies, preying upon most 
  living creatures (including black mastyrials from other 
  colonies) through their keen psionic senses. 
   They are a degenerate species, almost unnaturally 
  hardy (leading some to suspect magical tampering in their 
  past) and their nascent hivemind conflicts with the solitary 
  nature of their parent mastyrial species. As a result, black 
  mastyrials are fierce and competitive, and will generally 
  attack any creature of less than giant-size wandering into 
  their territory. 
   Black mastyrials have dark, rock-like exoskeletons and 
  claws with interlocking pincers, and have no visual organs. 
  The average black mastyrial is 3 feet long and weighs as 
  much as 10 pounds. 
  
   
  http://athas.org 
   
  106 
   
  Combat 
   Black mastyrials attack in swarms, striking at their prey 
  from all angles. Completely blind, they use their hivemind 
  and psionic powers to stay one step ahead of the enemy, 
  keeping in constant communication with each other. The 
  degree of co-ordination that this leads to is unusual for 
  creatures of their intelligence. Through knowledge gained 
  on frequent encounters with the races of the Tablelands, 
  black mastyrials will make use of racial and other 
  weaknesses whenever they can exploit them. The black 
  mastyrial possesses a virulent, numbing poison that 
  leeches feeling from the body part struck, resulting in loss 
  of Strength and coordination. 
   Constrict (Ex): On a successful grapple check, a black 
  mastyrial deals 1d4 points of damage. 
   Improved Grab (Ex): To use this ability, a black 
  mastyrial must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  *Black mastyrials 
  have a +8 racial bonus on grapple checks and can grapple 
  opponents up to one size category larger than themselves. 
   Poison (Ex): Injury, Fortitude DC 16, initial damage 
  2d6 Dex, secondary damage 1d6 Str. The save DC is 
  Constitution-based. 
   Psi-Like Abilities: At will—clairvoyant sense, know 
  direction and location, mindlink (up to 8 willing or 4 
  unwilling targets, save DC 11, within 15 ft.*), synesthete. 
  Manifester level 8th. 
   
   *Includes 
  augmentation 
  for 
  the 
  black 
  mastyrial‘s 
  manifester level. 
   Skills: *A black mastyrial‘s natural-looking exoskeleton 
  gives it a +8 racial bonus to Hide checks in mountainous 
  or rocky terrain.  A black mastyrial can make Spot checks 
  only when its synesthete power is active (normally 
  always). 
   
  Black Mastyrial Society 
   The continual connection that exists between the 
  various members of a black mastyrial colony has had 
  some remarkable effects upon the species. A colony that 
  lasts for enough generations develops its own internal 
  racial memory, storing the shared experiences of those 
  who have gone before. This feature of the black mastyrial 
  has caused many to attribute greater intelligence to them 
  than is actually the case. The black mastyrial is timid 
  when compared to its desert-dwelling relative, and black 
  mastyrials that suffer heavy losses (from combat or 
   
   
   
   
  Mastyrial, Black 
  Small Magical Beast (Psionic) 
  Mastyrial, Desert 
  Medium Vermin 
  Hit Dice: 
  8d10+16 (60 hp) 
  12d8+24 (78 hp) 
  Initiative: 
  +5 
  +3 
  Speed: 
  30 ft. (6 squares), burrow 10 ft. 
  40 ft. (8 squares), burrow 10 ft. 
  Armor Class: 
  16 (+1 size, +1 Dex, +4 natural), touch 12, 
  flat-footed 15 
  21 (+3 Dex, +8 natural), touch 13, flat-footed 
  18 
  Base Attack/Grapple: 
  +8/+12* 
  +9/+11 
  Attack: 
  Claw +9 melee (1d4) 
  Claw +11 melee (1d6+2) 
  Full Attack: 
  2 claws +9 melee (1d4) and bite +7 melee 
  (1d4) and sting +7 melee (1d4 plus poison) 
  2 claws +11 melee (1d6+2) and bite +6 
  melee (1d6+1) and sting +6 melee (1d4+1 
  plus poison) 
  Space/Reach: 
  5 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks: 
  Constrict 
  1d4, 
  improved 
  grab, 
  psi-like 
  abilities 
  Constrict 1d6+2, improved grab, poison 
  Special Qualities: 
  — 
  Darkvision 
  60 
  ft., 
  damage 
  reduction 
  15/piercing or 
  slashing, 
  fast 
  healing 
  3, 
  tremorsense 30 ft., vermin traits 
  Saves: 
  Fort +8, Ref +7, Will +0 
  Fort +10, Ref +7, Will +4 
  Abilities: 
  Str 10, Dex 12, Con 14, Int 6, Wis 7, Cha 10 
  Str 14, Dex 16, Con 15, Int —, Wis 11, Cha 2 
  Skills: 
  Climb +4, Hide +7*, Spot +3* 
  Hide +3* 
  Feats: 
  Improved Initiative, Improved Natural Attack 
  (claw), Multiattack 
  — 
  Environment 
  Mountains 
  Deserts 
  Organization: 
  Colony (5-20) 
  Solitary, pair, or gang (3-5) 
  Challenge Rating: 
  6 
  7 
  Treasure: 
  Standard 
  Standard 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  9-15 HD (Medium) 
  13-24 HD (Large) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  107 
  environmental hazards) will retreat into hibernation in the 
  safety of their rock burrows – they have learned the 
  wisdom of discretion and exercise it frequently. 
   
  DDeesseerrtt  M
  Maassttyyrriiaall  
   A deep brown scorpion the size of a man, this clawed 
  menace comes scurrying towards you with unerring 
  accuracy, seeming to hone in on the very scuffing of your 
  footsteps. 
   
    The desert mastyrial is an oversized breed of scorpion 
  known for its toughness and keen senses. Unlike its black, 
  mountain-dwelling cousin, the desert mastyrial has no 
  psionic powers and no real sentience to speak of beyond 
  the level possessed by other vermin. Instead the desert 
  mastyrial relies upon its finely honed senses, its speed 
  and its sheer size in bringing down prey. 
    The desert mastyrial spends most of its time hibernating 
  beneath the sands. It uses echolocation to navigate 
  underground as well as to detect prey that may pass 
  overhead. 
  Desert 
  mastyrials 
  are 
  generally 
  solitary 
  creatures that occasionally gather in groups of up to 
  three. After mating, the smaller male is slain and 
  devoured by the female, who then cares for as many as 
  20 eggs in a single batch. 
   A desert mastyrial grows to be up to six feet long. Its 
  chitinous carapace is a favorite ingredient in armor and 
  bears a gentle, swirling pattern that affords burrowing 
  mastyrials camouflage should they become exposed. Rare  
  desert mastyrials lack any pigmentation at all and are 
  bone-white in color. They eat other vermin and will only 
  eat those that they kill themselves. For this reason, desert 
  mastyrials are tolerated as a form of living pest-control. 
   
  Combat 
   The desert mastyrial prefers ambush as a way to defeat 
  its prey. It lies hidden beneath the sand, using its keen 
  sense of hearing to detect any viable targets passing 
  nearby. Then it lunges to the attack, striking with  
  surprise. Normally the tail will still be submerged, so 
  targets are rarely stung as part of the desert mastyrial‘s 
  opening attack. 
   Constrict: On a successful grapple check, a desert 
  mastyrial deals 1d6+2 points of damage. 
   Improved Grab (Ex): To use this ability, a desert 
  mastyrial must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  A desert mastyrial 
  can grapple opponents its size or smaller. 
   Poison (Ex): Injury, Fortitude DC 18, initial and 
  secondary damage 1d6 Con. The save DC is Constitution-
  based. 
   Skills (Ex): *Desert mastyrials receive a +8 racial 
  bonus to all Hide checks in desert terrain due to their 
  coloration. 
   
  M
  Miinnddhhoom
  mee  FFoollkk  
  Small Humanoid (Mindhome Folk, Psionic) 
  Hit Dice: 2d8 (9 hp) 
  Initiative: +1 
  Speed: 20 ft. (4 squares) 
  Armor Class: 15 (+1 size, +1 Dex, +3 hide armor), 
  touch 12, flat-footed 14 
  Base Attack/Grapple: +1/-4 
  Attacks: Bone short sword +0 melee (1d4-2/19-20) 
  Full Attack: Bone short sword +0 melee (1d4-2/19-20) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Darkvision 120 ft., mindlink 
  Saves: Fort +0, Ref +1, Will +4 
  Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 13, Cha 13 
  Skills: Craft (any) +3, Knowledge (any) +3, Listen +3, 
  Psicraft +4, Spot +3 
  Feats: Alertness 
  Environment: Underground 
  Organization: Solitary (outcast), or Hive (2-20) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually neutral 
  Advancement: By character class 
  Level Adjustment: +1 
   
   Peering out at you apprehensively from behind the rocks 
  is a small humanoid with light blue skin and no hair 
  whatsoever. It regards you shyly for a moment before 
  slinking back out of sight. 
   
   The Mindhome folk are a reclusive subterranean race of 
  humanoids that dwell in the caverns beneath the 
  mountains. They belong to communal groups, with each 
  member telepathically linked with one another. Should a 
  Mindhome folk be taken from the communal group, such 
  individuals enter a catatonic state and are thereafter 
  considered 
  outcasts. 
  The 
  Mindhome 
  folk 
  feed 
  off 
  subterranean plant life and fungus found beneath the 
  mountains. 
   Mindhome folk speak Mindhome and Common, but 
  prefer to communicate telepathically. 
   
  Combat 
   When cornered and forced to fight, the Mindhome folk 
  will make use of psionics to protect themselves, also using 
  any weapon within reach. Since the Mindhome folk are in 
  
   
  http://athas.org 
   
  108 
  telepathic link with one another, mind-affecting spells 
  have no effect upon them. 
   Mindlink (Ps): All Mindhome folk are under a constant 
  mindlink effect. This also grants them total immunity to 
  mind-affecting effects and charms. Single folk (such as 
  outcasts) do not have this special quality. 
   Psi-Like Abilities: At will—mindlink (one target and all 
  mindhome folk within 60 ft.), sense link; 1/day—empty 
  mind, mind thrust (DC 12). Manifester level 2nd. The save 
  DC is Charisma-based. 
   
   
  Mindhome Folk as Characters 
   Mindhome folk, quiet and introspective, make natural 
  psions, 
  especially 
  when 
  their 
  natural 
  abilities 
  are 
  considered.  Others have followed the way of the ranger, 
  wandering far and wide beneath the Athasian surface and 
  yet others are called to faith in service of the elements.  
  Earth, understandably, is their element of choice. 
   Mindhome folk characters possess the following racial 
  traits. 
  -2 Str, +2 Dex, +2 Wis, +2 Cha. 
   Small. Mindhome folk gain a +1 size bonus to Armor 
  Class, a +1 size bonus on attack rolls, and a +4 size 
  bonus on Hide checks, but they must use smaller 
  weapons than humans use, and their lifting and carrying 
  limits are three-quarters of those of a Medium character. 
   Space/Reach: 5 ft./5 ft. 
   Mindhome folk base land speed is 20 feet. 
   Darkvision out to 120 feet. 
   Racial Hit Dice: A Mindhome folk begins with 2 levels of 
  humanoid (mindhome), which provide 2d8 Hit Dice, a 
  base attack bonus of +1, and base saving throw 
  bonuses of Fort +0, Ref +0 and Will +3. 
   Racial Skills: A Mindhome folk‘s humanoid levels give it 
  skill points equal to 5 x (2 + Int modifier).  Its class 
  skills are Craft (any), Knowledge (any), Listen, Psicraft 
  and Spot. 
   A Mindhome folk‘s humanoid levels give it 1 feat. 
   Weapon Proficiency: A Mindhome folk is proficient with 
  all simple and martial weapons. 
   Special Attacks (see above): Psi-link abilities. 
   Special Qualities (see above): Mindlink. 
   Automatic Languages: Common, Mindhome.  Bonus 
  Languages: Anakore, Gith, Hej-Kin. 
   Favored Class: Psion. 
   Level Adjustment +1. 
   
  M
  Moouunnttaaiinn  SSttaallkkeerr  
  Large Giant 
  Hit Dice: 10d8+40 (85 hp) 
  Initiative: +3 
  Speed: 40 ft. (8 squares) 
  Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, 
  flat-footed 13 
  Base Attack/Grapple: +7/+18 
  Attack: Tentacle rake +13 melee (3d6+7) 
  Full Attack: 4 tentacle rakes +13 melee (3d6+7) 
  Space/Reach: 10 ft./10 ft.  
  Special Attacks: — 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +11, Ref +8, Will +3 
  Abilities: Str 24, Dex 16, Con 19, Int 6, Wis 10, Cha 7 
  Skills: Climb +18, Listen +5, Spot +5 
  Feats: Alertness, Cleave, Lightning Reflexes, Power 
  Attack 
  Environment: Mountains 
  Organization: Solitary, pair, or clan (4-10) 
  Challenge Rating: 5 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: 11-20 HD (Large); 21-30 HD (Huge) 
  Level Adjustment: — 
   
   These giantlike creatures stand some 10 to 15 feet tall 
  and have strange, beast-like heads with a pair of glaring 
  eyes protruding from the middle. However, the most 
  notable feature of these giants are their arms; each 
  forearm ends in a pair of semi-prehensile tentacles, which 
  they use to rend their prey apart. 
   
   Mountain stalkers are a strange race of skilled climbers 
  that mostly inhabit rocky and mountainous areas. 
  Although they usually keep to themselves and shy away 
  from civilized areas, they are not above attacking a much 
  less weaker force if encountered. Mountain stalkers have 
  little or no regard for other creatures, except for other 
  mountain stalkers. The life of a mountain stalker is 
  extremely dangerous, and most have short life spans. 
   Mountain stalkers speak Giant in a crude dialect. 
   
  Combat 
   Mountain stalkers flail away with both of their twin-
  tentacled arms, inflicting critical amounts of damage upon 
  their opponents. One of their favorite strategies is to hide 
  in caves in the mountain side upon sensing intrusion and 
  then leap upon their opponents when they draw near. 
   Skills: Mountain stalkers benefit from a +4 racial bonus 
  to Climb checks. 
  
   
  http://athas.org 
   
  109 
   
  M
  Muudd  FFiieenndd  
  Medium Aberration 
  Hit Dice: 6d8+12 (39 hp) 
  Initiative: +0 
  Speed: 20 ft. (4 squares), swim 20 ft. 
  Armor Class: 15 (+5 natural), touch 10, flat-footed 15 
  Base Attack/Grapple: +4/+5 
  Attack: Slam +5 melee (1d8+1) 
  Full Attack: 2 slams +5 melee (1d8+1) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: Engulf 
  Special Qualities: Darkvision 60 ft., reform 
  Saves: Fort +4, Ref +2, Will +5 
  Abilities: Str 12, Dex 11, Con 14, Int 5, Wis 11, Cha 9 
  Skills: Hide +3*, Listen +3, Spot +3 
  Feats: Ability Focus (engulf), Improved Natural Armor, 
  Improved Natural Attack (slam) 
  Environment: Silt 
  Organization: Solitary or nest (1-4) 
  Challenge Rating: 3 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: 7-12 HD (Large), 13-18 HD (Huge) 
  Level Adjustment: — 
   
     From out of the pool of watery mud rises a pillar of 
  muck the size of a man. Crude arms and legs emerge 
  from the seething mass and black, hollow eyes open to 
  gaze hungrily upon you. 
   
     The mud fiend is a lurking predator formed entirely from 
  mud, slime and muck. Most scholars assume that the mud 
  fiend is some kind of sentient force that inhabits and 
  animates mud, as the creatures seem indistinguishable 
  from the wallows that are their home. Others believe it to 
  be a colony of microscopic animals cooperating to create a 
  common defense out of the mud.  
     Mud fiends require decaying flesh to sustain their foul 
  existence and treat the bodies of their victims as fertilizer 
  for their homes. A mud fiend forms a body that is roughly 
  man-sized, but this form is temporary and can reform if 
  destroyed. There appears to be no known way to 
  permanently destroy a mud fiend, other than by drying 
  out or removing the mud that is its domain. 
   
  Combat 
     A mud fiend lies immersed in mud until a target passes 
  nearby. It then forms a body from the surrounding mud 
  and strikes with a pair of slamming pseudopodia. These 
  armlike protrusions are used to grapple, envelop and 
  smother a target. A particularly tricky foe will be dragged 
  into the fiends‘ muddy pit itself where he or she can be 
  attacked from all angles by any mud fiends dwelling there. 
     Engulf (Ex): A mud fiend can flow around creatures 
  that fit within its space as a standard action. It cannot 
  make a slam attack during a round in which it engulfs. A 
  mud fiend merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can make 
  attacks of opportunity against the mud fiend, but if they 
  do so they are not entitled to a saving throw. Those who 
  do not attempt attacks of opportunity must succeed on a 
  DC 16 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponent‘s choice) as the mud 
  fiend moves forward. Engulfed creatures are considered to 
  be grappled and suffer the effects of suffocation. The save 
  DC is Strength-based. 
     Reform (Ex): If reduced to 0 hit points, a mud fiend 
  dissipates into the muck of its home. It will reform at full 
  health in 2d6 day‘s time. Only destruction of its muddy 
  home can prevent this ability from operating. 
     Skills: *A mud fiend receives a +8 racial bonus on all 
  Hide checks when immersed in mud. 
   
  M
  Muull  
  Mul, 1st-Level Warrior 
  Medium Humanoid (Dwarf) 
  Hit Dice: 1d8+2 (6 hp) 
  Initiative: +4 
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (+3 hide armor), touch 10, flat-footed 
  13 
  Base Attack/Grapple: +1/+4 
  Attack: Alhulak +4 melee (1d6+4/x3) 
  Full Attack: Alhulak +4 melee (1d6+4/x3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Mul traits 
  Saves: Fort +4, Ref +0, Will -1 
  Abilities: Str 17, Dex 11, Con 14, Int 10, Wis 9, Cha 6 
  Skills: Intimidate +2, Jump +4 
  Feats: Improved Initiative 
  Environment: Any 
  Organization: Solitary, pack (2-8) or band (4-24) 
  Challenge Rating: 1/2 
  Treasure: Standard 
  Alignment: Usually neutral 
  Advancement: By character class 
  Level Adjustment: +1 
   
    A tall, powerfully built humanoid with hairless, coppery 
  skin, this figure regards you with thinly veiled contempt. 
  His thews flex as he moves with panther-like grace and 
  his almost animal senses seem keenly tuned to the world 
  around him. 
   
    Born from the unlikely parentage of dwarves and 
  humans, muls combine the height and adaptable nature of 
  humans with the musculature and resilience of dwarves. 
  Muls enjoy traits that are uniquely their own, such as their 
  robust metabolism and almost inexhaustible capacity for 
  
   
  http://athas.org 
   
  110 
  work. The hybrid has disadvantages in a few areas as 
  well: sterility, and the social repercussions of being 
  created for a life of slavery. Humans and dwarves are not 
  typically attracted to each other. The only reason that 
  muls are so common in the Tablelands is because of their 
  value as laborers and gladiators: slave-sellers force-breed 
  humans and dwarves for profit. While mul-breeding 
  practices are exorbitantly lucrative, they are often lethal 
  to both the mother and the baby. Conception is difficult 
  and impractical, often taking months to achieve. Even 
  once conceived, the mul takes a full twelve months to 
  carry to term; fatalities during this period are high. As 
  likely as not, anxious overseers cut muls from the dying 
  bodies of their mothers. 
    Second only to the half-giant, the mul is the strongest of 
  the common humanoid races of the tablelands. Muls grow 
  as high as seven feet, weighing upwards of 250 pounds, 
  but carry almost no fat at all on their broad muscular 
  frames. Universal mul characteristics include angular, 
  almost protrusive eye ridges, and ears that point sharply 
  backwards against the temples. Most muls have dark 
  copper-colored skin and hairless bodies. 
   
  Combat 
    Muls are bred to kill, finding the fruition of their heritage 
  in bloody arena combat or the fields of open war. Birthed 
  through pain and death, the mul has few of the fears and 
  compunctions that cripple lesser men in battle, and they 
  fight with speed, Strength and an unflagging endurance. 
    Muls favor melee combat and will go toe-to-toe with 
  their foes with great gusto. Stubborn and hard-headed, 
  muls will tend to press a combat situation beyond the 
  point of advantage and often find that they have bitten off 
  more than they can chew. No mul would ever admit this, 
  however, and the success that comes with desperation 
  and stubbornness combined has made the mul a feared 
  opponent wherever one finds him. 
    Mul Traits (Ex): 
   +4 Strength, +2 Constitution, -2 Charisma. 
   Medium: As Medium creatures, muls have no special 
  bonuses or penalties due to their size. 
   Mul base land speed is 30 feet. 
   Darkvision: Muls can see in the dark up to 30 feet. 
  Darkvision is black and white only, but is otherwise like 
  normal sight, and muls can function just fine with no 
  light at all. 
   Tireless: Muls get a +4 racial bonus to checks for 
  performing a physical action that extends over a period 
  of time (running, swimming, holding breath, and so 
  on). This bonus stacks with the Endurance feat. This 
  bonus may also be applied to saving throws against 
  spells and magical effects that cause weakness, fatigue, 
  exhaustion or enfeeblement. 
   Extended activity: Muls may engage in up to 12 hours 
  of hard labor or forced marching without suffering from 
  fatigue. 
   Dwarven Blood: For all special abilities and effects, a 
  mul is considered a dwarf. Muls, for example, can use 
  dwarven weapons and magic items with racially specific 
  dwarven powers as if they were dwarves. 
   Nonlethal damage reduction: When a mul takes 
  nonlethal damage from any source, that damage is 
  reduced by 1. 
   Favored Class: Gladiator 
   Automatic Language: Common. Bonus Languages: 
  Dwarven, Elven, Gith, Giant, Tarek 
   Level Adjustment +1. 
   
   The mul warrior presented here had the following ability 
  scores before racial adjustments: Str 13, Dex 11, Con 12, 
  Int 10, Wis 9, Cha 8 
   
  Mul Society 
    As a collective group, muls have no lands to call their 
  own. Occasionally, escaped muls band together as outlaws 
  and 
  fugitives, 
  because 
  of 
  their 
  common 
  ex-slave 
  backgrounds, and because their mul metabolism makes it 
  easier for them to survive as fugitives while other races 
  cannot keep up. Almost without exception, muls are born 
  in the slave pits of the merchants and nobles of the city-
  states. Most are set to work as laborers, some as 
  gladiators, and fewer yet as soldier-slaves. Very few earn 
  their freedom; a greater number escape to freedom 
  among the tribes of ex-slave that inhabit the wastes. 
    Most mul laborers master the conventions of slave life, 
  figuring out through painful experience who can be trusted 
  and who cannot. Muls learn from their mistakes in the 
  slave pits to a greater extent than other races not because 
  they are cleverer, but because unlike slaves of other races 
  they tend to survive their mistakes, while other slave 
  races are less expensive and therefore disposable. Only 
  the most foolish and disobedient mul would be killed. Most 
  masters will sell a problem mul slave rather than kill him. 
  Their mastery of the rules of slave life and their boundless 
  
   
  http://athas.org 
   
  111 
  capacity for hard work allows them to gain favor with their 
  masters and reputation among their fellow slaves. 
    Muls speak the common tongue of slaves, but favored 
  muls that stay in one city long enough before being sold 
  to the next sometimes pick up the city language. Because 
  of their tireless metabolism, muls have the capacity to 
  integrate with peoples that other races could not dream of 
  living with, such as elves and thri-kreen. 
   
  NNiikkaaaall  
  Nikaal, 1st Level Warrior 
  Medium Humanoid (Reptilian)  
  Hit Dice: 1d8+1 (5 hp)  
  Initiative: +1 
  Speed: 30 feet (6 squares) 
  Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
  footed 13 
  Base Attack/Grapple: +1/+3 
  Attack: Tkaesali +4 melee (1d10+3/x3) or claw +3 
  melee (1d4+2) or javelin +2 ranged (1d6+2) 
  Full Attack: Tkaesali +4 melee (1d10+3/x3) or 2 claws 
  +3 melee (1d4+2) or javelin +2 ranged (1d6+2) 
  Space/Reach: 5 ft./5 ft.  
  Special Attacks: Acid spit  
  Special Qualities: Heat tolerance  
  Saves: Fort +3, Ref +1, Will –1 
  Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 9, 
  Cha 8 
  Skills: Appraise +2, Survival +1 
  Feats: Weapon Focus (tkaesali)  
  Environment: Deserts  
  Organization: Solitary, gang (2-3), band (6-10 
  plus 1 leader of 4th-6th level), or tribe (30-60 plus 
  2 lieutenants of 4th-6th level and 1 captain of 7th-
  10th level)  
  Challenge Rating: 1/2  
  Treasure: Standard  
  Alignment: Usually chaotic neutral  
  Advancement: By character class  
  Level Adjustment: +1 
   
    This creature is a reptilian humanoid with purplish 
  scales and claws of a greenish, bonelike substance. 
  Though facially similar to humans, its eyes have a 
  serpentine appearance. 
   
    Nikaals are a race of nomadic tribes of wanderers 
  and explorers. They rarely remain in one place for 
  more than a week, and some suspect they have 
  traveled to the Tablelands from a faraway homeland 
  beyond the Ringing Mountains. 
    Nikaals stand between 5 and 6 feet tall and weigh 
  150-250 pounds. Nikaals speak Common and 
  Nikaal.  
   
  Combat 
    Nikaal traders tend to avoid combat but can be savage if 
  provoked. A trained nikaal warrior fights viciously with the 
  tsaekali, the nikaal tribal weapon, which he values as 
  much as his life; a nikaal stripped of his tkaesali is cast 
  out from the tribe until he reclaims the weapon.  
    Acid Spit (Ex): As a standard action, a nikaal can spit a 
  glob of acid at one target within 15 feet, doing 2d4 points 
  of acid damage. The target can make a Reflex save (DC 
  11) for half damage. The nikaal can spit acid once every 
  three rounds, up to five times per day. The save DC is 
  Constitution-based. 
    Heat Tolerance (Ex): A nikaal‘s scales regulate the 
  body‘s temperature in the hot sun. Nikaals need only half 
  the water humans need and are not as troubled by heat 
  dangers. They treat very hot temperatures as normal and 
  extreme heat as though it were only very hot. Abysmal 
  heat affects them normally, however, and wearing armor 
  of any kind except shields negates this ability. 
   
  The nikaal warrior presented here had the following ability 
  scores before racial adjustments: Str 13, Dex 12, Con 11, 
  Int 10, Wis 9, Cha 8. 
   
  Nikaal Society  
    Nikaal tribes wander from city to city, trading goods 
  bought at the last city or picked up on their travels. Only 
  during tribal crises, such as the appointment of a new 
  elder, does a tribe stop for more than a week.  
    Though supposed to have journeyed from beyond the 
  Ringing Mountains, the nikaals‘ origin is shrouded in 
  mystery. Most, however, doubt that they are one of the 
  New Races spawned by the Pristine Tower.  
   
  Nikaals as Characters  
    A nikaal character‘s preferred class is fighter, though 
  each nikaal tribe has a shaman that is a cleric of any 
  element. 
   +2 Str, +2 Con. 
   Medium size. Nikaals have neither benefits nor penalties 
  due to size.  
   Nikaal base speed is 30 feet. 
   +3 natural armor bonus. 
   Natural weapons: 2 claws (1d4), bite (1d4). 
   Special Attacks: Acid Spit (see above). 
   Special Qualities: Heat Tolerance (see above). 
  
   
  http://athas.org 
   
  112 
   Automatic 
  Languages: 
  Common, 
  Nikaal. 
  Bonus 
  Languages: Gith, Pterran, Ssurran, Thri-Kreen, Yuan-Ti. 
   Favored Class: Fighter. 
   Level Adjustment +1. 
  OObbssiiddiiaann  RReettrriieevveerr  
  Large Construct 
  Hit Dice: 11d10+30 (90 hp) 
  Initiative: +4 
  Speed: 50 ft. (10 squares) 
  Armor Class: 28 (+4 Dex, -1 size, +15 natural), touch 
  13, flat-footed 24 
  Base Attack/Grapple: +8/+18 
  Attack: Claw +13 melee (2d6+6) 
  Full Attack: 4 claws +13 melee (2d6+6) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Constrict 2d6+6, eye powers, improved 
  grab, spell-like abilities 
  Special Qualities: Construct traits, darkvision 60 ft., DR 
  10/adamantine, immunity to magic and psionics, low-
  light vision, vulnerability to fire and electricity 
  Saves: Fort +3, Ref +7, Will +3 
  Abilities: Str 22, Dex 18, Con —, Int —, Wis 10, Cha 1 
  Skills: — 
  Feats: — 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 8 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 12-22 HD (Large); 23-33 HD 
  (Huge) 
  Level Adjustment: — 
   
    An enormous spider composed entirely of 
  obsidian, this creature scuttles towards you, 
  lambent energies playing within its faceted 
  eyes. 
   
    Obsidian retrievers are constructs fashioned 
  by procedures long forgotten. Relics of an 
  earlier age, they are the prized possessions of 
  sorcerer-monarchs and the great merchant 
  houses, but are also sometimes encountered 
  in the ancient ruins that dot Athas‘ landscape. 
    Their 
  similarity 
  in 
  appearance 
  to 
  the 
  demonic race known as retrievers may be a 
  coincidence, 
  or 
  obsidian 
  retrievers 
  may 
  indeed be the results of long-lost magical 
  experiments to recreate servile versions of 
  the abyssal species. Whatever the truth, 
  psionics clearly had a hand in their design, as 
  rumor has it that only psionic disciplines of 
  the highest power can allow a user control 
  over an obsidian retriever. Needless to say, 
  these same rumors hint that the palaces of the sorcerer-
  monarchs are guarded by specially programmed obsidian 
  retrievers that answer only to the monarch in person. 
   
  Combat 
    As constructs, obsidian retrievers are mindless and can 
  take no actions of their own accord. Consequently, an 
  obsidian retriever responds to combat according to 
  whatever instructions it has most recently received. For 
  those retrievers that are encountered in forgotten ruins 
  and similar locations, these instructions may be hundreds 
  or thousands of years old and may have only passing 
  relevance to the present day. Orders to slay intruders, 
  guard treasure (and retrieve it if stolen), protect a place, 
  person or object or similar simple directives are all 
  examples of the kind of work obsidian retrievers are 
  assigned. 
    The retriever has four magical eyes, each with a 
  different elemental power. It can use one eye power per 
  round and each power can be used once every five 
  rounds.  
    Constrict (Ex): On a successful grapple check, an 
  obsidian retriever deals 2d6+6 points of damage. 
    Eye Powers (Sp): An obisidian retriever can use one of 
  its four magic eyes as a free action once per round, using 
  each power every four rounds: flesh to stone (DC 16), 
  fireball (DC 13), ice storm, and sirocco (DC 18, duration 1 
  round). Caster level 15th. The save DCs are Constitution-
  based. 
   Immunity to Magic (Ex): An obsidian retriever is 
  immune to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects function 
  differently against the creature, as noted below. 
   Fire and electricity attacks affect the obsidian retriever 
  as normal, and the retriever is vulnerable to those 
  attacks. 
   A transmute rock to mud spell slows the obsidian 
  retriever (as the slow spell) for 2d6 rounds. 
   A transmute rock to mud spell cast by the obsidian 
  retriever‘s master heals a number of its hit points equal to 
  the gp spent on a special obsidian dust material 
  component. 
    Improved Grab (Ex): If an obsidian retriever hits with 
  a claw attack, it may initiate a grapple check as a free 
  action without provoking an attack of opportunity. If it 
  establishes a hold, it can constrict. 
   Spell-Like Abilities: At will—find the path, locate 
  object. Caster level 15th. 
   
  
   
  http://athas.org 
   
  113 
  PPaakkuubbrraazzii  
  Large Aberration (Shapechanger) 
  Hit Dice: 6d8+12 (39hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares), fly 50 ft. (poor) 
  Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, 
  flat-footed 11 
  Base Attack/Grapple: +4/+13 
  Attack: Claw +9 melee (1d4+5) 
  Full Attack: 2 claws +9 melee (1d4+5), bite +3 melee 
  (1d4+2) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Blood drain, improved grab, taint 
  Special Qualities: Change shape, darkvision 60 ft. 
  Saves: Fort +4, Ref +3, Will +6 
  Abilities: Str 20, Dex 12, Con 14, Int 9, Wis 12, Cha 11 
  Skills: Bluff +6, Climb +6, Listen +4, Spot +4 
  Feats: Alertness, Improved Initiative, Weapon Focus 
  (claw) 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: 7-12 HD (Large); 13-18 HD (Huge) 
  Level Adjustment: — 
   
    This freakish beast seems to be composed of varying 
  parts of insect and human, with compound eyes, wings 
  and small claws for hands. It stands on two clawed legs, 
  towering over all but the tallest half-giants. 
   
   Pakubrazi are insect-like creatures that can change the 
  shape of their bodies to resemble humanoids. These 
  bipedal creatures have small claws that serve as hands, 
  and a pair of wings that allow them to fly. They are 
  capable of changing all or parts of their body to resemble 
  humanoids, though they cannot imitate individual features.  
   Pakubrazi are parasites that live by feeding off the blood 
  of living creatures. They usually work alone but may 
  sometimes cooperate in small groups. Dwelling amongst 
  other humanoids, they maintain a charade of normality 
  and are masterful actors. Pakubrazi are thought to be 
  remnants of the Green Age. On rare occasions, pakubrazi 
  blood has been used to intentionally taint an enemy by 
  slipping it into his food. It makes a horrific form of 
  revenge. 
   A pakubrazi stands 10 feet tall and weighs 600 lbs. 
   
  Combat 
   In combat, a pakubrazi will normally wield weaponry in 
  its humanoid hands, possessing sufficient Strength to best 
  most humanoids. If it reveals its insect form, it can attack 
  with its claws or bite. The pakubrazi‘s mouth contains a 
  feeding tube which it uses to drain blood from those it 
  bites. 
    
  Any humanoid that is bitten by a pakubrazi runs the risk 
  of becoming tainted by the creature, should enough 
  pakubrazi genetic material enter the target‘s bloodstream. 
  Tainted humanoids may find that parts of their own bodies 
  transform into insect features when they are placed under 
  great stress. 
   Blood Drain (Ex): A pakubrazi drains blood from a 
  grappled opponent, dealing 1d2 points of Constitution 
  damage each round it maintains the hold. 
   Change Shape (Su): As a standard action, a pakubrazi 
  can assume the shape of any Medium or Large humanoid. 
  In humanoid form, the pakubrazi loses its natural attacks. 
  A pakubrazi can remain in its humanoid form until it 
  chooses to assume a new one. A change in form cannot 
  be dispelled, but a pakubrazi reverts to its natural form 
  when killed. A true seeing spell or ability reveals its 
  natural form. 
   Improved Grab (Ex): To use this ability, a pakubrazi 
  must hit with a bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can drain blood from its opponent. 
   Taint (Su): A creature takes Constitution damage from 
  a pakubrazi‘s blood drain must make a Fortitude save (DC 
  13) or become tainted, gaining the pakubrazi-tainted 
  template. The save DC is Charisma-based. 
   A remove curse spell removes the taint and restores the 
  tainted creature‘s body, but for each transformation the 
  creature has undergone, it suffers 2 points of Constitution 
  damage and is nauseated for 1 round. 
   
  PPaakkuubbrraazzii--TTaaiinntteedd  
   A pakubrazi-tainted creature has been cursed by a 
  pakubrazi to experience hideous transformations to parts 
  of its body. These transformations produce insect-like 
  body parts and slowly bend the afflicted creature toward 
  evil. 
   
  CCrreeaattiinngg  aa  PPaakkuubbrraazzii--TTaaiinntteedd  
   "Pakubrazi-tainted" is an acquired template that can be 
  added to any creature with the giant, humanoid, or 
  monstrous humanoid type, except those that are already 
  insectile (such as thri-kreen). The creature (hereafter 
  Size 
  Bite Damage 
  Claw Damage 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  2d6 
  1d8 
  
   
  http://athas.org 
   
  114 
  referred to as the base creature) uses all the base 
  creature‘s statistics and special abilities except as noted 
  here. 
   Size and Type: The base creature‘s type does not 
  change until its transformation ability triggers for the first 
  time; after that, it changes to the aberration type. Its size 
  does not change. 
   Speed: The leg transformation increases a pakubrazi-
  tainted creature‘s base land speed by 10 ft. The back 
  transformation gives it wings and a fly speed of 60 ft. 
  (poor maneuverability). 
   Armor Class: The chest transformation increases a 
  pakubrazi-tainted creature‘s natural armor by 2. 
   Attacks: A pakubrazi-tainted creature can gain claw and 
  bite attacks, and the claws are the primary natural 
  weapons. If the base creature can use weapons, the 
  pakubrazi-tainted retains this ability. 
   Damage: The creature uses the damage values in the 
  table below or the base creature‘s damage values, 
  whichever are greater. 
   Special Qualities: A pakubrazi-tainted has all the 
  special qualities of the base creature, plus the following 
  special qualities. 
   Darkvision out to 60 feet (once the first transformation 
  triggers). 
   Transformation (Ex): Once per encounter when the 
  pakubrazi-tainted creature takes damage, it must make a 
  Will save (DC 10 + 1/2 HD of the infecting pakubrazi + 
  the infecting pakubrazi's Charisma modifier; DC 13 for the 
  standard pakubrazi). On a failed save, the creature suffers 
  a transformation to a random body part (see the table 
  below) 
  and 
  is 
  nauseated 
  for 
  one 
  round 
  as 
  the 
  transformation takes place. 
   
   After the creature transforms, it enters a state of 
  bloodlust for 1d4 minutes, attacking the nearest creatures 
  until they or the pakubrazi-tainted are dead, or until the 
  bloodlust ends. Once the bloodlust ends, the creature 
  must 
  make 
  another 
  Will 
  save 
  (same 
  DC 
  as 
  transformation) or have its alignment shifted one step 
  toward chaotic evil on either the lawful-chaotic axis or the 
  good-evil axis. A calm emotions spell releases a creature 
  from frenzy, but the creature must still make a Will save 
  or undergo an alignment change. 
   If a roll would result in a transformation the creature has 
  already undergone, no transformation takes place, but the 
  creature must still save or suffer bloodlust. 
   A remove curse spell removes the taint and restores the 
  pakubrazi-tainted creature‘s body to its natural state, but 
  for each transformation the creature has undergone, it 
  suffers 2 points of Constitution damage and is nauseated 
  for 1 round. 
   Abilities: Most transformations cause an ability score 
  increase. 
   Challenge Rating: Same as the base creature +1 for 
  every two transformations. 
   Alignment: See the transformation ability. 
   Level Adjustment: +2. 
   
  PPaarraaeelleem
  meennttaall,,  AAtthhaassiiaann  
   A paraelemental is a synthesis of two different elemental 
  forces combined within a single creature. This melding of 
  the fundamental forces of nature causes paraelementals 
  to be unpredictable opponents and dangerous when 
  confronted. On Athas, the four paraelements are Magma, 
  Rain, Silt and Sun; thus, the latter three differ from those 
  in the standard D&D cosmology. These three species of 
  Athasian paraelementals are detailed below. 
   
   The 
  traditional 
  Athasian 
  view 
  of 
  paraelementals 
  describes these beings as destructive and hateful, locked 
  in an age-old war with the four classic elements. 
  Paraelementals are often seen as complicit in or profiting  
  from Athas‘ degraded environment, and although there is  
  more rumor than truth to such tales, they nevertheless 
  serve to enhance the paraelementals‘ dubious reputations. 
   
  Combat 
  Paraelementals have varied combat abilities and tactics, 
  but all have the same elemental qualities. 
   
  RRaaiinn  PPaarraaeelleem
  meennttaall  
  This creature seems little more than a rippling curtain of 
  rain, only the deliberate nature of its movements giving 
  any hint of its sentience.  Varying patches of light and 
  dark suggest features—eyes and a gaping maw, perhaps—
  but such glimpses are brief and soon lost in the shifting 
  contours of its watery form. 
   Rain paraelementals are the rarest of all paraelementals 
  on Athas, as they seldom last long once exposed to the 
  unforgiving climate of the desert. Their forms are cold, 
  born from the icy mingling of lashing winds and freezing 
  waters. Mobile and aggressive, they are at odds with both 
  their environment and their own dual natures. Rain 
  paraelementals are accorded a degree of respect not 
  enjoyed by other paraelementals. Unfortunately, the 
  creatures have little concept of such things, and pay no 
  heed to those who seek to appease them through 
  veneration.  
   
   
   
   
   
  d% 
  Transformed 
  Area 
  Effect 
  01-20 
  Head 
  Creature gains an insect head 
  and a secondary bite attack, 
  and its Strength increases by 
  2. 
  21-40 
  Chest 
  Creature gains a chitin-plated 
  shell, increasing its natural 
  armor 
  by 
  2, 
  and 
  its 
  Constitution increases by 2. 
  41-60 
  Back 
  Creature sprouts wings and 
  gains a fly speed of 60 ft. 
  (poor maneuverability). 
  61-80 
  Arms 
  Creature gains two primary 
  claw attacks, and its Strength 
  increases by 2. 
  81-00 
  Legs 
  Creature‘s base land speed 
  increases by 10 feet, and its 
  Dexterity increases by 2. 
  
   
  http://athas.org 
   
  115 
   
   
   
   
  Rain Paraelemental, Huge 
  Huge 
  Elemental 
  (Air, 
  Cold, 
  Extraplanar) 
  Rain Paraelemental, Greater 
  Huge 
  Elemental 
  (Air, 
  Cold, 
  Extraplanar) 
  Rain Paraelemental, Elder 
  Huge 
  Elemental 
  (Air, 
  Cold, 
  Extraplanar) 
  Hit Dice: 
  16d8+64 (136 hp) 
  21d8+84 (178 hp) 
  24d8+96 (204 hp) 
  Initiative: 
  +8 
  +9 
  +10 
  Speed: 
  Fly 80 ft. (good) (18 squares) 
  Fly 80 ft. (good) (18 squares) 
  Fly 80 ft. (good) (18 squares) 
  Armor Class: 
  20 (–2 size, +8 Dex, +4 natural), 
  touch 16, flat-footed 12 
  25 (–2 size, +9 Dex, +8 natural), 
  touch 17, flat-footed 16 
  26 (–2 size, +10 Dex, +8 natural), 
  touch 18, flat-footed 16 
  Base Attack/Grapple: 
  +12/+25 
  +15/+29 
  +18/+33 
  Attack: 
  Slam +18 melee (2d8+5 plus 2d8 
  cold) 
  Slam +22 melee (2d8+6/19-20 
  plus 2d8 cold) 
  Slam +26 melee (2d8+7 plus 2d8 
  cold) 
  Full Attack: 
  2 slams +18 melee (2d8+5 plus 
  2d8 cold) 
  2 slams +22 melee (2d8+6/19-20 
  plus 2d8 cold) 
  2 slams +26 melee (2d8+7 plus 
  2d8 cold) 
  Space/Reach: 
  15 ft./15 ft. 
  15 ft./15 ft. 
  15 ft./15 ft. 
  Special Attacks: 
  Chill metal 
  Chill metal 
  Chill metal 
  Special Qualities: 
  Damage reduction 5/–, darkvision 
  60 ft., elemental traits, immunity 
  to cold, vulnerability to fire 
  Damage 
  reduction 
  10/–, 
  darkvision 60 ft., elemental traits, 
  immunity to cold, vulnerability to 
  fire 
  Damage 
  reduction 
  10/–, 
  darkvision 60 ft., elemental traits, 
  immunity to cold, vulnerability to 
  fire 
  Saves: 
  Fort +9, Ref +18, Will +5 
  Fort +11, Ref +21, Will +9 
  Fort +12, Ref +24, Will +10 
  Abilities: 
  Str 20, Dex 27, Con 18, Int 6, Wis 
  11, Cha 11 
  Str 22, Dex 29, Con 18, Int 8, Wis 
  11, Cha 11 
  Str 24, Dex 31, Con 18, Int 10, 
  Wis 11, Cha 11 
  Skills: 
  Listen +11, Spot +12 
  Listen +14, Spot +14 
  Listen +29, Spot +29 
  Feats: 
  Blind-fight, 
  Combat 
  Reflexes, 
  Dodge, 
  Flyby 
  Attack, 
  Mobility, 
  Weapon Finesse 
  Ability Focus (chill metal), Blind-
  Fight, 
  Dodge, 
  Flyby 
  Attack, 
  Improved Critical (slam), Mobility, 
  Power Attack, Weapon Finesse 
  Ability Focus (chill metal), Blind-
  Fight, Combat Reflexes, Dodge, 
  Flyby Attack, Improved Critical 
  (slam), Mobility, Power Attack, 
  Weapon Finesse 
  Environment: 
  Paraelemental Plane of Rain 
  Paraelemental Plane of Rain 
  Paraelemental Plane of Rain 
  Organization: 
  Solitary 
  Solitary 
  Solitary 
  Challenge Rating: 
  7 
  9 
  11 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement: 
  17–20 HD (Huge) 
  22–23 HD (Huge) 
  25–48 HD (Huge) 
  Level Adjustment: 
  — 
  — 
  — 
   
   
  Rain Paraelemental, Small 
  Small Elemental (Air, Cold, 
  Extraplanar) 
  Rain Paraelemental, 
  Medium 
  Medium Elemental (Air, Cold, 
  Extraplanar) 
  Rain Paraelemental, Large 
  Large Elemental (Air, Cold, 
  Extraplanar) 
  Hit Dice: 
  2d8 (9 hp) 
  4d8+8 (26 hp) 
  8d8+24 (60 hp) 
  Initiative: 
  +2 
  +4 
  +6 
  Speed: 
  Fly 80 ft. (good) (18 squares) 
  Fly 80 ft. (good) (18 squares) 
  Fly 80 ft. (good) (18 squares) 
  Armor Class: 
  16 (+1 size, +2 Dex, +3 
  natural), touch 13, flat-footed 
  14 
  17 (+4 Dex, +3 natural), 
  touch 14, flat-footed 13 
  19 (–1 size, +6 Dex, +4 
  natural), 
  touch 
  15, 
  flat-
  footed 13 
  Base Attack/Grapple: 
  +1/–3 
  +3/+5 
  +6/+13 
  Attack: 
  Slam +4 melee (1d4+1 plus 
  1d4 cold) 
  Slam +7 melee (1d6+3 plus 
  1d6 cold) 
  Slam +11 melee (2d6+3 plus 
  2d6 cold) 
  Full Attack: 
  Slam +4 melee (1d4+1 plus 
  1d4 cold) 
  Slam +7 melee (1d6+3 plus 
  1d6 cold) 
  2 slams +11 melee (2d6+6 
  plus 2d6 cold) 
  Space/Reach: 
  5 ft./5 ft. 
  5 ft./5 ft. 
  10 ft./10 ft. 
  Special Attacks: 
  Chill metal 
  Chill metal 
  Chill metal 
  Special Qualities: 
  Darkvision 60 ft., elemental 
  traits, 
  immunity 
  to 
  cold, 
  vulnerability to fire 
  Darkvision 60 ft., elemental 
  traits, 
  immunity 
  to 
  cold, 
  vulnerability to fire 
  Damage 
  reduction 
  5/–, 
  darkvision 60 ft., elemental 
  traits, 
  immunity 
  to 
  cold, 
  vulnerability to fire 
  Saves: 
  Fort +0, Ref +5, Will +0 
  Fort +3, Ref +8, Will +1 
  Fort +5, Ref +12, Will +2 
  Abilities: 
  Str 12, Dex 15, Con 10, Int 4, 
  Wis 11, Cha 11 
  Str 14, Dex 19, Con 14, Int 4, 
  Wis 11, Cha 11 
  Str 16, Dex 23, Con 16, Int 
  6, Wis 11, Cha 11 
  Skills: 
  Listen +2, Spot +3 
  Listen +3, Spot +4 
  Listen +5, Spot +6 
  Feats: 
  Combat 
  Reflexes, 
  Weapon 
  Finesse(B) 
  Combat 
  Reflexes, 
  Weapon 
  Finesse 
  Combat 
  Reflexes, 
  Dodge, 
  Weapon Finesse 
  Environment: 
  Paraelemental Plane of Rain 
  Paraelemental Plane of Rain 
  Paraelemental Plane of Rain 
  Organization: 
  Solitary 
  Solitary 
  Solitary 
  Challenge Rating: 
  1 
  3 
  5 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement: 
  3 HD (Small) 
  5–7 HD (Medium) 
  9–15 HD (Large) 
  Level Adjustment: 
  — 
  — 
  — 
  
   
  http://athas.org 
   
  116 
   
   Rain paraelementals speak Aquan and Auran, though they 
  rarely choose to do so. Their voices are harsh and shrieking and 
  filled with cold malice. 
    
  Combat 
  Rain paraelementals enjoy a high degree of mobility, making 
  them powerful on large battlefields. They often attempt to lure 
  foes to within range of their numerous attacks of opportunity. 
  Beyond this, their principal tactic is to move so as to maximize 
  the number of targets in range of their chill metal ability. 
   
   
   
  Silt Paraelemental, Small 
  Small 
  Elemental 
  (Earth, 
  Extraplanar, Water) 
  Silt Paraelemental, Medium 
  Medium 
  Elemental 
  (Earth, 
  Extraplanar, Water) 
  Silt Paraelemental, Large 
  Large 
  Elemental 
  (Earth, 
  Extraplanar, Water) 
  Hit Dice: 
  2d8+2 (11 hp) 
  4d8+12 (30 hp) 
  8d8+32 (68 hp) 
  Initiative: 
  +0 
  +1 
  +2 
  Speed: 
  20 ft. (4 squares), Swim 50 ft. 
  (silt) 
  20 ft. (4 squares), Swim 50 ft. 
  (silt) 
  20 ft. (4 squares), Swim 50 ft. 
  (silt) 
  Armor Class: 
  17 (+1 size, +6 natural), touch 
  11, flat-footed 17 
  18 (+1 Dex, +8 natural), touch 
  11, flat-footed 18 
  20 (–1 size, +2 Dex, +9 natural), 
  touch 11, flat-footed 18 
  Base Attack/Grapple: 
  +1/-1 
  +3/+6 
  +6/+15 
  Attack: 
  Slam +4 melee (1d6+3 plus 1d4 
  acid) 
  Slam +6 melee (1d8+4 plus 1d6 
  acid) 
  Slam +10 melee (2d8+7 plus 
  1d6 acid) 
  Full Attack: 
  Slam +4 melee (1d6+3 plus 1d4 
  acid) 
  Slam +6 melee (1d8+4 plus 1d6 
  acid) 
  Slam +10 melee (2d8+7 plus 
  1d6 acid) 
  Space/Reach: 
  5 ft./5 ft. 
  5 ft./5 ft. 
  10 ft./10 ft. 
  Special Attacks: 
  Acid 
  Acid 
  Acid 
  Special Qualities: 
  Darkvision 60 ft., elemental traits 
  Darkvision 60 ft., elemental traits 
  Damage 
  reduction 
  5/–, 
  darkvision 60 ft., elemental traits 
  Saves: 
  Fort +4, Ref +0, Will +0 
  Fort +7, Ref +2, Will +1 
  Fort +10, Ref +4, Will +2 
  Abilities: 
  Str 14, Dex 10, Con 13, Int 4, 
  Wis 11, Cha 11 
  Str 16, Dex 12, Con 17, Int 4, 
  Wis 11, Cha 11 
  Str 20, Dex 14, Con 19, Int 6, 
  Wis 11, Cha 11 
  Skills: 
  Listen +2, Spot +3 
  Listen +3, Spot +4 
  Listen +5, Spot +6 
  Feats: 
  Cleave(B), Power Attack 
  Cleave, Power Attack 
  Cleave, 
  Great 
  Cleave, 
  Power 
  Attack 
  Environment: 
  Paraelemental Plane of Silt 
  Paraelemental Plane of Silt 
  Paraelemental Plane of Silt 
  Organization: 
  Solitary 
  Solitary 
  Solitary 
  Challenge Rating: 
  1 
  3 
  5 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement: 
  3 HD (Small) 
  5–7 HD (Medium) 
  9–15 HD (Large) 
  Level Adjustment: 
  — 
  — 
  — 
   
  Chill Metal (Su): A rain paraelemental can use chill metal at will, as the spell except that it affects all metal within a 
  radius centered on the paraelemental and based on its size (see the table below). Additionally, the paraelemental extends 
  the coldest round for 2 additional rounds, giving the ability a total duration of 9 rounds. 
   
  SSiilltt  PPaarraaeelleem
  meennttaall  
  Writhing over the ground is a bloated, serpentine worm 
  formed entirely of silt. It rears its front end and probes  
  the air for a moment, then lunges forward, its snout 
  forming a solid, pummeling mass. 
   
   Silt paraelementals swim the gloomy seas of their home 
  plane but are mobile above ground if summoned to such a 
  location. They take on a loosely snakelike shape and use 
  this form to either swim through silt or crawl across solid 
  ground. When summoned to the Material Plane, a silt 
  paraelemental forms itself from whatever amount of silt it 
  was conjured from. 
   Silt paraelementals speak Terran and Aquan but rarely 
  choose to do so. 
   
  Combat 
   A silt paraelemental attacks by compacting one end of its body into a compressed mass of silt.  It punches and batters 
  its foes with this ―snout.‖ The creature‘s elemental nature also makes the silt from which it is formed highly corrosive, and 
  any opponent struck by it suffers the effects of this acidic blight. 
  RAIN PARAELEMENTAL SIZES 
   
   
   
  Chill Metal 
  Paraelemental 
  Height Weight Save DC 
  Radius 
  Small 
  4 ft. 
  1 lb. 
  11 
  5 ft. 
  Medium 
  8 ft. 
  2 lb. 
  12 
  10 ft. 
  Large 
  16 ft. 
  4 lb. 
  14 
  15 ft. 
  Huge 
  32 ft. 
  8 lb. 
  18 
  20 ft. 
  Greater 
  36 ft. 
  10 lb. 
  22 
  25 ft. 
  Elder 
  40 ft. 
  12 lb. 
  24 
  30 ft. 
  SILT PARAELEMENTAL SIZES 
  Paraelemental Length Weight 
  Acid 
  Save DC 
  Damage 
  (metal/ 
  wood) 
  Small 
  4 ft. 
  40 lb. 
  12 
  10 points 
  Medium 
  8 ft. 
  80 lb. 
  15 
  20 points 
  Large 
  16 ft. 
  160 lb. 
  18 
  30 points 
  Huge 
  32 ft. 
  320 lb. 
  23 
  40 points 
  Greater 
  36 ft. 
  400 lb. 
  27 
  40 points 
  Elder 
  40 
  ft. 
  480 lb. 
  29 
  40 points 
  
   
  http://athas.org 
   
  117 
  Acid (Ex): A silt paraelemental‘s slam attack deals bludgeoning damage plus acid damage from the paraelemental‘s 
  highly corrosive body. This acid also deals damage each round to metal or wooden objects. Armor or clothing dissolves 
  and becomes useless immediately unless it succeeds at a Reflex save. A metal or wooden weapon that strikes a silt 
  paraelemental also dissolves  
  immediately unless it succeeds at a Reflex save. If a silt paraelemental successfully grapples an opponent, the 
  opponent‘s armor must likewise make a Reflex save at a –4 penalty or be dissolved. Save DCs and damage vary with the 
  paraelemental‘s size (see the table below). The save DC is Constitution-based.  
   
   
  Silt Paraelemental, Huge 
  Huge 
  Elemental 
  (Earth, 
  Extraplanar, Water) 
  Silt Paraelemental, Greater 
  Huge 
  Elemental 
  (Earth, 
  Extraplanar, Water) 
  Silt Paraelemental, Elder 
  Huge 
  Elemental 
  (Earth, 
  Extraplanar, Water) 
  Hit Dice: 
  16d8+80 (152 hp) 
  21d8+105 (199 hp) 
  24d8+120 (228 hp) 
  Initiative: 
  +4 
  +5 
  +6 
  Speed: 
  20 ft. (4 squares), Swim 50 ft. 
  (silt) 
  20 ft. (4 squares), Swim 50 ft. 
  (silt) 
  20 ft. (4 squares), Swim 50 ft. 
  (silt) 
  Armor Class: 
  18 
  (–2 
  size, 
  –1 
  Dex, 
  +11 
  natural), touch 7, flat-footed 18 
  22 (–2 size, +5 Dex, +9 natural), 
  touch 13, flat-footed 17 
  23 (–2 size, +6 Dex, +9 natural), 
  touch 14, flat-footed 17 
  Base Attack/Grapple: 
  +12/+27 
  +15/+31 
  +18/+35 
  Attack: 
  Slam +17 melee (2d10+10/19-20 
  plus 1d8 acid) 
  Slam +21 melee (2d10+12/19-20 
  plus 2d6 acid) 
  Slam +25 melee (2d10+13/19–
  20 plus 2d6 acid) 
  Full Attack: 
  Slam +17 melee (2d10+10/19-20 
  plus 1d8 acid) 
  Slam +21 melee (2d10+12/19-20 
  plus 2d6 acid) 
  Slam +25 melee (2d10+13/19–
  20 plus 2d6 acid) 
  Space/Reach: 
  15 ft./15 ft. 
  15 ft./15 ft. 
  15 ft./15 ft. 
  Special Attacks: 
  Acid 
  Acid 
  Acid 
  Special Qualities: 
  Damage reduction 5/–, darkvision 
  60 ft., elemental traits 
  Damage reduction 10/–, 
  darkvision 60 ft., elemental traits 
  Damage reduction 10/–, 
  darkvision 60 ft., elemental traits 
  Saves: 
  Fort +15, Ref +9, Will +5 
  Fort +17, Ref +12, Will +7 
  Fort +19, Ref +13, Will +8 
  Abilities: 
  Str 24, Dex 18, Con 21, Int 6, Wis 
  11, Cha 11 
  Str 26, Dex 20, Con 21,  
  Int 6, Wis 11, Cha 11 
  Str 28, Dex 22, Con 21,  
  Int 6, Wis 11, Cha 11 
  Skills: 
  Listen +9, Spot +10 
  Listen +12, Spot +12 
  Listen +13, Spot +14 
  Feats: 
  Cleave, 
  Great 
  Cleave, 
  Dodge, 
  Improved Critical (slam), Power 
  Attack, Sunder 
  Ability 
  Focus 
  (acid), 
  Cleave, 
  Combat Reflexes, Great Cleave, 
  Dodge, Improved Critical (slam), 
  Power Attack, Sunder 
  Ability 
  Focus 
  (acid), 
  Cleave, 
  Combat Reflexes, Great Cleave, 
  Dodge, Improved Critical (slam), 
  Improved Overrun, Power Attack, 
  Sunder 
  Environment: 
  Paraelemental Plane of Silt 
  Paraelemental Plane of Silt 
  Paraelemental Plane of Silt 
  Organization: 
  Solitary 
  Solitary 
  Solitary 
  Challenge Rating: 
  7 
  9 
  11 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement: 
  17–20 HD (Huge) 
  22–23 HD (Huge) 
  25–48 HD (Huge) 
  Level Adjustment: 
  — 
  — 
  — 
   
  SSuunn  PPaarraaeelleem
  meennttaall  
  This entity drops out of the olive sky with a searing hiss, looking for all the world like a miniature star fallen to earth. Its 
  blazing radiance gives off waves of heat, and it darts about with erratic agility. 
   
   Sun paraelementals typically drift through the blazing skies of their home plane but are equally at home in the sun-
  burned heavens of Athas. They move with smooth speed and fear little, secure in their incendiary natures. 
  A sun paraelemental manifests as an incandescent sphere of sunlight almost too painful to look at. Everything that they 
  touch runs the risk of catching fire. Thankfully, the sun paraelemental is an airborne creature and accidental encounters 
  are extremely rare. 
   
  Sun paraelementals speak Auran and Ignan, though they rarely choose to do so. 
   
  Combat 
   A sun paraelemental is a confident opponent that does not 
  flinch from a frontal assault when pressed to battle. It utilizes 
  its ability to burn its targets to the maximum, attempting to 
  set fires wherever it can when in danger. 
  Burn (Ex): A sun paraelemental‘s slam attack deals 
  bludgeoning 
  damage 
  plus 
  fire 
  damage 
  from 
  the 
  paraelemental‘s body. Those hit by a sun paraelemental‘s 
  slam attack also must succeed on a Reflex save or catch on 
  fire. The flame burns for 1d4 rounds. The save DC varies with 
  the paraelemental‘s size (see the table below). A burning creature can take a move action to put out the flame. The save 
  DC is Constitution-based. 
  Creatures hitting a sun paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the 
  paraelemental‘s attack, and also catch on fire unless they succeed on a Reflex save. 
   
   
  SUN PARAELEMENTAL SIZES 
  EElleem
  meennttaall  
  H
  Heeiigghhtt  
  W
  Weeiigghhtt  
  B
  Buurrnn  SSaavvee  D
  DCC  
  Small 
  4 ft. 
  1 lb. 
  11 
  Medium 
  8 ft. 
  2 lb. 
  14 
  Large 
  16 ft. 
  4 lb. 
  17 
  Huge 
  32 ft. 
  8 lb. 
  22 
  Greater 
  36 ft. 
  10 lb. 
  26 
  Elder 
  40 ft. 
  12 lb. 
  28 
  
   
  http://athas.org 
   
  118 
   
  Sun Paraelemental, Huge 
  Huge Elemental (Air, Extraplanar, 
  Fire) 
  Sun Paraelemental, Greater 
  Huge Elemental (Air, Extraplanar, 
  Fire) 
  Sun Paraelemental, Elder 
  Huge Elemental (Air, Extraplanar, 
  Fire) 
  Hit Dice: 
  16d8+64 (136 hp) 
  21d8+84 (178 hp) 
  24d8+96 (204 hp) 
  Initiative: 
  +13 
  +14 
  +15 
  Speed: 
  Fly 80 ft. (good) (18 squares) 
  Fly 80 ft. (good) (18 squares) 
  Fly 80 ft. (good) (18 squares) 
  Armor Class: 
  21 (–2 size, +9 Dex, +4 natural), 
  touch 17, flat-footed 12 
  26 
  (–2 
  size, 
  +10 
  Dex, 
  +8 
  natural), touch 18, flat-footed 16 
  27 
  (–2 
  size, 
  +11 
  Dex, 
  +8 
  natural), touch 19, flat-footed 16 
  Base Attack/Grapple: 
  +12/+24 
  +15/+28 
  +18/+32 
  Attack: 
  Slam +19 melee (2d8+6 plus 2d8 
  fire) 
  Slam +23 melee (2d8+7/19-20 
  plus 2d8 fire) 
  Slam +27 melee (2d8+9/19-20 
  plus 2d8 fire) 
  Full Attack: 
  Slam +19 melee (2d8+6 plus 2d8 
  fire) 
  Slam +23 melee (2d8+7/19-20 
  plus 2d8 fire) 
  Slam +27 melee (2d8+9/19-20 
  plus 2d8 fire) 
  Space/Reach: 
  15 ft./15 ft. 
  15 ft./15 ft. 
  15 ft./15 ft. 
  Special Attacks: 
  Burn 
  Burn 
  Burn 
  Special Qualities: 
  Damage reduction 5/–, darkvision 
  60 ft., elemental traits, immunity 
  to fire, vulnerability to cold 
  Damage 
  reduction 
  10/–, 
  darkvision 60 ft., elemental traits, 
  immunity to fire, vulnerability to 
  cold 
  Damage 
  reduction 
  10/–, 
  darkvision 60 ft., elemental traits, 
  immunity to fire, vulnerability to 
  cold 
  Saves: 
  Fort +9, Ref +19, Will +5 
  Fort +11, Ref +22, Will +7 
  Fort +12, Ref +25, Will +8 
  Abilities: 
  Str 18, Dex 29, Con 18, Int 6, Wis 
  11, Cha 11 
  Str 20, Dex 31, Con 18, Int 6, Wis 
  11, Cha 11 
  Str 22, Dex 33, Con 18, Int 6, Wis 
  11, Cha 11 
  Skills: 
  Listen +9, Spot +10 
  Listen +12, Spot +12 
  Listen +28, Spot +29 
  Feats: 
  Combat Reflexes, Dodge, Flyby 
  Attack, 
  Improved 
  Initiative, 
  Mobility, Weapon Finesse 
  Ability 
  Focus 
  (burn), 
  Combat 
  Reflexes, Dodge, Flyby Attack, 
  Improved 
  Critical 
  (slam), 
  Improved 
  Initiative, 
  Mobility, 
  Weapon Finesse 
  Ability Focus (burn), Blind-Fight, 
  Combat Reflexes, Dodge, Flyby 
  Attack, Improved Critical (slam), 
  Improved 
  Initiative, 
  Mobility, 
  Weapon Finesse 
  Environment: 
  Paraelemental Plane of Sun 
  Paraelemental Plane of Sun 
  Paraelemental Plane of Sun 
  Organization: 
  Solitary 
  Solitary 
  Solitary 
  Challenge Rating: 
  7 
  9 
  11 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement: 
  17–20 HD (Huge) 
  22–23 HD (Huge) 
  25–48 HD (Huge) 
  Level Adjustment: 
  — 
  — 
  — 
   
   
   
   
   
  Sun Paraelemental, Small 
  Small 
  Elemental 
  (Air, 
  Extraplanar, Fire) 
  Sun 
  Paraelemental, 
  Medium 
  Medium 
  Elemental 
  (Air, 
  Extraplanar, Fire) 
  Sun Paraelemental, Large 
  Large 
  Elemental 
  (Air,  
  Extraplanar, Fire) 
  Hit Dice: 
  2d8 (9 hp) 
  4d8+8 (26 hp) 
  8d8+24 (60 hp) 
  Initiative: 
  +7 
  +9 
  +11 
  Speed: 
  Fly 80 ft. (good) (18 squares) 
  Fly 80 ft. (good) (18 squares) 
  Fly 80 ft. (good) (18 squares) 
  Armor Class: 
  17 (+1 size, +3 Dex, +3 
  natural), touch 14, flat-footed 
  14 
  16 (+5 Dex, +3 natural), 
  touch 15, flat-footed 13 
  20 (–1 size, +7 Dex, +4 
  natural), touch 16, flat-footed 
  13 
  Base Attack/Grapple: 
  +1/–3 
  +3/+4 
  +6/+12 
  Attack: 
  Slam +4 melee (1d4 plus 1d4 
  fire) 
  Slam +8 melee (1d6+1 plus 
  1d6 fire) 
  Slam +12 melee (2d6+3 plus 
  2d6 fire) 
  Full Attack: 
  Slam +4 melee (1d4 plus 1d4 
  fire) 
  Slam +8 melee (1d6+1 plus 
  1d6 fire) 
  Slam +12 melee (2d6+3 plus 
  2d6 fire) 
  Space/Reach: 
  5 ft./5 ft. 
  5 ft./5 ft. 
  10 ft./10 ft. 
  Special Attacks: 
  Burn 
  Burn 
  Burn 
  Special Qualities: 
  Darkvision 60 ft., elemental 
  traits, 
  immunity 
  to 
  fire, 
  vulnerability to cold 
  Darkvision 60 ft., elemental 
  traits, 
  immunity 
  to 
  fire, 
  vulnerability to cold 
  Damage 
  reduction 
  5/–, 
  darkvision 60 ft., elemental 
  traits, 
  immunity 
  to 
  fire, 
  vulnerability to cold 
  Saves: 
  Fort +0, Ref +6, Will +0 
  Fort +3, Ref +8, Will +1 
  Fort +5, Ref +13, Will +2 
  Abilities: 
  Str 10, Dex 17, Con 10, Int 
  4, Wis 11, Cha 11 
  Str 12, Dex 21, Con 14, Int 
  4, Wis 11, Cha 11 
  Str 14, Dex 25, Con 16, Int 
  6, Wis 11, Cha 11 
  Skills: 
  Listen +2, Spot +3 
  Listen +3, Spot +4 
  Listen +5, Spot +6 
  Feats: 
  Improved Initiative, Weapon 
  Finesse(B) 
  Improved Initiative, Weapon 
  Finesse 
  Dodge, Improved Initiative, 
  Weapon Finesse 
  Environment: 
  Paraelemental Plane of Sun 
  Paraelemental Plane of Sun 
  Paraelemental Plane of Sun 
  Organization: 
  Solitary 
  Solitary 
  Solitary 
  Challenge Rating: 
  1 
  3 
  5 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Usually neutral 
  Usually neutral 
  Usually neutral 
  Advancement: 
  3 HD (Small) 
  5–7 HD (Medium) 
  9–15 HD (Large) 
  Level Adjustment: 
  — 
  — 
  — 
  
   
  http://athas.org 
   
  119 
  PPaarraaeelleem
  meennttaall  BBeeaasstt  
    Paraelemental beasts are bizarre creatures native to the 
  elemental planes known on Athas as Magma, Rain, Silt 
  and Sun. Some scholars and clerics (especially those who 
  worship the classic elements of earth, air, fire and water) 
  often describe these planes as paraelemental planes and 
  claim that they are border regions where the classic 
  elements 
  mingle. 
  Followers 
  of 
  these 
  so-called 
  paraelements disagree, stating instead that the planes of 
  magma, rain, silt and sun are more highly evolved planes 
  in their own rights, incorporating complex forms in their 
  make-up. Such are the luxuries of dogma. 
    Whatever the truth, paraelemental beasts are indeed 
  composed of two elements, synthesized into a single form. 
  On their home planes, paraelemental beasts exist in 
  perfect equilibrium, the twin elements that compose their 
  forms exquisitely balanced. When on another plane, 
  however, the elements within begin to war for dominance, 
  each seeking to overwhelm the other and assume a pure 
  elemental state. As a result paraelemental beasts that are 
  taken or magically summoned from their home plane are 
  dangerous and unstable – at best. 
    This facet of their makeup means that paraelemental 
  beasts are rarely summoned to Athas by clerics of the 
  elements. Worshippers of the paraelements, however, find 
  that the creatures‘ berserk tendencies often suit their 
  entropic ends and frequently summon these beasts. The 
  beasts are then abandoned, while the summoner watches 
  with satisfaction from afar as the stranded creatures take 
  out their frustrations on their surroundings. 
    All paraelemental beasts are highly magical creatures 
  with a number of immunities. Most notably, the alien 
  make-up of their minds makes many psionic powers and 
  attacks useless against them. Each paraelemental beast 
  can be summoned using a summon monster VI or 
  summon nature’s ally VI spell. In addition to the listed 
  material components, the summoning of a paraelemental 
  beast also requires an amount of the appropriate 
  paraelement of size Huge or greater – thus, a decent 
  rainstorm for paraelemental beasts of rain. 
   
  Combat 
  Paraelemental beasts of any type share the following 
  traits. 
   Fast Healing (Ex): A paraelemental beast heals 3 hit 
  points per round, provided it is alive and other conditions 
  are met. See the individual description for details. 
   Paraelemental Rage (Ex): Each day a paraelemental 
  beast remains on a plane other than its home plane, it 
  must make a Will save (DC 3 + 2 per additional day) or 
  enter an unthinking frenzy. A frenzied paraelemental 
  beast attacks creatures within sight until there are no 
  more, after which it seeks out concentrations of its 
  elemental makeup. Finding a Huge concentration of 
  element resets the Will DC to 3; a paraelemental beast 
  that does not find such a concentration disintegrates in a 
  flashy display of its elemental makeup after one day per 
  caster level of the spell that called it, or after 2d10 days. 
   Wild 
  Summoning 
  (Ex): 
  Summoning 
  spells 
  that 
  summon a paraelemental beast instead behave as calling 
  spells. When the spell ends, the paraelemental beast does 
  not return to its home plane, but it does become free-
  willed. 
   
  M
  Maaggm
  maa  PPaarraaeelleem
  meennttaall  BBeeaasstt  
   A fiendish beast rises from the surrounding lava, 
  spreading great wings of blistering flame. Its body is 
  seemingly composed of cracked, glowing magma and a 
  pair of curving horns juts from its glowering brow. 
   
    Similar in appearance to many fiends of the lower 
  planes, the magma paraelemental beast is summoned or 
  encountered in the region of lava flows and open beds of 
  magma. Free-willed magma paraelemental beasts that 
  cannot return to their home plane will often make their 
  way to such locations as they can freely interact with their 
  parent element there. 
    A magma paraelemental beast stands 12 feet tall, with 
  a wingspread of 20 feet or more. Despite their size, 
  however, these wings are still too small to allow it to fly 
  but they can be used to make a leaping attack known as a 
  magma pounce in the right circumstances. A typical 
  specimen weighs in at some 5,500 pounds. Their wings 
  drip magma, their eyes burn with a perpetual fire and 
  they leave trails of sizzling lava wherever they go. The 
  skin of a magma paraelemental beast is ashen black, but 
  cracks open with each movement that the creature 
  makes, revealing molten rock beneath. Taloned claws and 
  a tail as long as a man complete the fiendish ensemble. 
   
  Combat 
   Magma paraelemental beasts prefer to conduct combat 
  in or near the lava that is their favored habitat. Not only 
  does this give them a natural terrain advantage, but it 
  also allows the creature to make use of its magma pounce 
  ability. If at all possible, a magma paraelemental beast 
  will initiate battle in this manner, hoping to strike with 
  surprise and win the initiative. 
   It will often open with a salvo of magma blasts and then 
  close to engage in ferocious melee. At all times a magma 
  paraelemental beast seeks to make use of its innate heat 
  and burn ability to wreak havoc on its surroundings. 
  
   
  http://athas.org 
   
  120 
   Burn (Ex): A magma paraelemental beast‘s attacks 
  deal additional fire damage from the paraelemental 
  beast‘s 
  flaming 
  body. 
  Those 
  hit 
  by 
  a 
  magma 
  paraelemental beast‗s attacks also must succeed on a 
  Reflex save (DC 18) or catch on fire. The flame burns for 
  1d4 rounds. A burning creature can take a move action to 
  put out the flame. The save DC is Constitution-based. 
  Creatures hitting a magma paraelemental beast with 
  natural weapons or unarmed attacks take fire damage as 
  though hit by the paraelemental beast‘s attack, and also 
  catch on fire unless they succeed on a Reflex save. 
   Fast Healing (Ex): A magma paraelemental beast has 
  fast healing when immersed in magma. 
   Magma Blast (Su): As a standard action, a magma 
  paraelemental beast can fire blast of magma at a single 
  target within 30 ft., dealing 4d6 points of fire damage 
  (Reflex half DC 20).  The save DC is Constitution-based. 
   Magma Pounce (Ex): As a full-round action, a magma 
  paraelemental beast that is fully immersed in magma may 
  use its wings and the superheated air above the magma 
  to 
  powerfully 
  charge 
  a 
  creature. 
   
  The 
  magma 
  paraelemental beast can then make a full attack, dealing 
  double normal claw damage.  It then suffers a -4 penalty 
  to armor class instead of the normal -2 penalty for 
  charging. 
   Skills: A magma paraelemental beast has a +8 racial 
  bonus on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  RRaaiinn  PPaarraaeelleem
  meennttaall  BBeeaasstt  
    Although you can scarcely believe your eyes, there can 
  be no denying the evidence of your senses – a free 
  standing waterfall surges through the air towards you, 
  showering everything beneath it with a continual curtain 
  of glistening water. 
   
    The rarest of the paraelemental beasts, those of 
  elemental rain appear to be churning pillars of water, akin 
  to waterfalls, that billow through the air, both dispensing 
  and gathering moisture as they go. Either forced to serve 
  a summoner and master or roam in search of sustenance 
  before 
  they 
  decay, rain paraelemental 
  beasts 
  are 
  deceptively powerful and capable of draining a small 
  settlement dry in a matter of minutes. For this reason 
  their appearance is not welcomed and forces will usually 
  mobilize to destroy such a creature should one approach a 
  civilized area. 
    A rain paraelemental beast towers 16 feet tall and 
  weighs over 2,000 pounds. 
   
   Combat 
    Rain paraelemental beasts have a number of ranged 
  powers at their disposal and will prefer these to direct 
  physical contact. When pressed, however, they are 
  capable of delivering slamming attacks that can cripple or 
  kill most men. In addition, those who wish to engage in 
  melee with a rain paraelemental beast will find the fluids 
  of their own bodies turning against them.  
    Drain Water (Su): As a full-round action, a rain 
  paraelemental beast can drain moisture from all living 
  creatures within a 30-foot radius.  Affected creatures must 
  make a Fortitude save (DC 19) or suffer 1d6 points of 
  temporary Constitution damage.  The save DC is 
  Constitution-based.  The rain paraelemental beast gains 
  temporary hit points equal to the total Constitution 
  damage among all creatures; these temporary hit points 
  disappear at a rate of 1 per hour. 
    Drench (Ex): The rain paraelemental beast‘s touch 
  puts out torches, campfires, exposed lanterns, and other 
  open flames of nonmagical origin if these are of Medium 
  size or smaller. The creature can dispel magical fire it 
  touches as dispel magic (caster level equals rain 
  paraelemental beast‘s HD). 
   Fast Healing (Ex): A rain paraelemental beast has fast 
  healing during rainstorms.  
   
   Rain Blast (Su): As a standard action, a rain 
  paraelemental beast can direct a blast of focused water at 
  a single target within 30 ft., dealing 3d6 points of damage 
  (Reflex half DC 17).  The save DC is Constitution-based. 
   Water Churn (Su): A rain paraelemental beast 
  continually sheds water that churns in a 5-ft. radius 
  cylinder directly beneath it and 40 ft. high.  Creatures 
  within the churning cylinder are subject to the beast‘s 
  drench ability, and living creatures have their bodily fluids 
  churned as well.  This deals 4d6 points of damage each 
  round 
  the 
  creature 
  remains 
  beneath 
  the 
  rain 
  paraelemental beast (Fortitude half DC 19).  The save DC 
  is Constitution-based. 
   
  SSiilltt  PPaarraaeelleem
  meennttaall  BBeeaasstt  
    Part kraken, part drake, this creatures seems to be 
  composed entirely of silt. It has a broad, sinuous body 
  with a cluster of tentacles sprouting from one end. You 
  see that some of the tentacles are grasping arms, while 
  others appear to have heads with snapping jaws at their 
  extremities. 
   
    Of all the paraelemental beasts, those of silt have 
  adapted the best to life on Athas, and some have even 
  carved a niche for themselves in the local ecosystem, 
  preying upon the predators in the Sea of Silt and the 
  larger silt basins. 
  
   
  http://athas.org 
   
  121 
   Silt paraelemental beasts have the appearance of 
  great squid-like beasts made of their parent element. 
  They have eight tentacles, the two largest of which 
  sport horned and fanged heads. The remaining six are 
  used to grapple and crush targets, or to feed them to 
  the heads. 
    Silt paraelemental beasts are 12 feet long and 
  weigh as much as 800 pounds. 
   
  Combat 
    The silt paraelemental beast is a ferocious monster 
  that never sleeps, never eats, never breathes and 
  kills anything it comes into contact with. Therefore, 
  they are either avoided outright or met with 
  overwhelming force where possible. The creature 
  usually initiates combat by creating a whirlpool and 
  dragging its foes beneath the silt where it can attack 
  them relentlessly and invisibly while they struggle to 
  breathe. It constricts and crushes lesser prey and 
  repeatedly bites the more threatening until they are a 
  threat no more. 
    Constrict (Ex): A silt paraelemental beast deals 1d6+3 
  points of damage with a successful grapple check. 
   Fast Healing (Ex): A silt paraelemental beast has fast 
  healing when immersed in silt. 
   Improved Grab (Ex): To use this ability, a silt 
  paraelemental beast must hit an opponent of any size with 
  a tentacle attack. It can then attempt to start a grapple as 
  a free action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and can 
  constrict. 
   Silt Invisibility (Ex): When completely submerged 
  within a body of silt, a silt paraelemental beast is 
  effectively invisible. 
   Whirlpool 
  (Su): As a full-round action, a silt 
  paraelemental beast that is submerged in silt can create a 
  whirlpool with a 30-foot radius centered on itself.  All 
  creatures within the whirlpool must make a Reflex save 
  (DC 18) or be dragged beneath the silt to the bottom of 
  the whirlpool, which can be up to 80 feet deep.  The save 
  DC is Dexterity-based. 
   Skills: Silt paraelemental beasts have a +8 racial bonus 
  on any Swim check to perform some special action or 
  avoid a hazard. Silt paraelemental beasts can always 
  choose to take 10 on a Swim check, even if distracted or 
  endangered and can use the run action while swimming, 
  provided they swim in a straight line. 
   
   
  Magma Paraelemental Beast 
  Large Elemental (Earth, Fire, 
  Extraplanar) 
  Rain Paraelemental Beast 
  Large Elemental (Air, Water, Extraplanar) 
  Hit Dice: 
  8d8+32 (68 hp) 
  8d8+24 (60 hp) 
  Initiative: 
  +1 
  +2 
  Speed: 
  30 ft. (6 squares), swim 40 ft. 
  Fly 80 ft. (perfect) (16 squares) 
  Armor Class: 
  19 (-1 size, +1 Dex, +9 natural), touch 10, 
  flat-footed 18 
  15 (-1 size, +2 Dex, +4 natural), touch 11, 
  flat-footed 13 
  Base Attack/Grapple: 
  +6/+15 
  +6/+14 
  Attack: 
  Claw +10 melee (1d8+5 plus 1d6 fire) 
  Slam +9 melee (1d8+6) 
  Full Attack: 
  2 claws +10 melee (1d8+5 plus 1d6 fire) 
  Slam +9 melee (1d8+6) 
  Space/Reach: 
  10 ft./10 ft. 
  10 ft. / 10 ft. 
  Special Attacks: 
  Burn, magma blast, magma pounce 
  Drain water, drench, rain blast, water churn 
  Special Qualities: 
  Damage reduction 5/–, darkvision 60 ft., 
  elemental traits, fast healing 3, immunity to 
  fire 
  and 
  mind-affecting 
  effects, 
  paraelemental rage, vulnerability to cold, 
  wild summoning 
  Damage reduction 5/-, darkvision 60 ft., 
  elemental traits, fast healing 3, immunity to 
  mind-affecting effects, paraelemental rage, 
  wild summoning 
  Saves: 
  Fort +10, Ref +3, Will +2 
  Fort +5, Ref +8, Will +2 
  Abilities: 
  Str 20, Dex 12, Con 18, Int 4, Wis 10, Cha 
  10 
  Str 18, Dex 14, Con 17, Int 4, Wis 10, Cha 10 
  Skills: 
  Hide +2, Spot +6, Swim +13 
  Listen +5, Spot +6 
  Feats: 
  Ability 
  Focus 
  (magma 
  blast), 
  Combat 
  Reflexes, Power Attack 
  Ability Focus (drain water), Ability Focus 
  (water churn), Hover 
  Environment 
  Elemental Plane of Magma 
  Elemental Plane of Rain 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  6 
  6 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  9-16 HD (Huge) 
  9-16 HD (Huge) 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  122 
  SSuunn  PPaarraaeelleem
  meennttaall  BBeeaasstt  
    An enormous two-headed bird streaks 
  out of the sky towards you. It is seemingly 
  composed entirely of blazing flames, and 
  its two pairs of eyes shine with the fires of 
  the sun. 
   
    Sun paraelemental beasts are the second 
  most common form of paraelemental beast 
  encountered on Athas. Needing only full 
  sunlight to survive, they find the conditions 
  there much to their liking and readily 
  respond to calls from summoners loyal to 
  elemental sun. Unlike other paraelemental 
  beasts, those of the sun will occasionally 
  gather together in small flocks. The overall 
  scarcity of their summoning keeps these 
  occurrences rare, however.  
    Sun paraelemental beasts look like two 
  headed phoenixes with bodies of lambent 
  flame. 
  The 
  wingspan 
  of 
  a 
  sun 
  paraelemental beast is 16 feet, and the 
  creature weighs 4 pounds. 
   
  Combat 
    Combat is rare for these creatures, as 
  they are easily able to avoid most dangers 
  by fleeing into the skies above. When forced to engage in 
  battle, a sun paraelemental beast will begin with a 
  weakening heatstroke attack and then strike with a bite 
  and claws. Despite having two heads, both are controlled 
  by a single consciousness and act in tandem. A sun 
  paraelemental beast cannot attack with both heads in the 
  same round. 
    Burn (Ex): A sun paraelemental beast‘s attacks deal 
  additional fire damage from the paraelemental beast‘s 
  flaming body. Those hit by a sun paraelemental beast‗s 
  attacks also must succeed on a Reflex save (DC 17) or 
  catch on fire. The flame burns for 1d4 rounds. A burning 
  creature can take a move action to put out the flame. The 
  save DC is Constitution-based. Creatures hitting a sun 
  paraelemental beast with natural weapons or unarmed 
  attacks 
  take 
  fire 
  damage 
  as 
  though 
  hit 
  by 
  the 
  paraelemental beast‘s attack, and also catch on fire unless 
  they succeed on a Reflex save. 
   
  Silt Paraelemental Beast 
  Large Elemental (Earth, Water, 
  Extraplanar) 
  Sun Paraelemental Beast 
  Large Elemental (Air, Fire, Extraplanar) 
  Hit Dice: 
  8d8+16 (52 hp) 
  8d8+24 (60 hp) 
  Initiative: 
  +2 
  +1 
  Speed: 
  20 ft. (4 squares), swim 40 ft. 
  20 ft. (4 squares), fly 100 ft. (poor) 
  Armor Class: 
  17 (-1 size, +2 Dex, +6 natural), touch 11, 
  flat-footed 15 
  15 (-1 size, +1 Dex, +5 natural), touch 10, 
  flat-footed 14 
  Base Attack/Grapple: 
  +6/+16 
  +6/+12 
  Attack: 
  Bite +11 melee (2d6+6) 
  Bite +7 melee (1d8+2 plus 1d6 fire) 
  Full Attack: 
  2 bites +11 melee (2d6+6) and 6 tentacles 
  +9 melee (1d6+3) 
  Bite +7 melee (1d8+2 plus 1d6 fire) and 2 
  claws +5 melee (1d6+1 plus 1d6 fire) 
  Space/Reach: 
  10 ft./10 ft. 
  10 ft./10 ft. 
  Special Attacks: 
  Constrict 1d6+3, improved grab, whirlpool 
  Burn, death blaze, heatstroke, sunburst 
  Special Qualities: 
  Damage reduction 5/–, darkvision 60 ft., 
  elemental traits, fast healing 3, immunity to 
  mind-affecting effects, paraelemental rage, 
  silt invisibility, wild summoning 
  Damage reduction 5/–, darkvision 60 ft., 
  elemental traits, fast healing 3, immunity to 
  fire and mind-affecting effects, paraelemental 
  rage, vulnerability to cold and darkness, wild 
  summoning 
  Saves: 
  Fort +8, Ref +4, Will +2 
  Fort +5, Ref +7, Will +2 
  Abilities: 
  Str 22, Dex 15, Con 14, Int 4, Wis 10, Cha 10 
  Str 15, Dex 13, Con 16, Int 4, Wis 10, Cha 10 
  Skills: 
  Listen +5, Swim +20 
  Spot +6, Survival +5 
  Feats: 
  Ability Focus (whirlpool), Improved Natural 
  Attack (bite), Multiattack 
  Ability  Focus (heatstroke), Improved Natural 
  Attack (bite), Multiattack 
  Environment 
  Elemental Plane of Silt 
  Elemental Plane of Sun 
  Organization: 
  Solitary 
  Solitary or flock (1-10) 
  Challenge Rating: 
  6 
  6 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  9-16 HD (Huge) 
  9-16 HD (Huge) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  123 
    Death Blaze (Su): When slain, a sun paraelemental 
  beast explodes in a blast of solar energy, dealing 6d6 
  points of fire damage to creatures within a 30-foot radius 
  (Reflex half DC 17).  The save DC is Constitution-based. 
   Fast Healing (Ex): A sun paraelemental beast has fast 
  healing in full sunlight. 
   Heatstroke (Su): As a full-round action, a sun 
  paraelemental beast can radiate an aura of simmering 
  heat that dehydrates all living creatures within a 30-foot 
  radius. Affected creatures must make a Fortitude save 
  (DC 16) or suffer 1d6 points of temporary Constitution 
  damage.  The save DC is Charisma-based. 
   
   Sunbeam (Sp): Once per day, a sun paraelemental 
  beast can use sunbeam (DC 17), as the spell except that 
  the beast itself also takes 5 points of damage. Caster level 
  8th. The save DC is Charisma-based. 
   Vulnerability to Darkness (Ex): In areas of darkness, 
  a sun paraelemental beast is exhausted. 
  PPiitt  SSnnaattcchheerr  
  Medium Elemental (Earth, Psionic) 
  Hit Dice: 5d8+25 (47hp) 
  Initiative: +4 
  Speed: 30 ft. (6 squares) 
  Armor Class: 16 (+6 natural), touch 10, flat-footed 16 
  Base Attack/Grapple: +3/+10* 
  Attack: Slam +6 melee (1d6+3) 
  Full Attack: 2 slams +6 melee (1d6+3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Improved grab, psi-like abilities, taint, 
  tar pit 
  Special Qualities: Bound to pit, darkvision 60 ft., 
  elemental traits 
  Saves: Fort +9, Ref +1, Will +3 
  Abilities: Str 17, Dex 10, Con 20, Int 5, Wis 10, Cha 12 
  Skills: Hide +4, Spot +4 
  Feats: Improved Initiative, Iron Will  
  Environment: Rocky badlands 
  Organization: Solitary or gang (2-4) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Usually chaotic evil 
  Advancement: 6-10HD (Medium); 11-15HD (Large) 
  Level Adjustment: — 
    
   A vaguely humanoid shape rises up out of the boiling tar 
  pit. Its hands drip tar all about, and its large mouth opens 
  into a silent scream of pain from which thick black smoke 
  escapes. 
   
   Pit snatchers are twisted, evil creatures that prey upon 
  any living being that ventures too close to their pit. They 
  resemble earth elementals, but their form is made of 
  dripping, molten tar. They have three openings in their 
  head: two eyes and a wide, gapping mouth, twisted with 
  pain and torture, from which black smoke escapes. 
  Rumors say these creatures were once earth elementals 
  whose life-force was drained by intense defiling magic. 
  These elementals are now unable to return to their home 
  plane and suffer a tortured existence living in the tar pits.  
   
  Combat 
   A 
  pit 
  snatcher 
  attacks 
  any 
  living 
  creature 
  that 
  approaches its tar pit. 
   Bound to Pit (Ex): A pit snatcher cannot willingly leave 
  its pit, though it can travel through the ground to another 
  tar pit within 20 feet.  A pit snatcher that is forcibly 
  removed from its pit must ooze back to its pit; if kept out 
  of the tar pit for 1 hour, the pit snatcher dies, dissolving 
  into a puddle of goo.  
   Improved Grab (Ex): To use this ability, a pit snatcher 
  must hit with a slam attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and drags its opponent into the tar pit. 
   Psi-Like Abilities: At will—attraction (+6 interaction 
  bonus, DC 14*), know direction and location; 3/day—
  synesthete. Manifester level 5th. The save DC is 
  Charisma-based. 
   *Includes augmentation for the pit snatcher‘s manifester 
  level. 
   Taint (Ex): If a pit 
  snatcher critically hits a 
  creature, 
  the 
  wounds 
  leaves a black mark that 
  never fades.  Nothing 
  short of a limited wish, 
  miracle, or wish spell can 
  remove a pit snatcher‘s 
  taint. 
   Tar 
  Pit 
  (Ex): 
  A 
  creature submerged in tar 
  takes 3d6 points of fire 
  damage each round and 
  starts to suffocate.  To 
  escape 
  the 
  pit, 
  the 
  creature must first escape 
  the grapple.  It must then 
  escape the tar as though 
  it were quicksand (see 
  Chapter 3 of the DMG). 
   Skills 
  (Ex): 
  *A 
  pit 
  snatcher receives a +4 
  racial 
  bonus 
  on 
  all 
  grapple checks. 
   
  
   
  http://athas.org 
   
  124 
  PPllaanntt,,  CCaarrnniivvoorroouuss  
  BBllooooddggrraassss  
   This patch of long, broad-bladed grass appears quite 
  normal—except for the writhing tendrils snaking out 
  toward its prey. 
   
   Bloodgrass is a blood-drinking plant that manages to 
  appear quite mundane, fooling its prey until the last 
  possible moment. It possesses a set of wiry tendrils that 
  twine around its prey, paralyzing the target and allowing 
  the bloodgrass to drain the fluid it needs in order to feed 
  itself. 
    Although it is considered a dangerous weed by most 
  intelligent species, bloodgrass is used (by those who can 
  afford the 500 ceramics per plant) as a watchdog, as it is 
  alert, aggressive and feeds itself. 
   There are many species of bloodgrass that thrive 
  throughout the verdant plains and jungles of Athas. The 
  most common strain of bloodgrass stands about 5 high, 
  but larger variants can grow to twice this size. 
   
  Combat 
    Bloodgrass attempts to paralyze its prey with its poison, 
  directing all attacks against a paralyzed victim to drain its 
  blood.  Draining tendrils seek out the victim‘s brain in 
  order to kill it as fast as possible. 
   Blindsight (Ex): Bloodgrass has no visual organs but 
  can identify prey within 30 ft. through sound and 
  vibration. 
    Blood Drain (Ex): A patch of bloodgrass drains blood 
  from a grappled opponent, dealing 1 point of Constitution 
  damage each round it maintains the hold (or 2 points of 
  Constitution damage for the jungle variant). 
   Camouflage (Ex): Since bloodgrass appears like 
  normal grass when at rest, it takes a DC 20 Spot check to 
  notice it before it attacks.  A character trained in 
  Knowledge (nature) or Survival can use that skill instead 
  of Spot for this check. 
   Cerebral Bore (Ex): A tendril grappling a paralyzed 
  target probes the creature‘s body for its brain.  After 1d6 
  rounds of grappling, a paralyzed target must make a 
  Fortitude save (DC 13 or DC 19 for the jungle variant) 
  each round or die.  The save DC is Constitution-based. 
   Improved Grab (Ex): To use this ability, the 
  bloodgrass must hit with a tendril attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and begins draining blood. 
    Poison (Ex): Injury, Fortitude DC 13 (DC 19 for jungle 
  variant), initial damage 1d6 Dex, secondary damage 
  paralysis for 2d6 rounds. The save DC is Constitution-
  based. 
   Tendrils (Ex): A patch of bloodgrass has twice as many 
  tendrils as hit dice.  Half of these are primary weapons, 
  and the bloodgrass can strike with all of them as a single 
  attack.  The other tendrils are secondary weapons and 
  require the full attack action. 
   Bloodgrass can attack with half its tendrils as a single 
  attack or with all its tendrils as a full-round action. 
   
   
   
   
  Bloodgrass, Jungle 
  Large Plant 
  Bloodgrass, Plains 
  Medium Plant 
  Hit Dice: 
  8d8+40 (76 hp) 
  5d8+5 (27 hp) 
  Initiative: 
  –5 
  –5 
  Speed: 
  0 ft. 
  0 ft. 
  Armor Class: 
  4 (–1 size, –5 Dex), touch 4, flat-footed 4 
  5 (–5 Dex), touch 5, flat-footed 5 
  Base Attack/Grapple: 
  +6/+14 
  +3/+4 
  Attack: 
  8 tendrils +9 melee (1d6+4 plus poison) 
  5 tendrils +4 melee (1d4+1 plus poison) 
  Full Attack: 
  8 tendrils +9 melee (1d6+4 plus poison) and 
  8 tendrils +4 melee (1d6+2 plus poison) 
  5 tendrils +4 melee (1d4+1 plus poison) and 
  5 tendrils -1 melee (1d4 plus poison) 
  Space/Reach: 
  10 ft./10 ft. 
  5 ft./ 5 ft. 
  Special Attacks: 
  Blood drain 1d6+4, cerebral bore, improved 
  grab, poison, tendrils 
  Blood  drain 1d4+1, cerebral bore, improved 
  grab, poison, tendrils 
  Special Qualities: 
  Blindsight 30 ft., camouflage, plant traits 
  Blindsight 30 ft., camouflage, plant traits 
  Saves: 
  Fort +11, Ref —, Will +2 
  Fort +5, Ref —, Will +1 
  Abilities: 
  Str 18, Dex —, Con 20, Int —, Wis 11, Cha 1 
  Str 12, Dex —, Con 13, Int —, Wis 10, Cha 1 
  Skills: 
  — 
  — 
  Feats: 
  — 
  — 
  Environment 
  Jungles 
  Plains 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  6 
  3 
  Treasure: 
  1/10th coins; 50% goods; 50% items 
  1/10th coins; 50% goods; 50% items 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  9-15 HD (Huge) 
  6-10 (Large); 11-14 (Huge) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  125 
   
  BBllooooddvviinnee  
   A sinuous vine wrapped around the trunk of an agafari 
  tree, this plant seems innocuous enough, but your hackles 
  soon rise when you spot the desiccated corpse lashed to 
  the trunk of the tree by the vine’s length. 
  The bloodvine is a danger to anyone who travels in the 
  Crescent Forest. It is a parasite, dangerous primarily to 
  those weak with hunger or thirst or to sleeping victims. 
  These parasitic plants consume the blood of those they 
  capture, and travelers report finding skeletons of fairly 
  sizable creatures lashed tight to agafari tree trunks by 
  these potent vines. 
   Bloodvines live on the bark of the agafari tree and are 
  found only in the Crescent Forest. Growth begins at 
  ground level and winds its way up the tree. Agafari trees 
  that have been completely surrounded by bloodvine can 
  be found in the central portions of the forest. Such vines 
  represent a tremendous threat to travelers, as there are 
  literally hundreds of feet of bloodvine in such infestations. 
   Bloodvines live on the fluids they extract from insects 
  and small mammals. They can live for as long as three 
  months on nothing but rain, extracting nourishment from 
  the agafari bark. After a month of such deprivation, 
  however, the bloodvine loses the ability to move, and 
  after three months the bloodvine dies. Each bloodvine is 
  inextricably attached to the tree, which is its host. 
  Bloodvines cannot be transplanted from one tree to 
  another, nor will a bloodvine grow anywhere but on an 
  agafari tree. How bloodvines reproduce is a mystery, but 
  it is impossible to eradicate them completely; kill every 
  bloodvine on an agafari tree and within a month new 
  bloodvines will again sprout. 
   
  Combat 
   Bloodvines are attracted by warmth, particularly that of 
  a living creature. They move only at night. 
   The bloodvine attacks by injecting its roots into its 
  target. The plant approaches prey at night, catching it 
  unawares and using its sap to keep it that way; the 
  bloodvine‘s melee snipe lets it remain in hiding. 
   Anesthetizing Sap (Ex): Wounds from a bloodvine 
  attack cause no pain, and a victim must make a Wisdom 
  check (DC 15) to be aware of a hiding bloodvine‘s attack.  
  Sleeping victims cannot make this check and do not 
  awaken. 
   Blindsight (Ex): Bloodvines have no visual organs, but 
  can ascertain the location of all foes within 30 feet using 
  sound, scent and vibration. 
   Blood Drain (Ex): A bloodvine drains blood from a 
  grappled opponent, dealing 1 point of Constitution 
   
  Bloodvine 
  Large Plant 
  Blossomkiller 
  Large Plant 
  Hit Dice: 
  3d8+9 (22 hp) 
  4d8+12 (30 hp) 
  Initiative: 
  +0 
  +1 
  Speed: 
  5 ft. (1 square), climb 10 ft. 
  0 ft. 
  Armor Class: 
  15 (-1 size, +6 natural), touch 9, flat-footed 
  15 
  10 (-1 size, +1 Dex), touch 10, flat-footed 9 
  Base Attack/Grapple: 
  +2/+11 
  +3/+21* 
  Attack: 
  Slam +6 melee (1d6+5) 
  Tendril +8 melee (1d6+6) or quill +3 ranged 
  (1d2+6 plus poison) 
  Full Attack: 
  2 slams +6 melee (1d6+5) 
  4 tendrils +8 melee (1d6+6) or 4 quills +3 
  ranged (1d2+6 plus poison 
  Space/Reach: 
  10 ft./5 ft. 
  10 ft./10 ft. (20 ft. with tendrils) 
  Special Attacks: 
  Anesthetizing sap, blood drain, improved 
  grab, melee snipe 
  Constrict 1d6+6, improved grab, poison, quills 
  Special Qualities: 
  Blindsight 30 ft., immunity to cold and 
  electricity, damage reduction 5/slashing or 
  piercing, vulnerability to fire, warp wood 
  vulnerability 
  Plant traits, tremorsense 30 ft 
  Saves: 
  Fort +6, Ref +1, Will +2 
  Fort +7, Ref +2, Will -3 
  Abilities: 
  Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9 
  Str 22, Dex 12, Con 17, Int —, Wis 3, Cha 2 
  Skills: 
  Climb +13, Hide +30 
  — 
  Feats: 
  — 
  — 
  Environment 
  Forests (Crescent Forest) 
  Forests 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  3 
  3 
  Treasure: 
  1/10 coins; 50% good; 50% items 
  1/10 coins; 50% good; 50% items 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  4-12 HD (Huge) 
  5-8 HD (Large); 9-16 HD (Huge); 17-24 HD 
  (Gargantuan) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  126 
  damage each round it maintains the hold. 
   Electricity 
  Immunity 
  (Ex): 
  A 
  bloodvine 
  plant 
  subjected to an electrical attack is instead hasted for 1d4 
  rounds. 
   Improved Grab (Ex): To use this ability, a bloodvine 
  must hit with its slam attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and begins draining blood. 
   Melee Snipe (Ex): A bloodvine can snipe with a melee 
  attack and can make a Hide check with a -20 penalty to 
  make its sudden movement go unnoticed. 
   Warp Wood Vulnerability (Ex): Bloodvine receives a 
  saving throw against warp wood as though it were an 
  object; failing this save instantly slays the bloodvine. 
    Skills (Ex): A bloodvine has a +8 racial bonus on Climb 
  checks and a +30 racial bonus on Hide checks. It can 
  always choose to take 10 on a Climb check, even if rushed 
  or threatened. 
   
  BBlloossssoom
  mkkiilllleerr  
   A tangled mass of roots, tendrils, and vines is 
  interspersed with a handful of broad, open blooms. The 
  flowers’ stamens are tightly clustered with spines, 
  resembling pincushions, and the leaves are bright yellow. 
   
    The blossomkiller is a creeping plant whose flowers fire 
  quills bearing a paralytic poison. Once its victim is 
  immobilized, the plant‘s tendrils crush its prey to death, 
  allowing the exposed roots to leech nourishment from the 
  decomposing body.  
    Growing in a sprawling mass, the blossomkiller thrives 
  where there is a steady passage of animal life, as the 
  plant is unable to move itself (beyond the creeping 
  motions of its vines). An intricate system of interlocking 
  vines branches out from the plant‘s roots and weaves 
  itself throughout the plant‘s bed. This network operates 
  much like a spiderweb, for it is touch-sensitive and alerts 
  the plant to the presence of movement. 
    As soon as prey (or a potential threat) is detected, some 
  or all of the plant‘s flowers will fire poisonous quills at the 
  target. Those without help who fall unconscious due to the 
  poison‘s 
  effects 
  seldom 
  survive 
  the 
  blossomkiller‘s 
  crushing Strength. 
    A blossomkiller plant can grow to 12 feet across, 
  although specimens more than three times that size have 
  been reported in the deeper jungles. 
   
  Combat 
    The blossomkiller plant is unintelligent, responding 
  simply to the stimulus of its vine network and firing its 
  quills at the target in response. Although they are easy to 
  recognize once identified, they are dangerous once 
  alerted, and a larger plant poses a considerable threat, 
  simply due to the amount of poisonous quills it can fire 
  each round. 
    Once its target is immobilized by the poison, the plant‘s 
  tendrils seek out the slumbering victim and proceed to 
  grapple and crush him to death. The plant will also use its 
  tendrils in self-defense if pressed, but in doing so it 
  reveals its only method of killing its prey. 
    With the victim slain, the plant becomes quiescent once 
  more and simply waits for nature to take its course, its 
  roots leeching whatever nutrients they can from the 
  victim‘s body. Small, nimble scavengers often take 
  advantage of this period to snatch morsels of carrion from 
  under the blossomkiller‘s very blooms. 
   
    Constrict (Ex): On a successful grapple check, a 
  blossomkiller deals 1d6+6 points of damage. 
    Improved 
  Grab 
  (Ex): 
  To 
  use 
  this 
  ability, 
  a 
  blossomkiller must hit with its tendril attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. *A 
  blossomkiller has a +8 racial bonus on grapple checks. 
    Poison (Ex): Injury, Fortitude DC 17, initial damage 
  1d6 Dex, secondary damage unconsciousness for 2 to 20 
  minutes. The save DC is Constitution-based and includes a 
  +2 racial bonus. 
   Quills (Ex): A blossomkiller‘s quills have a range 
  increment of 20 feet and can be fired up to five range 
  increments. 
   Tremorsense (Ex): A blossomkiller‘s root bed is touch-
  sensitive and allows it to pinpoint creatures in contact with 
  the ground within 30 ft. 
   
  DDeew
  w  FFrroonndd  
   This plant is a collection of thin, barbed fronds growing 
  up from a central stalk. The fronds are a yellowish tan in 
  color and stand shoulder high on a man. 
   
    The ironically named dew frond is a blood-drinking plant 
  that waylays passers-by with its barbed fronds and 
  proceeds to drain them dry on the spot. As it feeds, the 
  dew frond grows at an alarming rate, often doubling its 
  size before the eyes of its hapless victims. 
    Growing in the Athasian jungle, the dew frond is an 
  innocuous-looking killer that easily blends in with other, 
  harmless flora. A young plant is some four or five feet 
  across, with fronds of three to five feet in length. As the 
  plant grows, it can soon reach heights of fifteen feet or 
  more, with a radius of up to twenty feet. 
  
   
  http://athas.org 
   
  127 
   
  Combat 
    The dew frond relies upon its natural camouflage and 
  innocuous appearance to lull prey into ignoring it. When it 
  strikes, it does so using one or more of its four barbed 
  fronds, whipping these out with uncanny precision. Such is 
  the finesse with which the dew frond strikes that survivors 
  of such an attack often completely fail to 
  realize that they have come under attack, 
  instead blaming bad luck, the wind or their 
  own carelessness for their injuries. 
    As soon as it hits, the dew frond 
  immediately attempts to grapple, so that 
  it can initiate its blood drain ability and 
  thus feed. Once it begins feeding, it begins 
  growing, and with a suitably large victim, 
  such as a half-giant (for example), the 
  plant can grow very rapidly indeed. 
    Blood Drain (Ex): A dew frond drains 
  blood from a grappled opponent, dealing 
  1d3 points of Constitution damage each 
  round it maintains the hold. 
    Improved Grapple (Ex): To use this 
  ability, a dew frond must hit with its frond 
  attack. It can then attempt to start a 
  grapple as a free action without provoking 
  an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and 
  can drain blood from its opponent.  *A 
  dew frond has a +4 racial bonus on 
  grapple checks. 
   Melee Snipe (Ex): A dew frond can 
  snipe with a melee attack and can make a 
  Hide check with a -20 penalty to make its 
  sudden movement go unnoticed. 
   Rapid Growth (Ex): As a dew frond 
  drains blood from a victim, it feeds and grows. For every 4 
  points of Constitution drained in this manner, the dew 
  frond gains one Hit Die. This growth is permanent. 
   Skills (Ex): The dew frond has a +20 racial bonus on 
  Hide checks. 
   
   
   
   
   
   
  Dew Frond 
  Medium Plant 
  Poisonweed 
  Large Plant 
  Strangling Vine 
  Huge Plant 
  Hit Dice: 
  3d8+6 (19 hp) 
  10d8+40 (85 hp) 
  5d8+25 (47 hp) 
  Initiative: 
  +3 
  +1 
  +6 
  Speed: 
  0 ft. 
  0 ft. 
  0 ft. 
  Armor Class: 
  14 (+3 Dex, +1 natural), 
  touch 13, flat-footed 11 
  9 (-2 size, +1 Dex), touch 9, 
  flat-footed 8 
  10 (-2 size, +2 Dex), touch 
  10, flat-footed 8 
  Base Attack/Grapple: 
  +2/+7* 
  +7/+19 
  +3/+34* 
  Attack: 
  Frond +5 melee (1d6+1) 
  Roots +11 melee (1d2+6) 
  Slam +8 melee (1d10+10) 
  Full Attack: 
  4 fronds +5 melee (1d6+1) 
  Roots +11 melee (1d2+6) 
  Slam +8 melee (1d10+10) 
  Space/Reach: 
  5 ft./5 ft. 
  15 ft./15 ft. 
  15 ft./15 ft. 
  Special Attacks: 
  Blood drain, improved grab, 
  melee snipe 
  Acid enzyme, improved grab, 
  poison, spore cloud 
  Constrict 2d10+20, improved 
  grab 
  Special Qualities: 
  Plant traits, rapid growth 
  Camouflage, immunity to cold, 
  plant traits, vulnerability to 
  fire and defiling 
  Plant traits 
  Saves: 
  Fort +5, Ref +4, Will -3 
  Fort +11, Ref +4, Will -1 
  Fort +9, Ref +3, Will -2 
  Abilities: 
  Str 13, Dex 16, Con 14,  
  Int —, Wis 3, Cha 2 
  Str 18, Dex 12, Con 18,  
  Int -, Wis 2, Cha 2 
  Str 25, Dex 15, Con 21,  
  Int 3, Wis 5, Cha 3 
  Skills: 
  Hide +23 
  — 
  Hide +10 
  Feats: 
  Weapon Finesse(B) 
  — 
  Improved Initiative, Improved 
  Natural Weapon (slam) 
  Environment 
  Jungles 
  Forests 
  Jungles 
  Organization: 
  Solitary 
  Solitary 
  Solitary 
  Challenge Rating: 
  2 
  6 
  10 
  Treasure: 
  1/10 coins; 50% good; 50% 
  items 
  1/10 coins; 50% good; 50% 
  items 
  1/10 coins; 50% good; 50% 
  items 
  Alignment: 
  Always neutral 
  Always neutral 
  Always neutral 
  Advancement: 
  4-6 HD (Medium); 7-12 HD 
  (Large); 13-18 HD (Huge) 
  11-20 HD (Gargantuan);  
  21-30 HD (Colossal) 
  6-12 HD (Gargantuan) 
  Level Adjustment: 
  — 
  — 
  — 
  
   
  http://athas.org 
   
  128 
  PPooiissoonnw
  weeeedd  
   A diffuse collection of meandering roots that at first do 
  not appear to be connected, this plant boasts a large 
  number of bright orange petals with pale green leaves. 
  These flowers sit at what look like nodular junctions in the 
  roots, spreading over a wide area. 
   
    The poisonweed is a creeping plant that spreads itself 
  across a broad area and releases poisonous spores if any 
  creature stumbles into it. The plant attempts to digest 
  those rendered unconscious by the spores by wrapping 
  them in roots that secrete an acidic enzyme. 
    The plant is unintelligent and only attacks those who 
  physically come into contact with it. However, it relies 
  upon 
  its 
  decentralized 
  structure 
  and 
  unassuming 
  appearance to insinuate itself into undergrowth where it 
  might easily go unnoticed. Most victims do not realize 
  they have stumbled into a poisonweed patch until it is too 
  late. 
    The average poisonweed plant is twenty feet across and 
  spreads itself thinly along the ground, interweaving 
  throughout other growths until it is all but invisible, only 
  its orange flowers showing. 
   
  Combat 
   Relying upon stealth, the poisonweed plant waits for its 
  victims to wander into its patch and then launches a cloud 
  of spores from one of its flowers. 
   Acid Enzyme (Ex): A grappled creature automatically 
  takes 1d10 points of acid damage each round. A creature 
  killed by the acid enzyme disintegrates, leaving no corpse 
  for raise dead attempts. 
   Camouflage (Ex): Since poisonweed is decentralized 
  and appears unassuming when at rest, it takes a DC 20 
  Spot check to notice it before it attacks. Anyone with 
  ranks in Survival or Knowledge (nature) can use one of 
  those skills instead of Spot to notice the plant. 
   Improved Grab (Ex): To use this ability, a poisonweed 
  must hit with a roots attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and covers its opponent with an acid enzyme. 
   Poison (Ex): Inhaled, Fortitude DC 21, initial and 
  secondary damage unconsciousness 2d6 minutes. The 
  save DC is Constitution-based and includes a +2 racial 
  bonus. 
   Spore Cloud (Ex): As a standard action, a poisonweed 
  can release a 15-foot radius burst of poisonous spores 
  from its flowers. The plant also releases spores whenever 
  it takes damage. Killing the poisonweed causes it release 
  all its spores at once, and creatures inhaling the poison 
  make Fortitude saves with a -4 penalty. 
   Vulnerability to Defiling (Ex): A defiler‘s radius of 
  destruction inflicts double damage on a poisonweed plant, 
  easily killing the plant‘s weblike structure. A poisonweed 
  plant killed by defiler magic does not release its spores on 
  death. 
   
  SSttrraanngglliinngg  VViinnee  
   A long brown vine that winds its way throughout the 
  jungle canopy, this plant has shiny, moss-like leaves of 
  deep green spread out along its length. The leaves carry 
  wicked thorns along their undersides. 
    The strangling vine is a solitary parasite that exists by 
  looping itself around its target and throttling it to death. It 
  dwells in the upper canopy, extending itself across known 
  pathways and animal tracks. When it detects a suitable 
  prey, it loops itself down and attempts to strangle or crush 
  the target. 
    As the body decomposes, its nutrients feed the host 
  trees around which the strangling vine has woven itself. 
  
   
  http://athas.org 
   
  129 
  The vine itself draws vital sustenance from these hosts, 
  benefiting indirectly from each death it causes. 
    The strangling vine seems to possess a rudimentary 
  intelligence and will actively seek vulnerable areas on its 
  prey‘s body. The vines appear to be able to identify major 
  blood vessels and airways and focus upon these. 
   The average strangling vine stretches up to 25 feet 
  through the jungle, often twining between three or four 
  trees, and has approximately ten thorny leaves per five-
  foot section. 
   
  Combat 
    The strangling vine‘s tactics are simple. It waits until a 
  suitable prey appears, only revealing its presence as it 
  snakes down from the canopy to strike. The vine will also 
  immediately shorten itself, dragging the target up into the 
  canopy to hang until dead. 
    Only once its prey is dead (or, more specifically, once it 
  has stopped breathing and begun to cool) will the vine 
  release the target. Nibenese monks that wander the 
  Crescent Forest in meditation are said to know techniques 
  to control their breathing and blood flow that can foil a 
  strangling vine, tricking the plant into releasing its target 
  while still alive. 
    Constrict (Ex): On a successful grapple check, a 
  strangling vine deals double normal constrict damage, 
  2d10+20 points of damage. 
    Improved Grab (Ex): To use this ability, a strangling 
  vine must hit with a slam attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. *A strangling vine 
  has a +16 racial bonus on grapple checks. 
    Skills (Ex): A strangling vine receives a +8 racial 
  bonus on Hide checks. 
   
  OOtthheerr  AAtthhaassiiaann  PPllaannttss  
   
  Brambletree 
   A squat, thorny tree with gnarled, clublike boughs and 
  long, sharp spines covering its bark, brambletree is a 
  cultivated form of brambleweed used in constructing 
  weapons. 
  It 
  is 
  created 
  by 
  cutting 
  and 
  pruning 
  brambleweed growths so that the plant grows upright into 
  a brambletree. Lengths of straightened bramble are 
  harvested and used as thorn-covered clubs or other 
  wooden weapons. 
   A brambletree weapon deals piercing damage in addition 
  to its normal types and is immune to fire. The weapon‘s 
  price increases based on its type: light, +20 Cp; one-
  handed, +90 Cp; or two-handed, +180 Cp. 
   
  Brambleweed 
   This plant appears to be nothing more than a thick, 
  twisted mass of brown-grey vines covered in thick thorns. 
   
   Growing at incredible speed, brambleweed is a nuisance 
  that grows as a mass of thorny vines. Only the ends of 
  each vine actually grow; the rest is an almost impassable 
  wall of thorns. As the vine grows, the older portions of the 
  plant harden from lack of moisture, forming a trellis for 
  the rest of the plant to climb as well as creating a deadly 
  defense for the newer shoots. Hardened brambleweed 
  does not burn and is often used as a defensive bulwark by 
  creatures that cultivate the plant for just this purpose. 
  
   
  http://athas.org 
   
  130 
   A creature thrown onto the brambleweed or finding itself 
  tangled in it suffers terrible puncture wounds from the 
  thorns. Most individuals who wind up in a brambleweed 
  patch die trying to free themselves from the plant‘s 
  thorns. 
   Brambleweed grows 1 foot per day, unless stopped. As 
  long as the plant continues to receive nourishment, it will 
  continue to grow at an alarming rate; even the lack of 
  moisture has no effect on its growth, only causing the 
  outer growth to become hardened and create a tough 
  defense for the undergrowth it surrounds. 
   Brambleweed Trap: CR 8; mechanical; location 
  trigger; automatic reset; DC 20 Reflex save avoids; Atk 
  +12 melee (2d6, 8 thorn lashes); Search DC 25; Disable 
  Device DC 20; Market Price: —. 
   
  PPssii--SShhaaddoow
  w  
  Small Outsider (Cold, Extraplanar, Psionic) 
  Hit Dice: 6d8+12 (39 hp) 
  Initiative: +7 
  Speed: 50 ft. (10 squares) 
  Armor Class: 18 (+1 size, +3 
  Dex, +4 natural), touch 14, 
  flat-footed 15 
  Base Attack/Grapple: +6/+2 
  Attack: Touch +9 melee (2 
  Constitution drain) 
  Full Attack: Touch +9 melee 
  (2 Constitution drain) 
  Space/Reach: 5 ft./5ft. 
  Special Attacks: Constitution 
  drain, create spawn, psi-like 
  abilities 
  Special 
  Qualities: 
  Change 
  shape, 
  control 
  shadows, 
  darkvision 60 ft., immunities, 
  immunity 
  to 
  cold, 
  spell 
  resistance 16, vulnerability to 
  fire and light 
  Saves: Fort +7, Ref +8, Will 
  +6 
  Abilities: Str 10, Dex 16, Con 
  15, Int 12, Wis 12, Cha 18 
  Skills: 
  Bluff 
  +13, 
  Disguise 
  +13*, Hide +24, Intimidate 
  +13, 
  Listen 
  +10, 
  Move 
  Silently +12, Search +10, 
  Spot +10, Survival +10 (+12 following tracks) 
  Feats: Alertness, Combat Reflexes, Improved Initiative, 
  Weapon Finesse (B) 
  Environment: The Black 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: 1/2 Standard 
  Alignment: Usually chaotic evil 
  Advancement: 7–12 HD (Medium); 13-18 HD (Large) 
  Level Adjustment: — 
   
   An inky blob of shadow stretches and twists, assuming a 
  halfling-sized humanoid form. 
   
   A psi-shadow is a 3-foot pool of inky black shadow that 
  extends itself from the Black to the Prime Material plane. 
  Strong light sources will destroy psi-shadows, but as long 
  as there is a small enough light source to produce 
  shadows, they can exist. 
   A psi-shadow only collects treasure when it needs to 
  produce more shadows. The creature‘s treasure is usually 
  found spread around the lair in small mounds, which it 
  hopes lures greedy victims. 
   Once a psi-shadow is destroyed it vanishes, and all of its 
  undead servant shadows become free-willed. 
   
  Combat 
   Psi-shadows attack with a life-draining touch, though 
  when changing shape they use the attacks normal to their 
  new form. A psi-shadow remains in constant contact with 
  the ground, trying especially to remain in the shadows. 
   Change Shape (Su): A psi-shadow can assume the 
  form of any living creature within one size category of 
  itself and with Hit Dice equal to or less than its own.  It 
  can change shape or revert to its own form as a standard 
  action, and it remains in the new form until it chooses a 
  new one. In the new form, a psi-shadow loses its touch 
  attack but gains the natural weapons of its new form. A 
  change in form cannot be 
  dispelled, 
  but 
  the 
  psi-
  shadow 
  reverts 
  to 
  its 
  natural form when killed. 
  A true seeing spell reveals 
  its natural form. 
   Constitution 
  Drain 
  (Su): Living creatures hit 
  by a psi-shadow‘s touch 
  attack must succeed on a 
  DC 17 Fortitude save or 
  take 
  2 
  points 
  of 
  Constitution 
  drain. 
  The 
  save 
  DC 
  is 
  Charisma-
  based. 
   Control Light (Ps): At 
  will, as the psionic power 
  of 
  the 
  same 
  name.  
  Manifester level 6th. 
   Control Shadows (Su): 
  A psi-shadow can control 
  shadows 
  within 
  50 
  ft. 
  Shadows 
  blur 
  the 
  psi-
  shadow and distract its 
  opponents, 
  giving 
  it 
  concealment with a 20% 
  miss chance. 
   Create 
  Spawn 
  (Su): 
  Any creature slain by a psi-shadow becomes an undead 
  shadow in 1d4 rounds. Its body remains intact and 
  inanimate, but its spirit is torn free from its corpse and 
  transformed. Spawn are under the command of the psi-
  shadow that created them and remain enslaved until its 
  death. They do not possess any of the abilities they had in 
  life. 
   Immunities (Ex): A psi-shadow is immune to mind-
  affecting effects and sleep spells and effects. 
   Vulnerability to Light (Ex): A psi-shadow suffers 1d4 
  points of damage per round in areas of torchlight, or 2d6 
  points of damage per round within the radius of a daylight 
  spell or in direct sunlight. 
   Skills: Psi-shadows have a +8 racial bonus on Hide 
  checks. *When using change shape, a psi-shadow gains a 
  +10 circumstance bonus on Disguise checks. 
   
  
   
  http://athas.org 
   
  131 
  Psi-Shadow Society 
   Psi-shadows are guardians of twilight or any situation 
  which produces enough light to create shadows but not 
  enough light to destroy them. They become hostile 
  towards anyone that threatens the shadows they guard, 
  usually because their treasure is hidden in said shadows. 
  Psi-shadows are strictly solitary and are very territorial 
  towards their domains. Sometimes they may seek aid 
  from other psi-shadows to protect their lair; in this case 
  there may be up to 1d4 psi-shadows in one given area. A 
  psi-shadow is expected to repay its kin with some of the 
  treasure they helped guard. 
   Psi-shadows are sometimes seen with 1d6 undead 
  shadow servants, and these shadow servants act as 
  bodyguards and always attack aggressors and prevent 
  them from harming the psi-shadow. 
   Some sages theorize that psi-shadows are the source of 
  the creation of all undead shadows. 
   
  PPssiioonnooccuuss  
  Tiny Construct (Psionic) 
  Hit Dice: 3d10 (16 hp)  
  Initiative: +2 
  Speed: 20 ft. (4 squares), fly 50 ft. (good)  
  Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 
  12 
  Base Attack/Grapple: +2/-7 
  Attack: Bite +3 melee (1d4-1 plus poison) 
  Full Attack: Bite +3 melee (1d4-1 plus poison) and 2 
  claws -2 melee (1d3-1) 
  Space/Reach: 2 1/2 ft./0 ft.  
  Special Attacks: Drain power points, poison  
  Special Qualities: Construct traits, darkvision 60 ft., low-
  light vision 
  Saves: Fort +1, Ref +3, Will +2  
  Abilities: Str 8, Dex 15, Con —, Int 10, Wis 
  12, Cha 7  
  Skills: Hide +14, Listen +4, Spot +4  
  Feats: Flyby Attack, Hover  
  Environment: Any  
  Organization: Solitary  
  Challenge Rating: 1  
  Treasure: None  
  Alignment: Any (same as creator)  
  Advancement: 4-6 HD (Tiny) 
  Level Adjustment: —  
   
    Hovering in the air before you is a small, 
  winged lizard. It has no forelimbs, but its rear 
  legs end in razor sharp claws. 
   
   A psionocus is an artificial creature created 
  by a psion to serve as a servant and scout. A 
  psionocus‘s creator determines its precise 
  features. Psionoci are extensions of their 
  creators, sharing the same alignment and 
  basic nature. 
   A psionocus cannot speak, but the process of 
  creating one links it telepathically with its 
  creator. It knows what its master knows and 
  can convey to him or her everything it sees 
  and hears, out to a distance of 1,500 feet.A 
  psionocus never travels beyond this range 
  willingly, though it can be removed forcibly. If 
  this occurs, the creature does everything in its 
  power to regain contact with its master. 
   An attack that destroys a psionocus deals 2d10 points of 
  damage to its master. If the creature‘s master is slain, the 
  psionocus also dies, and its body swiftly melts away into a 
  pool of ichor. 
   
  Combat 
   A psionocus attempts to avoid combat if possible. If it 
  can‘t, it attacks with its sleep-inducing bite and sharp 
  claws.  
   Drain Power Points (Su): A creature that falls asleep 
  from psionocus poison loses 2 power points per round 
  until it awakens. If the psionocus and its master are within 
  1,500 ft., the master gains those power points, though his 
  power point total cannot increase beyond maximum. 
   Poison (Ex): Injury, Fortitude DC 13, initial damage 
  sleep for 1 minute plus drain power points, secondary 
  damage sleep for another 5d6 minutes plus drain power 
  points. The save DC is Constitution-based and includes a 
  +2 racial bonus.  
   
  Construction  
   A psionocus is shaped from a mixture of clay, ashes, 
  mandrake root, spring water, and one pint of the creator‘s 
  own blood. The materials cost 50 gp. The creature‘s 
  master may assemble the body or hire someone else to do 
  the job. Creating the body requires a DC 12 Craft 
  (sculpting) check or a DC 12 Craft (pottery) check. After 
  the body is sculpted, it is animated through extended 
  psionic meditation. 
   A psionocus with more than 3 Hit Dice can be created, 
  but each additional Hit Die adds +2,000 gp to the cost to 
  create. 
   Craft Construct, body adjustment, clairvoyant sense, 
  control object, manifester must be at least 4th level; Price 
  — (never sold); Cost 3,050 cp + 240 XP. 
   
  
   
  http://athas.org 
   
  132 
  PPtteerrrraann  
  Pterran, 1st Level Warrior 
  Medium Humanoid (Reptilian) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +0 
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (+3 hide armor), touch 10, flat-footed 
  13 
  Base Attack/Grapple: +1/+2 
  Attack: Slodak +2 melee (1d6+1/19-20) or claw +2 
  melee (1d3+1) 
  Full Attack: Slodak +2 melee (1d6+1/19-20) and bite -3 
  melee (1d4), or 2 claws +2 melee (1d3+1) and bite -3 
  melee (1d4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Pterran traits 
  Saves: Fort +2, Ref +0, Will +0 
  Abilities: Str 12, Dex 11, Con 11, Int 10, Wis 11, Cha 10 
  Skills: Climb +3, Handle Animal +2, Jump +3, Listen -2, 
  Ride +2 
  Feats: Dodge 
  Environment: Any 
  Organization: Solitary, pair, or tribe (11-50) 
  Challenge Rating: 1/2 
  Alignment: Usually lawful good 
  Advancement: By character class 
  Level Adjustment: +0 
   
    A humanoid with features that combine reptile and 
  avian, this creature is covered in light scaly hide and 
  sports short, sharp claws at the end of its limbs. It has a 
  beak-like mouth and a large bony crest along the back of 
  its head. 
   
   Pterrans are a humanoid species rarely seen in the 
  Tablelands. They live their lives in the Hinterlands, rarely 
  leaving the safety of their villages. However, the recent 
  earthquake 
  and 
  subsequent 
  storms 
  have 
  brought 
  disruption into the pterran‘s lives. More pterrans now 
  venture outside their homes, and come to the Tyr region 
  to seek trade and information.  
   
  Combat 
    Most pterrans are uncomfortable with the idea of 
  combat and find warfare and its attendant activities highly 
  distasteful, even brutish. Those that follow the warrior‘s 
  Life Path, however, are less concerned with such niceties, 
  however, and take great satisfaction in executing a 
  combat strategy that results in victory without friendly 
  casualties. 
   Pterran Traits (Ex): 
   -2 Dexterity, +2 Wisdom, +2 Charisma: Pterrans‘ 
  strong confidence and keen instincts for others‘ motives 
  makes them keen diplomats, and when they take the 
  path of the psion, powerful telepaths. 
   Medium: As Medium creatures, pterrans have no special 
  bonuses or penalties due to their size. 
   Pterran base land speed is 30 feet. 
   –2 penalty to Listen checks. Pterrans have only slits for 
  ears, and their hearing sense is diminished. 
   Natural Weaponry: 2 claws (1d3), 1 bite (1d4). A 
  pterran‘s bite is treated as a secondary attack. For more 
  on natural attacks, see MM section on natural weapons. 
   Wild Telepathy. All pterrans are gifted from the day they 
  hatch with the ability to use the missive talent at will, 
  but only with their fellow reptiles. 
   Weapon Familiarity: Thanaks are treated as martial 
  rather than exotic weapons by pterrans. These weapons 
  are more common among pterrans than among other 
  races. 
   Automatic 
  Languages: 
  Pterran. 
  Bonus 
  Languages: 
  Common, 
  Dwarven, 
  Elven, 
  Halfling, 
  Giant, 
  Gith, 
  Ssurran, Thri-Kreen and Yuan-ti. Pterran know the 
  languages of the few intelligent creatures that live in the 
  
   
  http://athas.org 
   
  133 
  Hinterlands. 
   Favored Class: A pterran‘s life path determines his 
  favored class. Those following the Path of the Druid 
  have druid as a favored class; the Path of the Mind 
  gives psion as a favored class, while the Path of the 
  Warrior gives ranger as a favored class. 
   
  The pterran warrior presented here had the following 
  ability scores before racial adjustments: Str 12, Dex 13, 
  Con 11, Int 10, Wis 9, Cha 8. 
   
  Pterran Society 
   Pterrans are new to the Tablelands, and unaccustomed 
  to cultures and practices of the region. They have learned 
  to not judge too quickly. Their faith in the Earth Mother 
  means they undertake their adventure with open minds, 
  but they will remain subdued and guarded around people 
  they do not trust. A pterran‘s respect for the Earth Mother 
  governs all his behavior. Creatures that openly destroy 
  the land or show disrespect for the creatures of the 
  wastes are regarded suspiciously. Pterrans understand the 
  natural cycle of life and death but have difficulty with 
  some aspects of the city life, such as cramped living 
  spaces, piled refuse, and the smells of unwashed 
  humanoids. 
   Pterrans worship the Earth Mother, a representation of 
  the whole world of Athas. Their devotion to the Earth 
  Mother is deeply rooted in all aspects of their culture, and 
  it defines a pterran‘s behavior. All rituals and religious 
  events are related to their worship of the Earth Mother. 
  Religious events include festivals honoring hunts or 
  protection from storms, with a priest presiding over the 
  celebration. Most pterran priests are druids. 
   Pterrans follow a Life Path, a cultural role that helps 
  shape their growth and development. A pterran‘s life path 
  determines his favored class. Those following the Path of 
  the Druid have Druid as a favored class; the Path of the 
  Mind gives Psion as a favored class, while the Path of the 
  Warrior gives Ranger as a favored class. A Pterran 
  chooses a life path upon coming of age, and the path 
  cannot be changed once chosen at character creation 
  time. 
   
  RRaaaakkllee  
  Large Magical Beast 
  Hit Dice: 4d10+12 (34 hp)  
  Initiative: +2  
  Speed: 10 ft. (2 squares), fly 70 ft. (average) 
  Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, 
  flat-footed 12  
  Base Attack/Grapple: +4/+12 
  Attack: Claw +7 melee (1d6+4) 
  Full Attack: 2 claws +7 melee (1d6+4) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, spit acid 
  Special Qualities: Darkvision 60-ft., low-light vision  
  Saves: Fort +7, Ref +6, Will +2  
  Abilities: Str 18, Dex 15, Con 16, Int 3, Wis 12, Cha 10  
  Skills: Listen +4, Spot +5  
  Feats: Flyby Attack, Hover  
  Environment: Rocky badlands  
  Organization: Solitary or pair  
  Challenge Rating: 3  
  Treasure: None  
  Alignment: Always neutral  
  Advancement: 5-8 HD (Large); 9-12 HD (Huge)  
  Level Adjustment: — 
   
    You see a bird with brilliant orange and red plumage and 
  a body the size of a half-giant. The creature has powerful, 
  three-clawed feet and a tubular beak no wider than a 
  human finger. 
   
    Raakles are predatorial birds that roam the forests, 
  mountains and rocky wastes of the Tablelands in search of 
  prey. They resemble parrots but for their narrow heads, 
  which end in a tiny beak that the creature uses to spray 
  acid over its quarry. A raakle stands almost 12 feet tall 
  and weighs 900 pounds. 
   
  Combat 
    Raakles attack by grabbing a foe with both claws and 
  spitting gluey stomach acid over the grappled victim. Once 
  the raakle digests its prey, it sucks the oozy remains up 
  through its tube-like beak. A raakle unable to spit more 
  acid will flee from combat, as it cannot digest any more 
  food that day. A raakle can spit acid without first grappling 
  its prey, but it rarely risks doing so and potentially 
  missing a target with its digestive juices. 
   Improved Grab (Ex): To use this ability, a raakle must 
  hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. A raakle can spit acid on a grappled 
  opponent, giving the creature a -4 penalty on its Reflex 
  save. 
   Spit Acid (Ex): 15-ft. line, twice every 12 hours; 
  damage 6d4 acid, Reflex DC 15 half. Spitting acid twice 
  depletes the raakle‘s acid supply for 12 hours.  The save 
  DC is Constitution-based. 
   
  RRaazzoorrw
  wiinngg  
  Medium Magical Beast (Psionic) 
  Hit Dice: 4d10+4 (26 hp) 
  Initiative: +2 
  Speed: 10 ft. (2 squares), fly 80 ft.* (average) 
  Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-
  footed 13 
  Base Attack/Grapple: +3/+3 
  
   
  http://athas.org 
   
  134 
  Attack: Wing +5 melee (1d6) 
  Full Attack: Wing +5 melee (1d6) and bite +0 melee 
  (1d6) and 2 claws +0 melee (1d4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +5, Ref +6, Will +3 
  Abilities: Str 10, Dex 14, Con 13, Int 2, Wis 14, Cha 12 
  Skills: Hide +8, Listen +3, Move Silently +8, Spot +4 
  Feats: Flyby Attack, Weapon Finesse 
  Environment: Silt 
  Organization: String (2-8) 
  Challenge Rating: 2 
  Alignment: Always neutral 
  Advancement: 5-8 HD (Medium); 9-12 HD (Large) 
  Level Adjustment: — 
   
    With swift beats of its wings, this reptilian animal glides 
  a few feet above the silt. Its wing-flaps run between fore 
  and hind limbs and are lined with a hard bony ridge. 
   
   Razorwings hide under the silt and burst out of the sand 
  to 
  surprise 
  creatures 
  flying 
  above. 
  These 
  vicious 
  carnivores, when attacking in waves, have been able to 
  bring down creatures much larger than themselves. 
   This small, slate gray-colored beast looks much like a 
  small pterrax but has very sharp bone leading edges on 
  its wings, which it uses as weapons in combat. 
   Razorwings can communicate with others of their kind, 
  using their power of control sound to communicate, since 
  they have no language. 
   
  Combat 
   A razorwing lies in wait under the silt until it sense its 
  prey approaching, then flies from the silt on wings 
  enhanced by telekinesis to attack. Razorwings make 
  swooping wing attacks while airborne, but they attack 
  with claws and beak when they land. Its wings inflexible, a 
  razorwing can only make one wing attack each round. 
   Psi-Like Abilities: At will—control sound; 3/day—
  empty mind (+3 bonus**), read thoughts (DC 13). 
  Manifester level 4th. The save DC is Charisma-based. 
   *A razorwing‘s telekinetic fly speed drops to 60 ft. 
  (clumsy) in a null psionics field. 
   **Includes augmentation for the razorwing‘s manifester 
  level. 
   Skills: Razorwings receive a +4 racial bonus to their 
  Hide and Move Silently checks. 
   
  RReeggggeelliidd  
  Medium Monstrous Humanoid 
  Hit Dice: 3d8 (13 hp) 
  Initiative: +1 
  Speed: 20 ft. (4 squares) 
  Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
  footed 13 
  Base Attack/Grapple: +3/+3 
  Attack: Quarterstaff +3 melee (1d6) 
  Full Attack: Quarterstaff +3 melee (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Spells 
  Special Qualities: Darkvision 60 ft., magical lore 
  Saves: Fort +1, Ref +4, Will +3 
  Abilities: Str 10, Dex 12, Con 11, Int 18, Wis 10, Cha 8 
  Skills: Concentration +6, Knowledge (arcana) +13, Listen 
  +6, Search +10, Spellcraft +12, Spot +6, Survival +0 
  (+2 following tracks) 
  Feats: Combat Casting, Skill Focus (Knowledge [arcana]) 
  Environment: Swamps (Jagged Cliffs)  
  Organization: Solitary, pair, or band (3-10) 
  Challenge Rating: 3  
  Treasure: Standard  
  Alignment: Usually neutral evil  
  Advancement: By character class 
  Level Adjustment: +2 
     
   A face with clearly elven features peers through the 
  underbrush. As it steps forward, however, it reveals a 
  build more slender than any elf’s and hands with six digits 
  instead of five. 
  
   
  http://athas.org 
   
  135 
   Reggelids are strange creatures that live at the base of 
  the Jagged Cliffs. They are tall and extremely thin, looking 
  like a mass of bones over which there is only thin skin. 
  Their facial features resemble those of elves, with pointed 
  ears, but they have an exaggerated mouth and a thick 
  brow. They have six digits, however, on each hand and 
  each foot.  
    Reggelids have only one love, and that is magic. They 
  spend their days in run-down tents made of wood and 
  animal skins, learning whatever sorcery they can. They 
  care little for material things; their existence is not one of 
  luxury or comfort.  
   
  Combat 
   Reggelids fight using their magic, although a few are 
  fighters and prefer weapons to spells. When fighting, they 
  use their magic cooperatively, one reggelid using offensive 
  spells while another uses his magic to defend the group.  
   Spells: A reggelid casts spells as a 3rd-level wizard 
  (defiler). 
   Typical Wizard Spells Prepared (4/3/2; save DC 14 + 
  spell 
  level): 
  0—detect 
  magic, 
  daze, 
  read 
  magic, 
  resistance; 1st—expeditious retreat, mage armor, ray of 
  enfeeblment; 2nd—detect thoughts, invisibility. 
   Magical Lore (Ex): When using a spell-completion or 
  spell-trigger item, a reggelid adds +1 caster level to the 
  magic item‘s caster level. 
   
  Reggelid Society 
   The hierarchy of reggelid society is determined by 
  magical prowess – reggelid leaders are always the most 
  powerful defilers in the tribe. So ingrained is this stratified 
  worldview that reggelids automatically recognize members 
  of their race more magically adept than themselves and 
  defer to them accordingly. Reggelids bear an especial 
  hatred for the rhul-thaun, the halflings of the Jagged 
  Cliffs, and are reputed to have developed magics that 
  target and destroy the rhul-thaun‘s lifeshaped creations. 
   Halfling scholars, by comparison, theorize that reggelids 
  are creations of Rajaat, or somehow suffer from the First 
  Sorcerer‘s curse. Although clumsily expressed, the these 
  theories nevertheless shed some light on the mystery of 
  the reggelids‘ origins, and it is altogether possible that 
  they are some kind of by-blow of Rajaat‘s experiments, a 
  living legacy of his own lust for magical power. 
   
  Reggelids as Characters 
   Reggelids have an affinity for magic in all its forms and 
  spend much of their time in contemplation of this art. 
  Almost all reggelids are defilers and they have little care 
  for the preserver‘s way. Others prefer the warrior‘s 
  lifestyle and master weapons instead of spells. Whatever 
  their choices, reggelids put their genial intelligence to 
  their own fiendish ends and make dangerous opponents. 
  Reggelid characters possess the following racial traits. 
   +2 Dex, +8 Int, -2 Cha 
   Medium. As Medium creatures, reggelids receive no 
  bonuses or penalties due to their size. 
   Space/Reach: 5 ft. /5 ft. 
   A reggelid‘s base land speed is 20 feet. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: A reggelid begins with 3 levels of 
  monstrous humanoid, which provide 3d8 Hit Dice, a 
  base attack bonus of +3, and base saving throw 
  bonuses of Fort +1, Ref +3 and Will +3. 
   Racial Skills: A reggelid‘s monstrous humanoid levels 
  give it skill points equal to 6 x (2 + Int modifier). Its 
  class skills are Concentration, Knowledge (arcana), 
  Listen, Search, Spellcraft and Spot. 
   A reggelid‘s monstrous humanoid levels give it 2 feats. 
   Weapon Proficiency: A reggelid is proficient with all 
  simple weapons. 
   +3 natural armor bonus. 
   Special Attacks (see above): Spells. Reggelids cast 
  spells as a defiler of level equal to their racial Hit Dice. 
   Special Qualities (see above): Magical Lore. 
   Automatic Languages: Reggelid. Bonus Languages: 
  Bvanen, Thri-Kreen. 
   Favored Class: Wizard. 
   Level adjustment +2. 
  RRuukkttooii  
  Huge Aberration 
  Hit Dice: 12d8+60 (114 hp) 
  Initiative: +1 
  Speed: Speed: 30 ft. (6 squares), swim 40 ft. 
  Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, 
  flat-footed 16 
  Base Attack/Grapple: +9/+26 
  Attack: Bite +16 melee (2d6+13) 
  Full Attack: Bite +16 melee (2d6+13) 
  
   
  http://athas.org 
   
  136 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Improved grab, silt cloud 
  Special Qualities: Darkvision 60 ft., levitate, scent 
  Saves: Fort +11, Ref +5, Will +9 
  Abilities: Str 28, Dex 13, Con 20, Int 1, Wis 12, Cha 7 
  Skills: Hide -1, Listen +3, Spot +4, Survival +5, Swim 
  +12 
  Feats: Diehard, Endurance, Great Fortitude, Power 
  Attack, Track 
  Environment: Silt 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 13-24 HD (Gargantuan); 25-36 HD 
  (Colossal) 
  Level Adjustment: — 
   
    This creature surges from beneath the silt with massive 
  sweeps of its four webbed limbs and thrashing tail. A 
  broad, flat-bodied quadruped with silt-grey skin and a 
  fanged and armored head, the beast has something of the 
  salamander about it, despite the fact that it is almost two-
  thirds the length of a mekillot. 
   
    The ruktoi is a solitary predator that roams the silt, 
  hunting less mobile prey and ambushing those it cannot 
  catch. As the ruktoi‘s natural form cannot support itself in 
  the silt, it possesses an innate ability to levitate, so long 
  as it is in contact with silt, and uses this ability to glide 
  through the dust in search of its prey. 
    A ruktoi is twenty feet long and has a broad, 
  salamander-like body with four sturdy limbs and a tail. 
  Each limb ends in three webbed digits and the tail is a 
  horizontal fluke with a smaller dorsal fin just in front of it. 
    Some 
  of 
  these 
  creatures 
  are 
  captured 
  and 
  domesticated, being used as transportation across the silt, 
  beasts of burden or similar. Ruktoi used for such purposes 
  are trained to swim just below the surface of the silt, 
  allowing passengers and cargo to remain in the open air. 
    Ruktoi are solitary, only congregating to mate. Females 
  lay their eggs in spreads of 10-30 eggs and allow these to 
  sink to the bottom. Surviving young mature in six weeks. 
  The creatures have no audible language of their own, 
  instead communicating through body language and 
  pheromones. 
   
  Combat 
    Ruktoi hunt their prey through the silt using scent, 
  following trails through the dust until they close in for the 
  kill. Any prey they cannot catch or defeat through 
  straightforward means they will ambush, using their grey 
  coloration to aid in their concealment. 
    Once on the attack, a ruktoi bites ferociously and (if 
  faced with air-breathing prey) seeks to grapple and pull its 
  targets beneath the silt to drown. If a ruktoi loses more 
  than half its total hit points it will flee, kicking up a cloud 
  of silt to cover its tracks. 
    Improved Grab (Ex): If a ruktoi hits with its bite, it 
  can initiate a grapple check as a free action without 
  provoking an attack of opportunity. 
   Levitate (Su): A ruktoi continuously levitates, as the 
  spell, except that it does not suffer penalties for attacking.  
  A ruktoi can move 20 ft. up or down as a move action. 
   Silt Cloud (Ex): When sorely injured, a ruktoi will 
  thrash about as a standard action, generating a cloud of 
  silt to confuse its pursuers.  The cloud has a 15 foot radius 
  and is centered on the ruktoi.  Creatures within the cloud 
  must make a Reflex save (DC 19) or become blinded for 1 
  round.  The save DC is Dexterity-based. 
   Carrying Capacity: A light load for a ruktoi is up to 
  2,400 pounds, a medium load is from 2,401-4,800 pounds 
  and a heavy load is from 4,801-7,200 pounds. A ruktoi 
  can drag 36,000 pounds. 
   Skills: A ruktoi has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
   
  RRuuvvee  
  Small Magical Beast (Psionic) 
  Hit Dice: 4d10+16 (38 hp) 
  Initiative: +9 
  Speed: 30 ft. (6 squares) 
  Armor Class: 18 (+1 size, +5 Dex, +2 natural), touch 
  16, flat-footed 13 
  Base Attack/Grapple: +4/+0 
  Attack: Bite +5 melee (1d6) 
  Full Attack: Bite +5 melee (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +8, Ref +9, Will +4 
  Abilities: Str 11, Dex 21, Con 18, Int 18, Wis 16, Cha 17 
  Skills: Appraise +8, Balance +9, Bluff +7, Concentration 
  +11, Diplomacy +7, Gather Information +7, Knowledge 
  (psionics) +9, Listen +6, Sense Motive +7, Spot +6, 
  Survival +4 
  Feats: Alertness, Improved Initiative 
  Environment: Any 
  Organization: Solitary or pack (2-10) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always lawful good 
  Advancement: 5-8 HD (Medium); 9-12 HD (Large) 
  Level Adjustment: — 
   
   The sandy-brown-furred, wild canine stares intently at 
  you, displaying alertness well beyond that of a normal 
  animal. 
   
   Ruves are a breed of dog with formidable intelligence 
  and psionic powers. The color of their fur ranges from a 
  sandy brown to a glossy black, and ruves are often 
  mistaken for wild dogs. When looking into the eyes of a 
  ruve, though, one can tell there is more to it than meets 
  the eye. 
   Typical ruves are polite and disciplined, often acting like 
  regular dogs in order to ascertain the intentions of 
  individuals they are around, since ruves usually only 
  reveal themselves to those of good alignment. Good 
  clerics and psions seek out the company of ruves as loyal 
  companions, as do the villichi, being the majority of 
  Athasians with the patience to deal with the ruve‘s 
  intellectual posturing. 
   Ruves understand Common but cannot speak it. 
   
  Combat 
   Ruves prefer to use psionics in combat, since they 
  consider natural weapons beneath them, only biting when 
  they feel there is no other option. Ruves travel and fight in 
  well-trained packs, using complex tactics and strategies to 
  
   
  http://athas.org 
   
  137 
  put opponents into a disadvantageous position. Ruves are 
  not bloodthirsty and are content with knocking out or 
  driving away an enemy. However, when it comes to evil 
  opponents, they attack to kill. Ruves are not easily 
  intimidated in combat situations. 
    Psionics (Sp): At will—conceal thoughts (DC 14), 
  detect hostile intent, detect psionics, mindlink (up to five 
  unwilling targets, DC 14*), read thoughts (DC 15); 
  3/day—concussion blast, control body (DC 17), control 
  flames, control sound, metaconcert, mind probe (DC 18), 
  psionic dimensional anchor, psionic teleport, telekinetic 
  force (DC 16), telekinetic thrust (DC 16), telempathic 
  projection (DC 14). Manifester level 9th. The save DCs are 
  Charisma-based. 
   *Includes augmentation for the ruve‘s manifester level. 
   
  Ruve Society 
   Ruves have been known to travel to other planes of 
  existence. Their ability to adapt to such places is 
  remarkable, and they adjust their temperament to suit the 
  world in which they find themselves. Ruves generally 
  prefer warm, dry caves for their lairs, however. Here they 
  bear their young, usually a litter of 2-8 pups that reach 
  maturity a year after their birth. 
   Ruves are extremely intelligent and have a well-
  developed culture, creating works of art and often howling 
  together, creating hauntingly beautiful compositions. 
  Because of this, ruve are snobbish and look down on other 
  species of special dogs, considering them peasants. While 
  less intelligent humanoids who connect with a ruve‘s mind 
  often regret it, getting bombarded with constant insults, 
  common dogs are not even worth the ruve‘s time to 
  insult. 
   High-level wizards are often the targets of sudden and 
  uninvited packs of ruves, since they are always interested 
  in seeking out new knowledge. Ruves also like to send 
  little-known 
  facts 
  to 
  adventurers 
  through 
  mental 
  communication, regardless of the situation at hand. 
  SSaanndd  BBrriiddee  
    As you stumble through the sand, you spot the shimmer 
  of water ahead and your heart leaps with hope. Looking 
  closer, you see a comely figure bent by the side of the 
  pool, apparently refilling her waterskins. 
   
   A sand bride is a creature from the Negative Energy 
  Plane that has become trapped on Athas. It feeds on the 
  lifeforce of living beings, using illusions to lure them to 
  their deaths. 
   Solitary and stranded, sand brides exist in a state of 
  constant suffering – an experience they are only too glad 
  to pass onto their victims. Sand brides roam across a 
  considerable area, but are loathe to leave areas of open 
  sand. 
   
   Some sand brides eventually develop into far more 
  powerful entities known as sand mothers. These creatures 
  are detailed hereafter. 
   
  Combat 
  Sand brides prefer to use their spell-like abilities to create 
  illusions of a verdant oasis to lure in unwary travelers. 
  They then cloak themselves to appear as a beautiful 
  human or elven female, attempting to draw their victims 
  into a position were they can attack with surprise. 
   Energy Drain (Su): Living creatures hit by a sand 
  bride‘s incorporeal touch attack gain one negative level.  
  The DC is 14 for the Fortitude save to remove a negative 
  level. The save DC is Charisma-based. For each such 
   
   
   
   
  Sand Bride 
  Medium Outsider (Chaotic, Evil, 
  Incorporeal)  
  Sand Mother 
  Medium Outsider (Chaotic, Evil, 
  Incorporeal) 
  Hit Dice: 
  7d8+14 (45 hp) 
  9d8+18 (58 hp) 
  Initiative: 
  +4 
  +4 
  Speed: 
  60 ft. (12 squares), fly 60 ft. (good) 
  60 ft. (12 squares), fly 60 ft. (good) 
  Armor Class: 
  13 (+2 Dex, +1 deflection), touch 11, flat-
  footed 11 
  14 (+2 Dex, +2 deflection), touch 12, flat-
  footed 12 
  Base Attack/Grapple: 
  +3/— 
  +4/— 
  Attack: 
  Incorporeal touch +3 melee (1d10 plus energy 
  drain) 
  Incorporeal touch +5 melee (1d12 plus energy 
  drain) 
  Full Attack: 
  Incorporeal touch +3 melee (1d10 plus energy 
  drain) 
  2 incorporeal touches +5 melee (1d12 plus 
  energy drain) 
  Space/Reach: 
  5 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks: 
  Energy drain, spell-like abilities 
  Energy drain, destroy water, spell-like abilities 
  Special Qualities: 
  Darkvision 60 ft., incorporeal traits, water 
  vulnerability 
  Darkvision 60 ft., incorporeal traits, water 
  vulnerability 
  Saves: 
  Fort +7, Ref +5, Will +5 
  Fort +8, Ref +6, Will +6 
  Abilities: 
  Str —, Dex 14, Con 14, Int 10, Wis 10, Cha 12 
  Str —, Dex 14, Con 14, Int 12, Wis 10, Cha 14 
  Skills: 
  Bluff +11, Diplomacy +13, Disguise +11* 
  (+13 acting), Hide +10, Intimidate +13, 
  Knowledge (nature) +7, Listen +10, Spot 
  +10, Survival +5 (+7 aboveground) 
  Bluff +14, Diplomacy +16, Disguise +14* 
  (+16 acting), Hide +12, Intimidate +16, 
  Knowledge (nature) +15, Listen +12, Spot 
  +12, Survival +12 (+14 aboveground) 
  Feats: 
  Improved Initiative, Spell Focus (illusion), 
  Track 
  Improved Initiative, Spell Focus (illusion), 
  Track, Weapon Focus (incorporeal touch) 
  Environment 
  Deserts 
  Deserts 
  Organization: 
  Solitary 
  Solitary 
  Challenge Rating: 
  5 
  7 
  Treasure: 
  Standard coins, double goods, double items 
  Standard coins, double goods, double items 
  Alignment: 
  Always chaotic evil 
  Always chaotic evil 
  Advancement: 
  8-14 HD (Medium) 
  10-18 HD (Medium) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  138 
  negative level bestowed, the sand bride gains 5 temporary 
  hit points. 
   Spell-Like Abilities: 1/day—hallucinatory terrain (DC 
  16); 2/day—seeming (DC 17). Caster level 9th. The save 
  DCs are Charisma-based. 
   Water Vulnerability (Ex): Sand brides are affected by 
  all water as though it were holy water. 
   Skills: *When using seeming, a sand bride gains an 
  additional +10 bonus on Disguise checks. 
   
  SSaanndd  M
  Mootthheerrss  
   Some sand brides develop their abilities further and 
  become more fearsome versions of the species, known as 
  sand mothers. Statistics for sand mothers are given 
  above. Not all sand brides become sand mothers, and 
  sages debate the precise process that causes a sand bride 
  to become a sand mother. Some suspect that it is 
  connected to the amount of energy that a sand bride 
  drains but this is, as yet, pure speculation. 
   
  Combat 
   Sand mothers take on the appearance of matronly 
  figures but their general tactics are otherwise identical to 
  those of the sand bride. A sand mother will take time to 
  examine prospective victims and never attacks unless 
  conditions are highly favorable and always concentrates 
  on the most powerful adversary in any group. The most 
  feared power of a sand mother, however, is her ability to 
  destroy the water supply of her prey. 
   Destroy Water (Su): As a standard action, a sand 
  mother can destroy all water within 30 ft.  This obliterates 
  drinking water and also ruins holy water and magic 
  potions, oils, and ointments unless the items succeed at a 
  Fortitude save (DC 14).  The save DC is Charisma-based. 
   Energy Drain (Su): Living creatures hit by a sand 
  mother‘s incorporeal touch attack gain one negative level.  
  The DC is 16 for the Fortitude save to remove a negative 
  level. The save DC is Charisma-based. For each such 
  negative level bestowed, the sand bride gains 5 temporary 
  hit points. 
   Spell-like Abilities: 1/day—hallucinatory terrain (DC 
  15); 3/day—seeming (DC 16).  Caster level 12th.  The 
  save DCs are Charisma-based. 
   Skills: *When using seeming, a sand mother gains an 
  additional +10 bonus on Disguise checks. 
   
  SSaanndd  HHoow
  wlleerr  
  Medium Magical Beast 
  Hit Dice: 4d10+8 (30 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares) 
  Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat 
  footed 14 
  Base Attack/Grapple: +4/+7 
  Attacks: Bite +8 melee (1d6+3) 
  Damage: Bite +8 melee (1d6+3) and 2 claws +5 melee 
  (1d3+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Paralyzing gaze 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  scent 
  Saves: Fort +6, Ref +5, Will +2 
  Abilities: Str 16, Dex 12, Con 14, Int 2, Wis 12, Cha 10 
  Skills: Jump +5, Move Silently +4, Spot +9, Survival +1* 
  Feats: Multiattack, Weapon Focus (bite) 
  Environment: Deserts 
  Organization: Solitary, pair, or pack (6-11) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 5-8 HD (Medium) 
  Level Adjustment: — 
    
   This heavy-set, doglike quadruped has a broad head 
  sporting a nest of eight eyes and a pair of curving tusks. 
  Its semi-reptilian body is muscled and bears armored 
  plates along the spine. 
   
   Sand howlers are canine-like creatures that roam the 
  deserts in packs, unleashing bloodcurdling screams when 
  pursuing prey. Mercenaries are known to capture and train 
  young howlers to capture runaway slaves. 
   A sand howler‘s appearance is unnerving; though 
  doglike, it has eight eyes that can paralyze prey with a 
  glance. A howler‘s oversized head also sports large yellow 
  tusks. Its scaly body ranges from dark to light brown, 
  though rare white specimens have been noted. 
  
   
  http://athas.org 
   
  139 
   Sand howlers live as a pack in subterranean dens and 
  are ruled over by a dominant male. They dwell in desolate 
  areas, as they do not like to compete with other creatures 
  for resources. 
   
  Combat 
   Sand howlers rarely travel alone. They prefer stalking 
  prey as a group, remaining unseen until the pack is in 
  place and can attack en masse. If outnumbered, sand 
  howlers actively use their paralyzing gaze to reduce 
  enemy ranks. 
   Paralyzing Gaze (Su): Paralysis 2d4 rounds, range 30 
  feet; Fortitude DC 12 negates. The save DC is Charisma-
  based. 
   Skills: Sand howlers‘ many eyes given them a +6 racial 
  bonus on Spot checks. *They have a +4 racial bonus on 
  Survival checks when tracking by scent. 
   
  Training a Sand Howler 
   Well-known for their excellent sense of smell, sand 
  howlers are sought as trackers by mercenaries and slave 
  hunters. Training a sand howler requires six weeks of 
  work and a DC 25 Handle Animal check. 
   Pups are worth 1,000 cp on the open market, while a 
  trained adult costs 2,500 cp. A rare, white-skinned howler 
  is worth 2,000 cp for the pelt alone, which collectors value 
  for their rarity, beauty, and supposed aid in withstanding 
  the sun‘s heat. 
   
  SSaanndd  VVoorrtteexx  
  Gargantuan Aberration (Psionic) 
  Hit Dice: 16d8+128 (200 hp) 
  Initiative: +0 
  Speed: 0 ft. 
  Armor Class: 17 (-4 size, +11 natural), touch 6, flat-
  footed 17 
  Base Attack/Grapple: +12/+36 
  Attack: Bite +21 melee (6d8+18) 
  Full Attack: Bite +21 melee (6d8+18) 
  Space/Reach: 20 ft./15 ft. 
  Special Attacks: Improved grab, psi-like abilities, 
  swallow whole, whirlwind 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +13, Ref +5, Will +10 
  Abilities: Str 35, Dex 11, Con 27, Int 2, Wis 10, Cha 10 
  Skills: Hide +13, Spot +10 
  Feats: Ability Focus (whirlwind), Improved Natural Armor, 
  Improved Natural Attack x3 (bite), Weapon Focus (bite) 
  Environment: Silt 
  Organization: Solitary 
  Challenge Rating: 14 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: 17-32 (Colossal) 
  Level Adjustment: — 
   
    A whirling vortex of sand and silt rises up from the sea 
  below, barely concealing the disc-shaped monstrosity at 
  its heart. A fang-filled maw gapes at the center of a 
  circular expanse of rubbery grey flesh, the savage winds 
  dragging all towards it. 
   
    The sand vortex (also known as a silt vortex) is a disc-
  shaped creature that conceals itself below the surface of 
  large bodies of silt. When it detects prey above, it 
  unleashes an enormous psionic whirlwind and uses this to 
  drag its victims towards its mouth. 
    The sand vortex is active only during the day, seeming 
  to absorb energy from basking in the warmth of the sun 
  filtering down through the silt above. Thought to live for 
  some 60 years, the sand vortex reproduces asexually, 
  splitting itself into two smaller creatures of 7 Hit Dice 
  each. These mature at a rate of 2 HD per year until 
  reaching full size, but have the psionic abilities (including 
  the whirlwind) of an adult. Rumors persist of far larger 
  specimens, dwelling in the deep silt. 
    The average sand vortex is 20 feet across and 5 feet 
  thick, weighing as much as 100 tons. 
   
  Combat 
    The sand vortex is a cautious predator, lurking out of 
  sight and probing the silt and air above with its psionic 
  powers, waiting for a suitable meal to appear. Its principal 
  mode of attack is to activate its whirlwind power and use 
  this to drag prey into its jaws. Targets thus bitten are 
  grappled in an attempt to swallow them whole. 
    The vortex‘ read thoughts power makes it hard to 
  surprise. It uses telekinesis to raise swirling, abrasive 
  clouds of sand and strikes with concussion blasts, 
  attempting to knock attackers into the deeper silt. 
    When threatened and unable to escape into the depths 
  of the silt, a sand vortex will levitate out of reach and drift 
  to safety on the winds. 
    Improved Grab (Ex): To use this ability, a sand vortex 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can attempt to swallow the foe the following 
  round. 
    Psi-Like Abilities: At will—control air (60 mph*), 
  concussion blast (up to three targets, 7d6*), psionic 
  levitate, read thoughts (DC 12), telekinetic force (525 
  
   
  http://athas.org 
   
  140 
  lbs., DC 13*); 1/day—personal mind blank. Manifester 
  level 16th. The save DCs are Charisma-based. 
   *Includes 
  augmentation 
  for 
  the 
  sand 
  vortex‘s 
  manifester level. 
   Swallow Whole (Ex): A sand vortex can try to swallow 
  a grabbed opponent of a smaller size than itself by making 
  a successful grapple check. The swallowed target is still 
  considered grappled and takes 6d8+18 points of crushing 
  damage plus 8 points of acid damage each round from the 
  vortex‘ gizzard. The target may try to cut free, using light 
  slashing or piercing weapons only. The interior of the sand 
  vortex is AC 15 and it takes 25 points of damage to create 
  a hole, which seals itself through muscular action one 
  round after being opened. A Gargantuan vortex‘ interior 
  can hold 2 Large, 8 Medium, 32 Small, 128 Tiny or 512 
  Diminutive or smaller opponents. 
    Whirlwind (Sp): A sand vortex can psionically create a 
  whirlwind as a standard action.  The whirlwind acts as the 
  spell, except that it is 30 feet wide at the base, 100 feet 
  wide at the top, and 100 feet tall.  Reflex DC 20 negates.  
  Caster level 15th.  The save DC is Charisma-based. 
    Skills (Ex): The sand vortex receives a +16 on all Hide 
  checks due its shape and coloring. 
   
  SSaanndd  W
  Woorrm
  m  
  Gargantuan Magical Beast 
  Hit Dice: 20d10+212 (322 hp) 
  Initiative: -1 
  Speed: 20 ft. (4 squares), burrow 50 ft. 
  Armor Class: 27 (-4 size, -1 Dex, +22 natural armor), 
  touch 5, flat-footed 27 
  Base Attack/Grapple: +20/+47 
  Attack: Bite +31 melee (3d8+22) 
  Full Attack: Bite +31 melee (3d8+22) 
  Space/Reach: 20 ft./15 ft. 
  Special 
  Attacks: 
  Crush 10d4+22, 
  improved 
  grab, 
  swallow whole 
  Special 
  Qualities: 
  Damage 
  reduction 
  15/magic, 
  darkvision 60 ft., immunity to fire and mind-affecting 
  effects, 
  low-light 
  vision, 
  spell 
  resistance 
  35, 
  tremorsense 240 ft. 
  Saves: Fort +22, Ref +11, Will +9 
  Abilities: Str 41, Dex 8, Con 31, Int 2, Wis 16, Cha 14 
  Skills: Hide +10, Listen +7, Spot +7 
  Feats: Improved Natural Armor (x2), Improved Natural 
  Attack, Toughness (x4) 
  Environment: Deserts and silt 
  Organization: Solitary 
  Challenge Rating: 18 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 
  21-40 
  HD 
  (Gargantuan); 
  41+ 
  HD 
  (Colossal) 
  Level Adjustment: — 
   
   A huge, powerful, hundred-foot-long creature burrows 
  through the powdery loess of the Sea of Silt.  Suddenly, 
  the worm’s head emerges, revealing a triangular maw 
  filled with triple rows of jagged teeth.  The worm’s thick, 
  segmented hide ranges in color from tan to golden brown, 
  providing natural camouflage. 
   
   Sand worms roam the desert in search of prey. They 
  exist only to eat, for their never-ending hunger doesn‘t 
  allow them to get full. While they travel, sand and silt they 
  burrow through adhere to their sides, Strengthening and 
  renewing their hide. When no living food is presence, sand 
  worms have been known to eat rocks, metals, gems, and 
  other minerals. 
   Sand worm hide is prized for the armor and shields that 
  can be made out of it. Several suits of hide armor can be 
  made from one sand worm. This is a long and costly 
  process, so such suits of armor are rare. Sand worm hide 
  is treated as Dragonhide for the purpose of crafting armor 
  from it, save for the fact that it has hardness 8.  
  Armorsmiths can work with sand worm hide to produce 
  armor or shields of masterwork quality. See dragonhide, 
  under Special Materials, DMG Chapter 7. 
   Sand worm meat is quite delicious, able to be preserved 
  with little difficulty and easy to dry into a jerky. Fresh 
  sand worm meat commands up to 5 Cp per pound, and 
  sand worm jerky up to 40 Cp per pound. 
   
  Combat 
   The sand worm attacks first by launching its upper self 
  out of the sand or silt and landing on and crushing nearby 
  prey. It then goes to biting those that are near and 
  swallowing anything it can whole. 
   Crush (Ex): A sand worm can roll over onto opponents 
  as a standard action, using its whole body to crush them. 
  Crush attacks are effective only against Medium or smaller 
  opponents.  A crush attack affects as many creatures as 
  can fit under the sand worm‘s body. Creatures in the 
  affected area must succeed on a Reflex save (DC 30) or 
  be pinned, automatically taking 10d4+22 points of 
  bludgeoning damage during the next round unless the 
  sand worm moves off them. If the sand worm chooses to 
  maintain the pin, treat it as a normal grapple attack.  
  Pinned opponents take damage from the crush each round 
  if they don‘t escape.  The save DC is Constitution-based. 
   Improved Grab (Ex): To use this ability, a sand worm 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can attempt to swallow the foe the following 
  round. 
   Swallow Whole (Ex): A sand worm can try to swallow 
  a grabbed opponent of a smaller size than itself by making 
  
   
  http://athas.org 
   
  141 
  a successful grapple check.  Once inside, the opponent 
  takes 2d10+15 points of crushing damage plus 2d8 points 
  of acid damage per round from the worm‘s gizzard. A 
  swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 50 points of damage 
  to the gizzard (AC 16). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent must 
  cut its own way out. A Gargantuan worm‘s interior can 
  hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 
  Diminutive or smaller opponents. 
   Skills: Sand worms receive a +8 racial bonus to their 
  Hide skill due to their sandy coloring. 
   
  Sand Worm Society 
   Sand worms are solitary creatures that mate once a 
  year during the heat of summer. During their mating 
  season, as many as 50 worms have been seen together, 
  laying upon the sand while bellowing out strange, 
  haunting calls. No one knows what this unconventional 
  serenade means, but of course few have willing to 
  approach these creatures and find out. Those few that 
  were curious enough to find out never returned. 
   
  SSccrraabb  
    Although it stands only a little taller than a halfling, this 
  insectile humanoid has a fearless glare. It has a thick, 
  white, sectioned shell over most of its body, separated 
  into three parts, a pair of arms that end in opposable 
  pincers and a small mouth. Hundreds of tiny legs run 
  along the underside of its body. 
   
   Scrabs are small, insectoid men that live in nests in the 
  desert. A scrab can draw air through sand while 
  submerged due to the long gills located all along the 
  grooves in their shells. Scrabs are ruled over by 
  monstrously bloated members of the species known as 
  nest mothers. 
   Scrabs need very little water to survive and seem to 
  derive all the sustenance that they need from the blood 
  and other bodily fluids of their victims. 
   Scrabs can speak their own language. A small 
  percentage can also speak elven. Adult scrabs live to be 
  25 years old, but nest mothers can live twice that long. 
   
  Combat 
   Scrabs use their psionic powers and their pincers in 
  combat. When many scrab fight, they break up, half going 
  into melee, the other half using ranged psionics. Scrab 
  leaders are often accomplished psions or defilers and will 
  lead their followers in battle, using their abilities to 
  enhance the group's attacks. 
   Improved Grab: To use this ability, a scrab must hit 
  with a claw attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it deals 
  automatic claw damage each round it remains grappling. 
   Psi-Like Abilities: 3/day—animal affinity, biofeedback, 
  chameleon, conceal thoughts (DC 13), empty mind (+3 
  bonus*), inflict pain (DC 14), mindlink (up to three 
  targets*), thicken skin; 1/day—psychofeedback (ML 9th), 
  sustenance. Manifester level 3rd. The save DCs are 
  Charisma-based. 
   *Includes augmentation for the scrab‘s manifester level. 
   
  Scrabs as Characters 
   Highly intelligent, scrabs have an affinity for magic but 
  prefer the inner disciplines of psionics to the varied 
  accouterments of the wizard. Some species are skilled in 
  physical combat, and scrab groups tend to be evenly 
  divided between those who resort to physical means and 
  those who prefer more unseen methods.  
   Scrab characters possess the following racial traits. 
   -4 Str, +4 Int, +6 Wis, +4 Cha 
   
   
   
   
  Scrab 
  Small Monstrous Humanoid (Psionic)  
  Scrab Nest Mother 
  Large Monstrous Humanoid (Psionic)   
  Hit Dice: 
  3d8 (13 hp) 
  9d8+27 (67 hp) 
  Initiative: 
  +4 
  +2 
  Speed: 
  50 ft. (10 squares), burrow 10 ft.  
  10 ft (2 squares), burrow 10 ft. 
  Armor Class: 
  13 (+1 size, +2 natural), touch 11, flat-footed 
  13 
  13 (-1 size, -2 Dex, +6 natural), touch 7, flat-
  footed 13 
  Base Attack/Grapple: 
  +3/-3 
  +9/+17 
  Attack: 
  Claw +4 melee (1d4-2) 
  Claw +12 melee (1d8+4) 
  Full Attack: 
  2 claws +4 melee (1d4-2) 
  2 claws +12 melee (1d8+4) 
  Space/Reach: 
  5 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  Improved grab, psi-like abilities 
  Improved grab, psi-like abilities 
  Special Qualities: 
  Darkvision 60 ft. 
  Darkvision 60 ft. 
  Saves: 
  Fort +1, Ref +3, Will +6 
  Fort +6, Ref +4, Will +9 
  Abilities: 
  Str 6, Dex 11, Con 11, Int 14, Wis 16, Cha 14 
  Str 18, Dex 7, Con 16, Int 16, Wis 16, Cha 14 
  Skills: 
  Concentration +6, Hide +5, Listen +6, Move 
  Silently +2, Psicraft +8, Spot +6, Survival +6  
  Concentration +11, Hide +6, Listen +11, 
  Move Silently +6, Psicraft +11, Spot +11, 
  Survival +11 
  Feats: 
  Improved Initiative, Weapon Finesse 
  Combat Manifestation, Improved Initiative, 
  Improved Natural Armor, Iron Will 
  Environment 
  Deserts 
  Deserts 
  Organization: 
  Solitary or nest (2-12) 
  Solitary 
  Challenge Rating: 
  2 
  6 
  Treasure: 
  Double standard 
  Double standard 
  Alignment: 
  Always chaotic evil 
  Always chaotic evil 
  Advancement: 
  4-6 HD (Small); 7-9 HD (Medium) 
  10-18 HD (Large) 
  Level Adjustment: 
  +2 
  — 
  
   
  http://athas.org 
   
  142 
   Small. Scrabs gain a +1 size bonus to Armor Class, a 
  +1 size bonus on attack rolls, and a +4 size bonus on 
  Hide checks, but they must use smaller weapons than 
  humans use, and their lifting and carrying limits are 
  three-quarters of those of a Medium character. 
   Space/Reach: 5 ft./5 ft. 
   A scrab‘s base land speed is 50 feet. Scrabs also have a 
  burrow speed of 10 ft. 
   Darkvision out to 60 ft. 
   Racial Hit Dice: A scrab begins with 3 levels of 
  monstrous humanoid, which provide 3d8 Hit Dice, a 
  base attack bonus of +3, and base saving throw 
  bonuses of Fort +1, Ref +3 and Will +3. 
   Racial Skills: A scrab‘s monstrous humanoid levels give 
  it skill points equal to 6 x (2 + Int modifier). Its class 
  skills are Concentration, Hide, Listen, Move Silently, 
  Psicraft, Spot and Survival. 
   A scrab‘s monstrous humanoid levels give it 2 feats. 
   Weapon Proficiency: A scrab is proficient with its natural 
  weaponry and all simple weapons. 
   +2 natural armor bonus. 
   Natural Weapons: 2 claws (1d4). 
   Special Attacks (see above): Improved grab, psi-like 
  abilities. 
   Automatic 
  Languages: 
  Common, 
  Scrab. 
  Bonus 
  Languages: Elven. 
   Favored Class: Psion. 
   Level Adjustment: +2. 
   
  NNeesstt  M
  Mootthheerrss  
   A nest mother is a bloated version of a normal scrab, 
  only able to move at a shuffling pace. Nest mothers are 
  more intelligent than other scrabs and often have levels in 
  the cleric class (often as high as 9th level). Most nest 
  mothers are also powerful psions, rising as high as 10th 
  level.  
   
  Combat 
   Scrab nest mothers boast innate psionic abilities above 
  and beyond those possessed by regular scrabs. 
  yy 
  Psi-Like Abilities: 3/day—animal affinity (two 
  ability scores*), biofeedback (DR 4/–*), chameleon, 
  conceal thoughts, inflict pain (up to four targets, DC 17*), 
  mind probe (DC 17), mindlink (up to five unwilling 
  targets, DC 13*), psychofeedback, thicken skin (+3 
  bonus*). 1/day—sustenance. Manifester level 
  9th. The save DCs are Charisma-based. 
   *Includes augmentation for the scrab nest 
  mother‘s manifester level. 
   
  Scrab Society 
   Scrabs inhabit tunnels deep under the 
  desert, which they fashion using spittle that 
  solidifies the sand. If possible, the entrance to 
  the nest will be concealed behind a rocky 
  outcrop. Scrabs hate elves and prefer their 
  flesh above that of any other creature. This 
  hatred extends beyond a desire for food and, 
  in fact, anything with pointed ears is likely to 
  be identified as an elf. A captive elf may be 
  kept alive for weeks, even months, just to be 
  tortured. Legends of both races hold that 
  there were once great wars between the two 
  species, with each side blaming the other for 
  the conflicts and for the many unspeakable 
  atrocities perpetrated on innocent victims of 
  each race. 
   The eldest male in the nest is allowed to mate with the 
  nest mother, with clutches of up 100 eggs resulting. The 
  eggs hatch in three months, and the young are possessed 
  by a cannibalistic frenzy when they are born. Fewer than 
  half the hatchlings survive this period. Three quarters of 
  all hatchlings are male. 
   Only males who develop additional psionic abilities or 
  spellcasting powers grow into leaders, and only females 
  with clerical abilities can become nest mothers. A female 
  who begins to develop into a nest mother will take a 
  number of males and depart to create a new nest of her 
  own. 
   Scrabs are predators first and foremost but will trade 
  with merchants brave enough to risk contact with the 
  creatures. They are also preyed upon by the larger 
  creatures that inhabit the wastes. Part of the scrabs' 
  hatred of elves stems from the fact that elves use every 
  part of a scrab they have defeated. A scrab shell can be 
  used to make breastplates, and the sharp parts of the 
  pincers make decent polearms. 
  SSeeeedd,,  BBrraaiinn  
  Large Plant (Psionic) 
  Hit Dice: 3d8+3 (16 hp) 
  Initiative: +3 
  Speed: 0 ft. 
  Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, 
  flat-footed 10 
  Base Attack/Grapple: +2/+10 
  Attack: Slam +5 melee (1d6+4) 
  Full Attack: 3 slams +5 melee (1d6+4) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Life drain, psi-like abilities, seed cloud 
  Special Qualities: Plant traits, vulnerability to defiling 
  Saves: Fort +4, Ref +4, Will +1 
  Abilities: Str 19, Dex 16, Con 13, Int 12, Wis 10, Cha 8 
  Skills: Search +7, Sense Motive +6, Spot +6  
  Feats: Ability Focus (seed cloud), Ability Focus (life drain) 
  Environment: Forests and silt 
  Organization: Solitary 
  Challenge Rating: 3 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: 4-6 HD (Large) 
  
   
  http://athas.org 
   
  143 
  Level Adjustment: — 
   
    This plant towers almost as tall as a half-giant, with a 
  thick central stalk and a spray of descending roots and 
  quivering tendrils. A pulsating bulb sits at the center of 
  the stalk, pumping clouds of glistening spores through the 
  top of the stalk and into the air around you. 
   
    The brain seed is an exceedingly rare intelligent plant 
  that uses its airborne seeds to establish psionic control of 
  its prey. With a respectable spread of psychic abilities, the 
  brain seed is able to dispose of its victims in a number of 
  ways, but ultimately subsists on the life energies of living 
  creatures. 
    Brain seed plants are strange, solitary creatures that will 
  even drive dominated prey to destroy other brain seed 
  plants. Their intelligence is keen, and a brain seed plant 
  will often specifically identify and destroy defilers should it 
  suspect that such spellcasters are nearby. 
    An average brain seed plant stands up to 10 feet tall. It 
  has a thick central stalk with a skirt of roots and a fat 
  seed pod at the midpoint of the stalk with coiling tendrils 
  spreading outward along its length. At the tip of the stalk 
  sits a ―mouth‖; however, this is not a feeding organ but 
  rather an outlet for the plant‘s seeds. 
   
  Combat 
    A brain seed plant sends thousands of seeds each week 
  into the air, forming a nebulous cloud around itself. 
  Whenever a seed encounters living flesh, it takes hold and 
  begins gestation. Although some targets are able to 
  withstand the infection, many soon find themselves with a 
  live seed connected to their nervous system. The seed 
  then provides a telepathic conduit for the parent plant to 
  begin using its psionic abilities on the target. 
    The plant prefers to target lone individuals or small 
  groups of only three or four members. It will attempt to 
  dominate one or more targets and turn these on their 
  fellows, using its life drain power to assist and finish off 
  any survivors. The plant reserves special hatred for 
  defilers, as it is particularly susceptible to their radius of 
  destruction and makes concerted efforts to destroy or 
  drive off any that it encounters. 
    If physically threatened, the plant will use its tendrils, 
  striking with any three of these in a single round, and 
  attempt to protect itself with its natural armor and 
  displacement powers. 
    Life Drain (Sp): A brain seed can drain hit points from 
  an opponent infected by its spores as a standard action.  
  The brain seed deals 1d8 points of damage (Fortitude DC 
  15 negates) and heals the same number of hit points.  
  This ability is equivalent to a 3rd-level power. The save 
  DC is Constitution-based. 
   Psi-Like Abilities: At will—attraction (+6 interaction 
  bonus, DC 12*); 3/day—greater concealing amorpha, id 
  insinuation (up to two targets, DC 12*), inflict pain (up to 
  two targets, DC 12*), mindlink (unwilling target, DC 10*), 
  psionic dominate (ML 9th, all except aberrations, dragons, 
  elementals, and outsiders, DC 13), thought shield (PR 15, 
  3 rounds*). Manifester level 5th. 
   A brain seed must first infect an opponent with its 
  spores in order to use mind-affecting psionic powers on it. 
  The save DCs are Charisma-based. 
   *Includes augmentation for the brain seed‘s manifester 
  level. 
   Seed Cloud (Ex): A brain seed continuously pumps a 
  cloud of tiny seeds into the surrounding air, creating a 
  240-foot radius cloud centered on the plant. Characters 
  who make a DC 30 Spot check recognize the airborne 
  spores in the cloud; otherwise, the cloud appears to be a 
  haze caused by heat or dust.  A living creature within the 
  cloud must make a Fortitude save (DC 14) each round or 
  become exposed to infecting spores. A spore takes 1d6 
  rounds to fully infect a character, during which time it can 
  be noticed with a Spot check (DC 30) or a Search check 
  (DC 20), and safely removed as a standard action. After 
  infection, the brain seed can use its mind-affecting psionic 
  powers and life drain ability on the opponent. The save DC 
  is Constitution-based. Infecting seeds die and become 
  ineffective if the infected creature moves more than 240 
  feet away from the controlling plant. A Heal check (DC 14) 
  or a cure disease spell will also remove the infection. 
   Vulnerability to Defiling (Ex): A defiler‘s radius of 
  destruction inflicts double damage on a brain seed, easily 
  killing the plant‘s weblike structure. The spores of a brain 
  seed killed by defiler magic are rendered dormant. 
  SShhaarrgg  
  Gargantuan Aberration (Aquatic) 
  Hit Dice: 16d8+112 (184hp) 
  Initiative: +1 
  Speed: 10 ft. (2 squares), swim 30 ft. 
  Armor Class: 13 (-4 size, +1 Dex, +6 natural), touch 7, 
  flat-footed 12 
  Base Attack/Grapple: +12/+34 
  Attack: Bite +18 melee (4d6+10) 
  Full Attack: Bite +18 melee (4d6+10), 4 tentacles +16 
  melee (2d6+5) 
  Space/Reach: 20 ft./15 ft. (20 ft. with tentacles) 
  Special Attacks: Constrict 2d6+5, improved grab 
  Special Qualities: Blindsense 60 ft., darkvision 60 ft., DR 
  10/metal, jet, keen scent, light fear, low-light vision 
  Saves: Fort +12, Ref +6, Will +11 
  Abilities: Str 30, Dex 13, Con 25, Int 4, Wis 12, Cha 6 
  Skills: Listen +8, Spot +8, Swim +15 
  Feats: Cleave, Diehard, Endurance, Improved Natural 
  Attack (bite), Multiattack, Power Attack 
  Environment: Aquatic (Blackjaw River) 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: Standard 
  
   
  http://athas.org 
   
  144 
  Alignment: Always neutral 
  Advancement: — 
  Level Adjustment: — 
   
    A long, black hybrid between squid and shark, this 
  creature sports a fanged snout, fluked rump and four 
  flailing tentacles sprouting from its midriff. 
   
    The sharg is an alien predator from another world that 
  was brought to Athas by Dregoth and released into the 
  waters of the subterranean Blackjaw River. It has the 
  forequarters of a great shark and the fluked rump of a 
  giant squid, and its four tentacles are lined with hooked 
  barbs. 
    The sharg lives and hunts in the subterranean network of 
  channels and caverns that house the Blackjaw and its 
  tributaries, hunting the other creatures that dwell there as 
  well as those dray careless or unfortunate enough to cross 
  its path. 
    Undeniable similarities with the squark of the Last Sea 
  have led some to speculate that the squark must also 
  therefore have originated elsewhere. Dregoth is surmised 
  to have found (accidentally or otherwise) the original 
  home world of the squark, and netted for himself the 
  creature known as the sharg from there. 
    The sharg is 25 feet long, with tentacles 20 feet in 
  length. It weighs 115 tons. 
   
  Combat 
   The sharg spends most of its time hunting in the 
  darkness beneath New Giustenal. If it senses intruders on 
  the island where it lairs, or if it spots a vulnerable-looking 
  dray barge, however, it strikes hard and fast. A favorite 
  tactic is to snatch prey and drag them beneath the surface 
  to drown. It will also grab hold of passing craft with two of 
  its tentacles and attack the craft‘s occupants with the 
  other two. It will also occasionally use two of its tentacles 
  to rear itself up out of the water to strike at foes, but it 
  can only hold this position for up to 4 rounds before the 
  strain becomes too great. 
   A character with a slashing weapon can make a sunder 
  attempt to sever a sharg‘s tentacles.  Each has 10 hit 
  points, and severing one deals 5 points of damage to the 
  sharg.  A sharg flees if it loses two or more tentacles; lost 
  tentacles grow back in 1d10+10 days. 
   Blindsense (Ex): When underwater, a sharg can 
  pinpoint underwater creatures within 60 feet. Opponents 
  the sharg can‘t actually see still have total 
  concealment against the sharg. 
   Constrict (Ex): On a successful grapple 
  check, a sharg deals 2d6+5 points of damage. 
    Improved Grab (Ex): To use this ability, a 
  sharg must hit with a tentacle attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold 
  and can constrict. 
   Jet (Ex): The sharg can jet backward once 
  per round as a full-round action, at a speed of 
  320 feet. It must move in a straight line, but 
  does not provoke attacks of opportunity while 
  jetting.   
   Keen Scent (Ex): The sharg can notice 
  creatures by scent in a 240-foot radius and 
  detect blood in the water at ranges of up to 2 
  miles.  
   Light Fear (Ex): Abrupt exposure to bright 
  light (such as sunlight or a daylight spell) forces 
  a sharg to make a Will save (DC 20) or become 
  panicked. On subsequent rounds, a sharg is 
  dazzled as long as it remains in the affected 
  area. 
   Skills: The sharg has a +8 racial bonus on 
  any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 
  10 on a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it swims 
  in a straight line. 
   
  SSiillkk  W
  Wyyrrm
  m  
  Huge Magical Beast (Psionic) 
  Hit Dice: 6d10+30 (63 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares), fly 30 ft. (average) 
  Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, 
  flat-footed 16 
  Base Attack/Grapple: +6/+22 
  Attack: Bite +12 melee (2d6+12 plus poison) 
  Full Attack: Bite +12 melee (2d6+12 plus poison) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Blood drain, cocoon, improved grab, 
  poison, psi-like abilities 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  resistance to fire 10 
  Saves: Fort +10, Ref +6, Will +3 
  Abilities: Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10 
  Skills: Hide -3, Listen +6, Move Silently +8, Spot +6 
  Feats: Alertness, Dodge, Flyby Attack 
  Environment: Hills 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: Double standard 
  Alignment: Always neutral 
  Advancement: 7-12 HD (Huge) 
  Level Adjustment: — 
  
   
  http://athas.org 
   
  145 
   
    You spy an enormous armored serpent flying through 
  the olive sky above you. It coils and uncoils as it flies, as if 
  it were moving on sand. 
   
   A silk wyrm is a large, flying, snake-like beast that can 
  reach over 50 ft. in length and has a hard chitinous shell 
  that covers its body. 
   Silk wyrms spin their paralyzed victims into a silk 
  cocoon. This silk casing is highly prized in most city-states 
  because of its fire resistance and is used in the 
  manufacture of most silk clothing.  
   
  Combat 
   Silk wyrms usually hunt for their prey while flying and 
  attack at night to surprise the victim. The silk wyrm then 
  bites its prey and wraps it up in a durable silk cocoon. 
   Blood Drain (Ex): A silk wyrm drains blood from a 
  grappled opponent, dealing 1 point of Constitution 
  damage each round it maintains the hold. 
   Cocoon (Ex): Instead of draining blood, a silk wyrm 
  can make a grapple check to wrap its opponent in silk.  On 
  a successful grapple check, the silk wyrm weaves a 1-
  inch-thick cocoon around its prey, giving it a -2 penalty to 
  Dexterity.  These penalties stack; a silk wyrm wraps its 
  victim in silk each round until the victim reaches Dexterity 
  0 and is completely encased in the cocoon. 
   A slashing or piercing weapon can cut a trapped victim 
  free.  The cocoon‘s silk has hardness 3, fire resistance 2, 
  and 2 hit points per inch of thickness.  For every inch of 
  silk removed, the trapped creature regains 2 points of 
  Dexterity. 
   Silk wyrm silk is valuable, and artisans can weave it into 
  clothing that grants a +1 armor bonus and resistance to 
  fire 2.  Such silk outfits cost 3,000 Cp.   
   Improved Grab (Ex): To use this ability, a silk wyrm 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can either begin draining blood or create a 
  cocoon. 
   Poison (Ex): Injury, Fortitude DC 18, initial damage 
  1d4 Str, secondary damage 
  paralysis 1d4 days. The save 
  DC is Constitution-based. 
   Psi-Like Abilities: 3/day—
  biofeedback 
  (DR 
  3/—*), 
  concealing amorpha, ego whip 
  (DC 12), empty mind (+4 
  bonus*). Manifester level 6th. 
  The save DC is Charisma-
  based. 
   *Includes augmentation for 
  the 
  silk 
  wyrm‘s 
  manifester 
  level. 
   Skills: Silk wyrms receive a 
  +4 racial bonus to all Hide and 
  Move Silently skill checks. 
   
  SSiilltt  HHoorrrroorr  
    The silt swells as something 
  swims beneath the surface. 
  You catch a brief glimpse of a 
  large, bulbous body with a 
  writhing 
  nest 
  of 
  tentacles 
  sprouting from one end, and 
  then it sinks back into the 
  dust, leaving you wondering 
  where it will next surface. 
   
   Silt horror is the name given to a group of predators 
  that dwell mostly in the Sea of Silt. These tentacle-armed 
  monsters come in various sizes and colors, but all of them 
  have an unending hunger. 
   Many Athasian sages believe the horrors to be 
  descendants of an ancient water dwelling creature. Their 
  favorite food is the silt runner. 
   
  Combat 
   A character with a slashing weapon can make a sunder 
  attempt to sever a silt horror‘s tentacles. Each tentacle 
  has a number of hit points equal to the silt horror‘s Hit 
  Dice, and severing a tentacle deals damage to the silt 
  horror equal to half the tentacle‘s hit points. For example, 
  a red silt horror‘s tentacles have 8 hit points, and the 
  creature takes 4 points of damage when one is severed. 
  Tentacles grow back at a rate of one per month. 
   Air Jet (Ex): A swimming silt horror can jet backward 
  once per round as a full-round action, at a speed that 
  varies by species. It must move in a straight line but does 
  not provoke attacks of opportunity while jetting. A jetting 
  silt horror raises a 20-foot radius, 20-foot high cloud of 
  dust or steam that provides total concealment as it 
  escapes. 
   Constrict (Ex): With a successful grapple check, a silt 
  horror can crush a grabbed opponent, dealing 2d8 + Str 
  points of bludgeoning damage. 
   Improved Grab (Ex): To use this ability, a silt horror 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
  
   
  http://athas.org 
   
  146 
   
   Skills: A silt horror has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. *Silt 
  horrors gain a +20 racial bonus on Hide checks in silt. 
   
  BBllaacckk  SSiilltt  HHoorrrroorr  
   The black silt horror is the smallest of the silt 
  horrors. It resembles a black, dusty squid with a 
  writhing mass of eight barbed tentacles. It is 
  much smaller than other silt horrors and roams in 
  groups called clutches, and attacks its prey by 
  using pack tactics. 
   
  Combat 
   Black silt horrors attack with their lashing 
  tentacles, trying to entangle a victim. It will flee 
  if it loses five or more tentacles. 
   Air Jet (Ex): A black silt horror can jet 
  backward once per round as a full-round action, 
  at a speed of 80 feet. 
   Poison (Ex): Injury, Fortitude DC 14, initial 
  damage paralysis 1 minute; secondary damage 
  paralysis 
  1d6 
  rounds. 
  The 
  save 
  DC 
  is 
  Constitution-based. 
   Psi-Like 
  Abilities: 
  At 
  will—synesthete; 
  3/day—attraction (+6 interaction bonus, DC 
  16*), ego whip (DC 15), empty mind, false sensory input 
  (DC 16), inflict pain (up to two targets, DC 16*), 
  precognition.  Manifester level 5th.  The save DCs are 
  Charisma-based. 
   *Includes augmentation for the silt horror‘s manifester 
  level. 
   
   
  Black Silt Horror 
  Medium Aberration 
  (Psionic) 
  Brown Silt Horror 
  Huge Aberration (Psionic) 
  Gray Silt Horror 
  Huge Aberration (Psionic) 
  Hit Dice: 
  5d8+10 (32 hp) 
  9d8+45 (85 hp) 
  12d8+60 (114 hp) 
  Initiative: 
  +2 
  +5 
  +5 
  Speed: 
  Swim 10 ft. (2 squares) 
  Swim 10 ft. (2 squares) 
  Swim 15 ft. (3 squares) 
  Armor Class: 
  13 (+2 Dex, +1 natural), 
  touch 12, flat-footed 11 
  13 (-2 size, +1 Dex, +4 
  natural), touch 9, flat-footed 
  12 
  14 (-2 size, +1 Dex, +5 
  natural), touch 9, flat-footed 
  14 
  Base Attack/Grapple: 
  +3/+4 
  +6/+22 
  +9/+25 
  Attack: 
  Tentacle +5 melee (1d3+1) 
  Tentacle +13 melee (1d6+8) 
  Tentacles +16 melee (1d8+8) 
  Full Attack: 
  8 tentacles +5 melee (1d3+1) 
  and bite +0 melee (1d8 plus 
  poison) 
  8 tentacles +13 melee 
  (1d6+8) 
  8 tentacles +16 melee 
  (1d8+8) 
  Space/Reach: 
  5 ft./5 ft. 
  15 ft./10 ft. 
  15 ft./10 ft. 
  Special Attacks: 
  Constrict 2d8+1, improved 
  grab, poison, psi-like abilities 
  Constrict 2d8+8, improved 
  grab, psi-like abilities 
  Constrict 2d8+8, improved 
  grab, psi-like 
  Special Qualities: 
  Air jet, darkvision 60 ft. 
  Air jet, immunities 
  Air jet, darkvision 60 ft., 
  tremorsense 60 ft. 
  Saves: 
  Fort +3, Ref +3, Will +7 
  Fort +8, Ref +4, Will +11 
  Fort +9, Ref +5, Will +12 
  Abilities: 
  Str 12, Dex 14, Con 14,  
  Int 3, Wis 13, Cha 16 
  Str 26, Dex 13, Con 20,  
  Int 2, Wis 16, Cha 14 
  Str 27, Dex 12, Con 21,  
  Int 3, Wis 15, Cha 11 
  Skills: 
  Hide +8*, Move Silently +4, 
  Swim +9 
  Hide -7*, Listen +8, Move 
  Silently +5, Spot +6, Swim 
  +16 
  Hide -4*, Listen +9, Move 
  Silently +6, Spot +9, Swim 
  +16 
  Feats: 
  Iron Will, Weapon Finesse  
  Improved Initiative, Iron Will, 
  Psionic Focus (telepathy), 
  Weapon Focus (tentacle) 
  Alertness, Combat Reflexes, 
  Improved Initiative, Iron Will, 
  Skill Focus (Hide) 
  Environment 
  Silt 
  Silt 
  Silt 
  Organization: 
  Clutch (3-12) 
  Solitary 
  Solitary 
  Challenge Rating: 
  3 
  6 
  7 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Always neutral 
  Advancement: 
  6-10 HD (Medium); 11-15 HD 
  (Large) 
  10-18 HD (Huge); 19-27 HD 
  (Gargantuan) 
  13-24 HD (Huge); 25-36 HD 
  (Gargantuan) 
  Level Adjustment: 
  — 
  — 
  — 
   
   
   
   
  
   
  http://athas.org 
   
  147 
  Black Silt Horror Society 
   Black silt horrors have a matriarchal society, where the 
  larger females develop rudimentary psionic abilities that 
  aid in capturing prey. They‘re found in the Sea of Silt and 
  many smaller silt basins. 
   
  BBrroow
  wnn  SSiilltt  HHoorrrroorr  
   The brown horror is a much feared form of silt horror, 
  since it can psionically force its victims to come to it. Its 
  body is not really brown, being more a dirty shade of 
  white color. It only appears brown when seen against the 
  pearly silt. 
   The brown horror is always hungry, and even attacks 
  other silt horrors. 
   
  Combat 
   The brown silt horror spies opponents while immersed in 
  silt. Since it is blind and deaf, it uses synesthete to sense 
  its prey. It always keeps at least one tentacle just an inch 
  below the surface, to find out what is going on around it 
  and to determine the Strength of its prey and the best 
  time to attack. The silt horror tries to dominate creatures 
  that are too strong to fight physically. 
   Air Jet (Ex): A brown silt horror can jet backward once 
  per round as a full-round action, at a speed of 160 feet. 
   Immunities: A brown silt horror‘s continual synesthete 
  power allows it to see or hear; it typically chooses sight 
  and is subject to most visual attack forms.  Brown silt 
  horrors have immunity to gaze attacks and attack forms 
  that rely on hearing. 
   Psi-Like Abilities: At will—synesthete; 3/day—conceal 
  thoughts (DC 13), ego whip (DC 14), empty mind, psionic 
  dominate (all except aberrations, dragons, elementals, 
  and outsiders, DC 16), precognition. Manifester level 9th. 
  The save DCs are Charisma-based. 
   
  
   
  http://athas.org 
   
  148 
  Brown Silt Horror Society 
   The brown horror is a loner, found only in the silt. It 
  may live about 45 years and must eat at least once a 
  month. Brown horrors are actually the offspring of cross 
  breeding between white and gray horrors. 
   
  GGrraayy  SSiilltt  HHoorrrroorr  
   The gray horror is a sickly gray in color, and has a 
  multitude of sharp-edged tentacles. 
   Gray horrors consider anything that they can sense as 
  prey. If one or more tentacles are severed, they regrow at 
  the rate of one per month. 
   
  Combat 
   The gray horror attempts to lure its victim to it, creating 
  and controlling sounds that are similar to whimpering 
  sounds and the sounds of water. It uses create sound and 
  control sound to make it seem that there is water only a 
  few steps away. 
   Air Jet (Ex): A gray silt horror can jet backward once 
  per round as a full-round action, at a speed of 240 feet. 
   Psi-Like Abilities: 3/day—control air (60 mph*), 
  control sound, create sound, empty mind. Manifester level 
  12th. 
   *Includes augmentation for the silt horror‘s manifester 
  level. 
   Tremorsense (Ex): A gray silt horror can detect 
  vibrations in the silt at a range of up to three miles, but it 
  can pinpoint only creatures and objects within 60 ft. 
   
  Gray Silt Horrors Society 
   Gray silt horrors are solitary, hungry, aggressive 
  creatures. They only use their air sacs for emergencies, 
  preferring to ―swim‖ through the silt. They range far 
  through the silt in search of prey. 
   
   
  Magma Silt Horror 
  Huge Aberration (Fire, 
  Psionic) 
  Red Silt Horror 
  Large Aberration (Psionic) 
  White Silt Horror 
  Gargantuan Aberration 
  Hit Dice: 
  12d8+60 (114 hp) 
  8d8+24 (60 hp) 
  16d8+115 (187 hp) 
  Initiative: 
  +1 
  +2 
  +4 
  Speed: 
  Swim 15 ft. (3 squares) 
  20 ft. (4 squares), swim 20 ft. 
  Swim 10 ft. (2 squares) 
  Armor Class: 
  16 (-2 size, +1 Dex, +7 
  natural), touch 9, flat-footed 
  15 
  14 (-1 size, +2 Dex, +3 
  natural), touch 11, flat-footed 
  12 
  12 (-4 size, +6 natural), touch 
  6, flat-footed 12 
  Base Attack/Grapple: 
  +9/+25 
  +6/+14 
  +12/+36 
  Attack: 
  Tentacle +16 melee (1d6+8) 
  Tentacle +10 melee (1d4+4) 
  Tentacle +20 melee (1d8+12) 
  Full Attack: 
  8 tentacles +16 melee 
  (1d6+8) 
  8 tentacles +10 melee 
  (1d4+4) and bite +4 melee 
  (2d6+2 plus poison) 
  10 tentacles +20 melee 
  (1d8+12) 
  Space/Reach: 
  15 ft./10 ft. 
  10 ft./5 ft. 
  20 ft./15 ft. 
  Special Attacks: 
  Constrict 2d8+8, improved 
  grab, psi-like abilities 
  Constrict 2d8+4, improved 
  grab, poison, psi-like abilities 
  Constrict 2d8+12, improved 
  grab 
  Special Qualities: 
  Air jet, immunities, immunity 
  to fire, vulnerability to cold 
  Air jet, darkvision 60 ft., walk 
  on tentacles 
  Air jet, darkvision 60 ft., 
  tremorsense 60 ft. 
  Saves: 
  Fort +9, Ref +5, Will +13 
  Fort +5, Ref +4, Will +10 
  Fort +14, Ref +5, Will +14 
  Abilities: 
  Str 27, Dex 13, Con 21, Int 
  12, Wis 16, Cha 16 
  Str 18, Dex 14, Con 16, Int 5, 
  Wis 14, Cha 13 
  Str 35, Dex 11, Con 25, Int 2, 
  Wis 14, Cha 7 
  Skills: 
  Concentration +14, Hide -7*, 
  Listen +12, Move Silently 
  +13, Psicraft +10, Spot +12, 
  Swim +16 
  Hide +7*, Move Silenty +11, 
  Swim +12 
  Hide -4*, Listen +6, Move 
  Silently +8, Spot +6, Swim 
  +20 
  Feats: 
  Combat Reflexes, Iron Will, 
  Psionic Focus (telepathy), Skill 
  Focus (Move Silently), 
  Weapon Focus (tentacle) 
  Iron Will, Skill Focus (Move 
  Silently), Weapon Focus 
  (tentacle) 
  Alertness, Great Fortitude, 
  Improved Initiative, Iron Will, 
  Skill Focus (Hide), Toughness 
  Environment 
  Silt 
  Silt 
  Silt 
  Organization: 
  Solitary 
  Solitary 
  Solitary 
  Challenge Rating: 
  7 
  5 
  9 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Always neutral 
  Advancement: 
  13-24 HD (Huge); 25-36 HD 
  (Gargantuan) 
  9-16 HD (Large); 17-24 HD 
  (Huge) 
  17-32 HD (Gargantuan); 33-
  48 HD (Colossal) 
  Level Adjustment: 
  — 
  — 
  — 
  
   
  http://athas.org 
   
  149 
  M
  Maaggm
  maa  SSiilltt  HHoorrrroorr  
   The magma horror inhabits volcanic areas. Unlike the 
  other horrors, the magma horror is very intelligent and 
  has formidable psionic abilities. Since it no eyes, it uses its 
  psionic powers to sense the presence of prey. Once prey is 
  found, the horror contacts its victim psionically, trying to 
  persuade it to approach. 
   As with all horrors, the magma silt horror is always 
  looking for an opportunity to feed itself. This horror must 
  feed at least once every six weeks or it begins to weaken. 
   
  Combat 
   Air Jet (Ex): A magma silt horror can jet backward 
  once per round as a full-round action, at a speed of 240 
  feet. 
   Immunities: Since magma silt horrors are blind, they 
  continuously employ the synesthete power to hear light, 
  gaining immunity to gaze attacks. 
   Psi-Like 
  Abilities: 
  At 
  will—synesthete; 
  3/day—
  clairvoyant sense, mindlink (up to 8 unwilling targets, DC 
  14*); 1/day—danger sense (improved uncanny dodge*), 
  empathy (75-ft. range, 75-ft. radius, 12 hours*), intellect 
  fortress (6 rounds*), mind thrust (3d10, DC 14*), psionic 
  divination. Manifester level 12th. The save DCs are 
  Charisma-based. 
   *Includes augmentation for the silt horror‘s manifester 
  level. 
   
  Magma Silt Horror Society 
   The magma silt horror is a solitary creature that meets 
  others of its kind only for mating. 
   
  
   
  http://athas.org 
   
  150 
  RReedd  SSiilltt  HHoorrrroorr  
   The red silt horror is the most mobile of the horrors, 
  able to propel itself across the surface of Athas using four 
  tentacles as functional ―legs‖. 
   If one or more tentacles are severed, they regrow at the 
  rate of one per month. 
   
  Combat 
   The red silt horror tries to lure prey to it 
  using its psionic abilities to establish mental 
  contact with its quarry, discovering what the 
  victim desires most and then using false 
  sensory input to create a complete sensory 
  image of the desired object. 
   Air Jet (Ex): A red silt horror can jet 
  backward once per round as a full-round 
  action, at a speed of 240 feet. 
  Poison 
  (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage paralysis 2d6 rounds. The 
  save DC is Constitution-based. 
   Psi-Like Abilities: 3/day—attraction (+9 
  interaction bonus, DC 17*), aversion (13 
  hours, DC 16*), concussion blast (4d6*), ego 
  whip (DC 13), empty mind, false sensory input 
  (DC 14), mindlink (up to 5 unwilling targets, 
  DC 12*), read thoughts (DC 13). Manifester 
  level 10th. The save DCs are Charisma-based. 
  *Includes 
  augmentation 
  for 
  the 
  silt 
  horror‘s manifester level. 
   Walk on Tentacles (Ex): A red silt horror 
  loses its Dexterity bonus to armor class when 
  walking on its tentacles. 
   
  Red Silt Horror Society 
   Red silt horrors prefer to live in the Sea of 
  Silt. However, if food becomes scarce, they will 
  move to another silt basin, a mudflat, or even the desert, 
  traveling at night to limit the chances that they are seen 
  and attacked.  
   Once a suitable lair is found, the red silt horror uses its 
  air jet to dig into the ground where it awaits its next 
  victim. 
   
  W
  Whhiittee  SSiilltt  HHoorrrroorr  
   The white horror is the most common and usually the 
  largest of the silt horrors. Its tentacles can grow up to 50 
  feet long. Its mouth is located near the air sac used to 
  propel it and is not used in combat, because it waits until 
  its food has suffocated before it begins to feed. 
   The white horror eats anything except other horrors. It 
  can subsist for years on one meal, lying dormant 
  underneath the silt. Its life expectancy is about 40 years, 
  usually mating only once in its lifetime.  
   
  Combat 
   The white silt horror lies quietly below the silt. When it 
  detects vibrations caused by beings moving through the 
  silt, it surprises its prey, attacking with all tentacles at 
  once. It will attack as soon as a single target is within 
  range, even if the target is part of a larger group. 
   Air Jet (Ex): A white silt horror can jet backward once 
  per round as a full-round action, at a speed of 160 feet. 
   Tremor Sense (Ex): A white silt horror can detect 
  vibrations in the silt at a range of up to three miles, but it 
  can pinpoint only creatures and objects within 60 ft. 
   
  White Silt Horror Society 
   The white silt horror is found anywhere in silt basins and 
  the Sea of Silt. It doesn‘t like the sun, and it waits for 
  dark if it needs to move out of the silt. 
   
  SSiilltt  RRuunnnneerr  
  Silt Runner, 1st-Level Warrior 
  Small Humanoid (Reptilian) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 
  12, flat-footed 13 
  Base Attack/Grapple: +1/–4 
  Attack: Shortspear +1 melee (1d4-1) or claw +1 melee 
  (1d4-1) 
  Full Attack: Shortspear +1 melee (1d4-1) and bite -4 
  melee (1d4-1); or 2 claws +1 melee (1d4-1) and bite -4 
  melee (1d4-1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Darkvision 60 ft., silt run 
  Saves: Fort +2, Ref +1, Will -1 
  Abilities: Str 9, Dex 12, Con 11, Int 6, Wis 9, Cha 8 
  Skills: Balance +5, Listen +2, Spot +2 
  Feats: Alertness 
  Environment: Deserts 
  Organization: Gang (3-8), band (10-40 plus 100% non-
  combatants plus 1 2nd level sergeant per 10 adults and 
  1 leader of 3rd-4th level, tribe (50-100 plus 100% non-
  combatants plus 1 2nd level sergeant per 10 adults, 1 
  or 2 3rd-4th level lieutenants, and 1 leader of 5th-6 
  Challenge Rating: 1/2 
  
   
  http://athas.org 
   
  151 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +0 
   
    Scuttling across the silt as though running on solid 
  ground is a short lizard-man with green scales, jagged 
  teeth, and wickedly clawed hands. 
   
   Silt runners are cowardly reptilian humanoids with the 
  curious ability to run across open silt. They have tails, but 
  these usually drag along the ground except when they are 
  running or in combat, when the tail is used to help them 
  maintain their balance. They wear 
  trophies taken from their victims. 
   
  Combat 
   Silt runners only attack when they 
  outnumber their foes by at least three 
  to one. Even then they attempt to 
  attack from ambush and overrun an 
  opponent using wave attacks. 
   Silt Run (Ex): A silt runner moving 
  at running speed can move across up to 
  60 ft. of silt without breaking the 
  surface.  
   Skills: A silt runner‘s tail gives it a +4 
  racial bonus on Balance checks. 
   
  The silt runner warrior presented here 
  had the following ability scores before 
  racial adjustments: Str 13, Dex 12, Con 
  11, Int 10, Wis 9, Cha 8. 
   
  Silt Runner Society 
   Most silt runner tribes live on islands of the Silt Sea 
  near the coast line were they live by raiding passing 
  merchant caravans and nearby villages. 
   Silt runners have an unreasoning hatred for elves and 
  attack them on sight. They consider the flesh of an elf 
  slain in combat to be the greatest of delicacies. 
   
  Silt Runners as Characters 
   Silt runners‘ deceptive tendencies make them excellent 
  rogues, despite their low intellects, and most silt runner 
  leaders are fighter/rogues. Silt runner clerics typically 
  worship the element of Silt. Silt runners are not 
  exceptionally bright and find magical studies to be 
  frustratingly difficult. The statistics above are given for a 
  1st-level silt runner warrior. 
   Silt runner characters possess the following racial traits. 
   –4 Str, –4 Int 
   Small. Silt runners gain a +1 size bonus to Armor Class, 
  a +1 size bonus on attack rolls, and a +4 size bonus on 
  Hide checks, but they must use smaller weapons than 
  humans use, and their lifting and carrying limits are 
  three-quarters of those of a Medium character. 
   Space/Reach: 5 ft./5 ft. 
   A silt runner‘s base land speed is 30 feet. 
   Darkvision out to 60 feet. 
   Weapon Proficiency: A silt runner is proficient with all 
  simple weapons and its natural weaponry. 
   +2 natural armor bonus. 
   +4 racial bonus on Balance checks. 
   Natural Weapons: 2 claws (1d4), bite (1d4). 
   Special Qualities (see above): Silt run. 
   Automatic Languages: Silt runner. Bonus Languages: 
  none. 
   Favored Class: Rogue. 
   Level adjustment +0. 
   
  SSiilltt  SSeerrppeenntt  
    This creature is a silt-grey snake that slithers through 
  the dust, baring ivory fangs and hissing menacingly. 
   
    Silt serpents are precisely that – serpents that have 
  adapted to live in the shallows of the Sea of Silt. As with 
  many of Athas‘ denizens, they have evolved basic psionic 
  abilities to help them to cope with life under the dark sun. 
  Small and timid, they nevertheless possess a venomous 
  bite that can bring down all but the hardiest of opponents. 
  
   
  http://athas.org 
   
  152 
    Silt serpents are carnivores that dwell alone or in 
  familial nests in reefs and rocky ruins in the shallow silt. 
  They are hunted for their flesh, which is succulent and 
  tasty. Giants of the silt archipelagoes were among the first 
  to prepare the creatures as food, but it is the Sky Singer 
  elf tribe that has become most famous for their dish 
  known as alrasb, prepared over an open flame from the 
  sizzling meat of the serpents. 
    An adult silt serpent can grow to be four feet in length. 
  Their young, laid in clutches of 2-12 eggs, are thin and 
  slender, but with a more potent venom than their parents. 
   
   
   Combat 
    Silt serpents are cowardly but cunning opponents. They 
  lie beneath the silt, making use of their tremorsense 
  ability to detect potential prey. When a target is detected, 
  the serpent swims towards it, strikes and swims away 
  again to wait for its poison to take effect. When the target 
  stops moving (the serpent‘s chief criterion for victory) it 
  swims back and begins to feed. Although playing dead can 
  fool a serpent, this generally only prompts it to start 
  feeding, and so is of limited use. 
    Poison (Ex): Injury, Fortitude DC 10, initial damage 
  1d6 Str, secondary damage 1d6 Con. The save DC is 
  Constitution-based. Immature silt serpents have a +2 
  racial bonus on their poison (DC 12). 
    Psi-Like Abilities: 3/day—attraction (+5 interaction 
  bonus, DC 8*), ego whip (DC 8), empty mind, 
  precognition, synesthete.  Manifester level 3rd.  The save 
  DCs are Charisma-based. 
   *Includes augmentation for the silt serpent‘s manifester 
  level. 
    Tremorsense (Ex): A silt serpent can detect and 
  pinpoint any creature or object within 60 feet in contact 
  with the ground or silt. 
    Skills: Silt serpents have a +4 racial bonus on Hide, 
  Listen, and Spot checks and a +8 racial bonus on Balance 
  and Climb checks. A silt serpent can always choose to 
  take 10 on a Climb check, even if rushed or threatened. 
  Silt serpents use their Dexterity modifier for Climb and 
  Swim checks. A silt serpent has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  GGiiaanntt  SSiilltt  SSeerrppeennttss  
    Although the standard silt serpent is most at home in 
  the shallow silt, specimens occasionally are found in the 
  deeper silt. Far larger than their reef-dwelling cousins, 
  these giant silt serpents can reach 18 feet or more in 
  length, and their venom is more potent still.  
    Poison (Ex): Injury, Fortitude DC 13, initial damage 
  2d4 Str, secondary damage 2d4 Con. The save DC is 
  Constitution-based. Immature giant silt serpents have a 
  +2 racial bonus on their poison (DC 15). 
    Psi-Like Abilities: 3/day—attraction (+7 interaction 
  bonus, DC 10*), ego whip (2d4 Cha, DC 10*), empty 
  mind (+4 bonus*), precognition, synesthete.  Manifester 
  level 7th.  The save DCs are Charisma-based. 
   *Includes augmentation for the giant silt serpent‘s 
  manifester level. 
    Skills: Giant silt serpents have a +4 racial bonus on 
  Hide, Listen, and Spot checks and a +8 racial bonus on 
  Balance and Climb checks. A giant silt serpent can always 
  choose to take 10 on a Climb check, even if rushed or 
  threatened. A giant silt serpent has a +8 racial bonus on 
  any Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  SSiilltt  SSppaaw
  wnn  
  Medium Aberration 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: +2 
  Speed: Swim 40 ft. (8 squares) 
   
  Silt Serpent, Standard 
  Small Magical Beast (Psionic) 
  Silt Serpent, Giant 
  Huge Magical Beast (Psionic) 
  Hit Dice: 
  1d10 (5 hp) 
  5d10+5 (32 hp) 
  Initiative: 
  +3 
  +6 
  Speed: 
  10 ft. (2 squares), climb 10 ft., swim 10 ft. 
  20 ft. (4 squares), climb 20 ft, swim 20 ft. 
  Armor Class: 
  17 (+1 size, +3 Dex, +3 natural), touch 14, 
  flat-footed 14 
  15 (-2 size, +2 Dex, +5 natural), touch 10, 
  flat-footed 13 
  Base Attack/Grapple: 
  +1/-5 
  +5/+16 
  Attack: 
  Bite +5 melee (1d4-2 plus poison) 
  Bite +7 melee (2d6+4 plus poison) 
  Full Attack: 
  Bite +5 melee (1d4-2 plus poison) 
  Bite +7 melee (2d6+4 plus poison) 
  Space/Reach: 
  5 ft./5 ft. 
  15 ft./10 ft. 
  Special Attacks: 
  Poison, psi-like abilities 
  Poison, psi-like abilities 
  Special Qualities: 
  Darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft. 
  Darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft. 
  Saves: 
  Fort +2, Ref +5, Will +1 
  Fort +5, Ref +6, Will +2 
  Abilities: 
  Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 3 
  Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 3 
  Skills: 
  Balance +11, Climb +12, Hide +11, Listen 
  +6, Spot +6, Swim +12 
  Balance +12, Climb +11, Hide +2, Listen +6, 
  Spot +6, Swim +11 
  Feats: 
  Weapon Finesse 
  Improved Initiative, Weapon Focus (bite) 
  Environment 
  Silt 
  Silt 
  Organization: 
  Solitary or nest (4-14) 
  Solitary or pair (1-2) 
  Challenge Rating: 
  1  
  3  
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  2 HD (Small), 3 HD (Medium) 
  6-10 HD (Huge), 11-15 HD (Gargantuan) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  153 
  Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-
  footed 12 
  Base Attack/Grapple: +1/+9* 
  Attack: Bite +3 melee (1d8) 
  Full Attack: Bite +3 melee (1d8) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +1, Ref +2, Will +4 
  Abilities: Str 11, Dex 14, Con 12, Int 1, Wis 12, Cha 3 
  Skills: Hide +3, Listen +5, Spot +5, Swim +8 
  Feats: Alertness, Weapon Finesse(B) 
  Environment: Silt 
  Organization: Clutch (2-12) or tangle (2-5 clutches) 
  Challenge Rating: 1/2 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: 3-4 HD (Medium), 5-6 HD (Large) 
  Level Adjustment: — 
   
    With a flat, pear-shaped body sporting several bulbous 
  protrusions, this creature swims through the silt by means 
  of a cluster of writhing tentacles at its narrow end. 
   
    The immature form of the larger silt horrors, silt spawn 
  are aggressive predators driven by the same voracious 
  hunger that typifies the fully grown members of the 
  species. Silt spawn are all born identical, no matter their 
  parents‘ subspecies, and do not differentiate into the 
  various strains of silt horror until they reach maturity. To 
  many observers, they barely resemble the adult horrors 
  that they will later become. 
    Silt spawn live in rocky crevices and similar locations in 
  the shallow silt, where they are protected from the hungry 
  jaws of larger predators. They ambush their prey, 
  swarming through the silt in a mass of tentacles and 
  snapping jaws. 
    Over time, spells have been developed that focus upon 
  the silt spawn. Two of these are presented below: spawn 
  heritage and spawn song. 
    Silt spawn are born four feet long, weighing 130 
  pounds. They continue to mature until they reach 10 feet 
  in length, at which time they weigh as much as 500 
  pounds. At this point the maturation into a silt horror of a 
  specific color begins, and the spawn is treated as an adult 
  of the appropriate species. 
   
   
  Combat 
    Silt spawn prefer to attack from ambush, and once they 
  have detected prey, they will emerge from their lairs and 
  silently swim towards the surface, striking when their 
  target is within reach. Although they are of very low 
  intelligence, their clutch instinct drives them to cooperate 
  in combat, and they will attempt to grapple a single target 
  en masse and drag their prey into the silt. Once 
  submerged, the prey either swiftly drowns or succumbs to 
  the bites of the mass of feeding spawn. 
    Skills: A silt spawn has a +8 racial bonus on any Swim 
  SSppaaw
  wnn  HHeerriittaaggee  
  Divination 
  Level: Drd 1, Wiz 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One silt spawn 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
    With this spell you are able to determine what 
  species of adult silt horror a specific silt spawn will 
  mature into. The spell compares a single silt spawn 
  within range with one or more pieces of dried silt 
  horror hide that you hold. The spell will only work if 
  one of the pieces of hide you are holding matches the 
  species of the immature silt spawn and so the spell‘s 
  utility is limited by the completeness of the caster‘s 
  collection of silt horror hides. 
    Focus: One or more pieces of dried flesh from adult 
  silt horrors. 
   
  SSppaaw
  wnn  SSoonngg  
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Drd 3 
  Components: V, S, DF 
  Casting Time: 1 round 
  Range: Long (400 feet + 40 feet per caster level). 
  Targets: Up to 12 silt spawn within range 
  Duration: Concentration, up to 10 rounds (D) 
  Saving Throw: Will negates (see below) 
  Spell Resistance: Yes 
    This spell sends out a hypnotic call to all silt spawn 
  within range. If cast on a group of specific silt spawn, 
  these all receive saving throws as normal. If cast 
  ―blind‖ within a reef or submerged rocky area where 
  silt spawn are common, typically 2d6 silt spawn will 
  respond (these are assumed to be those that have 
  failed their saving throws).  
    The spell, which takes the form of a repetitive dirge 
  sung while standing in the silt itself, enrages the 
  spawn and compels them to attack the caster, 
  disregarding all other targets. Used in conjunction with 
  skilled trappers, this spell allows the caster to summon 
  the spawn while the trappers snatch them from the silt 
  just before they strike. 
    The lure lasts for as long as the caster keeps singing, 
  but never longer than 10 rounds. 
  
   
  http://athas.org 
   
  154 
  check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. *Silt 
  spawn receive a +8 racial bonus on all grapple checks.  
   
  Silt Spawn Society 
    While adult horrors are solitary beasts, the silt spawn 
  are driven by a clutch instinct. They are clutched by their 
  parent in the shallows of the silt and as soon as they are 
  born, the spawn instinctively flee into whatever crannies 
  or bolt-holes they can find. The parent horror cares 
  nothing for its children and often lingers in the vicinity of 
  the birthing site in the hope of an easy meal. Spawn that 
  do not hide are devoured, a hazard that persists until the 
  adult horror‘s own instincts drive it back into the deeper 
  silt that is its natural home. The spawn will remain in the 
  shallows until they mature, at which time they are driven 
  into the deep silt by both their size and a growing 
  competitive streak that forces the clutch to separate – or 
  become enemies. 
    Occasionally a particular area of shallow silt becomes a 
  popular clutching ground for more than one adult silt 
  horror. In such situations it is possible that more than one 
  clutch of silt spawn will occupy the same area. Observers 
  have noted that, far from competing, the clutches will 
  combine into a single, tangled mass of spawn. Clerics of 
  Silt have been known to claim that spawn from differing 
  species that matured together in the same clutch will not 
  compete or attack one another as adults. There is no 
  proven example of this yet known but it seems likely that 
  the hybrid brown silt horror is a result of such early 
  pairings. 
    Unlike mature horrors, silt spawn are both edible and 
  tasty and are hunted for their flesh by the giants of the 
  silt archipelagoes and other dwellers along the shores. In 
  addition to their flesh, they are also hunted for their hide, 
  which can be used to make waterproof containers or 
  clothing. 
    A weed known as draxia, native to the silt islands, can 
  reputedly be used as an ingredient in an ointment that will 
  repel silt spawn and act as an irritant to silt horrors. It is 
  unknown if this is merely rumor, however, as no-one on 
  the mainland has been able to successfully produce an 
  effective formula, and experimenters are as often as not 
  attacked 
  by 
  the 
  irritated 
  adult 
  silt 
  horrors, a tendency that has discouraged 
  further experimentation. 
   
  SSiilltt  W
  Weeiirrdd  
  Huge 
  Elemental 
  (Earth, 
  Psionic, 
  Water) 
  Hit Dice: 8d8+40 (76 hp) 
  Initiative: +11 
  Speed: 40 ft. (8 squares), fly 40 ft. 
  Armor Class: 23 (-2 size, +11 Dex, +4 
  natural), touch 19, flat-footed 12 
  Base Attack/Grapple: +6/+14 
  Attack: Slam +15 melee (1d8 plus 1 
  Con) 
  Full Attack: Slam +15 melee (1d8 plus 
  1 Con) 
  Space/Reach: 15 ft./10 ft. 
  Special 
  Attacks: 
  Constitution 
  drain, 
  control elementals, psi-like abilities 
  Special Qualities: Damage reduction 15/bludgeoning, 
  darkvision 60 ft., elemental traits, immunity to cold, 
  reform, resistance to fire 10, spell resistance 20, 
  vulnerabilities 
  Saves: Fort +11, Ref +13, Will +10 
  Abilities: Str 10, Dex 33, Con 20, Int 15, Wis 22, Cha 26 
  Skills: Concentration +17, Disguise +16, Hide +13*, 
  Listen +10, Move Silently +13, Psicraft +14, Spot +14 
  Feats: 
  Ability 
  Focus 
  (constitution 
  drain), 
  Combat 
  Expertise, Iron Will, Weapon Finesse(B) 
  Environment: Silt 
  Organization: Solitary 
  Challenge Rating: 8 
  Alignment: Usually chaotic evil 
  Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan) 
  Level Adjustment: — 
   
   The silt warps and shifts and forms a writhing 
  pseudopod in the shape of a huge serpent, which launches 
  itself towards you. 
   
  Believed to have been birthed in the paraelemental 
  plane of silt, the silt weird is a formidable foe, forming the 
  silt it inhabits and taking the shape of a huge serpent or a 
  vaguely humanoid figure. It uses a humanoid shape, 
  sometimes confused with a true earth elemental, to lure 
  travelers to their deaths. 
   Silt weirds are extremely dangerous, existing as they do 
  between the Material Plane and the Paraelemental Plane 
  of Silt. 
   A silt weird obtains its nourishment from the life force of 
  its victims. Silt weirds find the harsh conditions of Athas 
  much to their liking and thrive because of this. 
   It is rumored that the border between the paraelemental 
  Plane of Silt, and the Material Plane on Athas is continually 
  shifting, which enables the silt weirds and other denizens 
  such as dune stalkers and sandmen to enter Athas easily. 
   
   
  Combat 
   Silt weirds attack with their slam, and if successful will 
  drain Constitution from their prey as well as suffocate 
  them. Silt weirds are very aggressive and will use psionics 
  to help speed up the process, protect themselves from 
  
   
  http://athas.org 
   
  155 
  others, and fend off attackers while they are draining and 
  suffocating a victim. Sometimes silt weirds will have earth 
  elementals under their control which they will use to their 
  full advantage. 
   Constitution Drain (Su): Living creatures hit by a silt 
  weird‘s slam attack must succeed on a DC 22 Fortitude 
  save or take 1 point of Constitution drain. A creature 
  drained to 0 Constitution by a silt weird has its essence 
  devoured and cannot be brought back to life except by a 
  miracle, true resurrection, or wish spell. The save DC is 
  Charisma-based.   
   Control Elementals (Su): A silt weird can control 
  earth elementals and silt paraelementals within 120 ft. 
  that fail a Will save (DC 22). A silt weird can command a 
  total of 16 Hit Dice worth of earth elementals and/or silt 
  paraelementals at one time. The save DC is Charisma-
  based. 
   Psi-Like Abilities: At will—chameleon, crisis of breath 
  (all targets, DC 23*), ego whip (2d4 Cha, DC 22*); 
  1/day—crisis of life (DC 25), empty mind (+6 bonus*), 
  fate of one, greater concealing amorpha, psionic blast 
  (stun 3 rounds, DC 21*). Manifester level 10th. The save 
  DCs are Charisma-based. 
   *Includes augmentation for the silt weird‘s manifester 
  level. 
   Reform (Su): Silt weirds are difficult to kill, for if slain, 
  they reform after 1d6 hours. 
   Vulnerabilities (Ex): A transmute mud to rock spell 
  cast on a silt weird transforms it into a large, 8HD earth 
  elemental for 1d6 hours, as if affected by the polymorph 
  spell; the silt weird gets a Will save to resist the spell. A 
  transmute rock to mud spell cast on the silt weird‘s new 
  form slays the creature (no save) and prevents it from 
  reforming. 
   Skills: Silt weirds receive a +4 racial bonus to their 
  Concentration, Hide, and Psicraft skill checks. *A silt 
  weird‘s chameleon power gives it a +10 enhancement 
  bonus on Hide checks when active. 
   
  Silt Weird Society 
   The silt weird is a solitary creature that wanders the Sea 
  of Silt and inland silt basins hunting for prey. Since the 
  weird forms its body from the silt in which it lives, it is 
  unable to travel over land, therefore confined to only 
  attack creatures that pass within its reach. 
   Silt weirds avoid their own kind; they view each other as 
  competition and battle furiously over a section of silt. 
  These fights usually end in stalemates however, as the 
  weirds cannot harm each other, and one of the weirds 
  usually gives in and goes its own way. It is rare to find 
  more than one silt weird in a 10-mile square radius. 
   
  SSiinnkk  W
  Woorrm
  m  
  Huge Aberration  
  Hit Dice: 14d8+70 (133 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares), burrow 50 ft. 
  Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, 
  flat-footed 14 
  Base Attack/Grapple: +10/+26 
  Attack: Bite +16 melee (2d8+12) 
  Full Attack: Bite +16 melee (2d8+12) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Improved grab, swallow whole 
  Special Qualities: Darkvision 60 ft., phasing, 
  tremorsense 120 ft. 
  Saves: Fort +9, Ref +5, Will +9 
  Abilities: Str 27, Dex 13, Con 21, Int 1, Wis 10, Cha 12 
  Skills: Listen +15, Move Silently +5*, Spot +10 
  Feats: Alertness, Cleave, Great Cleave, Power Attack, 
  Snatch 
  Environment: Deserts and silt 
  Organization: Solitary 
  Challenge Rating: 10 
  Treasure: None 
  Alignment: Always Neutral 
  Advancement: 15-28 HD (Huge); 29-42 HD 
  (Gargantuan) 
  Level Adjustment: — 
   
    The ground bucks and heaves as a vast pale worm 
  bursts from beneath the sand, cavernous jaws agape. 
   
   A sink worm is huge white worm that travels beneath 
  silt and sand, leaving a scarcely noticeable trail. In spite of 
  this clear warning sign, few prey escape once a sink worm 
  begins hunting them. 
   Sink worms are solitary, meeting with others of their 
  species to mate only once every three years. The 
  hatchlings are left to fend for themselves, and most turn 
  cannibal immediately, with the strongest few surviving to 
  burrow away. Sink worms will try to eat nearly anything 
  and need at least one man-sized victim per day. 
   The sink worm sucks sand and silt through its body, 
  filtering minute particles of air past gills which allow the 
  creature to breath under the silt or sand. It is this removal 
  of air which causes the characteristic sunken depression in 
  the surface of the sand or silt through which the sink 
  worm passes. 
   Sinkworm "gills" are a curiosity among sages, so a 
  sinkworm egg would be worth whatever the owner asked 
  for it. However, the difficulty in locating the eggs makes 
  this nearly impossible. Sink worms can stretch up to 32 
  feet long or more. A sink worm is pale white in color, 
  resembling a huge maggot. 
   
  Combat 
   A sink worm travels underneath the silt and sand, 
  moving silently until it bursts out, surprising its victim and 
  usually swallowing it whole. If a sink worm is pursuing a 
  target that is fleeing, it will often use its phasing ability to 
  rush ahead of its prey and then burst up from the sand in 
  front of them. If sorely injured, a sink worm will seek to 
  flee beneath the sand using its phase ability. 
   Improved Grab (Ex): To use this ability, a sink worm 
  must hit a creature at least two size categories smaller 
  than itself with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can attempt to swallow the foe the following 
  round. 
   Phasing (Ex): Sink worms can phase through sand, 
  earth or solid rock. This ability works like the dimension 
  door spell, with a range of 90 feet. The sink worm cannot 
  use this ability if it is holding a creature in its mouth. 
   Swallow Whole (Ex): A sink worm can try to swallow 
  a grabbed opponent at least two size categories smaller 
  than itself by making a successful grapple check. Once 
  inside, the opponent takes 2d8+8 points of crushing 
  damage plus 8 points of acid damage per round from the 
  worm‘s gizzard. A swallowed creature can cut its way out 
  by using a light slashing or piercing weapon to deal 35 
  
   
  http://athas.org 
   
  156 
  points of damage to the gizzard (AC 13). Once the 
  creature exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A Huge 
  worm‘s interior can hold 4 Medium, 8 Small, 16 Tiny, or 
  32 Diminutive or smaller opponents. 
   Tremorsense (Ex): Sink worms can sense vibrations 
  up to 120 feet away on both sand and on silt. 
   Skills: Sink worms have a +4 racial bonus on Listen 
  and Spot checks.  *When burrowing through sand or silt, 
  a sink worm has a +8 racial bonus on Move Silently 
  checks. 
   
  SSlliigg  
  Medium Humanoid (Slig) 
  Hit Dice: 4d8-4 (14 hp) 
  Initiative: +0 
  Speed: 30 ft. (6 squares) 
  Armor Class: 14 (+4 natural), touch 10, flat-footed 14 
  Base Attack/Grapple: +3/+5 
  Attack: Bone longsword +4 melee (1d8+1/19-20) or bite 
  +5 melee (1d3+2) 
  Full Attack: Bone longsword +4 melee (1d8+1/19-20) 
  and bite +0 melee (1d3+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Formation attack 
  Special Qualities: Low-light vision, telepathy 30 ft. 
  Saves: Fort +3, Ref +1, Will +2 
  Abilities: Str 14, Dex 11, Con 8, Int 10, Wis 12, Cha 6 
  Skills: Craft (weaponmaking) +4, Listen +3, Spot +4, 
  Survival +6 
  Feats: Power Attack, Teamwork 
  Environment: Deserts 
  Organization: War Band (5-30) 
  Challenge Rating: 2 
  Treasure: Standard 
  Alignment: Often neutral (any) 
  Advancement: By character class 
  Level Adjustment: +1 
   
   Shambling along with a hunched gait is a muscular 
  humanoid with pale tan skin and covered in ruddy hair. Its 
  body is lean and utterly devoid of fat, its arms end in 
  blunt black claws and broken yellow teeth jut at crooked 
  angles from its broadly grinning mouth. 
   
   Sligs are wide-jawed humanoids that roam the desert 
  wilderness. They are especially lean, because they cannot 
  store fat in their bodies, and are remarkably hairy. Sligs 
  live in war bands, as the raiding and hunting lifestyle 
  dominates their culture. They are crude craftsmen and 
  often use items stolen from more advanced species. 
    Sporting a hunched posture, they have powerful arms 
  that help with moving. Sligs dress in hides and animal 
  skins, with different clothing denoting rank within the 
  warband and ritual scarification marking excellence in 
  combat and skill at the hunt. 
    Sligs have their own language, and some non-slig know 
  it, but sligs usually do not take the time or the effort to 
  learn another language. Sligs possess a natural telepathy 
  that allows them to communicate essential information to 
  one another regarding battle or the hunt. This telepathy is 
  not sufficiently developed to communicate other concepts, 
  however. 
   Sligs must eat more than other humanoid races; if they 
  go without food for three days they die of starvation. Sligs 
  also recycle body fluids better than other humanoids and 
  therefore only need 1/2 the water requirement of what a 
  human would. 
   Male sligs are tall and muscular, standing seven feet tall 
  and weighing more than 300 pounds. Female sligs are 
  similar in appearance, but much smaller, standing about 5 
  feet tall. Their hair is always braided, and their skin color 
  is very light, usually white or tan. 
   
  Combat 
   Sligs are formidable opponents, but not invincible. They 
  gain their Strength through attacking via formation. They 
  usually use bone long swords and bone spears as 
  weapons: if they are weaponless they will then just use 
  their bite attack. 
   Formation Attack (Ex): When two sligs are flanking an 
  opponent, each receives a +4 bonus on attack rolls, 
  instead of the normal +2. Other sligs in melee with that 
  opponent but not flanking it receive a +2 bonus to attack 
  rolls. 
   Telepathy (Su): Sligs can telepathically communicate 
  battle tactics to all sligs within 30 ft. 
   Skills (Ex): *Sligs receive a +10 racial bonus on 
  Survival checks when tracking or looking for food. 
   
  Slig Society 
   Sligs are cunning and intelligent and have learned what 
  most other races of the Tablelands desire: treasure, metal 
  and food and water. As a result, the wily sligs will often 
  lay ambushes with just such items as bait. The lure can be 
  as simple as a half-buried barrel or crate or as elaborate 
  as the mock wreckage of an ambushed caravan, complete 
  with slain animals and smoldering wagons. Those who are 
  ambushed will be slain or sometimes even kidnapped by 
  the sligs and held for ransom in the hope that others will 
  fall prey to this new form of lure and come seeking their 
  companions. 
   Unlike other races of the desert, sligs are sedentary and 
  will make a permanent home from which they launch raids 
  and hunts into the surrounding territory. Slig families are 
  highly mutable, with the female producing young three 
  times each year, fathered by whichever hunters are 
  currently the most respected in the warband. The young 
  mature rapidly and are full members of the warband 
  within a year. To accomplish this growth, young sligs eat 
  
   
  http://athas.org 
   
  157 
  ravenously of the meals that are brought back to them, 
  giving rise to the phrase ―sligging down‖ one‘s meal. 
   
  Sligs as Characters 
   Powerful and aggressive, sligs naturally tend towards 
  the martial classes. Some make passable rogues, but as a 
  rule sligs are too impatient for stealthy work. Those that 
  apply themselves are able to achieve some excellence as 
  clerics (usually of silt or earth) and some find the calling 
  of druidry to their liking. 
   Slig characters possess the following racial traits. 
   +4 Str, -2 Con, +2 Wis, -4 Cha 
   Medium. As Medium creatures, sligs receive no bonuses 
  or penalties due to their size. 
   Space/Reach: 5 ft./5 ft. 
   A slig‘s base land speed is 30 feet. 
   Racial Hit Dice: A slig begins with 4 levels of humanoid 
  (slig), which provide 4d8 Hit Dice, a base attack bonus 
  of +3, and base saving throw bonuses of Fort +4, Ref 
  +1 and Will +1. 
   Racial Skills: A slig‘s humanoid levels give it skill points 
  equal to 7 x (2 + Int modifier). Its class skills are Craft 
  (weaponmaking), Listen, Spot and Survival. 
   A slig‘s humanoid levels give it 2 feats. 
   Weapon Proficiency: A slig is proficient with its natural 
  weapons and all simple and martial weapons. 
   +4 natural armor bonus. 
   Low-light vision. 
   Natural Weapons: Bite (1d3). 
   Special Attacks (see above): Formation attack. 
   Special 
  Qualities 
  (see 
  above): 
  Telepathic 
  communication. 
   Automatic 
  Languages: 
  Slig. 
  Bonus 
  Languages: 
  Common. 
   Favored Class: Fighter. 
   Level adjustment +1. 
  SSlliim
  mee  
  DDaaggoollaarr  SSlliim
  mee  
   
   This slime has the hideous appearance of a large 
  greenish-colored ooze with a human-like brain resting in 
  the middle. 
   
   Dagolar slimes are Tyrian slimes that have been 
  psionically altered by the evil defiler/psion, Dagolar. Like 
  most oozes, Dagolar slimes can move along walls and 
  ceilings. Doing this allows them to drop on unsuspecting 
  prey and envelop the head to get at the victim‘s brain, 
  which is all that consists of the Dagolar slime‘s diet. 
   Dagolar slimes also reproduce in a similar way- upon 
  enveloping the head of a victim; they do not consume the 
  brain, but rather ‗transplant‘ it into a divided portion of 
  the Dagolar slime‘s body. Only creatures with an 
  especially active brain pattern (i.e., a psion) are unlucky 
  enough to be such targets of a Dagolar slime‘s hideous 
  brain transplant. 
   
  Combat 
   Much like Tyrian slimes, Dagolar slimes usually begin 
  battle by spraying their fast-drying, sticky secretions at 
  their opponents, and then unleashing a steam of highly 
  corrosive acid. The acid stream has a range of 15 ft. (no 
  range increment). 
   Blindsight (Ex): An ooze‘s entire body is a primitive 
  sensory organ that can ascertain prey by scent and 
  vibration within 60 ft. 
   Psi-Like Abilities: At will – detect psionics, ego whip 
  (2d4 damage, DC 17*), empty mind (+6 bonus*), schism. 
  3/day–metaconcert (11 minute duration*), psychic crush 
  (DC 17).  Manifester level 10th. 
   *Includes augmentation for dagolar slime‘s manifester 
  level. 
   Weapon Immunities: Dagolar slimes are immune to 
  bludgeoning and piercing weapons. 
   Web (Ex): As a standard action, a Dagolar slime can 
  launch an extremely sticky adhesive at a single target, 
  who must make a Reflex save (DC 16) or become 
  entangled.  The save DC is Dexterity-based. 
   Skills: Dagolar slimes receive a +8 racial bonus to all 
  Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. 
   
  TTyyrriiaann  SSlliim
  mee  
   
   A bluish-green amoeba oozes through the cracks of the 
  dungeon wall and advances towards you, spraying a 
  corrosive ray of acid as it comes. 
  
   
  http://athas.org 
   
  158 
   
   
   
   Tyrian slimes are similar to most other creatures of their 
  kind. Their bodies consist of bluish-green amoeba-like 
  cells that enable them to creep through cracks and 
  crevices, and into the dark, damp subterranean locations. 
  Tyrian slime, like most other oozes, is a solitary, asexual 
  creature that reproduces by dividing its body and is 
  usually encountered by wanderers with its own divided 
  offspring. 
   Tyrian slimes are able to move along walls and ceilings, 
  dissolving all sorts of carrion and refuse, thus often 
  keeping the vicinity relatively clean. They attack nearly 
  anything that they sense approaching, and one of their 
  favorite tactics is to drop on unsuspecting prey. 
   
   
  Combat 
   Tyrian 
  slimes 
  attack 
  by 
  employing 
  one 
  of 
  two 
  techniques. The first attack is a fast-drying, sticky 
  adhesive that entangles its prey into motionlessness, 
  which is often the slime‘s first attack. The second 
  technique is to spray a stream of highly corrosive acid at 
  their enemies. 
   Acid (Ex): The Tyrian slime‘s acid attack has a range 
  increment of 15 ft. and can be sprayed up to five range 
  increments. 
   Web (Ex): As a standard action, a Tyrian slime can 
  launch an extremely sticky adhesive at a single target, 
  who must make a Reflex save (DC 12) or become 
  entangled for 1d4 rounds.  The save DC is Dexterity-
  based. 
   Blindsight (Ex): An ooze‘s entire body is a primitive 
  sensory organ that can ascertain prey by scent and 
  vibration within 60 ft. 
   Skills: A Tyrian slime has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
   
  SSppiiddeerr  
  M
  Moouunnttaaiinn  SSppiiddeerr    
    This species of giant spider has a mottled carapace that 
  makes its outlines hard to distinguish against the rock 
  upon which it squats.  
   
    Mountain spiders are intelligent creatures with a 
  rudimentary tribal society believed to honeycomb many 
  parts of the Athasian underdark. Cunning predators, they 
   
  Dagolar Slime 
  Medium Ooze (Psionic) 
  Tyrian Slime 
  Medium Ooze 
  Hit Dice: 
  7d10+28 (66 hp) 
  5d10+15 (42 hp) 
  Initiative: 
  +3 
  +0 
  Speed: 
  20 ft. (4 squares), climb 20 ft. 
  20 ft. (4 squares), climb 20 ft. 
  Armor Class: 
  13 (+3 Dex), touch 13, flat-footed 10  
  18 (+8 natural), touch 10, flat-footed 18 
  Base Attack/Grapple: 
  +5/+5 
  +3/+3 
  Attack: 
  Acid spray +8 ranged touch (2d6 acid) 
  Acid spray +3 ranged touch (2d6 acid) 
  Full Attack: 
  2 acid sprays +8 ranged touch (2d6 acid) 
  Acid spray +3 ranged touch (2d6 acid) 
  Space/Reach: 
  5 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks: 
  Psi-like abilities, web 
  Acid, web 
  Special Qualities: 
  Blindsight 60 ft., immunity to acid and fire, 
  ooze traits, weapon immunities 
  Blindsight 60 ft., immunity to acid, fire, and 
  bludgeoning and piercing weapons, ooze traits 
  Saves: 
  Fort +6, Ref +5, Will +4 
  Fort +4, Ref +1, Will –4 
  Abilities: 
  Str 11, Dex 16, Con 18, Int —, Wis 14, Cha 15 
  Str 10, Dex 10, Con 17, Int —, Wis 1, Cha 1 
  Skills: 
  Climb+8 
  Climb +8 
  Feats: 
  — 
  — 
  Environment 
  Underground 
  Underground 
  Organization: 
  Solitary, or spawn (1-3) 
  Solitary or group (1-3) 
  Challenge Rating: 
  8 
  5 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral evil 
  Always neutral 
  Advancement: 
  8-14 HD (Large), 15-21 (Huge) 
  6-10 HD (Medium); 11-15 HD (Large) 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  159 
  use their superior intellects to lay all manner of traps for 
  the unwary. They are carnivorous and seem to consider 
  roc meat a delicacy. Needless to say, such meals are few 
  and far between for the mountain spiders. 
    Mountain spider venom is sought after by assassins, as 
  it can be used as an ingredient in the creation of potions 
  to remove paralysis – with the involvement of one skilled 
  in such things, of course. 
    One mountain spider in ten is psionic. Many believe that 
  the species as a whole is on the brink of developing 
  psionic powers en masse, but for the time being these 
  abilities are limited to a handful of exceptional individuals. 
  These psychic arachnids soon rise to positions of power 
  within the loose mountain spider society. 
    An adult mountain spider stands five feet tall on long, 
  sturdy limbs and weighs as much as 200 pounds. 
   
  Combat 
    Mountain spiders are cunning foes that will often 
  attempt to outwit their prey before striking with 
  devastating surprise. They will leave lures for their targets 
  (from animal corpses to apparent treasure), set up 
  ambushes or use psionic misdirection to shift the 
  advantage in their own favor.  
    Poison (Ex): Injury, Fortitude DC 15, initial and 
  secondary damage paralysis for 2d12 minutes. The save 
  DC is Constitution-based. 
    Psi-Like Abilities: At will—attraction (DC 11), aversion 
  (DC 12), empathy, inflict pain (DC 12), mindlink, mind 
  thrust (DC 11); 3/day—ego whip (DC 12), empty mind, 
  thought shield. Manifester level 3rd. The save DCs are 
  Charisma-based. 
    Tremorsense (Ex): A mountain spider can detect and 
  pinpoint any creature or object within 60 feet in contact 
  with the ground, or within any range in contact with the 
  spider‘s webs. 
    Web (Ex): Mountain spiders spin webs to build their 
  lairs and other structures, but do not use them to catch 
  prey. They can use their web to lower themselves silently 
  on silk strands and leap onto prey passing beneath them, 
  if necessary. A single strand is strong enough to support 
  the spider and one creature of the same size. Creatures 
  that come into contact with mountain spider webbing 
  nevertheless run the risk of becoming entangled. An 
  entangled creature can escape with a successful Escape 
  Artist check (DC 12) or burst it with a Strength check (DC 
  16). Attempts to escape or burst the webbing gain a +5 
  bonus if the trapped creature has something to walk on or 
  grab while pulling free. Each 5-foot section has 6 hit 
  points, and damage reduction 5/—. A mountain spider can 
  move across its own web at its climb speed and can 
  pinpoint the location of any creature touching its web. 
    Skills: Mountain spiders have a +10 racial bonus on 
  Hide and Jump checks and a +16 racial bonus on Climb 
  checks. A mountain spider can always choose to take 10 
  on Climb checks, even if rushed or threatened. Mountain 
  spiders use their Dexterity modifier for Climb checks. 
   
  SSiilltt  SSppiiddeerr    
    A 
  swarming 
  nest 
  of 
  tiny 
  pale 
  spiders 
  barely 
  distinguishable from the shifting silt that is their home, 
  these creatures rush towards you in a single heaving 
  mass. 
   
  Mountain Spider 
  Medium Magical Beast (Psionic) 
  Silt Spider 
  Diminutive Vermin (Swarm) 
  Hit Dice: 
  5d10+5 (32 hp) 
  3d8 (13 hp) 
  Initiative: 
  +4 
  +7 
  Speed: 
  30 ft. (6 squares), climb 20 ft.  
  30 ft. (6 squares), climb 20 ft., swim 30 ft. 
  Armor Class: 
  16 (+4 Dex, +2 natural), touch 14, flat-
  footed 12 
  17 (+4 size, +3 Dex), touch 17, flat-footed 14 
  Base Attack/Grapple: 
  +5/+6 
  +2/— 
  Attack: 
  Bite +9 melee (1d8+1 plus poison) 
  Swarm (1d6 plus poison) 
  Full Attack: 
  Bite +9 melee (1d8+1 plus poison) 
  Swarm (1d6 plus poison) 
  Space/Reach: 
  5 ft. / 5 ft. 
  10 ft./0 ft. 
  Special Attacks: 
  Poison, psi-like abilities, web 
  Distraction, poison 
  Special Qualities: 
  Darkvision 60 ft., tremorsense 60 ft.  
  Darkvision 60 ft., swarm traits, tremorsense 
  30 ft., vermin traits 
  Saves: 
  Fort +5, Ref +8, Will +1 
  Fort +3, Ref +4, Will +1 
  Abilities: 
  Str 13, Dex 18, Con 13,  
  Int 16, Wis 10, Cha 11 
  Str 1, Dex 17, Con 11,  
  Int 1, Wis 10, Cha 3 
  Skills: 
  Climb +22, Craft (any) +8, Hide +19, Jump 
  +16, Knowledge (any) +8, Sense Motive +5, 
  Spot +5, Survival +5 
  Climb +11, Hide +23, Listen +4, Spot +4 
  Feats: 
  Ability Focus (poison), Combat Reflexes, 
  Weapon Finesse(B) 
  Ability Focus (poison), Improved Initiative 
  Environment 
  Mountains 
  Silt 
  Organization: 
  Tribe (5-20) 
  Solitary, tangle (2–4 swarms), or colony (7–
  12 swarms) 
  Challenge Rating: 
  3 (4 if psionic) 
  1 
  Treasure: 
  Standard 
  None 
  Alignment: 
  Usually chaotic neutral 
  Always neutral 
  Advancement: 
  6-10 HD (Large); 11-15 HD (Large) 
  None 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  160 
   
    Silt spiders are tiny creatures that dwell in Athas‘ silt 
  seas and basins. Easily able to camouflage themselves 
  within and swim though the silt, they are a hazard 
  wherever they are encountered. Although their bite and 
  accompanying poison is not overly dangerous, their sheer 
  numbers often mean that a target will be devoured by the 
  swarm before he has a chance to regain consciousness. 
    Individual silt spiders rarely reach six inches in size but 
  can swarm in scores or hundreds. 
   
  Combat 
    A silt spider swarm seeks to 
  surround and attack any living prey 
  it encounters. It deals 1d6 points of 
  damage to any creature whose space 
  it occupies at the end of its move. 
    Distraction 
  (Ex): 
  Any 
  living 
  creature that begins its turn with a 
  silt spider swarm in its space must 
  succeed on a DC 11 Fortitude save or 
  be nauseated for 1 round. The save 
  DC is Constitution-based. 
    Poison (Ex): Injury, Fortitude DC 
  13, initial and secondary damage 
  paralysis for 2d6 minutes. The save 
  DC is Constitution-based. 
    Tremorsense (Ex): Silt spiders 
  can detect and pinpoint any creature 
  or object within 30 feet in contact 
  with the ground. 
    Skills: A silt spider swarm has a 
  +4 racial bonus on Spot checks and 
  a +8 racial bonus on Climb and Hide 
  checks. It uses its Dexterity modifier 
  instead of its Strength modifier for 
  Climb checks. It can always choose 
  to take 10 on a Climb check, even if 
  rushed or threatened. A silt spider 
  swarm has a +8 racial bonus on any 
  Swim check to perform some special 
  action or avoid a hazard. It can 
  always choose to take 10 on a Swim 
  check, 
  even 
  if 
  distracted 
  or 
  endangered. It can use the run 
  action while swimming, provided it 
  swims in a straight line. 
   
  SSppiiddeerr,,  CCrryyssttaall  
  Large Elemental (Earth, Psionic)  
  Hit Dice: 8d8+24 (60 hp) 
  Initiative: +0 
  Speed: 60 ft. (12 squares), climb 30 ft. 
  Armor Class: 18 (-1 size, +9 natural), touch 9, flat-
  footed 18 
  Base Attack/Grapple: +6/+15 
  Attack: Bite +10 melee (1d6+5 plus poison) 
  Full Attack: Bite +10 melee (1d6+5 plus poison) and 2 
  claws +5 melee (2d4+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, poison, psi-like abilities, 
  ray, web 
  Special Qualities: Darkvision 60 ft., DR 5/metal, 
  elemental traits 
  Saves: Fort +9, Ref +4, Will +5 
  Abilities: Str 20, Dex 11, Con 16, Int 3, Wis 13, Cha 8 
  Skills: Climb +3, Hide +5*, Spot +3 
  Feats: Iron Will, Lightning Reflexes, Point Blank Shot 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 6 
  Treasure: No coins, double goods, no items 
  Alignment: Always neutral 
  Advancement: 9-16 HD (Large); 17-24 HD (Huge) 
  Level Adjustment: — 
   
    You are forced to squint to see past the dazzling 
  refractions and spot that they are emanating from the 
  body of a large, crystalline spider. 
  
   
  http://athas.org 
   
  161 
   
   Resembling giant wolf spiders, crystal spiders have 
  bodies composed of multifaceted crystal that creates 
  dazzling patterns of refracted light. They spin glass webs 
  that are very sharp and can focus a damaging beam of 
  light at a potential victim. 
   The crystal spider is a beautiful creature. During the day 
  the sunlight refracts through it, reflecting a myriad of 
  colors which change as it moves. At night it reflects any 
  ambient light, retaining its colors but not as radiant as 
  during the day. When the spider has fed, it takes on a 
  reddish tinge but this fades over a few days. 
   A crystal spider is incapable of making sounds, but can 
  communicate with others of its kind by means of 
  controlled light. 
   Crystal spiders get most of their nutrients from sunlight 
  but do require liquids to survive, preferring human blood. 
  They are hunted for their webs, which make excellent 
  weapons, and for the gems which they instinctively weave 
  into these webs (although the spiders are themselves 
  unaware of their value). 
   A typical crystal spider is eight feet long and can live up 
  to 150 years. Before death, a crystal spider will lay a 
  single huge cluster of eggs (as many as 200) in a specially 
  crafted web. 
   
  Combat 
   Crystal spiders prefer to spin their webs across trails and 
  game paths. They do not sit in their webs, but instead 
  wait on nearby ledges or outcroppings, hoping to pounce 
  on those unfortunate enough to become entangled. Where 
  lighting permits, a crystal spider will also use its ability to 
  fire rays of light at its enemies and will use its psionic 
  power of control light to augment lighting conditions in 
  order to facilitate this. In melee, the creature attacks with 
  its slashing claws and poisonous bite. It prefers to grapple 
  its targets and then sting them to death. 
   Improved Grab (Ex): To use this ability, a crystal 
  spider must hit with both claw attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and deals automatic claw 
  damage each round it remains in the grapple. A crystal 
  spider gains a +4 bonus on attack rolls with its bite 
  against grappled opponents, canceling the usual –4 
  penalty for attacking a grappled opponent. 
   Poison (Ex): Injury; Fortitude save (DC 17); initial and 
  secondary damage 1d6 temporary Constitution damage. 
  The save DC is Constitution-based. 
   Psi-Like Abilities: 3/day—control light. Manifester 
  level 6th 
   Ray (Su): In areas of bright light (such as sunlight or 
  the radius of a daylight spell), a crystal spider may fire a 
  ray of light at a single creature as a full-round action. If 
  the ray hits, it deals 3d6 points of fire damage, and the 
  target must make a Reflex save (DC 13) or be 
  permanently blinded. The save DC is Charisma-based. 
   Web (Ex): Crystal spiders weave razor-sharp webs of 
  crystal, typically spanning 20 square feet.  Each 5-foot 
  section has 12 hit points, and sheet webs have damage 
  reduction 5/—.  A crystal spider can move across its own 
  web at its climb speed. 
   Approaching creatures must succeed on a DC 20 Spot 
  check to notice a web; otherwise they stumble into it, 
  suffering 2d6 points of damage and becoming entangled.  
  A creature that makes a Reflex save (DC 17) takes half 
  damage and is not entangled.  An entangled creature can 
  escape the web but takes another 1d6 points of damage 
  unless it makes a successful Escape Artist check (DC 17).  
  The save and check DCs are Constitution-based. 
   Skills: A crystal spider has a +4 racial bonus on Hide 
  checks. It has a +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if rushed 
  or threatened. 
   
  SSppiiddeerr,,  DDaarrkk  
   Rearing itself up before you is an enormous spider the 
  size of a man with disgusting, oily black skin, mottled with  
  lurid red and purple streaks. Its features are almost 
  humanoid and it regards you with a menacing leer. 
   
   Dark spiders are an intelligent species of subterranean 
  arachnid that lives in highly organized tribal units. Divided 
  among warriors, psions, defilers and queens, they have no 
  natural enemies but often create enemies through their 
  predatory behavior when nesting young. 
    Dark spiders stand six feet in height and weigh 120 
  pounds, although their queens reach twice that size when 
  mature. The more intelligent among them are able to 
  master humanoid tongues, and some have been known to 
  trade silk to merchant houses in return for warm-blooded 
  slaves. 
   
  Combat 
    Dark spiders prefer to either strike from ambush using 
  their webbing or attack with greater numbers and 
  overwhelm their foes. Warbands of warrior spiders are 
  often led by individual defilers or psions, who use their 
  powers to bolster the melee attacks of the warriors. 
    In melee, dark spiders strike with two claws and a 
  poisonous bite. The venom of the queen is particularly 
  potent and is easily capable of killing an adult human. The 
  poison of the other dark spiders is still dangerous but less 
  routinely fatal than that of the queens. 
   Web (Ex): Dark spiders often wait in their webs, then 
  lower themselves silently on silk strands and leap onto 
  prey passing beneath.  A single strand is strong enough to 
  support the spider and one other Medium creature.  Dark 
  
   
  http://athas.org 
   
  162 
  spiders can throw a web eight times per day; this is 
  similar to an attack with a net but has a maximum range 
  of 50 feet, with a range increment of 10 feet, and is 
  effective against targets of size Large or smaller.  An 
  entangled creature can escape with a successful Escape 
  Artist check or burst it with a Strength check. Both are 
  standard actions whose DCs are given in the table below. 
  The check DCs are Constitution-based, and the Strength 
  check DC includes a +4 racial bonus.  
  Dark spiders often create sheets of sticky webbing 
  approximately 20 to 30 feet square, depending on the size 
  of the spider. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a DC 20 
  Spot check to notice a web; otherwise they stumble into it 
  and become trapped as though by a successful web  
  attack. Attempts to escape or burst the webbing gain a +5 
  bonus if the trapped creature has something to walk on or 
  grab while pulling free.  Each 5-foot section has the hit 
  points given on the table, and sheet webs have damage 
  reduction 5/—. 
  A dark spider can move across its own web at its 
  climb speed and can pinpoint the location of any creature 
  touching its web. 
   
  Spider 
  Escape Artist DC 
  Break DC 
  Hit Points 
  Warrior 
  15 
  19 
  6 
  Psion 
  13 
  17 
  6 
  Defiler 
  14 
  18 
  6 
  Queen 
  19 
  23 
  12 
   
    Tremorsense (Ex): A dark spider can detect and 
  pinpoint any creature or object within 60 feet in contact 
  with the ground, or within any range in contact with the 
  spider‘s webs. 
    Skills: Dark spiders have a +4 racial bonus on Hide and 
  Spot checks and a +8 racial bonus on Climb checks. A 
  dark spider can always choose to take 10 on Climb 
  checks, even if rushed or threatened. Dark spiders use 
  their Dexterity modifier for Climb checks. *Dark spiders 
  have a +8 racial bonus on Hide and Move Silently checks 
  when using their webs. 
   
  DDeeffiilleerr  
   Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d6 Con, secondary damage none. The save DC is 
  Constitution-based. 
   Spells: A defiler dark spider casts spells as a 6th-level 
  wizard (defiler). The save DCs are Intelligence-based. 
   Typical Wizard Spells Prepared (4/4/4/3; save DC 13 + 
  spell level): 0—acid splash*, arcane mark, message, 
  touch of fatigue* (DC 13); 1st—chill touch* (DC 14), color 
  spray (DC 14), grease* (DC 16), sleep (DC 14); 2nd—
  fox’s cunning, Melf’s acid arrow*, scare* (DC 15), shatter 
  (DC 15); 3rd—dispel magic, stinking cloud* (DC 18), 
  vampiric touch* (DC 16). 
   *Path Sinister: A defiler dark spider casts these spells at 
  +1 caster level. 
   
  PPssiioonn  
   Poison (Ex): Injury, Fortitude DC 14, initial damage 
  1d6 Con, secondary damage none. The save DC is 
  Constitution-based. 
   
  Dark Spider Defiler 
  Medium Aberration 
  Dark Spider Queen 
  Large Aberration (Psionic) 
  Hit Dice: 
  6d8 (27 hp) 
  12d8+36 (90 hp) 
  Initiative: 
  +3 
  +3 
  Speed: 
  30 ft. (6 squares), climb 20 ft. 
  40 ft. (8 squares), climb 30 ft. 
  Armor Class: 
  17 (+3 Dex, +4 natural), touch 13, flat-
  footed 14 
  18 (-1 size, +3 Dex, +6 natural), touch 12, 
  flat-footed 15 
  Base Attack/Grapple: 
  +4/+4 
  +9/+16 
  Attack: 
  Claw +7 melee (1d4) 
  Claw +11 melee (1d6+3) 
  Full Attack: 
  2 claws +7 melee (1d4) and bite +2 melee 
  (1d4 plus poison) 
  2 claws +11 melee (1d6+3) and bite +6 
  melee (1d4+1 plus poison) 
  Space/Reach: 
  5 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  Poison, spells, web 
  Poison, psionic powers, spells, web 
  Special Qualities: 
  Darkvision 60 ft., tremorsense 60 ft. 
  Darkvision 60 ft., tremorsense 60 ft., power 
  resistance 20 
  Saves: 
  Fort +2, Ref +5, Will +8 
  Fort +7, Ref +7, Will +11 
  Abilities: 
  Str 10, Dex 16, Con 10,  
  Int 16, Wis 16, Cha 12 
  Str 16, Dex 16, Con 17,  
  Int 16, Wis 16, Cha 16 
  Skills: 
  Climb +16, Concentration +9, Hide +13*, 
  Knowledge (arcana) +11, Move Silently +3*, 
  Search +10, Spot +10, Survival +10 (+12 
  following tracks) 
  Climb +18, Concentration +15, Diplomacy 
  +10, Hide +17*, Knowledge (arcana) +16, 
  Move Silently +3*, Search +13, Spot +13, 
  Survival +13 (+15 following tracks) 
  Feats: 
  Greater 
  Spell 
  Focus 
  (conjuration), 
  Path 
  Sinister, Spell Focus (conjuration), Weapon 
  Finesse(B) 
  Empower Power, Expanded Knowledge x2 
  (claws of the vampire, expansion)(B), Greater 
  Spell Focus (conjuration), Path Sinister, Spell 
  Focus (conjuration), Stand Still 
  Environment 
  Underground 
  Underground 
  Organization: 
  Solitary, pair, or tribe (3-20) 
  Solitary, pair, or tribe (3-20) 
  Challenge Rating: 
  6 
  9 
  Treasure: 
  Standard 
  Standard 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  7-12 HD (Large) 
  13-24 HD (Huge) 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  163 
   Psionic Powers: A psion dark spider manifests powers 
  as a psion (telepath) of 6th level. The save DCs are 
  Intelligence-based. 
   Typical Psion Powers Known (power points 41, save DC 
  12 + power level): 1st—entangling ectoplasm, know 
  direction and location, mindlink, mind thrust (DC 13), 
  synesthete; 2nd—cloud mind (DC 14), ego whip (DC 14), 
  inflict pain (DC 14), thought shield; 3rd—danger sense, 
  false sensory input (DC 15), mental barrier, psionic blast 
  (DC 15). 
   
  QQuueeeenn  
   Poison (Ex): Injury, Fortitude DC 19, initial damage 
  1d6 Con, secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
   Psionic Powers: A psion dark spider manifests powers 
  as a psion (telepath) of 6th level. The save DCs are 
  Intelligence-based. 
   Typical Psion Powers Known (power points 41, save DC 
  13 + power level): 1st—entangling ectoplasm, know 
  direction and location, mindlink, mind thrust (DC 14), 
  synesthete; 2nd—cloud mind (DC 15), ego whip (DC 15), 
  inflict pain (DC 15), thought shield; 3rd—danger sense, 
  false sensory input (DC 16), mental barrier, psionic blast 
  (DC 16). 
   Spells: A queen dark spider casts spells as a 6th-level 
  wizard (defiler).  The save DCs are Intelligence-based. 
   Typical Wizard Spells Prepared (4/4/4/3; save DC 13 + 
  spell level): 0—acid splash*, arcane mark, message, 
  touch of fatigue* (DC 13); 1st—chill touch* (DC 14), color 
  spray (DC 14), grease* (DC 16), sleep (DC 14); 2nd—
  fox’s cunning, Melf’s acid arrow*, scare* (DC 15), shatter 
  (DC 15); 3rd—dispel magic, stinking cloud* (DC 18), 
  vampiric touch* (DC 16). 
   *Path Sinister: A queen dark spider casts these spells at 
  +1 caster level. 
   
  W
  Waarrrriioorr  
   Poison (Ex): Injury, Fortitude DC 15, initial damage 
  1d6 Con, secondary damage none. The save DC is 
  Constitution-based. 
   
   
   Dark Spider Society 
    Beneath the tyrannical rule of its queens, dark spider 
  society is divided into three tiers, with the warriors being 
  the lowest and most common form of the species. One in 
  five warriors is born with a mutation that slightly hampers 
  the creature‘s physical development, but gives rise to a 
  smattering of psionic abilities as a consequence. These 
  psionic dark spiders are viewed with curiosity and some 
  respect by their fellows, but are still not afforded the same 
  status as are the defilers.  
    The defiler caste of dark spider possesses formidable 
  casting abilities and occupies an elite position in dark 
  spider society. Furthermore, one in five defiler spiders also 
  possesses psionic powers. They have access to the same 
  powers listed above for psion spiders, but are CR 8 as a 
  result. 
    Atop dark spider society sit the queens. Each tribe has 
  its own queen, and each queen boasts the powers of a full 
  defiler and psionic spider as well as Strength in excess of 
  that of the mightiest warriors. The queens lay their young 
  in web sacs at the heart of their nests, where they are 
  defended by elite bands of warriors and defiler/psions. 
  Dark spider poison is greatly prized by assassins, and the 
  wily creatures are not above trading their venom for warm 
  meat for their young. 
   
   
    
   
  Dark Spider Warrior 
  Medium Aberration 
  Dark Spider Psion 
  Medium Aberration (Psionic) 
  Hit Dice: 
  6d8+12 (39 hp) 
  6d8+6 (33 hp) 
  Initiative: 
  +7 
  +3 
  Speed: 
  30 ft. (6 squares), climb 20 ft. 
  30 ft. (6 squares), climb 20 ft. 
  Armor Class: 
  19 (+3 Dex, +6 natural), touch 13, flat-
  footed 16 
  17 (+3 Dex, +4 natural), touch 13, flat-footed 
  14 
  Base Attack/Grapple: 
  +4/+6 
  +4/+4 
  Attack: 
  Claw +7 melee (1d6+2) 
  Claw +7 melee (1d4) 
  Full Attack: 
  2 claws +7 melee (1d6+2) and bite +5 melee 
  (1d4+1 plus poison) 
  2 claws +7 melee (1d4) and bite +2 melee 
  (1d4 plus poison ) 
  Space/Reach: 
  5 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks: 
  Poison, web 
  Poison, psionic powers, web 
  Special Qualities: 
  Darkvision 60 ft., tremorsense 60 ft. 
  Darkvision 60 ft., tremorsense 60 ft. 
  Saves: 
  Fort +4, Ref +5, Will +5 
  Fort +3, Ref +5, Will +9 
  Abilities: 
  Str 14, Dex 16, Con 14, Int 13, Wis 10, Cha 8 
  Str 10, Dex 16, Con 12,  
  Int 14, Wis 14, Cha 11 
  Skills: 
  Climb +16, Hide +12*, Move Silently +7*, 
  Search +6, Spot +5, Survival +7 (+9 
  following tracks) 
  Climb +16, Concentration +10, Hide +12*, 
  Move Silently +3*, Search +9, Spot +9, 
  Survival +9 (+11 following tracks) 
  Feats: 
  Improved Initiative, Improved Natural Attack 
  (claw), Multiattack, Weapon Finesse(B) 
  Empower Power, Extend Power, Iron Will, 
  Weapon Finesse(B) 
  Environment 
  Underground 
  Underground 
  Organization: 
  Solitary, pair, or tribe (3-20) 
  Solitary, pair, or tribe (3-20) 
  Challenge Rating: 
  4 
  6 
  Treasure: 
  Standard 
  Standard 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  7-12 HD (Large) 
  7-12 HD (Large) 
  Level Adjustment: 
  — 
  — 
   
   
   
  
   
  http://athas.org 
   
  164 
  SSppiinneew
  wyyrrm
  m  
  Huge Magical Beast (Psionic) 
  Hit Dice: 8d10+48 (92 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares), fly 40 ft. (average) 
  Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, 
  flat-footed 18 
  Base Attack/Grapple: +8/+23 
  Attack: Bite +13 melee (2d6+10) 
  Full Attack: Bite +13 melee (2d6+10) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Constrict 2d6+10, improved grab, psi-
  like abilities, spines, swallow whole 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +12, Ref +7, Will +3 
  Abilities: Str 25, Dex 12, Con 23, Int 5, Wis 13, Cha 11 
  Skills: Hide +13*, Listen +3, Move Silently +5, Spot +4 
  Feats: Alertness, Flyby Attack, Power Attack 
  Environment: Deserts 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: Double standard 
  Alignment: Always neutral 
  Advancement: 9-16 (Gargantuan) 
  Level Adjustment: — 
   
    An immense, spiny serpent with chitinous plates 
  and a broad, flat head twists and coils through the 
  air, hissing in hungry anticipation. 
   
    A relative of the silk wyrm, the spinewyrm is a 
  psionic predator that hunts the unwary of the 
  Tablelands. It uses its mastery of the Way to 
  ambush its prey, crushing them to death or 
  devouring them whole on the spot. 
    Spinewyrms 
  are 
  solitary, 
  lairing 
  in 
  some 
  secluded mountain peak, emerging to hunt and 
  feed, and usually returning with a meal to devour 
  at leisure. An adult spinewyrm is over 30 feet 
  long. 
   
  Combat 
   The spinewyrm hunts at dusk or by night, flying 
  above the Tablelands and swooping down on its 
  targets under the cloak of its psionics. If the prey 
  is small enough, the spinewyrm will attempt to 
  swallow it whole by disconnecting its lower jaw 
  and 
  engulfing 
  its 
  target. 
  Larger 
  or 
  more 
  troublesome foes are grappled and crushed to 
  death. 
    Constrict (Ex): On a successful grapple check, 
  a spinewyrm deals 2d6+10 points of damage. 
    Improved Grab (Ex): To use this ability, a 
  spinewyrm must hit with its bite attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict. 
    Psi-Like 
  Abilities: 
  At 
  will—chameleon, 
  ectoplasmic form, greater concealing amorpha, 
  shadow body (ML 15th). Manifester level 8th. 
   Spines (Ex): When a spinewyrm loses three-
  fourths of its hit points, it fires the spines from its 
  back as a standard action. The spray covers a 60-
  foot cone and deals 3d6 points of damage (Reflex 
  half DC 21). A spinewyrm must wait six weeks for 
  its spines to grow back before it can fire them again. The 
  save DC is Constituion-based. 
   Swallow Whole (Ex): A spinewyrm can try to swallow 
  a grabbed opponent of a smaller size than itself by making 
  a successful grapple check. Once inside, the opponent 
  takes 2d6+10 points of crushing damage plus 6 points of 
  acid damage per round from the spinewyrm‘s gullet. A 
  swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 15 points of damage 
  to the gullet (AC 15). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent must 
  cut its own way out. A Huge spinewyrm‘s interior can hold 
  1 Large, 2 Medium, 4 Small, 16 Tiny, or 64 Diminutive or 
  smaller opponents. 
    Skills (Ex): Spinewyrms receive a +4 racial bonus on 
  all Hide and Move Silently checks. A spinewyrm‘s 
  chameleon power gives it a +10 enhancement bonus on 
  Hide checks. *When in areas of shadow, it gains a +15 
  bonus from its shadow body power. 
  
   
  http://athas.org 
   
  165 
  SSqquuaarrkk  
  Colossal Aberration (Aquatic, Psionic) 
  Hit Dice: 32d8+352 (496 hp) 
  Initiative: +6 
  Speed: Swim 80 ft. (16 squares) 
  Armor Class: 19 (-8 size, +2 Dex, +15 natural), touch 4, 
  flat-footed 17 
  Base Attack/Grapple: +24/+63* 
  Attack: Tentacle +32 melee (4d6+15) 
  Full Attack: 2 tentacles +32 melee (4d6+15) and 8 arms 
  +30 melee (3d6+7) and bite +30 melee (4d6+7) 
  Space/Reach: 30 ft./20 ft. (60 ft. with tentacles) 
  Special Attacks: Constrict 4d6+15, improved grab, psi-
  like abilities 
  Special Qualities: Blindsense 60 ft., darkvision 60 ft., DR 
  15/metal, ink cloud, jet, keen scent, low-light vision 
  Saves: Fort +21, Ref +12, Will +22 
  Abilities: Str 40, Dex 14, Con 33, Int 15, Wis 14, Cha 14 
  Skills: Concentration +29, Knowledge (history) +26, 
  Listen +20, Psicraft +23, Sense Motive +21, Spot +13, 
  Survival +21, Swim +33 
  Feats: Diehard, Endurance, Improved Initiative, Improved 
  Natural 
  Attack 
  (arm), 
  Improved 
  Natural 
  Attack 
  (tentacle), Iron Will, Multiattack, Power Attack, Weapon 
  Focus (arm), Weapon Focus (bite), Weapon Focus 
  (tentacle) 
  Environment: Aquatic (The Last Sea) 
  Organization: Solitary 
  Challenge Rating: 20 
  Treasure: Standard 
  Alignment: Neutral evil 
  Advancement: — 
  Level Adjustment: — 
   
    This crimson horror from the deep is a cross between a 
  giant squid and a monstrous shark. A great, fang-filled 
  snout with dark, roving eyes plows through the water, 
  while a thrashing mass of tentacles emerges from the 
  beast’s rump, writhing in hungry anticipation. 
   
    The squark is a millennia old monstrosity from Athas‘ 
  past. None know whence it originally came or how old it 
  truly is, but is apparently wandered into the waters of 
  what would become Athas‘ Last Sea some time before the 
  Mindlords sealed that place off from the rest of the world. 
  The creature‘s age, therefore, must be reckoned, at the 
  very least, to be nearing ten thousand years. 
    Its body is that of a monstrous shark, with a great 
  cluster of ten tentacles where the shark‘s rear fins and tail 
  would be. Its jaws are filled with jagged teeth, and two of 
  its tentacles, which are larger than the rest, are lined with 
  wicked barbs. 
    The squark has no natural enemies (except, perhaps, 
  the Mindlords), but it thankfully needs very little food to 
  survive. Extremely intelligent, it prefers instead to roam 
  the deeps of the Last Sea, pondering eon-old mysteries or 
  slumbering in its subterranean lair, buried in the bedrock 
  beneath the ocean floor. 
    The squark‘s body is just over 20 feet long, but its 
  tentacles stretch out a further 60 feet. It weighs 200 tons. 
  The creature is a bloody crimson from tentacle tip to 
  snout, save for its pinkish suckers and black eyes. 
   
  Combat 
    The squark generally only attacks those who wander 
  into its territories at the heart of the Last Sea, but it has 
  also been known to make sporadic assaults on Nesthaven 
  and other settlements along the shores. It prefers to 
  strike unseen, using its psionics to wreak havoc with its 
  foes and then striking hard and fast with its tentacles. 
  Those foes that are not subdued by its crushing grasp are 
  transferred to its jaws and shredded.  Against vessels of 
  size Gargantuan or smaller, the squark can attempt to 
  grapple the entire ship, crushing it and dragging it 
  beneath the waves. 
    An opponent can attack the squark‘s tentacles with a 
  sunder attempt as if they were weapons. The squark‘s 
  tentacles have 20 hit points each. Severing one of the 
  squark‘s tentacles deals 10 points of damage to the 
  creature. The squark usually withdraws from combat if it 
  loses five tentacles. The creature regrows severed limbs in 
  1d10+10 days. 
    When sorely threatened, the squark will flee to the sea 
  bed, over a mile beneath the surface, covering its tracks 
  with jets of ink. If still under threat, it will use its psionics 
  to access its cavernous lair, flooded and buried in 
  Marnita‘s bedrock. 
   Blindsense (Ex): The squark can pinpoint creatures 
  underwater within a 60-foot radius. This ability works only 
  when the squark is underwater. Opponents the squark 
  can‘t actually see still have total concealment against the 
  squark. 
    Constrict (Ex): On a successful grapple check, a squark 
  deals 4d6+15 points of damage. 
    Improved Grab (Ex): To use this ability, the squark 
  must hit an opponent of any size with a tentacle attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. *A 
  squark has a +8 racial bonus on grapple checks. 
   Ink Cloud (Ex): The squark can emit a cloud of jet-
  black ink 60 feet high by 60 feet wide by 80 feet long 
  once per minute as a free action. The cloud provides total 
  concealment, which the squark normally uses to escape a 
  losing fight. All vision within the cloud is obscured. 
    Jet (Ex): The squark can jet backward once per round 
  as a full-round action, at a speed of 320 feet. It must 
  move in a straight line, but does not provoke attacks of 
  opportunity while jetting. 
    Keen Scent (Ex): The squark can notice creatures by 
  scent in a 360-foot radius and detect blood in the water at 
  ranges of up to 5 miles. 
   Psi-Like 
  Abilities: 
  3/day—body 
  adjustment 
  (heal 
  5d12*), concussion blast (four targets, 5d6*), ego whip 
  (4d4 Cha, DC 20*), empty mind (+10 on Will saves*), 
  mental barrier (2 rounds, +7 deflection*), mindlink 
  (thirteen unwilling targets, DC 13*), mind probe (DC 17), 
  mind thrust (18d10, DC 21*), power resistance, psionic 
  
   
  http://athas.org 
   
  166 
  dominate (four targets, any type, DC 21*), 
  psionic etherealness, psionic sequester (DC 
  19), psychic crush (4d6, DC 17*), suspend 
  life, tower of iron will (10 rounds, power 
  resistance 28*), true metabolism, ubiquitous 
  vision, ultrablast (18d6, DC 19*). Manifester 
  level 18th. The save DCs are Charisma-based. 
   *Includes augmentation for the squark‘s 
  manifester level. 
   Skills: The squark has a +8 racial bonus on 
  any Swim check to perform some special 
  action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
   
  Squark Society 
    Although it could quite easily take control of 
  the Last Sea, the squark knows that this would 
  only earn the ire of the Mindlords and spell its 
  doom. The Mindlords approached the squark 
  millennia ago and promised it its freedom, if it 
  would respect their rule and the lives of their 
  citizens. For the most part, the bargain still 
  holds. 
    The dwellers of the lands of the Last Sea 
  know of the squark, but it occupies a semi-legendary 
  status in their world view. Few have seen the beast and 
  lived, and sailors upon the Last Sea have learned to avoid 
  the deepest reaches in the heart of the Sea, for the 
  squark claims these as its own and is not above claiming 
  the persistent offender – and his vessel – for its own. 
  Amongst the lizardfolk of the Last Sea, it is considered a 
  rite of passage to seek the squark and touch it on its 
  nose. Needless to say, more than one aspiring lizardfolk 
  hero has not returned from such a venture. 
   
  SSssuurrrraann  
  Medium Monstrous Humanoid 
  Hit Dice: 3d8+3 (16 hp) 
  Initiative: -1 
  Speed: 30 ft. (6 squares) 
  Armor Class: 12 (+3 natural armor, -1 Dex), touch 9, 
  flat-footed 12 
  Base Attack/Grapple: +3/+5 
  Attack: Claw +5 melee (1d4+2) 
  Full Attack: 2 claws +5 melee (1d4+2) and bite +3 
  melee (1d4+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Heat tolerance 
  Saves: Fort +2, Ref +2, Will +3 
  Abilities: Str 15, Dex 9, Con 13, Int 10, Wis 11, Cha 9 
  Skills: Appraise +5, Craft (any) +4, Handle Animal +4, 
  Profession (trader) +5, Survival +10 
  Feats: Multiattack, Power Attack 
  Environment: Stony barrens (Lava Gorge) 
  Organization: Solitary, pair, band (3-10), or tribe (10-
  80) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Often chaotic or neutral (any) 
  Advancement: By character class 
  Level Adjustment: +1 
   
   You see a heavy-set reptilian humanoid with a 
  pronounced, toothy snout and thick tail. Its hide is 
  armored, its claws sharp and its gaze steady. The creature 
  is wearing a motley assortment of clothing and kit from all 
  across the Tablelands. 
   
    Ssurrans are a race of reptilian humanoids that roam the 
  Tablelands, trading, raiding and hunting that which does 
  not hunt them. Standing up to 6 feet tall, they are a hardy 
  species that have adapted to deal with Athas‘ unforgiving 
  climate. In the region of the Scorched Plateau, their 
  natural resistance to extremes of heat has allowed them 
  to stake their claim over the immediate environs of Lava 
  Gorge, where the majority of other races simply cannot 
  venture. Ruled over by their priests, ssurrans hold ancient 
  beliefs in strange gods and have a reputation for 
  barbarism that is perhaps a little undeserved. 
   Ssurrans range from 4 to 6 feet in height, weighing 
  anything from 180 to 225 pounds. They are reptilian, even 
  crocodilian in appearance, with pronounced toothy snouts, 
  scales and a long tail. A ssurran‘s mouth seems 
  perpetually curved in a slight, sly smile. The ssurran tail is 
  not prehensile and is used for balance, posture and 
  communication. 
   
  Combat 
    When it comes to battle, ssurrans are vicious, 
  disorganized and somewhat cowardly. They prefer to 
  maneuver their opponents into positions of disadvantage 
  and will strike from ambush whenever possible. Ssurrans 
  would rather attack with superior numbers and have been 
  known to flee from battles that they might have won 
  simply because they have believed themselves to be 
  outnumbered. For the ssurrans, the ideal battle is one 
  where you and a large amount of your fellows strike from 
  ambush, surprise the foe and over-run him with sheer 
  numbers. Victorious ssurrans have been known to strip 
  the corpses of the fallen, scarring or otherwise marking 
  the dead as food, for later consumption. 
    Ssurrans strike with dreadfully sharp claws and a 
  savage, snapping bite. Those of a more civilized bent arm 
  themselves with whatever weapons they can find and deal 
  
   
  http://athas.org 
   
  167 
  solid, brutal blows with these. Impalers, macahuitl and 
  spears are all popular arms with the ssurrans. 
    Heat Tolerance (Ex): A ssurran‘s scales regulate its 
  body‘s temperature in the sun. Ssurrans suffer no ill 
  effects from hot temperatures under the sun, though fire 
  affects them normally. 
    Skills (Ex): Ssurrans receive a +8 racial bonus to all 
  Survival checks and a +4 racial bonus to all Appraise and 
  Profession (trader) checks. 
   
  Ssurran Society 
   The ssurrans are tribal in nature, roaming in groups of 
  related families. At times these groups can dwindle in size, 
  particularly after a lean spell, but tribes have also been 
  known to band together for common purpose, forming 
  vast hordes that last for as long as need – or firm 
  leadership – binds them. The harsh conditions of life on 
  Athas have driven many ssurrans to live the lives of 
  raiders, taking by force what they cannot gain by other 
  means. The more fortunate and enterprising tribes have 
  turned to trade as a way of life, forging more productive 
  relationships with the other peoples of their region. 
  Whatever their major pastime, all ssurran tribes are 
  natural scavengers and hunter-gatherers. A typical 
  ssurran is laden down under patchwork armor, assorted 
  bric-a-brac and battered trade goods, and armed with a 
  bizarre 
  assortment 
  of 
  weaponry 
  from 
  across 
  the 
  Tablelands. Ssurrans are hunted for their young by some. 
  Ssurrans raised from the egg can be trained as guards, 
  scouts, and gladiators, and are valued in the city-states of 
  the south. Ssurrans are strict carnivores, and some of 
  their kind are reported to enjoy the flavor of halfling flesh 
  over others (apparently they find it soft and sweet, but 
  with a piquant after-taste…). 
   
  Ssurrans as Characters 
    The civilized ssurran‘s favored class is cleric. They tend 
  either to follow fire, sun or magma, seeing themselves as 
  blessed by these elements. The more primitive among 
  their kind follow tribal gods that are in reality Spirits of 
  the Lands from across the face of Athas. Although they 
  would never use the word, the druid is the favored class 
  for these more primitive ssurran. 
   +4 Str, -2 Dex, +2 Con, -2 Cha. 
   Medium size. Ssurrans have neither benefits nor 
  penalties due to size.  
   Ssurran base speed is 30 feet. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: Ssurran characters start with three 
  levels of monstrous humanoid, which gives them 3d8 
  Hit Dice, a base attack bonus of +3, and base save 
  bonuses of Fort +1, Ref +3, Will +3. 
   Racial Skills: A ssurran‘s monstrous humanoid Hit Dice 
  give it (2 + Intelligence modifier) x6 skill points and 
  their class skills are Appraise, Craft, Handle Animal, 
  Profession, Ride and Survival. 
   A ssurran‘s monstrous humanoid levels give it two feats. 
   Weapon Proficiency: A ssurran is proficient with all 
  simple and martial weapons. 
   +3 natural armor bonus. 
   Natural weapons: 2 claws (1d4), bite (1d4). 
   Special Qualities: Heat tolerance. 
   Automatic 
  Languages: 
  Common, 
  Ssurran. 
  Bonus 
  Languages: Elven, Gith, Halfling, Pterran, Thri-Kreen, 
  Yuan-Ti. 
   Favored Class: Cleric or Druid. 
   Level Adjustment +1. 
  SSttyyrr  
  Large Elemental (Earth) 
  Hit Dice: 14d8+56 (119 hp) 
  Initiative: +4 
  Speed: 10 ft. (2 squares) 
  Armor Class: 20 (-1 size, +11 natural), touch 9, flat-
  footed 20 
  Base Attack/Grapple: +10/+20 
  Attack: Slam +15 melee (2d10+9) 
  Full Attack: 4 slams +15 melee (2d10+9) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Breath weapon 
  Special Qualities: All-around vision, damage reduction 
  15/metal and magic, darkvision 60 ft., elemental traits, 
  power resistance 17, spell resistance 17 
  Saves: Fort +13, Ref +4, Will +4 
  Abilities: Str 23, Dex 10, Con 18, Int 3, Wis 11, Cha 4 
  Skills: Hide +3, Listen +7, Search +0, Spot +11 
  Feats: Ability Focus (breath weapon), Alertness, Cleave, 
  Improved Initiative, Power Attack 
  Environment/Terrain: Any land and underground 
  Organization: Solitary 
  Challenge Rating: 13 
  Alignment: Usually neutral 
  Advancement: 15-28 HD (Large); 29-42 HD (Huge) 
  Level Adjustment: — 
   
   This four faced, four-armed, four-legged stone statue 
  starts moving towards you without warning, and with such 
  terrible purpose that you feel sure that you have triggered 
  its activity somehow. 
  
   
  http://athas.org 
   
  168 
   
   Styrs are summoned creatures from the elemental plane 
  of earth, resembling a four-faced statue with four arms 
  and legs that make them almost impossible to surprise. 
  Conjurers sometimes summon a styr to watch over 
  treasure chambers, as they are tireless and relentless, 
  and need no food or sleep, making them very good 
  guardians. 
   
  Combat 
   Styrs are powerful opponents in melee. They attack 
  relentlessly and accurately with their strong stone fists. 
  Should ordinary attacks prove to be ineffective, the styr 
  will use its breath weapon instead. 
   All-Around Vision (Ex): Styrs are exceptionally alert 
  and circumspect. Their four heads give them a +4 racial 
  bonus on Spot and Search checks, and they can‘t be 
  flanked. 
   Breath Weapon (Su): 30-foot cone, once every 1d4+1 
  rounds, damage 3d6 fire, Reflex DC 23 half.  The save DC 
  is Constitution-based. 
   
  TT’’CChhoow
  wbb  
  Small Monstrous Humanoid (Psionic) 
  Hit Dice: 4d8 (18 hp) 
  Initiative: +7 
  Speed: 30 ft. (6 squares) 
  Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 
  11 
  Base Attack/Grapple: +4/-2 
  Attack: Touch +9 melee (1 Intelligence drain) 
  Full Attack: Touch +9 melee (1 Intelligence drain) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Intelligence drain, psionics 
  Special Qualities: Darkvision 60 ft., intelligence transfer 
  Saves: Fort +1, Ref +7, Will +6 
  Abilities: Str 6, Dex 16, Con 11, Int 3*, Wis 14, Cha 13 
  Skills: Hide +8, Listen +4, Move Silently +5, Spot +7, 
  Survival +3 
  Feats: Alertness, Improved Initiative, Weapon Finesse(B), 
  Weapon Focus(B) (touch)  
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Always neutral evil 
  Advancement: 5-8 HD (Small); 9-12 HD (Medium) 
  Level Adjustment: — 
   
    Before you stands a small humanoid no larger than a 
  halfling, with leathery gray skin. It has beady red eyes 
  and a purple ridge along its hairless, oversized skull. 
   
   The t'chowb is a deadly creature that delights in draining 
  the intelligence from its victims. It ordinarily dresses in 
  loose brown robes or leggings. T'chowbs are solitary 
  creatures, deriving their only satisfaction from the 
  sensations that come when they drain the intelligence of 
  their prey. A sated t'chowb is a genius and uses its 
  newfound intelligence in whatever manner best suits it.  
   T‘chowbs do not possess their own language but instead 
  use the languages of those upon whom they prey. 
  T'chowbs can be found anywhere intelligent beings gather. 
   
  Combat 
   T'chowb never engage in open combat; they will always 
  surprise an enemy or flee the confrontation. They prefer 
  to find a lone wanderer and bring them into a shadowy 
  area using their attraction power. Then they will touch the 
  unfortunate victim and retreat into the shadows again — 
  this time to drain the victim's intelligence. They will also 
  ego whip other psionic creatures until they are rendered 
  immobile, and then they drain their intellect. 
   Intelligence Drain (Su): Creatures hit by a t‘chowb‘s 
  touch attack must succeed on a DC 13 Fortitude save or 
  take 1 point of Intelligence drain each round the t‘chowb 
  remains within 30 feet. If the t‘chowb suffers any damage, 
  it ceases draining Intelligence until it can make a new 
  touch attack. The save DC is Charisma-based. 
   Psi-Like Abilities: 3/day—attraction (DC 12), burst, 
  cloud mind (DC 13), distract (DC 12), ego whip (DC 13), 
  mindlink, skate, thought shield.  Manifester level 4th.  The 
  save DCs are Charisma-based. 
   Intelligence 
  Transfer 
  (Su): 
  For 
  each point of 
  Intelligence drained from an opponent, a t‘chowb‘s 
  Intelligence increases by 1. A t‘chowb loses extra points at 
  a rate of one per day, to its minimum of 3. 
   
  TTaarreekk  
  Tarek, 1st-Level Warrior 
  Medium Humanoid (Tarek) 
  Hit Dice: 1d8+2 (6 hp)  
  Initiative: +1 
  Speed: 30 feet (6 squares) 
  Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
  footed 13 
  Base Attack/Grapple: +1/+4 
  Attack: Heartpick +5 melee (1d8+4/x4) or slam +4 
  melee (1d4+3) 
  Full Attack: Heartpick +5 melee (1d8+4/x4) or slam +4 
  melee (1d4+3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Ferocity 
  Special Qualities: Darkvision 60 ft.  
  Saves: Fort +4, Ref +1, Will -2 
  Abilities: Str 17, Dex 12, Con 15, Int 7, Wis 6, Cha 6  
  Skills: Climb +4, Intimidate +4, Jump +4 
  Feats: Teamwork(B), Weapon Focus (heartpick)  
  
   
  http://athas.org 
   
  169 
  Environment: Any  
  Organization: Solitary, pair, squad (2-12), or clan (20-
  60) 
  Challenge Rating: 1  
  Treasure: Standard 
  Alignment: Usually lawful evil  
  Advancement: By character class  
  Level Adjustment: +2 
   
    This muscle-bound humanoid has a square, big-boned 
  head, massive brow-ridges and a domed muzzle full of 
  sharp teeth. Big, hairless and smelly, it also has long, 
  powerful arms that drag along the ground while it walks. 
   
    Tareks are muscle-bound brutes that are known for their 
  great constitution and will to live. They look dull-witted, 
  with their squared heads with sloping foreheads, and are 
  about as smart as the average half giant. Their features 
  lend them a fearsome presence that has earned them a 
  well-deserved reputation as dangerous foes. Tareks have 
  a distinct musky odor that can be detected from as far 
  away as 30 ft.  
    Xenophobic, hateful and hostile, tareks frequently find 
  themselves in conflict with the other races of the 
  Tablelands. A tarek is so fierce in its love of life that it can 
  continue to fight when lesser races would have succumbed 
  to their wounds. 
   Tareks speak Common and Tarek. 
   
  Combat  
   Tareks move with jerky, awkward strides, except when 
  engaged in combat. Then they exhibit a style and grace 
  usually uncommon in creatures of their size and build. To 
  watch them engage in combat is to watch fluid motions 
  that are as artistic as dance – unless the viewer happens 
  to be on the receiving end of the deadly spectacle. 
   While tareks will use weapons, they shun armor of any 
  sort, instead relying on their tough hides and natural 
  combat agility to protect them. 
   Ferocity (Ex): A tarek is such a tenacious combatant 
  that it continues to fight without penalty when disabled or 
  dying.  
   Skills: A Tarek has a +4 racial bonus on Intimidate 
  checks. *When interacting with creatures within 30 ft., a 
  tarek‘s musk odor gives him a –2 penalty on Diplomacy, 
  Disguise, Gather Information and Perform checks, and a  
  –4 penalty on Hide checks. 
   Feats: All tareks treat the handfork and the heartpick as 
  martial weapons.  
   
   The tarek warrior presented here had the following 
  ability scores before racial adjustments: Str 13, Dex 12, 
  Con 11, Int 9, Wis 10, Cha 8. 
   Challenge Rating: Tareks with levels in NPC classes 
  have a CR equal to their class level. Tareks with levels in 
  PC classes have a CR equal to their class level +1. 
   
  Tareks  as Characters 
   Tarek characters possess the following racial traits. 
   Str +4, Con +4, Int -2, Wis -4, Cha -2  
   Medium: As Medium creatures, Tareks have no special 
  bonuses or penalties due to their size.  
   Tarek base speed is 30. 
   Darkvision: Tareks can see in the dark up to 30 feet. 
  Darkvision is black and white only, but it is otherwise 
  like normal sight, and tareks can function just fine with 
  no light at all. 
   Racial Weapon Familiarity: All tareks treat the handfork 
  and the heartpick as martial weapons.  
   Bonus Feat: Tareks receive the Teamwork feat for free. 
   Ferocity: A tarek is such a tenacious combatant that it 
  continues to fight without penalty when disabled or 
  dying (see the Injury and Death section in the Player's 
  Handbook). 
   +3 natural armor bonus 
   +4 racial bonus on all Intimidate checks.  
   –2 penalty on Diplomacy, Disguise, Gather Information 
  and Perform and a –4 penalty on Hide 
  checks, due to the tarek‘s musk odor. 
  The musk odor has a radius of 30 ft. and 
  the penalties do not apply outside this 
  area. 
   
  Natural Weapons: Slam (1d4) 
   
  Favored Class: Fighter. 
   
  Automatic Languages: Common, 
  Tarek. Bonus Languages: none.  
   
  Level Adjustment: +2 
   
  Tarek Society 
    Tareks are children of the earth and 
  have been known to wage great wars 
  against 
  the 
  gith, 
  with 
  whom 
  they 
  compete for territory and whom they see 
  as defiling the earth by their very 
  presence. They also hate elves because 
  of their association with magic and its 
  effect upon the earth they hold so sacred.  
    Tarek 
  communities 
  often 
  support 
  themselves by raiding, and visitors are 
  not welcome. Unless a group of visitors 
  includes an obvious elemental earth 
  cleric, the tareks will attempt to drive 
  them away. In rare instances, members 
  of a community will be sent out to trade 
  with a merchant caravan, but few traders 
  will blindly conduct business with these 
  
   
  http://athas.org 
   
  170 
  representatives. More often than not, such representatives 
  are a decoy for an unseen raiding party. 
    Tareks place great value in honor and physical prowess. 
  For a tarek, Strength is a fundamental issue. The raw, 
  competitive nature of their lives means that a tarek must 
  be aware of his position in the tribe at any given time – 
  and this position is determined through physical contest. 
  When joining a group, it is quite normal to expect the 
  uneducated tarek to use physical force to determine his 
  place in things. The more cosmopolitan among the species 
  have learned that other races sometimes take offence at 
  this behavior. 
    The tarek language is much like that of the dwarves – 
  harsh and guttural, and very fearsome in tone. Non-tarek 
  speakers have been known to suffer from throat pains 
  after half an hour of speaking the tongue. Tareks are 
  fiercely protective of their language and proud of the 
  Strength needed to speak it. Tareks will teach their 
  language to other races, but the pupil normally has to 
  undergo the regular tarek method of assessment first in 
  order to determine his worth (i.e.: a beating). 
   
  TTaarrii  
  Tari, 1st-Level Warrior 
  Small Humanoid (Tari) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +3 
  Speed: 20 ft. (4 squares), burrow 10 ft. 
  Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 
  11 
  Base Attack/Grapple: +1/-4 
  Attack: Bone short sword +3 melee (1d4-2/19-20) or bite 
  +4 melee (1d3-1 plus disease) 
  Full Attack: Bone short sword +3 melee (1d4-2/19-20) 
  and bite -1 melee (1d3-1 plus disease) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: Disease 
  Special Qualities: Darkvision 60 ft., immunities, light 
  sensitivity, save bonuses 
  Saves: Fort +2*, Ref +4, Will +0 
  Abilities: Str 9, Dex 16, Con 11, Int 10, Wis 11, Cha 6 
  Skills: Climb +2, Jump -4, Listen +3, Search +2, Spot +3 
  Feats: Weapon Finesse 
  Environment: Any 
  Organization: Solitary, band (4-24) or clan (10-60) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually neutral 
  Advancement: By character class 
  Level Adjustment: +1 
   
    What you at first mistook for some monstrous breed of 
  rat now rears up on its hind legs and chitters at you in 
  indignation. Clad in a ragged assortment of tattered 
  clothing, the creature has matted fur, needlelike teeth and 
  a long coiling tail. 
   
   The tari are commonly referred to as ratmen by the 
  other denizens of the Tyr region. They are small, furry 
  humanoid scavengers, capable of thriving on food and 
  water too polluted for humans to ingest. Hunted freely as 
  pests, the tari are the barbaric descendants of a once 
  thriving culture who inhabited lands to the south of the 
  Tyr region.  
    The tari are unimpressive creatures, roughly 4 feet tall 
  and weighing 100 pounds. They move about as bipeds, 
  but sometimes walk on their knuckles. Their tails are 
  about 2 feet long, used mainly for balance, and just 
  strong enough to wrap around a branch and hang from it. 
  Their entire bodies are covered with fine fur, usually 
  brown, but sometimes gray, golden, or even silver, or a 
  combination of any of these. Many tari use dyes from 
  gyava berries to create rings or spots of color for 
  decoration. Males and females alike often braid the longer 
  hair along the back of the neck and the base of the spine 
  and decorate these with beads or feathers. 
    Tari mouths are filled with needlelike teeth, and to either 
  side they have long black hairs that add to their overall 
  ratlike appearance. Tari seldom wear much clothing, 
  though warriors sometimes have leather jerkins or even 
  chitin greaves. Chieftains and warriors are taller than 
  other tari and. the former are usually highly decorated 
  with dyes, beads, and ceremonial garb. 
    Tari have a high-pitched, squeaky language of their 
  own. They can send and receive some signals that are 
  beyond the human ear's ability to hear. Tari can learn 
  other languages, often Common and Elven, though the 
  sounds of humanoid speech are difficult for them to make 
  with their mouths. 
   
  Combat 
   Tari are not natural fighters and prefer to avoid conflict 
  when it comes looking for them. Hunted as vermin, tari 
  are despised by most of the other races of the Tablelands 
  and have learned to live accordingly. When cornered, 
  however, a tari will respond with a vicious bite. The tari 
  mouth produces a natural venom, so that anyone bitten 
  by a tari runs the risk of contracting a nasty disease. 
   Disease (Su): Supernatural disease—bite, Fortitude DC 
  10, incubation period 1d3 days; damage 1d3 Con. The 
  save DC is Constitution-based. Unlike normal diseases, 
  tari fever continues until the victim reaches Constitution 0 
  (and dies) or is cured with a remove disease spell. 
   Immunities (Ex): Tari are immune to nonmagical 
  diseases as well as their own disease. *Tari also have a 
  +4 racial bonus on saves vs. poison. 
   Light Sensitivity (Ex): Tari are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   Save Bonuses (Ex): Tari receive a +1 racial bonus on 
  all Reflex saving throws and a +4 racial bonus to all 
  saving throws against poison. 
  
   
  http://athas.org 
   
  171 
   Skills: Tari receive a +2 racial bonus on all Listen, 
  Search, and Spot checks. A tari who merely passes within 
  5 feet of a secret or concealed door is entitled to a Search 
  check to notice it as is she were actively looking for the 
  door.  
   
  Tari Society 
    The tari race once boasted a thriving culture far to the 
  south of the Tyr region. Ythri, their legendary capital city, 
  is now a ruin lost among the crags. Their education and 
  knowledge was much greater than it is today, and their 
  technology allowed them to build stone and concrete 
  structures. What happened to their civilization is a 
  mystery; the tari of the Tablelands have no written 
  history. All that remains is a collection of exaggerated 
  myths and legends describing wondrous works. Now the 
  tari live wherever they can – in the underbellies of the 
  cities, the back lots of the villages and the lost and hidden 
  canyons in the deepest heart of the wild. 
    The lives and attitudes of the urban and wilderness tari 
  are quite different. Both kinds travel in packs, but their 
  approaches to matters of survival are quite disparate. 
  Urban tari live like scavengers, taking whatever they can 
  get hands on and stealing what they cannot easily get. 
  They often approach life in a similar fashion, forming 
  strong attachments that are easily discarded. 
   The tari of the wilderness, however, are nomads who 
  scout for miles in all directions, seeking for the best lands 
  and competing fiercely with the other races of the 
  Tablelands to claim them. In daily life they tend to be 
  harsh and competitive, but given to long-lasting bonds 
  over time. 
    Other than the individual differences between urban and 
  wilderness tari, the rat folk tend to avoid the other races 
  of the Tablelands as much as possible, wherever 
  necessary. This isolationist behavior is for a very simple 
  reason. Tari are generally despised as vermin by the other 
  races of the Tablelands and are hunted where they are 
  found in the larger cities. It is not a child‘s work, but a 
  warrior can earn a good living hunting tari, as they fetch 
  about 8 Cp per head. Tari are also hunted for their venom 
  glands. 
   
  Tari as Characters 
   Tari characters possess the following racial traits. 
   Strength -4, Dexterity +4, Wisdom +2, Charisma -2  
   Small: As Small creatures, tari receive a +1 to hit and 
  AC, and a +4 bonus to all Hide checks and a –4 penalty 
  to all grapple checks.  
   Tari base land speed is 20 feet. They have a burrow 
  speed of 10 feet.  
   Darkvision: Tari can see in the dark up to 60 feet. 
  Darkvision is black and white only, but is otherwise like 
  normal sight, and tari can function just fine with no light 
  at all. 
   Natural Weapons: Bite (1d3).  
   Tari Fever (Su): Supernatural disease—bite, Fortitude 
  DC 8, incubation period 1d3 days; damage 1d3 Con. 
  The save DC is Charisma-based. Unlike normal diseases, 
  tari fever continues until the victim reaches Constitution 
  0 (and dies) or is cured with a remove disease spell. 
   Light Sensitivity (Ex): Tari are dazzled in bright sunlight 
  or within the radius of a daylight spell. 
   Immunity to all non-magical and non-psionic diseases.  
   +1 racial bonus to all Reflex saving throws.  
   +4 racial bonus to all saves vs. poison. 
   +2 racial bonus on Listen, Search, and Spot checks. A 
  tari who merely passes within 5 feet of a secret or 
  concealed door is entitled to a Search check to notice it 
  as is she were actively looking for the door.  
   Automatic 
  Languages: 
  Tari 
  and 
  Common. 
  Bonus 
  languages: Elven. 
   Favored Class: Rogue.  
   Level Adjustment: +1.  
   
   The tari warrior presented here had the following ability 
  scores before racial adjustments: Str 13, Dex 12, Con 11, 
  Int 10, Wis 9, Cha 8 
   
  TTeem
  mbboo  
  Medium Magical Beast (Psionic) 
  Hit Dice: 4d10+12 (34 hp) 
  Initiative: +4 
  Speed: 40 ft. (8 squares) 
  Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-
  footed 14 
  Base Attack/Grapple: +4/+7 
  Attack: Claw +7 melee (1d4+3) 
  Full Attack: 2 claws +7 melee (1d4+3) and bite +5 
  melee (1d6+1 plus energy drain) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Energy drain, improved grab, psi-like 
  abilities, pounce, rake 1d4+1 
  Special Qualities: Darkvision 60 ft., evasion, low-light 
  vision, scent 
  Saves: Fort +7, Ref +8, Will +2 
  Abilities: Str 16, Dex 18, Con 16, Int 13, Wis 12, Cha 12 
  
   
  http://athas.org 
   
  172 
  Skills: Climb +4, Hide +8, Listen +5, Move Silently +11, 
  Spot +6 
  Feats: Deflect Arrows(B), Dodge, Multiattack 
  Environment: Deserts and mountains 
  Organization: Solitary, pack (2-8) 
  Challenge Rating: 5 
  Treasure: No coins, 50% goods, no items 
  Alignment: Always chaotic evil 
  Advancement: 5-8 HD (Medium); 9-12 HD (Large) 
  Level Adjustment: — 
   
   This creature resembles a large, hairless canine. Its 
  four-foot-long body is covered in loose folds of light 
  brown, scaly hide. All four legs end in razor-sharp claws, 
  and large canines protrude from its upper jaw. 
   
   The tembo is a savage predator that will eat anything, 
  but it prefers the children of sentient races. Tembos base 
  themselves in a lair or den and hunt in packs throughout 
  the surrounding wilderness. They have also been known 
  to inhabit the ruins that lie beneath many of the large 
  cities of the Tablelands. 
   In addition to their physical speed and Strength, tembos 
  also boast psionic powers and the ability to drain the life 
  energy of their victims. Few are those souls that can 
  brave and endure a den of tembos. 
   
  Combat 
   Each tembo pack has its own tactics. Some prefer to 
  wait until a group camps for the night and then sneak in 
  to drag one victim away at a time. Other packs prefer hit 
  and run tactics, slowly wearing their prey down until they 
  can no longer resist. Still others enjoy direct attacks, 
  attempting to overrun their enemies. 
   Energy Drain (Su): Living creatures hit by the tembo‘s 
  bite attack receive one negative level. The Fortitude save 
  to remove a negative level has a DC of 13. The save DC is 
  Charisma-based. 
   Evasion (Ex): If a tembo makes a successful Reflex 
  saving throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. 
   Improved Grab (Ex): To use this ability, a tembo 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can rake. 
   Pounce (Ex): If a tembo charges, it can make a full 
  attack, including two rake attacks. 
   Psi-Like Abilities: 3/day—chameleon, painful strike, 
  ubiquitous 
  vision; 
  1/day—concussion 
  blast 
  (three 
  targets*), ectoplasmic form, greater concealing amorpha, 
  immovability. Manifester level 7th. The save DCs are 
  Charisma-based. 
   *Includes augmentation for the tembo‘s manifester 
  level. 
   Rake (Ex): Attack bonus +5 melee, damage 1d4+1. 
   
  TThhrraaxx      
   Victims of an ancient curse, thrax are wretched 
  creatures that can only survive by draining water from the 
  bodies of others, leaving them desiccated corpses.  
   A thrax's appearance is very different than what it was 
  before "the change." Its hair darkens and its skin takes on 
  a ruddy tinge. Its facial features develop a gaunt, angular 
  cast and its eyes become a deep blue. The most striking 
  change is in its hands. Each of the thrax's fingers grows a 
  circular "sucker" through which it drains water from its 
  victims.  
   
  SSaam
  mppllee  TThhrraaxx  
   This gaunt creature stares at you with piercing blue 
  eyes. It raises its hand, revealing a set of jet suckers on 
  the tip of each finger. 
   
   This example uses a 7th level half-elven ranger as the 
  base creature. 
   
  Thrax, 7th-Level Half-Elf Ranger 
  Medium Monstrous Humanoid (Psionic) 
  Hit Dice: 7d8+14 (45 hp) 
  Initiative: +6 
  Speed: 60 ft. (12 squares) 
  Armor Class: 24 (+6 Dex, +4 natural, +4 +1 studded 
  leather), touch 16, flat-footed 18 
  Base Attack/Grapple: +7/16 
  Attack: +1 longsword +13 melee (1d8+8/19-20) or +1 
  mighty composite longbow [+4 Str bonus] +14 ranged 
  (1d8+5/x3) 
  Full Attack: +1 longsword +13/+8 melee (1d8+8/19-
  20), or +1 longsword +11/+6 melee (1d8+6/19-20) and 
  masterwork short sword +11/+6 melee (1d6+3/19-20), 
  or +1 mighty composite longbow [+4 Str bonus] 
  +14/+9 ranged (1d8+5/x3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Combat style, create thrax, favored 
  enemies (elves +2, humans +4), improved combat 
  style, psi-like abilities, water drain 
  Special Qualities: Animal companion, darkvision 60 ft., 
  half-elf traits, wild empathy, woodland stride 
  Saves: Fort +7, Ref +11, Will +3 
  Abilities: Str 20, Dex 22, Con 14, Int 10, Wis 13, Cha 10 
  Skills: Handle Animal +2, Hide +20, Jump +15, Listen 
  +17, Move Silently +20, Search +1, Spot +17, Survival 
  +13 
  Feats: Alertness, Cleave, Endurance, Improved Grapple, 
  Improved Two-Weapon Fighting, Improved Unarmed 
  Strike, Power Attack, Track, Two-Weapon Fighting 
  Environment: Deserts 
  Organization: Solitary 
  Challenge Rating: 10 
  
   
  http://athas.org 
   
  173 
  Treasure: Standard 
  Alignment: Always neutral evil 
  Advancement: By character class 
  Level Adjustment: +3 
   
  Combat 
   Thrax prefer to attack creatures traveling alone. They 
  sneak up as close as possible before attacking. If their 
  target is part of a group, they will try and isolate the 
  creature with stealth and their psionic powers before 
  attacking. Thrax prefer to attack with their water drain 
  ability, only using their weapons if seriously threatened. 
   Create Thrax (Su): A humanoid that takes damage 
  from a thrax‘s water drain ability must make a Fortitude 
  save (DC 13) or slowly become a thrax. The creature 
  suffers intense thirst and requires double its normal water 
  intake, becoming a thrax after 1d4 weeks. A remove curse 
  spell prevents transformation if cast before the end of this 
  time. 
   Psi-Like Abilities: 3/day—ego whip (DC 12), empty 
  mind, energy adaptation, greater concealing amorpha, 
  mind thrust (DC 11), painful strike, shadow body (ML 
  15th), thought shield. Manifester level 7th. The save DCs 
  are Charisma-based. 
   Water Drain (Su): A thrax can drain water from a 
  living victim with its finger suckers by making a successful 
  grapple check. If it pins the foe, it drains water, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained unless the opponent makes a Fortitude save 
  (DC 13) to negate the drain. 
   Possessions: +1 longsword, masterwork short sword, +1 
  mighty composite longbow [+4 Str bonus], +1 studded 
  leather armor. 
   
  CCrreeaattiinngg  aa  TThhrraaxx    
   ―Thrax‖ is an acquired template that can be added to 
  any humanoid (referred to hereafter as the base 
  creature).  A thrax uses all of the base creature‘s statistics 
  and special abilities except as noted here.  Do not 
  recalculate the creature‘s base attack bonus, saves, or 
  skill points. 
  Size and Type: The base creature‘s type changes to 
  Monstrous Humanoid.  Size is unchanged. 
  Speed: The base creature‘s speed improves to 60 feet. 
  Hit Dice: The base creature‘s HD are unchanged. 
  Armor Class: Natural armor improves by +4.  
  Special Attacks: The thrax retains all the base creature‘s 
  special attacks and gains those described below. Saves 
  have a DC of 10 + 1/2 thrax‘s HD + thrax‘s Cha modifier 
  unless noted otherwise. 
   Create Thrax (Su): A humanoid that takes damage from 
  a thrax‘s water drain ability must make a Fortitude save 
  or slowly become a thrax. The creature suffers intense 
  thirst and requires double its normal water intake, 
  becoming a thrax after 1d4 weeks. A remove curse spell 
  prevents transformation if cast before the end of this 
  time. 
   Psi-Like Abilities: 3/day—ego whip, empty mind, energy 
  adaptation, greater concealing amorpha, mind thrust, 
  painful strike, shadow body (ML 15th), thought shield.  
  Manifester level is equal to the creature‘s HD. The save 
  DCs are Charisma-based. 
   Water Drain (Su): A thrax can drain water from a living 
  victim with its finger suckers by making a successful 
  grapple check. If it pins the foe, it drains water, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained unless the opponent makes a Fortitude save to 
  negate the drain. 
  Abilities: Increase from the base creature as follows: Str 
  +6, Dex +4, Con +4. 
  Skills: Thrax have a +4 racial bonus on Hide, Listen, 
  Move Silently, and Spot checks. Otherwise same as the 
  base creature. 
  Feats: Thrax gain Alertness and Improved Unarmed 
  Strike, assuming the base creature doesn‘t already have 
  these feats. 
  Environment: Any, usually same as base creature. 
  Organization: Solitary. 
  Treasure: Standard. 
  Challenge Rating: HD 3 or less, as base creature +4; HD 
  4 to 10, as base creature +3; HD 11 or more, as base 
  creature +2.  
  Alignment: Always neutral evil. 
  Advancement: By character class. 
  Level Adjustment: Same as the base creature +3. 
   
  Thrax Characters  
   Because the corpse of a thrax victim is so easily 
  recognized, few thrax live in cities or villages. Instead, 
  they haunt the wastelands, where many become rangers 
  or druids. 
   
  TThhrrii--KKrreeeenn  
  Medium Monstrous Humanoid 
  Hit Dice: 2d8 (9 hp) 
  Initiative: +2 
  Speed: 40 ft. (8 squares) 
  Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-
  footed 13 
  Base Attack/Grapple: +1/+2 
  Attack: Claw +2 melee (1d4+1) or chatkcha +3 ranged 
  (1d6+1) 
  Full Attack: 4 claws +2 melee (1d4+1) and bite –+0 
  melee (1d4 plus poison); or chatkcha +3 ranged 
  (1d6+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Thri-kreen traits 
  Saves: Fort +0, Ref +5, Will +4 
  Abilities: Str 12, Dex 14, Con 10, Int 8, Wis 12, Cha 6 
  Skills: Balance +4, Hide +3, Jump +31, Listen +2, Spot 
  +2 
  Feats: Deflect Arrows(B), Multiattack 
  Environment: Any nonforest 
  Organization: Solitary 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually lawful (any) 
  Advancement: By character class 
  Level Adjustment: +1 
   
    This seven-foot-tall, insect-like humanoid has a sandy-
  yellow carapace, four arms ending in sharp claws, and a 
  pair of powerful legs. Its head sprouts two antennae over 
  a pair of compound eyes and snapping mandibles. 
   
   Thri-kreen roam the wastes in packs, hunting for food 
  day and night, since they require no sleep. Thri-kreen are 
  quick and agile and make fearsome fighters. Most are 
  dominated by a pack mentality that keeps them in close-
  knit hunting bands. 
  
   
  http://athas.org 
   
  174 
   
  Combat 
   Thri-Kreen Traits (Ex): 
   +2 Str, +4 Dex, -2 Int, +2 Wis, -4 Cha. Thri-kreen are 
  agile and fast, but their pack mindset leaves them 
  lacking individuality. 
   Medium size. 
   A thri-kreen‘s base land speed is 40 ft. 
   Darkvision out to 60 feet. 
   Sleep immunity: Thri-kreen do not sleep and are 
  immune to spells and effects that cause sleep. Thri-
  kreen spellcasters and manifesters still require 8 hours 
  of rest before preparing spells. 
   Natural Armor: Thri-kreen have a +3 natural armor 
  bonus. 
   Multiple Limbs: Thri-kreen have four arms, and thus can 
  take the Multiweapon Fighting feat instead of the Two-
  Weapon Fighting feat. Thri-kreen can also take the 
  Multiattack feat. (These are not bonus feats). 
   Natural Weapons: Thri-kreen may make bite and claw 
  attacks as a full round action. Their primary claw attack 
  does 1d4 points of damage for each of their four claws. 
  Their secondary bite attack, deals 1d4 points of 
  damage, and has a chance to poison. A thri-kreen can 
  attack with a weapon (or multiple weapons) at its 
  normal attack bonus, and make either a bite or claw 
  attack as a secondary attack. 
   Leap: Thri-kreen have a +30 racial bonus on Jump 
  checks. 
   Deflect Arrows: Thri-kreen gain the benefit of the 
  Deflect Arrows feat. 
   Poison (Ex): A thri-kreen delivers its poison (Fortitude 
  save DC 11 + Con modifier) with a successful bite 
  attack. The initial damage is 1d6 Dex, and thie 
  secondary damage is paralysis. A thri-kreen produces 
  enough poison for one bite per day. 
   Weapon Familiarity: Thri-kreen treat the gythka and 
  chatkcha as martial weapons instead of exotic weapons. 
   Thri-kreen have a +4 racial bonus on Hide checks in 
  sandy or arid areas. 
   Racial Hit Dice: A thri-kreen begins with 2 levels of 
  monstrous humanoid, which provide 2d8 Hit Dice, a 
  base attack bonus of +1, and base saving throw 
  bonuses of Fort +0, Ref +3 and Will +3 and one starting 
  feat of choice. 
   Racial Skills: A thri-kreen‘s monstrous humanoid levels 
  give it skill points equal to 5 x (2 + Int modifier). Its 
  class skills are Balance, Climb, Hide, Jump, Listen 
  and Spot. Note that the thri-kreen does not receive 
  the x4 multiplier starting skill points when he takes 
  his first class level. 
   Racial Profiencies: Thri-kreen are proficient with 
  all simple weapons. 
   Automatic 
  Languages: 
  Thri-kreen. 
  Bonus 
  Languages: Common, Dwarven, Elven, Jozhal, 
  Scrab, Tari, Tohr-kreen. 
   Favored Class: Psychic Warrior. 
   Level Adjustment +1. 
   
  Thri-Kreen Society 
    
   The pack mentality dominates a thri-kreen‘s 
  relation with others. Thri-kreen hunt in packs, 
  preying upon a region for a time but moving on 
  before their food has been depleted. 
   A thri-kreen that joins a group of humanoids will 
  often try to establish dominance in the group. Thri-
  kreen view humanoids as sources of food, though 
  usually hunt them only in dire need. Many thri-kreen have 
  a fond taste for elves, and meetings between the races 
  are often tense. Once it joins a group, however, a thri-
  kreen never turns on its humanoid friends. 
   To the west of the Tablelands lies the vastness of the 
  Kreen Empire.  While only two subspecies of kreen are 
  known in the Tablelands (jeral and to‘ksa), four more are 
  known in the Empire (j‘ez, j‘hol, t‘keech and t‘ondi).  
  Although variations between the species are largely 
  cosmetic, the other subspecies may be treated as having 
  different favored classes, with DM approval.   
   The philosophical j‘ez treat psion as favored class, while 
  it is fighter for the combat-loving j‘hol.  The uncommon 
  t‘keech favor cleric as a class and the mysterious, spined 
  tondi favor druid.  To‘ksa of the Empire may be treated as 
  having gladiator as favored class as they are aggressive 
  and primitive. 
   
  TTrreeaanntt,,  AAtthhaassiiaann  
  Huge Plant 
  Hit Dice: 15d8+75 (142 hp) 
  Initiative: -1 
  Speed: 30 ft. (6 squares) 
  Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, 
  flat-footed 20 
  Base Attack/Grapple: +11/+28 
  Attack: Slam +18 melee (2d8+9) or rock +8 ranged 
  (2d8+9) 
  Full Attack: 2 slams +18 melee (2d8+9) or rock +8 
  ranged (2d8+9) 
  Space/Reach: 15 ft./15 ft. 
  Special Attacks: Rock throwing, spell-like abilities, 
  trample 2d8+13 
  Special Qualities: Damage reduction 5/bludgeoning, 
  low-light vision, plant traits, spell resistance 20, 
  vulnerability to fire 
  Saves: Fort +14, Ref +4, Will +7 
  Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12 
  Skills: Concentration +9, Hide -9*, Intimidate +7, 
  Knowledge (nature) +9, Listen +7, Move Silently +5, 
  Sense Motive +7, Spot +7, Survival +10 (+12 
  aboveground) 
  Feats: Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Iron Will, Power Attack 
  
   
  http://athas.org 
   
  175 
  Environment: Forests 
  Organization: Solitary 
  Challenge Rating: 10 
  Treasure: Standard 
  Alignment: Usually neutral 
  Advancement: 16-30 HD (Huge); 31-45 HD 
  (Gargantuan) 
  Level Adjustment: — 
   
   Were it not for the fact that it has uprooted itself and is 
  now shambling towards you, grinding the earth beneath 
  its feet, you would have mistaken the tree for any other 
  normal plant of its kind. 
   
   Athasian treants are magical creatures, a mystic 
  blending of the characteristics of a tree of life and a spirit 
  of the land. They are virtually immortal, and act as 
  incarnate guardians of the wilderness for which they were 
  created. Often they are dedicated to caring for groves of 
  trees of life. Athasian treants are almost indistinguishable 
  from trees. Their skin is bark, their arms are tree 
  branches, and their facial features look like the knots on 
  the trunk of the tree. 
   
  Combat 
   An Athasian treant‘s tough, bark-like skin gives it 
  excellent defense against all attacks except fire. Unlike 
  their standard counterparts, Athasian treants cannot 
  animate other trees. 
   Rock Throwing (Ex): Athasian treants can hurl rocks 
  of 60 to 80 pounds (Medium objects). The range 
  increment is 120 feet. 
   Spell-Like Abilities: 1/day—control water, create food 
  and water, curse of the choking sands (DC 14), greater 
  scrying (DC 18), purify food and drink, quench (DC 14), 
  summon monster VIII (greater water elemental only). 
  Caster level 15th. The save DCs are Charisma-based. 
   Trample (Ex): Reflex DC 26 half. The save DC is 
  Strength-based. 
   Skills: *Athasian treants have a +16 racial bonus on 
  Hide checks made in forested areas. 
   
  TTrriinn  
  Medium Monstrous Humanoid  
  Hit Dice: 5d8+5 (27 hp)  
  Initiative: +5  
  Speed: 50 ft. (10 squares) 
  Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
  footed 13  
  Base Attack/Grapple: +5/+7 
  Attack: Claw +8 melee (1d6+2)  
  Full Attack: 2 claws +8 melee (1d6+2) and bite +2 
  melee (1d4+1) 
  Space/Reach: 5 ft./5 ft.  
  Special Attacks: Improved grab, poison, pounce, rend 
  2d6+3 
  Special Qualities: Darkvision 60 ft., hive mind, immunity 
  to sleep, power resistance 16 
  Saves: Fort +2, Ref +5, Will +5  
  Abilities: Str 15, Dex 13, Con 12, Int 6, Wis 12, Cha 7  
  Skills: Hide +7*, Jump +40, Listen +5, Spot +5 
  Feats: Deflect Arrows (B), Improved Initiative, Weapon 
  Focus (claw)  
  Environment: Deserts and silt  
  Organization: Solitary, pair, or clutch (3-12)  
  Challenge Rating: 5  
  Treasure: None  
  Alignment: Always neutral  
  Advancement: 6-10 HD (Medium); 11-15 HD (Large) 
  Level Adjustment: +2 
   
    Strongly resembling a thri-kreen, but with two arms 
  instead of four, this creature has a sandy-yellow 
  exoskeleton with gray mottling, powerful claws and a long 
  neck and antennae. 
   
    Trin, sometimes called thri-trin, resemble slightly 
  smaller, two-armed thri-kreen and are closely related. 
  They roam the desert in clutches, hunting anything, 
  including thri-kreen and tohr-kreen. 
    Trin speak rudimentary thri-kreen but can communicate 
  with one another through pheromones.  
   
  Combat 
    Trin either lie in wait for prey or run it down, chasing at 
  incredible speed until the prey tires. Trin prefer to leap at 
  their foes and grapple them, slashing with all four claws.  
  
   
  http://athas.org 
   
  176 
   Hive Mind (Ex): Trin communicate with members of 
  their clutch in part by using pheromones and can 
  coordinate 
  combat 
  strategy 
  without 
  verbal 
  communication. All trin within 100 ft. are in constant 
  communication. If one in a group is not flat-footed, none 
  of them are. No trin in a group is considered flanked 
  unless all of them are. 
   Immunity to Sleep (Ex): Because trin do not sleep, 
  they are immune to sleep effects. A trin capable of casting 
  arcane spells still needs 8 hours of rest each night. 
   Improved Grab (Ex): To use this ability, a trin must 
  hit an opponent its size or smaller with a claw attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
   Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary damage paralysis 2d6 minutes. The save DC is 
  Constitution-based. A trin produces enough poison for 1 
  bite per day. 
   Pounce (Ex): If a trin charges, it can make a full 
  attack. 
   Rend (Ex): If a trin hits with both claw attacks, it 
  latches onto the opponent's body and tears the flesh. This 
  attack automatically deals an additional 2d6+3 points of 
  damage. 
    Skills: Trin gain a +30 racial bonus on Jump checks. 
  They are also capable of remaining perfectly still, gaining 
  a +6 racial bonus on Hide checks. *The trin's exoskeleton 
  blends in well in desert terrain, increasing the Hide bonus 
  to +10 in sandy wastes.  
   
  Trin as Characters 
    Lacking the cultural sophistication of many thri-kreen 
  and tohr-kreen, trin are seen as savages and tend 
  towards taking levels as barbarian or fighter. Some 
  achieve the self-discipline to master the arts of the 
  psychic warrior, but such trin are rare in the extreme. 
   Trin characters possess the following racial traits. 
   +4 Str, +2 Dex, +2 Con, -4 Int, +2 Wis, -2 Cha. 
   Medium size. 
   Trin base land speed is 50 feet. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: Trin characters start with five levels of 
  monstrous humanoid, which gives them 5d8 Hit Dice, a 
  base attack bonus of +5, and base save bonuses of Fort 
  +1, Ref +4, Will +4. 
   Racial Skills: A trin‘s monstrous humanoid levels give it 
  skill points equal to 8 x (2 + Int modifier).  Its class 
  skills are Hide, Jump, Listen, and Spot. 
   Bonus Feat: Trin receive the Deflect Arrows feat for 
  free. 
   A trin‘s monstrous humanoid levels give it two feats. 
   Weapon Proficiency: A trin is proficient with all simple 
  and martial weapons. 
   +3 natural armor bonus. 
   +6 racial bonus on Hide checks (+10 in desert terrain). 
   +30 racial bonus on Jump checks. 
   Natural weapons: 2 claws (1d6), bite (1d4). 
   Special Attacks (see above): Improved grab, poison, 
  pounce, rend. 
   Special Qualities (see above): Darkvision 60 ft., hive 
  mind, immunity to sleep, power resistance equal to 16 
  + class levels. 
   Automatic 
  Languages: 
  Common, 
  Trin. 
  Bonus 
  Languages: Thri-Kreen. 
   Favored Class: Barbarian or Fighter. 
   Level Adjustment +2. 
   
  TTuull’’kk  
  Large Monstrous Humanoid (Psionic) 
  Hit Dice: 5d8+10 (32 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, 
  flat-footed 12 
  Base Attack/Grapple: +5/+12 
  Attack: Club +7 melee (1d8+4) or claw +7 melee 
  (1d6+3) 
  Full Attack: Club +7 melee (1d8+4) and head butt +2 
  (1d6+1 plus stun); or 2 claws +7 melee (1d6+3) and 
  head butt +2 (1d6+1 plus stun) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Psi-like abilities, stun 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +3, Ref +5, Will +5 
  Abilities: Str 17, Dex 13, Con 15, Int 8, Wis 12, Cha 8 
  Skills: Climb +5, Search +1, Spot +3, Survival +3 
  Feats: Combat Reflexes, Power Attack 
  Environment: Mountains 
  Organization: Solitary or clan (1-20) 
  Challenge Rating: 3 
  Treasure: Double standard gems and jewelry only 
  Alignment: Usually neutral 
  Advancement: By character class 
  Level Adjustment: +1 
   
    This creature is a gaunt, bony humanoid the size of a 
  half-giant. Its scalp is utterly without hair, showing sun-
  bleached bone protruding through the top of its head. Its 
  skin is ashen grey, with fine black body-hair and its eyes 
  are dark, regarding you from beneath beetling brows. 
   
    Tul‘ks are primitive, psionic humanoids that roam the 
  mountains and hills of Athas, eking out a living where they 
  can. Timid and withdrawn, tul‘ks rarely come into conflict 
  with other races but make cunning foes when this does 
  occur. 
    Tul‘k society is tribal, and their language is very basic, 
  consisting largely of grunts, growls and hand gestures. 
  Hand signals are generally used in battle. 
   
  
   
  http://athas.org 
   
  177 
  Combat 
    Tul‘ks do not relish combat but display unexpected 
  cunning when forced into battle. They prefer to strike from 
  ambush, using their native rocky terrain to their 
  advantage, striking from higher ground wherever possible. 
    Some tul‘ks will use weaponry, but most prefer to strike 
  with their bony claws when closing to melee. A tul‘k may 
  also slam an opponent with a ferocious head-butt, which 
  may stun unfortunate targets, leaving them open for 
  further attacks from the tul‘ks. 
    Psi-Like 
  Abilities: 
  3/day—graft 
  weapon, 
  intellect 
  fortress, 
  psychofeedback, 
  thicken 
  skin 
  (+2 
  AC*). 
  Manifester level 5th. 
   *Includes augmentation for the tul‘k‘s manifester level. 
   Stun (Ex): A creature struck by a tul‘k‘s head butt 
  attack must make a Fortitude save (DC 15) or be stunned 
  for 1d4 rounds. The save DC is Strength-based. 
   
  Tul’k Society 
    The tale of the tul‘ks is a sad one, for although they 
  appear as and live the lives of primitive humanoids, they 
  were not always thus. Once, the tul‘ks were elves of the 
  Dune Stalker tribe, famed throughout the eastern 
  Tablelands. The strange powers of the mysterious Pristine 
  Tower altered the tribe in the distant past, however, 
  transforming them into tul‘ks. Now the degenerate 
  remains of the Dune Stalkers make their homes where 
  they can, yet are still tormented by the vestigial memories 
  of the people that they once were. 
    The largest and strongest males dominate Tul‘k society 
  – offspring of males other than the dominant one are 
  exiled from the clan when they reach maturity (unless 
  they are able to challenge the dominant male 
  and steal his place). In general, tul‘ks are 
  reclusive, even timid, and will only attack other 
  humanoids in order to gain food. Amongst a 
  tul‘k‘s favorite foods are z‘tal, erdlu and Athasian 
  rocs. 
   
  Tul’ks as Characters 
    Tul‘ks seldom take up the adventuring life, 
  being generally too apprehensive to venture too 
  far from their homes. Those that do have a 
  natural affinity for the fighting arts, which is 
  unsurprising, given their great Strength. Some 
  find an affinity for the Way, but the tul‘ks‘ 
  degenerate minds make pursuit of the psionic 
  arts difficult. 
   Tul‘k characters possess the following racial 
  traits. 
   +6 Str, +2 Dex, +4 Con, -2 Int, +2 Wis, -2 
  Cha 
   Large size. –1 penalty to Armor Class, -1 
  penalty on attack rolls, -4 penalty on Hide 
  checks, +4 bonus on grapple checks, lifting 
  and carrying limits double those of Medium 
  characters. 
   Space/Reach: 10 feet/10 feet. 
   A tul‘k‘s base land speed is 40 feet. 
   Darkvision out to 60 feet. 
   Racial Hit Dice: A tul‘k begins with 5 levels of 
  monstrous humanoid, which provide 5d8 Hit 
  Dice, a base attack bonus of +5, and base 
  saving throw bonuses of Fort +1, Ref +4 and 
  Will +4. 
   Racial Skills: A tul‘k‘s monstrous humanoid 
  levels give it skill points equal to 8 x (2 + Int 
  modifier). Its class skills are Climb, Search, Spot and 
  Survival. 
   A tul‘k‘s monstrous humanoid levels give it 2 feats. 
   Weapon Proficiency: A tul‘k is proficient with all simple 
  weapons. 
   +3 natural armor bonus. 
   Natural Weapons: 2 claws (1d6), 1 slam (1d6). 
   Special Attacks (see above): Psionics, stunning. 
   Automatic Languages: Tul‘k. Bonus Languages: Elven. 
   Favored Class: Fighter. 
   Level Adjustment: +1. 
   
  VViilllliicchhii  
  Villichi, 1st-Level Warrior 
  Medium Humanoid (Psionic, Villichi) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (+1 Dex, +2 leather armor), touch 11, 
  flat-footed 12 
  Base Attack/Grapple: +1/+2 
  Attack: Quarterstaff +2 melee (1d6+1) 
  Full Attack: Quarterstaff +2 melee (1d6+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Light blindness, manifester prodigy, 
  naturally psionic, power resistance 6 
  Saves: Fort +2, Ref +1, Will +1 
  Abilities: Str 12, Dex 13, Con 11, Int 10, Wis 12, Cha 11 
  Skills: Autohypnosis +3, Concentration +2 
  
   
  http://athas.org 
   
  178 
  Feats: Speed of Thought 
  Environment: Any 
  Organization: Solitary, family (2-4), or convent (100+) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Often lawful (any) 
  Advancement: By character class 
  Level Adjustment: +2 
   
   Although apparently human, this woman has pale skin, 
  ruddy hair and a long, slender neck and limbs. 
   
   Villichi are human females who are born with latent 
  psionic powers of great promise. Subtle mutations in mind 
  and body soon set them apart from their biological family. 
  Perhaps one out of maybe 3,000 human girls born 
  becomes villichi. Being susceptible to the sun and sterile 
  they are usually shunned by other humans, although 
  never abandoned or killed, for doing so would be a bad 
  omen, one so bad that even sorcerer-kings think twice 
  before even having anything to do with a villichi child. The 
  bad omen is usually one that is met with revenge being 
  played out on the perpetrator. 
   Villichi come of age quickly but have a long lifespan. 
  Once the villichi child is of age, she usually meets an adult 
  villichi, and they go off to live in a convent, most of which 
  being in the Ringing Mountains. Villichi are also a little 
  taller than normal human females. Strong in the Way as 
  well as the body, the villichi are a force to be reckoned 
  with and are usually left alone. Being longer limbed and of 
  face, as well as taller, villichi still have normal proportions 
  of female humans. 
   Their strongest drawback would be that of having a 
  slight irritation to the burning crimson sun of Athas. Most 
  villichi are vegetarians, seeing the eating of meat as 
  unclean, if not more so, as having metal in their 
  possession. Most villichi will never use, or have in their 
  possession, any metal items, weapons or armor for they 
  feel it is unclean to do so. This includes all currency 
  except for ceramic pieces. 
   Most villichi belong to a convent, or are loners. In either 
  case all rules above apply. There are three convents 
  villichi may be raised in. 
   Villichi are often lawful good or lawful neutral. 
   
  Combat 
   Villichi are deadly opponents in the Way, the majority of 
  them becoming one with their minds and releasing power 
  from within, why others use a mixture of martial arts style 
  of fighting with their innate and learned psionic powers. 
   Light Blindness (Ex): Villichi are blinded for 1 round if 
  abruptly exposed to bright light (such as sunlight or a 
  daylight spell). 
   Manifester Prodigy (Ex): Villichi receive a +2 to their 
  main 
  manifester 
  ability 
  score for 
  the purpose 
  of 
  determining bonus power points only. 
   Naturally Psionic (Ex): Villichi gain 3 power points at 
  1st level. This benefit does not grant them the ability to 
  manifest powers unless they gain that ability through 
  another source, such as levels in a psionic class. 
   Power Resistance: Villichi have power resistance 
  equal to its class levels + 5. 
   Psi-like Abilities: 3/day—inertial armor, missive, 
  defensive precognition; 1/day—biofeedback, cloud mind 
  (DC 12). Manifester level is equal to 1/2 Hit Dice 
  (minimum 1st). The save DCs are Charisma based. 
   
   The villichi warrior presented here had the following 
  ability scores before racial adjustments: Str 12, Dex 11, 
  Con 13, Int 8, Wis 10, Cha 9. 
   Challenge Rating: Villichi with levels in NPC classes 
  have a CR equal to their class level. Villichi with levels in 
  PC classes have a CR equal to their class level +1. 
   
  Villichi Society 
   Villichi are very tightly knit as a group. They never 
  attack one another and only rarely argue with each other. 
  They are ruled over by a villichi high mistress, who uses 
  strange psionic powers to seek out villichi children 
  wherever they are born across the Tablelands and arrange 
  their transportation to safety at a convent. If a villichi 
  child is slain before being brought to a convent, the other 
  villichi will seek to exact the ultimate revenge against 
  those who slew the one who was to have been in their 
  care. Entire communities have been wiped out as a result 
  of spurning and slaying a child who showed the signs of 
  being a villichi. 
   Villichi are skilled weavers. They also grow most of their 
  own food, but they are not skilled at manufacturing and 
  must trade for weapons and other supplies they need to 
  survive. Higher-level villichi are skilled at empowering 
  items with psionic powers, and trade these for supplies 
  when necessary. 
   The villichi roam widely throughout the world, always on 
  the alert for the birth of a villichi child. They lead 
  comfortable lives, aided mainly by the fact that they stay 
  out of the sorcerer-kings' business and that their convents 
  are extremely remote locations. 
   
  Villichi as Characters 
   The favored class of a villichi is psion. Some villichi 
  become psychic warriors as well. 
   Villichi characters possess the following racial traits. 
   +2 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha 
   Medium. 
   Space/Reach: 5 ft./5 ft. 
   A villichi‘s base land speed is 30 feet. 
   Special Attacks (see above): Psi-like abilities. 
   Special Qualities (see above): Light blindness, 
  manifester prodigy, naturally psionic, power resistance. 
   Automatic Languages: Common. Bonus Languages: 
  Aarakocran, Halfling. Villichi often learn the languages 
  of other forest dwellers. 
   Favored Class: Psion. 
   Level Adjustment: +2.  
   Add an increase of 40+8d10 to maximum age of 
  humans.  
   Add 1 1/2 feet to base human female height, and 
  change base weight to 110 with a modifier of 2d8. 
   
  W
  Waallll  W
  Waallkkeerr  
  Medium Aberration (Psionic) 
  Hit Dice: 6d8+6 (33 hp) 
  Initiative: +4 
  Speed: 20 ft. (4 squares), climb 30 ft. 
  Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-
  footed 13 
  Base Attack/Grapple: +4/+6 
  Attack: Bite +8 melee (2d6+2) 
  Full Attack: Bite +8 melee (2d6+2) and 2 claws +6 
  melee (1d6+1) and sting +6 melee (1d3+1 plus poison) 
  Space/Reach: 5 ft./5 ft. 
  
   
  http://athas.org 
   
  179 
  Special Attacks: Improved grab, poison, psi-like abilities 
  Special Qualities: Darkvision 60 ft., tremorsense 60 ft. 
  Saves: Fort +3, Ref +6, Will +5 
  Abilities: Str 15, Dex 19, Con 13, Int 4, Wis 11, Cha 7 
  Skills: Climb +13, Hide +10, Jump +10, Spot +10 
  Feats: Improved Natural Attack (bite), Multiattack, 
  Weapon Finesse 
  Environment: Underground 
  Organization: Solitary, pair or hive (2-20) 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Usually lawful evil 
  Advancement: 7-12 HD (Large); 13-18 HD (Huge) 
  Level Adjustment: — 
   
   
    A bizarre scaled arachnid hangs from the ceiling above 
  you, regarding you with sinister intent. With a single, 
  smooth motion it stabs its abdomen downwards, and you 
  catch a blurred glimpse of a glistening stinger stabbing 
  towards your body. 
   
    Wall walkers are an intelligent strain of psionic 
  arachnids that roam the Athasian underdark, preying on 
  those that they encounter with stealth and cunning. 
  Instead of chitin, they have armored scales, eight clawed 
  limbs, vicious fangs 
  and a sharp stinger 
  at the tip of their 
  abdomen. 
    Wall 
  walkers 
  communicate 
  by 
  rubbing their limbs 
  together, 
  creating 
  an eerie chorus of 
  hums 
  and 
  whines 
  that 
  echoes 
  throughout 
  the 
  subterranean 
  tunnels around the 
  creatures‘ 
  hives. 
  They 
  are 
  often 
  hunted 
  for 
  their 
  hide, which can be 
  made 
  into 
  armor 
  and weaponry and 
  is 
  a 
  favored 
  commodity amongst 
  the 
  dray 
  of 
  Kragmorta. 
    Wall walkers are 
  usually on the move 
  as part of a life of 
  continual 
  hunting, 
  but for reasons as 
  yet unknown they 
  occasionally gather 
  together in hives. 
  Possibly related to 
  their breeding cycle, 
  the 
  hives 
  are 
  fiercely 
  defended 
  and can grow to 
  become a genuine 
  menace 
  to 
  other 
  races 
  over 
  time. 
  Kalin are frequent 
  foes 
  of 
  the 
  wall 
  walkers, 
  as 
  both 
  species occupy the same niche in the underdark. 
    An adult wall walker is five feet across and weighs 120 
  pounds. 
   
  Combat 
    Wall walkers are wily combatants and use their psionic 
  power of shadow body to sneak up on potential prey. They 
  also prefer to attack from above as this allows them to 
  open hostilities with their stinger. 
    Wall walkers often work in pairs, hunting and feeding 
  together. A hunting pair of wall walkers cooperates when 
  attacking prey, one often distracting targets while the 
  other closes to strike. 
    A wall walker will only close for direct melee if its stinger 
  fails to take effect. They do not relish toe-to-toe combat 
  and will flee if sorely injured. It is likely only this timidity 
  has prevented them from wholly over-running the less 
  intelligent kalin, for the wall walkers will go out of their 
  way to tackle these natural enemies when they meet 
  them. 
    Improved Grab (Ex): If the wall walker hits with its 
  bite or its claws it may initiate a grapple check as a free 
  action without provoking an attack of opportunity. 
    Poison (Ex): Injury, DC 14, initial damage paralysis 
  1d6 rounds, secondary damage none.  The save DC is 
  Constitution-based.  
   Psi-Like Abilities: 3/day—catfall, chameleon, empty 
  mind, shadow body, synesthete. Manifester level 6th. 
    Tremorsense (Ex): A wall walker can detect and 
  pinpoint any creature or object within 60 feet in contact 
  with the ground. 
    Skills: Wall walkers receive a +4 racial bonus on Hide 
  checks, a +8 racial bonus on Climb and Spot checks and a 
  +10 racial bonus on Jump checks. A wall walker can 
  always choose to take 10 on a Climb check, even if rushed 
  or threatened. A wall walker uses its Dexterity modifier for 
  its Climb checks. 
   
  W
  Wrraabb  
  Tiny Magical Beast (Psionic) 
  Hit Dice: 1d10 (5 hp) 
  Initiative: +4  
  Speed: 10 ft., fly 40 ft. (average)  
  Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 
  16, flat-footed 14  
  Base Attack/Grapple: +1/-11 (+1 when attached) 
  Attack: Bite +7 melee (1d3-4) 
  Full Attack: Bite +7 melee (1d3-4)  
  Space/Reach: 2 1/2 ft./0 ft.  
  Special Attacks: Attach, blood drain  
  Special Qualities: Darkvision 60-ft., empathy, low-light 
  vision  
  Saves: Fort +2, Ref +6, Will +1  
  Abilities: Str 3, Dex 19, Con 10, Int 3, Wis 12, Cha 6  
  Skills: Hide +13, Listen +2, Move Silently +5, Spot +2  
  Feats: Weapon Finesse  
  Environment: Underground  
  Organization: Solitary  
  Challenge Rating: 1/2 
  Treasure: None  
  Alignment: Always neutral  
  Advancement: — 
  Level Adjustment: — 
   
  
   
  http://athas.org 
   
  180 
   
   You see a winged serpent, two feet long, with scales of 
  jet black. 
   
   Wrabs are airborne blood-drinkers, winged serpents that 
  flap silently through the gloom of Athas‘ woodlands and 
  crypts. The beasts are quiet enough to sneak up on 
  anyone and clever enough to find their way inside tents 
  and through cracks in shuttered windows.  
   Measuring up to two feet long, wrabs fold their reptilian 
  wings around themselves for camouflage and protection 
  while perched.  
   
  Combat 
    Wrabs attack by tenaciously latching onto their prey 
  with their fangs, drinking enough blood to satisfy 
  themselves for several days.  
    Attach (Ex): If a wrab hits with a bite attack, its strong 
  jaws latch onto the opponent‘s body.  An attached wrab is 
  effectively grappling its prey. The wrab loses its Dexterity 
  bonus to AC and has an AC of 14, but holds on with great 
  tenacity. *Wrabs have a +12 racial bonus on grapple 
  checks (already figured into the Base Attack/Grapple entry 
  above). 
   An attached wrab can be struck with a weapon or 
  grappled itself. To remove an attached wrab through 
  grappling, the opponent must achieve a pin against the 
  wrab. 
    Blood Drain (Ex): A wrab drains blood, doing 1d4 
  points of Constitution damage each round it begins its 
  turn attached to a victim. After draining 4 points of 
  Constitution, it detaches and flees.  
    Empathy (Ps): Wrabs can use the empathy psionic 
  power at will (Manifester level 1st). 
   
  Training a Wrab  
   The Tyrian Council uses wrabs for their innate ability to 
  detect surface emotions. A trained wrab senses which 
  council member has the greatest attention of the 
  audience, flying to that speaker‘s hand and placing its 
  head in a nook formed by the speaker‘s thumb and index 
  finger.  
    Training a wrab requires a successful Handle Animal 
  check (DC 25). Trained wrabs are worth 75 Cp on the 
  open market.  
   
  XXeerriicchhoouu  
  Tiny Magical Beast (Psionic) 
  Hit Dice: 3d10 (16 hp) 
  Initiative: +3  
  Speed: 20 ft. (4 squares), fly 60 ft. (good) 
  Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 
  15, flat-footed 15 
  Base Attack/Grapple: +3/-7 
  Attack: Wing +9 melee (1d6-3) 
  Full Attack: 2 wings +9 melee (1d6-3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Flocking, psi-like abilities 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +3, Ref +6, Will +1 
  Abilities: Str 5, Dex 16, Con 10, Int 10, Wis 11, Cha 6 
  Skills: Hide +12, Listen +3, Move Silently +5, Search +3, 
  Spot +3 
  Feats: Weapon Finesse, Weapon Focus (wing) 
  Environment: Any 
  Organization: Flock (6-36) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually neutral  
  Advancement: 4-6 HD (Small); 7-9 HD (Medium) 
  Level Adjustment: —  
   
   A freakish, serpentine beast with flapping, batlike wings, 
  this creature has six stubby legs hanging beneath its long, 
  thin body, and a set of horned and fanged jaws. 
   
    The xerichou is a winged predator that is found in most 
  parts of Athas. Long and slender, with six clawed limbs 
  and a pair of broad wings, xerichous travel in flocks,  
  swarming their prey. Xerichous are psionic and intelligent 
  enough to make effective use of their abilities in combat. 
    Xerichous begin life as relatively inoffensive larvae. 
  These tiny, armored worms eventually climb and cling to 
  cliffs or other elevated rock faces in order to pupate. Often 
  mistaken for part of the rock itself, the pupa eventually 
  hatches into the adult xerichou, which is then driven to 
  
   
  http://athas.org 
   
  181 
  seek out its ancestral nesting ground in order for the 
  breeding cycle to begin again. 
    An adult xerichou is a foot long, with a three-foot 
  wingspan. It is deep brown to deep red in color and has a 
  tough, leathery hide with tufts of wiry hair sprouting at 
  the joints. The larvae are only four inches long, with a 
  dozen tiny legs.  
   
  Combat 
    In combat, the individual xerichou poses only a passing 
  threat. Despite its fearsome-seeming fangs, its jaws are 
  actually incapable of opening far enough to deliver an 
  effective bite (its curling tusks are instead used in mating 
  behavior and for grooming purposes). A xerichou is able 
  to use its wings as weapons, however, as these possess a 
  razor-sharp ridge of cartilage along the leading edge. 
  When attacking, a xerichou will swoop past its target, 
  slashing it with its wings. 
   In greater numbers, xerichous can make bewildering use 
  of their psionic abilities and are not above attacking foes 
  as 
  large 
  as 
  giants 
  when 
  so 
  motivated. 
  Through 
  coordinated use of their greater concealing amorpha and 
  dimension slide powers, they can flit and dart around a 
  target, often confusing it to the extent that it can no 
  longer effectively attack the swarming xerichous. 
    When sorely injured (10% hit points or less remaining) 
  the wounded xerichou will flee combat and seek to return 
  to its lair, using its power of body adjustment to heal 
  itself. 
   Note that xerichou larvae are non-psionic and quite 
  incapable of combat. 
   
    Flocking (Ps): When six or more xerichous engage in 
  combat within 60 ft. of one another, the manifestation 
  time of their dimension slide power greatly decreases. The 
  power uses up a xerichou‘s immediate action for the 
  round, but each round, the first creature attempting to 
  strike the xerichou has a 50% miss chance. This miss 
  chance stacks with that from greater concealing amorpha; 
  the attacking creature must roll miss chance twice if that 
  power is active. 
   
   
   Psi-Like 
  Abilities: 
  At 
  will—adapt 
  body, 
  body 
  adjustment, greater concealing amorpha, dimension slide, 
  mind thrust (DC 9), thought shield. Manifester level 3rd. 
  The save DCs are Charisma-based. 
   
  ZZiikk--ttrriinn  
   Zik-trin are a race bred by the zik-chil for loyalty and 
  combat prowess. They are not a natural species, but 
  rather are created from tohr-kreen or thri-kreen by the 
  zik-chil in a deeply secretive and complicated ritual. Once 
  the process is complete, the kreen is permanently 
  changed into a zik-trin, and all memories of its former life 
  are gone forever. Zik-trin faithfully serve the Priests of 
  Change, the zik-chil, and obey only their orders. They are 
  not automatons and are capable of thought and even 
  speech (though they rarely choose to speak). It is simply 
  that they are wholly loyal to their creators and live solely 
  to serve them. 
   Zik-trin measure several feet taller and longer than the 
  average thri-kreen and weigh proportionately more. 
   Zik-trin speak Thri-kreen, on the rare occasions they 
  choose to do so. 
   
  Combat 
   Zik-trin share the following special abilities. 
   Poison: Injury, Fortitude DC 17, initial damage 
   
  Zik-trin’ak 
  Large Monstrous Humanoid (Psionic) 
  Zik-trin’ta 
  Large Monstrous Humanoid 
  Hit Dice: 
  8d8+24 (60 hp) 
  7d8+14 (45 hp) 
  Initiative: 
  +2 
  +4 
  Speed: 
  50 ft. (10 squares) 
  60 ft. (12 squares) 
  Armor Class: 
  19 (-1 size, +2 Dex, +8 natural), touch 11, 
  flat-footed 17 
  20 (-1 size, +4 Dex, +7 natural), touch 13, 
  flat-footed 16 
  Base Attack/Grapple: 
  +8/+16 
  +7/+13 
  Attack: 
  Claw +11 melee (1d8+4) or chatkcha +9 
  ranged (1d6+4) 
  Claw +8 melee (1d6+2) or chatkcha +10 
  ranged (1d6+2) 
  Full Attack: 
  4 claws +11 melee (1d8+4) and bite +9 
  melee (1d6+2 plus poison), or chatkcha 
  +9/+4 ranged (1d6+4) 
  4 claws +8 melee (1d6+2) and bite +6 melee 
  (1d6+1 plus poison), or chatkcha +10 ranged 
  (1d6+2) 
  Space/Reach: 
  10 ft./10 ft. 
  10 ft./10 ft. 
  Special Attacks: 
  Poison, psi-like abilities, spiked exoskeleton 
  Poison 
  Special Qualities: 
  Darkvision 60 ft., immunity to sleep and 
  mind-affecting effects 
  Darkvision 60 ft., immunity to sleep and 
  mind-affecting effects 
  Saves: 
  Fort +5, Ref +8, Will +5 
  Fort +4, Ref +9, Will +6 
  Abilities: 
  Str 18, Dex 15, Con 16, Int 8, Wis 12, Cha 5 
  Str 15, Dex 18, Con 14, Int 12, Wis 12, Cha 
  10 
  Skills: 
  Balance +4, Climb +6, Hide +1*, Jump +42, 
  Listen +3, Spot +3 
  Balance +8, Climb +5, Hide +7*, Jump +44, 
  Knowledge (nature) +6, Knowledge (religion) 
  +6, Listen +4, Spot +4 
  Feats: 
  Deflect Arrows, Improved Natural Attack 
  (claw), Multiattack 
  Ability 
  Focus 
  (poison), 
  Deflect 
  Arrows, 
  Multiattack 
  Environment 
  Any nonforest 
  Any nonforest 
  Organization: 
  Solitary or hunt (2-4) 
  Solitary or hunt (2-4) 
  Challenge Rating: 
  7 
  6 
  Treasure: 
  Standard 
  Standard 
  Alignment: 
  Always lawful neutral 
  Always lawful neutral 
  Advancement: 
  By character class 
  By character class 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  182 
  paralysis for 2d6 minutes, secondary damage 2d6 Con. 
  Zik-trin produce enough poison for three venomous bite 
  per day.  The save DC is Constitution-based. 
   Skills: A zik-trin has a +30 racial bonus on Jump 
  checks. *Its exoskeleton gives it a +4 racial bonus on 
  Hide checks in sandy terrain. 
   
  ZZiikk--ttrriinn’’aakk  
  This creature seems to resemble a very large thri-kreen, 
  except for a number of small but striking details: Its 
  exoskeleton is covered in unusual spikes, knobs and other 
  protrusions, and its claws are larger and more wicked than 
  those of a normal kreen. 
   
   Zik-trin‘ak are the elite guards, scouts, and soldiers of 
  the Tohr-Kreen Empire. 
   
  Combat 
    Zik-tin‘ak are merciless and fearless in combat. They 
  follow the orders of their masters and will never retreat 
  unless ordered to. Generally, they prefer to ambush 
  opponents, attacking them from afar before closing into 
  melee.   
   Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage paralysis for 2d6 minutes.  Zik-trin'ak 
  produce enough poison for three venomous bites per 
  day. The save DC is Constitution-based. 
   Psi-Like Abilities: At will—know direction and location; 
  3/day—chameleon, ego whip (2d4 Cha, DC 11*), greater 
  concealing amorpha, id insinuation (three targets, DC 
  11*), mindlink (three unwilling targets, DC 8*), mind 
  thrust (ML 4th, 4d10, DC 9*); 1/day—adapt body, 
  immovability. Manifester level 8th. The save DCs are 
  Charisma-based. 
   *Includes augmentation for the zik-trin‘ak‘s manifester 
  level. 
   Spiked Exoskeleton (Ex): The carapace of a zik-
  trin‘ak acts as spiked armor that deals 1d8 points of 
  damage. The zik-trin‘ak is considered proficient with this 
  weapon. 
   
  ZZiikk--ttrriinn’’ttaa  
   With the shape and coloration of other mantis warriors, 
  this kreen would appear normal except for its fine 
  accouterments and sheer size. 
   
   Zik-trin‘ta are covert scouts and secret operatives in 
  service to the Tohr-Kreen Empire. They have been given a 
  high degree of intellectual sophistication by their creators 
  and display philosophical and pacifistic tendencies. This 
  behavior is programmed by the zik-chil, who have sent 
  the zik-trin‘ta into the Tablelands to act as observers and 
  spies. Often regarded with awe by other kreen, zik-trin‘ta 
  are seen as wise and noble philosophers by thri-kreen. 
  This allows the zik-trin‘ta to gather much information and 
  exert influence in the interests of the Empire, all in 
  preparation for the plans of their pale priests. Zik-trin‘ta 
  often amass lore and artifacts before returning to their 
  homes in the Empire. 
   
   
  Combat 
    Zik-trin‘ta are instructed to avoid combat and instead 
  take a philosophical approach to conflict. Should battle be 
  pressed upon them, they are more than capable of holding 
  their own. In the long term, the zik-trin‘ta act in 
  accordance with the designs of the zik-chil and base their 
  strategies around these plans. 
   Poison 
  (Ex): 
  Injury, 
  Fortitude 
  DC 
  15, 
  initial 
  damage paralysis for 2d6 minutes, secondary damage 2d6 
  Con.  Zik-trin'ta 
  produce enough 
  poison for 
  three 
  venomous bites per day. The save DC is Constitution-
  based. 
  
   
  http://athas.org 
   
  183 
  Animals 
  AAnniim
  maall,,  DDoom
  meessttiicc  
  AApprriigg  
    A small, piglike creature with a hard shell and a flat, 
  snuffling snout, this timid beast noses about the 
  undergrowth for food along with its herd-mates. 
   
    A domesticated farm animal, the aprig is raised for its 
  succulent meat, known for its nutty flavor, and its hard 
  shell, which is used in the construction of household 
  implements and armor. Aprig sows also produce milk, but 
  it is of questionable quality. 
    Aprigs require little care, being voracious omnivores 
  that will eat almost anything that is put before them. A 
  herd of these creatures is led by a single boar and a 
  number of sows and their litters. Adult males must be 
  separated or they will fight for mating dominance. Mating 
  takes place twice each year, and an aprig litter can 
  number as many as 10 apriglets. 
    Aprigs vary in color from gray to reddish brown. Their 
  faces are round and their snouts wide, suited to shoveling 
  through piles of vegetation. Their vision is poor, but their 
  hearing and scent are strong. 
   
  Combat 
    Aprigs would rather flee than face combat, but if forced 
  to defend themselves or their herd, they will bite and then 
  run away. Aprig bites are not, in themselves, especially 
  dangerous, but the creatures‘ mouths are generally filthy, 
  and care should be taken to clean aprig bites, as 
  infections can occur. 
    Disease (Ex): Red ache—bite, Fortitude DC 10, 
   
  Aprig 
  Small Animal 
  Carru 
  Large Animal 
  Hit Dice: 
  1d8 (4 hp) 
  3d8+9 (22 hp) 
  Initiative: 
  +1 
  +0 
  Speed: 
  20 ft. (4 squares) 
  40 ft. (8 squares) 
  Armor Class: 
  15 (+1 size, +1 Dex, +3 natural), touch 12, 
  flat-footed 14 
  12 (-1 size, +3 natural), touch 9, flat-footed 
  12 
  Base Attack/Grapple: 
  +0/-5 
  +2/+12 
  Attack: 
  Bite +2 melee (1d4-1) 
  Slam +7 melee (1d6+6) 
  Full Attack: 
  Bite +2 melee (1d4-1) 
  Slam +7 melee (1d6+6) and gore +2 melee 
  (1d8+3) 
  Space/Reach: 
  5 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  Disease 
  Trample 1d6+9 
  Special Qualities: 
  Low-light vision, scent 
  Low-light vision, scent 
  Saves: 
  Fort +2, Ref +3, Will -1 
  Fort +6, Ref +3, Will +1 
  Abilities: 
  Str 8, Dex 12, Con 10, Int 1, Wis 9, Cha 3 
  Str 22, Dex 10, Con 17, Int 2, Wis 10, Cha 3 
  Skills: 
  Hide +6, Listen +1, Spot +4 
  Spot +3, Survival +3 
  Feats: 
  Alertness, Weapon Finesse(B) 
  Alertness, Endurance 
  Environment 
  Plains 
  Plains 
  Organization: 
  Herd (2-20) 
  Herd (5-50) 
  Challenge Rating: 
  1/2 
  1 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  — 
  — 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  184 
  incubation period 1d3 days, damage 1d6 Str. The save DC 
  is Constitution-based. 
   
  CCaarrrruu  
    A strain of humped cattle with a bony skull and drab 
  hide, these animals move in a wandering herd, long-
  horned males protecting short-horned females and young. 
   
    With many products and resources being derived from 
  it, the carru is a staple of Athasian life. The females 
  produce a nourishing, creamy milk (as much as three 
  gallons per day), and both sexes are slaughtered for their 
  meat. A male can yield as much as 250 lbs of meat. This 
  is less for females (only 200 lbs), but they are seldom 
  killed for their meat, as they are potentially much more 
  valuable as milk producers. 
    Carru make excellent beasts of burden, dragging plows 
  and turning water and grain mills. Carru hide is soft and 
  supple and holds a dye well, so it is used in the making of 
  clothing, furniture, tents and the like. The thicker hide of 
  the skull is a component in many leather and hide armors 
  and is also highly suited as a shield covering. 
    The carru‘s hump, though used for water storage, does 
  not inflate or deflate like a camel‘s. The average hump 
  holds 1d6+2 pints of water at any given time and can be 
  used to make a waterskin of similar capacity. The leather 
  will rot in contact with alcohol, however, so carru hide is 
  unsuitable for the fashioning of wineskins. 
    The adult carru is ten feet long and weighs as much as 
  400 pounds. Their soft hide is furred and colored in 
  varying shades of dun grey or brown. 
   
  Combat 
    Carru are not aggressive creatures on the whole, 
  although the males can be quite hostile when the herd is 
  threatened. Their standard tactic is to charge, then gore 
  an opponent. If they are able to, male carru will use their 
  horns to grapple and then toss targets to the ground, 
  where they are trampled by other carru. So often used is 
  this tactic that most carru herders agree that it is an 
  instinct of the species. 
    Trample (Ex): Reflex half DC 17. The save DC is 
  Strength-based. 
   
  BBuullll  CCaarrrruu  
   Carru herds are led by one or more adult males, with up 
  to three females per adult male. 
   
  Combat 
   The bulls act aggressively to defend the herd, making 
  good use of their natural attacks when doing so. 
   Trample (Ex): Reflex half DC 20. The save DC is 
  Strength-based. 
   
   
  Carru, Bull 
  Large Animal 
  Sygra 
  Small Animal 
  Hit Dice: 
  6d8+24 (51 hp) 
  1d8 (4 hp) 
  Initiative: 
  -1 
  +2 
  Speed: 
  40 ft. (8 squares) 
  30 ft. (6 squares) 
  Armor Class: 
  13 (-1 size, -1 Dex, +5 natural), touch 8, 
  flat-footed 13 
  14 (+1 size, +2 Dex, +1 natural), touch 13, 
  flat-footed 12 
  Base Attack/Grapple: 
  +4/+15 
  +0/-5 
  Attack: 
  Slam +10 melee (1d6+7) 
  Bite +3 melee (1d4-1) 
  Full Attack: 
  Slam +10 melee (1d6+7) and gore +5 melee 
  (1d8+3) 
  Bite +3 melee (1d4-1) and 2 claws +1 melee 
  (1d4-1) and (if male) gore +1 melee (1d4-1) 
  Space/Reach: 
  10 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks: 
  Trample 1d6+10 
  — 
  Special Qualities: 
  Low-light vision, scent 
  Low-light vision, scent 
  Saves: 
  Fort +9, Ref +4, Will +1 
  Fort +2, Ref +4, Will +1 
  Abilities: 
  Str 24, Dex 8, Con 18, Int 2, Wis 8, Cha 3 
  Str 8, Dex 14, Con 10, Int 2, Wis 12, Cha 3 
  Skills: 
  Listen +1, Spot +5, Survival +4 
  Hide +7, Spot +4 
  Feats: 
  Alertness, Diehard, Endurance 
  Multiattack, Weapon Finesse(B) 
  Environment 
  Plains 
  Plains 
  Organization: 
  Herd (2-8) 
  Flock (1-20) 
  Challenge Rating: 
  2 
  1/2 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  — 
  — 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  185 
  SSyyggrraa  
    A cloven-hoofed quadruped the size of a large pig, this 
  creature sports a pair of sweeping horns and a striped, 
  furred hide. 
   
    Sygra are wild animals, only ever partially domesticated 
  at best. They are raised for their meat and milk, which is 
  fairly tasty, and for their soft hides, which make good 
  clothing and low-grade leather.   
   Sygra are a feral breed that can be tempted to remain in 
  the area of a farm through offers of good grazing land, but 
  they are never truly tame. They are also sometimes used 
  as guard animals, as they are wary and light sleepers, 
  with an excellent sense of smell. 
   
  Combat 
    Sygra are vicious fighters, attacking with a snapping bite 
  and striking with cloven hooves. The males‘ horns are 
  sufficiently developed to allow them to strike with these as 
  well. 
   
  BBeeaarr,,  AAtthhaassiiaann  
  Huge Animal (Psionic) 
  Hit Dice: 18d8+93 (174 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, 
  flat-footed 19 
  Base Attack/Grapple: +13/+36 
  Attack: Claw +27 melee (3d6+15) 
  Full Attack: 2 claws +27 melee (3d6+15) and bite +21 
  melee (3d6+7) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Improved grab, psi-like abilities 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +16, Ref +12, Will +12 
  Abilities: Str 40, Dex 12, Con 21, Int 2, Wis 12, Cha 10 
  Skills: Concentration +11, Listen +14, Spot +13 
  Feats: 
  Alertness, 
  Blind-Fight, 
  Endurance, 
  Improved 
  Natural Attack (claw), Run, Toughness, Weapon Focus 
  (claw) 
  Environment: Deserts and silt 
  Organization: Solitary or pair 
  Challenge Rating: 10 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 
  19-36 
  HD 
  (Huge); 
  37-54 
  HD 
  (Gargantuan) 
  Level Adjustment: — 
   
   The bear has a massive body armored in articulated 
  carapace shot through with tufts of brown fur. Its furred, 
  thick-boned skull has round ears, a square snout, and a 
  black nose the size of a man’s head. From its gaping maw 
  droops a scarlet tongue dripping with drool. 
   
   Those Athasians who have seen paintings of ancient 
  bears assume the furry creatures to be dwarven pets; the 
  bears of today‘s Athas are massive beasts caught and 
  trained for arena fighting. Handlers subdue the beasts‘ 
  potent psionic minds, which have developed psychic 
  attacks over the millennia. 
   An Athasian bear resembles a shell-wearing version of 
  the dire bear, though even larger and more ferocious. It 
  has brown fur and a black snout and paws. 
   A typical Athasian bear measures 18 feet long and 
  weighs 14,000 pounds. 
   
  Combat 
   A wild Athasian bear prefers to plunge its foes into 
  darkness, slashing unseen with its enormous paws as it 
  assaults prey mentally. Even with its powers inhibited by 
  psionic handlers, the bear often proves a deadly opponent 
  to gladiators. 
   Improved Grab (Ex): To use this ability, an Athasian 
  bear must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
   Psi-Like 
  Abilities: 
  3/day—brain 
  lock 
  (any 
  non-
  mindless, DC 12*), darkness (as the spell), demoralize 
  (50-ft. radius, DC 15*), id insinuation (four targets, DC 
  15*), thought shield (power resistance 19, 7 rounds*).  
  Manifester level 9th.  The save DCs are Charisma-based. 
   *Includes 
  augmentation 
  for 
  the 
  Athasian 
  bear‘s 
  manifester level. 
   Skills: Athasian bears have a +6 racial bonus on 
  Concentration checks. 
   
  CChhaa''tthhrraanngg  
  Medium Animal 
  Hit Dice: 6d8+30 (57 hp) 
  Initiative: +1 
  Speed: 20 ft. (4 squares) 
  Armor Class: 21 (+1 Dex, +10 natural), touch 11, flat-
  footed 20 
  Base Attack/Grapple: +4/+13 
  Attack: Bite +9 melee (1d8+5) or tethered spike +5 
  ranged (1d6+2 plus poison) 
  Full Attack: Bite +9 melee (1d8+5) and 2 claws +4 
  melee (1d6+2), or tethered spike +5 ranged (1d6+2 
  plus poison) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Drag, poison, tethered spikes 
  Special Qualities: Low-light vision 
  Saves: Fort +10, Ref +6, Will +4 
  Abilities: Str 20, Dex 12, Con 20, Int 2, Wis 14, Cha 6 
  Skills: Hide –+6*, Listen +4, Spot +4 
  Feats: Improved Grapple, Improved Natural Armor, 
  Snatch 
  Environment: Deserts and rocky badlands 
  Organization: Trine (3) 
  Challenge Rating: 3 
  Alignment: Always neutral 
  Advancement: 7-12 HD (Large) 
  Level Adjustment: — 
   
   What you at first mistake for a mound of reeds and 
  dead vegetation is suddenly revealed to be a large, 
  tortoise-like beast with a number of hollow, tubular 
  protrusions on its dirty brown shell. 
   
   Cha'thrangs are large, shelled predators, similar to giant 
  tortoises, that hunt flying creatures. Due to the numerous 
  reed shaped protrusions on their shell and their dun 
  coloration, cha'thrangs are often mistaken for patches of 
  dead plant growth. The protrusions on the cha'thrang's 
  back are actually hollow appendages that allow the 
  
   
  http://athas.org 
   
  186 
  creature to shoot long barbed tethered darts at any 
  creature passing overhead within range. The creature‘s 
  shell is created by an alkaline lime secreted from its back 
  that further holds the shell in place. This same lime also 
  creates a thin, sinewy fiber that tethers the creatures 
  darts and coats them in an alkaloid toxin. 
   Cha'thrangs travel in groups of three called ―trines‖, 
  usually composed of two females and one male, but will 
  adopt other cha'thrang that they meet, later breaking off 
  into further trines. The creatures have problems mating 
  because of their shell structures and often die in the 
  process. Females lay annual clutches of 1-6 eggs, most of 
  which are devoured by predators. Adult cha‘thrang 
  themselves can live for hundreds of years but often 
  succumb to predators before this time. 
   Cha‘thrang meat can be eaten if special preparations are 
  taken to remove the lime under the shell. Its tethers can 
  also be braided together to form rope. 
   
  Combat 
   A 
  cha‘thrang 
  preys 
  almost 
  exclusively on 
  flying 
  creatures, lying motionless for hours on end until a 
  suitable target passes overhead. The cha‘thrang then 
  expels tethered darts from the hollow tubes studding its 
  shell with a sudden burst of air. While many of these darts 
  are fired at once, only one has a chance of hitting the 
  target. Once it has hit a target, the cha'thrang digs in and 
  attempts to control the tether. When the flying creature 
  tires and lands, the cha'thrang retracts the tether as it 
  crawls towards its prey, where it uses its melee attacks to 
  finish the kill. Creatures hit by the darts are also subjected 
  to the cha‘thrang‘s lime toxin. 
   Drag (Ex): If a cha‘thrang hits with a tethered spike 
  attack, the strand latches onto the opponent‘s body unless 
  the opponent succeeds at a Reflex save (DC equals 10 + 
  damage dealt). The cha‘thrang drags the stuck opponent 
  10 feet closer each subsequent round (provoking no 
  attack of opportunity) unless that creature breaks free, 
  which requires a DC 22 Escape Artist check or a DC 18 
  Strength check. The check DCs are Strength-based, and 
  the Escape Artist DC includes a +4 racial bonus. A 
  cha‘thrang can draw in a creature 
  within 10 feet of itself and attack in 
  the 
  same 
  round. 
  A 
  strand 
  has 
  hardness 5 and 10 hit points, and can 
  be attacked by making a successful 
  sunder attempt. However, attacking a 
  cha‘thrang‘s strand does not provoke 
  an attack of opportunity. If the strand 
  is currently attached to a target, the 
  cha‘thrang takes a –4 penalty on its 
  opposed attack roll to resist the 
  sunder attempt. Severing a strand 
  deals no damage to a cha‘thrang. 
   Poison (Ex): Injury, Fortitude DC 
  18, initial damage 1 Str, secondary 
  damage 2d6 Str. The save DC is 
  Constitution-based. 
   Tethered 
  Spikes 
  (Ex): 
  A 
  cha‘thrang can fire tethered spikes up 
  to four times per day. It can fire 
  spikes only at flying creatures up to 
  150 feet away (no range increment). 
   Skills: *Cha'thrang receive a +8 
  bonus on Hide checks in natural 
  surroundings. 
   
  CCoonnaasshheellllaaee  
  Tiny Animal 
  Hit Dice: 1d8+3 (7 hp) 
  Initiative: +1 
  Speed: 5 ft. (1 square), burrow 30 ft. 
  Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 
  13, flat-footed 14 
  Base Attack/Grapple: +0/-10 
  Attack: Pseudopod +3 melee (1d4-2 plus 1d6 acid) 
  Full Attack: 4 pseudopods +3 melee (1d4-2 plus 1d6 
  acid) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: Secretion 
  Special Qualities: Blindsight 60 ft., low-light vision 
  Saves: Fort +5, Ref +3, Will +1 
  Abilities: Str 6, Dex 12, Con 16, Int 1, Wis 12, Cha 6 
  Skills: Hide +16, Listen +7, Spot +8 
  Feats: Alertness, Weapon Finesse (B) 
  Environment: Deserts and silt 
  Organization: Group (2-12) 
  Challenge Rating: 1/2 
  Alignment: Always neutral 
  Advancement: 2 HD (Tiny); 3 HD (Small) 
  Level Adjustment: — 
   
  Shuffling through the shallow silt is a tiny crustacean 
  with a hard shell covering its top and a soft underbelly. 
  Two rows of pseudopods jut out from the creature’s front, 
  one set dexterous and probing the dust like sensory 
  organs, the other hard as bone, pointed, and strong, used 
  for burrowing. 
   
  Conashellae, 
  also 
  called 
  shell-diggers, 
  are 
  hardy 
  shellfish that exist mostly in the silt or sandy wastes.  
  They do not deplete the sand and silt of minerals, as their 
  digestive process breaks minerals into base components 
  and expelling the rest that is leftover, creating a liquid by-
  product that doubles the mineral content in its wake. 
  
   
  http://athas.org 
   
  187 
  Conashellaes are a viable food source; their flesh can be 
  boiled and eaten, while the juices of the creature can be 
  used as a water substitute. The juice from one 
  conashellae represents one-third of the normal water 
  requirements for a Medium character; one-eighth the 
  normal water requirements for Large characters. The flesh 
  and juices of the conashellae is very potent and removes 
  any fatigue that may have been onset through starvation 
  or thirst, but the nonlethal damage remains. Fatigue 
  returns if more nonlethal damage is incurred by not 
  meeting the food and water requirements of the size of 
  the character. 
  The carapace of the conashellae is prized by some tribes 
  of feral halflings. They use the shells as decorations, 
  household items, and tools. Some have also utilized the 
  shells as weapons, armor, and shields. When thrown as a 
  weapon they do damage equal to a Small chatkcha, and if 
  wielded as a melee weapon the shell deals damage as a 
  Small dagger. A conashellae ranges from three inches to 
  just over two feet across in size.   
   
   
  Combat 
   Conashellaes are timid and only defend themselves 
  when cornered, preferring to flee at any opportune 
  moment they get. 
   If cornered, the conashellae will attack with its lower 
  pseudopods, which are bony, hard, and pointed, and can 
  grasp and pinch its prey. 
   Secretion (Ex): A conashellae secretes a salty and 
  mildly corrosive liquid, dealing an extra 1d6 points of acid 
  damage with each pseudopod. 
   Skills: Conashellae have a +4 racial bonus on Hide, 
  Listen, and Spot checks. 
   
  Conashellae Society 
   Conashellae 
  are 
  burrowing 
  creatures, 
  protecting 
  themselves from the harsh environment by never going 
  above the surface of the land. Their diet consists of 
  plankton, salt, and water, which they consume by 
  burrowing into and around a source of minerals or plants, 
  secreting 
  their 
  digestive 
  juices 
  from 
  their 
  lower 
  pseudopods, then absorbing the pulpy mass slowly 
  through pores in their undersides. 
   Like most shellfish, the conashellae are found in small 
  groups called schools, burrowing continuously through the 
  sand or silt. During daylight hours, they never venture 
  closer than eight to twelve inches from the surface in 
  sand, and never closer than six inches from the surface in 
  silt. During night hours however, the conashellae rest just 
  below the surface, which is one to two inches deep in both 
  environments. 
   Conashellae spawn in spring and late fall. Females 
  produce between one and three dozen eggs, which are 
  buried about fives inches deep in the soil of their hunting 
  grounds. The eggs are never accidentally eaten during 
  feeding hours because they produce a rancid odor when 
  uncovered prior to hatching. 
   Hatchlings appear three weeks after the eggs are laid, 
  and the young begin feeding immediately. The growth 
  rate of the conashellae is unknown, but the fact that 
  mature conashellae vary in size suggests they grow in 
  proportion to the amount of minerals and plants they 
  consume. 
   
  CCrriittiicc  
  Tiny Animal (Psionic) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +4 
  Speed: 20 ft. (4 squares), climb 30 ft. 
  Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 
  12 
  Base Attack/Grapple: 0/-12 
  Attack: Bite +6 melee (1d3-4) 
  Full Attack: Bite +6 melee (1d3-4) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Low-light vision 
  Saves: Fort +2, Ref +6, Will +1 
  Abilities: Str 3, Dex 18, Con 10, Int 1, Wis 12, Cha 6 
  Skills: Climb +12, Hide +13, Listen +4, Move Silently +5, 
  Spot +4 
  Feats: Alertness, Weapon Finesse(B) 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 1/4 
  Alignment: Always neutral 
  Advancement: 2 HD (Small); 3 HD (Medium) 
  Level Adjustment: — 
   
   This tiny lizard has a spiny back, a multicolored hide, 
  and a small, toothy mouth. 
   
   Usually reluctant houseguests, critics are innately 
  psionic and tune themselves to their feeders. Critics 
  change color each year after a molting. Critics use body 
  language when communicating with other critics. Magical 
  or psionic contact is possible, but the critic always 
  reacts/answers in a paranoid or anxious way. 
   Critics are considered a good luck charm for most 
  households. They would prefer to be fed rather than hunt 
  on their own. They are usually caught young and brought 
  to a household. They adjust to their new surroundings at 
  their own pace. Within a week the creature will let its 
  owner know it has adapted to its new environment; it will 
  either stay, or run away. The lizard stays in a constant 
  state of alarm if caged or chained. 
   
  Combat 
   The critic‘s main value comes from its ability to sense 
  trouble—when they scurry for cover, so do most owners. 
   Psi-Like Abilities: At will—detect hostile intent, detect 
  poison. Manifester (or caster) level 3rd. 
    Skills (Ex): A critic has a +8 racial bonus on Climb 
  checks. It uses its Dexterity modifier instead of its 
  Strength modifier for Climb checks. It can always choose 
  to take 10 on a Climb check, even if rushed or threatened. 
    
  Critic Society 
   Critics eat mostly insects and small rodents. The lizard 
  attunes itself to a certain area, getting used to a select 
  amount of people, and alerts anyone nearby if danger is 
  near. This attunement dissolves if the lizard has been 
  abused or mistreated. 
   
   
    
  
   
  http://athas.org 
   
  188 
  CCrrooddlluu  
    This creature is a large, flightless combination of bird 
  and reptile resembling an ostrich. It has wicked claws at 
  the end of its long fore and hind limbs, and its scaly hide 
  is a yellowish red, with similar colors along its side and 
  underbelly. 
   
   Crodlu are a species of flightless, scaled avian that 
  roams the wilderness in herds. They have powerful hind 
  legs, which were built for jumping great lengths. Crodlu 
  have very poor eyesight, but make up for it with an 
  excellent sense of smell. Crodlu have great endurance, 
  almost better than a mul‘s, and can run at high speeds for 
  long periods of time. 
   Female crodlu only lay one egg each year. When the 
  chick hatches it is able to run and fight within minutes, 
  having a great appetite. When it comes to feeding, crodlu 
  will eat anything, preferring to hunt live game when there 
  is some around over eating just vegetables. 
   Crodlu herds can get as big as 30 strong. The herd 
  leader is usually the largest, and will have more of a 
  reddish scaly hide. 
   Crodlu make great mounts, but are hard to control and 
  train as such most of the time unless they are caught as 
  chicks and are trained as mounts as they are being raised. 
   
  Combat 
   Crodlu attack with their fore claws first, and then bite. 
  Sometimes they will substitute hind claws for fore claw 
  attacks if they happen to be holding something or are 
  unable to use their fore claws. 
   Improved Grab (Ex): To use this ability, a crodlu must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can rake. 
   
   Pounce (Ex): If a crodlu charges, it can make a full 
  attack, including two rake attacks. 
   Rake (Ex): Attack bonus +6 melee, damage 1d6+2. 
   Carrying Capacity: A light load for a crodlu is up to 
  200 pounds; a medium load, 201-400 pounds; a heavy 
  load, 401-600 pounds. A crodlu can drag 3,000 pounds. 
   Skills: Crodlu receive a +10 racial bonus on Jump 
  checks and a -4 penalty on Spot checks. 
   
   
  Crodlu 
  Large Animal 
  Crodlu, Heavy 
  Large Animal 
  Crodlu, Heavy Warmount 
  Large Animal 
  Hit Dice: 
  4d8+12 (30 hp) 
  5d8+20 (42 hp) 
  6d8+30 (57 hp) 
  Initiative: 
  +5 
  +4 
  +3 
  Speed: 
  50 ft. (10 squares) 
  40 ft. (8 squares) 
  40 ft. (8 squares) 
  Armor Class: 
  16 (-1 size, +5 Dex, +2 
  natural), touch 14, flat-footed 
  11 
  17 (-1 size, +4 Dex, +4 
  natural), touch 13, flat-footed 
  13 
  18 (-1 size, +3 Dex, +6 
  natural), touch 12, flat-footed 
  15 
  Base Attack/Grapple: 
  +3/+11 
  +3/+13 
  +4/+15 
  Attack: 
  Claw +6 melee (1d6+4) 
  Claw +8 melee (1d6+6) 
  Claw +10 melee (1d8+7) 
  Full Attack: 
  2 claws +6 melee (1d6+4) 
  and bite +1 melee (1d8+2) 
  2 claws +8 melee (1d6+6) 
  and bite +3 melee (1d8+3) 
  2 claws +10 melee (1d8+7) 
  and bite +5 melee (1d8+3) 
  Space/Reach: 
  10 ft./5 ft. 
  10 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  Improved grab, pounce, rake 
  1d6+2 
  Improved grab, pounce, rake 
  1d6+3 
  Improved grab, pounce, rake 
  1d8+3 
  Special Qualities: 
  Low-light vision, scent 
  Low-light vision, scent 
  Low-light vision, scent 
  Saves: 
  Fort +7, Ref +9, Will +3 
  Fort +8, Ref +8, Will +2 
  Fort +10, Ref +8, Will +3 
  Abilities: 
  Str 18, Dex 20, Con 16,  
  Int 2, Wis 14, Cha 8 
  Str 22, Dex 19, Con 18,  
  Int 2, Wis 13, Cha 7 
  Str 24, Dex 17, Con 20,  
  Int 2, Wis 13, Cha 7 
  Skills: 
  Jump +22, Listen +7, Move 
  Silently +9, Spot +0 
  Jump +20, Listen +7, Move 
  Silently +8, Spot -1 
  Jump +21, Listen +6, Move 
  Silently +6, Spot +2 
  Feats: 
  Alertness, Endurance, Run(B) 
  Alertness, Endurance, Run(B) 
  Alertness, Endurance, 
  Improved Natural Attack 
  (claw), Run(B) 
  Environment 
  Plains 
  Plains 
  Plains 
  Organization: 
  Herd (5-30) 
  Herd (5-30) 
  Herd (5-30) 
  Challenge Rating: 
  3 
  3 
  4 
  Treasure: 
  None 
  None 
  none 
  Alignment: 
  Always neutral 
  Always neutral 
  Always neutral 
  Advancement: 
  5-8 HD (Large) 
  6-10 (Large) 
  7-12 (Large) 
  Level Adjustment: 
  — 
  — 
  — 
  
   
  http://athas.org 
   
  189 
  CCrrooddlluu,,  HHeeaavvyy  
   A large, flightless combination of bird and reptile, this 
  creature is more heavily muscled than most others of its 
  species, and its clawed feet splay more broadly in the 
  sand. A strong creature, used to heavy loads, it has a 
  reddish-yellow scaled hide, with similar variations on its 
  sides and underbelly. 
   
     The heavy crodlu has been specifically bred for carrying 
  heavier loads (or passengers) and occasionally for light 
  skirmisher activity. It is a little larger and a fair deal 
  stronger than its smaller cousin, but lacks the keener 
  combat abilities of its warfaring big brother. 
     Heavy crodlu possess the same wicked claws and sharp 
  beak of its fellows and have a similar life cycle, but their 
  herds were originally released into the wild by breeders. 
  They have long since developed into an identifiable strain, 
  but 
  these 
  herds 
  remain 
  valuable 
  commodities 
  nevertheless. 
   
  Combat 
   Heavy crodlu are fierce opponents if provoked, but 
  centuries of breeding have rendered them more docile 
  than their cousins, and they tend to become skittish if 
  cornered. When pressed, however, they respond with a 
  pair of ripping foreclaws and a savage bite. Raking strikes 
  from their rear claws are also used, preferably as part of a 
  pounce from a superior position. 
   Improved Grab (Ex): To use this ability, a heavy 
  crodlu must hit with its bite attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can rake. 
   Pounce (Ex): If a heavy crodlu charges a foe, it can 
  make a full attack, including two rake attacks. 
   Rake (Sp): Attack bonus +8 melee, damage 1d6+3. 
   Carrying Capacity: A light load for a heavy crodlu is up  
  to 346 pounds; a medium load, 347-692 pounds; a heavy 
  load, 693-1,040 pounds. A heavy crodlu can drag 5,200 
  pounds. 
   Skills: Heavy crodlu receive a +10 racial bonus on Jump 
  checks and a -4 penalty on Spot checks. 
   
  CCrrooddlluu,,  HHeeaavvyy  W
  Waarrm
  moouunntt  
    A flightless combination of bird and reptile, this large and 
  fierce animal has long, curving claws and thickly armored 
  scales and holds its head aloft with keen alertness. It is 
  clearly a beast bred for war. 
   
    The heavy warmount crodlu, also known as the war 
  crodlu, is a breed of crodlu reared for its superior 
  Strength, armor and weaponry. Occasionally used as 
  heavy beasts of burden, war crodlu are most frequently 
  put to use in combat as mounts for specially trained 
  cavalry. Heavier and slower than the regular and heavy 
  crodlus, the heavy warmount crodlu makes up for these 
  weaknesses through its proven usefulness to sorcerer-
  monarch, merchant house and nomad alike. 
    Heavy warmount crodlu have the same ecology as other 
  crodlu but are never found in the wild. War crodlu are 
  bred exclusively through animal husbandry and are 
  commensurately expensive. 
   
   
  Combat 
    Heavy warmount crodlu are fearless and formidable foes, 
  striking at the slightest provocation, unless their riders 
  and handlers keep their belligerent natures in check. They 
  prefer to charge an enemy and then unleash a devastating 
  flurry of claws and snapping jaws. They are steady on 
  their feet, allowing for mounted attacks by their riders. 
   Improved Grab (Ex): To use this ability, a heavy 
  crodlu must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
   Pounce (Ex): If a heavy warmount crodlu charges a 
  foe, it can make a full attack, including two rake attacks. 
   Rake (Sp): Attack bonus +10 melee, damage 1d8+3. 
   Carrying Capacity: A light load for a war crodlu is up 
  to 466 pounds; a medium load, 467-932 pounds; a heavy 
  load, 933-1,400 pounds. A war crodlu can drag 7,000 
  pounds. 
   Skills (Ex): Heavy crodlu receive a +10 racial bonus on 
  Jump checks and a -4 penalty on Spot checks. 
   
  DDuunneeccrraabb  
  Medium Animal 
  Hit Dice: 4d8+4 (22 hp) 
  Initiative: +1 
  Speed: 20 ft. (4 squares), swim 20 ft. 
  Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-
  footed 14 
  Base Attack/Grapple: +3/+4 
  Attack: Claw +4 melee (1d4+1) 
  Full Attack: 2 claws +4 melee (1d4+1) and bite +2 
  melee (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Constrict 1d4+1, improved grab 
  Special Qualities: Low-light vision 
  Saves: Fort +5, Ref +5, Will +2 
  Abilities: Str 13, Dex 12, Con 13, Int 2, Wis 12, Cha 2 
  Skills: Hide +2*, Listen +6, Spot +8 
  Feats: Alertness, Multiattack 
  Environment: Deserts and silt 
  Organization: Solitary or pair 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 5-8 HD (Medium); 9-12 HD (Large) 
  Level Adjustment: — 
   
   A five-foot-diameter crab scuttles from the silt, its ridge-
  covered shell blending in perfectly with the surrounding 
  sand and dust. The crab’s four eyestalks angle about, 
  looking for prey to mash with its barbed pincers. 
   
   Dunecrabs inhabit the shoals of the Sea of Silt and hunt 
  animals and people. Giants and some Balicans hunt the 
  tasty crabs for food. 
   A dunecrab stands four feet tall and measures five feet 
  across. 
   
  Combat 
   A dune crab attacks its prey by squeezing with its claws, 
  stuffing 
  the 
  dying 
  creature 
  into 
  its 
  large 
  mouth 
  afterwards. 
  
   
  http://athas.org 
   
  190 
   Constrict (Ex): A dunecrab deals 1d4+1 points of 
  damage with a successful grapple check. 
   Improved Grab (Ex): To use this ability, a dunecrab 
  must hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can constrict. 
   Skills: A dunecrab‘s four eyes give it a +2 racial bonus 
  on Spot checks. *Dune crabs have a +4 racial bonus on 
  Hide checks in sand or silt. 
   
  DDuusstt  GGlliiddeerr  
  Medium Animal 
  Hit Dice: 5d8+5 (27 hp) 
  Initiative: +4 
  Speed: Swim 10 ft. (2 squares), fly 30 ft. (good) 
  Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-
  footed 13 
  Base Attack/Grapple: +3/+3 
  Attack: Sting +7 melee (1d4 plus poison) 
  Full Attack: Sting +7 melee (1d4 plus poison) and bite 
  +2 melee (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Poison 
  Special Qualities: Low-light vision 
  Saves: Fort +5, Ref +5, Will +2 
  Abilities: Str 10, Dex 19, Con 13, Int 2, Wis 12, Cha 2 
  Skills: Hide +6, Listen +5, Move Silently +6, Spot +7, 
  Swim +8 
  Feats: Alertness, Weapon Finesse 
  Environment: Deserts and silt 
  Organization: Solitary or pair 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 6-9 HD (Medium); 10-15 HD (Large) 
  Level Adjustment: — 
   
   A flat, disk-shaped creature glides on the faint breeze, 
  its edges rolling on the wind like flexible wings. A long, 
  barbed tail drifts back from the flying disk, which has a 
  wide maw of tiny teeth on its underside and a ring of a 
  dozen eyes around its top. 
   
   Dust gliders float through the skies of the silt islands, 
  feeding on dustgulls and other unsuspecting animals. 
   A dust glider measures roughly four feet in diameter. 
   
  Combat 
   A dust glider stabs prey with its tail stinger, weakening 
  it until the glider can safely lower its maw onto its kill. 
   Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary damage 1d4 Str. The save DC is Constitution-
  based. 
   Skills: A dust glider‘s many eyes give it a +6 racial 
  bonus on Spot checks. A dust glider has a +8 racial bonus 
  on any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
   
  DDuussttgguullll  
  Tiny Animal 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +2 
  Speed: 10 ft. (2 squares), fly 50 ft. (average) 
  Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 
  12, flat-footed 14 
  Base Attack/Grapple: +0/-9 
  Attack: Bite +4 melee (1d4-1) 
  Full Attack: Bite +4 melee (1d4-1) and talons -1 melee 
  (1d3-1) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: — 
  Special Qualities: Low-light vision 
  Saves: Fort +2, Ref +4, Will +2 
  Abilities: Str 8, Dex 15, Con 11, Int 2, Wis 14, Cha 6 
  Skills: Listen +4, Spot +12 
  Feats: Weapon Finesse 
  Environment: Silt 
  Organization: Solitary, pair, or flock (3-12) 
  Challenge Rating: 1/3 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: — 
  Level Adjustment: — 
   
   This hideous, golden-feathered bird has a scaly, red 
  head, a hooked, rapier-like beak filled with sharp teeth, 
  and talons dripping with filth. 
   
   Dustgulls inhabit the shores of the Sea of Silt. A typical 
  dustgull is 2 feet long and has a 6-foot wingspan. 
   
  Combat 
   Dustgulls combine both talons into a single attack. 
   Skills: Dustgulls have a +8 racial bonus on Spot checks. 
   
   
  EErrddllaanndd  
  Large Animal (Psionic) 
  Hit Dice: 3d8+9 (22 hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, 
  flat-footed 12 
  Base Attack/Grapple: +2/+10 
  Attack: Bite +5 melee (1d8+6) 
  Full Attack: Bite +5 melee (1d8+6) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Low-light vision 
  Saves: Fort +6, Ref +4, Will +2 
  Abilities: Str 19, Dex 13, Con 16, Int 1, Wis 13, Cha 5 
  Skills: Jump +6, Listen +4, Spot +4, Survival +3 
  Feats: Alertness, Improved Initiative 
  Environment: Plains 
  Organization: Herd (10-30) 
  Challenge Rating: 1 (3 if psionic) 
  Alignment: Always neutral 
  Advancement: 4-6 HD (Large) 
  Level Adjustment: — 
   
  
   
  http://athas.org 
   
  191 
    This creature is a large species of flightless bird. 
  Covered in ruddy scales, it regards you with a blank, 
  stupid gaze and squawks once or twice before returning to 
  its grazing, picking at the soil with its two clawed feet and 
  sharp beak. 
   
   Erdlands are a large variant of erdlus. They are 
  generally used as mounts or to pull caravans. 
   Erdlands are flightless, featherless birds that are 
  covered with scales. They weigh around 2 tons and can 
  stand up to 15 feet tall. Erdlands are used more for their 
  endurance than speed, since they are not capable of fast 
  speeds. 
   Erdlands don't provide much in usable material. They do 
  provide the savage halflings that inhabit the jungles of 
  Athas with a major meat source. Erdlands can provide up 
  to 700 pounds of meat. 
   
  Combat 
   When attacked, erdland attack with their beak. An 
  erdland has a 5% chance of being psionic.  
   Psi-Like Abilities: At will—detect psionics; 3/day—
  empty mind (+3 bonus*), mind thrust (3d10, DC 9*), 
  psionic dominate (ML 7th, DC 11). Manifester level 3rd. 
  The save DCs are Charisma-based. 
   *Includes augmentation for the erdland‘s manifester 
  level. 
   Carrying Capacity: A light load for an erdland is up to 
  232 pounds; a medium load, 233-466 pounds; a heavy 
  load, 467-700 pounds. An erdland can drag 3,500 pounds. 
   
  Society 
   Erdlands live in low-lying vegetation areas, and are 
  omnivorous, 
  eating 
  both 
  animals 
  and 
  vegetables. 
  Erdlandseat esperweed as a delicacy, hence why some 
  may be psionic, although if an erdland does eat some 
  esperweed, it only has its psionic powers for about 10 
  minutes. 
   Erdlands lay eggs, which are about 3 feet in diameter. 
  Their eggs are less tasty than their smaller cousins, but 
  can provide a meal for up to three Medium creatures. 
  Erdlands will attack viciously to protect their young, which 
  they lay in egg wells, small holes dug underground. 
   
  EErrddlluu  
  Medium Animal 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: +2 
  Speed: 40 ft. (8 squares) 
  Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-
  footed 11 
  Base Attack/Grapple: +1/+2 
  Attack: Claw +2 melee (1d4+1) 
  Full Attack: 2 claws +2 melee (1d4+1) and bite -3 melee 
  (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Low-light vision 
  Saves: Fort +4, Ref +5, Will +1 
  Abilities: Str 12, Dex 14, Con 13, Int 2, Wis 12, Cha 3 
  Skills: Jump +16, Listen +5, Spot +5 
  Feats: Alertness 
  Environment: Plains 
  Organization: Solitary, pair, or flock (10-100) 
  Challenge Rating: 1 
  Alignment: Always neutral 
  Advancement: 3-4 HD (Medium); 5-6 HD (Large) 
  Level Adjustment: — 
   
   A tall, flightless bird with heavy scales or rough 
  feathers, this creature is as tall as an elf. It has a long 
  neck, large beak and stands on two tough, sinewy legs. 
   
   Erdlu are large, flightless birds often used as livestock. 
  They can weigh up to two hundred pounds and stand 
  almost seven feet tall. Erdlu are covered in thick, flexible, 
  scale-like feathers, ranging in color from dust-grey to soft 
  reddish-brown. An erdlu's legs are long and strong, 
  propelling it rapidly over the desert sands; the head, at 
  
   
  http://athas.org 
   
  192 
  the end of a long neck, is rounded, with a wicked, wedge-
  shaped beak. 
   The omnivorous erdlu is a very common herd animal 
  with many uses. Aside from its value as a meat animal, 
  the erdlu's beak, wing scales, and claws all find their way 
  into various weapon heads and tools, and the egg of an 
  erdlu is an excellent source of food and water. Cooked, a 
  single large egg can provide about three days' worth of 
  food for a human. Raw, the egg's liquid contents can be 
  substituted for about one gallon of water. 
   
  Combat 
   Erdlu, both singly and in flocks, usually flee rather than 
  fight. If forced into combat, the skittish birds kick with 
  their powerful, clawed legs or bite with their heavy beaks. 
   Skills: Erdlu receive a +10 racial bonus to all Jump 
  checks. 
   
  GGoorraakk  
  Small Animal 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +3 
  Speed: 40 ft. (8 squares) 
  Armor Class: 15 (+3 Dex, +1 size, +1 natural), touch 
  14, flat-footed 12 
  Base Attack/Grapple: +0/-5 
  Attack: Claw +1 melee (1d4-1) 
  Full Attack: 2 claws +1 melee (1d4-1) and bite -5 melee 
  (1d4-1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Hypnotic trance 
  Special Qualities: Low-light vision 
  Saves: Fort +3, Ref +5, Will +0 
  Abilities: Str 8, Dex 17, Con 13, Int 1, Wis 10, Cha 6 
  Skills: Listen +2, Spot +4 
  Feats: Weapon Focus (claw) 
  Environment: Deserts 
  Organization: Herd (10-50) 
  Challenge Rating: 1/2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 2HD (Small) 
  Level Adjustment: — 
   
   
  A herd of small, 3-foot long reptilian beasts travels 
  through the sandy wastes. The reddish creatures have a 
  colorful dorsal fin and short legs that end in large claws. A 
  loud hissing noise can be heard from the beasts. 
   
   Goraks are herd animals, used by many in the 
  Tablelands as sources of food. Many herds roam free, 
  while some have been domesticated. Quick and agile, 
  goraks group together to attack prey. They are known for 
  their good eyesight as well as their keen sense of smell. 
  Domesticated herds have been known to number as many 
  as 50 beasts but wild herds rarely boast more than 20 
  individuals because of the scarcity of food throughout 
  most of Athas. The herd will be led by the largest male 
  (known as the alpha), a position that comes under 
  challenge frequently. If food becomes scarce for some 
  reason, the alpha male culls the herd of other males. 
  Herds do not accept goraks from outside the herd and 
  attack and kill outsiders on first contact. 
   Typically, goraks are three feet in length and weigh 150 
  lbs. Their skin ranges in color from red-brown to sandy-
  beige and they have a colorful fanlike dorsal fin that they 
  extend to cool their bodies in the hot Athasian sun. A 
  second, less colorful fin surrounds their heads. 
   
  Combat 
   Goraks will group together to attack a single target, 
  using their hypnotic trance to dazzle their prey while their 
  sharp claws rip the target to shreds. When excited or 
  threatened, goraks emit a loud hissing noise as a warning 
  and extend their fins in an attempt to appear larger and 
  more threatening. When extended, the patterns on the 
  dorsal fin can induce a trance in the gorak‘s target. 
   Hypnotic Trance (Ex): The gorak‘s colorful dorsal fin 
  can mesmerize creatures.  Each target must make a Will 
  save (DC 10) or be affected as by the spell hypnotism, 
  except the duration is 1d4 rounds, and the number of Hit 
  Dice affected is 2d4.  The save DC is Wisdom-based. 
   Skills: Because of their unusually large eyes, goraks 
  receive a +2 bonus to Spot checks. 
   
  HHaattoorrii  
  Huge Animal 
  Hit Dice: 8d8+40 (76 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares), burrow 20 ft. 
  Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, 
  flat-footed 15 
  Base Attack/Grapple: +6/+22 
  Attack: Bite +12 melee (2d8+12) or tail slap +12 melee 
  (2d8+12) 
  Full Attack: Bite +12 melee (2d8+12) or tail slap +12 
  melee (2d8+12) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Improved grab, swallow whole 
  Special Qualities: Low-light vision 
  Saves: Fort +11, Ref +7, Will +3 
  Abilities: Str 26, Dex 13 , Con 20 , Int 2, Wis 13, Cha 9 
  Skills: Listen +7, Spot +6 
  Feats: Improved Bull Rush, Improved Overrun, Power 
  Attack 
  Environment: Deserts 
  
   
  http://athas.org 
   
  193 
  Organization: Solitary (50% with noncombatant young) 
  Challenge Rating: 6 
  Treasure: 1/5 coins, 50% goods, 50% item (no leather 
  or perishable items) 
  Alignment: Always neutral 
  Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan) 
  Level Adjustment: — 
   
   A crocodilian beast that almost swims through the sands 
  towards you with great paddling sweeps of its broad 
  limbs, this creature has knobbed, variegated hide and 
  savage, snapping jaws. 
   
   Hatori are the crocodiles of the sands. They have a 
  hard, knobby hide that ranges through many colors and is 
  indistinguishable from stone. Hatori are shaped like 
  overgrown lizards with flipper-like appendages that they 
  use along with their tail to "swim" in the desert sands. 
  Hatori move awkwardly on any other surface but sand. 
   
  Combat 
   The only thing that can drive hatori into combat is 
  hunger. Unfortunately, hatori have voracious appetites 
  and food is rare in their home environment, so they never 
  pass up an opportunity to make a meal out of a passing 
  traveler -- or even an entire caravan. The hatori's favorite 
  hunting method is to get in position along a well-used 
  migratory trail or caravan route. When, believing the 
  hatori to be no more than a rocky outcropping, a 
  prospective meal passes nearby, the hatori springs into 
  action. Once the battle begins, hatori try to bite their 
  victims with their toothy maws. 
  Hatori use their bony tails to 
  lash out at anyone attacking 
  from the rear, or to attack 
  fleeing 
  victims 
  while 
  simultaneously trying to eat 
  someone else. 
   Improved Grab (Ex): To 
  use this ability, a hatori must 
  hit with its bite attack. It can 
  then attempt to start a grapple 
  as 
  a 
  free 
  action 
  without 
  provoking 
  an 
  attack 
  of 
  opportunity. 
  If 
  it 
  wins 
  the 
  grapple check, it establishes a 
  hold 
  and 
  can 
  attempt 
  to 
  swallow the foe the following 
  round. 
   Swallow 
  Whole 
  (Ex): 
  A 
  hatori can try to swallow a 
  grabbed opponent of a smaller 
  size than itself by making a 
  successful grapple check. Once 
  inside, 
  the 
  opponent 
  takes 
  2d8+12 
  points 
  of 
  crushing 
  damage plus 4 points of acid 
  damage per round from the 
  hatori‘s stomach. A swallowed creature can cut its way out 
  by using a light slashing or piercing weapon to deal 15 
  points of damage to the stomach (AC 13). Once the 
  creature exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A Huge 
  hatori‘s interior can hold 2 Large, 4 Medium, 8 Small, 16 
  Tiny, or 64 Diminutive or smaller opponents. 
   
  IInniixx  
  Large Animal 
  Hit Dice: 6d8+18 (45 hp) 
  Initiative: +2 
  Speed: 40 ft. (8 squares) 
  Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, 
  flat-footed 15 
  Base Attack/Grapple: +4/+12 
  Attack: Bite +7 melee (1d8+6) or tail slap +7 melee 
  (1d4+6) 
  Full Attack: Bite +7 melee (1d8+6) or tail slap +7 melee 
  (1d4+6) 
  Space/Reach: 10 ft./5 ft. (10 ft. reach with tail) 
  Special Attacks: Improved grab, swallow whole 
  Special Qualities: Improved carrying capacity, low-light 
  vision 
  Saves: Fort +8, Ref +7, Will +3 
  Abilities: Str 19, Dex 15, Con 16, Int 2, Wis 12, Cha 6 
  Skills: Listen +8, Spot +7 
  Feats: Alertness, Combat Reflexes, Dodge 
  Environment: Deserts 
  Organization: Solitary or pair 
  Challenge Rating: 3 
  Alignment: Always neutral 
  Advancement: 7-12 HD (Huge) 
  Level Adjustment: — 
   
    This large lizard has a long, curling tail and a broad 
  mouth that looks quite capable of swallowing a halfling in 
  a single gulp.  
   
   Inixes are midway in size between a kank and a 
  mekillot. Inixes weigh roughly two tons and can grow up 
  to 16 feet long. 
   Inixes make good mounts because of the amount of 
  weight they can carry for their size, which is two times 
  their normal capacity. 
   
   
  
   
  http://athas.org 
   
  194 
  Combat 
   In combat inixes are fierce enemies. They usually attack 
  with their tail first, taking advantage of its increased 
  reach, then move in and try to bite, hoping to be able to 
  grapple or swallow whole their victim. 
   Improved Grab (Ex): To use this ability, an inix must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can attempt to swallow the foe the following 
  round. 
   Swallow Whole (Ex): An inix can try to swallow a 
  grabbed opponent two or more sizes smaller than itself by 
  making a successful grapple check. Once inside, the 
  opponent takes 1d8+6 points of crushing damage plus 4 
  points of acid damage per round from the inix‘s stomach.  
  A swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 15 points of damage 
  to the stomach (AC 13). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent must 
  cut its own way out. A Large inix‘s interior can hold 1 
  Small, 2 Tiny, 4 Diminutive, or 8 Fine opponents. 
   Improved Carrying Capacity: An inix‘ carrying 
  capacity is double the normal for a creature of its 
  Strength. A light load for an inix is up to 699 pounds; a 
  medium load, 700-1,399 pounds; a heavy load, 1,400-
  2,100 pounds. An inix can drag 10,500 pounds. 
  JJaagguuaarr  
  Large Animal  
  Hit Dice: 4d8+8 (26hp) 
  Initiative: +4 
  Speed: 60 ft. 
  Armor Class: 15 (-1 size, +4 Dex, +2 natural), touch 13, 
  flat-footed 11 
  Base Attack/Grapple: +3/+11 
  Attacks: Bite +6 melee (1d6+4) 
  Full Attack: Bite +6 melee (1d6+4) and 2 claws +4 
  melee (1d3+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, pounce, rake 1d4+2 
  Special Qualities: Scent 
  Saves: Fort +6, Ref +8, Will +2 
  Abilities: Str 19, Dex 18, Con 15, Int 2, Wis 12, Cha 6  
  Skills: Balance +8, Climb +10, Hide +4, Listen +5, Move 
  Silently +8, Spot +6 
  Feats: Alertness, Multiattack   
  Environment: Forests 
  Organization: Solitary or pair 
  Challenge Rating: 3 
  Treasure: None  
  Alignment: Always neutral 
  Advancement: 5-8 HD (Large)  
  Level Adjustment: — 
   
   A sleek, muscular feline creature looks at you with its 
  predatory eyes. Its hide shines in a bright golden hue as it 
  slowly makes it way towards you… 
   
   The jaguar is normally over six feet long in the body, 
  with a lashing tail that can add two feet or more to this 
  length, and weighs around two hundred and fifty pounds. 
  This weight is evenly distributed throughout a muscular 
  neck and shoulders, a barrel-like body and short, stout 
  legs. Its paws also pack a powerful punch. Its tawny coat 
  shines like freshly coated paint. The golden hue of the 
  jaguar becomes a brilliant red with the setting of the sun. 
  Its chest, cheek and belly become a soft tan hue. This 
  splash of color is offset by an irregular pattern of black 
  markings across the animal‘s body.   
   
  Combat 
     Improved Grab (Ex): To use this ability, a jaguar 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can rake. 
     Pounce (Ex): If a jaguar charges, it can make a full 
  attack, including two rake attacks. 
     Rake (Ex): Attack bonus +6 melee, damage 1d4+2.  
     Skills: Jaguars receive a +4 racial bonus to Balance, 
  Climb, Hide and Move Silently checks. 
  JJaannkkxx  
  Tiny Animal 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +8 
  Speed: 20 ft. (4 squares), burrow 30 ft. 
  Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 
  12 
  Base Attack/Grapple: +0/-10 
  Attack: Claw +6 melee (1d2-2 plus poison) 
  Full Attack: 2 claws +6 melee (1d2-2 plus poison) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: Poison 
  Special Qualities: Low-light vision 
  Saves: Fort +3, Ref +6, Will +0 
  Abilities: Str 6, Dex 19, Con 13, Int 1, Wis 10, Cha 8 
  Skills: Hide +22, Listen +7, Move Silently +16  
  Feats: Improved Initiative, Weapon Finesse(B) 
  Environment: Deserts and stony barrens 
  Organization: Community (1-1,000) 
  Challenge Rating: 1/2 
  Alignment: Always neutral 
  Advancement: 2 HD (Tiny); 3 HD (Small) 
  Level Adjustment: — 
   
    You spy a small, furry, mammalian animal regarding 
  you from the safety of its burrow. Long, curved spurs can 
  just be seen on the creature’s limbs. 
   
   These furry mammals live in burrows in the desert. The 
  common people of Athas think these prized creatures are 
  too dangerous to bother with, but those that are killed 
  make good furs and are a good source of food. 
   Jankx communicate via ultrasonic squeaks and barks 
  which are inaudible to most humanoid ears. 
   
  Combat 
   Jankx are not very combative, but they do have a 
  poison that serves as a defense mechanism. It has a 
  withering effect upon flesh, inflicting tremendous pain for 
  such a small creature, and is quite capable of crippling a 
  grown man in moments. Jankx have spurs and poison 
  sacs located on the underside of each limb near the paw. 
   Poison (Ex): Injury, Fortitude DC 11, initial damage 
  1d6 Str, secondary damage 2d6 Dex. The save DC is 
  Constitution-based. 
   
   Skills: Jankx receive a +10 racial bonus to Hide and 
  Move Silently checks, and a +5 racial bonus to Listen 
  checks. 
  
   
  http://athas.org 
   
  195 
  JJhhaakkaarr  
  Small Animal 
  Hit Dice: 2d8 (9 hp) 
  Initiative: +3 
  Speed: 20 ft. (4 squares) 
  Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 
  14, flat-footed 13 
  Base Attack/Grapple: +1/-1* 
  Attack: Bite +5 melee (1d6-2) 
  Full Attack: Bite +5 melee (1d6-2) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Improved grab, pulldown 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +3, Ref +6, Will +1 
  Abilities: Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 8 
  Skills: Listen +3, Spot +2, Survival +3* 
  Feats: Track, Weapon Finesse(B) 
  Environment: Deserts 
  Organization: Solitary, Pack (2-5) 
  Challenge Rating: 1 
  Alignment: Always neutral 
  Advancement: 3-4 HD (Small); 5-6 HD (Medium) 
  Level Adjustment: — 
   
   You are confronted by a snarling reptilian beast of 
  formidable proportions, somewhat resembling a smiling 
  flat-faced canine with thick, wrinkly, scaled hide. 
   
   Jhakars are predators whose pugnacious behavior 
  makes them a bane to humanoids and animals alike. Their 
  appearance is similar to that of a reptilian bulldog, and 
  their characters are fierce and aggressive to match. 
   Jhakars hunt in small packs in the wild, and fiercely 
  attack all but the most dangerous of prey, pulling larger 
  creatures down with their numbers and savagery. 
  Sometimes jhakars are found in cities as domesticated 
  guard-beasts, or serve as trackers, finding escaped slaves 
  and so are also greatly feared by most thieves. Jhakars 
  are mortal enemies of tembo, as the two species are often 
  in competition for territory and prey. Needless to say, 
  jhakars often come off the worst in such conflicts. 
   A jhakar's scaly hide is thick and wrinkled, sporting a 
  webbed, bony spine that protrudes from its back and ends 
  just before its stump of a tail. Its eyes and ears, well 
  protected by bony ridges and double-lids respectively, are 
  dwarfed by the huge, fang-filled mouth. The bulk of the 
  body is a rich, sandy-brown color, darkening at the snout 
  and claws. 
   
  Combat 
   Jhakars are notorious for their tenacity and single-
  minded attacks. A pack of jhakars will attack as a group, 
  seeking to drag their prey to the ground and savage it 
  with multiple bites. Such is their instinctive coordination 
  that the pack often seems to attack with one mind, jointly 
  bent on ravaging its prey. The ferocity of a jhakar pack is 
  significantly greater than the sum of its individual 
  members. 
    Improved Grab (Ex): If a jhakar hits with its bite it 
  may initiate a grapple check as a free action without 
  provoking an attack of opportunity. *A jhakar has a +4 
  racial bonus on grapple checks. 
    Pulldown (Ex): Once per round, a jhakar can either 
  make a trip attack as a free action or aid another jhakar in 
  a trip attack as a free action (but not both). If it wins the 
  Strength check*, it may immediately make a melee attack 
  against the tripped opponent.  If the attempt fails, the 
  opponent cannot react to trip the jhakar. *A jhakar has a 
  +4 racial bonus on Strength checks made to trip an 
  opponent. Combined with the creature‘s Str 6 and size of 
  Small, this results in a net penalty of –2 to the Strength 
  check. 
   Skills: *Jhakars receive a +4 racial bonus to Survival 
  checks when tracking by scent. 
   
  KKeess’’ttrreekkeell  
  Tiny Animal (Psionic) 
  Hit Dice: 1d8+1 (5hp) 
  Initiative: +1 
  Speed: 10 ft. (2 squares), fly 60 ft. (average) 
  Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 
  13, flat-footed 14 
  Base Attack/Grapple: +0/-7 
  Attack: Bite +3 melee (1d3+1) 
  Full Attack: Bite +3 melee (1d3+1) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: Aversion 
  Special Qualities: Low-light vision 
  Saves: Fort +3, Ref +3, Will +0 
  Abilities: Str 12, Dex 12, Con 13, Int 1, Wis 10, Cha 8 
  Skills: Spot +4 
  Feats: Flyby Attack 
  Environment: Any 
  Organization: Flock (3-30) 
  Challenge Rating: 1/2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 2 HD (Small); 3-5 HD (Medium); 6-9 HD 
  (Large) 
  Level Adjustment: — 
   
   A scrawny black bird squawks as it circles around 
  overheard, looking for a meal. A blood-red patch on its 
  head is its only distinguishable feature. 
   
   The kes‘trekel is a carrion eater, constantly on the 
  search for dead prey. Cowardly birds, they usually shy 
  away from large targets, but have been known to 
  assemble in packs to attack larger prey. In large numbers, 
  the kes‘trekel can sometimes muster enough collective 
  psychic energy to manifest the psionic power of aversion.  
   Kes‘trekels are extremely territorial and use their 
  psionics to scare trespassers away from their nesting 
  areas. They pair only long enough to mate. They are often 
  captured and used as guards, as their nervous territorial 
  squawking reveals the presence of all but the stealthiest 
  intruders. Their eggs are considered a delicacy in Nibenay 
  (if procured within two weeks of laying), and their eyes 
  are sometimes eaten by the barbaric tribes of the Ringing 
  Mountain in the belief that they grant enhanced vision. 
   The foot-long bird has a three-foot wingspan with black 
  plumage; the only spot of color is a crimson patch on its 
  head. Feral kes'trekel have a life span of approximately 15 
  years, while domestic kes'trekel sometimes live as long as 
  25 years. 
    
  Combat 
   Kes'trekel are extremely vulnerable on the ground and 
  prefer to attack from the wing if at all possible. 
   Aversion (Ps): A group of 20 or more kes‘trekels can 
  manifest aversion three times per day (Will DC 11 
  
   
  http://athas.org 
   
  196 
  negates). For every 10 additional kes‘trekel, increase the 
  save DC by 1. Manifester level 3rd. The save DC is 
  Charisma-based. 
   
  KKiipp  
  Small Animal 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +3 
  Speed: 20 ft. (4 squares), 10 ft. burrow 
  Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 
  14, flat-footed 15 
  Base Attack/Grapple: +0/-6 
  Attack: Claw –1 melee (1d3-2) 
  Full Attack: 2 claws -1 melee (1d3-2) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Pheromones 
  Special Qualities: Low-light vision 
  Saves: Fort +2, Ref +5, Will +1 
  Abilities: Str 7, Dex 17, Con 10, Int 2, Wis 12, Cha 3 
  Skills: Listen +5, Spot +5 
  Feats: Alertness 
  Environment: Plains 
  Organization: Herd (2-100) 
  Challenge Rating: 1/4 
  Alignment: Always neutral 
  Advancement: 2 HD (Small); 3 HD (Medium) 
  Level Adjustment: — 
   
    A small armored hexaped scuttles away from you as you 
  approach. 
   
   This shy, six-legged, armored creature digs up and eats 
  the roots of plants. Its armor-like covering makes 
  excellent leather goods. 
   Kip communicate via low grunts. Dwarven kip herders 
  have learned to mimic this in order to better control the 
  herd. 
   
  Combat 
   Kip are noncombative and will flee if threatened. If 
  cornered or unduly alarmed, it will release its blast of 
  pheromones 
  and 
  seek 
  to 
  escape 
  at 
  the 
  earliest 
  opportunity. A kip will only attack if panicked or if 
  presented with no other option. 
   Pheromones (Ex): A kip can release a cloud of 
  pheromones once per day as a standard action.  The 
  invisible, gaseous chemicals fill a 5-foot-radius cloud 
  centered on the kip.  Other creatures within the cloud 
  must make a Fortitude save (DC 10) or become fascinated 
  for 1d8 x 10 minutes.  Fascinated creatures are extremely 
  suggestible and act as though affected by the hypnotism 
  spell.  Dwarves have a +4 racial bonus on their Fortitude 
  save.  The save DC is Constitution-based. 
   
  KKiivviitt  
  Tiny Animal  
  Hit Dice: 1/2 d8 (2 hp)  
  Initiative: +3  
  Speed: 30 ft.  
  Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 
  12  
  Base Attack/Grapple: +0/-12 
  Attack: Claw +5 melee (1d2-4) 
  Full Attack: 2 claws +5 melee (1d2-4) and bite +0 melee 
  (1d3-4) 
  Space/Reach: 2 1/2 ft./0 ft.  
  Special Attacks: Poison 
  Special Qualities: Low-light vision 
  Saves: Fort +2, Ref +5, Will +1  
  Abilities: Str 3, Dex 16, Con 10, Int 2, Wis 12, Cha 9  
  Skills: Balance +7, Climb +3, Hide +15*, Listen +5, 
  Move Silently +7, Spot +5 
  Feats: Alertness, Weapon Finesse(B) 
  Environment: Forests and plains  
  Organization: Solitary, pair, or family (3-5)  
  Challenge Rating: 1/2  
  Treasure: None  
  Alignment: Always neutral  
  Advancement: — 
  Level Adjustment: — 
   
    Crouched on the ground before you is a tiny feline with 
  soft, grayish fur and large, dark eyes. 
   
    Kivits are tiny, wild cats that dwell in areas of heavy 
  undergrowth. They secrete a poisonous musk through 
  their fur that can be fatal in large enough doses. A kivit‘s 
  paws are even more dexterous than an ordinary 
  housecat‘s. 
   
  Combat 
    Kivits hunt rats, moles, and other vermin, keeping well 
  away from larger creatures. Should a predator catch a 
  kivit, it would find the catch unappetizing - kivits coat 
  their fur with poison secreted from the musk glands below 
  their cheeks. Any creature that successfully bites a kivit is 
  subject to its poison attack. 
    Poison (Ex): Ingested, Fortitude DC 10, initial and 
  secondary damage 1d3 Con. The save DC is Constitution-
  based. 
    Skills: Kivits receive a +4 racial bonus to Balance, Hide, 
  and Move Silently checks. They use their Dexterity 
  modifier for Climb checks. *In areas of tall grass or heavy 
  undergrowth, the Hide bonus rises to +8.  
   
  Kivit Poison 
    Kivit musk can be concentrated by a skilled poison 
  manufacturer into a more powerful venom. Some druids 
  know the secret of collecting the musk from several kivits 
  into a substance suitable for mixing with food (Ingested, 
  Fortitude DC 14, initial and secondary damage 1d6 Con). 
  One dose costs 175 Cp. The Craft (poisonmaking) DC to 
  create kivit poison is 20. Five adult kivits are required to 
  harvest a single dose of this poison. 
   
  KKlluuzzdd  
  Large Animal 
  Hit Dice: 4d8+4 (22 hp) 
  Initiative: +7 
  Speed: 30 ft. (6 squares), burrow 30 ft. 
  Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, 
  flat-footed 12 
  Base Attack/Grapple: +3/+16* 
  Attack: Bite +5 melee (1d8+1) 
  Full Attack: Bite +5 melee (1d8+1) 
  Space/Reach: 10 ft./5 ft. 
  
   
  http://athas.org 
   
  197 
  Special Attacks: Constrict 1d8+1, improved grab, 
  swallow whole 
  Special Qualities: Low-light vision 
  Saves: Fort +5, Ref +7, Will +2 
  Abilities: Str 12, Dex 17, Con 12, Int 1, Wis 12, Cha 2 
  Skills: Hide +4, Intimidate +4, Spot +3 
  Feats: Improved Initiative, Weapon Finesse 
  Environment: Silt 
  Organization: Solitary or nest (3-10) 
  Challenge Rating: 2 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: 5-9 HD (Large), 10-14 HD (Huge) 
  Level Adjustment: — 
   
    A snake-like creature with a great frill of scales flaring 
  around its throat, this reptilian beast bursts from beneath 
  shallow mudflats to drag its prey to their doom. 
   
    The kluzd is a reptilian predator related to the 
  constrictor snake that inhabits the mudflats of the 
  Tablelands. Biting and throttling its prey, the kluzd is only 
  a danger within the mudflats themselves, as it cannot 
  burrow through sand and rapidly dries out under the 
  Athasian sun. 
    The males of the species have distinctive turquoise and 
  white coloration around their head and neck frills, but the 
  females lack these markings, instead having a sandy 
  brown body flecked with black along its length. 
    Growing up to ten feet in length, an adult kluzd is able 
  to swallow a man whole, although this distorts its shape 
  somewhat. A kluzd weighs as much as 500 lbs. 
    
  Combat 
    The kluzd spends much of its time slumbering in the cool 
  darkness of its mud patch, but when it detects movement 
  in the mire, it swims swiftly towards the disturbance, 
  striking if it believes it can best its prey. The striking kluzd 
  invariably flares its neck scales out in an attempt to 
  intimidate its prey. 
    The kluzd bites with its needle-sharp teeth and 
  immediately grapples in an attempt to pull its prey 
  beneath the surface and into the deeper mire. The kluzd 
  both attempts to crush its prey to death as well as hold it 
  beneath the surface in the hope that the target drowns. 
    When the prey is dead (or at least stops struggling) the 
  kluzd will swallow it and retreat to the bottom of its 
  muddy lair to digest its meal. A kluzd will only swallow 
  prey as a form of attack when severely threatened, as the 
  fully gorged kluzd is hardly a mobile adversary. 
    Constrict (Ex): On a successful grapple check, a kluzd 
  deals 1d8+1 points of damage. 
    Improved Grab (Ex): To use this ability, a kluzd must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can attempt to swallow the foe the following 
  round.  *A kluzd has a +8 racial bonus on grapple checks. 
   Swallow Whole (Ex): A kluzd can try to swallow a 
  grabbed opponent of a smaller size than itself by making a 
  successful grapple check.  Once inside, the opponent 
  takes 1d8+1 points of crushing damage plus 4 points of 
  acid damage per round from the kluzd‘s stomach.  A 
  swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 10 points of damage 
  to the stomach (AC 11).  Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. A Large kluzd‘s 
  interior can hold 1 Medium, 2 Small, 8 Tiny, or 16 
  Diminutive or smaller opponents. 
    Skills (Ex): Kluzds have a +8 racial bonus on 
  Intimidate checks. 
   
  Kluzd Society 
   Although 
  possessing 
  only 
  the 
  most 
  rudimentary 
  intelligence, the kluzd have a set of instincts that have 
  allowed them to endure where many other serpentine 
  creatures cannot. Their specialized reliance on mud flats 
  has allowed the species to thrive, but confines them to 
  this single terrain type. When its mudflat dries out, a 
  kluzd automatically sets out in a straight line, seeking 
  another mudflat or perishing in the attempt. The kluzd can 
  only survive for four days in the open air, so these 
  journeys are times of great peril for the creatures. 
    Without their mudflats‘ regular process of drying and 
  rehydrating, however, the kluzd would be unable to 
  reproduce. When the upper mud has dried into a crust, 
  the female lays a clutch of 1d8 eggs. Protected beneath 
  the crust, the young mature and leave the nest in six 
  weeks, but are fed by their parents in the meantime. The 
  adults spend much of this time lying in wait at the edges 
  of the mudflat. Any creature venturing too close is 
  attacked and dragged beneath the surface to feed the 
  younglings. 
  KKoorriinntthh  
  Colossal Animal 
  Hit Dice: 32d8+294 (438hp) 
  Initiative: -1 
  Speed: 20 ft. 
  Armor Class: 13 (-8 size, -1 Dex, +12 natural), touch 1, 
  flat-footed 13 
  Base Attack/Grapple: +24/+55 
  Attack: Tail slap +31 melee (6d8+15) 
  Full Attack: Tail slap +31 melee (6d8+15) and bite +26 
  melee (2d10+7) 
  Space/Reach: 30 ft./20 ft. 
  Special Attacks: Trample 6d8+22 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  scent 
  Saves: Fort +27, Ref +17, Will +12 
  Abilities: Str 40, Dex 9, Con 29, Int 1, Wis 10, Cha 13 
  Skills: Climb +23, Listen +8, Search +3, Spot +8, 
  Survival +3 
  Feats: Awesome Blow, Endurance, Improved Natural 
  Armor (3), Improved Natural Attack (tail slap), Iron Will, 
  Power Attack, Snatch, Toughness (2)  
  Environment: Hills 
  Organization: Solitary 
  Challenge Rating: 12 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 33-64 HD (Colossal) 
  Level Adjustment: — 
   
   A large, gray-colored lizard carries on its back a small 
  structure, from which you can see several humanoids. The 
  slow moving beast obeys all commands as it travels along 
  the dunes. Its long muscular tail leaves sinewy trails upon 
  the sand. 
   
   Korinths are large, gray-colored lizards, with huge 25-
  foot high spikes jutting out from their backs. These 
  hulking quadrupeds have a long neck and relatively small 
  
   
  http://athas.org 
   
  198 
  head. They serve as patrol mounts by the Draji, who use 
  them to patrol the sandy wastes around Draj. 
   These huge beasts are very hard to find, and it is 
  unknown where the Draji capture them. They have a 
  feeble mind and are easily controlled by psion handlers. 
   
  Combat 
   These beasts are too big to have many natural 
  predators. They prefer to attack using their tail, and rarely 
  use their bite unless pressed to. 
   Trample (Ex): Reflex half DC 41.  The save DC is 
  Strength-based. 
   
  KKrreeeell  
  Medium Animal (Aquatic) 
  Hit Dice: 3d8 (13hp) 
  Initiative: +2 
  Speed: Swim 30 ft. (6 squares) 
  Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-
  footed 11 
  Base Attack/Grapple: +2/+3 
  Attack: Bite +3 melee (1d6+1) 
  Full Attack: Bite +3 melee (1d6+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Low-light vision 
  Saves: Fort +3, Ref +5, Will +0 
  Abilities: Str 12, Dex 15, Con 10, Int 1, Wis 8, Cha 4 
  Skills: Listen +2, Spot +2, Swim +9 
  Feats: Dodge, Mobility 
  Environment: Aquatic (The Last Sea) 
  Organization: School (2-20) 
  Challenge Rating: 1/2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 4-6 HD (Medium) 
  Level Adjustment: — 
   
   A long, dark eel swims effortlessly through the water. 
   
   Kreels are domesticated eels Athasian lizardfolk use as 
  their primary source of food. The eel is tasty, and feeds on 
  the wild kelp that grows on the bottom of the Last Sea. 
  Full-grown, they measure 6 feet long, and can be almost a 
  foot in diameter. 
   
  Combat 
   Kreels tend to shy away from combat, unless cornered. 
  They will then attack with their bite. 
   Skills: A kreel has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
   
  LLiirrrr  
  Medium Animal 
  Hit Dice: 5d8+10 (32hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares)  
  Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-
  footed 13 
  Base Attack/Grapple: +3/+4 
  Attack: Claw +4 melee (1d4+1) 
  Full Attack: 2 claws +4 melee (1d4+1) and bite –1 
  melee (1d10) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Improved grab, rake 1d4, stun 
  Special Qualities: Low-light vision 
  Saves: Fort +6, Ref +5, Will +2 
  Abilities: Str 13, Dex 12, Con 14, Int 1, Wis 12, Cha 11 
  Skills: Hide +5, Jump +8, Spot +5 
  Feats: Alertness, Combat Reflexes 
  Environment: Deserts 
  Organization: Pack (2-12) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Neutral 
  Advancement: 6-10 HD (Medium); 11-15 HD (Large) 
  Level Adjustment: — 
   
    You see a large, reptilian creature the size of a lion. It 
  has dark gray scaled skin, with a bright web-like 
  membrane around its neck and a brightly colored tail.  
   
    Lirrs are reptilian predators that hunt in packs. They are 
  fast and fierce and possess a powerful roar that has the 
  ability to stun their prey. The colored membrane around 
  the lirr‘s neck can be inflated and flushed with blood to 
  communicate with others of the species in a number of 
  ways. 
   Lirr 
  packs 
  are 
  exceptionally 
  quarrelsome, 
  and 
  particularly intelligent quarry might be able to escape one 
  pack by leading pursuers into the lair of another. Lirrs pair 
  off to mate, but such pairings are loose and will separate 
  if resources becomes scarce. A female lirr produces 2-8 
  eggs every two years, which hatch in three months, with 
  the young maturing in nine months. Though only the birth 
  mother is concerned for her eggs, any female will protect 
  the pack's young once they have hatched. 
   Some lirr packs seem to prefer the rockier terrain of the 
  mountain ranges, finding comfort in the cooler cave 
  temperatures. Mountain lirrs are identical to their desert 
  dwelling cousins, save for the fact that they lack the lirr's 
  characteristically bright colors on their ringed membrane. 
    A lirr typically weighs 300 pounds and is six feet long 
  from tip to tail. 
   
  Combat 
   Lirrs usually start combat by attempting to stun their 
  opponents, then grabbing and raking them with their 
  powerful claws. 
   Improved Grab (Ex): To use this ability, a lirr must hit 
  with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can rake. 
   Rake (Ex): Attack bonus +4 melee, damage 1d4. 
   Stun (Ex): As a standard action, a lirr can emit a 
  powerful roar capable of stunning creatures within a 40-
  foot cone. Creatures in the cone must make a Fortitude 
  save (DC 14) or be stunned for 1d4 rounds. The save DC 
  is Constitution-based. 
   Skills (Ex): The lirr has a +4 racial bonus to Jump 
  checks. 
   
    
  
   
  http://athas.org 
   
  199 
  LLiizzaarrdd,,  GGiiaanntt  
  Large Animal 
  Hit Dice: 3d8+15 (28 hp) 
  Initiative: +7 
  Speed: 40 ft. (8 squares), burrow 20 ft. 
  Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, 
  flat-footed 13 
  Base Attack/Grapple: +2/+10 
  Attack: Bite +5 melee (1d8+6) 
  Full Attack: Bite +5 melee (1d8+6) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, swallow whole 
  Special Qualities: Low-light vision 
  Saves: Fort +8, Ref +6, Will +1 
  Abilities: Str 18, Dex 17, Con 20, Int 1, Wis 10, Cha 9 
  Skills: Climb +5, Hide +4*, Listen+4, Move Silently +4, 
  Spot+3 
  Feats: Alertness, Improved Initiative 
  Environment: Deserts 
  Organization: Solitary, or herd (2-12) 
  Challenge Rating: 2 
  Alignment: Always neutral 
  Advancement: 4-6 HD (Large); 7-9 HD (Huge) 
  Level Adjustment: — 
   
   This four legged, 15-foot long reptile is barely hidden in 
  the sand, its dun colored scales helping it to hide. 
   
   Giant lizards are just that – oversized versions of the 
  numerous reptilian species that populate the Athasian 
  landscape.  
   These ponderous beasts are at home anywhere from the 
  depths of the desert to the swamps and savannah beyond 
  the Jagged Cliffs. The giant lizards are one of Athas‘ few 
  success stories. 
   
  Combat 
   Like 
  their 
  smaller 
  cousins, 
  giant 
  lizards 
  fight 
  aggressively with their bite attack, attempting to swallow 
  whole any victim smaller than themselves. 
   Improved Grab (Ex): If the giant lizard hits with its 
  bite it can initiate a grapple check as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check it establishes a hold and can attempt to swallow 
  whole the next round. 
   Swallow Whole (Ex): The giant lizard can try to 
  swallow a grabbed opponent of Medium or smaller size by 
  making a successful grapple check. Once inside, the 
  opponent takes 1d6+4 points of crushing damage plus 
  1d8+4 points of acid damage per round from the giant 
  lizard‘s digestive juices. A swallowed creature can cut its 
  way out by dealing 15 points of damage to the giant 
  lizard‘s digestive tract (AC 12). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. The giant lizard‘s 
  gullet can hold 2 Medium, 4 Small, or 8 Tiny or smaller 
  creatures. 
   Skills: *Giant lizards gain a +8 bonus to Hide checks 
  when attempting to hide in the sand. 
   
   
  LLiizzaarrdd,,  JJaassttrraakk  
  Large Animal 
  Hit Dice: 6d8+30 (57 hp) 
  Initiative: +2 
  Speed: 30 ft. (6 squares), burrow 10 ft. 
  Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, 
  flat-footed 14 
  Base Attack/Grapple: +4/+12 
  Attack: Bite +7 melee (1d8+4) 
  Full Attack: 2 bites +7 melee (1d8+4) and 2 claws +5 
  melee (1d6+2) and tail +5 melee (1d8+2) 
  Space/Reach: 10 ft. / 10 ft. 
  Special Attacks: - 
  Special Qualities: Blindsight 60 ft., improved grab, scent 
  Saves: Fort +10, Ref +7, Will +4 
  Abilities: Str 18, Dex 15, Con 20, Int 2, Wis 14, Cha 11 
  Skills: Hide +4, Jump +5, Listen +5, Survival +5 
  Feats: Multiattack, Run, Track 
  Environment: Any land (subterranean) 
  Organization: Solitary or pack (1-10) 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 7-12 HD (Large); 13-18 HD (Huge) 
  Level Adjustment: - 
   
  Running towards you out of the gloom is a terrifying 
  two-headed lizard.  Its heads are completely eyeless but it 
  possesses teeth-filled maws, long claws and a spiked, 
  club-like tail. 
   
  
   
  http://athas.org 
   
  200 
    The jastrak is a subterranean lizard that rarely, if ever, 
  ventures to the surface.  Jastraks are curious and 
  belligerent creatures, confident in their formidable array of 
  natural 
  weapons, 
  and 
  unexpected 
  encounters 
  with 
  wandering jastraks usually end badly.  Jastraks are 
  completely 
  blind 
  and 
  possess 
  no 
  visual 
  organs 
  whatsoever.  Their senses of hearing and scent, however, 
  are exceptionally well developed. 
  Jastraks live beneath the earth, burrowing through it 
  with their claws.  Their unpleasant dispositions mean that 
  other inhabitants of the Athasian underdark have learned 
  to give them a wide berth.  An adult jastrak is nine feet 
  long and weighs 800 pounds. 
   
  Combat 
    Jastraks are aggressive and are quite willing to initiate 
  combat with unknown foes as a way of testing their 
  opponent‘s Strength.  Their blindness often works to their 
  advantage as they ignore distractions, obstacles and 
  tactical concepts that are dependent upon sight. 
    A jastrak will leap to the attack and then commence a 
  savage flurry of attacks in order to bring its foe low as 
  swiftly as possible.  It uses its tail primarily to deal with 
  threats to its rear but will strike at enemies along its flank 
  if necessary. 
    Improved Grab (Ex): A jastrak that hits with a bite 
  attack may initiate a grapple attempt as a free action 
  without provoking an attack of opportunity.   
   
  LLiizzaarrdd,,  M
  Miinnoottaauurr  
  Huge Animal 
  Hit Dice: 8d8+64 (100 hp) 
  Initiative: +2 
  Speed: 20 ft. (4 squares) 
  Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, 
  flat-footed 14 
  Base Attack/Grapple: +6/+23 
  Attack: Bite +13 melee (3d6+13) 
  Full Attack: Bite +13 melee (3d6+13) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Improved grab, swallow whole 
  Special Qualities: Low-light vision 
  Saves: Fort +14, Ref +8, Will +3 
  Abilities: Str 28, Dex 15, Con 27, Int 1, Wis 13, Cha 11 
  Skills: Climb+13, Listen +5, Spot+4 
  Feats: Cleave, Improved Natural Attack (bite), Power 
  Attack 
  Environment: Hills 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: None  
  Alignment: Always neutral 
  Advancement: 9-16 (Huge); 17-24 HD (Gargantuan) 
  Level Adjustment: — 
   
   This four legged, 30-foot long reptile is has horns on top 
  of its head and looks much more aggressive than some of 
  its other cousins. 
   
   Inhabiting the foothills of the Ringing Mountains and 
  other forested uplands, the minotaur lizard gains its name 
  from the twin, bull-like horns sported by the males of the 
  species.  These are not weapons, however, but function in 
  mating displays. 
   
  Combat 
   Minotaur lizards are sly beasts and prefer to strike from 
  ambush where possible. Like their smaller cousins, 
  minotaur lizards fight aggressively with their bite attack, 
  attempting to swallow whole any victim smaller than 
  themselves. 
   Improved Grab (Ex): If the minotaur lizard hits with 
  its bite it can initiate a grapple check as a free action 
  without provoking an attack of opportunity.  If it wins the 
  grapple check it establishes a hold and can attempt to 
  swallow whole the next round. 
   Swallow Whole (Ex): The minotaur lizard can try to 
  swallow a grabbed opponent of Large or smaller size by 
  making a successful grapple check. Once inside, the 
  opponent takes 2d6+9 points of crushing damage plus 
  2d8+9 points of acid damage per round from the minotaur 
  lizard‘s digestive juices. A swallowed creature can cut its 
  way out by dealing 30 points of damage to the minotaur 
  lizard‘s digestive tract (AC 13). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. The minotaur lizard‘s 
  gullet can hold 2 Large, 4 Medium, 8 Small, or 16 Tiny or 
  smaller creatures. 
   
  LLiizzaarrdd,,  SSuubbtteerrrraanneeaann  
  Large Animal 
  Hit Dice: 6d8+36 (63 hp) 
  Initiative: +8 
  Speed: 30 ft. (6 squares), climb 30 ft. 
  Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, 
  flat-footed 13 
  Base Attack/Grapple: +4/+13 
  Attack: Bite +8 melee (1d8+7) 
  Full Attack: Bite +8 melee (1d8+7) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, swallow whole 
  Special Qualities: Low-light vision 
  Saves: Fort +11, Ref +11, Will +3 
  Abilities: Str 20, Dex 18, Con 22, Int 2, Wis 12, Cha 11 
  Skills: Climb+15, Hide +9, Listen +6, Move Silently +13, 
  Spot+5 
  Feats: Alertness, Improved Initiative, Lightning Reflexes 
  Environment: Underground 
  Organization: Solitary 
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 7-12 HD (Large); 13-18 HD (Huge) 
  Level Adjustment: — 
   
   This four legged, 20-foot long reptile comes running out 
  of the shadows, catching you by surprise. 
   
   Subterranean lizards dwell almost exclusively beneath 
  the surface of Athas. They never leave their caves 
  voluntarily, and some species are even albino. The fanner 
  beasts of New Giustenal, for example, are a species of 
  subterranean grazing lizard raised by the dray of that 
  place. 
   With sucker pads on their feet, they are able to scurry 
  along walls and ceilings as well as across the floor and use 
  this fact to their advantage wherever possible. 
   
  
   
  http://athas.org 
   
  201 
  Combat 
   Unlike their smaller cousins, subterranean lizards don‘t 
  fight aggressively; instead they prefer to ambush and 
  catch their prey by surprise. 
   A few species of subterranean lizards have long tongues 
  which they use instead of a bite to grapple foes up to 20 
  feet away. This attack form has the same statistics as a 
  bite, except that damage is 1d4+7. 
   Improved Grab (Ex): If the subterranean lizard hits 
  with its bite it can initiate a grapple check as a free action 
  without provoking an attack of opportunity.  If it wins the 
  grapple check it establishes a hold and can attempt to 
  swallow whole the next round. 
   Swallow Whole (Ex): The subterranean lizard can try 
  to swallow a grabbed opponent of Medium or smaller size 
  by making a successful grapple check. Once inside, the 
  opponent takes 1d6+5 points of crushing damage plus 
  1d8+5 points of acid damage per round from the 
  subterranean 
  lizard‘s 
  digestive 
  juices. 
  A 
  swallowed 
  creature can cut its way out by dealing 10 points of 
  damage to the subterranean lizard‘s digestive tract (AC 
  12). Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its own way 
  out. The subterranean lizard‘s gullet can hold 2 Medium, 4 
  Small, or 8 Tiny or smaller creatures. 
   Skills: Subterranean lizards have a +8 racial bonus on 
  Climb, Hide, and Move Silently checks.  They can always 
  choose to take 10 on Climb checks, even if rushed or 
  threatened. 
   
  M
  Meekkiilllloott  
  Huge Animal 
  Hit Dice: 16d8+124 (196 hp) 
  Initiative: +0 
  Speed: 30 ft. (6 squares) 
  Armor Class: 21 (-2 size, +13 natural), touch 8, flat-
  footed 21 
  Base Attack/Grapple: +12/+31 
  Attack: Tongue lash +21 melee (1d8+11)  
  Full Attack: Tongue lash +21 melee (1d8+11) and bite 
  +16 melee (2d8+5) 
  Space/Reach: 15 ft./15 ft. (20 ft. with tongue lash) 
  Special Attacks: Improved grab, swallow whole, trample 
  2d8+16 
  Special Qualities: Low-light vision 
  Saves: Fort +17, Ref +10, Will +5 
  Abilities: Str 33, Dex 10, Con 25, Int 2, Wis 10, Cha 9 
  Skills: Listen +12, Spot +11 
  Feats: Alertness, Combat Reflexes, Toughness (x4) 
  Environment: Deserts 
  Organization: Solitary or pair 
  Challenge Rating: 12 
  Alignment: Always neutral 
  Advancement: 17-32 HD (Gargantuan) 
  Level Adjustment: — 
   
    This enormous lizard dwarfs you with its sheer bulk. 
  Thirty feet long and covered with a thick shell, it lumbers 
  forward with a plodding inevitability. 
  
   
  http://athas.org 
   
  202 
   
   Mekillots are mighty lizards that weigh up to six tons, 
  with huge mound-shaped bodies that can be thirty feet 
  long. They are covered with a thick shell everywhere 
  except for on their sides and bellies. 
   Mekillots are used as caravan beasts; a hitched pair can 
  pull a full wagon at a slow pace. Mekillots are never truly 
  tamed, however, for the creatures have been known to go 
  off the road and wander for days. They also like to make 
  snacks of their handlers. Most caravans that use mekillots 
  have a small team of psions to deal with the beasts. 
   
  Combat 
   In a fight mekillots attack with their tongues, or they 
  trample enemies underfoot. A mekillot instinctively drops 
  to the ground when something is underneath it, causing 
  trample damage (see below). 
   Improved Grab (Ex): To use this ability, a mekillot 
  must hit with its tongue lash attack.  It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can attempt to swallow the foe the 
  following round. 
   Swallow Whole (Ex): A mekillot can try to swallow a 
  grabbed opponent of a smaller size than itself by making a 
  successful grapple check. Once inside, the opponent takes 
  2d8+12 points of crushing damage plus 4 points of acid 
  damage per round from the mekillot‘s stomach. A 
  swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 20 points of damage 
  to the stomach (AC 16). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent must 
  cut its own way out. A Gargantuan mekillot‘s interior can 
  hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 
  Diminutive or smaller opponents. 
   Trample (Ex): Reflex half DC 29.  The save DC is 
  Strength-based. 
   Carrying Capacity: A light load for a mekillot is up to 
  12,000 pounds; a medium load, 12,001-24,000 pounds; a 
  heavy load, 24,001– 36,000 pounds. A mekillot can drag 
  180,000 pounds. 
   
  M
  Moollee  BBooaarr  
  Small Animal 
  Hit Dice: 2d8 (9 hp) 
  Initiative: +2 
  Speed: 40 ft. (8 squares) 
  Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 
  13, flat-footed 13 
  Base Attack/Grapple: +1/-3 
  Attack: Claw +4 melee (1d4) 
  Full Attack: 2 claws +4 melee (1d4) and 1 bite +2 melee 
  (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Improved grab, pounce, rake 1d4 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +3, Ref +5, Will +1 
  Abilities: Str 10, Dex 14, Con 11, Int 1, Wis 12, Cha 6 
  Skills: Hide +10, Jump +6, Spot +6, Survival +3 
  Feats: Multiattack, Weapon Finesse(B) 
  Environment: Plains (Pristine Tower) 
  Organization: Solitary or community (1-100) 
  Challenge Rating: 1/2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 3-4 HD (Small); 5-6 HD (Medium) 
  Level Adjustment: — 
   
  Glaring at you with large, dark eyes is some kind of 
  furred boar, albeit with a long, sinuous body. It displays 
  elegantly curved claws the length of your hand and hisses 
  an unmistakable threat. 
   
   The mole boar is a cross between a weasel and a boar, 
  although is more the size of the former. These small 
  creatures are indigenous to the fields around the Pristine 
  Tower, and likely began as mutated invaders centuries 
  ago. All mole boars are immune to the mutating effects of 
  the Pristine Tower. These creatures are short and squat, 
  much like a badger, with large, boar-like fangs and long 
  claws used for both digging and attacking prey. 
   Mole boars live in communities of up to 100 throughout 
  the blossom fields of the Pristine Tower. There are an 
  equal number of females and males mole boars in each 
  community, and there is no one dominant creature that 
  controls a specific area. Each community claims a roughly 
  100 square yard territory, attacking any creatures not of 
  its species that it detects. The all live together, hunting 
  the blossom fields for floaters (their primary source of 
  food) and reproducing at an alarming rate. If removed 
  from their environment, mole boars become docile and 
  refuse to eat, eventually starving to death. The floaters of 
  the area must land in order to breed and are fed upon 
  when they do so.  In turn, however, the mole boars are 
  one of the mating floater‘s sources of food. Mole boars 
  multiply at a rate of four times a year, and females are 
  most often constantly pregnant with young. They can live 
  up to 10 years, through few do. 
   
  Combat 
   The squat nature of mole boars allows them to move 
  beneath the cover of the blossom field before attacking. 
  When an intruder is detected, the local colony of mole 
  boars charges forth from their burrows to attack the 
  interloper en masse.  While charging, mole boars are easy 
  to detect, with dirt spraying behind them as they move in 
  to attack. Since they travel beneath the blossoms, only 
  their general location can be detected once they slow 
  down. 
     As a mole boar approaches a target, it leaps from the 
  concealing brush, surprising the target if the direction and 
  speed of the attack are generally unknown. If thrown from 
  a target, or if it does not leap, a mole boar uses its two 
  claws and one bite attack on the legs and ankles of its 
  victim. Mole boars eat their prey‘s flesh before it has a 
  chance to mutate. A mole boar eats only a small amount 
  of food, returning to its burrow when full. 
  Improved Grab (Ex): To use this ability, a mole boar 
  must hit with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can rake. 
  Pounce (Ex): If a mole boar charges a foe, it can make 
  a full attack, including two rake attacks. 
  Rake (Sp): Attack bonus +4 melee, damage 1d4. 
  Skills (Ex): A mole boar receives a +4 racial bonus to 
  all Hide and Spot checks. 
   
    
  
   
  http://athas.org 
   
  203 
  PPtteerrrraaxx  
  Large Animal (Psionic) 
  Hit Dice: 5d8+15 (37 hp) 
  Initiative: +1 
  Speed: 10 ft. (2 squares), fly 30 ft. (average) 
  Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, 
  flat-footed 12 
  Base Attack/Grapple: +3/+11 
  Attack: Bite +6 melee (1d8+4) 
  Full Attack: Bite +6 melee (1d8+4) and 2 claws +1 
  melee (1d6+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +7, Ref +5, Will +2 
  Abilities: Str 19, Dex 13, Con 17, Int 1, Wis 12, Cha 13 
  Skills: Listen +3, Spot +5, Survival +3 
  Feats: Dodge, Flyby Attack 
  Environment: Rocky badlands 
  Organization: Company (1-6) 
  Challenge Rating: 3 
  Alignment: Always neutral 
  Advancement: 6-10 HD (Large); 11-15 HD (Huge) 
  Level Adjustment: — 
   
    Swooping through the air above you is a six-foot reptile 
  with large wing flaps connecting its front and rear limbs. 
  Its head sports a powerful beak and a bony crest at the 
  back of the skull. 
   
   These large flying pteradon-like creatures are prized 
  mounts for pterrans. 
   Pterrax are 6 feet long and have a slender reptilian body 
  with large wings. Pterrax have arms that are attached to 
  their wings, as well as legs, all of which sport sharp claws 
  at the end. Their head resembles a pterran's, suggesting 
  that they may be related. Pterrax also have long, sharp 
  teeth, which pterrans use in the creation of a thanak, 
  which is a weapon employed by many pterran clans. 
   
  Combat 
   Pterrax engage in fighting as most fliers do and are 
  quite capable in combat. They usually swoop down and 
  attack with their natural attacks, then return to the air. 
   Psi-Like Abilities: 3/day—animal affinity, biofeedback 
  (DR 3/-*), body adjustment (2d12*), conceal thoughts, 
  empathy (40-ft. range, 40-ft. radius, 5 hours*), hostile 
  empathic transfer, mindlink (up to five targets*), thicken 
  skin (+2 enhancement bonus*). Manifester level 5th. 
   
  *Includes augmentation for the pterrax‘s manifester 
  level. 
   
  PPuuddddiinnggffiisshh  
  Huge Animal (Aquatic) 
  Hit Dice: 9d8+45 (85 hp) 
  Initiative: +2 
  Speed: Swim 10 ft. (2 squares) 
  Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, 
  flat footed 13 
  Base Attack/Grapple: +6/+22 
  Attack: Tentacles +13 melee (2d6+12 plus poison) 
  Full Attack: Tentacles +13 melee (2d6+12 plus poison) 
  Space/Reach: 20 ft./20 ft. 
  Special Attacks: Poison 
  Special Qualities: Low-light vision 
  Saves: Fort +11, Ref +8, Will +3 
  Abilities: Str 26, Dex 15, Con 20, Int 1, Wis 10, Cha 2 
  Skills: Hide +10, Spot +4, Swim +16, Survival +4 
  Feats: Ability Focus (poison), Improved Natural Attack 
  (tentacles), Power Attack, Weapon Focus (tentacles) 
  Environment: Aquatic (The Last Sea) 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: 10% standard 
  Alignment: Always neutral 
  Advancement: 10-18 (Huge); 19-27 (Gargantuan) 
  Level Adjustment: — 
   
    This beast is an enormous jellyfish with tendrils that trail 
  over twenty feet behind it. Half-digested shapes slosh 
  within its bell as it bobs noiselessly through the waters. 
   
    The puddingfish is a species of venomous jellyfish that 
  inhabits the waters of the Last Sea. It paralyzes its prey 
  and waits for it to drown before slowly digesting the 
  corpse in its stomach – housed within the animal‘s bell. 
  Puddingfish are solitary and reproduce asexually. They are 
  hunted by the Last Sea‘s lizardfolk for their hide, their 
  venom and (occasionally) the contents of their stomachs. 
    An adult puddingfish is eight feet across, with a clump of 
  tendrils that can trail out to as long as 20 feet. The 
  creature weighs only about 200 pounds, for all its bulk. 
   
   
  Combat 
    The puddingfish is scarcely intelligent enough to engage 
  in combat. It trails its tendrils and their accompanying 
  nematodes through the water and attacks whatever 
  comes into contact with the tendrils. Targets suffer 
  horrible, burning injuries and may also be paralyzed. 
  Paralyzed targets will drown unless assisted to safety, and 
  if permitted, the puddingfish will digest slain corpses over 
  a period of 3-6 days. 
  
   
  http://athas.org 
   
  204 
    Poison (Ex): Injury, Fortitude DC 21, initial damage 
  paralysis 1 minute, secondary damage paralysis 2d4 
  rounds. The save DC is Constitution-based. 
    Skills (Ex): Due to its transparency, the puddingfish 
  receives a +12 racial bonus to all Hide checks when 
  submerged in water. A puddingfish has a +8 racial bonus 
  on any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  RRaasscclliinnnn  
  Small Animal 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +3 
  Speed: 60 ft. (12 squares) 
  Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 
  14, flat-footed 15 
  Base Attack/Grapple: +0/-6 
  Attack: Bite +4 melee (1d4-2) 
  Full Attack: Bite +4 melee (1d4-2) and 2 claws –1 melee 
  (1d4-2) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Rage 
  Special Qualities: Low-light vision, immunity to poison, 
  power resistance 14 
  Saves: Fort +2, Ref +5, Will +1 
  Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 14 
  Skills: Hide +15, Listen +11, Spot +7, Survival +9 
  Feats: Alertness, Weapon Finesse(B) 
  Environment: Rocky badlands 
  Organization: Gang (1-12) 
  Challenge Rating: ½     
  Alignment: Always neutral 
  Advancement: 2 HD (Small); 3 HD (Medium) 
  Level Adjustment: — 
   
    Wagging its tail and eyeing your packs hungrily, this 
  canine creature has a strange, metallic hide and tufts of 
  wiry hair around its salivating jawline. 
   
   Rasclinn are small dog-like creatures that feed on any 
  vegetation by extracting the trace metals from the plants, 
  which gives them a somewhat metallic hide. They are 
  hunted due to this hide, but are very tough to kill. 
   Rasclinn are small, standing about 3 feet at the 
  shoulder, and weighing only 50 pounds. They have a silver 
  tint to their hide. They have no language of their own, but 
  instead communicate by barks and yelps. These yelps and 
  barks can mean a multitude of things. 
   Very few creatures hunt rasclinn since their metallic 
  hide makes them unpalatable. 
   
   
  Combat 
   Rasclinn attack with their bite when cornered or 
  defending young. Rasclinn usually avoid combat at all 
  costs and attempt to hide in patches of spider and sand 
  cacti when available. 
   Rage: A rasclinn that takes damage in combat flies into 
  a berserk rage on its next turn, clawing and biting madly 
  until either it or its opponent is dead.  It gains +4 to 
  Strength, +4 to Constitution, and –2 to Armor Class.  The 
  creature cannot end its rage voluntarily. 
   Skills: Rasclinn receive a +8 racial bonus to all Hide, 
  Listen and Survival checks. 
   
  RRoocc,,  AAtthhaassiiaann  
  Gargantuan Animal 
  Hit Dice: 20d8+180 (270 hp) 
  Initiative: +3 
  Speed: 20 ft. (4 squares), fly 80 ft. (average) 
  Armor Class: 19 (-4 size, +3 Dex, +10 natural), touch 9, 
  flat-footed 16 
  Base Attack/Grapple: +15/+42 
  Attack: Bite +27 melee (4d6+22) 
  Full Attack: Bite +27 melee (4d6+22) and 2 claws +21 
  melee (2d8+7) 
  Space/Reach: 20 ft./15 ft. 
  Special Attacks: Snatch 
  Special Qualities: Low-light vision 
  Saves: Fort +23, Ref +15, Will +8 
  Abilities: Str 40, Dex 16, Con 28, Int 2, Wis 15, Cha 13 
  Skills: Listen +8, Move Silently +10, Spot +12* 
  Feats: Alertness, Cleave, Flyby Attack, Great Cleave, 
  Great Fortitude, Power Attack, Snatch(B), Weapon 
  Focus (bite) 
  Environment: Mountains 
  Organization: Solitary or pair 
  Challenge Rating: 12 
  Alignment: Always neutral 
  Advancement: 21-40 HD (Gargantuan); 41-60 HD 
  (Colossal) 
  Level Adjustment: — 
   
    Startled by the shadow of something huge passing by 
  overhead, you look up to see an enormous bird circling 
  above you. 
   
   Athasian rocs are huge birds of prey that dwell in warm, 
  mountainous regions. They are known to carry large 
  creatures off for food. 
   These birds of prey resemble large eagles. They are 50 
  feet long and have a wingspan of 100 feet wide. 
   
  Combat 
   Athasian rocs swoop down silently and try to snatch 
  their prey with their claws; then they take off, flying away 
  with the snatched prey and attacking it with their beak 
  until it stops moving. Athasian rocs will drop prey once 
  they have lost a quarter of their hit points or more. 
  Athasian rocs caught on the ground are not as agile and 
  can only attack with their beak. 
   Skills: *Athasian rocs receive a +4 racial bonus to their 
  Spot checks during daylight hours. 
   
  SShhaarrkk,,  AAtthhaassiiaann  
  Large Animal (Aquatic) 
  Hit Dice: 7d8+7 (38 hp) 
  Initiative: +6 
  Speed: Swim 60 ft. (12 squares) 
  Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, 
  flat-footed 15 
  Base Attack/Grapple: +5/+13 
  
   
  http://athas.org 
   
  205 
  Attack: Bite +8 melee (1d8+6) 
  Full Attack: Bite +8 melee (1d8+6) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Blindsense 30 ft., keen scent 
  Saves: Fort +8, Ref +7, Will +3 
  Abilities: Str 18, Dex 15, Con 13, Int 2, Wis 12, Cha 2 
  Skills: Listen +8, Spot +8, Swim +12 
  Feats: Alertness, Great Fortitude, Improved Initiative 
  Environment: Aquatic (The Last Sea) 
  Organization: Solitary, school (2–5), or pack (6–11) 
  Challenge Rating: 2 
  Advancement: 8–9 HD (Large) 
  Level Adjustment: — 
   
    This species of shark has dark, tough hide and a wicked 
  cunning in its black eyes as it swims through the water 
  trailing its pectoral fins. 
   
    There is only a single species of shark yet surviving in 
  the Last Sea, a breed of ebon-hued hunters that has 
  developed a fierce cunning that distinguishes it from 
  sharks elsewhere. They are carnivorous, aggressive and 
  liable to make unprovoked attacks against anything that 
  approaches them. 
    The sharks of the Last Sea live in constant competition 
  with Marnita‘s dolphins. These psionic mammals tend to 
  have the upper hand, but the sharks have become fast 
  and cunning as a result. They are hunted by the Last 
  Sea‘s industrious lizardfolk, as their shagreen is a 
  common component of lizardfolk shields. 
   Adult Athasian sharks average around 15 feet in length, 
  but members of the species can grow to shocking size.   
   
  Combat 
    Athasian sharks circle and observe potential prey, then 
  dart in and bite with their powerful jaws. They make full 
  use of their three-dimensional environment, and targets 
  may find themselves under attack from as many as ten 
  sharks at once. 
    Blindsense 
  (Ex): A 
  shark 
  can 
  locate creatures 
  underwater within a 30-foot radius. This ability works only 
  when the shark is underwater. 
    Keen Scent (Ex): A shark can notice creatures by scent 
  in a 180-foot radius and detect blood in the water at 
  ranges of up to a mile.  
    Skills: A shark has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
  SSiilltt  EEeell  
  Medium Animal 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: +3 
  Speed: Swim 50 ft. (10 squares) 
  Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-
  footed 13 
  Base Attack/Grapple: +1/+2 
  Attack: Bite +5 melee (1d6+1) 
  Full Attack: Bite +5 melee (1d6+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Low-light vision 
  Saves: Fort +4, Ref +6, Will +1 
  Abilities: Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 2 
  Skills: Listen +4, Spot +3, Swim +9 
  Feats: Weapon Finesse 
  Environment: Silt 
  Organization: Solitary, pair, or school (3-5) 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 3-4 HD (Medium) 
  Level Adjustment: — 
   
   This long, black eel has oily scales and a ridge of spiked 
  fins along its spine. Its serpentine body weaves through 
  the silt, its wedge-shaped head scouting for prey. 
   
   Silt eels live in the Sea of Silt or in inland silt basins. 
  They hunt small creatures dwelling in the silt and rarely 
  attack humans. 
   A silt eel measures 4-5 feet long from the end of its 
  spiny tail to the tip of its bullet-shaped head. 
   
  Combat 
   A silt eel bites predators when threatened. 
   Skills: A silt eel has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. 
   
  SSiittaakk  
  Tiny Animal (Psionic) 
  Hit Dice: 1/2d8 (2 hp) 
  Initiative: +3 
  Speed: 10 ft. (2 squares), fly 40 ft. (average) 
  Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 
  15, flat-footed 13 
  Base Attack/Grapple: +0/-12 
  Attack: Claw +5 melee (1d2-4) 
  Full Attack: Claw +5 melee (1d2-4) and bite +0 melee 
  (1d3-4) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: Disease, eye rake 
  Special Qualities: Low-light vision, telepathy 
  Saves: Fort +2, Ref +5, Will +2 
  Abilities: Str 3, Dex 16, Con 10, Int 2, Wis 14, Cha 4 
  Skills: Hide +12, Listen +5, Move Silently +4, Spot +5 
  Feats: Alertness, Weapon Finesse(B) 
  Environment: Forests 
  Organization: Solitary or flock (2-12) 
  Challenge Rating: 1/2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 1 HD (Small) 
  Level Adjustment: — 
   
  A small parrot wings its way through the trees.  Its 
  plumage is a striking blend of deep crimson and pale blue, 
  and a crest of ivory-white feathers sprouts in an untidy 
  tangle from the top of its head. 
   
  The sitak is a psionic relative of the parrot and 
  cockatoo. It is native to the forests of Athas but is also 
  kept as a pet by those lucky or wealthy enough to own 
  one. The sitak possesses a parrot‘s gift for mimicry but 
  imitates sounds telepathically rather than audibly. Sitaks 
  
   
  http://athas.org 
   
  206 
  raised and trained in captivity can learn up to 20 simple 
  words (―food‖ is always the first), although they require 
  constant company or insanity overcomes them. 
  Trained sitaks are used to relay telepathic messages 
  between individuals, and their feathers are prized by 
  Nibenese hunters, who have hunted the bird to near-
  extinction in the environs of their home city. By 
  comparison, the hunters of Gulg consider it an ill omen to 
  slay a sitak, while the halflings of the Forest Ridge believe 
  that the birds themselves bring bad luck. No species preys 
  upon the sitak, as its flesh is home to parasites that carry 
  a virulent disease known as ―sitak fever.‖ 
  An adult sitak is one foot long and usually has bright 
  green or red plumage with yellow feathers at the throat, 
  although light blue, gray, white, or black varieties are not 
  uncommon. 
   
  Combat 
   Sitaks are easily frightened and will seek to flee at any 
  sign of danger. Only if cornered will they respond with 
  beak and talon, instinctively raking at a target‘s eyes. An 
  embattled sitak will transmit telepathic calls for help to all 
  within range. Any creature that bites a sitak or otherwise 
  ingests sitak flesh or blood runs the risk of contracting 
  sitak fever. 
   Disease (Ex): Sitak fever—ingested, Fortitude DC 10, 
  incubation period 1 day, damage 1d3 Str and 1d3 Con. 
  The save DC is Constitution-based. 
   A victim cannot recover from sitak fever naturally for as 
  long as it remains in forested terrain. Leaving the forest 
  allows a victim to cure the disease, and a remove disease 
  spell functions normally. 
   Eye Rake (Ex): A sitak that critically hits an opponent 
  blinds the opponent for 1d4 rounds. 
   Telepathy (Ps): A sitak can communicate telepathically 
  at will with a range of 30 ft. The bird speaks no language 
  other than the words it has learned to mimic. 
   
  SSkkyyffiisshh  
  Small Animal (Aquatic) 
  Hit Dice: 1d8+1 (5 hp) 
  Initiative: +3 
  Speed: 5 ft. (1 square), fly 90 ft. (clumsy), swim 60 ft. 
  Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 
  14, flat-footed 12 
  Base Attack/Grapple: +0/–5 
  Attack: Bite +4 melee (1d6-1) 
  Full Attack: Bite +4 melee (1d6-1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Amphibious, low-light vision 
  Saves: Fort +3, Ref +5, Will +0 
  Abilities: Str 8, Dex 16, Con 12, Int 2, Wis 10, Cha 3 
  Skills: Hide +7, Listen +1, Spot +5, Swim +8 
  Feats: Skill Focus (Spot), Weapon Finesse(B) 
  Environment: Aquatic (The Last Sea) 
  Organization: Solitary or school (1-6) 
  Challenge Rating: 1/2  
  Treasure: None 
  Alignment: Always neutral 
  Advancement: — 
  Level Adjustment: — 
   
    A strain of flying fish with articulated claws at its 
  wingtips, this creature skips and darts across the waves, 
  seemingly as at home beneath the waters as above. 
   
    The skyfish is an amphibious creature that has the 
  ability to breathe both air and water with equal ease. It 
  has a pair of batlike wings with tiny grasping claws at the 
  tips, used to grasp prey or other objects when not using 
  the wings for flying. When swimming, these wings fold 
  away along the side of the creature‘s body. 
    Skyfish swim in small schools but prefer to hunt alone, 
  circling above the water until they spot suitable prey and 
  then diving swiftly to the attack. They are clever and 
  voracious hunters and would have spread far and wide 
  throughout the lands of the Last Sea but for the fact that 
  they are hunted as delicacies. Skyfish flesh is succulent 
  and tasty (similar to scallop) and is prized throughout the 
  region. 
    Skyfish mate for life, laying eggs in underwater nests 
  that they construct from all manner of debris and jetsam. 
  A skyfish‘s body is only about two feet long, but their 
  wingspan can be as wide as six feet, making these 
  creatures a genuine hazard for some sailors, frequently 
  becoming tangled in nets and rigging. 
   
   
   
  Combat 
    Skyfish prefer to hunt alone, but will combine into killing 
  packs in order to bring down large prey. Young or injured 
  sharks and dolphins most commonly fall prey to skyfish 
  packs. When hunting alone, a skyfish will circle until it 
  spots prey in the water below. Aquatic prey will be carried 
  into the open air, if possible, and allowed to die before 
  being returned to the nest for consumption. 
    Amphibious (Ex): A skyfish can breathe both air and 
  water with equal ease. 
   Skills (Ex): A skyfish has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  SSlliim
  maahhaacccc  
  Huge Animal  
  Hit Dice: 16d8+96 (168 hp)  
  Initiative: +5 
  Speed: 40 ft. (8 squares), burrow 20 ft. 
  Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, 
  flat-footed 18  
  Base Attack/Grapple: +12/+29 
  Attack: Bite +20 (2d8+13) 
  Full Attack: Bite +20 (2d8+13) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Constrict 2d8+13, improved grab, 
  swallow whole  
  Special Qualities: Low-light vision, tremorsense 30 ft. 
  Saves: Fort +16, Ref +11, Will +8  
  Abilities: Str 29, Dex 12, Con 22, Int 2, Wis 16, Cha 7  
  Skills: Listen +20, Move Silently +8*, Spot +8, Survival 
  +8 
  Feats: Improved Initiative, Improved Natural Armor, 
  Power Attack, Skill Focus (Move Silently), Snatch, 
  Weapon Focus (bite) 
  Environment: Deserts and plains  
  
   
  http://athas.org 
   
  207 
  Organization: Solitary or mated pair (1-2, or up to 6 as 
  pterran mounts)  
  Challenge Rating: 8  
  Treasure: None  
  Alignment: Always neutral  
  Advancement: 17-32 HD (Gargantuan) 
  Level Adjustment: — 
   
    Rearing up before you, shedding rivers of sand from its 
  green-scaled hide, is an extremely long serpentine 
  creature with a bony maw and long, hollow, horn-like 
  protrusions sweeping back and outward from the top of its 
  scalp. 
   
    Slimahaccs are a sinuous species of reptile with 
  uncertain heritage. They are also sometimes known as 
  ―sand drakes‖, but it is unknown if they are truly related 
  to drakes or are instead some sort of native reptilian or 
  ―worm‖ offshoot. They roam the deserts, using stealth and 
  speed to overrun and devour their prey. 
     Pterrans sometimes domesticate slimahaccs as riding 
  animals or beasts of burden. While the riding position 
  directly behind their head and an additional 10 feet of the 
  back are relatively safe, cargo and passengers further 
  down their back are occasionally mistaken for parasites 
  and casually removed by the slimahacc.   
     In the wild, slimahaccs normally lead solitary lives 
  hunting and sleeping. In sandy or gravelly areas, they 
  burrow under the loose matter to a depth of about 2 feet 
  to avoid both the heat of the day and any predators. While 
  burrowing, slimahaccs possess tremorsense with a range 
  of 30 ft. Above ground, the slimahacc's hearing is 
  extremely acute. The horn-like scalp protrusions are 
  actually powerful aural amplifiers whose wide degree of 
  separation allows the slimahacc to triangulate the source 
  of any sound that it can hear. It is not unusual for pterran 
  riders to psionically link their hearing to the slimahacc 
  they are riding in order to augment their hunting and 
  defensive abilities.  
    Although rarely available for sale, a trained slimahacc 
  will sell for as much as 40 gold pieces, ten times the price 
  of a war crodlu. Slimahacc eggs are relatively rare and 
  fetch a market price of 2 gp as a culinary delicacy. The 
  ―horns‖ of a slimahacc are actually composed of strong, 
  hollow bone, and sections are sometimes used in 
  constructing datchi clubs and inix yokes. Slimahacc meat 
  is edible, though tough and muddy tasting. An adult 
  slimahacc can grow to be over 30 feet in length. 
   
  Combat  
   Slimahaccs normally attack only for food, and after a full 
  meal they must rest for 2 days to digest. They need the 
  equivalent of 2 Large creatures every third day, or 1 Large 
  creature every day if eating on the run (a technique that 
  avoids torpor). If cornered or trained, they will fight larger 
  opponents but shun these otherwise, preferring to seek 
  refuge beneath the sand and wait for the threat to pass. 
      
     Constrict (Ex): On a successful grapple check, a 
  slimahacc deals 2d8+13 points of damage. 
     Improved Grab (Ex): To use this ability, a slimahacc 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can attempt to swallow the foe the following 
  round. 
     Swallow Whole (Ex): A slimahacc can try to swallow a 
  grabbed opponent of a smaller size than itself by making a 
  successful grapple check. Once inside, the opponent takes 
  1d8+13 points of crushing damage plus 2 points of acid 
  damage per round from the slimahacc‘s stomach. A 
  swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 20 points of damage 
  to the stomach (AC 15). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent must 
  cut its own way out. A Gargantuan slimahacc‘s interior can 
  hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 
  Diminutive or smaller opponents. 
   After eating more than one Large creature or the 
  equivalent, the slimahacc enters a torpor, giving it a -4 
  penalty to attacks, saves, and skill checks.  
     Carrying Capacity: A light load for a slimahacc is up to 
  1,864 pounds; a medium load, 1,865-3,732 pounds; a 
  heavy load, 3,733-5,600 pounds. A slimahacc can drag 
  28,000 pounds. 
   Skills: Slimahaccs receive a +12 racial bonus to all 
  Listen checks. *In spite of their large size they also 
  receive a +4 racial bonus to all Move Silently checks when 
  moving over sand or rock, due to their serpentine mode of 
  locomotion. 
   
  SSllootthh,,  AAtthhaassiiaann  
  Large Animal 
  Hit Dice: 11d8+44 (93 hp) 
  Initiative: +3 
  Speed: 60 ft. (12 squares), climb 30 ft. 
  Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, 
  flat-footed 15 
  Base Attack/Grapple: +8/+18 
  Attack: Claw +13 melee (1d8+6) 
  Full Attack: 2 claws +13 melee (1d8+6) and bite +8 
  melee (2d6+3) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: — 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +13, Ref +10, Will +4 
  Abilities: Str 22, Dex 16, Con 18, Int 1, Wis 12, Cha 11 
  Skills: Climb +14, Hide +6, Listen +5, Move Silently +10, 
  Spot +5 
  Feats: Great Fortitude, Improved Natural Attack (bite), 
  Improved Natural Attack (claw), Power Attack 
  Environment: Forests 
  Organization: Solitary or family (1-4) 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 
  12-22 
  HD 
  (Huge); 
  23-33 
  HD 
  (Gargantuan) 
  Level Adjustment: — 
   
    A hulking, mammalian beast covered in dun fur, this 
  creature has dagger-like talons on each of its four limbs 
  and a gaping, toothy mouth. Despite its ferocious 
  appearance and swift, threatening gait, it is utterly silent, 
  padding with startling alacrity through the undergrowth 
  towards you. 
   
    The Athasian sloth is a nomadic carnivore that roams 
  the Forest Ridge, either alone or in small family groups, 
  hunting and devouring all that it comes across. Fast, 
  cunning 
  and 
  with 
  voracious 
  appetites, 
  sloths 
  are 
  particularly feared by the halflings of the forests, as the 
  
   
  http://athas.org 
   
  208 
  sloth appear to have a liking for halfling flesh and will hunt 
  these diminutive prey in preference to all others. 
    Sloths have strong family bonds and communicate 
  through pheromone and body posture, as they do not 
  possess the ability to vocalize sounds. They are known for 
  their hardy nature and resistance to most poisons, as well 
  as for their thick pelts, for which they are hunted in turn 
  by the halflings. 
    An adult Athasian sloth stands eight feet tall and weighs 
  as much as 750 pounds. Its pelt is brown, with grey, 
  green and tan markings to assist in camouflage. 
   
  Combat 
    Athasian sloths are masters of the surprise attack and 
  the lure. They will work in groups to distract foes while 
  others move in unseen or will lie perfectly still in wait, 
  springing to attack when their targets walk past. The 
  ferocity and speed of the sloth catches most foes 
  completely unawares, and the Athasian sloth has a rightly 
  deserved reputation for frequently gaining the advantage 
  of surprise over its foes. 
    Skills: Athasian sloths have a +4 racial bonus on Hide 
  and Move Silently checks and +8 racial bonus on Climb 
  checks. An Athasian sloth can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  SSnnaakkee,,  BBooggoo  
  Medium Animal 
  Hit Dice: 2d8 (9 hp) 
  Initiative: +8 
  Speed: 40 ft. (8 squares), climb 30 ft. 
  Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-
  footed 13 
  Base Attack/Grapple: +1/+1 
  Attack: Slam +5 melee (2d6) 
  Full Attack: Slam +5 melee (2d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Low-light vision 
  Saves: Fort +3, Ref +7, Will +1 
  Abilities: Str 10, Dex 18, Con 10, Int 1, Wis 12, Cha 2 
  Skills: Balance +13, Climb +13, Hide +13, Listen +6, 
  Spot +6 
  Feats: Improved Initiative, Improved Natural Attack 
  (slam)(B), Weapon Finesse(B) 
  Environment: Forests (Pristine Tower) 
  Organization: Nest (4-40) 
  Challenge Rating: 1/2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 3–4 HD (Medium); 5-6 HD (Large) 
  Level Adjustment: — 
   
  You see a long, slender serpent covered in spines that 
  lay flat against its body, pointing towards the tail.  Its 
  coloration so perfectly matches the tree around which it is 
  twined that you only spot it when it moves. 
   
  Bogo snakes are found only in the Bogo Forest 
  surrounding the Pristine Tower. Each snake is four to five 
  feet in length and covered in thick, sharp spikes that point 
  towards the tail, except when attacking, when they point 
  straight out. The color of the bogo snake is identical to 
  that of a bogo tree, making these creatures extremely 
  difficult to detect. Unlike other snakes, this creature does 
  not shed its skin. There are literally thousands of these 
  creatures in the bogo forest, with an average of 1d4 per 
  tree. 
   Due to the proximity of the Pristine Tower, little is 
  known of the bogo snake. Resourceful elves of the Sky 
  Singer tribe have been regular gatherers of bogo wood, 
  using hide from animals spells to avoid the thrashing of 
  the hidden snakes. During such harvests, they‘ve noticed 
  that the snakes stay primarily close to the trees. It is 
  unknown whether or not they actually lay eggs in the 
  ground, as do normal snakes. The elves have reported the 
  snakes are never harmful to their own, only others who 
  come too close to them for whatever reason. Snakes that 
  have been taken from the forest have died within hours, 
  for reasons unknown. 
   This creature‘s only source of food is the berry-like fruit 
  that grows in the lower branches of bogo trees. If there is 
  another source of food, it is unknown. As no baby bogo 
  snake has ever been seen, much of their reproductive 
  ecology is unknown. Since it is possible to mutate into a 
  bogo snake as a result of the Pristine Tower‘s power, a 
  few elves believe this is how their species is propagated. 
   
  Combat 
   Normally, the bogo snake is docile, spending its days 
  winding through the lower branches of forest, searching 
  for food. However, when any creature other than a bogo 
  snake comes too close the reptiles become extremely 
  agitated. When any creature passes within five feet of a 
  bogo snake, it thrashes about wildly and without warning 
  in the invader‘s direction in an effort to scare it off. If the 
  snake is concealed, this sudden attack often allows it to 
  strike with surprise. Bogo snakes do not bite. 
     The speed of the bogo snake‘s attack is blinding, and 
  victims are frequently unable to match its speed unless 
  aided by magic. 
   If a creature is able to distance itself at least 10 feet 
  from the thrashing snake, the snake ceases its attack 
  after one round and disappears into the tree‘s upper 
  branches. Given their numbers, it is not uncommon to 
  become surrounded on all sides by thrashing bogo snakes. 
   Skills (Ex): A bogo snake has a +4 racial bonus on 
  Listen and Spot checks and a +8 racial bonus on Balance 
  and Climb checks.  A bogo snake can always choose to 
  take 10 on Climb checks, even if rushed or threatened.  
  Bogo snakes use their Dexterity modifier for Climb checks.  
  *A bogo snake gains a +8 racial bonus on Hide checks in 
  trees. 
   
  SSttrriinnee  
  Medium Animal 
  Hit Dice: 6d8+12 (39 hp) 
  Initiative: -1 
  Speed: 10 ft. (2 squares) 
  Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-
  footed 18 
  Base Attack/Grapple: +4/+5 
  Attacks: Bite +5 melee (3d6+1) or spine +3 ranged 
  (1d6+1) 
  Full Attack: Bite +5 melee (3d6+1) or 4 spines +3 
  ranged (1d6+1) 
  Space/Reach:  5 ft./5 ft. 
  Special Attacks: Spines 
  Special Qualities: Low-light vision 
  
   
  http://athas.org 
   
  209 
  Saves: Fort +9, Ref +4, Will +2 
  Abilities: Str 13, Dex 8, Con 14, Int 1, Wis 10, Cha 6 
  Skills: Climb +5, Listen +4, Spot+5 
  Feats: Alertness, Great Fortitude, Improved Natural 
  Attack (bite) 
  Environment: Mountains and rocky badlands 
  Organization: Solitary or pack (1-6) 
  Challenge Rating: 3 
  Alignment: Always neutral 
  Advancement: 7-12 HD (Medium) 
  Level Adjustment: — 
   
   This porcupine-like creature guards as you approach, 
  shooting off a volley of spines from its back and opening 
  its small maw to hiss at you angrily. 
   
   Strines are porcupine-like creatures that inhabit sandy 
  wastes and rocky badlands. They often hunt alone, 
  feeding on small insects and animals, although they are 
  also known to feed on vegetation. Strines depend on their 
  thick layers of spines for protection against their prey or 
  enemies. 
   
  Combat 
   When in combat or hunting, strines are able to launch 
  some of their spines at the opponent. When drawn into 
  close combat, strines retaliate with a painful bite. 
   Spines (Ex): A strine can fire spines at a range of 40 
  feet (no range increment). 
   
  TTaakkiiss  
  Large Animal  
  Hit Dice: 4d8+16 (34 hp)  
  Initiative: +1  
  Speed: 40 ft. (8 squares) 
  Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, 
  flat-footed 14  
  Base Attack/Grapple: +3/+13 
  Attack: Claw +8 melee (1d4+6) or tail slap +8 melee 
  (1d12+6) 
  Full Attack: 2 claws +8 melee (1d4+6) and bite +3 
  melee (1d8+3) and tail slap +8 melee (1d12+6) 
  Space/Reach: 10 ft./5 ft.  
  Special Attacks: Improved grab  
  Special Qualities: Low-light vision, scent 
  Saves: Fort +8, Ref +5, Will +2  
  Abilities: Str 22, Dex 12, Con 18, Int 2, Wis 12, Cha 6  
  Skills: Listen +5, Spot +5, Survival +4 
  Feats: Alertness, Endurance, Track(B) 
  Environment: Forests, mountains, and rocky badlands  
  Organization: Solitary or pair  
  Challenge Rating: 3  
  Treasure: None  
  Alignment: Always neutral  
  Advancement: 5-8 HD (Large)  
  Level Adjustment: — 
   
    Resembling a bear, this creature has stiff, thick fur and 
  a ridge of olive hide covering its back. The creature has a 
  mouth of dagger-shaped teeth and a hairy tail that grows 
  at its end into a bald club of bony material, the same 
  substance that makes up its hard claws. 
   
    Takis resemble bears, though unlike true Athasian 
  bears, they stand only 10 feet tall when reared on their 
  hind legs. Brownish in color, takis ooze slime from their 
  snouts while sniffing for food. Fierce and powerful, takis 
  make dangerous opponents and often find themselves 
  captured for sport in the gladiatorial arenas of the 
  Tablelands. 
   
  Combat 
    Takis, like many large animals, are often content to 
  leave humanoids alone, though they will attack if 
  provoked or starving. More often, they hunt smaller game, 
  like jankx or giant lizards.  
    Improved Grab (Ex): To use this ability, a takis must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
   
  ZZhhaacckkaall  
  Small Animal (Psionic) 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +3 
  Speed: 50 ft. (10 squares) 
  Armor Class: 15 (+1 Size, +3 Dex, +1 natural), touch 
  14, flat-footed 12 
  Base Attack/Grapple: +0/-6 
  Attack: Bite +4 melee (1d4-2) 
  Full Attack: Bite +4 melee (1d4-2) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Psi-like abilities 
  Special Qualities: Darkvision 60 ft., low-light vision 
  Saves: Fort +2, Ref +5, Will +1 
  Abilities: Str 7, Dex 17, Con 10, Int 2, Wis 12, Cha 12 
  Skills: Listen +5, Spot +5  
  Feats: Alertness, Weapon Finesse(B) 
  Environment: Forests and mountains 
  Organization: Solitary or pack (2-12) 
  Challenge Rating: 1 
  Alignment: Usually neutral evil 
  Advancement: 2 HD (Small); 3 HD (Medium) 
  Level Adjustment: — 
   
    You spot a pack of small canines with brown and grey 
  hides. Despite their dog-like features, the creatures are 
  completely silent. 
   
   Zhackals are small pack animals that delight in feeding 
  off the emotions of those about to die. The packs gathers 
  around the dying victim and feed off its emotions, using 
  psionics to accomplish this. 
   Zhackals are most frequently encountered in the 
  wilderness but some packs have been known to sneak into 
  large cities in order to prowl through the slums and 
  warrens in search of vulnerable prey. As the zhackal is a 
  cowardly beast, however, these packs will generally flee if 
  confronted by serious resistance. 
   Even stranger, certain jaded nobles even keep single 
  zhackals as pets, feeding them from the emotions of dying 
  slaves and gladiators. A zhackal fed this way becomes 
  slavishly loyal to its new ―pack leader‖. A zhackal is very 
  expensive to keep in this fashion as slaves and gladiators 
  that might otherwise live die off much sooner with a 
  zhackal feeding upon their very feelings. 
   Zhackals are sometimes hunted for their fur, which has 
  a consistency like cotton when correctly spun. A large 
  number of unmarked pelts are required for clothing of any 
  significant size and zhackal skin garments are extremely 
  
   
  http://athas.org 
   
  210 
  expensive as a result. Zhackals look like small dogs and 
  are usually brown or gray in color. Zhackals make no 
  sounds, although they communicate with other zhackals 
  via mindlink. 
   
  Combat 
   Zhackals follow dying or weak victims until they are 
  near death. The pack, led by an alpha male, then closes in 
  and unleashes psionics against the victim until it is dead. 
   Psi-Like Abilities: 3/day—cloud mind (DC 13), ego 
  whip (DC 13), mindlink. Manifester level 3rd.  The save 
  DCs are Charisma-based. 
   
  ZZ’’TTaall  
  Small Animal 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: +2 
  Speed: 30 ft. (6 squares) 
  Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 
  11 
  Base Attack/Grapple: +1/-3 
  Attack: Bite +4 melee (1d3) 
  Full Attack: Bite +4 melee (1d3) and slam -1 melee 
  (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Scream 
  Special Qualities: Immunity to mind-affecting effects, 
  low-light vision 
  Saves: Fort +4, Ref +5, Will +1 
  Abilities: Str 10, Dex 15, Con 12, Int 1, Wis 12, Cha 12 
  Skills: Jump +3, Listen +2, Spot +2 
  Feats: Ability Focus (scream), Weapon Finesse(B) 
  Environment: Plains 
  Organization: Leap (1-20) 
  Challenge Rating: 1/2 
  Alignment: Always neutral 
  Advancement: 3-4 HD (Medium); 5-6 HD (Large) 
  Level Adjustment: — 
   
    A herd of small, bipedal lizards gives off a constant 
  chirping as the nervous creatures hop about. 
   
   These small, upright lizards hop in shepherded leaps. 
  They are not very bright and have been known to 
  stampede when panicked. 
   Z‘tal make a series of chirps, squeaks, and squawks to 
  communicate with each other. When threatened, z‘tal 
  scream and run. 
   
  Combat 
   In desperate situations, the z'tal uses its slam attack to 
  defend itself by rapidly bouncing or rubbing against its 
  adversary, scraping its razor sharp scales against 
  opponents. 
   Scream (Ex): Z‘tals emit a piercing scream when 
  frightened. Creatures within 100 ft. of a screaming z‘tal 
  must make a Fortitude save (DC 14) or be deafened for 
  1d6 minutes and dazed for 1d6 rounds. Creatures who 
  successfully save are still deafened for 1d6 rounds. A 
  creature whose ears are covered gets a +4 circumstance 
  bonus on its saving throw. The save DC is Constitution-
  based. 
    
   
  
   
  http://athas.org 
   
  211 
  Vermin 
   
  AAnnttllooiidd  
   A species of giant ant, this creature has six legs and a 
  segmented exoskeleton. It has sharp mandibles and 
  moves with a rapid, scuttling motion. 
   
   Antloids are giant colonial insects resembling ants that 
  inhabit warrens in the Athasian desert. They have evolved 
  through adaptive specialization, which gives some certain 
  powers, and others great Strength. There are four types 
  of antloids: dynamis, soldiers, 
  workers, and the queens, each 
  having their own tasks in antloid 
  society. 
   Antloids frequently come into 
  conflict with the other colonizing 
  insects of the Athasian desert, 
  namely wild kanks, giant ants 
  and 
  giant 
  termites. 
  These 
  conflicts almost always end up as 
  wars of attrition – whoever has 
  the most soldiers wins (although 
  the 
  psionic 
  powers 
  of 
  the 
  dynamis breed gives the antloids 
  a bit of an edge). 
   All antloid warrens share one 
  characteristic: a water source, 
  usually located at or near the 
  bottom of the warren. Should 
  this water source dry up, a mass 
  antloid exodus will result and the 
  entire 
  warren 
  will 
  move 
  elsewhere. 
   Giants are known for their 
  passionate hatred of antloids and 
  will almost never pass up a 
  chance to throw boulders at an 
  antloid warren.  
   Antloid warrens can reach 25 
  ft. in height and 250 ft. in width. 
   All antloids have six legs, and 
  segmented bodies. They also 
  have 
  an 
  exoskeleton 
  that 
  protects 
  from 
  weapons 
  and 
  dehydration, 
  and 
  sharp 
  mandibles 
  used 
  for 
  cutting, 
  carrying, or combat. They have 
  180 degree vision and darkvision 
  up to 60 feet. 
   Their antennae are used for 
  communication 
  purposes 
  and 
  allow 
  them 
  to 
  sense 
  any 
  vibration within 30 feet. 
   
  W
  Woorrkkeerr  
   Each antloid worker spends its 
  entire life doing one specific job: 
  finding and carrying water and 
  foodstuffs back to the warrens, caring for the queen, 
  repairing and making additions to the warren, etc. Solely 
  responsible for the warrens, worker antloids can consume 
  sand and then regurgitate it as a strong, brick-like 
  substance that forms the walls of the warren. 
   Worker antloids have three easily defined, sapphire-blue 
  body segments that reach about eight feet in total length. 
   
  Combat 
   Workers are the strongest of the antloids and have 
  giant-like Strength; however, their mandibles are more 
  designed for lifting than combat. Workers only fight if 
  provoked, which usually entails the queen or the warrens 
  being threatened, or whatever they are carrying being 
  taken away from them. Once in combat, they use their 
  mandibles and their great Strength to bite, for that is all 
  the worker has to defend itself and the warrens it lives in. 
  
   
  http://athas.org 
   
  212 
  SSoollddiieerr  
   Soldiers grow to be 10 ft. in length and have a mottled 
  blue-green-grey exoskeleton. They are the second-
  strongest antloid in their warren, second-best to workers. 
  They are sleeker, and have a devastating poison attack. 
  The soldier caste comprises two types, infantry and 
  archers. 
   
  Combat 
    Soldier 
  antloids 
  attack 
  with 
  powerful 
  mandibles. 
  Infantry antloids deliver their poison upon a successful 
  melee sting attack. Archer antloids deliver their poison 
  through a spray from the sting, treated as a ranged attack 
  with a range of 50 feet (no range increment). 
    Poison (Ex): Injury (infantry) or contact (archer), 
   
  Antloid Worker 
  Large Vermin 
  Antloid Soldier 
  Large Vermin 
  Hit Dice: 
  3d8+9 (22hp) 
  6d8+6 (33hp) 
  Initiative: 
  -1 
  +2 
  Speed: 
  30 ft. (6 squares), burrow 20 ft. 
  40 ft. (8 squares), burrow 20 ft. 
  Armor Class: 
  14 (-1 size, -1 Dex, +6 natural), touch 8, 
  flat-footed 14 
  17 (-1 size, +2 Dex, +6 natural), touch 11, 
  flat-footed 15 
  Base Attack/Grapple: 
  +2/+13 
  +4/+12 
  Attack: 
  Bite +8 melee (1d6+10) 
  Bite +7 melee (2d6+4) or spray +5 ranged 
  touch (poison) 
  Full Attack: 
  Bite +8 melee (1d6+10) 
  Bite +7 melee (2d6+4) and sting +2 melee 
  (1d4+2 plus poison), or spray +5 ranged 
  touch (poison) 
  Space/Reach: 
  10 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  — 
  Poison 
  Special Qualities: 
  Darkvision 60 ft., tremorsense 60 ft., vermin 
  traits 
  Darkvision 60 ft., tremorsense 60 ft., vermin 
  traits 
  Saves: 
  Fort +6, Ref +0, Will +0 
  Saves: Fort +6, Ref +4, Will +2 
  Abilities: 
  Str 24, Dex 9, Con 17, Int —, Wis 8, Cha 12 
  Str 18, Dex 14, Con 13, Int —, Wis 10, Cha 
  14 
  Skills: 
  — 
  — 
  Feats: 
  — 
  — 
  Environment 
  Deserts 
  Deserts 
  Organization: 
  Warrens (1-100) 
  Warrens (1-20) 
  Challenge Rating: 
  2 
  4 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  4-6 HD (Large) 
  7-12 HD (Huge) 
  Level Adjustment: 
  — 
  — 
   
   
   
   
   
   
   
  Antloid Dynamis 
  Large Vermin (Psionic) 
  Antloid Queen 
  Huge Vermin 
  Hit Dice: 
  4d8+8 (26 hp) 
  8d8+32 (68hp) 
  Initiative: 
  +5 
  +3 
  Speed: 
  30 ft. (6 squares), burrow 20 ft. 
  10 ft. (2 squares) 
  Armor Class: 
  16 (-1 size, +1 Dex, +6 natural), touch 10, 
  flat-footed 15 
  9 (-2 size, -1 Dex, +2 natural), touch 7, flat-
  footed 9 
  Base Attack/Grapple: 
  +3/+10 
  +6/+20 
  Attack: 
  Bite +5 melee (1d6+4) 
  — 
  Full Attack: 
  Bite +5 melee (1d6+4) 
  — 
  Space/Reach: 
  10 ft./5 ft. 
  15 ft./0 ft. 
  Special Attacks: 
  Psi-like abilities 
  Pheromones 
  Special Qualities: 
  Darkvision 60 ft., tremorsense 60 ft., vermin 
  traits 
  Darkvision 60 ft., tremorsense 60 ft., vermin 
  traits 
  Saves: 
  Fort +6, Ref +2, Will +3 
  Fort +10, Ref +1, Will +5 
  Abilities: 
  Str 16, Dex 12, Con 15, Int 5, Wis 14, Cha 16 
  Str 22, Dex 8, Con 19, Int 3, Wis 16, Cha 18 
  Skills: 
  Climb +4, Concentration +4, Listen +4, Spot 
  +4 
  Climb +9, Intimidate +5, Listen +6, Spot +7 
  Feats: 
  Improved Initiative, Improved Natural Armor 
  Ability 
  Focus 
  (pheromones), 
  Improved 
  Initiative, Improved Natural Armor 
  Environment 
  Deserts 
  Deserts 
  Organization: 
  Warrens (1-10 plus 1 queen, 5-20 soldiers, 
  and 10-100 workers) 
  Warrens (1 queen plus 1-10 dynamis, 5-20 
  soldiers, and 10-100 workers) 
  Challenge Rating: 
  3 
  5 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  5-8 HD (Huge) 
  9-16 HD (Huge) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  213 
  Fortitude DC 16, initial damage 2d6 Con, secondary 
  damage none. The save DC is Constitution-based and 
  includes a +2 racial bonus. 
   
  DDyynnaam
  miiss  
   Dynamis' bodies house large brains, which give them 
  their psionic abilities. Dynamis always use psionics first 
  and physical combat as a last resort. They are the leaders 
  and managers of the warren, supervising the workers, 
  making sure that the soldiers continue hunting and 
  guaranteeing that the queen is comfortable and safe. 
   Dynamis are gray-black in color and slightly smaller 
  than the workers, reaching only six feet in length. 
   
  Combat 
   All dynamis share a mindlink with each other in their 
  warren, which allows them to combine their powers when 
  attacking. Dynamis will use all their powers in combat and 
  sacrifice themselves to protect the queen. 
   Psi-Like Abilities: At will—mindlink; 3/day—dissolving 
  touch, forced share pain (DC 16), id insinuation (DC 15), 
  synesthete, telempathic projection (DC 14), thought 
  shield. Manifester level 4th. The save DCs are Charisma-
  based. 
   
  QQuueeeenn  
  Antloid warrens generally just have one queen, who 
  serves only one purpose: to lay eggs. She lives in the 
  deepest parts of the warren, laying 10-20 eggs a week. 
  These eggs are cared for by workers, and the queen 
  herself is tended by young, immature queens (treat as 
  workers) and guarded by her most powerful soldiers. 
   An antloid queen is a fat, bloated creature that ranges in 
  color from warm apricot to deep red. 
   
  Combat 
   The queen has no physical attacks. Her primary 
  attack/defense is the ability to release pheromones that 
  can cause intruders to go mad, or attract soldiers for 
  mating purposes. 
   Pheromones (Ex): As a standard action, an antloid 
  queen can give off one of two kinds of pheromones in a 
  30-foot burst adjacent to her space.  One kind simply 
  attracts soldier antloids for mating.  The other causes 
  madness in both intruders and other antloids, causing 
  creatures to become confused if they fail a Fortitude save 
  (DC 20).  The confusion lasts only as long as the creature 
  remains in the area, but after each round within the 
  pheromone cloud, a creature must make another Fortitude 
  save with a +5 bonus or die from shock.  The save DC is 
  Constitution-based. 
   
  BBeeeettllee,,  DDrraaggoonn  
  Tiny Vermin 
  Hit Dice: 1d8 (4 hp) 
  Initiative: +2 
  Speed: 40 ft. (8 squares) 
  Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 
  14, flat-footed 13 
  Base Attack/Grapple: +0/-12 
  Attack: Bite +4 melee (1d4-4) 
  Full Attack: Bite +4 melee (1d4-4) and sting -1 melee (1 
  point plus poison) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: Poison 
  Special Qualities: Darkvision 60 ft., vermin traits 
  Saves: Fort +2, Ref +2, Will +0 
  Abilities: Str 2, Dex 14, Con 10 Int —, Wis 10, Cha 4 
  Skills: — 
  Feats: Ability Focus (poison)(B), Weapon Finesse(B) 
  Environment: Underground 
  Organization: Nest (2-16) or hive (10-100) 
  Challenge Rating: 1/2  
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 2-3 HD (Small) 
  Level Adjustment: — 
   
    A foot-long beetle with a red and black spiky carapace 
  and three tiny horns jutting from its head, this creature 
  also sports a long, slender stinger at the tip of its 
  abdomen. 
   
    The dragon beetle is a largely inoffensive insect that 
  dwells primarily in the caverns beneath Giustenal. It has a 
  sharp bite that is more painful than dangerous and 
  possesses a venomous stinger. It is this venom that gives 
  the creature its name, for it is only effective against 
  dragons, drakes and the dray. Creatures of all other 
  species are completely unaffected. 
    The beetles subsist principally on carrion but are capable 
  of bringing down large targets if they act in sufficient 
  numbers. 
  Carcasses 
  are 
  also 
  used 
  for 
  egg-laying 
  purposes, and dragon beetles will attempt to drag bodies 
  of suitable size back to their nest for use in this way. 
  Young beetles eat their way out of their nursery when 
  they are large enough to join the rest of the nest. Dragon 
  beetle nests are usually led by a single 3 HD member of 
  the species. 
    The dray have learned methods of hunting and dealing 
  with dragon beetle nests and are also reputed to be able 
  to harvest the creatures‘ venom. Dragon beetle carapaces 
  are also woven together to produce armor, but this is a 
  painstaking process and its art has become rare amongst 
  the younger dray. 
   
   
  Combat 
    Dragon beetles are timid creatures when encountered 
  singly. If threatened, a solitary beetle will seek to flee, 
  hissing and rasping in agitation as it does so. If unable to 
  flee, a solitary beetle will not attack, but will simply sit 
  motionlessly, hissing threateningly. In numbers, however, 
  they swarm readily to the attack, stinging and biting in a 
  vicious mass until their target flees or falls. 
    The stinger of a dragon beetle inflicts very littledamage, 
  but carries a curious venom. This poison is ineffective 
  against all targets except for dragons, drakes and the 
  dray. Against these, however, it can be deadly in its 
  potency. 
    Poison (Ex): Injury, Fortitude DC 12, initial and 
  secondary damage 2d6 Con. The save DC is Constitution-
  based. 
   
   
  
   
  http://athas.org 
   
  214 
  BBeeeettllee,,  GGiiaanntt  
  BBoorriinngg  BBeeeettllee    
     An enormous beetle comes shuffling out of the mound of 
  earth, its thick mandibles clicking dangerously as it probes 
  the air. 
   
     Boring beetles are a species of burrowing beetle that 
  feeds upon rotting wood, mulch and other organic matter. 
  Usually found within immense rotted trees or underground 
  tunnel networks, they instinctively husband slimes, molds 
  and other fungal plants as foodstuffs and guards. Boring 
  beetles have a hive mind that allows them to cooperate on 
  levels unparalleled amongst other species of beetle. 
   
  Combat 
     The bite of a boring beetle is powerful, suited to chewing 
  through tough undergrowth or hard earth. Against flesh, 
  their mandibles are capable of inflicting grievous injuries. 
  A boring beetle uses its bite, cooperating in combat with 
  other members of its hive. 
     Hive Mind (Ex): When a hive of at least 3 boring 
  beetles is within 60 ft., its members can act as if they had 
  Int 10 when making decision regarding the safety and 
  survival of the hive. Hive members can cooperate, plan 
  and adapt to changes as necessary with the same degree 
  of intelligence as the average human. 
   
  RRhhiinnoocceerrooss  BBeeeettllee    
     The undergrowth parts to reveal an immense beetle with 
  a six-foot long horn jutting from its snout and a brightly 
  colored carapace. 
   
     The rhinoceros beetle is a 12-foot long beetle that 
  inhabits jungles and rainforests. It feeds on fruits and 
  vegetables but will crush and kill anything that gets in the 
  way of its feeding – or anything that it feels is likely to get 
  in its way.  Belligerent and powerful, rhinoceros beetles 
  are nevertheless hunted for their brilliantly colored 
  carapaces, which are used as decorations and ornaments 
  of the highest value. 
   
  Combat 
    A rhinoceros beetle will attempt to bite and impale any 
  target that it perceives as a threat to its food or itself – an 
  unfortunately broad category. They are aggressive and 
  forthright in combat, seldom retreating unless crippled. 
   
  W
  Waatteerr  BBeeeettllee    
     Just below the surface of the water you spot a beetle the 
  size of a man, moving with lazy strokes, a glistening 
  bubble of air clinging to its body and wings. 
   
     The giant water beetle inhabits deep freshwater bodies 
  (and so is extremely rare on Athas). They are slow-
  moving on land but can reach startling speeds if 
  motivated to action while in the water. They hunt with 
  their keen scent and sensitivity to vibrations and trap air  
  bubbles beneath their wings in order to remain beneath 
  the water for longer. 
   
  Combat 
    Giant water beetles are voracious predators. They prefer 
  animal prey but will eat virtually anything they can. If 
  confronted on land, a giant water beetle will seek to 
  return to the water at the earliest available opportunity. 
     Hold Breath (Ex): A giant water beetle can hold its 
   
  Boring Beetle 
  Large Vermin 
  Rhinoceros Beetle 
  Large Vermin 
  Water Beetle 
  Medium Vermin (Aquatic) 
  Hit Dice: 
  5d8+10 (32 hp) 
  12d8+36 (90 hp) 
  4d8+8 (26 hp) 
  Initiative: 
  +0 
  +0 
  +1 
  Speed: 
  20 ft. (4 squares), burrow 20 
  ft. 
  20 ft. (4 squares) 
  10 ft. (2 squares), swim 40 ft. 
  Armor Class: 
  19 (-1 size, +10 natural), 
  touch 9, flat-footed 19 
  21 (-1 size, +12 natural), 
  touch 9, flat-footed 21 
  20 (+1 Dex, +9 natural), 
  touch 11, flat-footed 19 
  Base Attack/Grapple: 
  +3/+12 
  +9/+21 
  +3/+6 
  Attack: 
  Bite +7 melee (2d8+7) 
  Bite +16 melee (2d6+8) 
  Bite +7 melee (2d6+4) 
  Full Attack: 
  Bite +7 melee (2d8+7) 
  Bite +16 melee (2d6+8) and 
  horn +11 melee (1d8+4) 
  Bite +7 melee (2d6+4) 
  Space/Reach: 
  10 ft./5 ft. 
  10 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks: 
  — 
  — 
  — 
  Special Qualities: 
  Darkvision 60 ft., hive mind, 
  vermin traits 
  Darkvision 60 ft., vermin 
  traits 
  Darkvision 60 ft., hold breath, 
  scent, tremorsense 60 ft., 
  vermin traits 
  Saves: 
  Fort +6, Ref +1, Will +2 
  Fort +11, Ref +4, Will +4 
  Fort +6, Ref +2, Will +1 
  Abilities: 
  Str 20, Dex 11, Con 15, 
  Int —, Wis 12, Cha 10 
  Str 26, Dex 10, Con 16,  
  Int —, Wis 10, Cha 10 
  Str 16, Dex 13, Con 15,  
  Int —, Wis 11, Cha 10 
  Skills: 
  — 
  — 
  Swim +11 
  Feats: 
  Improved Natural Attack 
  (bite)(B) 
  Improved Natural Attack 
  (bite)(B) 
  Improved Natural Attack 
  (bite)(B) 
  Environment: 
  Forests and underground 
  Forests 
  Aquatic 
  Organization: 
  Hive (3-18) 
  Family (1-6) 
  Nest (1-12) 
  Challenge Rating: 
  3 
  6 
  3 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Always neutral 
  Advancement: 
  6-10 HD (Large); 11-15 HD 
  (Huge) 
  13-24 HD (Huge); 25-36 HD 
  (Gargantuan) 
  5-8 HD (Medium); 9-12 HD 
  (Large) 
  Level Adjustment: 
  — 
  — 
  — 
  
   
  http://athas.org 
   
  215 
  breath for a number of rounds equal to 6 x its Constitution 
  score before it risks drowning. 
   Skills: A giant water beetle has a +8 racial bonus on 
  any Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line. 
   
  BBeeeettllee,,  SSccrreeaam
  meerr  
  Medium Vermin 
  Hit Dice: 3d8+6 (19 hp) 
  Initiative: +1 
  Speed: 20 ft. (4 squares) 
  Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-
  footed 18 
  Base Attack/Grapple: +2/+2 
  Attack: Bite +2 melee (1d8) 
  Full Attack: Bite +2 melee (1d8) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Sonic blast 
  Special Qualities: Darkvision 60 ft., vermin traits 
  Saves: Fort +5, Ref +2, Will +2 
  Abilities: Str 11, Dex 12, Con 14, Int —, Wis 12, Cha 2 
  Skills: — 
  Feats: — 
  Environment: Any land and underground 
  Organization: Pack (1-6) 
  Challenge Rating: 2 
  Alignment: Always neutral 
  Advancement: 4 -6 HD (Large) 
  Level Adjustment: — 
   
   This hard-shelled, larger-than-normal insect has a 
  multicolored shell. However, once it sees you, it lets out 
  an ear-piercing screech, letting you know where it got its 
  name. 
   
   Screamer beetles are beautiful but deadly giant insects. 
  Their multi-colored chitinous shells are greatly prized by 
  art collectors and alchemists. Whole packs of them are 
  usually found deep within caverns and rocky areas. 
   Screamer beetles earned their name from their ear-
  piercing blasts of sound that they generate from their 
  abdomen when hunting, thus making them deadly 
  combatants. 
   
  Combat 
   Screamer beetles usually start off combat with sonic 
  blasts, then home in to tear away at limbs and flesh with 
  their powerful mandibles. 
   Sonic Blast (Sp): 30-foot cone, at will, damage 1d8 
  sonic and stunned for 1 round, Fortitude DC 13 half.  The 
  save DC is Constitution-based. 
   
  BBeeeettllee,,  SShhaaqqaatt  
  Diminutive Vermin 
  Hit Dice: 1/4 d8 (1 hp) 
  Initiative: +1 
  Speed: 10 ft. (2 squares) 
  Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 
  14 
  Base Attack/Grapple: +0/-1* 
  Attack: Bite +5 melee (1 point) 
  Full Attack: Bite +5 melee (1 point) 
  Space/Reach: 1 ft./0 ft. 
  Special Attacks: Blood drain, improved grab 
  Special Qualities: Vermin traits 
  Saves: Fort +2, Ref +1, Will -1 
  Abilities: Str 1, Dex 13, Con 10, Int —, Wis 8, Cha 2 
  Skills: Hide +13, Jump +5* 
  Feats: Weapon Finesse(B) 
  Environment: Any land 
  Organization: Nest (2-4) 
  Challenge Rating: 1/8 
  Alignment: Always neutral 
  Advancement: 1/2 HD (Tiny); 1 HD (Small) 
  Level Adjustment: — 
   
   Only six inches across, this beetle nevertheless grips you 
  with surprising tenacity.  It extends a slender proboscis 
  from beneath its black and orange-striped shell and starts 
  nosing about for soft flesh to pierce. 
   
   Shaqat beetles would be little more than annoying 
  pests, were it not for their bite and the fact that the beetle 
  can be frustratingly hard to remove once it has attached 
  itself and begun to feed. 
   The beetle dwells in the grasslands and mudflats of 
  Athas, lurking near game trails or watering holes.  It 
  seeks to attach itself to warm-blooded prey and feed as 
  quickly as possible. 
   Shaqat beetles are also used as delivery systems for 
  parasites or disease.  The beetle is infected and allowed to 
  bite the intended target, who then runs a risk of catching 
  the infection or parasite. 
   
  Combat 
   Shaqat beetles hide near locations frequented by their 
  prey, then jump from cover and attempt to bite and drain 
  blood from their target.  A shaqat beetle will not stop 
  draining blood until it is killed. 
   Blood Drain (Ex): A shaqat beetle that successfully 
  grapples its prey inflicts 1 point of Constitution damage 
  per round that it maintains the grapple. 
   Improved Grab (Ex): If a shaqat beetle hits with its 
  bite it may initiate a grapple check as a free action 
  without provoking an attack of opportunity.  If it 
  establishes a hold, it may drain blood. 
   *Skills (Ex): Shaqat beetles receive a +4 racial bonus 
  to all Jump checks and use their Dexterity modifier 
  instead of their Strength modifier for Jump checks.  
  Shaqat beetles receive a +16 racial bonus to grapple 
  checks, due to their gripping claws. 
   
  CCaavvee  FFiisshheerr  
  Large Vermin 
  Hit Dice: 4d8+8 (26 hp) 
  Initiative: +1 
  Speed: 10 ft. (2 squares), climb 30 ft. 
  Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, 
  flat-footed 14 
  Base Attack/Grapple: +3/+11 
  Attack: Claw +6 melee (1d6+4) or filament +3 ranged 
  touch (drag) 
  Full Attack: 2 claws +6 melee (1d6+4) or filament +3 
  ranged touch (drag) 
  Space/Reach: 10 ft./5 ft. (50 ft. with filament) 
  
   
  http://athas.org 
   
  216 
  Special Attacks: Drag, filaments, web 
  Special Qualities: Darkvision 60 ft., vermin traits 
  Saves: Fort +6, Ref +2, Will +1 
  Abilities: Str 19, Dex 12, Con 14, Int —, Wis 10, Cha 2 
  Skills: Climb +12 
  Feats: — 
  Environment: Underground 
  Organization: Group (2-5) 
  Challenge Rating: 2 
  Treasure: 1/10 coins; 50% goods; 50% items 
  Alignment: Always neutral 
  Advancement: 5-8 HD (Large); 9-12 HD (Huge) 
  Level Adjustment: — 
   
    This bizarre creature is a monstrous arthropod that 
  appears to be a combination of spider and lobster with an 
  elongated snout. It clings to the walls with ease and 
  scuttles out of reach as you draw near. 
   
   Cave fishers are large insectoids that are adapted to life 
  below ground. They have no difficulty in moving up and 
  down vertical walls. They have a snout capable of firing a 
  strong, adhesive filament used to anchor themselves. 
   
  Combat 
   The cave fisher has two ways of hunting, with its web 
  traps or with its filament attack. 
   Drag (Ex): If a cave fisher hits with a filament attack, 
  the filament latches onto the opponent‘s body.  This deals 
  no damage but drags the stuck opponent 15 feet closer 
  each 
  subsequent 
  round 
  (provoking 
  no 
  attack 
  of 
  opportunity) unless that creature breaks free, which 
  requires a DC 20 Escape Artist check or a DC 16 Strength 
  check.  The check DCs are Strength-based, and the 
  Escape Artist DC includes a +4 racial bonus.  A cave fisher 
  can draw in a creature within 5 feet of itself and bite with 
  a +4 attack bonus in the same round.  A filament has 10 
  hit points and can be attacked by making a successful 
  sunder attempt. However, attacking a cave fisher‘s 
  filament does not provoke an attack of opportunity. If the 
  filament is currently attached to a target, the cave fisher 
  takes a –4 penalty on its opposed attack roll to resist the 
  sunder attempt.  Severing a strand deals no damage to a 
  cave fisher. 
   Filaments (Ex): The cave fisher can throw one 
  filament at a time, and it can strike up to 50 feet away 
  (no range increment).  If a filament is severed, the cave 
  fisher can extrude a new one on its next turn as a free 
  action. 
   Web (Ex): Cave fishers set web traps, filaments of 
  sticky webbing forming a sheet 10-20 feet across.  They 
  usually position these sheets to snare flying creatures but 
  can also try to trap prey on the ground.  Approaching 
  creatures must succeed on a DC 20 Spot check to notice 
  the trap; otherwise they stumble into it and become 
  trapped as though by a successful filament attack.  
  Attempts to escape or burst the webbing gain a +5 bonus 
  if the trapped creature has something to walk on or grab 
  while pulling free.  Each 5-foot section has 12 hit points, 
  and sheet webs have damage reduction 5/—. 
  A cave fisher can move across its own web at its 
  climb speed. 
   Skills (Ex): A cave fisher has a +8 racial bonus on 
  Climb checks. It can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  HHuurrrruum
  m  
  Fine Vermin 
  Hit Dice: 1/8 d8 (1 hp) 
  Initiative: +1 
  Speed: 10 ft. (2 squares), climb 10 ft. 
  Armor Class: 19 (+8 size, +1 Dex), touch 19, flat-footed 
  18 
  Base Attack/Grapple: +0/-21 
  Attack: Bite +3 melee (1d2-5) 
  Full Attack: Bite +3 melee (1d2-5) 
  Space/Reach: 1/2 ft./0 ft. 
  Special Attacks: Wing beat 
  Special Qualities: Darkvision 60 ft., vermin traits 
  Saves: Fort +2, Ref +3, Will +1 
  Abilities: Str 1, Dex 12, Con 10, Int —, Wis 13, Cha 6 
  Skills: Climb +9 
  Feats: Lightning Reflexes(B) 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 1/4 
  Alignment: Always neutral 
  Advancement: 1 HD (Diminutive); 2 HD (Tiny) 
  Level Adjustment: — 
   
    A tiny beetle with a beautifully colored shell, this insect 
  produces a mellifluous humming noise as it beats its 
  translucent wings. 
   
   These brightly colored beetles are prized for their 
  pleasant humming sounds. Although flightless, hurrums 
  can change their shell color along with the harmony they 
  produce from their wing beats. Halflings find hurrums 
  extremely pleasing, though when hungry they also find 
  them delicious. 
   
  Combat 
   Very few creatures in the insect kingdom attract prey 
  like the hurrum do. 
   Wing Beat (Ex): A hurrum can rub its wings together 
  as a standard action, creating a pleasant and hypnotic 
  sound. Creatures with Intelligence scores of 5 or less who 
  hear the sound must make a Will save (DC 10) or become 
  entranced by the sound, approaching as close as it can 
  and then standing there fascinated for as long as the 
  hurrum hums.  The save DC is Constitution based. 
   Skills (Ex): A hurrum has a +8 racial bonus on Climb 
  checks. It uses its Dexterity modifier instead of its 
  Strength modifier for Climb checks. It can always choose 
  to take 10 on a Climb check, even if rushed or threatened. 
   
  Hurrum Society 
   The hurrum sings only to mate. When multiple beetles 
  come together a change in their humming can be heard. 
  Opposite sexes produce harmonic sounds, while the same 
  sex produces an unpleasant sound. 
   Remaining an hour or more in direct sunlight will kill a 
  hurrum, as it attempts to cool itself by beating its wings, 
  creating a sound that becomes higher pitched until it dies. 
   
  JJaallaatthh’’ggaakk  
    An enormous wasp more than a dozen feet long fills the 
  air with the humming drone of its wings.  The creature’s 
  legs end in long, sharp talons, and a pair of grasping 
  
   
  http://athas.org 
   
  217 
  mandibles snaps and chatters at the front of its head.  Its 
  body bulges with blood, and its carapace is patterned with 
  light blue and dull black. 
   
    The jalath‘gak is a strain of blood-drinking wasp 
  domesticated 
  by 
  various 
  kreen 
  tribes 
  and 
  other 
  enterprising groups. A terror in the wild, it is used as a 
  beast of burden when trained, and the largest of the 
  species can be used as mounts, albeit clumsy ones. 
    When domesticated, most jalath‘gak are earthbound 
  and used to drag heavy cargoes for their masters. They 
  are rarely put to work when flying, as they pull and carry 
  much less weight, and harnessing runs the risk of 
  damaging the wings when these are in use.  Only the very 
  largest of the species are used as flying mounts, as they 
  possess the hardiness and Strength to support heavy 
  loads over long periods and the size to make harnessing a 
  safe possibility. 
    The abdomen of the jalath‘gak is used for storing blood 
  or nectar and swells when full, taking on coloration 
  appropriate to the fluid being stored. If rendered for 
  drinking, the abdomen will yield up to 16 gallons of water 
  and enough plasma to feed 32 Medium sized creatures, 
  should they choose to stomach the stuff. Their transparent 
  wings are much sought after by the artists of Raam and 
  Draj as canvas material, and an undamaged set can fetch 
  as much as 50 Cp in one of those cities. 
    Jalath‘gaks 
  are 
  13 
  feet 
  long, 
  but 
  their 
  brittle 
  exoskeletons only weigh about 500 pounds. The average 
  jalath‘gak has a 20 foot wingspan. 
   
  Combat 
    Jalath‘gaks are surprisingly able fliers for their size and 
  will often hover ably in place, delivering crippling attacks 
  to their earthbound targets. In combat, a jalath‘gak will 
  hover over a target and strike with all 6 talons, seeking to 
  establish a grapple. If successful, it will bite with its 
  mandibles and attempt to drain blood from the target. 
   Blood Drain (Ex): A jalath‘gak drains blood from a 
  grappled opponent, dealing 1d6 points of Constitution 
  damage each round it maintains the hold. 
   Improved Grab (Ex): To use this ability, a jalath‘gak 
  must hit with a claw attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can drain blood from its opponent. 
   Poison (Ex): Inhaled, Fortitude DC 16, initial damage 
  paralysis 2d6 rounds, secondary damage none. The save 
  DC is Constitution-based. 
   A jalath‘gak can exhale a burst of poisonous gas up to 
  three times per day, filling a 15-foot-radius cloud centered 
  on the jalath‘gak. 
   Carrying Capacity: A light load for a jalath‘gak is up to 
  266 pounds if airborne or 400 pounds when earthbound; a 
  medium load, 267-530 pounds when airborne or 401-800 
  pounds when earthbound; a heavy load, 531-800 pounds 
  when airborne or 800-1,200 pounds when earthbound. A 
  jalath‘gak can drag 4,000 pounds when airborne and 
  6,000 pounds when earthbound. 
   
  Jalath’gak Society 
    The jalath‘gak (kreen for ―they that seek and drain the 
  blood of combat‖) live in large swarms in the wild, 
  eschewing a hive structure for a roaming existence. Their 
  eggs, dropped to hatch where they will on the desert 
  sands, only have a 1 in 1,000 survival rate, but this is 
  nevertheless enough to keep the population stable. 
    Jalath‘gak interact with each other using pheromones, a 
  fact that allows kreen and other intelligent insects to 
  engage them in rudimentary communication. Non-insects, 
  however, are forced to use magic or psionics to 
  communicate with the jalath‘gak, however. 
   
  GGiiaanntt  JJaallaatthh’’ggaakk  
    In the deep desert, the jalath‘gak grow to truly 
  immense sizes. These advanced members of the species, 
  while rare, are much sought after as they make excellent 
  beasts of burden and passable heavy aerial forces. In 
  addition to the statistics listed above, giant jalath‘gak 
  differ from their smaller cousins in the following ways: 
   Blood Drain (Ex): A jalath‘gak drains blood from a 
  grappled opponent, dealing 2d6 points of Constitution 
  damage each round it maintains the hold. 
   
  Jalath’gak, Standard 
  Large Vermin 
  Jalath’gak, Giant 
  Huge Vermin 
  Hit Dice: 
  8d8+16 (52 hp) 
  15d8+60 (127 hp) 
  Initiative: 
  +2  
  +2  
  Speed: 
  20 ft. (4 squares), fly 60 ft. (good) 
  20 ft. (4 squares), fly 50 ft. (poor) 
  Armor Class: 
  15 (-1 size, +2 Dex, +4 natural), touch 11, 
  flat-footed 13 
  18 (-2 size, +2 Dex, +8 natural), touch 10, 
  flat-footed 16 
  Base Attack/Grapple: 
  +6/+15 
  +11/+28 
  Attack: 
  Claw +10 melee (1d6+5) 
  Claw +18 melee (1d8+9) 
  Full Attack: 
  6 claws +10 melee (1d6+5) and bite +5 
  melee (1d8+2) 
  6 claws +18 melee (1d8+9) and bite +16 
  melee (2d6+4) 
  Space/Reach: 
  10 ft./5 ft. 
  15 ft./10 ft. 
  Special Attacks: 
  Blood drain, improved grab, poison 
  Blood drain, improved grab, poison 
  Special Qualities: 
  Darkvision 60 ft., vermin traits 
  Darkvision 60 ft., vermin traits 
  Saves: 
  Fort +8, Ref +4, Will +2 
  Fort +13, Ref +7, Will +5 
  Abilities: 
  Str 20, Dex 14, Con 14,  
  Int —, Wis 11, Cha 11 
  Str 28, Dex 14, Con 18,  
  Int —, Wis 11, Cha 11 
  Skills: 
  — 
  — 
  Feats: 
  Hover(B), Wingover(B) 
  Hover(B), Multiattack(B), Wingover(B) 
  Environment 
  Deserts and plains 
  Deserts and plains 
  Organization: 
  Swarm (3-30) 
  Swarm (3-30) 
  Challenge Rating: 
  5 
  10 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  9-16 (Huge) 
  — 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  218 
   Poison (Ex): Inhaled, Fortitude DC 21, 
  initial 
  damage 
  paralysis 
  3d6 
  rounds, 
  secondary damage none. The save DC is 
  Constitution-based. 
   Carrying Capacity: A light load for a giant 
  jalath‘gak is up to 1,600 pounds if airborne or 
  2,400 pounds when earthbound; a medium 
  load, 1,601-3,200 pounds when airborne or 
  2,401-4,800 pounds when earthbound; a 
  heavy 
  load, 
  3,201-4,800 
  pounds 
  when 
  airborne 
  or 
  4,801-7,200 
  pounds 
  when 
  earthbound. A giant jalath‘gak can drag 
  24,000 pounds when airborne and 36,000 
  pounds when earthbound. 
   
  KKaannkk,,  DDoom
  meessttiicc  
  KKaannkk,,  DDoom
  meessttiicc  
    This creature is a large insect with a black, chitinous 
  exoskeleton and long, waving antennae. Its body is 
  divided into a head, thorax and abdomen, and it has a 
  pair of curved mandibles with which it produces a curious 
  clicking noise. 
   
   Many kanks roam wild across the Tablelands, as well as 
  being herded. These large, docile insects have black 
  chitinous exoskeletons, which are divided into three 
  sections: head, thorax, and abdomen. They can carry 
  objects with their multi-jointed pincers, or use them in 
  combat. Kanks are used as herd animals by the elves and 
  others, as they thrive in any type of environment. Kanks 
  require little attention, being natural hive creatures and, if 
  left to their own devices, will automatically organize 
  themselves into a hive, with workers, soldiers and a 
  queen. 
   
  Combat 
   Improved Grab (Ex): To use this ability, a kank must 
  hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
   
  Kank Society 
   Kanks organize themselves into hives. Worker kanks 
  secrete large globules of honey, which is used to feed the 
  young of the hive; soldiers act as guards, warriors and 
  defenders of the hive, and the brood queen rules the hive 
   
   
   
   
   
  Kank, Domestic 
  Worker 
  Medium Vermin 
  Kank, Domestic 
  Soldier 
  Large Vermin 
  Kank, Domestic 
  Brood Queen 
  Large Vermin 
  Hit Dice: 
  1d8 (4 hp) 
  2d8+4 (13 hp) 
  3d8+9 (22 hp) 
  Initiative: 
  +4 
  -1 
  -1 
  Speed: 
  30 ft. (6 squares) 
  40 ft. (8 squares) 
  40 ft. (8 squares) 
  Armor Class: 
  15 (+5 natural), touch 10, 
  flat-footed 15 
  14 (-1 size, -1 Dex, +6 
  natural), touch 8, flat-footed 
  14 
  13 (-1 size, -1 Dex, +5 
  natural), touch 8, flat-footed 
  13 
  Base Attack/Grapple: 
  +0/+1 
  +1/+9 
  +2/+11 
  Attack: 
  Bite +1 melee (1d6+1) 
  Bite +4 melee (1d8+6 plus 
  poison) 
  Bite +6 melee (1d8+7) 
  Full Attack: 
  Bite +1 melee (1d6+1) 
  Bite +4 melee (1d8+6 plus 
  poison) 
  Bite +6 melee (1d8+7) 
  Space/Reach: 
  5 ft./5 ft. 
  10 ft./5 ft. 
  10 ft./5 ft. 
  Special Attacks: 
  Improved grab 
  Improved grab, poison 
  Improved grab 
  Special Qualities: 
  Darkvision 60 ft., tremorsense 
  60 ft., vermin traits 
  Darkvision 60 ft., tremorsense 
  60 ft., vermin traits 
  Darkvision 60 ft., gas cloud, 
  tremorsense 60 ft., vermin 
  traits 
  Saves: 
  Fort +2, Ref +0, Will +0 
  Fort +7, Ref -1, Will +1 
  Fort +6, Ref +0, Will +3 
  Abilities: 
  Str 12, Dex 10, Con 10,  
  Int —, Wis 11, Cha 8 
  Str 18, Dex 9, Con 14,  
  Int —, Wis 12, Cha 11 
  Str 20, Dex 9, Con 16,  
  Int —, Wis 14, Cha 13 
  Skills: 
  — 
  — 
  — 
  Feats: 
  Improved Initiative(B) 
  Great Fortitude(B) 
  Endurance(B) 
  Environment 
  Any 
  Any 
  Any 
  Organization: 
  Solitary, pair, or hive (50-500) 
  Solitary, pair, or hive (50-500) 
  Hive (1 plus 50-500 soldiers 
  and workers) 
  Challenge Rating: 
  1 
  2 
  3 
  Treasure: 
  None 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Always neutral 
  Advancement: 
  — 
  — 
  — 
  Level Adjustment: 
  — 
  — 
  — 
  
   
  http://athas.org 
   
  219 
  by dint of her reproductive prowess. 
    Kanks are generally domesticated as mounts, beasts of 
  burden or for their nectar. While kank nectar is quite 
  delicious, however, only the most desperate of individuals 
  will eat kank flesh. When a kank dies, its body produces 
  chemicals that render its flesh foul-smelling and utterly 
  unpalatable. 
   Kank exoskeleton can be used as armor, but it is very 
  brittle and has to be treated properly to toughen it up 
  some. Exoskeletons are sometimes used for construction 
  of chitin golems. 
   From time to time, when a hive has reached a certain 
  size, a brood queen will give birth to a younger queen. 
  The hive will then split, with some workers and soldiers 
  accompanying the new queen as she sets off to found a 
  hive of her own. 
   
  W
  Woorrkkeerr  
   Workers are the hive‘s laborers, drones and 
  principal food producers. They secrete nectar in 
  melon-sized 
  globules 
  along 
  their 
  workers‘ 
  abdomens and provide this to other members of 
  the hive when needed. Kank honey is very sweet 
  and fetches a high price. It can sustain the food 
  (but not water) requirements for a Medium 
  creature for up to three weeks before requiring 
  more substantial nourishment. Workers can weigh 
  as much as 200-300 pounds, and are three feet in 
  height and six to seven feet in length. 
   
  Combat 
   A worker only goes into combat when all the 
  soldiers are dead or it is backed up into a corner. 
  Workers strike with their pincers when in combat 
  and try to get a hold. 
   
  SSoollddiieerr  
   With powerful mandibles and a poisonous bite, 
  soldier kanks are the warriors of their hive. When 
  domesticated, soldier kanks are often used as 
  caravan mounts, as they can travel for a full day 
  at top speed while carrying a tremendous amount 
  of weight for their size. Soldiers can weigh as 
  much as 400 pounds, are four feet in height and 
  eight feet in length. 
   
  Combat 
   A soldier is the first line of defense for the hive. 
  A soldier strikes with its pincers when in combat 
  and tries to get a hold. A soldier's bite is 
  poisonous. 
   Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary damage 1d6 Str. The save DC is Constitution-
  based. 
   
  BBrroooodd  QQuueeeenn  
    The leader of the hive, a kank brood queen is loyally 
  defended by her subjects at all times. Brood queens lay 
  the hive‘s eggs, usually 20 to 50 at a time, and the 
  soldiers will then fiercely defend the area until the eggs 
  hatch. Kanks choose an area for egg laying that is near 
  abundant amounts of vegetation for food. 
    Brood queens can weigh as much as 500 pounds, and 
  are five feet in height and nine feet in length. 
   
  Combat 
   A brood queen avoids combat at all costs unless all the 
  soldiers and food producers are dead, and/or she is 
  backed up into a corner. Brood queens strike with their 
  pincers when in combat and try to get a hold. If cornered, 
  the brood queen will release a gas cloud as a last defense. 
   Gas Cloud (Ex): Once per day as a standard action, a 
  kank brood queen can release a cloud of opaque gas in a 
  15-foot radius centered on the kank.  Creatures within the 
  cloud have concealment, and the queen typically uses this 
  ability to escape a predator that has destroyed its eggs. 
   
  RRuubbbbiisshh  SSlluugg  
  Small Vermin 
  Hit Dice: 3d8+2 (15 hp) 
  Initiative: +1 
  Speed: 20 ft. (4 squares), burrow 10 ft. 
  Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-
  footed 12 
  Base Attack/Grapple: +2/+2 
  Attack: Bite +5 melee (1d6+1) 
  
   
  http://athas.org 
   
  220 
  Full Attack: Bite +5 melee (1d6+1) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: — 
  Special Qualities: Blindsight 60 ft., vermin traits 
  Saves: Fort +4, Ref +6, Will +1 
  Abilities: Str 11, Dex 13, Con 15, Int —, Wis 10, Cha 9 
  Skills: Hide +9, Survival +4 
  Feats: — 
  Environment: Silt 
  Organization: Solitary or pair 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 4-6 HD (Medium); 7-9 HD (Large) 
  Level Adjustment: — 
   
   A four-foot-long slug slips from a nearby garbage heap, 
  paying little heed to passersby. 
   
   Rubbish slugs inhabit the garbage that inevitably collects 
  in the poorer quarters of Athas‘ city-states. The four-foot-
  long vermin are common in silt-side cities like Balic. 
   
  Combat 
   A rubbish slug attacks with its maw, a squishy opening 
  ringed with tiny teeth. 
   Blindsight (Ex): Rubbish slugs have no visual organs 
  and are immune to gaze attacks. They detect creatures 
  and objects within 60 ft. using sound, scent, and 
  vibration. 
   Skills: Rubbish slugs have a +4 racial bonus on Hide 
  and Survival checks. 
   
  SSaannddccrraaw
  wlleerr  
  Tiny Vermin 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: +4 
  Speed: 15 ft. (3 squares), burrow 30 ft. 
  Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 
  12 
  Base Attack/Grapple: +1/-11 
  Attack: Bite -1 melee (1d3-4) 
  Full Attack: Bite -1 melee (1d3-4) 
  Space/Reach: 2 1/2 ft./0 ft. 
  Special Attacks: Implant larva 
  Special Qualities: Resistance to extreme temperatures 
  Saves: Fort +4, Ref +4, Will +1 
  Abilities: Str 3, Dex 18, Con 12, Int —, Wis 13, Cha 9 
  Skills: — 
  Feats: — 
  Environment: Deserts 
  Organization: Solitary 
  Challenge Rating: 1/4 
  Alignment: Always neutral 
  Advancement: 3-4 HD (Tiny); 5-6 HD (Small) 
  Level Adjustment: — 
   
  This soft, furry black caterpillar is pleasant to the touch. 
  Over a foot long and six inches in height, it also has 20 
  short, stubby legs, and large bulbous eyes, making it very 
  friendly and beautiful. 
   
   Sandcrawlers are lured by the heat and light of 
  campfires. The sandcrawler approaches anyone sitting 
  near the campfire quickly and cautiously, chittering softly 
  and shyly and coming close to the flames. The creature 
  will then nibble shyly on any offered crumbs, and is quick 
  to allow itself to be petted, for the aim of the sandcrawler 
  is to snuggle up close next to someone, appearing to fall 
  asleep, then leave a few moments after everyone else is 
  asleep, having implanted its larva in its dormant victim.
   Sandcrawler flesh is inedible. Its fine fur, however, is 
  prized by the feral halflings, who find its insulating 
  properties very useful. Feral halflings also know of a 
  technique that will extract an analgesic toxin from the 
  creature, and use it on their darts to induce sleep. 
   
  Combat 
   Sandcrawlers are very passive and only attack if 
  cornered 
  or 
  angered. 
  The 
  ultimate 
  goal 
  of 
  the 
  sandcrawler, when it is near humanoids or other 
  mammals, is to reproduce by using its implant larva 
  special attack. Despite this, the sandcrawler is pretty 
  harmless. 
   Implant Larva: The sandcrawler, when licked or 
  exposed to any bare flesh, will implant a small embryo by 
  secreting a flesh-numbing liquid from glands in its belly. 
  This renders a patch of flesh numb within one minute. The 
  sandcrawler then deposits a single egg just under the 
  flesh of the host via a needlelike ovipositor. This entire 
  process takes six minutes, one minute for the flesh to 
  numb and another five minutes for the egg to be 
  deposited in the host. If the sandcrawler is disturbed 
  during any of this time, then no egg will be implanted. 
  Once the sandcrawler implants the egg, it leaves. 
   The egg grows for four days, dealing 1 point of 
  temporary Constitution damage to its host each day. A 
  Heal or Search check (DC 20) locates a raised, red welt 
  over the growing larva. Cutting the larva out deals the 
  host 1d4 points of damage. 
   If not removed, the egg bursts free after the fourth day, 
  and a noncombatant sandcrawler young drops off and 
  burrows into the sand. The burst welt deals 2d8 points of 
  nonlethal damage to the host, who must make a Fortitude 
  save (DC 11) or fall unconscious from the pain for 1d4 
  hours.  The save DC is Constitution-based. 
   Resistance to Extreme Temperatures (Ex): Sable 
  sandcrawlers have a natural resistance to extreme 
  temperatures and aren‘t adversely affected by the heat of 
  the day or the chill of the night. They treat extreme heat 
  or cold as if it were only very hot or cold, (see DMG for 
  rules on temperature effects) but suffer normally from 
  abysmal heat. 
   
  Sandcrawler Society 
   Sandcrawlers are solitary creatures, burrowing under 
  the sand to sleep during the day, and wandering the 
  surface only at night to hunt for food and search for water 
  in the form of dew. The black fur of the sandcrawler is 
  composed of tiny, hollow tubes, which draw moisture into 
  the creature‘s body. The sandcrawler also eats small 
  insects and reptiles. 
   If the sandcrawler, when looking to reproduce, can‘t find 
  humanoid hosts, it will settle for animal hosts. It uses its 
  fur to attract animal hosts by releasing small amounts of 
  water from it. When the animal takes the bait and licks 
  the sandcrawler, it implants the egg along with the small 
  amount of water it released. 
   
  
   
  http://athas.org 
   
  221 
  SSccoorrppiioonn,,  AAtthhaassiiaann  
  BBaarrbbeedd  SSccoorrppiioonn  
    An incredibly large scorpion the color of grey sand, this 
  creature sports wicked barbs that jut from its exoskeleton 
  at all manner of angles, cloaking the beast in a protective 
  swathe of spines. 
   
    Barbed scorpions are enormous predators that hunt 
  alone or in packs throughout the deserts of the 
  Tablelands. They are covered with protruding spikes that 
  can inflict terrible injuries on those that come too close or 
  are snared in the scorpion‘s deadly claws. The den of a 
  barbed scorpion may sometimes contain remnants of 
  undigested meals or their equipment, and canny travelers 
  know that daring the shortsword-sized stinger of a barbed 
  scorpion can sometimes yield profitable results. 
    An adult barbed scorpion grows to be a dozen feet long, 
  with a dusty grey or tan carapace. They make a clacking 
  racket as they move, their spines hammering one against 
  the other. 
   
  Combat 
    A barbed scorpion is a ferocious opponent that attacks 
  any living thing that it encounters. It attacks in a wild, 
  flailing frenzy, utilizing the full attack option to strike with 
  all of its attacks each round. It always attempts to 
  grapple, crush and sting any target it can. The creature is 
  not immune to its own venom. Because of the 2-foot long 
  barbs that jut from the scorpion‘s carapace, it deals 
  increased constriction damage. Furthermore, foes that 
  physically attack the scorpion run the risk of impaling 
  themselves on its spines. 
    Barbs (Ex): Creatures striking a barbed scorpion with 
  unarmed strikes or natural weapons must make a Reflex 
  save (DC 14) or suffer 1d6+2 points of damage from the 
  scorpion‘s barbs. The save DC is Dexterity-based. 
    Improved Constrict (Ex): A barbed scorpion deals 
  2d6+7 points of damage on a successful grapple check. 
    Improved Grab (Ex): To use this ability, a barbed 
  scorpion must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
    Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d4 Con. The save DC is Constitution-
  based. 
    Skills: A barbed scorpion has a +4 racial bonus on 
  Climb, Hide, and Spot checks. 
   
   
  GGoolldd  SSccoorrppiioonn  
    A golden scorpion the length of a man’s arm scuttles out 
  of the shadows, the sun glimmering off its carapace. 
   
   The gold scorpion is a breed of scorpion found throughout 
  Athas, named for its shining exoskeleton. It prefers to 
  secret itself in a hidden nook and then rush forward to 
  strike with its stinger. The gold scorpion has a well-
  deserved reputation for fatalities, but this is as much 
  derived from its lairing habits as it is from the Strength of 
  its venom. 
   
   
  Barbed Scorpion 
  Large Vermin 
  Gold Scorpion 
  Tiny Vermin 
  Hit Dice: 
  9d8+18 (58 hp) 
  2d8+2 (11 hp) 
  Initiative: 
  +0 
  +0 
  Speed: 
  50 ft. (10 squares) 
  20 ft. (4 squares) 
  Armor Class: 
  19 (-1 size, +10 natural), touch 9, flat-footed 
  19 
  14 (+2 size, +2 natural), touch 12, flat-footed 
  14 
  Base Attack/Grapple: 
  +6/+15 
  +1/-2* 
  Attack: 
  Claw +10 melee (1d6+5) 
  Claw +3 melee (1d2-3) 
  Full Attack: 
  2 claws +10 melee (1d6+5) and sting +5 
  melee (1d6+2 plus poison) 
  2 claws +3 melee (1d2-3) and sting -2 melee 
  (1d2-3 plus poison) 
  Space/Reach: 
  10 ft./5 ft. 
  2-1/2 ft. /0 ft. 
  Special Attacks: 
  Barbs, improved constrict 2d6+7, improved 
  grab, poison 
  Improved grab, poison 
  Special Qualities: 
  Darkvision 60 ft., tremorsense 60 ft., vermin 
  traits 
  Darkvision 60 ft., tremorsense 60 ft., vermin 
  traits 
  Saves: 
  Fort +8, Ref +3, Will +3 
  Fort +4, Ref +0, Will +0 
  Abilities: 
  Str 20, Dex 11, Con 15, Int —, Wis 10, Cha 2 
  Str 5, Dex 10, Con 13, Int —, Wis 10, Cha 2 
  Skills: 
  Climb +9, Hide +0, Spot +4 
  Climb +1, Hide +12, Spot +4 
  Feats: 
  — 
  Weapon Finesse(B) 
  Environment 
  Deserts 
  Deserts 
  Organization: 
  Solitary or colony (2–5) 
  Solitary or colony (2–5) 
  Challenge Rating: 
  5 
  1 
  Treasure: 
  1/10 coins; 50% goods; 50% items 
  — 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  10-18 HD (Huge) 
  3-4 HD (Small), 5-6 HD (Medium) 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  222 
  Combat 
    The gold scorpion will strike with its stinger, using its 
  claws to grapple and cling to a target while it delivers its 
  venom. It will attempt to flee if severely injured and seek 
  to hide in some inconspicuous cranny until its wounds are 
  healed. 
    Improved Grab (Ex): To use this ability, a gold 
  scorpion must hit with a claw attack.  It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity.  *Gold scorpions have a +8 racial 
  bonus on grapple checks. 
    Poison (Ex): Injury, Fortitude DC 12, initial damage 
  1d6 Str, secondary damage 1d4 Str. The save DC is 
  Constitution-based. 
   Skills: A gold scorpion has a +4 racial bonus on Climb, 
  Hide, and Spot checks. 
   
  SSw
  waarrm
  m,,  AAtthhaassiiaann  
  LLooccuusstt  SSw
  waarrm
  m,,  AAtthhaassiiaann  
   A roiling cloud of cricket-like insects, each over eight 
  inches long, blackens the sky with the beating of 
  thousands upon thousands of whirring wings. 
   
    Voracious beasts that swarm in the thousands across 
  the Tablelands, Athasian locusts are larger and fiercer 
  than their regular counterparts. Their savage jaws deal 
  ripping wounds that can strip flesh to the bone in seconds. 
   
   Combat 
    Athasian locusts are single-minded in their approach. An 
  Athasian locust swarm will surround a target, attacking it 
  exclusively until it is stripped bare before moving on to 
  the next meal. A swarm deals 5d6 damage to any 
  creature whose space it occupies at the end of its move. 
    Distraction (Ex): Any living creature that begins its 
  turns with an Athasian locust swarm in its space must 
  succeed on a DC 13 Fortitude save or be nauseated for 1 
  round. The save DC is Constitution-based. 
    Skills (Ex): An Athasian locust swarm receives a +4 
  racial bonus on Listen and Spot checks. 
   
   
  M
  Miinnii--KKaannkk  SSw
  waarrm
  m  
    A swarming mass of winged insects resembling tiny 
  kanks the size of your hand flutters through the air on 
  three-inch long gossamer wings. 
   
    Mini-kanks resemble their namesakes save for the fact 
  that they are only 5 inches long and have 3-inch wings. 
  They are bloodsuckers, however, and their seasonal 
  migrations present a constant problem for travelers and 
  herders of all kinds. 
   
  Locust Swarm 
  Diminutive Vermin (Swarm) 
  Mini-Kank Swarm 
  Fine Vermin (Swarm) 
  Hit Dice: 
  8d8-8 (28 hp) 
  4d8 (18 hp) 
  Initiative: 
  +3  
  +3 
  Speed: 
  10 ft. (2 squares), fly 50 ft. (average) 
  10 ft. (2 squares), fly 40 ft. (average) 
  Armor Class: 
  17 (+4 size, +3 Dex), touch 17, flat-footed 
  14 
  21 (+8 size, +3 Dex), touch 21, flat-footed 18 
  Base Attack/Grapple: 
  +6/— 
  +3/— 
  Attack: 
  Swarm (3d6) 
  Swarm (1d6) 
  Full Attack: 
  Swarm (3d6) 
  Swarm (1d6) 
  Space/Reach: 
  10 ft./0 ft. 
  10 ft./0 ft. 
  Special Attacks: 
  Distraction 
  Blood drain, distraction 
  Special Qualities: 
  Darkvision 
  60 
  ft., 
  immune 
  to 
  weapon 
  damage, swarm traits, vermin traits 
  Darkvision 60 ft., immune to weapon damage, 
  tremorsense 30 ft., swarm traits, vermin 
  traits 
  Saves: 
  Fort +5, Ref +5, Will +2 
  Fort +4, Ref +4, Will +1 
  Abilities: 
  Str 2, Dex 16, Con 9, Int —, Wis 10, Cha 2 
  Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 
  Skills: 
  Listen +4, Spot +4 
  Listen +3, Spot +4  
  Feats: 
  Improved Natural Attack (bite)(B) 
  — 
  Environment 
  Plains 
  Plains 
  Organization: 
  Solitary, cloud (2-7 swarms), or plague (11-
  20 swarms) 
  Solitary, cloud (2-7 swarms), or plague (11-
  20 swarms) 
  Challenge Rating: 
  4 
  2 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  None 
  None 
  Level Adjustment: 
  — 
  — 
  
   
  http://athas.org 
   
  223 
   
  Combat 
   Mini-kanks bite and seek to draw blood from their 
  targets. A mini-kank swarm deals 3d6 damage to any 
  creature whose space it occupies at the end of its move. 
    Blood Drain (Ex): Each creature that begins its turn 
  with a mini-kank swarm in its space suffers 1d6 points of 
  Constitution damage from blood loss as the mini-kanks 
  feed (Reflex DC 17 half). The save DC is Dexterity-based 
  and includes a +2 racial bonus. 
    Distraction (Ex): Any living creature that begins its 
  turns with a mini-kank swarm in its space must succeed 
  on a DC 12 Fortitude save or be nauseated for 1 round. 
  The save DC is Constitution-based. 
   Skills (Ex): An Athasian mini-kank swarm receives a 
  +4 racial bonus on Listen and Spot checks. 
   
  VVeerrm
  miinn,,  IInnnnooccuuoouuss  
  Diminutive Vermin 
  Hit Dice: 1/4 d8 (1 hp) 
  Initiative: +1 
  Speed: 5 ft. (1 square) 
  Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 
  14 
  Base Attack/Grapple: +0/-21 
  Attack: — 
  Full Attack: — 
  Space/Reach: 1 ft./0 ft. 
  Special Attacks: Poison (mulworm only) 
  Special Qualities: Darkvision 60 ft., vermin traits 
  Saves: Fort +2, Ref +1, Will +0 
  Abilities: Str 1, Dex 12, Con 11, Int —, Wis 10, Cha 2 
  Skills: — 
  Feats: — 
  Environment: Any 
  Organization: Solitary, Colony (1-10) 
  Challenge Rating: None 
  Alignment: Always neutral 
  Advancement: 1 HD (Diminutive); 2 HD (Tiny) 
  Level Adjustment: — 
   
   Several vermin have the similar statistics, differing 
  mostly in their appearance and function in Athasian 
  ecology. Refer to the above statistics block for the 
  following vermin. 
   
  M
  Muullw
  woorrm
  m  
    This eight-inch-long, segmented caterpillar has an 
  ivory-colored body and two feathery feelers at the top of 
  its bullet-shaped head. 
   
    A curious creature that exists only to feed itself in 
  preparation for its metamorphosis into a butterfly, the 
  mulworm lives in great colonies clustered on berry trees. 
  The mulworm secretes a fluid that nurtures the host tree, 
  allowing the caterpillar to feed longer. Despite the fact 
  that they possess no natural attacks, mulworms are 
  feared because the fluid they secrete is highly poisonous. 
    Farmed in the thousands for the silk they produce 
  during pupation, mulworms metamorphose after 10 days 
  into butterflies, mate to produce the next generation, and 
  then die. 
   
  Combat 
    A creature that comes into contact with mulworm 
  secretion, either by killing one and being splashed or by 
  direct physical contact, runs the risk of being poisoned, 
  suffering a rash and a debilitating weakness of the 
  immune system. Far worse than the contact venom is the 
  application of mulworm secretion through ingestion or a 
  wound. Although the poison itself is not particularly 
  strong, those who succumb to it frequently perish, as it 
  attacks their body‘s ability to defend itself from other 
  infections. Thankfully, mulworm secretion becomes inert 
  within 5 minutes of being harvested from the creatures‘ 
  bodies. 
    Poison (Ex): Contact, Fortitude DC 10, initial damage 
  2d6 Dex, secondary damage 1d6 Con. The save DC is 
  Constitution-based. 
   Ingested or Injury, Fortitude DC 12, initial damage 1d6 
  Con, secondary damage 1d6 Con. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  OOcckk’’nn  
   A tiny snail inches along, leaving an amber trail of resin 
  as it moves. 
   
   Ock'n are small snails. They leave behind a trail of an 
  amber-like liquid that has many household uses. Ock'n 
  communicate 
  to 
  other 
  gastropods 
  via 
  eyestalk 
  movements, conveying the simplest of concepts. 
   Unpalatable but good for jewelry, ock'n spend each day 
  looking for food and moisture. The amber resin they 
  secrete dries and becomes hard as stone, but only has a 
  quarter of stone's weight. This resin is used in coating 
  weapons, 
  waterproofing 
  materials, 
  and 
  sealing 
  perishables. Ock‘n produce only 1/8 of a fluid ounce of 
  this resin each day. 
   Ock‘n are harmless snails with no attack form 
  whatsoever. 
   Ock'n live in loose colonies of odd numbered groups. If 
  the number ever goes even, one dies or is killed by the 
  others. Ock'n breathe through exposed skin. 
   
  PPuurrppllee  CCaatteerrppiillllaarr  ((HHaazzaarrdd))  
   Particularly cruel slave masters use the tiny, fuzzy 
  purple caterpillar to reign in even the most troublesome 
  slaves, threatening those who try to escape with the 
  brain-eating bug. A slaver applies the purple caterpillar 
  below the nostrils of a slave who is helpless or is grappled 
  and pinned. The caterpillar crawls rapidly inside, causing 
  enough pain to knock its victim unconscious unless he 
  makes a Fortitude save (DC 15).  
   The caterpillar drains one point from both Intelligence 
  and Charisma each week, to a minimum of 1. After 12 
  weeks, the victim suffers blindness. After 5 months (or 
  sooner, if the victim‘s Intelligence and Charisma are both 
  1), the victim becomes feebleminded, as the spell. After 6 
  months, the caterpillar has become a moth, which claws 
  its way out through an eye socket.  
   A cure disease or heal spell cast on the victim kills the 
  purple caterpillar at any time, and remove blindness cures 
  his eyesight whether cast before or after the moth crawls 
  free. A restoration spell is needed to repair the ability 
  drain.  
   Price: 500 Cp.  
   
  
   
  http://athas.org 
   
  224 
  RReennkk  
   This animal is a small, white slug that is swollen with 
  retained moisture. 
   
   Renk develop a symbiotic relationship with humanoid 
  creatures. This harmless, tasteless slug stores water and 
  can be consumed raw, and are often used for water 
  storage on long desert trips. 
   These harmless slugs have no attack form. They live off 
  of creatures or individuals, gaining nourishment from 
  licking the salt, sweat, and dead skin of the host. 
   Renk are taken on long desert trips and consumed alive. 
  They hold 1/2 cup of water; therefore, an active Medium 
  humanoid would need 32 renk daily to fulfill his water 
  requirements. 
   Renk mate in stagnant water or rotting grain, where 
  they can produce a dozen or so offspring that will mature 
  in 3-4 weeks. If renk are exposed to direct sunlight for 
  more than 25 rounds they shrivel and die. 
   
  W
  Waattrrooaacchh  ((W
  Waarr  BBeeeettllee))  
  Gargantuan Vermin 
  Hit Dice: 15d8+75 (142 hp) 
  Initiative: -1 
  Speed: 20 ft. 
  Armor Class: 17 (-4 size, -1 Dex, +12 natural), touch 5, 
  flat-footed 17 
  Base Attack/Grapple: +11/+33 
  Attacks: Bite +17 melee (3d6+10) 
  Full Attack: Bite +17 melee (3d6+10) and 2 slams +12 
  melee (1d12+5) 
  Space/Reach: 20 ft./15 ft. 
  Special Attacks: Trample 1d12+15, improved grab, 
  swallow whole 
  Special Qualities: Darkvision 60 ft., vermin traits 
  Saves: Fort +14, Ref +4, Will +6 
  Abilities: Str 30, Dex 9, Con 20, Int —, Wis 13, Cha 3 
  Skills: — 
  Feats: — 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 10 
  Alignment: Always neutral 
  Advancement: 16-30 HD (Gargantuan); 31-45 HD 
  (Colossal) 
  Level Adjustment: — 
   
   This walking hive is supported by six short legs 
  extending from its central limb cluster, and has a very 
  wide, low hanging head ringed with sharp teeth and 
  flanked by deadly pincers. 
   
   This very large insect, which has a black or deep purple 
  exoskeleton, is broken up into three sections: head, hive 
  chamber, and thorax. It also has a very sticky, hollow 
  tongue, which it uses to attack and consume its prey, 
  which is mostly insects ranging in size from Small to 
  Large. It is able to use its tongue to grab insects that hide 
  under rocks or in crevices, while it can also suck smaller 
  insects through the hollow part of its tongue and straight 
  into its gullet. 
   The thorax is a storehouse of digested foods and liquids 
  for the adult watroach, and is connected to the central 
  hive chamber where millions of infant, drone watroaches, 
  each less than one-inch long serve the gestating proto-
  adult at the center of the hive. 
   Watroaches have no language of their own and don‘t 
  notice other passing adults. The only way to communicate 
  to a watroach is via psionics or magic. 
   The adult watroach lives only to feed, so that the hive 
  chamber is fruitful when it dies. The drones bath, feed, 
  and otherwise maintain the proto-adult until the adult gets 
  too old to move. Once this happens the proto-adult grows 
  rapidly to full size, which takes about three days. When 
  doing this it ingests the remaining nutrients of its parent‘s 
  thorax and most of the hive material, literally eating its 
  way out of the hive chamber. The proto-adult is nearly 
  full-grown after this, having its own hive chamber filled 
  with drones and a new proto-adult inside. The remaining 
  original drones go on to serve the new adult, but most 
  perish with the birth of the new adult. 
   Watroaches are solitary creatures in one sense and 
  entire communities in yet another. Adults don‘t travel or 
  hunt together. In truth, however, each adult carries 
  millions of drones and a proto-adult within itself, making it 
  a complete walking, self-sustaining, community. 
   
   
  Combat 
   Watroach are aggressive vermin and attack with their 
  bite and use their two forelegs as slam attacks. If there 
  are multiple targets lumped together near the watroach, 
  they will attempt to trample them instead. 
   Improved Grab (Ex): To use this ability, a watroach 
  must hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can attempt to swallow the foe the following 
  round. 
    Swallow Whole (Ex): A watroach can try to swallow a 
  grabbed opponent of a smaller size than itself by making a 
  successful grapple check. Once inside, the opponent takes 
  2d8+10 points of crushing damage plus 12 points of acid 
  damage per round from the watroach‘s digestive juices. A 
  swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 30 points of damage 
  to the stomach (AC 16). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent must 
  cut its own way out. A Gargantuan watroach‘s interior can 
  hold 2 Huge, 4 Large, 8 Medium, 32 Small, 128 Tiny, or 
  512 Diminutive or smaller opponents. 
   Trample (Ex): Reflex half DC 27.  The save DC is 
  Strength-based. 
   
  W
  Weezzeerr  
    Enormous flying insects the size of a man, with 
  multifaceted eyes, thin limbs and broad, translucent 
  wings, they come humming forth from their domed hives 
  that dot the desert landscape. 
   
    Wezers are a highly social species of giant insect that 
  dwells in a rigidly structured society. Presided over by a 
  large, flightless brood queen, they are also comprised of a 
  soldier caste that watches over the activities of workers 
  and water fetchers, all laboring together to provide food, 
  water and shelter for the queen and her larvae. 
    Although wezers are omnivorous and subsist largely on 
  a diet of honey and water, they are feared because of 
  their tendency to abduct travelers and take them to the 
  
   
  http://athas.org 
   
  225 
  hive, where they are used as live hosts for gestating 
  wezer larvae. 
    Wezer hives are large, domed structures that exist 
  largely below ground, but have several central chambers 
  with dome-shaped roofs of resin. Rising some five to eight 
  feet above the surface of the desert, the domes conceal 
  chambers ten to twenty feet deep, often hung with food 
  globes and the bodies of wezer hosts. 
    Soldiers, worker and water-fetchers are all some 6 feet 
  in length, weighing about 300 lbs. The bulkier brood 
  queen is larger – up to 7 feet long – and weighs as much 
  as 600 lbs. 
   
  Combat 
    Workers and water fetchers will not enter combat unless 
  forced to. They would rather retreat and wait for soldiers 
  to deal with any threats.  
   Skills: Wezers have a +5 racial bonus on Spot checks. 
   
  SSoollddiieerr  
   Soldier wezers are aggressive, persistent, and relentless 
  in the pursuit of their foes. They are bred to strike with 
  their poisoned stingers and attempt to drag paralyzed 
  prey back to the hive. 
   Poison (Ex): Injury, Fortitude DC 13, initial damage 
  unconsciousness 
  for 
  1 
  minute, 
  secondary 
  damage 
  unconsciousness 
  for 
  2d4 
  days. 
  The 
  save 
  DC 
  is 
  Constitution-based. 
   
  BBrroooodd  QQuueeeenn  
   The brood queen, while largely immobile, will not 
  hesitate to defend herself or her hive. Each blow from her 
  stinger, however, also carries the possibility of becoming 
  impregnated with a wezer egg. 
   Implant Egg (Ex): If a wezer brood queen scores a 
  successful blow with her stinger, the target must make a 
  successful Fortitude Save (DC 15) to avoid becoming 
  infected with a wezer egg. The save DC is Constitution-
  based. An infected target suffers an additional 1d6 points 
  of damage, and for five days afterwards takes 1d4 points 
  of Constitution damage per day.  After the fifth day, the 
  larva hatches through the wound, dealing another 1d6 
  points of damage.  A remove disease spell kills an unborn 
  larva and prevents further Constitution damage, as does a 
  Heal check (DC 25), though the surgery deals 1d6 points 
  of damage to the victim. 
   
  Wezer Society 
    Wezer larvae gestate inside living hosts and so one of 
  the soldiers‘ primary tasks is to find suitable hosts, 
  paralyze them with a poisoned stinger blow and return 
  them to the hive. The queen, who never leaves the hive, 
  then implants her eggs into the hosts, while workers tend 
  to her needs. 
    Water fetchers spend their days collecting water for the 
  hive, which is either used as-is or in the preparation of 
  honey, chief food source in a wezer colony. Workers not 
  engaged in tending to the queen and her larvae, or in the 
  expansion of the hive, prepare and store both honey and 
  water in waxy containers that are hung in the hive 
  chambers and used by all hive members, young and old 
  alike. 
   
   
   
   
   
  Worker/Water Fetcher 
  Medium Vermin 
  Wezer Soldier  
  Medium Vermin 
  Wezer Brood Queen  
  Medium Vermin 
  Hit Dice: 
  2d8+2 (11 hp) 
  2d8+4 (13 hp) 
  5d8+15 (37 hp) 
  Initiative: 
  +1 
  +1 
  +0 
  Speed: 
  10 ft. (2 squares), fly 60 
  (average) 
  10 ft. (2 squares), fly 60 
  (average) 
  10 ft. (2 squares)  
  Armor Class: 
  14 (+1 Dex, +3 natural), 
  touch 11, flat-footed 13 
  15 (+1 Dex, +4 natural), 
  touch 11, flat-footed 14 
  15 (+5 natural), touch 10, 
  flat-footed 15 
  Base Attack/Grapple: 
  +1/+1 
  +1/+3 
  +3/+6 
  Attack: 
  Sting +2 melee (1d4) 
  Sting +3 melee (1d6+3 plus 
  poison) 
  Sting +7 melee (1d6+4 plus 
  implant egg) 
  Full Attack: 
  Sting +2 melee (1d4) 
  Sting +3 melee (1d6+3 plus 
  poison) 
  Sting +7 melee (1d6+4 plus 
  implant egg) 
  Space/Reach: 
  5 ft./5 ft. 
  5 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks: 
  — 
  Poison 
  Implant egg 
  Special Qualities: 
  Darkvision 60 ft., vermin traits 
  Darkvision 60 ft., vermin traits 
  Darkvision 60 ft., vermin traits 
  Saves: 
  Fort +4, Ref +1, Will +0 
  Fort +5, Ref +1, Will +0 
  Fort +7, Ref +1, Will +2 
  Abilities: 
  Str 11, Dex 13, Con 12,  
  Int —, Wis 10, Cha 2 
  Str 15, Dex 12, Con 14,  
  Int —, Wis 10, Cha 3 
  Str 16, Dex 10, Con 16,  
  Int —, Wis 12, Cha 3 
  Skills: 
  Spot +5 
  Spot +6 
  Spot +9 
  Feats: 
  Weapon Finesse(B) 
  — 
  Weapon Focus (sting) (B) 
  Environment 
  Deserts 
  Deserts 
  Deserts 
  Organization: 
  Brood (10-200) 
  Patrol (5-20) 
  Solitary 
  Challenge Rating: 
  1/2 
  1 
  3 
  Treasure: 
  Standard 
  Standard 
  Standard 
  Alignment: 
  Always neutral 
  Always neutral 
  Always neutral 
  Advancement: 
  3-4 (Large) 
  3-4 (Large) 
  6-10 (Large) 
  Level Adjustment: 
  — 
  — 
  — 
  
   
  http://athas.org 
   
  226 
  DDrruuiidd  AAnniim
  maall  
  CCoom
  mppaanniioonnss  
    
   The following are advanced versions of animals found in 
  this document that are suitable as druid companions. 
   
  HHaattoorrii,,  AAddvvaanncceedd  
  Gargantuan Animal 
  Hit Dice: 17d8+119 (195 hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares) 
  Armor Class: 18 (-4 size, +1 Dex, +11 natural), touch 7, 
  flat-footed 17 
  Base Attack/Grapple: +12/+36 
  Attack: Bite +20 melee (3d6+18) or tail slap +20 melee 
  (2d6+18) 
  Full Attack: Bite +20 melee (3d6+18) or tail slap +20 
  melee (2d6+18) 
  Space/Reach: 20 ft./10 ft. 
  Special Attacks: Improved grab, swallow whole 
  Special Qualities: Low-light vision 
  Saves: Fort +17, Ref +11, Will +8 
  Abilities: Str 34, Dex 13, Con 24, Int 2, Wis 13, Cha 9 
  Skills: Listen +11, Spot +11 
  Feats: Improved Bull Rush, Improved Initiative, Improved 
  Natural Armor, Improved Overrun, Iron Will, Power 
  Attack 
  Environment: Deserts 
  Organization: Solitary (50% with noncombatant young) 
  Challenge Rating: 9 
  Treasure: 1/5 coins, 50% goods, 50% item (no leather 
  or perishable items) 
  Alignment: Always neutral 
  Advancement: 18-24 HD (Gargantuan) 
  Level Adjustment: — 
   
  Combat 
   Swallow Whole (Ex): An advanced hatori can try to 
  swallow a grabbed opponent of a smaller size than itself 
  by making a successful grapple check.  Once inside, the 
  opponent takes 2d8+18 points of crushing damage plus 4 
  points of acid damage per round from the hatori‘s 
  stomach.  A swallowed creature can cut its way out by 
  using a light slashing or piercing weapon to deal 25 points 
  of damage to the stomach (AC 13).  Once the creature 
  exits, muscular action closes the hole; another swallowed 
  opponent must cut its own way out. A Gargantuan hatori‘s 
  interior can hold 2 Huge, 4 Large, 8 Medium, 16 Small, or 
  64 Tiny or smaller opponents. 
   
  JJhhaakkaarr,,  AAddvvaanncceedd  
  Medium Animal 
  Hit Dice: 6d8+6 (33 hp) 
  Initiative: +6 
  Speed: 20 ft. (4 squares) 
  Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-
  footed 15 
  Base Attack/Grapple: +4/+10* 
  Attack: Bite +6 melee (1d8+3) 
  Full Attack: Bite +6 melee (1d8+3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attack: Improved grab, pulldown 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +6, Ref +7, Will +3 
  Abilities: Str 14, Dex 14, Con 13, Int 3, Wis 12, Cha 8 
  Skills: Listen +4, Spot +4, Survival +4* 
  Feats: Improved Initiative, Track, Weapon Finesse(B) 
  Environment: Deserts 
  Organization: Solitary, Pack (2-5) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: — 
  Level Adjustment: — 
   
  Combat 
   Pulldown (Ex): +6 check modifier. 
   
  KKlluuzzdd,,  AAddvvaanncceedd  
  Large Animal 
  Hit Dice: 7d8+21 (52 hp) 
  Initiative: +7 
  Speed: 30 ft. (6 squares), burrow 30 ft. 
  Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, 
  flat-footed 14 
  Base Attack/Grapple: +3/+16* 
  Attack: Bite +8 melee (1d8+6) 
  Full Attack: Bite +8 melee (1d8+6) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Constrict 1d8+6, improved grab, 
  swallow whole 
  Special Qualities: Low-light vision 
  Saves: Fort +8, Ref +7, Will +3 
  Abilities: Str 18, Dex 14, Con 16, Int 1, Wis 12, Cha 2 
  Skills: Hide +4, Intimidate +5, Spot +4 
  Feats: Improved Initiative, Improved Natural Armor, 
  Power Attack 
  Environment: Silt 
  Organization: Solitary or nest (3-10) 
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: — 
  Level Adjustment: — 
   
  Combat 
   Swallow Whole (Ex): Once inside, the opponent takes 
  1d8+6 points of crushing damage plus 4 points of acid 
  damage per round from the kluzd‘s stomach. 
   
  LLiirrrr,,  AAddvvaanncceedd  
  Large Animal 
  Hit Dice: 11d8+44 (93hp) 
  Initiative: +4 
  Speed:  40 ft. (8 squares)  
  
   
  http://athas.org 
   
  227 
  Armor Class: 14 (-1 size, +5 natural), touch 9, flat-
  footed 14 
  Base Attack/Grapple: +8/+17 
  Attack: Claw +12 melee (1d6+5) 
  Full Attack: 2 claws +12 melee (1d6+5) and bite +10 
  melee (2d6+2) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, rake 1d6+2, stun 
  Special Qualities: Low-light vision 
  Saves: Fort +11, Ref +7, Will +4 
  Abilities: Str 20, Dex 10, Con 18, Int 1, Wis 12, Cha 11 
  Skills: Hide +8, Jump +13, Listen +4, Spot +4 
  Feats: Alertness, Combat Reflexes, Improved Initiative, 
  Multiattack 
  Environment: Deserts 
  Organization: Pack (2-12) 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Neutral 
  Advancement: 12-15 HD (Large) 
  Level Adjustment: — 
   
  Combat 
   Stun (Ex): Fortitude DC 19. 
   
  SShhaarrkk,,  AAddvvaanncceedd  
  DDiirree  AAtthhaassiiaann  SShhaarrkkss  
    These hideous beasts are the most feared predators of 
  the Last Sea, second only to the mighty squark. Some 
  believe that the energies of the Rebirth first led to their 
  mutation into voracious monsters, while others hold that 
  the fiercely competitive cauldron that is the Last Sea has 
  allowed these creatures to evolve. Dire sharks attack 
  anything they perceive to be edible, even the squark itself 
  (although such encounters invariably end badly for the 
  sharks). These monstrous fish can grow to a length of 25 
  feet and weigh more than 20,000 pounds. 
   
  Combat 
    Dire athasian sharks bite with their powerful jaws, 
  swallowing smaller creatures in one gulp. They roam the 
  waters of the Last Sea, preying upon all that they 
  encounter. 
    Improved Grab (Ex): To use this ability, a dire 
  athasian shark must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can try to swallow the foe 
  in the following round. 
    Keen Scent (Ex): A dire athasian shark can notice 
  creatures by scent in a 180-foot radius and can detect 
  blood in the water at a range of up to 1 mile. 
    Swallow Whole (Ex): A dire athasian shark can try to 
  swallow a grabbed opponent of up to one size smaller by 
  making a successful grapple check. Once inside, the 
  opponent takes 2d6+9 points of bludgeoning damage plus 
  8 points of acid damage per round from the shark‘s 
  digestive juices. A swallowed creature can cut its way out 
  using a light slashing or piercing weapon by dealing 25 
  points of damage to the shark‘s digestive tract (AC 14). 
  Once the creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way out. 
    A Huge dire athasian shark‘s gullet can hold 2 Large, 8 
  Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or 
  smaller opponents. 
    Skills: A dire athasian shark has a +8 racial bonus on 
  any Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight line.
   
   
   
   
  Athasian Shark, Huge 
  Huge Animal (Aquatic) 
  Athasian Shark, Dire 
  Huge Animal (Aquatic) 
  Hit Dice: 
  10d8+20 (65 hp) 
  18d8+66 (147 hp) 
  Initiative: 
  +6 
  +2 
  Speed: 
  Swim 60 ft. (12 squares) 
  Swim 60 ft. (12 squares) 
  Armor Class: 
  17 (–2 size, +2 Dex, +7 natural), touch 10, 
  flat-footed 15 
  20 (-2 size, +2 Dex, +10 natural), touch 10, 
  flat-footed 18 
  Base Attack/Grapple: 
  +7/+21 
  +13/+27 
  Attack: 
  Bite +11 melee (2d6+9) 
  Bite +17 melee (3d6+9) 
  Full Attack: 
  Bite +11 melee (2d6+9) 
  Bite +17 melee (3d6+9) 
  Space/Reach: 
  10 ft./5 ft. 
  15 ft./10 ft. 
  Special Attacks: 
  — 
  Improved grab, swallow whole 
  Special Qualities: 
  Blindsense 30 ft., keen scent 
  Keen scent 
  Saves: 
  Fort +11, Ref +9, Will +6 
  Fort +14, Ref +13, Will +12 
  Abilities: 
  Str 22, Dex 15, Con 15, Int 2, Wis 12, Cha 2 
  Str 23, Dex 14, Con 17, Int 4, Wis 12, Cha 
  10 
  Skills: 
  Listen +10, Spot +9, Swim +14 
  Listen +12, Spot +11, Swim +14 
  Feats: 
  Alertness, Great Fortitude, Improved 
  Initiative, Iron Will 
  Improved Natural Armor, Improved Natural 
  Attack (bite), Toughness (4), Weapon Focus 
  (bite) 
  Environment: 
  Aquatic (The Last Sea) 
  Aquatic (The Last Sea) 
  Organization: 
  Solitary, school (2–5), or pack (6–11) 
  Solitary or school (2–5) 
  Challenge Rating: 
  4 
  9 
  Treasure: 
  None 
  None 
  Alignment: 
  Always neutral 
  Always neutral 
  Advancement: 
  11–17 HD (Huge) 
  8–9 HD (Large) 
  Level Adjustment: 
   — 
   — 
  
   
  http://athas.org 
   
  228 
  TTooAA  CCRR  LLiisstt  
   
  Critic 
  ¼ 
  Hurrum 
  ¼ 
  Kip 
  ¼ 
  Sandcrawler 
  ¼ 
  Shaqat Beetle 
  ¼ 
   
  Dustgull 
  1/3 
   
  Aarakocra 
  ½ 
  Aprig 
  ½ 
  Bogo Snake 
  ½ 
  Boneclaw, Lesser 
  ½ 
  Conashellae 
  ½ 
  Dragon Beetle 
  ½ 
  Dwarf 
  ½ 
  Elf 
  ½ 
  Gith 
  ½ 
  Gorak 
  ½ 
  Half-Elf 
  ½ 
  Halfling 
  ½ 
  Jankx 
  ½ 
  Kes‘trekel 
  ½ 
  Kivit 
  ½ 
  Kreel 
  ½ 
  Magma Incarnation Gorak 
  ½ 
  Mole Boar 
  ½ 
  Mul 
  ½ 
  Nikaal 
  ½ 
  Pterran 
  ½ 
  Rasclinn 
  ½  
  Silt Runner 
  ½ 
  Silt Spawn 
  ½ 
  Sitak 
  ½ 
  Skyfish 
  ½ 
  Sun Incarnation Kes‘trekel 
  ½ 
  Sygra 
  ½ 
  Wezer, Worker/Water Fetcher 
  ½ 
  Wrab 
  ½ 
  Z‘Tal 
  ½ 
   
  Carru 
  1 
  Dray 
  1 
  Erdland 
  1 
  Erdlu 
  1 
  Gold Scorpion 
  1 
  Half-Giant 
  1 
  Jhakar 
  1 
  Jozhal 
  1 
  Kank, Domestic Worker 
  1 
  Lask 
  1 
  Lizardfolk, Athasian 
  1 
  Mindhome Folk 
  1 
  Paraelemental, Rain (Small) 
  1 
  Paraelemental, Silt (Small) 
  1 
  Paraelemental, Sun (Small) 
  1 
  Psionocus 
  1 
  Rock Cactus 
  1 
  Rock Cactus, Bloodsucking 
  1 
  Rubbish Slug 
  1 
  Silt Eel 
  1 
  Silt Serpent 
  1 
  Silt Spider 
  1 
  Ssurran 
  1 
  Tarek 
  1 
  Tari 
  1 
  Thri-Kreen 
  1 
  Villichi 
  1 
  Wezer, Soldier 
  1 
  Xerichou 
  1 
  Zhackal 
  1 
   
  Antloid, Worker 
  2 
  Baazrag 
  2 
  Carru, Bull 
  2 
  Cave Fisher 
  2 
  Dew Frond 
  2 
  Dolphin, Athasian 
  2 
  Dune Freak 
  2 
  Dunecrab 
  2 
  Dust Glider 
  2 
  Floater 
  2 
  Hej-Kin 
  2 
  Kank, Domestic Soldier 
  2 
  Kluzd 
  2 
  Lizard, Giant 
  2 
  Mini-Kank Swarm 
  2 
  Razorwing 
  2 
  Sand Cactus 
  2 
  Scrab 
  2 
  Screamer Beetle 
  2 
  Shark, Athasian 
  2 
  Slig 
  2 
  Tagster 
  2 
   
  Antloid, Dynamis 
  3 
  Belgoi 
  3 
  Bloodgrass, Plains 
  3 
  Bloodvine 
  3 
  Blossomkiller 
  3 
  Bog Wader 
  3 
  Boring Beetle 
  3 
  Brain Seed 
  3 
  Bvanen 
  3 
  Cha'thrang 
  3 
  Crodlu 
  3 
  Crodlu, Heavy 
  3 
  Erdland (psionic) 
  3 
  Fordorran 
  3 
  Hunting Cactus 
  3 
  Inix 
  3 
  Jaguar 
  3 
  Jhakar, Advanced 
  3 
  Kank, Domestic Queen 
  3 
  Lirr 
  3 
  Mountain Spider 
  3 
  Mud Fiend 
  3 
  Paraelemental, Rain (Medium) 
  3 
  Paraelemental, Silt (Medium) 
  3 
  Paraelemental, Sun (Medium) 
  3 
  Pit Snatcher 
  3 
  Pterrax 
  3 
  
   
  http://athas.org 
   
  229 
  Raakle 
  3 
  Reggelid 
  3 
  Ruve 
  3 
  Sand Howler 
  3 
  Silt Horror, Black 
  3 
  Silt Serpent, Giant 
  3 
  Spider Cactus 
  3 
  Strine 
  3 
  Takis 
  3 
  Tigone 
  3 
  Tul‘k 
  3 
  Water Beetle 
  3 
  Wezer, Brood Queen 
  3 
   
  Air Incarnation Raakle 
  4 
  Antloid, Soldier 
  4 
  Black Touched Bog Wader 
  4 
  Boneclaw, Greater 
  4 
  Crodlu, Heavy Warmount 
  4 
  Dagorran 
  4 
  Dark Spider, Warrior 
  4 
  Defiled Bloodgrass 
  4 
  Elven Rope 
  4 
  Feylaar 
  4 
  Giant, Shadow 
  4 
  Kalin 
  4 
  Kluzd, Advanced 
  4 
  Lizard, Jastrak 
  4 
  Lizard, Subterranean 
  4 
  Locust Swarm, Athasian 
  4 
  Magera 
  4 
  Mountain Spider (psionic) 
  4 
  Pakubrazi 
  4 
  Rain Incarnation Takis 
  4 
  Shark, Athasian (Huge) 
  4 
  Silk Wyrm 
  4 
  T‘Chowb 
  4 
  Wall Walker 
  4 
   
  Antloid, Queen 
  5 
  Barbed Scorpion 
  5 
  B'rohg 
  5 
  Elemental Beast, Water 
  5 
  Fire Eel 
  5 
  Flailer 
  5 
  Id Fiend 
  5 
  Jalath‘gak 
  5 
  Lizard, Minotaur 
  5 
  Paraelemental, Rain (Large) 
  5 
  Paraelemental, Silt (Large) 
  5 
  Paraelemental, Sun (Large) 
  5 
  Psi-Shadow 
  5 
  Sand Bride 
  5 
  Silt Horror, Red 
  5 
  Silt Incarnation Greater Boneclaw 
  5 
  Spinewyrm 
  5 
  Tembo 
  5 
  Trin 
  5 
  Tyrian Slime 
  5 
  Water Incarnation Dagorran 
  5 
   
  Bloodgrass, Jungle 
  6 
  Burnflower 
  6 
  Crystal Spider 
  6 
  Dark Spider, Defiler 
  6 
  Dark Spider, Psion 
  6 
  Dune Reaper, Drone 
  6 
  Elemental Beast, Air 
  6 
  Elemental Beast, Earth 
  6 
  Elemental Beast, Fire 
  6 
  Fire Lizard 
  6 
  Half-Magma Feylaar 
  6 
  Half-Sun Dwarf Cleric 
  6 
  Hatori 
  6 
  Mastyrial, Black 
  6 
  Paraelemental Beast, Magma 
  6 
  Paraelemental Beast, Rain 
  6 
  Paraelemental Beast, Silt 
  6 
  Paraelemental Beast, Sun 
  6 
  Poisonweed 
  6 
  Rhinoceros Beetle 
  6 
  Scrab Nest Mother 
  6 
  Silt Horror, Brown 
  6 
  Zik-trin‘ta 
  6 
   
  Aviarag 
  7 
  Dune Reaper, Warrior 
  7 
  Fire Incarnation Giant Constrictor Snake 
  7 
  Jade Golem 
  7 
  Kirre 
  7 
  Lirr, Advanced 
  7 
  Mastyrial, Desert 
  7 
  Paraelemental, Rain (Huge) 
  7 
  Paraelemental, Silt (Huge) 
  7 
  Paraelemental, Sun (Huge) 
  7 
  Puddingfish 
  7 
  Ruktoi 
  7 
  Sand Mother 
  7 
  Silt Horror, Gray 
  7 
  Silt Horror, Magma 
  7 
  Sloth, Athasian 
  7 
  Zik-trin‘ak 
  7 
   
  Dagolar Slime 
  8 
  Dune Reaper, Matron 
  8 
  Dune Trapper 
  8 
  Klar 
  8 
  Mountain Stalker 
  8 
  Obsidian Retriever 
  8 
  Silt Weird 
  8 
  Slimahacc 
  8 
   
  Dark Spider, Queen 
  9 
  Gaj 
  9 
  Guardian Warrior 
  9 
  Guardian Watcher 
  9 
  Hatori, Advanced 
  9 
  High Drik 
  9 
  Lizardfolk, King Nelyrox of Nesthaven 
  9 
  Magma Golem 
  9 
  Paraelemental, Rain (Greater) 
  9 
  Paraelemental, Silt (Greater) 
  9 
  Paraelemental, Sun (Greater) 
  9 
  Sharg 
  9 
  Shark, Athasian (Dire) 
  9 
  Silt Horror, White 
  9 
   
  Bear, Athasian 
  10 
  Earth Incarnation Gaj 
  10 
  Giant, Desert 
  10 
  Half-Air Drake Mountain Stalker 
  10 
  Jalath‘gak, giant 
  10 
  Sink Worm 
  10 
  Strangling Vine 
  10 
  Thrax Half-Elf Ranger 
  10 
  Treant, Athasian 
  10 
  Watroach 
  10 
   
  Giant, Beasthead 
  11+  
  Giant, Crag 
  11 
  
   
  http://athas.org 
   
  230 
  Half-Silt Dray Defiler 
  11 
  Paraelemental, Rain (Elder) 
  11 
  Paraelemental, Silt (Elder) 
  11 
  Paraelemental, Sun (Elder) 
  11 
  Rock Golem 
  11 
   
  Braxat, Athasian 
  12 
  Cistern Fiend 
  12 
  Drik 
  12 
  Giant, Plains 
  12 
  Guardian Laborer 
  12 
  Korinth 
  12 
  Mekillot 
  12 
  Roc, Athasian 
  12 
  Salt Golem 
  12 
   
  Cloud Ray, Athasian 
  13 
  Gray Touched Mekillot 
  13 
  Half-Rain Crag Giant 
  13 
  Styr 
  13 
   
  Sand Vortex 
  14 
   
  Drake, Fire 
  15 
  Drake, Water 
  15 
  Guardian Seer 
  15 
   
  Drake Silt 
  17 
  Drake, Earth 
  17 
  Drake, Magma 
  17 
  Drake, Rain 
  17 
   
  Drake, Sun 
  18 
  Sand Worm 
  18 
   
  Drake, Air 
  19 
   
  Squark 
  20 
   
  Black Touched 
  +1 
  Defiled 
  +1 
  Gray Touched 
  +1 
  Guardian 
  +2 
  Half-Drake 
  +2 
  Half-Elemental 
  +2 
  Chanth 
  +special 
  Elemental Incarnation 
  +special 
  Pakubrazi-Tainted 
  +special 
  Thrax 
  +special
  
   
  http://athas.org 
   
  231 
  Open Game License 
   
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). 
  All Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other 
  computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broaDCast, publicly 
  display, transmit or otherwise distribute; (d)"Open Game 
  Content" means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including 
  translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; 
  stories, 
  storylines, 
  plots, 
  thematic 
  elements, 
  dialogue, 
  incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, 
  teams, 
  personas, 
  likenesses 
  and 
  special 
  abilities; 
  places, 
  locations, 
  environments, 
  creatures, 
  equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) "Trademark" means the 
  logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the 
  Contributor (g) "Use", "Used" or "Using" means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) "You" 
  or "Your" means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
   
  3. Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to 
  use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License. 
   
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright 
  holder's name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement with 
  the owner of each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a 
  work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product 
  Identity. 
   
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under 
  any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute. 
   
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open 
  Game Material so affected. 
   
  13 Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. Terrors of Athas, ©2004 athas.org 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/Dark Sun Campaign Setting 3.5/Terrors of Athas.pdf