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  Author 
   J. Matthew Kubisz 
   
  Cover Artist 
  Dean Spencer 
   
  Interior Artists 
  Dean Spencer 
  Eugene Jaworski 
  Vasilis Zikos 
  Benjamin R. Barnes 
  Randall D. Powell 
  Tommaso Galmacci 
  Liz Clarke 
  Samuel Flegal 
   
   
  Editors 
  Stephanie D. Kubisz 
  Paul Klein 
   
  Rules Consultant 
  Michael Lenahan 
   
  Layout & Design 
  Tim Adams 
  Rogue Agent Solutions 
   
  Special Thanks to: 
  Ofelia J. Kubisz  
  Jim Clunie 
  EN World 
  Team Draconis 
   
   
  �
  �
  ��������
  REMARKABLE RACES © 2009 Alluria Publishing. All rights reserved. 
   
  DUNGEONS  &  DRAGONS,  the  DUNGEONS  &  DRAGONS  Compatibility  Logo,  D&D, 
  PLAYER’S  HANDBOOK,  PLAYER’S  HANDBOOK  2,  DUNGEON  MASTER’S  GUIDE, 
  MONSTER  MANUAL,  MONSTER  MANUAL  2,  and  ADVENTURER’S  VAULT  are trademarks  
  of Wizards  of  the Coast  in  the USA  and  other  countries  and  are  used with permission. Certain 
  materials, including 4E References in this publication, D&D core rules mechanics,  and  all  D&D  
  characters  and  their  distinctive  likenesses,  are  property  of Wizards of  the Coast, and are used 
  with permission under  the Dungeons & Dragons 4th Edition Game System License.  All 4E 
  References are listed in the 4E System Reference Document, available at www.wizards.com/d20.  
    
   DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy 
  Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER 
  MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYER’S HANDBOOK 2, 
  written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER  MANUAL  2,  written  by  
  Rob  Heinsoo,  and  Chri  Sims;  Adventurer’s  Vault, written by Logan Bonner, Eytan Bernstein, and 
  Chris Sims.  © 2008, 2009 Wizards of the Coast.  All rights reserved.  
   
  �����������������������������������������������
   
  
  0
  Introduction..... ......................................................1
  Player Guide to the Races......................................2
  Anumus.....................................................4
  Boggle. ......................................................8
  Entobian ....................................................12
  Kval............................................................16
  Mahrog......................................................20
  Mahra, Goddess ...............................24
  Mogogol ....................................................26
  Muse..........................................................30
  Numistian..................................................34
  Oakling......................................................38
  Obitu..........................................................42
  Relluk.........................................................46
  Armor Gems.....................................50
  Squole........................................................52
  Taddol .......................................................56
  Xax.............................................................62
  Zif...............................................................66
  Racial Paragon Paths ................................72
  Archeovitus ......................................72
  Battletwin..........................................73
  Caveman...........................................74
  Deathseeker ......................................75
  Demolisher .......................................76
  Entrepreneur ....................................77
  Flayer Slayer.....................................78
  Golden Muse ....................................79
  Grim Reaper .....................................80
  Lightseeker .......................................81
  Mogogoldin......................................82
  Pharaoh.............................................83
  Reverent of Spring ...........................84
  Slime Lord ........................................85
  Warrior Philosopher ........................86
  Racial Backgrounds ..................................87
  Racial Feats................................................90
  Heroic Tier Feats ..............................90
  Paragon Tier Feats............................95
  Epic Tier Feats ..................................101
  Equipment........ ......................................................103
  Weapons....................................................103
  Adventuring Gear.....................................103
  Vehicles......................................................104
  Magic Items ...............................................104
  of the Anumi................................104
  of the Boggles ..............................106
  of the Muses.................................107
  of the Oaklings.............................108
  of the Obitu..................................109
  of the Squoles...............................110
  of the Xax .....................................112
  Rituals ............. ......................................................113
  Dungeon Master’s Section .....................................114
  Remarkable Realms ..................................115
  The Isle of Benfalas......................115
  Mnol.............................................117
  Artifacts .....................................................118
  Dagger of Suval...........................118
  Skull of Atakla.............................119
  Monsters and NPCs..................................121
  Amphibian...................................121
  Anumus .......................................123
  Boggle...........................................125
  Entobian.......................................126
  Kval..............................................128
  Mahrog.........................................130
  Mogogol.......................................132
  Muse.............................................134
  Numistian....................................135
  Oakling.........................................137
  Obitu ............................................139
  Relluk ...........................................141
  Squole...........................................143
  Taddol..........................................144
  Xax................................................146
  Zif .................................................148
  Encounters by Level..................................150
  Monsters by Level.....................................152
  Index................. ......................................................153
  CONTENTS
  
  1
  Add new life to your 4th edition Dungeons
  and Dragons game! The Remarkable Races Compendium
  offers players and Dungeon Masters alike a brand new
  selection of truly interesting and unique races. Our
  philosophy behind the Remarkable Races was to release
  new and unique races that the Dungeons & Dragons
  universe has never seen before, and will likely never see
  published by Wizards of the Coast. Much like authors of
  the past have done with dwarves, hobbits, orcs, and elves,
  Remarkable Races presents beings that reflect forces in our
  own world. This book consists of fifteen new races, each
  with full write-ups, racial feats, monster statistics, magic
  items, and lots of extras. Each race is illustrated by
  talented artists from across the world with all-original
  artwork.
  This book is divided into two sections: The
  Player’s Guide to the Races and the Dungeon Master’s
  Section. The Player’s Guide begins by giving you the
  details to play all fifteen character races, including racial
  traits, physical qualities, ecology, player notes, example
  adventurers, and suggestions for using each race in your
  game.
  The Player’s Guide also includes a racial paragon
  path for each race, as well as nearly a hundred new racial
  feats for the heroic, paragon and epic tiers. Near the end of
  the player’s section, one can find unique equipment
  related to the new races. New weapons, adventuring gear,
  and dozens of new magic items await the player’s perusal.
  The player’s chapter ends with a few novel rituals.
  In the Dungeon Master’s Section, the focus is on
  tools for creating exciting adventures using the new races.
  The chapter begins with the specifics of two innovative
  realms: the treacherous Isle of Benfalas; home to the two-
  headed taddols, and the enigmatic Mnol; the demiplane of
  commerce and origin of the money-loving numistians.
  Next, spice up your campaign world with two
  new diabolical artifacts; the destructive Dagger of Suval
  and the sun-hating Skull of Atakla. Each artifact has full
  details as one might find the D&D 4E DUNGEON MASTER'S
  GUIDE.
  And what would adventuring be like without
  adversaries and non-player characters? The majority of the
  Dungeon Master’s section is packed with over six dozen
  creatures based on the new races. The monster entries end
  with encounter suggestions ranging from level one to
  thirty. The Remarkable Races Compendium fully supports
  adventure for heroic, paragon, and epic tiers of play.
  Use the whole book or pick your favorites; the
  Remarkable Races were designed to be modular. Each race
  can be easily added to nearly any existing campaign with
  little effort, and they do not require any other races to be
  used. So whether it is to populate a new world, or add
  some new life to an old one, the Remarkable Races
  Compendium will be a priceless resource for your
  Dungeons & Dragons experience.
  INTRODUCTION
  
  2
  PLAYER’S GUIDE TO THE RACES
  2
  This section contains everything a player would
  need to play any one of the fifteen new races that this book
  has to offer. The Remarkable Races can be divided into
  three groups: the newly discovered, the ancients returned,
  and the aliens among us.
  The newly discovered are brand new to the
  universe, either recently created or newly evolved. What
  they lack in history, they make up for in enthusiasm. They
  are bold pioneers and brilliant explorers of the unknown.
  These races include the boggle, the entobian, the mogogol,
  the oakling, and the obitu.
  The ancients returned have been lost to this world
  for ages, and just recently rediscovered. They are shrouded
  in both history and mystery. They teach us much about the
  past as well as help lead us into a bold new future. These
  races include the anumus, the mahrog, the relluk, the
  taddol, and the zif.
  The aliens among us are from a rare extraterrestrial
  world. They come to this reality seeking refuge, accidently,
  or to seek something that is missing from their own world.
  Their alien habits show us new ways to do things while
  struggling to fit in. These races include the kval, the muse,
  the numistian, the squoles, and the xax.
  Below are brief descriptions of all the races that
  appear in this book.
  Anumus: The anumi are pets who have undergone
  a radical transformation into humanoid versions of their
  former selves. More than just anthropomorphic animals,
  they have an ancient secret that once made them direct
  representatives of the gods themselves. With this catch-all
  bestial race, personify your favorite animal and lead him
  into combat against evil! Dogs, wolves, cats, tigers, horses,
  pigs, rats, birds, and more are all an option.
  Boggle: We all know the legends of the brownie
  tinkerers. Many of us have seen a movie or read a book or
  two of goblins, gnomes, or other little people gifted with the
  ability to craft wondrous objects and strange mechanical
  devices. The boggles are the embodiment of that concept.
  They are the product of arcane tinkering, derived from
  lowly and dim goblin slaves. Boggles are born with an
  instinctual knack for building, breaking, and fixing things.
  They thrive on solving puzzles, crafting new solutions, and
  unraveling mechanical mysteries.
  Entobian: These tenacious caterpillar people thrive
  in human societies. They hunger for adventure,
  individuality, and diversity. Driven by many of the same
  desires as other adventurers, they freely and willingly relate
  well with other races. They also have all the great aspects
  that make insects so interesting: six appendages, the ability
  to spin silk, and a truly different physiology than the other
  PC races. As an added bonus, at paragon levels they have
  the option to metamorphosis into a completely different
  insect, gaining not only a new form, but new powers and
  abilities as well.
  Artwork: Dean Spencer
  
  3
  Kval: The kval is about a foot tall, has horns, a tail,
  and hands as big as a man’s. In an isolated pocket
  dimension, the kval appear and begin to slowly multiply,
  destroying and consuming the fiends trapped there and
  eventually purging the infested land. When the process is
  complete, the kval are deposited back into world in great
  numbers, thus maintaining balance. Kval quest to find and
  defeat evil wherever it may be. Introducing the first Tiny-
  size 4E PC race, the kval are certain to raise notice.
  Mahrog: The mahrogs are a primitive human
  ancestor. Mothered by an overprotective nature goddess,
  the mahrogs shun modern conveniences like metal armor
  and fancy swords in favor of wood, bone, and stone. Best
  of all, it works well for them due to some divine
  intervention on the part of their goddess protector.
  Mogogol: Driven by an insane desire to do good
  deeds and led by other manic tendencies, a most unusual
  family of amphibians left the dismal swamps and
  embarked on a remarkable journey. Nearly two hundred
  years later, the mogogols emerged as a unique race in their
  own right; the descendants of the Mogogol family and
  hundreds of other frog-like people.
  Muse: The muse is a munificent denizen of the
  demiplane of dreams who can inspire any adventuring
  party to new levels of power. Fleeing terrible nightmares
  planted by Hell itself, the muses escaped certain death by
  invading our world. A vision come to life, these beautiful
  and creative creatures continue to inspire greatness in all
  who strive to serve the gods. The muse is a truly selfless
  soul whose power is meaningless alone. No group will
  want to be without a muse to help them succeed.
  Numistian: Hailing from the largest shopping
  mall in the multiverse are the numistians; a merchant race
  that specializes in making money. Originating from Mnol,
  the mysterious demiplane of commerce, these humanoids
  can vary their height, eat and bleed coins, and have a
  great eye for lucrative endeavors.
  Oakling: When the first oaklings marched
  inexplicably from the forest, the tree-huggers cheered a
  new ally. After all, oaklings have all the hallmarks of a
  friend of the wood; being basically Medium-sized living
  trees with green leafy faces. However, they turn out to be
  quite the opposite of what many expected. Oaklings are an
  industrious species that has little regard for sentiment or
  emotion. Coldly logical, the oaklings took up branch to
  their own cause: the betterment of themselves.
  Obitu: The obitu were to be a life force as docile
  and obedient as the lich’s other minions, with one marked
  difference: they were technically living, breathing entities.
  This made the obitu immune to turning and other pitfalls
  common to his other low level soldiers. Best of all, they
  shared the same visage as the lich’s favorite shock trooper:
  that of a skeleton. Created by infecting undead with an
  arcane disease, the number of obitu grew quickly to the
  thousands. As they marched toward the forces of good,
  something else began to grow as well: their free will. The
  obitu rapidly converted to the side of good and became a
  bane to undead ever since.
  Relluk: The relluks were made to be stony
  protectors for a remote island nation of the distant past.
  Unfortunately, they failed—the nation was obliterated
  before the Relluks could even be activated. They stood in
  droves for millennia waiting to spring to life. Rediscover
  an ancient technology with these odd beings with
  menacing tribal faces, crystal souls, and bodies crafted
  from volcanic rock.
  Squole: Expanding the arcane formula that
  created the gelatinous cube, a species of benevolent slime
  created human-shaped ambassadors to help prove to the
  multiverse that not all slime is awful, not all jellies are
  ochre, and ooze doesn’t have to be a four-letter
  word…well not a bad one in any case. Not quite human,
  these mannequin-like slimes take on adventurous tasks to
  prove their worth, discover the secret to humanity, and
  generally add a lot of flavor to any campaign.
  Taddol: The taddol is bound to be the talk of the
  table as it offers the first-ever two-headed race meant to be
  played as two characters. Taddols are a quirky blend of
  ettin (two-headed giants; mean, slobbering, stupid) and
  eladrin (high elves; sophisticated, beautiful, ingenious).
  They are strong, smart, and tall.
  Xax: Standing less than four feet tall, these very
  odd-looking creatures appear more like a hideous monster
  than a friendly ally. However, they are truly benevolent
  and intellectual beings that preach tolerance, acceptance,
  and the oneness of the universe. Still, it would be wise not
  to cross these great thinkers, as the blood of anarchy and
  insanity still runs hot in their veins.
  Zif: It came from the deep dark depths of the sea.
  It is eons old; it saw the dinosaurs evolve and vanish. It
  survived countless cataclysms. It features a slimy squid-
  like parasitic brain inside an amorphous armored body.
  Run! Run for your life! No, wait! It is just the friendly zif.
  Join this benevolent snail-like PC race on a quest for
  knowledge and fortune.
  
  4
  Once loyal animal companions, now personified in
  human form by means of an ancient secret
  RACIAL TRAITS
  Average Height: 5’ 4”–6’ 0”
  Average Weight: 135–220 lb.
  Ability Scores: +2 Strength, +2 to one other*
  Size: Medium
  Speed: 6 squares, 8 squares for equine
  Vision: Normal (arachnid and ophidian anumi have
  darkvision, feline anumi have low-light vision)
  Languages: Common, choice of one other
  Skill Bonuses: +2 Athletics, +2 to one other*
  Bestial Boon: Gain a racial power*
  Bestial Defense: Some anumi gain +1 to one defense.
  Others gain a +5 bonus on saves versus the listed type
  of ongoing condition or damage.*
  *based on species, as noted below
  Species
  Ability
  Defense
  Skill
  Power
  Amphibian
  (frog)
  Con
  Reflex
  Endurance
  Amphibious
  Arachnid
  (spider)
  Dex
  poison
  Stealth
  Web Crawler
  Avian
  (bird)
  Dex
  blindness
  Perception
  Eagle Eye
  Canine
  (dog)
  Cha
  stunned
  Perception
  Tripping Strike
  Equine
  (horse)
  Con
  Will
  Endurance
  Enhanced Speed
  Feline
  (cat)
  Dex
  death
  Stealth
  Cat-like Grace
  Ophidian
  (snake)
  Dex
  dominated
  Stealth
  Contortionist
  Porcine
  (boar)
  Con
  Will
  Endurance
  Tenacious Spirit
  Reptile
  (lizard)
  Dex
  acid
  Endurance
  Blood Fury
  Rodent
  (rat)
  Dex
  necrotic
  Stealth
  Rodent Resilience
  Ursine
  (bear)
  Con
  Reflex
  Endurance
  Bear’s Might
  4
  Artwork: Eugene Jaworski
  
  5
  RACIAL TRAITS, continued
  Amphibious: You can breathe normally in water
  and gain a swim speed of 4. In addition, gain resist
  acid 5 + one-half your level.
  Bear’s Might: When bloodied, you gain a +1
  bonus to basic melee attack rolls. In addition, each
  round that you sustain a grab on your turn, the
  target of the grab takes damage equal to your
  Strength modifier.
  Blood Fury: When bloodied, you gain a +1 racial
  bonus to damage rolls. Increase to +2 at 11th level,
  and +3 at 21st level. Gain this same bonus to damage
  against bloodied foes.
  Cat-like Grace: Once per encounter, when you are
  hit by a Reflex attack, you may force an enemy to roll
  the attack again. The enemy uses the second roll,
  even if it’s lower. In addition, gain a +5 to Acrobatics
  checks related to balancing on a narrow surface.
  Contortionist: You can squeeze into narrow
  passages as if you were one size category smaller
  than you are. In addition, you gain a +2 on Athletics
  or Acrobatics checks to escape a grab.
  Eagle Eye: Once per encounter, reroll a ranged
  attack roll. Use the better roll.
  Enhanced Speed: You move at your normal speed
  (8 squares) when it would normally be reduced by a
  heavy load or armor. Other effects that limit speed
  affect you normally. In addition, when your charge
  attack is preceded by moving at least 6 squares from
  your starting position, you may make both a bull
  rush and a melee basic attack, in that order.
  Rodent Resilience: Once per encounter, when
  you are bloodied, you may gain a number of
  temporary hit points equal half of your level plus
  your Constitution modifier. In addition, you receive a
  +5 racial bonus to Endurance checks made to resist
  disease.
  Tenacious Spirit: When bloodied, you gain resist
  1 to all damage. When reduced to 0 hit points, make
  one basic melee attack.
  Tripping Strike: If you have combat advantage
  against a target, you also knock the target prone on
  a successful hit with a basic melee attack.
  Web Crawler: Gain a climb speed of 4 and ignore
  the movement effects of spider webs and difficult
  terrain related to spider swarms.
  OVERVIEW
  Fremedi the tomb raider discovered a fabulous
  treasure. However, it was not gold nor was it gems. It was
  not a powerful magical artifact or even a weapon of
  wondrous power. Fremedi, a charlatan by reputation,
  discovered a clay jar full of perfectly preserved seeds.
  Hieroglyphics on the jar described how to use them, and
  with a slight effort, the worldly rogue deciphered the
  antique code. It was then that he hatched a plan that
  would bring a new race to the world.
  With a little help from a farmer friend, Fremedi
  cultivated these strange little seeds and soon had a small
  grove of odd spiky bushes. With time, the shrubbery
  finally bore a bluish-purple fruit. It was marketed as
  “Fremedi’s Wonder Fruit” and sold with special
  instructions and with the classic advertising phrase, “They
  gave their lives to you, now give their lives to them!” The
  anumi were born, and Fremedi became very wealthy.
  Long ago, when the gods bore the forms of beasts,
  the anumi plant was created with the aid of divine magic
  to transform particularly beloved sentry animals into
  special temple guardians. Fremedi simply adapted the
  recipe to work for all beloved pets who had reached the
  end of their service due to infirmity or old age. A humane
  alternative to euthanasia, the fruit is mashed together with
  the blood of the animal’s master and mixed in with the
  animal’s favorite food. Upon digestion of this strange
  mixture, the creature becomes instantly revitalized and
  transforms into an anthropomorphic form; a swarthy and
  muscular human body with the head of the animal. Along
  with the facial semblance, the bestial companion retains
  rudimentary and dreamlike memories of its former life. It
  begins life again as a young adult sentient humanoid.
  While the long forgotten anumi of the ancient
  world had specific purpose and direction, this new
  generation often struggled for identity beyond a
  personified pet. After a few decades, they sought the now
  aged Fremedi and beseeched him for an answer. For a
  hefty sum, Fremedi parted with his secret, and the anumi
  became caretakers of both the sacred fruit and its secret.
  They carried on the business and continued to inspire the
  tradition of bestowing new life to animal companions
  whose existence was otherwise near an end.
  Play an anumus if you want…
  
  to personify your favorite animal.
  
  to have a lot of racial options at creation.
  
  to have a defensive bonus.
  
  to be strong and well-muscled.
  
  to have versatility in class selection.
  
  6
  PHYSICAL QUALITIES
  Anumi, from the neck down, are identical to very
  fit Medium-size humans. Their skin tone varies from olive
  to dark brown and is both flawless and hairless. Gender
  cues are exaggerated; females have perfect hourglass
  forms and males feature bulging biceps and rippling
  abdominals. From the neck up they are entirely bestial
  and extremely varied. While proportionate to a human
  head, the animal head can be that of just about any
  imaginable natural creature. Canines, felines, and avians
  are most common. However, bears, boars, horses, and
  even lizards are also well-known. Any natural beast that
  someone might have considered a beloved pet or
  companion may become an anumi. If a species type is not
  listed, the Dungeon Master may decide to add new
  statistics and powers.
  Over the last few decades, the anumi have been
  trying to create a unique identity in the world. In their
  new forms, many study the crumbling ruins of the
  civilization that invented their magical origins. Some
  anumi have adopted a style similar to that which they
  observed depicted in ancient hieroglyphics and often
  pattern clothes, jewelry, and other personal effects to
  reflect this antiquated design. A few anumi even venerate
  these forgotten gods in an effect to resurrect a long dead
  religion. In their hearts, however, most hold true to the
  values of their original master, whom they often regard as
  a parent figure. Many continue adventuring with their
  original master for several years after they start their
  second life.
  ECOLOGY
  Despite their attractive (from the neck down), and
  fully-sexed forms, anumi are completely sterile. They
  cannot have children, and have no way of naturally
  creating offspring. Instead, they defer toward using the
  anumi fruit to ensure that the species lives on.
  The juice of the fruit itself is highly magical,
  though inert until mixed with blood. The blood acts as a
  catalyst only if the master truly cared deeply for his or her
  animal companion. Otherwise, it has no effect. Originally,
  it was thought that the mixture called specifically for
  human blood. Fremedi’s original directions stated this
  explicitly. However, experimentation has shown that the
  blood of any sentient creature will suffice, so long as the
  sentiment is true. Regardless of the blood used, the body
  form always appears human.
  The mixture only works on natural beasts of the
  non-magical variety. The beast’s original abilities, powers,
  skills, and so on are all replaced by those of the anumus.
  The Dungeon Master may also rule that certain beasts are
  immune to the mixture.
  The change in form is permanent and irreversible.
  Biologically, the anumus begins life with the body of a fit
  16-year old human. Their countenance reverts to the way
  the animal looked in the prime of its life, adjusted for size
  proportion to the new body. Afterwards, the anumus ages
  much the same as a human.
  As to its mental state upon first reaching
  humanoid form, an anumus resembles an amnesiac. At
  best he has blurry memories of a past in which he was an
  animal, though he seems to have a firm grasp of language
  and other basic skills needed for survival. During this
  period of mental confusion, the anumus is typically
  nurtured by its original master. In a few short months, the
  anumus is ready to set out on his own, if he so desires.
  PLAYING AN ANUMUS
  Anumi often share the same ideals, virtues, and
  vices of their original masters; this is often very similar to a
  parent-child relationship. An anumus who had a very
  strict master is as likely to be very strict as they are to be
  especially lenient. In any case, anumi often show a great
  deal of respect and understanding of their original
  master’s values.
  Anumi also harbor an inner struggle with their
  bestial nature. This makes them especially easy to
  stereotype by species. For example, canine anumi are often
  very loyal. Feline anumi, on the other hand, are fiercely
  independent. Avian anumi are free spirits, while porcine
  anumi are often gluttons. Reptiles can be callous;
  arachnids single-minded; rodents jumpy; equines
  trustworthy. Unfortunately, these stereotypes do nothing
  good for their already diminished reputations. One of the
  biggest obstacles that an anumus faces is to be seen as a
  serious individual in their own right, and not just a
  personified animal.
  It is often this lessened status that drives an anumi
  to the adventuring life. They have much to prove, and
  often have little trouble finding their niche. Often, an
  anumi picks up where their master left off: continuing a
  quest in their absence. In addition, anumi are fueled by the
  same goals as most humans: glory, gold, honor, and love.
  At their core, they are both human and animal. An
  anumus’s motivations tend to match both.
  Many anumi take up the cause of animal rights,
  and are among the first beings in the realm to help
  orchestrate the formation of humane animal shelters,
  veterinary clinics, and laws that prevent animal cruelty.
  Most anumi will not stand by to see an animal be
  mistreated, and will react in violent opposition. Some
  anumi often adopt pets of their own, many of which
  become anumi themselves after living a long, happy life.
  Anumi fill a variety of class roles, grouped slightly
  by species. Felines, ophidians, and rodents excel as rogues
  because of their nimbleness and propensity for stealth.
  Canines, equines, porcines, and reptiles typically make
  great clerics, fighters, rangers, and warlords. A fair
  number of anumus wizards and warlocks do exist as well,
  though they are not as common.
  
  7
  Anumus Characteristics:
  Affectionate, bestial,
  charitable, cheerful, clever, concerned, dedicated, friendly,
  humane, inquisitive, loyal, mischievous, playful, pleasant,
  sly, sneaky, social
  Names: Anumi often keep the names given to
  them when they were animals. However, some prefer to
  adopt names that are reminiscent of the extinct culture that
  created the anumi fruit.
  Male Names: Ace, Ajax, Amon, Anubis, Bear,
  Bingo, Butch, Dexter, Duke, Fido, Horus, Jaws, Killer,
  Lucky, Rover, Silver, Snapper, Thoth
  Female Names: Babe, Daisy, Dixie, Duchess,
  Fluffy, Foxie, Hathor, Isis, Jaws, Killer, Peaches, Pepper,
  Precious, Silver, Snapper, Snuffles
  ANUMUS ADVENTURERS
  Alvilda spent her entire animal life as a raven on
  the shoulder of a scoundrel by the name of Captain Gareth
  the Black. When Gareth died, his crew took it upon
  themselves to give Alvilda the anumi mixture. Many
  regard the new Alvilda as a reincarnation of Gareth. They
  have the same booming voice, same cantankerous attitude,
  and same propensity for swashbuckling. Still, Alvilda
  wants to do more than just follow in her former master’s
  footsteps. This raven-headed pirate wants to see the land,
  taste high adventure beyond the seven seas, and find her
  own way in the world. With a flamboyant spirit and
  cutlass in hand, she adds a little spice to any situation.
  Fenris started life as a as a trained attack dog, and
  his adventuring career followed along that path. As a
  professional soldier, Fenris is a force to be reckoned with.
  A fierce and brutal fighter, this dog-headed myrmidon
  rarely backs down from a good fight. Out of combat,
  Fenris is a lovable and social soul with a wonderful sense
  of humor. He is extremely loyal to his companions, many
  of whom consider him more trustworthy and honorable
  than most humans.
  Arrow came from the noble existence of being one
  of the king’s prized falcons. Now he protects the king’s
  land as a ranger. While once flying “true like an arrow,”
  Arrow now brandishes a bow that is quite deadly in his
  hands. While his fellow adventurers often find him to be
  rather uptight, they rarely hesitate to admire his prowess
  at ranged combat. Arrow is also a very effective hunter,
  capable of bringing a meal to an otherwise empty pot
  wherever he goes. He credits not only his superior senses,
  but his companion: a falcon of his own that he named
  “Edward,” after the king.
  ANUMI IN YOUR GAME
  Anumus add a new dimension to the animal
  companions in your game, and brings new options to your
  table. For example, a local dog pound may spring up in
  the area run by anumi. Anumi might develop new pet
  items, new animal cruelty laws, or take a special interest in
  a PC’s pet.
  Optionally, the Dungeon Master can create a more
  detailed back story for the anumi. Perhaps there was an
  ancient uprising of the species and they were wiped out.
  Now that they are back, a cult with primeval ties may be
  hunting the anumi or watching to make sure they stay in
  line. Perhaps the anumi are completely new; the results of
  recent arcane experiments resulting in a new fad. Then
  again, the anumi might be an established race in their own
  right, with a history, biology, and origin akin to other PC
  races.
  
  8
  Small goblinoids, once bred to be expert builders, now a
  fierce new breed of genius on the cusp of madness
  RACIAL TRAITS
  Average Height: 3’ 4”– 3’ 8”
  Average Weight: 40–50 lb.
  Ability Scores: +2 Constitution, +2 Intelligence
  Size: Small
  Speed: 6 squares
  Vision: Low-light
  Languages: Common, Goblin
  Skill Bonuses: +2 Arcana, +2 Perception
  Avoid Catastrophe: You can use avoid catastrophe as an
  at-will power. Goblin abilities mingle with boggle
  hybridization to create an ability that helps them dodge
  sudden catastrophic malfunctions.
  Boggle Aptitude: You gain an additional magical item
  daily power activation each day. You gain another
  additional activation at 21st level.
  Goblin Subspecies: You are considered a goblin for the
  purposes of spells and effects that specifically target
  goblins.
  Mechanical Genius: You gain a +2 racial bonus to
  Thievery checks involving disabling traps or opening
  locks.
  Avoid Catastrophe
  Boggle Racial Power
  You may avoid area attacks entirely with supernatural deftness.
  Encounter
  Immediate Interrupt
  Personal
  Trigger: You are targeted by a burst or blast power.
  Effect: You may shift up to 6 squares away from the area of
  effect for the attack. You must end your shift when you no
  longer have line of sight to the attack's area.
  OVERVIEW
  Boggles are specially bred and magically engineered
  goblins that excel in all things magical and mechanical.
  Originally from slave stock of an oni mage named Dianlor,
  these small green humanoids vary little in appearance
  from their ancestors. Nearly a century of selective
  breeding, magical experimentation and subjection to
  special serums were designed to turn the common goblin
  into an expert builder. Dianlor and his protégés planned to
  use a hoard of these altered goblins to build and maintain a
  mobile fortress, and then lead this new battle bastion out to
  conquest. However, with intelligence came cleverness and
  independence.
  Artwork: Randall Powell
  8
  
  9
  The boggles used scrap to build a secret fleet of
  ornithopters, drugged the oni legions with a homemade
  potion, and flew to far away safety. The oni lords awoke to
  find their unfinished fortress mostly dismantled for parts
  and no trace of the boggles. Dianlor’s legions have since
  fallen into anonymity, but the boggles remain.
  With intelligence came a conscience as well, and
  most boggles turned away from evil and treachery. The
  majority exist as beneficial artificers, spreading works of
  genius and magic throughout the land. They abhor
  slavery, and still harbor a grudge towards the oni.
  Occasionally, an older boggle will go crazy from lack of
  serum, something the race has trouble being open about.
  Play a boggle if you want…
  
  to be a weird little goblin creature.
  
  to play a genius crafter with a terrible secret.
  
  to be able to potentially dodge blast effect spells.
  
  to be smart and sturdy.
  
  to be a member of a race that favors the artificer
  (or wizard) class.
  PHYSICAL QUALITIES
  Boggles are Small-sized, green-skinned, hairless
  humanoids. Their faces are particularly goblinoid and
  feature fairly large noses. A boggle’s eyes are most
  generally red, but may also be orange or violet. These
  goblinoids are known for their long, donkey-like ears that
  move according to their mood. This race has short legs and
  long arms that end in four digits—three fingers and a
  thumb.
  Boggles look very similar to goblins with larger,
  longer ears and no hair. However, the similarity is skin
  deep. This race is highly intelligent with a mind for
  solving puzzles, crafting devices and unlocking magical
  secrets. Many who are used to their less refined cousins
  find a boggle’s appearance and mannerisms a bit comical;
  a mistake that they are quick to forgive.
  Boggles dress in mismatched and patchwork
  clothes that are cobbled together more for functionality
  than fashion. The typical individual of this race, including
  non-artificers, has a hodge-podge of pouches, tool clips,
  and other bags placed conveniently around their body.
  Some boggles even sport mechanical appendages; a
  specialty of some artificers.
  ECOLOGY
  Due to lack of hair and fashion sense, males and
  females are hard to tell apart by a non-boggle. They tend
  to share all roles, and make few distinctions. Males are a
  bit heavier-set than females, but this is not a definitive
  indicator.
  Boggles have children like most humanoids, with
  a large proportion of twins and triplets. They mature
  quickly, reaching adulthood at the age of 10, but have
  tragically short lives, living only to their mid-thirties. Old
  age comes on sudden, and is marked by the onset of
  Boggle Madness (see next page). Their demise is almost
  always violent.
  Though most know about it, few approach the
  subject: elderly boggles need a daily elixir to keep from
  going mad. A mixed-up and unnatural biochemistry
  requires a constant infusion of special herbs and other
  ingredients to keep the boggle’s finely-tuned mind from
  slipping gears. On the 25th hour of not having this boggle
  brew, the poor creature becomes subject to the Boggle
  Madness. This is likely to culminate in an older boggle
  becoming a raving lunatic, capable only of attacking every
  moving creature or object. Without a dose of this serum,
  only complete immobilization, luck, or death will stop this
  boggle’s rampage. Some particularly destitute boggles
  procure special garments that can be fastened into a
  straitjacket, in a pinch.
  PLAYING A BOGGLE
  Boggles are born with a mind for mechanics and
  magic. They have an uncanny and instinctual knack for
  problem solving and repair. For some, this is simply a
  lifelong hobby. For most, it is an obsession, driving most
  boggles directly to the profession of artificer. Of those
  artificers, most forgo ritual learning in favor of alchemy.
  Many boggle alchemists are in search of a better boggle
  brew, or to eliminate the need for the solution entirely.
  Of the non-artificer boggles, most are drawn to the
  wizard class. Warrior boggles are also known, as well as
  rogues specializing in gadgetry, trap dodging and lock
  picking. A few clerics do exist, extolling the virtues of
  inventor gods. Beyond that, boggles of other classes are
  exceedingly rare or unheard of, but not impossible.
  Boggles most often adventure for knowledge, to
  test their creations, and to gather materials or gold. Some
  fight slavery or oppression, while others simply work for
  the good of the world. Another major cause of boggle
  adventuring, especially the most dangerous sort, is their
  extremely short lifespan and potentially disreputable
  demise. When faced with losing one’s mind to the insanity
  that is virtually guaranteed in old age, most boggles
  would rather die violently for a good cause before it gets
  that far.
  
  10
  Boggle Characteristics: Analytical, artistic,
  creative, driven, enthusiastic, focused, gifted, imaginative,
  innovative, inventive, light-hearted, obsessive, talented,
  tragic
  Male Names: Clasp, Clutch, Cog, Gear, Glock,
  Grind, Gyro, Hammer, Hank, Junk, Slag, Ticker, Tin
  Female Names:
  Bik, Brew, Bubs, Chainer, Forge,
  Gree, Jundle, Kiln, Lox, Pete, Sander, Vilt
  BOGGLE ADVENTURERS
  Drem was born a tinkerer, like most of the
  boggles. He specializes in what he refers to as “boosters,”
  which are potions and items that increase or improve
  certain abilities. This hardy little fellow will see a problem
  and work tirelessly to fix it. The slow dwarf of the group
  now has boots that make him the fastest member of the
  party. The forgetful elven ranger now has a potion that
  kicks his memory back into gear. Everybody loves Drem,
  and they especially adore his gifts.
  Lugga was always a bit of an outcast. While good
  with tools, she was never much of an inventor. In fact, her
  specialty seemed to be in the breaking, not the building.
  Harnessing this talent, she was well-suited for the rogue
  class. She specializes in busting locks, spoiling traps,
  and figuring out ways to get around the most
  complex security. Her team finds her
  invaluable when it comes to dungeoneering, as there is
  seldom a lock that blocks or a trap that springs when
  Lugga is on watch.
  Splok is a jack-of-all-trades. However, like most
  who claim this title, he is master of few, save one: he is an
  excellent sword-mage. Always finding ways to combine
  magic and steel, Splok is a boon to his allies. He is a boggle
  at heart; always tinkering. He can just as easily mend his
  armor as he can cook a gourmet meal or build a raft. He
  looks at every challenge as an opportunity for invention.
  In a pinch, Splok might try his hand at healing, lock
  picking, or even rituals outside of his normal range. In
  combat, however, he is a miniature whirlwind of blade
  and light; never faltering from that which works best.
  Boggle Madness
  Boggle Madness is a genetic condition that all boggles have. Symptoms do not typically appear until the boggle is at
  least 35 years old. It cannot be passed on to a non-boggle, and even goblins are immune. It cannot be completely
  cured, magically or otherwise. Instead, any effect that would remove disease removes only the symptoms for 24
  hours.
  Boggle Madness
  Level 1+* Disease (Boggle Only)
  Endurance stable DC 14+*, improve DC 19+*
  The target feels
  normal, but is
  subject to
  onset of the
  disease in 24
  hours.
  <
  Initial Effect: The target
  takes a -2 disease penalty
  to Will saves.
  <>
  The target automatically fails
  all checks related to Wisdom.
  Target is unable to perform
  powers which require
  concentration.
  >
  Final State: The target loses control and
  must attack the nearest mobile creature or
  object.
  *The level of the disease is equal to the level of the boggle carrying the disease. The DC to stabilize is equal to 13 +
  the level of the boggle carrying the disease. The DC to improve is equal to 18 + the level of the boggle carrying the
  disease. The worsen DC is always one less and lower than the stable DC.
  Artwork: Randall Powell
  
  11
  BOGGLES IN YOUR GAME
  While goblins have been around since the dawn of
  time, boggles are a fairly new race to the world. In any
  campaign that includes goblins, boggles could easily be
  their descendants or subrace. If such is the case in your
  campaign setting, the boggle race requires almost no
  adjustment to your world to begin play immediately.
  Because they do have a lineage that they can trace, boggles
  do not lack tradition, language, and history common to
  other PC races.
  In most games, goblins have a terrible reputation
  for being stupid mischief makers or dangerous pests.
  Boggle PCs may need to overcome this stereotype. If
  boggles are introduced as a brand new development in
  you campaign world, boggle PCs may have a slight
  disadvantage during social
  encounters. Though they also might
  have a slight advantage when dealing
  with other goblinoids, who may not
  realize whose side the boggles are on.
  In any case, it will be a surprise to all
  when the apparent goblin is the one
  who solves a complex puzzle, disables
  a deadly trap, or gives sound
  engineering advice.
  A campaign that lacks the
  components of alchemy or artificers
  can still harbor boggles without much
  trouble. Wizards make great artificers
  as well, and alchemy could easily be a
  subset of the Arcana skill. Nearly all
  fantasy role-playing games have
  potions, magic items, and mechanical
  devices, so the boggle should feel
  right at home.
  If your campaign setting does
  not include goblins, for whatever
  reason, boggles could still be possible
  in your game. Perhaps they were a
  relatively unknown race until they
  entered a spontaneous industrial
  revolution. Maybe they are from
  another world, which just happens to be more
  technologically advanced. Yet another possibility is that
  they were magically created from scratch—the result of a
  powerful wish gone awry.
  Whatever the case, the boggle would make a
  welcome addition to any game as the resident tinkerer, an
  unusual option for the player who is great at puzzle
  solving, a challenge for the player who has played
  everything, or just a good match for those that like to use
  their engineering talents.
  
  12
  Spending most of their lives as larva, these insectoids value
  freedom, fun, and individuality
  RACIAL TRAITS
  Average Height: 2’ 6”–3’ 6”
  Average Weight: 25–45 lb.
  Ability Scores: +2 Dexterity, +2 Charisma
  Size: Small
  Speed: 6 squares
  Vision: Normal
  Languages: Common, choice of one other
  Skill Bonuses: +2 Diplomacy, +2 Dungeoneering
  Hexaped: Gain a +3 racial bonus to all Athletics checks
  to climb, and all Acrobatics checks to balance.
  In addition, once per move action, you may enter
  difficult terrain without spending an additional square
  of movement.
  Mid-Leg Attack: You have a second pair of scythe-like
  limbs. When using these limbs to make an unarmed
  melee basic attack, you gain a +3 proficiency bonus to
  the attack roll.
  Silk Spray: You gain the silk spray encounter power.
  Silk Spray
  Entobian Racial Power
  You can use your natural ability to make sticky silk as either a
  weapon or as a rope.
  Encounter
  Minor Action
  Ranged 5
  Target: One Creature
  Attack: Strength +2 vs. Reflex, Constitution +2 vs. Reflex,
  or Dexterity +2 vs. Reflex. Increase to a +4 bonus at 11th
  level, and a +6 at 21st level.
  Hit: Target creature of up to Large size is slowed (save
  ends).
  Special: During character creation, select Strength,
  Constitution, or Dexterity as the ability score used to
  make this attack. This choice cannot be changed.
  Also, you may instead expend this power to create a
  40-foot length of silk rope. You may do this a number of
  times per day equal to one half your level, minimum 1.
  This rope grants a +2 circumstance bonus to climb checks
  made using it. The rope is destroyed after you take an
  extended rest.
  12
  Artwork: Dean Spencer
  
  13
  OVERVIEW
  Entobians are a small race of insect people that
  spend most of their lives as bipedal larvae, looking
  somewhat like an upright walking caterpillar. They come
  in all colors and varieties, literally and figuratively.
  Perhaps the strangest trait of these already unusual
  creatures is how human they actually seem under their
  buggy visages. Despite their incredibly alien anatomy,
  they are prone to familiar dispositions, friendly
  demeanors, and values common to mankind.
  In addition, entobians are attracted to all walks of
  life. They harbor no favorite class or profession, instead
  going where their desires take them. Many entobians are
  hedonistic, wanting to get the most out of life’s pleasures.
  Others thirst for high adventure, wanting a taste of every
  new experience. Most are a combination of the two. With
  experience comes opportunity. Higher level entobians can
  undergo a metamorphosis that will change their
  appearance and abilities forever.
  Play an entobian if you want…
  
  to be a bug-like creature.
  
  to play a character that could possibly change
  drastically at higher levels.
  
  to be able to create rope at-will.
  
  to be both nimble and charismatic.
  
  to be a member of a race that enjoys most classes.
  PHYSICAL QUALITIES
  Perhaps the oddest looking of available PC classes,
  larval entobians, also known as “larvites,” can be likened
  to vaguely upright walking caterpillars with thin and
  elongated limbs. All entobians have six limbs; two arms
  and legs like most other humanoids, and a pair of mid-
  legs. Their arms end in three digit hands and their legs end
  in two clawed toes. An entobian’s mid-legs aid in balance,
  movement, and object manipulation, though these
  appendages end only in very sharp points. While these
  limbs are sheathed in rubbery chitin, the larvite’s body is
  fleshy and covered in coarse hair.
  The limbs and eyes of a larvite are almost
  universally darker than the body, while their body color,
  hair color and hair distribution varies greatly from
  individual to individual. Body and hair color is usually
  bright and unnatural, sometimes even fluorescent in hue.
  Hair distribution can be sparse, thick, or varied in density;
  sometimes creating wild looking “hair styles.” Patterns of
  stripes and spots are also quite common. Any color or
  combination is possible. Larvites have silk glands on their
  lower abdomen that appear as a small pouch-like
  protrusion.
  ECOLOGY
  Larvites are sexually immature, and most remain
  in this state their entire lives. Reproduction happens with
  only the most experienced entobians who decide to
  undergo metamorphosis (by taking a metamorphosis feat
  at the paragon or epic levels). Until then, the larvite is
  effectively genderless, though most are considered male
  because of their deep and resonating voices. Larvites hatch
  from a clutch of roughly 200 marble-sized eggs of various
  colors. They grow from Diminutive caterpillars to Small-
  sized larvite children in about 6 weeks, eating practically
  constantly during this time. Larvites are omnivorous; they
  eat anything. By restricting their diet, and through intense
  meditation, they can choose when and what they
  metamorphosis into, provided they have endured enough
  trials and tribulations beforehand. Larvite children,
  identical to larvite adults in appearance, generally reach
  emotional and social maturity in about 14 years. Entobians
  live about a decade longer than humans on average. While
  most entobians never gain the ability to lay eggs—only
  epic level entobians can—when they do, they can have
  thousands of children in their lifetime.
  The origin of the entobians is speculated to be the
  result of environmental contamination from an arcane
  waste produced by a particularly reclusive race of
  insectoid creatures that live in deep underground hives.
  Of what little is known of this race, there is much evidence
  that they are experimenting on creatures by implanting
  their own biological components, creating deadly insect
  hybrids. A byproduct of this partially alchemical process is
  a purplish goo that is disposed of in great quantity into an
  underground river. This river eventually leads to the
  surface and into a fertile valley. There, insect life absorbed
  the waste and became fundamentally altered, all
  producing tens of thousands of offspring which became
  the first larvites. According to eladrin memory of the
  event, the first larvites were only about one foot tall.
  PLAYING AN ENTOBIAN
  Entobians share many personality qualities with
  humans; they are creative, passionate, inventive, and they
  have a sense of humor. Despite their appearance, their
  likable and relaxed demeanor can be quite charming. They
  are excellent conversationalists, having strong and rich
  voices that give many the feeling that they are wise and
  intelligent. They enjoy conversing and interacting with all
  friendly races, and are often quick to lend a helping hand.
  They forge strong and loyal friendships, and feel nearly all
  emotions that humans do, with a few exceptions.
  
  14
  Ironically, their apparently familiar personalities
  cause their differences to seem even starker when others
  become aware of them. The most evident of which is that
  entobians have no sense of romance or romantic love; even
  those that are sexually mature view the process as a
  required duty rather than a pleasurable interaction. They
  also don’t see the need to interact with others of their own
  kind, unless it’s a matter of reproduction. Aside from their
  colossal nurseries, there are no entobian cities or
  communities, Entobians have no distinct cultures or
  languages. They often find each other to be dreadfully
  boring.
  Entobians adventure for many reasons, though
  there are three reasons that are most common. First,
  entobians love nothing more in life than creature comforts:
  food, drink, and song. They will travel far and wide to
  amass enough wealth to afford a life of luxury and excess.
  Entobians that seek this existence often live out their entire
  lives as fat and happy larvites. The second reason for
  adventure is simply the love of adventure itself. All
  entobians seem to be instilled with the desire to experience
  new things, and thrive on the rush of adrenaline in the
  face of great danger.
  Lastly, some entobians feel a sense of duty to carry
  on the race, and thus obtain enough world experience in
  order to master the meditations required for
  metamorphosis. Some combination of the three is often
  encountered, as well as strictly personal reasons common
  to other races; revenge, greed, honor and glory.
  Entobian Characteristics: Adventurous, aloof,
  ambitious, charismatic, charming, clever, courageous,
  daring, easy-going, friendly, gluttonous, greedy,
  hedonistic, independent, light-hearted, versatile
  Names: Drister, Drytun, Haldozan, Malowa,
  Miraopay, Morgnan, Pulequay, Telduuk, Tiibay, Vanuuz,
  Verduzi, Vesterban, Zimberbim
  ENTOBIAN ADVENTURERS
  Some say that Glastoban was hatched with a
  sword in one hand and a spell in the other. It was not
  surprising when he took up the path of a swordmage, nor
  was it surprising that he was particularly good at it. What
  is most surprising is the respect this three foot tall pink
  and purple striped caterpillar commands on the
  battlefield. Sure, those that don’t know of him may laugh,
  snicker, or even jeer—but not for very long.
  With a flash of blade and spark of magic, this small but
  fierce entobian is a devastatingly effective combatant. He
  rarely backs down from a fight, no matter where it might
  take him.
  Malguway was always a sneaky little bugger. His
  coloration— bright green with yellow spots—actually
  conferred a bit of camouflage in the forest town in which
  he grew up in. With this advantage, he learned that he
  could creep about and steal food from wealthy travelers.
  With maturity came a conscious, and Malguway
  concentrated on spreading the wealth and comforts of
  corrupt nobles and merchants. Of course, Malguway
  would always keep a bit for himself, especially food,
  which he greedily gobbles down in private.
  Since the metamorphosis from larvite to farfalite,
  Delster feels he has become a better wizard. He has
  anticipated this transformation his entire life and worked
  diligently to master the meditations. Now that he has
  earned his wings, his arcane power has increased much
  more than he anticipated. While generally not as outgoing
  as he once was, he enjoys a clearer intellect. As an added
  bonus, he has kept his lightning fast reflexes, to which he
  credits most of his success.
  Artwork: Dean Spencer
  Eulite Entobian
  
  15
  ENTOBIANS IN YOUR GAME
  Entobians in this text are presented as a fairly
  fresh race to the world. They are a new race that sprung
  from wildlife contaminated with magical residue. This
  allows them to be placed in virtually any campaign setting
  with little work. As is, they require almost no adjustment
  to your world to begin play immediately. One downside
  to this “newness,” is that they lack tradition, language and
  history common to other PC races. This has several
  ramifications, including no racial heritage, likely no
  racial paragon paths and no cool magic relics tailored
  especially for this race. However, there are many
  boons as well. Entobians player characters can be
  bold pioneers, inventing their own paths, their
  own history and their own unique traditions. The
  Dungeon Master also has an opportunity to
  design new magic items for this race, such as
  special mid-leg sheaths that confer a magic
  bonus.
  Entobians are a race that does not
  gravitate toward each other. They do not
  form hives, as some other insect races do,
  and generally have no sense of racial
  community. In fact, if it was not for a
  female’s ability to lay hundreds of viable
  eggs at one time, entobians might have
  become extinct long ago. While this
  provides even more plug and play ability
  for a game, it also means the entobian race
  does not benefit from these features as other
  races do. It may be necessary to set up
  entobian friendly areas in populations of
  other races.
  Optionally, the Dungeon Master
  can create a more detailed back story for the
  entobians. They could easily be an ancient
  race in their own right. Their unique life
  cycle would normally keep their population
  fairly low and unnoticed for many
  centuries. Another possibility is that
  entobians originated from another plane or
  an alternate reality; perhaps even a world
  entirely populated by insects. Yet another
  potential back story is that the entobians
  were once human, cursed to live their lives
  as insects for acts of excessive greed or an
  offense to some nefarious power.
  Whatever the case, the entobian will make a
  welcome addition to any game as a representative of the
  insect world, an unusual option for the player who is
  seeking something different, a challenge for the player
  who has played everything, or even a fun alternative for
  those that thrive on change or metamorphosis.
  
  16
  Tiny wingless imps that fight evil with entropy
  RACIAL TRAITS
  Average Height: 8”–1’
  Average Weight: 100–150 lb.
  Ability Scores: +2 Dexterity, +2 Wisdom
  Size: Tiny
  Speed: 5 squares
  Vision: Low-light
  Languages: Common, Abyssal
  Skill Bonuses: +2 Acrobatics, +2 Athletics
  Big Hands: Due to very large hands, a dense internal
  structure, and a knack for acrobatic maneuvers, you
  can wield weapons as if you were Small-sized.
  Entropic Blood: When you are bloodied, creatures who
  begin their turn in the same square as you take 4 points
  of necrotic and radiant damage. Kval, who refer to the
  energy combination as “entropy,” are immune to this
  effect. Increase damage to 6 necrotic and radiant
  damage at level 11, and 8 necrotic and radiant damage
  at level 21.
  Flank From Below: When sharing a square with an
  enemy, you count as if you were in any square
  adjacent to that enemy for the purposes of flanking
  that enemy.
  Note: As a Tiny creature, this is the only way that you can
  flank an enemy, as you cannot normally attack an enemy
  from an adjacent square.
  Immortal Origin: You are considered an immortal
  creature for the purpose of effects that relate to
  creature of origin.
  Lost Under Foot: You do not provoke an opportunity
  attack when entering a larger enemy’s space from an
  adjacent square. In addition, Medium and larger
  creatures have a -3 to Perception when opposed to
  your Stealth checks.
  Tiny: Four kval can fit into one square. You cannot
  target adjacent targets with melee attacks and can only
  use melee attacks against targets in the square that you
  occupy. You can enter and end your turn in a larger
  creature’s space.
  Artwork: Dean Spencer
  16
  
  17
  OVERVIEW
  An immense battle had taken place which shook
  the once great city of Greyward to ruins. In the midst of
  the rubble, Balkion the Foul ripped the final talisman from
  the clutched fist of the dead paladin. For centuries, many
  had stood in his way. This shattered mortal before him
  now was just another felled adversary among thousands.
  “Anticlimactic,” he whispered under his breath. “I now
  hold the key to world domination, and this… child was all
  that was left to stand in my way.” With that, the
  archdemon assembled the relics that he had collected
  through the ages. As the final piece snapped into place,
  dark power surged uncontrollably through his body.
  Suddenly, the great city trembled and shook with
  a terrible quake. Balkion’s scream was unexpectedly cut
  short. Even the echo of his cries met a sudden and
  irrevocable hush. A ten mile wide crater was all that
  remained. Balkion and his assembly of terrible artifacts
  were never heard from again.
  Ages later, from the same crater that was once the
  site of the city of Greyward, scores of tiny demonlings
  poured forth. They came from a dead and terrible world.
  The rift imps, or kval, tell of a pocket dimension only a few
  miles wide. This tiny demiplane was a prison for terrible
  self-consuming evil for millennia. As the evil began to
  decay into oblivion, the kval grew in number, feasting on
  the rot like maggots on carrion. As the kval multiplied,
  they could see the veil between the worlds become
  thinner. Some kval even took up arms against the
  remaining evil to speed up the process. When the
  dimension collapsed, the only creatures small enough to
  escape through the tiny rifts between the two worlds were
  the kval. Stranger still, the kval race is not foreign to the
  world of men; they have been appearing through similar
  rifts for ages.
  Sages speculate that kval are a product of the
  fabric of reality itself. These scholars believe that the
  universe has a built-in safety mechanism for when the
  balance of good and evil becomes violently tipped towards
  evil. The world itself quickly expels the evil, excising it
  and the surrounding area as one might remove a
  cancerous tumor. The offending land then resides in a self-
  contained demiplane where it festers for untold ages and
  collapses. The kval are part of that processes, acting as
  agents of entropy to the evil that resides within. When the
  malevolence is mostly consumed, the energies that
  maintain this microcosm collapse and deposit the kval into
  the mortal world, sometimes in great hordes. When
  unleashed upon this world, most kval continue to fight the
  forces of evil.
  Play a kval if you want…
  
  to play a tiny imp-like creature.
  
  to have monkey-like agility.
  
  to be harmful when bloodied.
  
  to be both deft and keenly aware.
  
  to be a member of a race that enjoys the avenger,
  cleric, ranger, rogue, and wizard classes.
  PHYSICAL QUALITIES
  Looking upon a kval, one might be convinced it is
  a wicked, wingless imp. It stands only about one foot tall,
  has goat-like horns, bright orange cat-like eyes, and a long,
  spade-tipped tail. Its skin is pale blue, and its simian
  mouth is full of sharp teeth. It even smells of fire and
  brimstone. Perhaps its most alarming feature, however, is
  its large and disproportionate hands. This minuscule,
  wiry-looking creature has hands the size of a full-grown
  man’s, with three clawed fingers and a thumb. The hands,
  which appear far too heavy for the creature to wield, are
  actually capable of grasping and using man-sized
  weapons. This creature is amazingly strong for its size.
  Kval voices are deep and sinister, and often carry
  a thick abyssal accent. They hiss loudly when scared or
  angry.
  ECOLOGY
  The secret of the kval’s strength is their incredible
  density. While standing only about a foot tall, a kval
  weighs over 100 lbs. It seems to be made of matter not
  common to this world. When badly injured, a kval bleeds
  a shadowy and insubstantial ooze that is toxic to those
  near it. Dissection of these creatures is difficult, as their
  ichor penetrates nearly any barrier. From what can be
  ascertained, the kval have many sack-like, though
  unidentifiable, organs, a skeletal system that seems to be
  composed of a dark metallic compound, and a fragile
  crystalline structure in their head that likely serves as a
  brain. Unfortunately, a kval’s body decomposes very
  quickly, leaving an indelible black stain only one day after
  death.
  Kval have unusual eating habits, consuming just
  about anything in large quantities. One peculiar habit that
  many find particularly disturbing is their propensity to
  devour fallen foes. A kval can consume an entire Medium-
  sized corpse in just a few hours, bones and all. While
  many find the act to be particularly ghoulish, the fact that
  kval only find evil creatures to be palatable provides a
  small measure of solace.
  Kval have no sexual organs or any means to
  reproduce, though seem to spontaneously generate in
  naturally occurring demiplanes in which great evil is
  contained. As the evil wanes, the population of kval
  increases. The frequency is exponential, so that by the time
  the demi-realm collapses, most of the rift imps entering the
  mortal world are brand-new or only a few days old. While
  very naïve at this young age, they are fully grown and
  functional adults. Kval are immortal creatures that never
  show signs of age. Unfortunately, their unquenchable
  thirst to destroy evil often brings about their demise in less
  than a century after entering this realm.
  
  18
  PLAYING A KVAL
  Kval are often quick-tempered and ill-mannered,
  though lack the selfishness and greed that would
  categorize them as truly deplorable. In fact, most view the
  kval as a force of good, as many kval relentlessly stalk and
  destroy evil at every opportunity. This tendency is
  instinctual; when asked about their motivation they often
  convey confused responses such as, “Evil is just so
  annoying.” and, “Evil is my natural prey.”
  While many would assume the kval’s miniscule
  stature to be a point of contention, it is quite the opposite.
  Most kval see their size as an advantage, and view shorter
  specimens with envy. Conversely, they commonly view
  tall creatures with suspicion and pity.
  Kval initially have trouble fitting in with other
  races. In addition to their odd views on size, they can be
  ripe with bad habits and rash behavior. Kval are also
  prone to a dark sense of humor that others may find
  tactless and crude. Another difference is that kvals care
  little for notions of love or romance, as they simply cannot
  relate. However, the kval can also be passionate, witty,
  caring, and inspiring. Once one gets to know a kval, it is
  much easier to overlook its sinister qualities and admire its
  fierce spirit. Many who manage to befriend a kval also
  find a life-long companion.
  Kval tend to become excellent rogues and rangers,
  viewing those classes as the best avenue to hunt and kill
  evil. They will occasionally take up a religion that is
  congruent with their cause. Kval clerics are typically better
  mannered than others of their ilk, as their training teaches
  them the patience and humility that the common kval
  typically lacks. Kval also tend to be drawn to arcane
  classes, especially the wizard. Kval can be any other class,
  but such individuals are somewhat rare.
  Kval Characteristics: Blunt,
  crude, cunning, eager, energetic,
  focused, forceful, ill-mannered, impatient,
  quick-tempered, rebellious, sinister, sly,
  vengeful, witty
  Names: Baccus, Cordo, Felor, Grel, Jart,
  Kelkor, Quort, Rarg, Teris, Ukkob, Velus, Wulp,
  Zor, Zul
  KVAL ADVENTURERS
  Tanjor has devoted his life to hunting evil and
  specializes in neutralizing sentient undead. Tanjor has a
  knack for tracking down even the mostly stealthy vampire
  or ghoul. When he first met up with his fellow party
  members, they were convinced that he would eventually
  turn on them. They kept a watchful eye on the disturbing
  little imp as they teamed up and took out several nests of
  fiends. Eventually they learned that Tanjor is a valuable
  ally, teaching them that you cannot judge a book by its
  cover, not even a very tiny book.
  Milort has magic in his veins. He took up the
  sorcerers cause as soon as he entered this world. The
  minute world he came from had been ravaged by fire, and
  flame is where Milort feels most at home. A bit of a
  pyromaniac, he is well-tempered by his companions who
  have learned to appreciate his arcane prowess. They also
  learned to carry extra water…just in case. While Milort is
  fascinated by pyrotechnics, he has vowed never to let this
  world burn; he long ago decided to battle the forces of
  Hell wherever they stand.
  Pelkit arrived in this world with a task. He would
  destroy the Orb of Venak which came with him from the
  vile realm that he originated from. This terrible artifact
  seeks to destroy the world. Pelkit is determined to
  annihilate the orb before it has the chance. He has
  gathered several adventurers to aid him in his cause.
  Along the way, they battle terrible evils that the orb calls
  to. With roguish skills, he has managed to smuggle the orb
  quite far, yet the Pillars of Undoing and the end to his
  quest still lay distant on the horizon.
  Artwork: Dean Spencer
  
  19
  KVALS IN YOUR GAME
  In a world where demonic-looking tieflings can be
  accepted as a player race, the kval may fit in very well. In
  many ways, they appear much less threatening than
  tieflings or dragonborn. However, playing a race that is
  less than a foot tall can provide some very interesting
  challenges. First, everything is going to be out of reach, too
  big, and generally giant-sized in comparison to this
  character. The kval can compensate with large hands, and
  really good athletic and acrobatic skills. Still, it may be
  difficult to be taken seriously when you are the size of the
  average housecat.
  The size can also be a great advantage. Kval are no
  less powerful than other races, but they distinctly appear
  to be nothing more than a minor nusiance. Enemies will
  likely underestimate or fail to notice the kval, which can be
  a fatal mistake. Conversely, kval may be confused for a
  diabolic imp, and unjustly targeted by forces of good.
  Despite their ancient origins, kvals in this text are
  presented as a fairly fresh race to the world. They are
  rarely encountered and cannot reproduce naturally. A new
  batch may have entered your world eons after the last
  batch. Therefore they do not need to be intertwined with
  your existing campaign history. This allows them to be
  placed in virtually any campaign setting with little work.
  As is, they require almost no adjustment to your world to
  begin play immediately.
  However, if the background will not work with
  your campaign, there are alternatives. The kvals could
  easily be a goodly race that has fled from Hell, invading
  your world in droves in search of sanctuary. Or perhaps
  the kval are natural creatures; a race of kobolds infused
  with diabolical blood. The kval may also be from another
  reality; a reality in which evil has triumphed and the only
  goodly survivors are these tiny imp-like creatures.
  Whatever the case, the kval will make a welcome
  addition to any game as the tiniest character in the group,
  an unusual option for a player seeking something entirely
  different, a challenge for the player who likes to play
  everything, or even a fun alternative for those who want to
  see the world from a different angle.
  Artwork: Dean Spencer
  
  20
  Brutish cavemen, a product of simpler times when man
  and beast were one
  RACIAL TRAITS
  Average Height: 4’ 5”–5’ 0”
  Average Weight: 160–220 lb.
  Ability Scores: +2 Strength, +2 to one of the
  following: Constitution or Wisdom
  Size: Medium
  Speed: 6 squares
  Vision: Normal
  Languages: Common, Ancient (described below)
  Skill Bonuses: +2 to one of the following: Athletics,
  Endurance, Nature, or Stealth
  Fist and Stone: You gain a +3 proficiency bonus to
  hit with improvised melee weapons. In addition,
  when attacking with an improvised melee weapon,
  you do damage as if wielding a weapon of one size
  category larger. An unarmed attack, for example,
  does 1d6 damage instead of 1d4.
  Skin of the Beast: You gain a +1 racial bonus to
  Armor Class when wearing light armor. You do not
  gain this bonus if you are wearing, wielding, or
  holding anything made out of metal. This bonus
  increases to +2 at level 11, and +3 at level 21.
  The Ancient Language
  Far older than the culture of the mahrogs, the
  Ancient tongue uses the same script as the
  dragons, Iokharic, which was likely adopted from
  observing the followers of Io. Outside of mahrog
  and zif settlements, Ancient would only be found
  inscribed in extremely aged ruins and easily
  mistaken for Draconic, but undecipherable in that
  language. Ancient was the common dialect of
  distant ages ago, and was one of the first
  languages that mortals ever invented. The
  mahrogs were actually one of the last races to use
  it as common language. If it were not for the return
  of the mahrogs and the emergence of the zif,
  Ancient would have been a language that has been
  dead for eons.
  Artwork: Liz Clarke
  20
  
  21
  OVERVIEW
  Humans, as they are now, are a fairly new race to
  the lot. No one god claims to have created the race. Odder
  still, few active gods are associated with early humans at
  all. With a lot of research, one may find a handful of deific
  names that point to forces long dead or forgotten. The
  eladrin, with their ancient archives, remember early man
  as a work in progress; half-sentient being and half-animal.
  In essence, it seems man was less created outright, and
  more produced by a process of evolution guided by divine
  hands. It is also evident that the responsibility of man’s
  godly caretaker has passed through many hands over the
  ages.
  One of those hands was a goddess by the name of
  Mahra. In her time, the human ancestors had not yet
  mastered iron, and would have been considered in a stone
  age. They were far less sophisticated than the humans of
  today; both in form and in culture. By elven standards,
  they were brutish and crude. They were indeed simplistic
  hunters and gatherers. Many loved and venerated Mahra,
  and she returned the sentiment with protection and
  guidance. Under Mahra’s reign, the human ancestors split
  into two groups: those that were protected by Mahra, and
  those prodded forward by other forces. As more epochs
  passed, the mahrogs and the humans had more and more
  differences. The other gods chastised Mahra for stunting
  her disciples with over-protection and under-
  encouragement to advance their race. The humans reacted
  by declaring war on the peaceful and primitive mahrogs,
  and intended to wipe them from the world.
  To history it seemed that the humans were
  successful on all fronts. All trace of Mahra and her
  beloved mahrogs vanished over 10 millennia ago. Humans
  became the civilized force they are today, and only the
  dusty archives of the eladrin ever mention their primitive
  cousins. When the first mahrog set foot in a human city in
  eons, people were utterly baffled as to where this race
  came from.
  The secret was Mahra’s. Foreseeing the
  impending demise of her favorite worshippers, she
  directed the survivors to a secluded yet fertile valley
  through cruelly inhospitable mountains and dangerous
  terrain. There the mahrogs flourished, completely isolated
  from the rest of the world. Ten thousand years passed, but
  it might as well have been a day; the mahrogs were urged
  by their goddess with every generation to remain exactly
  as they are; never questioning their lot in life, or why their
  numbers were periodically culled to avoid
  overpopulation.
  It would have remained this way indefinitely, if it
  was not for the valiant effort of a mahrog by the name of
  Cruum. Cruum wanted to know what was beyond his
  valley. A devout priest and philosopher, he prayed daily
  for deliverance from what he saw as a valley prison. His
  dying wish was that his children might see the other side
  of the mountains. Mahra was touched by his effort, and
  came up with a plan to once again become a world force.
  Now unfettered by her rivals who had since passed to
  oblivion, she could openly intervene with the intention to
  discourage her people from change while safely allowing
  them to interact with other races.
  With a couple of clever divine blessings, she
  opened a path for the mahrogs to enter the world.
  Suddenly the mahrogs’ simplicity became a lot more
  effective. The stick became as lethal as the sword, and even
  the common animal skin became an efficient armor. In
  essence, the blessings raised the mahrogs from obsolete to
  competitive, without having to advance. A small
  earthquake finished the job, revealing a trail leading from
  the secluded valley to civilization. While some stayed in
  their ancestral home, a mass exodus followed. The world
  suddenly saw a great influx of this new but ancient race;
  along with its unwaveringly primitive ways and obscure
  customs. The mahrogs finally entered a new age.
  Play a mahrog if you want…
  
  to play a primitive character.
  
  to be able to do better damage with simple
  weapons.
  
  to have a better AC with light armor.
  
  to be strong, hardy, or wise.
  
  to be a member of a race that enjoys the barbarian,
  cleric, fighter, and ranger class.
  
  22
  PHYSICAL QUALITIES
  Mahrogs are vaguely human in appearance, but
  shorter, ranging in height from four to five feet tall. They
  are also quite squarely built with well-defined
  musculature. A mahrog’s shoulders are stooped and gait
  slightly hunched. Their arms are longer and their legs
  shorter in proportion to a human. Their fingers are stubby,
  while their feet are large and flat. They also have
  considerable body hair, though they are not prone to have
  more hair on their face than on the rest of their skin. Their
  heads, however, feature a shaggy mane of bright red hair.
  Their faces seem primitive and almost simian. Mahrogs
  have sloping foreheads, heavily ridged brows, weak chins,
  and broad noses. Their ears are large and round. Their eye
  color is usually blue or grey. Mahrogs typically dress in
  animal skins, and prefer primitive weapons and attire.
  Mahra, their personal goddess, would not approve of any
  other way.
  ECOLOGY
  Biologically, mahrogs are nearly identical with
  humans. Some might even mistake some mahrogs for
  human, and some humans for mahrogs. Mahrogs are built
  for a brutal existence. They have a high pain threshold,
  seem to be better at withstanding harsh environments, and
  are generally very strong.
  Mahrogs mature slightly faster than humans and
  live shorter lives. They typically have children early in
  their lives; age eleven or twelve is not uncommon for a
  mahrog parent. Child rearing is similar to humans, though
  at a faster pace. Five-year-olds are expected to participate
  in hunting and gathering expeditions, and they do so with
  some success. This rapid maturation may lead some to
  believe that mahrogs are actually intellectually superior to
  humans, especially at a young age. However, humans and
  mahrogs have the same cerebral capacity, with strengths
  that focus in different areas.
  PLAYING A MAHROG
  According to most who view them, mahrogs are a
  primitive race. They stubbornly cling to strange
  superstitions, have brutish mannerisms, and face most
  problems with either fear or hostility. Many see a
  mahrog’s typical demeanor to be rather bestial. In many
  ways, they seem very simple.
  However, mahrogs are sophisticated in other
  ways. They are deeply religious, and feel close ties to
  Mahra. Mahrogs are also very close to their family and
  tribe. If one member of their family needs something, they
  will go through great personal sacrifice to get it. In many
  ways, mahrogs are a very sensitive people. They focus
  greatly on emotion and feelings rather than power or
  glory.
  Perhaps it is these traits that led them to become a
  matriarchal society. Women are the leaders and the
  directors. Males are expected to obey, protect, and serve
  females. Females are seen as direct emissaries of their
  goddess, and are encouraged to behave accordingly.
  Occasionally, a male mahrog will rise to power, but only if
  he demonstrates great humility and piousness. Despite
  this balance of power, male and female roles have a blurry
  line. Both become hunters, priests, gatherers, child
  caretakers, and so on. With the exception of leadership,
  rolls seem to be divvied up more by skill and preference
  than by gender.
  Mahrogs, perhaps because of their closeness to
  nature, have an affinity for beasts. Most have pets or
  animal companions. Many mahrogs have an uncanny
  bond with a certain animal type, which they refer to as
  their power animal. Many times, they will dress in furs
  and collect other body parts (fangs, claws, horns, etc.)
  related to that animal.
  Mahrogs most often adventure to help or further
  their family or tribe. Occasionally, they will adventure to
  further their personal standing within their group, or to
  redeem themselves for a misdeed. Wealth, glory, and fame
  mean little to a typical mahrog. They also seem to have a
  lower propensity towards greed and vengeance than other
  races.
  Most mahrogs become barbarians, warriors,
  clerics, or rangers. Wizards, and those that have an arcane
  power focus, are exceedingly rare among the mahrogs.
  Besides having a divine or martial focus, Mahra also
  allows a primal focus, so druids are possible so long as
  
  23
  Artwork: Randall Powell
  they continue to revere Mahra in addition to the forces of
  nature. Warlocks and priests of other faiths are nearly
  unheard of, as they would not have the blessing of their
  goddess. To the mahrogs, these blasphemers exist as
  pariahs and sad examples of why one should always
  revere Mahra.
  Mahrog Characteristics:
  Bestial, blunt, brutish,
  cautious, crude, direct, feral, hardy, humble, pious,
  primitive, savage, simple, social, superstitious, traditional,
  unrefined, wild
  Male Names: Ack, Agg, Az, Daz, Doz, Dzon, Ekh,
  Gat, Igg, Oog, Ooz, Rez, Rog, Tez, Ugh, Uk, Zoog
  Female Names: Dozi, Ekha, Gata, Gera, Goya,
  Igga, Kara, Ooga, Oza, Reza, Rooga, Teza, Tya, Uki,
  Zooga
  MAHROG ADVENTURERS
  Tika brandishes a large, stone-tipped spear. It was
  her father’s spear, in fact, which was her
  grandmother’s spear before that. She is proud of
  her family and her heritage. She is a barbarian
  by vocation and spirit. By most accounts,
  she is crude, direct, and dangerous.
  However, Tika’s fellow
  adventurers also see a
  tender side. She listens and
  seems to feel genuine
  empathy with all she is
  close to.
  Tog comes from a
  long line of trackers.
  Before leaving the valley,
  Tog was known for his
  excellent hunting skills. When
  Tog learned of evil lurking in far
  away realms, he felt compelled to
  exterminate it. Since then, he has
  become a tireless adversary of evil-
  doers. Perhaps not the most creative of
  rangers, Tog tends to take a direct
  approach; track evil down and beat it to death with a pair
  of clubs. His friends often have to advise him to come up
  with a plan, lest he charge into danger unprepared. Tog
  often surprises them, however, by repeatedly surviving
  impossible odds.
  Zara worships Mahra. She has been a cleric since
  she was six years old. Mahra gives her strength and
  perseverance. While her party members find her ways to
  be strange and confusing, they seldom hesitate to receive
  Mahra’s blessings. Her mission is merely to bring the
  wisdom of Mahra into the world; fighting change,
  embracing old ways, and returning to uncomplicated
  times. Surely life would be less difficult for these
  “sophisticated” races if they just learned to embrace a
  simpler existence. The rogue in the party now uses a hand-
  chiseled obsidian blade, so perhaps it is rubbing off a bit.
  
  24
  THE GODDESS
  MAHRA (Unaligned)
  Domains: Protection, Strength, Wilderness
  Mahra began as a goddess of preservation, and
  was called upon to be a caretaker of the fledgling human
  race during a time of great hardship. The proto-humans
  were on the edge of extinction. Under her watchful eye,
  the race once again flourished.
  At first, she encouraged the race to evolve. The
  people needed to learn better survival tactics and become
  more adaptable in order to thrive in an ever changing
  environment. However, as soon as they began to prosper,
  her domain suddenly spread into all areas of life for her
  worshippers. Not only was the species preserved, but all
  that made that species unique. She loved her worshipers.
  However, much like an over-protective mother, she was
  not willing to let them go.
  This meddling stance made her especially
  unpopular with gods of progress, innovation, and
  civilization. These gods quickly became the patrons of a
  rapidly evolving mankind. As the race split into two, the
  progressive gods beseeched their followers to eliminate all
  barriers to advancement. Many saw Mahra and her
  worshipers as a threat.
  However, this is now ancient history. While
  unpopular with the followers of the more progressive
  deities, Mahra’s disciples are not viewed as being
  particularly threatening or evil. In Mahra’s view, the
  modern gods have become somewhat apathetic to the
  plights of the mortals. She sees this indifference as the
  perfect place to plant the seeds of preservation. She
  intends to bring the world back to simpler times. She
  works through the mahrogs who, to her, exemplify life in
  harmony with nature.
  Mahra encourages ties with primal forces. She
  wants her followers to find things within themselves that
  they have in common with the beasts around them. She
  discourages waste, destruction of natural habitats, and
  senseless killing of natural beasts.
  It would be easy to mistake a cleric of Mahra for a
  worshiper of Melora or even a druid. They tend to be clad
  in all sorts of fur, animal parts, and plants. Mahrogs do not
  typically brandish fancy holy symbols either. Instead, they
  prefer handmade symbols of natural clay or stone.
  Mahra has several rules that she vehemently expects her
  followers to abide by:
  
  Honor your family and savor their traditions. Do
  as your mother would do.
  
  The wilderness is not yours to tame. Live in
  harmony with nature. Treat all beasts with respect.
  
  Avoid innovation. Resist change. Civilization and
  progress only exist to trick you into complicating
  your life.
  
  Simpler is better. Always seek to find the most
  direct solution to any problem.
  
  Destroy any who would force you to change.
  Mahra does not tolerate manipulation.
  
  Never question the will of Mahra, nor put faith in
  any other god or power. Mahra is the only entity
  above nature. All other gods and beings are
  subversive to nature.
  
  Honor the females, they are to be my living
  emissaries in this world. Their words shall echo
  my words.
  
  Teach the wisdom of Mahra to those that do not
  understand.
  Artwork: J. Matthew Kubisz
  
  25
  Artwork: Randall Powell
  MAHROGS IN YOUR GAME
  Unlike most new PC races, mahrogs come with a
  divine element. While this aspect could easily be added to
  any game with little revision, some Dungeon Masters may
  be hesitant to adjust their existing pantheon for one new
  race. In such cases, it may be easier to present the mahrogs
  as agents of some other nature god. Mahra and Gaia are
  similar, for example, and may foster a similar race of
  people.
  In games that include human
  creator gods, or have differing
  creation stories, the mahrogs
  could simply be a human-
  like race that is
  unrelated to humans.
  Optionally, the mahrogs
  could be a recent
  development; humans
  transformed into more
  primitive people to better serve a
  nature goddess. Or perhaps the
  mahrogs hail from a parallel plane
  of existence that is still locked in
  the stone age.
  Otherwise, mahrogs in
  this text are presented as a
  fairly fresh race to the world.
  While they do have ancient
  origins, it does not need to
  be entangled with your
  existing campaign history.
  This allows them to be
  placed in virtually any
  campaign setting with little work.
  As is, they require almost no
  adjustment to your world to begin
  play immediately.
  Another feature that would work
  very well with mahrogs would be to include
  ice-age animals. It is very plausible to expect
  that Mahra’s secluded valley sheltered more than just
  mahrogs. Mastodons, cave bears, and giant sloths could all
  be reintroduced to the world along with the primitive
  people who are familiar with interacting with them.
  Whatever the case, the mahrog will make a
  welcome addition to any game as the savage PC, an
  unusual option for the player seeking a challenge, an
  option for the player who likes to play everything or even
  a fun alternative for those that enjoy the simpler approach
  to life.
  
  26
  A subrace of bog-bullies driven to goodness and mania
  by an unknown affliction
  RACIAL TRAITS
  Average Height: 3’ 6”–5’ 6”
  Average Weight: 85–350 lb.
  Ability Scores: +2 Constitution, +2 Charisma
  Size: Small or Medium (chosen at creation)
  Speed: 6 squares (swamp walk*), Swim 5 squares
  Vision: Normal
  Languages: Common, Primordial
  Skill Bonuses: +2 Acrobatics, +2 Perception
  Aquatic: You can breathe normally in water and
  ignore rough water while swimming.
  Grasping Tongue: You may make a grab against a
  target within three squares. If you succeed, pull the
  target adjacent to you. Since you are making the attack
  with your tongue, you do not need a free hand
  available to initiate the attack.
  Natural Jumper: You are always considered to have a
  running start when making Athletics checks to jump.
  The distance you jump can exceed your speed. In
  addition, you may use leap as an encounter power.
  Natural Climber (Small mogogol only): You gain a +5
  on Athletics checks to climb.
  Leap
  Mogogol Racial Power
  Your powerful legs have granted you incredible jumping
  distance and height, allowing you to take a phenomenal leap.
  Encounter
  Move Action
  Personal
  Effect: You may fly up to 6 squares and then land.
  * For rules on swamp walk, refer to the D&D 4E
  MONSTER MANUAL.
  Artwork: Tommaso Galmacci
  26
  
  27
  OVERVIEW
  The mogogols began as a small family of bog-
  bullies (frog people) about two centuries ago. Normally,
  bog-bullies are selfish and evil, but this clan was
  inexplicably doomed with a positive and altruistic outlook
  on life. What first drove these frog-men from their
  swampy homes, eventually led to their salvation. The
  mogogol family grew in number and became well-known
  seafarers. They specialized in transporting cargo and in
  fishing; neither of which they excelled at. Regardless, their
  honest nature (combined with their naively cheap fees)
  made them popular among the other races. During a time
  of intense flooding, many other frog-like people called to
  the mogogol ships for help, and eventually intermingled,
  providing unnatural genetic diversity in the species. The
  curse, however, was never diluted.
  Play a mogogol if you want…
  
  to look like a frog.
  
  to have a character that must always do the right
  thing.
  
  to be able to jump around in combat.
  
  to be hardy and charismatic.
  
  to be a member of a race that favors the barbarian,
  fighter, warlock, and cleric classes.
  PHYSICAL QUALITIES
  Mogogols are essentially overgrown frogs that
  managed to learn to speak, walk upright, and wear
  clothes. It is immediately apparent to anyone visiting a
  mogogol village that there really is no standard look for a
  mogogol, except that they are frog-like. The clan has
  amazing physical diversity, which has proven an enigma
  to sages who study the mogogols. A mogogol’s form can
  be patterned after tree frogs, toads, bullfrogs, and can have
  just about any sort of coloring, spots, stripes, bumps, or
  superficial differences that make each individual a little
  different from the other.
  Mogogols also differ in size greatly when
  compared with other races. This is likely due to their
  ancestral mingling with a plethora of humanoid frog
  species, some of which were Small-sized. Mogogols have
  no prejudice related to height, and treat all members
  equally. About seven out of every ten mogogols grow to
  be Medium-sized. Players choose the size of their
  character at the time of creation.
  Despite their prolific variety, mogogols do have a
  few things in common. All mogogols have three fingers
  and one thumb on each hand. Their clawed, webbed feet
  enable them to be excellent swimmers. They have
  extremely muscular legs, which aid in swimming and
  jumping. Small mogogols can utilize their
  disproportionately long limbs, finger pads and light
  weight to climb extremely well.
  ECOLOGY
  Male and female mogogols are virtually identical
  in appearance, and gender has little meaning for the
  species. Additionally, if the population has a shortage on
  one gender, the older members of the tribe automatically
  transform into the gender that is needed. The reproductive
  system of the mogogol is highly adaptive. Occasionally,
  mogogols will be born with no reproductive facilities at all
  (and therefore no gender.) This is a permanent condition.
  Mogogols hatch from eggs the size of golf balls.
  These eggs are soft and have a jelly-like consistency, and
  must stay underwater to remain viable. Mogogols start out
  as larger— though normal looking— tadpoles, and are
  unable to breathe air or move on land until they are 3
  years old. At that point, they begin looking less like a
  tadpole and more like a miniature mogogol, with a tail
  and tiny under-developed arms. By age 6, they look like
  normal, albeit small (two to three feet tall) mogogols. At
  this age they are able to learn skills and speech. By age 12,
  a mogogol is sexually mature. They tend to reach old age
  at about 50, aging slightly quicker than humans.
  PLAYING A MOGOGOL
  Some speculate that the mogogol ancestors
  strayed too close to the Feywild, or that the eggs were
  hatched in brambleberry wine. Whatever the cause, the
  mogogols think differently than the average PC race. All
  mogogols seem to have an impeccable sense of right and
  wrong, and are compelled to avoid the wrong. Their
  warped altruistic nature leads them away from the dismal
  swamps and into civilized areas. In addition, mogogols are
  prone to wild obsessions that they tend to pursue their
  entire lives. A young mogogol who becomes fascinated
  with ships, for example, is very likely to devote his entire
  life to them, becoming a ship builder or captain. It is hard
  to predict exactly what will catch a mogogol's eye, but
  when it does, little can be done to steer the creature away
  from the new obsession.
  When playing a mogogol, one must remember
  that they are indelibly good and optimistic. It’s not a
  choice, it’s a virtual curse. A particularly downtrodden
  mogogol will still seem upbeat, though his mania may be
  particularly acute at this time as well. Performing an evil
  act makes a mogogol physically ill, and they learn early to
  avoid it if at all possible.
  Some sages believe the strange mogogol behavior to be the
  result of a magical curse, although no style of divination
  has yet been able to prove that the mogogols have any
  magical taint. Others believe it to be the result of some
  sort of neurological disease that only infects intelligent
  
  28
  amphibians. However, this theory is also shot down, as no
  magical or mundane methods to cure disease or remove
  poison has altered a mogogol’s personality in any way.
  Whatever the cause, mogogols are here to stay.
  They will venture from their dismal marshes in search of
  good deeds and a worthy title. Other amphibian races
  have come to fear and loath the mogogols. Adding to the
  validity of the disease theory, normal bog-bullies usually
  flee rather than face a mogogol, for fear they too will
  succumb to the forces of good. A bog-bully’s worst
  imaginable fate is to be forever doomed to help old ladies
  across busy streets, defend the helpless, and be generally
  optimistic and nice.
  Mogogols, much like humans, are found in just
  about any class. Their simplistic nature draws them away
  from arcane magic, but mogogol wizards exist regardless.
  Their innate sense of right and wrong prevents them from
  truly profiting from roguery, but the occasional “Robin
  Hood” mogogol is well known. They truly excel at divine
  magic, where their fanatical obsession and good nature
  makes them the perfect servants of goodly deities. Their
  manias drive them in unpredictable directions, and it is
  not uncommon to meet a mogogol who is not physically or
  mentally well-suited for his class; the wizard with a low
  intelligence, the warrior weakling, and the clumsy rogue
  are just a few examples. Still, they usually manage to
  overcome these shortcomings with a positive attitude and
  uncanny preservation.
  Mogogol Characteristics: Altruistic, ambitious,
  dependable, eccentric, energetic, enthusiastic, fanatical,
  good, gullible, happy, honest, manic, oblivious, obsessed,
  trustworthy, weird
  Mogogol Names: Mogogols have three important
  naming practices. The first, and most confusing tradition,
  is that all mogogols are named Mogogol. The second,
  whose name is probably a corruption of the word
  “epitaph” (and an unfortunate one at that), is the ever-so-
  common “epitab”. An epitab, as the mogogols describe it,
  are words that people tack onto the end of your name. So
  one would know one mogogol from another by calling one
  “Mogogol with the green spots” or “Mogogol who broke
  his leg”. The epitab carries with it no honor, and its use
  generally denotes a mogogol who has not yet succeeded at
  anything worthwhile. All of the noteworthy mogogols
  have a title, which to the race, just means that someone
  decided to tack on a noteworthy prefix to their name
  rather than a suffix.
  Nearly all mogogols are guaranteed the title of
  Father or Mother if they have children, and Grandfather or
  Grandmother if they live to see their children have
  children. However, the more prestigious titles are ones
  earned from another race. Among the most memorable of
  these are Captain Mogogol, Friar Mogogol, Doctor
  Mogogol, and Dread Pirate Mogogol. Generally mogogols
  make no distinction between male and female (in fact, the
  title of Father and Mother is often awarded incorrectly).
  MOGOGOL ADVENTURERS
  Mogogol with the Golden Eyes loves the elven
  people. Just barely over a tadpole in size, Gold Eyes (as the
  elves often call him for short) peered up from the marsh
  muck and saw a beautiful elven face peering down. The
  face smiled and waved, and that was it; he knew he must
  live with the elves. Since then, Mogogol with the Golden
  Eyes has adopted elven attire, and speaks Elven fluently.
  He is a champion of Correlon; becoming a cleric at the age
  of 12. Many think that this mogogol even believes himself
  to be an elf; but he knows better than that-- he could never
  be so perfect. That doesn’t stop him from trying.
  Sir Mogogol was born a bit small, as some
  mogogols often are. Though size is no excuse when evil is
  afoot! This mogogol took up sword and armor at an early
  age. She joined the military and rode fearlessly into battle.
  Her amazing courage, tireless practice, and intense
  devotion resulted in her being knighted by the queen. One
  could easily underestimate this small green frog in
  knight’s armor, but that would most certainly be a fatal
  mistake. She faces any challenge with the enthusiasm and
  vigor that only a mogogol could muster. Few know that
  she is actually female, and she does not find it necessary to
  correct anyone.
  Wizard Mogogol has been studying the arcane
  since he saw his first magic trick in the town square during
  his youth. It has taken a lifetime of study and
  concentration, but he has finally mastered the basics of
  spell casting. His racial tendency towards excitability has
  been quelled; Wizard Mogogol is calm and collected. In
  fact, if it weren’t for his frog-like appearance and
  mannerisms, he would be a stereotypical wizard; quiet,
  reserved, studious, and focused. His fellow adventurers
  love him, and affectionately refer to him as Grandpa.
  
  29
  MOGOGOLS IN YOUR GAME
  The mogogols in this document are presented as a
  fairly new race to the world. However, bog-bullies
  (perhaps known by a different common name in your
  campaign world), the mogogol ancestor, as well as other
  frog-like races are rumored to have existed for eons. If
  such is the case in your campaign setting, the mogogol
  race requires almost no adjustment to your world to begin
  play immediately. Because they do have a lineage that
  they can trace, mogogols do not lack tradition, language,
  and history common to other PC races.
  However, if your campaign setting does not allow
  for an ancient race of frog people that the mogogols could
  have descended from, then there are other possibilities
  that can be explored to bring the mogogols in. Perhaps
  they are from a different world or plane—trapped
  in this new and alien world.
  Maybe mogogols are
  the result of a mad
  experiment gone
  wrong—an attempt
  to make kindly
  helpers out of
  common frogs.
  Lastly, mogogols
  may have always
  been around, but in
  very small
  numbers and
  easily overlooked.
  Whatever
  the case, the
  mogogol will make a
  welcomed addition to
  any game as the only
  aquatic member of the
  adventuring party, an
  unusual option for the
  player who likes frogs,
  a challenge for the
  player who has
  played everything, or
  just a good match for
  those that could use a
  little more motivation
  to be a hero type.
  Artwork: Tommaso Galmacci
  
  30
  Benevolent forces from the Dream realm, here to inspire
  divine greatness
  RACIAL TRAITS
  Average Height: 6’ 0” – 7’ 0”
  Average Weight: 130 – 230 lb.
  Ability Scores: +2 Charisma, +2 Intelligence
  Size: Medium
  Speed: 6 squares
  Vision: Low-light
  Languages: Common, choice of one other
  Skill Bonuses: +2 Diplomacy, +2 Insight
  Dream Origin: Your ancestors were native to Dream,
  so you are considered a creature of anomalous origin
  for the purpose of effects that relate to creature of
  origin.
  Source of Inspiration: You grant allies within 10
  squares of you a +1 racial bonus to all skill checks
  that involve skills that you are trained in.
  Touch of the Muse: You have the touch of the muse
  power.
  Trance: Rather than sleep, muses enter a meditative
  state known as trance. You need to spend 4 hours in
  this state to gain the same benefits other races gain
  from taking a 6-hour extended rest. You are fully
  aware of your surroundings while in this state.
  Unearthly Presence: When not bloodied, you have a
  +1 bonus to all defenses against attacks made by
  adjacent creatures.
  Touch of the Muse
  Muse Racial Power
  Your touch can replenish an ally’s power.
  Encounter
  Standard Action
  Melee touch
  Target: One adjacent ally
  Effect: The target can regain the use of a racial
  encounter power or their second wind.
  Artwork: Dean Spencer
  30
  
  31
  OVERVIEW
  The thickness of the air seemed to hamper
  immediate comprehension of the terrible landscape ahead.
  As his eyes came into focus, he saw bleak and jagged rocks
  jutting through blackened sand. The red sky crackled with
  silent lightning. Jets of fire flashed haphazardly on the
  horizon. The knight pressed forward with great effort as
  the ground sucked aggressively at his feet. Strangely, he
  did not question how he got here, or where he was. That
  should have been the first indication.
  Instead, the armored man plodded
  unquestionably onward, as if driven by some unseen
  force. Suddenly the ground shook violently, knocking the
  knight to the hungry sand and razored rocks that daunted
  his effort as he cried in agony. Just as sudden as the
  earthquake, she also came. She was a vision; both radiant
  and alien. Sight of her filled his heart with both hope and
  courage. “Stay strong, noble sir,” she whispered in a silver
  voice, “this is only a dream.” With that, Sir Calderi awoke
  to lead his legion to victory.
  The demiplane of Dream has long been a
  battleground for good and evil. The stark division between
  dream and nightmare exists only in one’s perspective,
  which is easily shifted by the inhabitants of the realm. Evil
  can twist the most benevolent fancy towards despair,
  while the tiniest spark of good can free a dreamer from a
  nightmare. It is not surprising that both gods and devils
  have invested some of their own agents to influence the
  visions of mortals. The legacy of the muse began in this
  way.
  Originally, they served to both protect good from
  evil agents of dreamland and to inspire great men towards
  success and creativity. Muses themselves originated from
  the dreams of particularly talented angels. Once divinely
  inspired, the muses became prolific, and were common in
  the world of Dream. This changed with the arrival of the
  terrorkin. Terrorkin were the antithesis of the muse;
  dreamed-up by despicable demons specifically to seek out
  and destroy any agent of the gods in the demiplane,
  especially the muses. The terrorkin were dreadfully
  successful in their campaign. Facing extinction, many
  muses fled to other planes. Some came to this world to
  carry out their mission. With newly mortal and substantial
  forms, the muses could no longer inspire dreams directly.
  However, many muses still work to help others champion
  the values of divinity, beauty, and progress.
  Play a muse if you want…
  
  to play an inspirational character whose power
  resides in helping.
  
  to play a race that is harder to hit up close.
  
  to be able to help fellow adventures become more
  powerful.
  
  to be both beautiful and smart.
  
  to be a member of a race that enjoys the Bard,
  Sorcerer, Wizard, and Warlord classes.
  PHYSICAL QUALITIES
  Muses, undeniably, are beautiful creatures. They
  are tall, ranging in height from 6 to 7 feet. Their pale white
  skin is silky and opalescent. A muse’s neck and limbs are
  preternaturally long and thin. While their bodies are also
  very slender, they have round and cheerful faces with
  pleasant little noses, wide smiles, small pointed ears, and
  large bright eyes. It is their eyes, in fact, that most mark
  them as a creature not of this world, as they are black orbs
  filled with swirling stars. Muses are hairless, though they
  do have a small, antenna-like point at the top of their head.
  From their backs, iridescent fins sprout forth, resembling
  vestigial faerie wings. These strange appendages flutter
  vibrantly with the muse’s mood, changing color and
  intensity accordingly. With these characteristics, many
  often mistake these creatures as originating from the
  Feywild, though few Feywild inhabitants would make the
  same mistake. Elves and eladrin view the muse to be just
  as alien as humans and dwarves.
  Muses are known to be pleasant smelling, with
  soft, cool, and smooth voices. A muse’s voice alone has
  been known to sooth angry beasts and violent men alike.
  ECOLOGY
  Muses can be either male or female, having only
  slightly suggestive sexual characteristics compared to
  other races. It would be difficult to classify a muse as a
  mammal; while they do nurse their young, they also hatch
  from perfectly spherical crystal eggs. These eggs, about six
  inches in diameter, take a decade to incubate. Luckily, they
  are extremely resilient. A mother muse will often carry her
  eggs with her, as they require no special care in particular.
  Muses typically lay eggs in clutches of two to six, once in
  their lifetime. Hatchling muses look just like miniature
  adults. Muses mature very quickly, reaching adulthood in
  just seven years. During that time, they learn and grow at
  an amazing pace; absorbing knowledge like a sponge—
  sometimes literally. Muse children can read books and
  other written works simply by touching them. This talent
  usually fades by the time the muse is mature.
  The internal structure of a muse is wholly alien to
  anything else on this world. Their organs consist of
  spherical orbs that glow, pulse, and hum softly, and when
  injured, a muse bleeds a bright blue blood. Muses do not
  eat meat, though are fond of milk and dairy. They also
  have an unquenchable sweet tooth, seeking out desserts
  before any other sort of meal. Despite this seemingly poor
  diet, muses cannot become overweight. Like eladrin,
  muses do not need to sleep and live long lives. A muse
  does not show signs of age, though will suddenly fade
  away at some point during its venerable years.
  
  32
  PLAYING A MUSE
  Muses are generally selfless creatures that live to
  spread divine inspiration to any being willing to aid their
  cause. This paints the picture of a benevolent being,
  capable of only kindness, generosity, and compassion.
  While the majority seems to fit that image, malevolent
  muses do exist. Twisted to the cause of a dark god, these
  muses serve to inspire the best in the worst sorts of
  creatures. Regardless of their alignment, almost all muses
  refuse to deal with evil from elemental chaos, especially
  demons.
  Nearly all muses have pleasant characteristics,
  both physically and mentally. Muses have gentle
  demeanors, and tend to remain calm in even the worst
  situations. Since the majority of a muse’s power revolves
  around aiding others, they are almost never found alone.
  This communal spirit supplants any negative personality
  traits. Few would find a muse annoying, self-serving,
  impolite, or ill-mannered.
  Muses enjoy the controller and leader roles most
  of all, reveling in their ability to make their allies better.
  Being creatures of beauty and art, their natural profession
  is bard, and most muses gravitate towards this class above
  all others. However, their nature lends well to both divine
  and arcane endeavors. While a few muse clerics exist,
  sorcerer, warlock, and wizard muses are the most
  common. Most martially inclined muses are warlords who
  inspire soldiers to victory.
  Muse Characteristics: Beautiful, calm, charitable,
  courteous, creative, happy, inspirational, mystical,
  pleasant, selfless, talented, thoughtful, well-mannered
  Male Names: Anfef, Atheah, Aveb, Bavar, Eben,
  Elvaf, Gahal, Galath, Hivval, Iannef, Kevel, Madaf, Mahar,
  Mavash, Nehel, Oref, Rahal, Salem, Seveth, Tayav, Veveth,
  Zashev
  Female Names: Abea, Atha, Athava, Chara,
  Danah, Darlelle, Elra, Enarah, Harna, Haya, Idna, Itha,
  Jaeda, Kara, Kavia, Lehlu, Mae, Nathia, Nola, Pazla,
  Rathia, Rivendi, Satha, Shava, Tivia
  MUSE ADVENTURERS
  Cassielle began in a small village where her voice,
  charm, and vision of progress eventually elevated her to a
  leadership role. However, just as her town began to
  prosper, it was besieged by ogres led by a powerful
  demon. While she vanquished the ogres, the demon
  escaped. Now she leads a group of adventurers
  determined to defeat the demon. Her bardic skills inspire
  her party to heroism and victory.
  When Sedath was younger, his community was
  terrorized by a blue dragon. Unwilling to have his friends
  pushed around by this overgrown brute, he organized a
  ragtag band of heroes, and set out to the dragon’s lair.
  While valiant, the effort failed and many of his allies were
  slain. Sedath was not deterred however. Today, Sedath is a
  powerful warlord who leads a small army. His armor is of
  sparkling azure scales; a trophy he took to remind him to
  learn from his mistakes and to never give up.
  Amilla began life as an artist. Many found her
  paintings to be both inspirational and striking. However,
  Amilla, being a perfectionist, was never really satisfied
  with her work. Her ceaseless studies lead to arcane
  references. Eventually, Amilla’s paintings were replaced
  with works of a magical nature. Seeing her natural
  aptitude, she was hired on by goodly clerics for a mission
  to counterbalance the influence of an evil cult, growing in
  popularity. The cult has since lost many members, both to
  her powerful spells and to the unearthly beauty with
  which they are woven.
  Artwork: Dean Spencer
  
  33
  MUSES IN YOUR GAME
  Muses, despite their alien heritage, have the
  distinct advantage of appearing both familiar and comely
  to most other races. While some measure of
  distrust will be apparent when dealing with
  any new race, the muse should find
  miniscule prejudice among humans, elves,
  eladrin, and other races with similar features.
  The daeva race in particular may find
  a kindred spirit in the muse, as both are
  partially descended from divine servitors.
  However, some muses result from the dreams
  of darker servitors, which can actually cause a
  great deal of apprehension between the two
  races.
  Muses in this text are presented as a
  fairly fresh race to the world. The exact date
  of their exodus to this world was
  purposefully left out so the Dungeon
  Master can introduce them as needed.
  They do not need to be intertwined
  with your existing campaign history.
  This allows them to be placed in
  virtually any campaign setting with
  little work. As is, they require almost no
  adjustment to your world to begin play immediately.
  However, if the back story will not work with
  your campaign, there are alternatives. In games with a
  different cosmology, the muse can come from nearly any
  astral plane or dominion of the divine. If other planes of
  existence are absent entirely, the muse could be a natural
  creature, descended from a pious group of isolated fey
  creatures. Or perhaps they are fabricated creatures,
  brought into existence through an obscure ritual.
  Whatever the case, the muse will make a welcome
  addition to any game as a powerful supporting character
  of the group, an unusual option for a player seeking to
  play a cooperative character, a challenge for the player
  who wants to assume a leader role, or even a fun
  alternative for those who want to be attractive and
  inspiring.
  Artwork: Dean Spencer
  
  34
  Souls of commerce, born with a silver tongue and a
  golden thumb
  RACIAL TRAITS
  Average Height: 3’ 0” – 6’ 0”
  Average Weight: 130 – 210 lb.
  Ability Scores: +2 Charisma, +2 Wisdom
  Size: Small and Medium (See adjust size racial feature
  below)
  Speed: 6 squares
  Vision: Low-light
  Languages: Common, choice of one other
  Skill Bonuses: +2 Diplomacy, +2 Streetwise
  Adjust Size: As a move action, you can become Small
  if Medium-sized, or Medium if Small-sized. You can
  be any height between three and six feet tall.
  Astral Origin: Your ancestors were native to the Astral
  Plane, so you are considered a creature of immortal
  origin for effects that relate to origin.
  Bribe Fate: You may use the bribe fate racial power.
  Detect Coins: Metallic money shines like a candle to
  your eyesight. You gain +5 to Perception checks to
  notice coins.
  In addition, you can see metallic money in
  darkness and through any material that is less than
  one inch thick.
  Money is Life: As a minor action, you may spend a
  healing surge and consume 50 gp. Instead of the hit
  points you would normally regain, you regain 10 +
  your Wisdom modifier hit points. By consuming
  1,000 gp in the same way, you regain 25 + your
  Wisdom modifier hit points .
  Consuming 25,000 gp in this way will allow you to
  regain 50 + your Wisdom modifier hit points.
  Silver Stomach: You have a +1 racial bonus to
  Fortitude.
  Bribe Fate
  Numistian Racial Power
  With a small sacrifice, you may acquire another chance to
  avoid a bad fate.
  Encounter
  Free Action
  Personal
  Effect: When you fail a saving throw, you may lose
  half your level in hit points to reroll that saving throw.
  Artwork: Eugene Jaworski
  34
  
  35
  OVERVIEW
  Money has long been the desire of mortals. Even
  before the first gold coins clanked around in protected
  purses, this blood of commerce was deeply coveted. In the
  mists of creation, the land of mortal men was mirrored in
  the astral worlds. Man’s vices were reflected in the Hells;
  his virtues in the Heavens. Man’s love of wealth and
  buying, however, manifested in a more clandestine form.
  Thus was the origin of Mnol, the Demiplane of
  Commerce.
  Known more commonly to its visitors as the
  Mystic Marketplace, it was long a secluded realm
  accessible to the privileged few. Only the wealthiest astral
  beings knew of its existence. The markets of Sigil and the
  City of Brass combined pale in comparison to this vast
  plane of markets, shops, and bazaars. Anything and
  everything can be found for sale here. Cities are divided
  up by what is sold. In the city of Ring, for example, rings
  of all varieties are sold. With patience, travel, and enough
  money one could virtually buy their heart’s desire in
  Mnol.
  For centuries, the Mystic Marketplace experienced
  great prosperity; cities expanded, and their population
  boomed. During this time, the numistian evolved.
  Numistians are the indigenous inhabitants of the realm.
  Originally, they were a simple merchant people who
  became shopkeepers, craftsmen, slavers, and entertainers.
  Anything that could be sold, a numistian could sell it. As
  time went on, the numistians expanded into planar
  exploration and began to scour the planes for new
  merchandise and worthy customers to frequent their
  plane. During the time of prosperity, some numistians
  even moved from Mnol to set up shops in other realms.
  Mnol could have been quite possibly the richest
  realm in all the cosmos, and would have remained so if it
  were not for a series of cataclysms that rocked the financial
  sector of the entire multiverse. As these worlds served as
  the financial backbone of the planar economy, the Mystic
  Marketplace suffered. Shops began to close. Unemployed
  numistians overpopulated Mnol. Many dispersed to other
  realms. Not surprisingly, some numistians set out as
  adventurers in other realms to secure a profit, and
  continue to survive.
  Play a numistian if you want…
  
  to play a character who is obsessed with money.
  
  to play a race with strange origins and unusual
  customs.
  
  to be able to heal easily or make better saving
  throws.
  
  to be both charming and witty.
  
  to be a member of a race that enjoys the cleric,
  paladin, rogue, wizard, and sorcerer classes.
  PHYSICAL QUALITIES
  Numistians look similar to humans, with long,
  narrow noses and slightly pointed ears. However, it would
  be difficult to describe the height and general appearance
  of a numistian, as both are variable. At rest, they appear as
  a wrinkled, elderly individual, roughly three feet tall. At
  this height, they are fairly squat and might even be
  mistaken for a very short dwarf. However, they can
  double their height to 6 feet, or appear as any height in-
  between.
  When they increase height, their skin stretches
  taught and appears smooth and youthful. At six feet tall,
  they look somewhat elven, with narrow features and long,
  delicate limbs. Thus, with a minor disguise, they can
  infiltrate nearly any mortal community — short or tall. If
  age is respected in the community they are in, a numistian
  may appear a bit shorter and older. If youth would be an
  asset, they can appear tall and vibrant. The numistian is a
  natural marketing chameleon.
  However, numistians do have a few
  distinguishing and immutable traits. First, their pale skin
  has a metallic luster which can appear coppery, silvery, or
  even golden. Second, they have a third eye in the center of
  their forehead. While the two eyes in the normal position
  are often a cloudy blue or grey, the third eye is perfectly
  round, cat-like, and brilliant green. They often hide this
  eye with the aid of a hat, helmet, or turban.
  While males have no hair on their heads, or most
  of their bodies, they do tend to grow long white, pale blue,
  or grey colored beards and mustaches, regardless of their
  age. Females have long hair on their heads of the same
  colors as the male’s beards.
  Numistian gender cues are entirely superficial.
  Males and females, from the waist down, are identically
  featureless. Neither gender has nipples, though females
  have the slight suggestion of breasts. Both genders tend to
  dress in clothing common to the realm that they are
  traveling in, though they do prefer the fanciest styles. A
  numistian’s clothing often appears ill-fitting because of
  their ability to change height and girth.
  
  36
  ECOLOGY
  Biologically, the numistian is a complete alien.
  First, they have no organs; they are basically a dry husk
  filled with glittery sand, coins, and a collapsible skeleton.
  An injured numistian actually bleeds sand and coins.
  Numistians have no sense of taste, and do not eat food,
  nor drink liquids. Instead, they ingest gold, silver, and
  copper coins. In some unknowable way, these coins act as
  nourishment and are eventually absorbed by the
  numistian’s body. In a sitting, they eat as many coins as
  the cost of a typical meal. Of course, they can eat more if
  desired.
  Numistians can however smell things and can
  sniff out precious metals. They can generally tell what sort
  of metal is nearby and in what quantity. Their two normal
  eyes are very close to a human’s in acuity, though many
  suffer from nearsightedness. This is compensated by the
  third eye which is highly sensitive, and has low-light
  vision and provides the numistian with its detect coins
  racial feature. Their pointed ears are as keen as an elf’s.
  All numistians carry a certain amount of mystical
  coins within their body. This money appears to bleed from
  them when they lose hit points. The type of coin changes
  with the numistian’s tier—copper for a numistian of the
  heroic tier, silver for paragon, and gold for epic. The coins,
  however, are completely insubstantial and disappear as
  the numistian is healed. One mystical coin bleeds for every
  hit point lost.
  A numistian’s mystical coins also serve as a
  reproductive tool. When a male passes half of his mystic
  coins to a female, a numistian infant is conceived. Six
  months later, a small golden egg is expelled from the
  mouth of the female. The egg hatches immediately when
  placed on a small pile of gold coins, and the infant
  ravenously eats all of the coins.
  Growth is dependent on how much money the
  child eats. The child reaches adult-size when it consumes
  at least a thousand gold in coins. Emotionally and
  mentally, numistians mature similarly to humans.
  Numistians also have a lifespan
  similar to humans, though they remain vibrant and
  healthy most of their lives. Towards the end of their
  lifespan, they begin to bleed coins spontaneously from
  their coin pool. It is subtle at first, starting with only a few
  coins a day. Numistians have even been known to hide
  this disorder for months. Eventually, the condition
  worsens and the numistian succumbs to death from old
  age.
  PLAYING A NUMISTIAN
  To a numistian, money is life. They live for the
  clatter of coins, the thrill of the sale, and the pride of being
  wealthy. Each numistian goes about his own quest in his
  own way. Many are innovative entrepreneurs, seeking out
  new markets or interesting ways to sell old ideas. Others
  seek riches through treasure hunting or pirating. Some
  numistians may even hone one particular skill to
  perfection and use it to make their livelihood.
  Whatever the means, numistians are all business.
  They have little time for romance, find entertainment to be
  more of a commodity than a pleasure, and generally shun
  any emotional endeavors that will not give them some sort
  of gain. Still, they know the intricacies of charm, the flair
  of personality, and the power of good humor—as all are
  needed to be successful in the world of commerce. Cold-
  hearted as their true nature may be, a numistian’s
  demeanor is friendly and warm. Unfortunately, loyalty,
  honor, and amity may easily go to the highest bidder.
  Numistians even excel at certain human callings,
  particularly in the religious sector. A numistian can easily
  relate to the selfless zeal with which one pursues a
  religion, as they do the same with money. In addition,
  nearly all faiths that have temples or churches require
  finance. Numistian clerics and paladins often become
  extremely successful evangelists; collecting both large
  sacks of coin and throngs of new followers. While a
  pleasant percentage of spoils stays in their personal
  accounts, the organizations for which they collect benefit
  nicely from a numistian’s exploits.
  Of the other adventuring numistians, rogues are
  most often encountered. These treasure-seekers make their
  coin through plunder, theft, and con-artistry. Still other
  numistians turn to the arcane arts, searching for a way to
  turn magic into money, either directly, or by selling their
  services to those who need them.
  Numistian Characteristics: Acquisitive,
  avaricious, business-minded, charming, civilized, clever,
  cold, courtly, greedy, mercenary, patient, polite, refined,
  sophisticated, stylish, well-mannered, witty
  Male Names: Auran, Argent, Cash, Cupro,
  Curren, Darragh, Deynar, Golden, Merko, Odwulf, Orro,
  Otho, Prospero, Quarto, Rich, Theomund, Udolf,
  Wellington, Welth, Yen
  Female Names: Ada, Aurana, Argenta, Casha,
  Dolla, Darlelle, Edris, Goldie, Merka, Neda, Odella, Pay,
  Penny, Prospera, Salla, Silves, Tresha, Thriva, Udela, Victa
  
  37
  NUMISTIAN ADVENTURERS
  The God of Progress has been kind to Midas. He
  has been dedicated to the church for many years as a
  faithful cleric, which is periodically demonstrated by his
  generous fifteen percent tithing. While his fellow party
  members do share his zeal for the religion, they
  occasionally bicker about Midas’s tendency to require
  donations in exchange for divine favors such as healing.
  Regardless, Midas has saved them all much more money
  through sound financial advice, finding the best deals, and
  excellent accounting skills. Currently, they are hunting a
  notorious green dragon—for its treasure hoard, of course.
  Nickel’s parents were wealthy merchants, as
  numistians often are. Nickel however, had no desire to sit
  in a shop and wait for the money to come to her. It started
  small; a few coins here and there from her mother’s purse.
  Now Nickel relies on a good eye and a quick wit to make
  her fortune. While not known to be the nimblest of thieves,
  the adventurers that she travels with most admire her
  ability to talk herself out of any bad situation. Nickel’s
  knack for sniffing out the treasure in a cluttered dungeon
  is also quite handy.
  NUMISTIANS IN YOUR GAME
  Numistians, despite their alien heritage,
  have the distinct advantage of appearing familiar to
  most other races. Some can even pass as human or
  elven, with certain features covered or disguised.
  While distrust will be apparent when dealing with
  any new race, the numistian should find
  miniscule prejudice among humans, elves,
  eladrin, and other races with similar features.
  Numistians also adopt the style of the
  area that they do business in. Clothes are
  important to a numistian, and whatever a
  society considers most fashionable, a
  numistian will deem most desirable. This
  alone will help them fit in well with the
  majority, as they are not fixated on racial
  traditions or cultural preferences prevalent in
  most other races.
  Numistians in this text are presented as
  a fairly fresh race to the world. The relative
  anonymity of their home world rendered it
  nearly nonexistent to the realm of the
  adventurers. The Dungeon Master can introduce
  this new astral realm and its inhabitants as he sees
  fit. Numistians do not need to be intertwined with
  your existing campaign history. This allows them to be
  placed in virtually any campaign setting with little
  work. As is, they require almost no adjustment to your
  world to begin play immediately.
  However, if the back story will not work with
  your campaign, there are alternatives. In games with a
  different cosmology, the numistian can come from an
  alternate dimension, or even a free-floating, non-astrally-
  related demiplane. If other planes of existence are absent
  entirely, the numistian could be a natural creature,
  descended from a fanatic race of merchant people. They
  could also be the living representatives of a money god; a
  sacred race of capitalists and entrepreneurs.
  Whatever the case, the numistian will make a
  welcome addition to any game as bookkeeper of the
  group, an unusual option for a player seeking to play a
  greedy character, a challenge for the player who wants
  their character to be rich, or even a fun alternative for
  those who want to be well-dressed with an eye for the
  finer things in life.
  Artwork: Eugene Jaworski
  
  38
  Tall, tree-like humanoid plants with leafy,
  expressionless faces that favor logic over emotion
  RACIAL TRAITS
  Average Height: 6’ 6” – 7’ 4”
  Average Weight: 300 – 450 lb.
  Ability Scores: +2 Strength, +2 Wisdom
  Size: Medium
  Speed: 6 squares
  Vision: Normal
  Languages: Common, Plant (see below)
  Skill Bonuses: +2 Insight, +2 Nature
  Sun Heal: You can use sun heal as an encounter
  power.
  Plant: While you eat and breathe much like any other
  creature, you do not sleep (though you are not
  immune to sleep effects). Spells and effects that affect
  plants also affect you.
  Protective Sap: While you are bloodied, you gain
  resist 1 to all damage except fire. At level 11, increase
  to resist 3 to all damage except fire. At level 21,
  increase to resist 5 to all damage except fire.
  Rooted Foot: Whenever a power, condition or effect
  would render an oakling prone, make a saving
  throw. If you succeed, the oakling does not fall
  prone.
  Sun Heal
  Oakling Racial Power
  You can channel bright light into vitalizing energy.
  Encounter
  Standard Action
  Personal
  Special: You must be in bright light to use this power.
  Effect: You can spend a healing surge and gain an
  additional number of hit points equal to your level plus
  your Wisdom modifier.
  Plant Language
  Plants communicate at high frequencies beyond
  the range of human hearing. They can communicate
  only their status: hungry, thirsty, injured, and so on.
  Anything beyond a one word remark concerning the
  immediate state of the speaker’s self cannot be
  conveyed in this “tongue,” and plant language has no
  written form. It is a universal language that only other
  plants know. It cannot be learned by a non-plant. All
  plants, sentient and otherwise, speak this language.
  Artwork: Vasilis Zikos
  38
  
  39
  OVERVIEW
  Oaklings are unusual plant creatures distantly
  related to treants, though much further removed from the
  energies of the Feywild. While a fairly new race, their
  origins are a mystery even to themselves. The first
  oaklings crept from the darkest forests en mass a little over
  a dozen decades ago, with little memory of or interest in
  where they came from.
  Survival is of primary concern to an oakling, and
  they are seldom known to be self-sacrificing or precocious.
  Unlike most plant and tree-like creatures, oaklings are not
  bound to the forest in any way. Instead of getting a feeling
  of comfort being close to nature, they feel crowded and
  uneasy. Though many find this race to be sinister and
  alien, oaklings are not necessarily evil and find no benefit
  in angering other sentient beings. They simply find it
  difficult to relate to the concepts of sympathy and
  sentiment; seeing no advantage in preserving useless
  historical relics, common non-sentient plants and animals,
  or keeping anything that cannot be put to good use.
  Play an oakling if you want…
  
  to be a sentient plant.
  
  to have a character with an alien outlook.
  
  to be able to heal yourself more effectively.
  
  to strong and wise.
  
  to be a member of a race that favors the warrior,
  ranger, and cleric classes.
  PHYSICAL QUALITIES
  Oaklings have long, tree-like appendages with
  two arms that end in three to six spindly fingers and a
  thumb. Their legs end in rooty clumps. The oakling’s
  grayish-brown, bark-covered torso is much like a tree
  trunk; round and uniform. From their backs and shoulders
  sprout branches that meander off several feet above their
  total height (making them appear even taller). The heads
  of the oaklings are simple wooden orbs. However, their
  faces are composed of an intricate pattern of green oakish
  leaves that form an impressive mane. The leaf mane hides
  the oakling’s thin neck and generally makes its head
  appear quite a bit larger than it is. An oakling’s face is a
  rather plastic and emotionless mockery of humanity. They
  also have solid dark blue expressionless eyes. Many find
  the face of an oakling even more unnerving than that of an
  obitu.
  ECOLOGY
  Oaklings are plants which lack the same internal
  organs common to other organisms. In fact, they lack most
  organs entirely, having only a crude digestive, circulatory,
  and nervous system— similar to those found in
  invertebrates. A cross section of oakling flesh reveals a
  sponge-like inner structure that maintains many functions
  at once. Oaklings have no bones, hearts, brains, lungs, or
  other such internal features as non-plant creatures know
  them. The skin of an oakling, with the exception of their
  faces, is a pliable grey-brown bark which is in a perpetual
  state of growing, drying, and peeling. Their “blood” is a
  sticky yellow sap that becomes hard and brittle when
  exposed to air. It has been noted that oaklings smell like
  autumn leaves, and this odor is especially prevalent in
  their sap.
  Oaklings eat and drink much like any other
  creature (through their mouths), though they lack a
  refined palate and will consume just about any organic
  material, preferring food that is high in nitrates. They
  enjoy sunning themselves regularly and derive some
  nourishment from that as well.
  Oaklings have a male and female gender; females
  being slightly more slender in the trunk. Gender is also
  expressed through their leaf-faces. Male oaklings have
  more masculine faces and many more leaves than the
  females. They reproduce much like plants. The female is
  pollinated once in her life via facial contact with the male
  and begins to sprout several fruit from her shoulder
  branches. When ripened, these pale blue acorns are buried
  in fertile soil and will sprout within two weeks. Oakling
  sprouts look much like any other tree sapling and do not
  develop their distinguishing and mobile features until
  they are nearly an adult, about 2 decades later.
  Seedlings are often and deliberately planted near
  civilized areas so that they may observe and learn. When
  they “spring to life” they often have a great deal of
  information about the area they were planted in—the fruit
  of 20 years of uninterrupted and unfiltered observation.
  While a bit unsure of their movements and slightly
  awkward in speech, the newly mobile oaklings have many
  years to learn, enjoying a lifespan comparable to elves.
  
  40
  PLAYING AN OAKLING
  When faced with the cause of survival, oaklings
  are relentless— often shocking others with chillingly
  logical maneuvers which rarely give remorse or sympathy
  a second thought. They prefer open spaces; fields and
  small towns especially. Oaklings often view large cities the
  same as they view forests—over-crowded. Unlike most
  nature-folk, the oaklings are not conservationists. Some
  would call them cruel and heartless; though they seldom
  do anything for the sake of pleasure or sport. In actuality,
  they are coldly neutral, preferring to side with their own
  well-being over that of others. Cool logic pervades an
  oakling’s mind, expressing any emotion very weakly
  compared to other races.
  It is important to note that despite their frigidly
  rational tendencies, oaklings are not evil creatures. They
  do not take pleasure in killing, nor do most feel that
  deception and corruption are logical paths. While they
  lack sympathy, they also lack malice. This puts them
  coarsely on the neutral path.
  Oaklings adventure for personal gain of some sort;
  usually something tangible, such as wealth or powerful
  magic. Sometimes, an oakling can be found on a quest for
  knowledge or to strengthen connections with an important
  ally. It is very rare to find an oakling adventuring for
  fame, glory, or vengeance as they do not often value these
  things. Likewise, they only bond with a strong group of
  adventurers, leaving the weak to perish.
  Another aspect that redeems the oakling is its
  clear logic and wisdom. While in it for strictly selfish
  reasons—something they are quite up front about—they
  also believe in sharing the benefits. Oaklings understand
  the worth of powerful allies and that even though they do
  not share the same sentiment, other races will feel
  indebted to them for the execution of good deeds. This
  will drive oaklings to perform many seemingly charitable
  services, thus improving the overall bad reputation of
  their race.
  Oaklings make good rangers and warriors,
  preferring a direct and final approach to most things.
  Often their motto is “kill or be killed,” and they take
  threats very seriously. Occasionally an oakling will take
  up the cause of a neutral or unaligned deity and find the
  relationship to be mutually beneficial, thus becoming a
  cleric. Although physically well suited to the barbarian
  class, many oaklings find it difficult to get in touch with
  their “inner rage” and deem such an act to be illogical.
  Oaklings can be found in most other classes, as all provide
  some sort of benefit that would be appealing and useful.
  Oakling Characteristics: Alien, analytical, blunt,
  calculating, calm, clear-minded, cold, emotionless, frank,
  honest, humorless, insensitive, logical, non-judgmental,
  patient, remorseless, selfish, strong, wise
  Male Names: Brawnheart, Burlyroot, Deathshade,
  Doomtree, Fastleaf, Grimfoot, Hard-head, Iron-bark,
  Nimble-limb, Oakhammer, Stone-eyes, Strong-branch,
  Swiftbeam
  Female Names: Deeproot, Flitterleaves,
  Greenbud, Keen-eyes, Mudfoot, Red-thorn, Silverleaf,
  Snowbark, Tangle-branch, Townsprout, Willowheart,
  Wise-root, Woodsong
  OAKLING ADVENTURERS
  Crashingroot believes that combat prowess is the
  most logical path. When something gets in your way,
  squash it—and he often does with the aid of a huge spiked
  mace. His fellow adventurers appreciate his strength and
  skills in combat. He is also the party anchor, keeping them
  on track if they get distracted from their goal. While
  negotiation is not his strong point, his frank honesty is
  often welcomed in a time of need.
  Goldbough is a brilliant tactician. Heading the call
  of the warlord, she has studied combat since she was a
  sapling. Some mistake her for a wizard, as her packs are
  full of documents and scrolls. Closer inspection reveals
  military diagrams and historical books. Eschewing the
  brash approach of others of her race, Goldbough may
  pause for several minutes before engaging the enemy,
  devising the best strategy for felling her quarry, while
  using the best that her group has to offer. While her fellow
  adventurers often find her to be a bit boorish and single-
  minded, they seldom hesitate to heed her advice.
  Timberbash started life outside of the local
  wizard’s school, and the fruit hasn’t fallen far from the
  tree. He applies the best of the arcane arts to create a
  barrage of catastrophic magic against his foes. Knowing
  only the most destructive spells and rituals, his teammates
  consider him the cannon of the group and have already
  learned to steer clear when the spells start slinging.
  Although he rarely singes party members, he is not very
  forgiving if one happens to ignore his booming cries of
  “TIMBER!”
  
  41
  OAKLINGS IN YOUR GAME
  Oaklings in this document are presented as a fairly
  new race to the world. Their origin is a mystery, even to
  them. This allows them to be placed in virtually any
  campaign setting with little work. As is, they
  require almost no adjustment to your
  world to begin play immediately. One
  down side to this “newness” is that
  they lack tradition, language, and
  history common to other PC races.
  This has several ramifications
  including no racial heritage, likely
  no racial paragon paths and no
  cool magic relics tailored
  especially for this race. However,
  there are many boons as well.
  Oakling player characters can be
  bold pioneers, inventing their own
  paths, their own history, and their own
  unique traditions.
  Optionally, the Dungeon Master can create
  a more detailed back story for the oaklings.
  Perhaps they are an ancient race of dryads who
  starkly split from the Feywild to pursue earthly
  gain. Or maybe they are simply highly evolved
  plants from a forgotten time, resurrected
  accidently by some quirk of nature. Another
  possibility is that oaklings were the result of
  an experiment gone awry—an
  attempt to blend man and plant.
  Whatever the case,
  the oakling will make a
  welcomed addition to any game
  as a representative of the plant
  kingdom, an unusual option for the
  player seeking something different, a
  challenge for the player who has played
  everything, or just a good match for those
  that like to cast aside humanity for a little
  while and see things from a different
  angle.
  Artwork: Vasilis Zikos
  
  42
  Skeletal living dead, morose and sullen; bane to the
  undead, yet easily mistaken for such
  RACIAL TRAITS
  Average Height: 5’ 6” – 6’ 2”
  Average Weight: 27 – 44 lb.
  Ability Scores: +2 Dexterity, +2 Strength
  Size: Medium
  Speed: 6 squares
  Vision: Darkvision
  Languages: Common, choice of one other
  Skill Bonuses: +2 Acrobatics, +2 Perception
  Fossil Fortitude: You gain a +5 racial bonus to
  Endurance checks against disease.
  Necrotic Resistance: You have built up a resistance
  to negative energy, thus having resist 5 necrotic.
  Increase to resist 10 necrotic at 11th level and resist
  15 at 21st level.
  Alacrity of the Dead: You can use alacrity of the dead
  as an encounter power.
  Alacrity of the Dead
  Obitu Racial Power
  You can make vicious lunges at an unpredictable and
  unnatural speed, due to having very thin and agile limbs.
  Encounter
  Free Action
  Personal
  Effect: When making an opportunity attack, you gain
  a +2 bonus to the attack roll and deal an extra 1d6
  damage. Increase to 2d6 damage at 11th level, and 3d6
  damage at 21st level.
  OVERVIEW
  Obitu (“Oh-Bee-Two,” singular and plural) are
  neither dead nor undead. They are magically created
  living creatures that have undead origins. In ages
  past, a lich by the name of Varquil designed the obitu
  to be the ultimate weapon against the goodly clergy
  he so despised – a skeleton animated by radiant life
  energy in place of dark, necrotic energy.
  They were immediately successful; completely
  immune to turning and sharing none of the
  vulnerabilities of their creator. Thousands of obitu
  were created through a process that involved infecting
  true undead with obitu blood—slowly transforming
  the infected into mindless living skeletons. These were
  merely fledgling obitu, however. A few years later,
  their young psyches matured and the obitu turned on
  their creator, destroying him outright.
  Artwork: Vasilis Zikos
  42
  
  43
  Play an obitu if you want…
  
  to look like a skeleton or the undead.
  
  to have a mysterious past.
  
  to have a darker, scarier character.
  
  to have superior dexterity and strength.
  
  to be a member of a race that favors the warrior,
  ranger, and rogue classes.
  PHYSICAL QUALITIES
  At first and even second glance, an obitu appears
  to be the undead or animated skeleton of a deceased
  humanoid, most often human, but always of Medium size
  (the process of vivification fails if the subject is too small or
  too big, thus destroying the undead host, and not yielding
  a viable obitu). They are, in fact, walking skeletons. Their
  form is also one of death; they wear the shell of a skeletal
  corpse.
  Closer inspection reveals a few differences. Most
  observers first notice their eyes; vibrant sparks of green
  luminescence. Obitu bones are warm to the touch; smooth,
  pulsing, and devoid of the dryness and wear that is
  common to undead skeletons. The bone color is almost
  always a deep beige. However, the most effective way to
  tell an obitu from an undead is by wounding one; if bright
  red living blood issues forth, it is likely an obitu. Some less
  noticeable differences include a thin membrane under the
  jawbone, pinkish tendons slightly visible at the joints, and
  if one listens closely, shallow respiration can be heard
  emanating from the obitu’s skull.
  ECOLOGY
  Obitu have no true gender, despite the gender of
  the bone donor. Their voices are universally similar—a
  hollow, harsh whisper that actually radiates from inside
  the skull. In actuality, most of the biological functions of
  an obitu take place within its skull. A small, wormlike
  feeding tube extends into its mouth cavity when it eats.
  Regardless of its appearance, obitu eat, drink, and breathe
  much like other living beings, consuming as much as a
  creature of Small size. An obitu has no heart, relying on
  muscular contractions inside its bones to circulate blood.
  They have an unnaturally long lifespan, comparable to
  eladrin.
  While obitu do not reproduce naturally, they do
  have means of making others of their kind. The secret,
  referred to by the obitu as “vivification”, is in their blood;
  an infectious organism that activates when exposed to
  sustainable amounts of necrotic energy, such as inside the
  body of an undead creature. This is a disease that affects
  undead regardless of their immunity to disease and infects
  undead exclusively. Being blood-borne, the undead must
  ingest the blood, be injected with it, or be in contact with
  large amounts of it. Afterwards, the magical infection
  works much like a disease does for the living (described
  later).
  At the demise of the undead creature, provided
  that it is a Medium-sized humanoid, all remaining flesh on
  the subject drops off, and the corpse reanimates. At this
  stage, the creature is nearly indistinguishable from an
  undead skeleton, but lacking sufficient blood, a brain, and
  other organs to truly be called a living thing.
  They behave much the same as skeletal undead;
  mindlessly obeying commands and following orders.
  However, this is an obitu in its infancy. In just three short
  months, sentience sets in. The brain and organs develop,
  and the remaining necrotic energy is consumed by the
  infection. The green orbs of light appear in the eye sockets
  about the time that the obitu gains true consciousness. For
  several years the obitu is still considered a fledgling,
  learning how to fully communicate and defend itself.
  While still a bit naïve, an obitu is considered mature
  around 5 years of age.
  PLAYING AN OBITU
  Obitu are morose, sullen and generally
  pessimistic. Having arisen from death, negativity
  generally sets the tone for their entire life. Beginning their
  existence in the form of a monster with the mind of a child,
  they often see society as cruel and superficial. They
  despise being connected with undead and often avoid evil
  acts because of this. They also hate being manipulated and
  will fight for freedom at great cost. They strive for
  individuality as well, dressing or acting in their own
  unique way. In addition, many feel a sense of duty to their
  body’s original owner—often going on great quests to find
  out whose bones they are walking around in.
  While the obitus’ nature tends to gravitate
  towards antisocial, untrusting, and introverted, they feel a
  need to prove themselves. Consequently, they will thrust
  themselves into social situations, inferiority complex
  intact, especially if they can prove they are not evil undead
  creatures. Likewise, a mission revolving around uprooting
  tyranny, evil, or oppression will also see the obitu working
  well with others.
  Obitu Characteristics: Brooding, cautious, dark,
  depressed, dexterous, distant, eccentric, free-willed, good-
  at-heart, morose, mysterious, paranoid, pessimistic, quiet,
  sullen, wary, worried
  Names: Obitu are often initially named by those
  around them, and consequently start with funny sounding
  nicknames like “Johnny Longbones” or “Skinny.”
  However, as time goes on and they realize the jest, they try
  to come up with unique and ostentatious names such as
  “Plaxtarius the Good” or “Vardullisto the Death Slayer.”
  As the obitu matures, however, these names get shortened.
  Some obitu, if they are fortunate enough to find their
  mortal origins, will re-name themselves in honor of their
  bone donor, especially if their donor was noble and good.
  
  44
  OBITU ADVENTURERS
  Grinning Jack takes solace in his name. It seems
  happy, right? If only he could grin. Even grinning on the
  inside would be something. He will live up to his name; he
  will have the last laugh. The world is a dark place and
  serving A sun god just seemed the best thing to worship.
  Grinning Jack was among the first obitu to join the clergy
  of the sun god, and take up the sword and shield as an
  avenging paladin. While preferring lighter weapons and
  armor than his peers, he excels at combat. He truly comes
  alive against the undead, and when they are vanquished,
  he really does seem to smile.
  Sulornius the Hunter stalks the forest in search of
  evil doers. He is the strong and silent type, and his party
  members rarely hear him speak at all. When he does, it is
  of a higher purpose, but he rarely expounds on what that
  purpose might be. Part of that purpose must require
  excellent tracking and bowman skills, of which Sulornius
  rivals any of his ranger allies. His party members both
  fear and respect him, as he is unwavering in his focus and
  determination. Sulornius is a great asset to his group,
  despite his somewhat absent social graces.
  Skullak the Cleaver revels in blood and gore
  among the cheers of a crowd. He has been a gladiator for
  as long as he can remember, and it’s the only life for him.
  Occasionally, he’ll help out a group of adventurers who
  could use his lethal combat prowess
  to help their cause. Still, he lives for his day in the arena.
  Unlike many warriors with his fame, he is not the least bit
  egotistical or self-absorbed. In fact, Skullak is fairly shy
  when it comes to casual conversation and non-combat
  situations. Death is all he knows, and when not dealing it
  or avoiding it, he feels empty and lost.
  Obitu Infection (Vivification Virus)
  The Obitu Infection bypasses a corporeal undead’s normal immunity to disease. In addition, this disease has no effect whatsoever on the living. This
  disease only affects corporeal undead. All obitu carry this disease, and some even manage to master control over it through certain feats. Undead
  who are not Medium-sized humanoids (and die from this disease), do not rise as obitu. Vestiges related to the type of undead, as well as any
  damage to the skeleton itself, disappear by the time the obitu reaches basic sentience (at about 6 months old). This disease cannot be cured by
  magical means.
  Obitu Infection
  Level 1* Disease (Undead Only)
  Endurance stable DC 14*, improve DC 19*
  The target is
  cured.
  <
  Initial Effect: The target
  regains only half the normal
  number of hit points from
  healing effects.
  <>
  The target cannot heal from
  healing effects
  >
  Final State: The target dies, flesh melts off
  bones (if any), and rises as a fledgling obitu
  within 3 rounds.
  *The level of the disease is equal to the level of the obitu carrying the disease. The DC to stabilize is equal to 13 + the level of the obitu carrying the
  disease. The DC to improve is equal to 18 + the level of the obitu carrying the disease. The worsen DC is always one less and lower than the stable
  DC.
  Artwork: Vasilis Zikos
  
  45
  Artwork: Vasilis Zikos
  OBITU IN YOUR GAME
  The obitu in this document are presented as a
  fairly new race to the world. As a newly developed life
  form, they are still struggling to find their place in an
  already well-established social ecosystem. This allows
  them to be placed in virtually any
  campaign setting with little work.
  As is, they require almost no
  adjustment to your world to
  begin play immediately.
  One downside to this
  “newness” is that they lack
  tradition, language and history
  common to other PC races. This
  has several ramifications,
  including no racial heritage, likely
  no racial paragon paths, and no
  cool magical relics tailored
  specifically for this race.
  However, there are many boons
  as well. Obitu player characters
  can be bold pioneers, inventing
  their own paths, their own
  history, and their own unique
  traditions.
  Optionally, the Dungeon
  Master can create a more detailed
  back story for the obitu. Perhaps
  the lich creator was using an old
  recipe from a fallen empire, not
  knowing the full consequences. It
  is even possible that other
  powerful creatures stumbled
  upon the obitu formula, and the
  race has been thriving for
  centuries. Yet another possibility
  is that the obitu infection arose
  naturally in an environment that
  was terribly infested with
  undead; thus turning the tide
  towards the forces of good.
  The obitu will make a
  welcomed addition to any game
  as the spookiest member of the
  adventuring party, an unusual
  option for the player seeking
  something different, a challenge
  for the player who has played everything, or just a good
  match for those who revel in the absurdity of the macabre.
  
  46
  Strange living constructs from an age gone by; the
  primordial chaos runs in their veins
  RACIAL TRAITS
  Average Height: 5’ 10”–6’ 2”
  Average Weight: 275–325 lb.
  Ability Scores: +2 Constitution, +2 Charisma
  Size: Medium
  Speed: 6 squares
  Vision: Normal
  Language: Common
  Skill Bonuses: +2 Endurance, +2 Intimidate
  Armor Gems: You can use small quartz crystals and
  gemstones to emulate armor and gain access to special
  racial powers. Wearing an armor other than armor
  gems causes you to become dazed and slowed. These
  effects end immediately only when the armor is
  removed (the penalties cannot be removed through
  other means). Please see the Armor Gems and Ecology
  section for details.
  Breath of Steam : You can use breath of steam as an
  encounter power.
  Construct: You have the construct keyword, so you are
  considered to be a construct for effects that relate to
  that keyword.
  Light and Heat: Your crystal head constantly glows
  As bright as a torch and can light flammable objects
  on fire.
  Living Construct: You are a living creature that does not
  need to consume food (you still need air and water),
  though this does not render you immune to any effect.
  You only need 4 hours to benefit from extended rest,
  and you gain a +2 bonus to saving throws against
  ongoing damage. When you roll a death save, you take
  the better of your die roll or 10 as the result.
  Breath of Steam
  Relluk Racial Power
  A cloud of steam pours forth from your torso-mouth, scalding
  enemies and obscuring vision.
  Encounter  Fire, Zone
  Move Action
  Close burst 1
  Effect: Hot steam fills a close burst 1 until the end of your
  next turn. This zone of steam provides concealment to all
  creatures within it. Any creature other than you that starts
  its turn within the zone takes 1d4 fire damage. Increase to
  2d4 damage at 11th level, and 3d4 damage at 21st level.
  Artwork: Benjamin R. Barnes & Dean Spencer
  46
  
  47
  OVERVIEW
  They stood for over a millennia in the dark
  recesses of the decaying temple; scores of them. Poised for
  combat, armed, and silently watching, these primitive
  statues lay undisturbed, unmoving, and largely forgotten
  for ages. When rediscovered about three centuries ago,
  they were a novel mystery. Some speculated they were
  part of a plan to save the Altowan civilization from an
  attempt to purge them from the world. It was a plan that
  evidently failed. The Altowans are now only known by
  their mysterious and ancient ruins and relics; not the least
  of which was their army of strange stone soldiers and the
  huge iron molds that formed them from molten rock.
  Through time, they became a small wonder of the ancient
  world.
  Ninety years ago, it was a mogogol that
  discovered the ageless shipwreck in the cold waters. If it
  wasn’t for the accumulation of sea life, this now fossilized
  drakkar would have gone unnoticed. Inside, the mogogol
  found gold, gems, and thousands of unusual crystal
  points. The crystals glowed with unknown power and
  proved to be impervious to damage. Their purpose,
  however, was as great a secret as the standing statues on
  Relluk Isle a few hundred miles east.
  Still, it would take another two decades before
  someone would connect the two. Self-proclaimed
  archaeologist Vigo Malstoson procured one of these
  crystal oddities and brought it to the statues on Relluk Isle.
  Each statue had a hexagonal fissure in its top. This
  opening was just the right size for the crystal point. Upon
  inserting the soul crystal, Vigo witnessed the first Relluk
  roar to life. The previously cold and lifeless basalt first
  began to glow with heat. Then, with a great creaking
  stretch, it stepped deftly forward and asked in a dialect of
  common that had not been heard for a thousand years,
  “Who am I?”
  They came to be known as relluks, named after the
  isle that was likely named after them. It was not long
  before the whole lot of them bellowed to life and began a
  quest to figure out who and what they are. Almost
  instinctual memories of a bygone era led them to clues;
  hidden chambers, lost texts, and more ruins. The relluks
  puzzled together their history.
  Relluks were the product of two dead civilizations
  facing the same threat; an enemy that neither would name
  for fear the deadly foe might take notice. Over the course
  of several decades, the two doomed nations forged a plan.
  They would craft an army of stone and steam that would
  strike fear into that which they feared. The Altowans
  worked diligently on mass producing the stone bodies.
  The other culture, whom Altowans referred to as the
  “Shining Folk from the West,” were in charge of procuring
  the large crystal points. From what the relluks could
  discern, it was the crystal points that acted as the relluks’
  soul and power source. Through some great disaster,
  crystal was not destined to meet stone until long after their
  creators had perished.
  Play a relluk if you want…
  
  to play a new type of living construct.
  
  to use an alternate form of armor.
  
  to breathe out hot steam for both concealment and
  to damage your foes.
  
  to be both tough and charismatic.
  
  to be a member of a race that enjoys the fighter,
  warlock, warlord, and paladin classes.
  PHYSICAL QUALITIES
  Relluks look like a thing from a forgotten time and
  a lost culture. Their bodies are of volcanic rock pressed
  into the shape of a crudely fashioned humanoid. The front
  of their torso features a stylized tribal face. On this face,
  mouths are typically large and tooth filled, noses are
  simple and roughly formed, and eyes are slanted ovals,
  half-circles, or crescents that flicker with orange fire. These
  torso-faces are unique to each body; vaguely similar only
  in style and proportion. Their upper arms are somewhat
  thin and featureless, with massive forearms that end
  bluntly in stubby-fingered mitts. A relluk’s legs resemble
  those of a muscular human.
  Channels of golden metal run in circuit-like stripes
  throughout the relluk’s frame. These circuits are dotted
  with circular disks, many of which feature round
  gemstones. The circuit pattern is as unique to the
  individual as the torso-face. Where a head might be on a
  humanoid is a large uncut crystal point that glows with
  heat and light.
  From this crystal, the relluk sees, hears, and
  speaks. Its voice sounds almost metallic, with many echoes
  and reverberations regardless of the environment in which
  they are speaking. A dense odor of boiling rock emanates
  from their bulky mass, along with a great deal of heat.
  ECOLOGY
  The body of a relluk appears to be made of hard
  volcanic rock banded together with solid gold circuits.
  However, this is not entirely the case. Much of a relluk’s
  interior is actually a porous, pumice-like stone riddled
  with hollow tubes. A living relluk is also full of hot water,
  steam, and ashy mud which they bleed when injured.
  Much to the chagrin of treasure hunters who may
  spend several days stripping out the gold circuitry from
  relluk corpses or relluks that were not yet activated, the
  metal is actually mostly copper and nickel with only about
  20% genuine gold. A relluk body yields about 30 gp worth
  of pure gold, which is hardly worth the time and energy it
  takes to process it.
  
  48
  Unlike many other types of living constructs,
  relluks need both air and water in order to thrive. Their
  interior mechanisms mimic life through a complex internal
  elemental chaos of fire, water, air, and earth. Their soul
  crystal provides heat and the spark of life, while their
  bodies provide substance and form. Air and water must be
  added regularly. Without water, the relluk at first loses
  access to its breath of steam power, and then becomes
  brittle and likely dies from crumbling. Without air, the
  relluk behaves much like other life-forms; it slows down
  and dies. A relluk consumes water through grates around
  the soul-crystal head. Air intake holes are actually the
  “eyes” of the torso face.
  Most of the pseudo-biological processes inside a
  relluk have to do with the transfer and management of
  heat. This is the number one reason that they do not wear
  normal armor. While the relluk can expel heat from its
  torso mouth in the form of steam, this only provides
  temporary cooling. The circuits themselves radiate
  warmth, drawing heat away from the core of the body.
  Blocking this exit of heat from the body of a relluk causes
  it to slow down considerably. In addition, most armor
  does not fit a relluk's body shape and may obstruct the exit
  of steam or the intake of air.
  The skin of a relluk without the enhancement of
  armor gems is actually somewhat spongy, despite its
  appearance, and many liken it to reptilian scales in
  suppleness. While uncomfortably hot to the touch by
  human standards (about 175 degrees Fahrenheit), it is still
  fairly cool compared to its crystal head (which is about 550
  degrees Fahrenheit). A relluk can greatly alter the
  consistency of its skin by adding armor gems, to the point
  of making the skin as hard as the stone it appears to be.
  One might assume that a relluk is either resistant
  to fire or cold, from its appearance and its ability to
  generate large amounts of heat, as well as thrive
  unharmed in its own scalding hot steam cloud. However,
  such is not the case. While they do not outwardly appear
  to be harmed by fire or cold, it does throw them terribly
  out of balance internally, which in turn causes damage
  within. However, in regards to their breath of steam power,
  the expulsion of this steam provides just enough
  temporary cooling to help them withstand the duration of
  its effect externally.
  The composition and nature of the crystal head is
  the biggest mystery. The crystals are impervious to
  damage, and, aside from glowing softly, are completely
  inert when not inside a relluk body. While resembling
  natural hexagonal quartz points, these crystals are
  flawless. About three-quarters of the crystal rests inside
  the body of the relluk, to which it bonds until the body is
  destroyed. The remaining quarter acts as the head of the
  relluk; providing both visual and auditory input in some
  inexplicable fashion.
  At last count, there are exactly 4,023 known soul
  crystals in the world, most of which are attached to
  relluks. More could exist somewhere, yet to be found.
  When the relluks first came to life, there were only about
  five hundred relluk bodies left—the survivors of erosion,
  treasure hunters, vandals, and other such adversities
  common to all ancient relics. This provided something of a
  conundrum to the newly conscious relluks; their species
  was imminently doomed to extinction.
  However, guided by an almost instinctual
  memory of ages gone by mixed with a need to awaken the
  thousands of souls still sleeping in crystal form, they
  quickly unraveled the mystery of relluk body creation. The
  bodies must be created at a font of power using molten
  rock directly from a volcanic source, and generally take
  months of painstaking labor to complete. Luckily, the
  ancients left many of the necessary tools in place at the
  fonts of power, and production began very quickly.
  A small group of relluks formed to build new
  bodies, recover crystals from dead relluks, find new soul
  crystals, and generally act as caretakers for the new
  species. They now call themselves the Archeopatroni, and
  one can expect their agents to show up wherever a relluk
  was known to be slain to collect its soul crystal. The
  Archeopatroni are the closest thing that the relluks have to
  parents. Most relluks alive today have new bodies
  constructed by this society.
  Unfortunately, the memory of a relluk is thought
  to be contained in its complex circuitry, not the soul
  crystals, and thus is destroyed when the relluk is slain. A
  newly awakened relluk is generally a blank slate. The soul
  crystal does seem to convey a few important aspects,
  however. Personality traits, class tendencies, and general
  disposition all seem to be some intangible quality of these
  crystals. For example, when a soul crystal is retrieved from
  a relluk that was known to be a capricious rogue, it is very
  likely that this crystal will yield another impulsive
  scoundrel type— though of first level, without memories
  or experience. It is also quite possible that although both
  relluks started out as the same class with the same general
  personality, they will lead markedly different lives.
  Relluks do not age, have gender, or share many
  biological processes common to other races. Still they seem
  somewhat more organic than many other living
  constructs, as they still need to breathe and drink. In
  addition, their makeup prevents embedded and attached
  components, aside from the armor gems.
  
  49
  PLAYING A RELLUK
  Relluks are extremely varied in personality,
  despite their small population. Relluks are surprising in
  that such an alien-looking creature is still very capable of
  depths of emotion, humor, and even love. Of course
  matters of gender and reproduction confuse them
  somewhat, though they often relate to the concept of
  family as they share the same reverence for the
  Archeopatroni society. In some ways, they are envious of
  the natural born; often believing that the other races are
  much more advanced than they are. This may lead to a bit
  of an inferiority complex in some cases.
  Relluks are generally kindhearted creatures who
  seem to have a hard time comprehending senseless
  violence and cruelty. They can also be quite fierce, and are
  often overprotective, territorial, and suspicious of
  strangers. Many express feelings of being lost or without
  purpose. Much of this is attributed to the reason they were
  created in the first place; as protectors and guardians.
  Unfortunately, their charge has long ago crumbled into
  oblivion.
  Often, relluks adventure to find clues of their past.
  Some intend to unravel the mystery of the soul crystals.
  Others are simply trying to recover relics of lost
  civilizations in order to glean some more hints of their
  ancient creators. Relluks will also join an adventure to
  protect the land they live in, recover lost property, or to
  gain power.
  Most relluks are of martial classes, though often
  too big and clumsy to be rogues. Relluks do have a natural
  attraction to arcane and primal forces as well, feeling that
  they are a mystical merger of both. Wizards and druids
  among them are not terribly uncommon. They often
  have trouble relating to divine power, as they
  have no patron deity and they know little of
  the religion of their human creators. In
  addition, they do not believe in an
  afterlife, as they think of their souls
  as tangible objects—the soul crystals.
  Of the few divinely focused relluks,
  paladins are much more common
  than priests, and can often be found
  defending goodly temples.
  Relluk Characteristics:
  Caring, considerate, defensive,
  ferocious, fierce, friendly, gentle,
  guarded, just , kindhearted,
  peaceful, pleasant, protective,
  reasonable, territorial, warm, wary
  Names: Baluk, Diwi,
  Fujow, Gerwiki, Hiwu, Iji, Kuwu,
  Lonu, Muluki, Nimuku, Pakwuk,
  Rukk, Tugwi, Ulu, Wuki, Zuwuki
  RELLUK ADVENTURERS
  Tuktuki has been a warrior since the day he was
  activated. When most relluks ask “Who am I?” Tuktuki
  asked “Where’s the battle?” He eagerly signed on with a
  group of bold adventurers who enjoy his company. While
  a bit single-minded, Tuktuki is a fairly generous
  conversationalist who loves to swap stories about brain-
  bashing brawls and precarious clashes. Outside of battle,
  his jovial torso-face seems to put people at ease. In battle,
  however, it has quite the opposite effect.
  Tuwa has pored through many an ancient tome in
  search of an answer. He has studied arcane texts, scoured
  ancient ruins, and even studied under several great
  historians and sages. Despite becoming quite an
  accomplished wizard, he has not yet unlocked the secret to
  his own creation. He happily accompanies his friends on
  even the most mundane of missions in hopes he may find
  a new lead. His companions do not mind. Tuwa’s arcane
  knowledge and power has always been a great asset to
  any conflict they have
  encountered. In addition, they
  find him to be quite personable
  and a good person to go to for
  advice.
  Artwork: Benjamin R. Barnes
  
  50
  ARMOR GEMS
  First of all, many “armor gems” are not true
  gemstones at all, but merely common quartz crystals or
  semi-precious stones which are cut and faceted to appear
  gem-like. Eleven of these stones are embedded throughout
  the relluk’s golden circuitry. Quartz armor gems need not
  be enchanted, though they are specially crafted from
  extraordinary mineral specimens specifically for the
  purpose of fitting into the relluk’s circuitry receptacles.
  To be at all useful, armor gems must be comprised
  of a homogenous and complete set; eleven armor gems of
  the same type. Any variation and they cease to function.
  When activated by placing them in the correct receptacles,
  they radically change the consistency and toughness of the
  relluk’s skin; thus emulating armor. In addition, each set
  confers one other racial bonus that is usually defensive in
  nature.
  Actual gemstones can be used in place of the
  quartz variations, though they must be enchanted first
  using the Enchant Armor ritual. This works much like
  enchanting regular armor: the armor gems must be
  enchanted as a set (like a suit of armor), must obtain at
  least the minimum enhancement bonus, and fulfill all
  other requirements for enchanting armor. Actual
  gemstones count as masterwork armor, and their price is
  included in the cost of enchanted armor.
  It is not easy to remove or place armor gems, as
  they are tightly set and must be latched into the circuitry
  receptacles. It takes about the same amount of time to don
  or remove regular armor. The effect begins when the last
  gem is placed and ends when the first gem is removed.
  Armor is fully emulated; including type and category as
  well as check and speed penalties.
  The weight added is actually subtracted from your
  own body weight, and is typically only about three-
  quarters that of normal armor of the same armor bonus
  and type. The skin texture of the relluk stays the same in
  appearance as well. What changes is the density and
  composition of the skin. This will cause a minor variation
  in the color of the relluk’s stony hide; generally taking on a
  more subtle shade of the armor gems that are being used.
  The soul crystal’s hue changes to match the armor gems as
  well.
  Light Armor Gems
  Type
  Armor
  Bonus
  Minimum
  Enhancement
  Bonus
  Check
  Speed
  Base Price per
  Set
  Weight
  Rock Crystal
  cloth
  +0
  --
  --
  --
  11 gp
  2 lb.
  Amethyst
  cloth
  +1
  +4
  --
  --
  special
  3 lb.
  Alexandrite
  cloth
  +2
  +6
  --
  --
  special
  4 lb.
  Aventurine
  leather
  +2
  --
  --
  --
  22 gp
  11 lb.
  Peridot
  leather
  +3
  +4
  --
  --
  special
  12 lb.
  Aquamarine
  leather
  +4
  +6
  --
  --
  special
  13 lb.
  Rose Quartz
  hide
  +3
  --
  -1
  --
  33 gp
  19 lb.
  Garnet
  hide
  +4
  +4
  -1
  --
  special
  21 lb.
  Ruby
  hide
  +5
  +6
  -1
  --
  special
  23 lb.
  Heavy Armor Gems
  Type
  Armor
  Bonus
  Minimum
  Enhancement
  Bonus
  Check
  Speed
  Base Price per
  Set
  Weight
  Citrine
  chainmail
  +6
  --
  -1
  -1
  44 gp
  30 lb.
  Topaz
  chainmail
  +9
  +4
  -1
  -1
  special
  33 lb.
  Jacinth
  chainmail
  +12
  +6
  -1
  -1
  special
  36 lb.
  Prasiolite
  scale
  +7
  --
  --
  -1
  55 gp
  34 lb.
  Emerald
  scale
  +10
  +4
  --
  -1
  special
  38 lb.
  Diamond
  scale
  +13
  +6
  --
  -1
  special
  40 lb.
  Onyx
  plate
  +8
  --
  -2
  -1
  66 gp
  37 lb.
  Sapphire
  plate
  +11
  +4
  -2
  -1
  special
  39 lb.
  Astral Diamond
  plate
  +14
  +6
  -2
  -1
  special
  42 lb.
  
  51
  Types of Armor Gems
  Armor gems convey special racial powers by the
  type of armor they emulate. Listed below are these
  granted powers and a brief description of each armor gem.
  CLOTH EMULATION
  You gain resist psychic equal to half your level.
  Rock Crystal: clear quartz crystal
  Amethyst: transparent purple gemstone
  Alexandrite: transparent reddish-purple gemstone
  LEATHER EMULATION
  You can breathe underwater.
  Aventurine: translucent blue-green quartz
  Peridot: transparent dark green gemstone
  Aquamarine: transparent sea-green gemstone
  HIDE EMULATION
  Your healing surge value is equal to one-quarter of your
  maximum hit points + your Constitution modifier.
  Rose Quartz: translucent pink quartz
  Garnet: clear violet-red gemstone
  Ruby: transparent red gemstone
  CHAINMAIL EMULATION
  You gain resist fire equal to half of your level.
  Citrine: transparent yellow-orange quartz
  Topaz: transparent yellow gemstone
  Jacinth: transparent reddish orange gemstone
  SCALE EMULATION
  You gain both resist acid and resist poison equal to one-
  quarter your level.
  Prasiolite: translucent mint-green quartz
  Emerald: transparent green gemstone
  Diamond: colorless transparent gemstone
  PLATE EMULATION
  Choose a damage type: lightning, necrotic, or radiant. You
  gain resistance to that damage type equal to one-fifth your
  level. As a minor action, you can change the type of
  resistance to any other listed damage type. This resistance
  lasts until the end of the encounter.
  Onyx: opaque black quartz
  Sapphire: transparent deep-blue gemstone
  Astral Diamond: colorless transparent glowing gemstone
  RELLUKS IN YOUR GAME
  The relluk race is full of mystery. Who were their
  creators? What were the “Shining Folk of the West” and
  where did they get the soul crystals? What was the
  mysterious dark force that sparked the need to create this
  new race? These questions could simply be unsolvable
  mysteries. However, they may also make interesting plot
  hooks and spur on other remarkable adventures. Some
  features of this race may also provide launching platforms
  for further adventure. Perhaps the rumor of a large cache
  of soul crystals has surfaced. Even the armor gems may
  provide a source of adventure. It is very possible that the
  Altowan civilization enchanted several sets, now pilfered
  and scattered throughout the world. Since they do not
  work without all eleven gems, the relluk PC may find
  itself on a perilous odyssey to assemble a complete set
  with particularly strong enchantments.
  Despite their prehistoric roots, relluks in this text
  are presented as a fairly fresh race to the world. While they
  do have ancient origins, this does not need to be entangled
  with your existing campaign history. After all, the relluk
  spent most of recorded history as motionless statues. This
  allows them to be placed in virtually any campaign setting
  with little work. As is, they require almost no adjustment
  to your world to begin play immediately.
  However, if this ancient spin does not work well
  with the concept of your game world, there are
  alternatives. The relluks may be a new invention. It is
  quite possible that a primitive but highly mystical culture
  stumbled upon the secret of creating life. They could also
  be a spawn of the elemental chaos itself— an aspect of
  order from the astral plane manifested in the four
  elements.
  Whatever the case, the relluk would make a
  welcome addition to any game as an alternative to the
  war-forged, an unusual option for the player who is bored
  with standard equipment, a challenge for the player who
  has played everything, or just a good match for those that
  enjoy adding a bit of ancient mystery to the game.
  
  52
  Humanoid elemental slimes trying to improve their
  image to the multiverse
  RACIAL TRAITS
  Average Height: 5’ 6” or 6’ 2”
  Average Weight: 135 or 220 lb.
  Ability Scores: +2 Strength, +2 Constitution
  Size: Medium
  Speed: 6 squares
  Vision: Blind, Blindsight 8
  Languages: Common, Primordial
  Skill Bonuses: +2 Athletics, +2 Perception
  Elemental Origin: Your ancestors were native to the
  Elemental Chaos, so you are considered a creature of
  elemental origin for the purpose of effects that relate
  to creature of origin.
  Blind: You cannot detect objects or creatures by sight.
  You cannot make Perception checks to notice things
  beyond the range of your blindsight. You are
  immune to gaze attacks and other effects that rely on
  sight.
  Blindsight: You can clearly see creatures or objects
  within 8 squares and within line of effect, even if
  they are invisible or obscured.
  Boneless: You have a +1 racial bonus to Reflex. In
  addition, you can move and attack normally during
  a squeeze move.
  Elemental Oozing : When you create your character
  choose a damage type: acid, cold, fire, or lightning.
  This choice remains throughout your character’s life.
  When you make a successful melee basic attack, you
  may add 1d4 damage of the chosen type. Increase
  damage to 1d6 damage at level 11, and 1d8 damage
  at level 21.
  Elemental Resistance: You gain resist 5 to the same
  damage type chosen for your elemental oozing racial
  feature. At 11th level, the resistance improves to 10 of
  this same type. At 21st level, the resistance improves
  to 15 of the same type.
  Pliable Grasp : When you make a Strength check for
  grab attacks, roll twice and use either result.
  Artwork: Eugene Jaworski
  52
  
  53
  OVERVIEW
  The Elemental Chaos teams with mingled
  elements. Fire and earth create great expanses of lethal
  lava. Water and fire spin great clouds of scalding steam.
  However, some reaches of the Elemental Chaos are far less
  magnificent. One such case is when large fragments of
  elemental earth mingle with elemental water they create
  the effervescently putrid realms of ooze.
  Many horrid creatures are native to the dominions
  of ooze. In fact, most of the oozes, slimes, and jellies that
  plague mortals originated from these terrible realms.
  Primordial in nature, the dripping facelessness of the
  region’s inhabitants have granted them a bad reputation
  among mortalkind. The word slime has become
  synonymous with evil. Great efforts have been made by
  forces of good to eradicate these territories and their
  inhabitants.
  However, not all ooze is evil. In fact, most oozes
  and slime are completely neutral; acting purely out of
  instinct to protect themselves or to feed. Though sentience
  and benevolence are rare among oozekind, some species
  do exist that can exhibit both. Such is the case of the
  multicolored squoles. The squole race began their
  existence as a collective of amorphous sentient slimes.
  After growing weary of frequent persecution,
  unwarranted attacks, and an ever-shrinking territory, they
  came together and completely altered the form of their
  entire race. Using alchemical formulas and arcane rituals
  derived from the creation of gelatinous cubes, they gave
  themselves a definable and permanent appearance and
  shape. Squoles used humans, the most well-received race
  of the multiverse, as a model.
  Play a squole if you want…
  
  to play a character with special senses.
  
  to play a race that is good at making a grab attack.
  
  to have elemental powers and resistances.
  
  to be both strong and resilient.
  
  to be a member of a race that enjoys the barbarian,
  fighter, and warden classes.
  PHYSICAL QUALITIES
  The first squoles all had the same form; that of a fit
  and muscular male human. Later, they adopted an
  additional form; a slender and well-proportioned female.
  Being ooze, they lacked a good eye for detail, and all
  squoles appear somewhat featureless. With the exception
  of color, all male forms look alike and all female forms
  look alike, as they are all born from the same mold. All
  male-appearing squoles are 6’2” and 220 pounds. All
  female-appearing squoles are 5’6” and 135 pounds. Many
  have compared the appearance of a squole to that of a
  mannequin or roughly hewn statue.
  Diversity among the squoles is found mostly in
  the color of their “skin,” which can come in every color of
  the rainbow. The race actually consists of several
  subspecies, each affected by a different aspect of the
  elemental chaos, which is reflected in their color and the
  type of energy that they are at home with. Fire squoles are
  reddish or orange. Ice squoles are any shade of blue or
  indigo. Lightning squoles range in color from violet to
  deep purple. Acid squoles are yellowish or green. The skin
  of all squoles is glossy, smooth, and hairless.
  While their bodies mimic most of the features that
  would be found on a human, it is in shape only. No facial
  features are actually functional or moving; a squole’s eyes
  do not move or see, its nose and ears have no inlets, and its
  mouth does not open. They lack organs, and are
  somewhat translucent; light passes through them as it
  does through murk-tinted water. When squoles move,
  they appear to bend in all the wrong places and are
  capable of motions that would pale even the most skilled
  contortionists. Their voices consist of androgynous
  muffled gurgles. Squoles exude odor reminiscent to their
  energy affinity; red squoles smell smoky, blue squoles
  smell like fresh frost, green squoles smell acrid, and purple
  squoles smell of ozone.
  ECOLOGY
  Despite their suggestive form, sqoule lack gender
  and reproductive facilities. In fact, squoles are made-up
  entirely of homogenous, multifunctional cells. Once per
  decade, any squole with a full hit point total can split into
  two squoles. The original takes damage equal to half its hit
  points. The other begins its life as a first level squole of the
  same class of the original. They often depart from each
  other after only a few days, as the new squole is a fully
  functional adult with rudimentary memories of its
  originator. Squoles live about as long as humans.
  Squole are omnivorous, and can ingest any
  organic material simply by engulfing it into any section of
  their body. Food is digested in a matter of minutes, a
  process visible to observers through the squole’s
  transparent skin. They can choose what they wish to
  ingest, expelling unsavory materials at will. A squole’s
  sense of taste and smell is very discerning, and they can
  often tell one individual from another by its scent.
  
  54
  PLAYING A SQUOLE
  All squoles face the challenge of trying to behave
  and interact as if they were human, while having a
  mindset and biology vastly dissimilar from a human. They
  exist to emulate what is, to them, the most successful race
  in creation. Consequently, their behavior is highly
  exaggerated and stereotypical. For example, if a squole
  discovers that humans enjoy a particular food, that squole
  might eat that food above all else, all the while praising its
  taste (even if the squole actually dislikes it). For every
  squole, it is a struggle to understand human ways.
  Emotion is likewise an act of mimicry. A squole
  loves because the object of their love has met a set of
  parameters that they believe humans require for love.
  Younger squoles have trouble with literal interpretation
  and seem lost at the nuances of figurative meaning. By the
  time the squole has reached venerable years, it may seem
  extremely human, having honed its mimicry act to
  perfection.
  Aside from following in the footsteps of man,
  squoles also aspire to make a good name for ooze-kind.
  They typically model their personality and role after a
  popular human example. This human role model is
  studied extensively and incorporated into the squole’s
  mannerisms and outlook. Eventually, a squole builds his
  entire persona based on several human role models. This
  is an ongoing process, and a squole is constantly observing
  and changing, endeavoring to be benevolent by human
  standards.
  Originating from primitive pools of mud, squoles
  generally gravitate towards less sophisticated means of
  combat. An overwhelming majority of squoles are
  barbarians, fighters, and wardens. Melee combat is
  favored, as that is where a squole has the most advantage.
  They commonly avoid long range combat, as their senses
  do not permit it.
  Squole Characteristics: Abnormal, blunt, bold,
  curious, determined, direct, dramatic, exaggerated, fanatic,
  forthright, heroic, militant, robotic, single-minded,
  unabashed, unusual, valiant
  Names: Squoles idealize humans, and therefore
  have adopted their naming practices. Occasionally,
  squoles will also use names common to other humanoid
  races.
  SQUOLE ADVENTURERS
  King Cedric lived more than a century ago, yet his
  deeds lived on as a positive example to mankind. Cedric
  the squole fighter, however, still has far to go. While he
  follows the teachings of his namesake, he has faced many
  failures. Undaunted, he has joined a group of adventurers
  worthy of his cause. Together they vowed to uphold the
  old ways; fight evil, end oppression, and never let the
  works of good King Cedric become unraveled.
  The only blue-skinned member of his tribe,
  William faught hard for his place. Originally a prisoner,
  this hardy squole learned quickly from his captors. The
  primitive tribe that imprisoned him let him join their cause
  after he won them over with a respectful display of
  unarmed combat. Now part of a small band of barbarians,
  William never fails to impress. Their mission is simple:
  eliminate all threats in the northern steppes. Of course, the
  northern steppes are known for their unlimited supply of
  peril, so the task is not an easy one.
  Artwork: Eugene Jaworski
  
  55
  SQUOLES IN YOUR GAME
  Squoles offer an opportunity to add a character to
  the party who has very different strengths and weaknesses
  when it comes to senses. While blindsight has several
  distinct rewards (see in the dark, immune to blindness,
  etc), there are also several drawbacks. The first is that
  squoles are extremely nearsighted…a foe that is only nine
  squares away is effectively invisible. This creates a certain
  balance, where the squole will have the advantage in some
  situations, and disadvantage in others.
  Consequentially, the squole may face more of a
  struggle in some games than in others. Scenarios with an
  overwhelming majority of long range opponents may be
  extremely challenging for a squole who won’t be able to
  see these adversaries. On the other hand, if opponents
  rely on invisibility or darkness, the squole will
  have the upper hand.
  Squoles in this text are
  presented as a fairly fresh race to the
  world. The exact date of their
  migration to this world was
  purposefully left out so the Dungeon
  Master can introduce them as
  needed. They do not need to be
  intertwined with your existing
  campaign history. This allows them
  to be placed in virtually any
  campaign setting with little work. As
  is, they require almost no adjustment
  to your world to begin play
  immediately.
  However, if the back story
  will not work with your campaign,
  there are alternatives. If using the classic
  DUNGEONS & DRAGONSTM cosmology of
  previous editions, the squole would most
  definitely come from the paraelemental Plane of
  Ooze. If other planes of existence are absent
  entirely, the squole could have naturally evolved
  from creatures such as the ochre jelly and gelatinous
  cubes presented in the core rule books. Another
  possibility is that they are a cursed race of humans that
  descended from a primordial cult.
  Whatever the case, squoles will make a welcome
  addition to any game with a new way to see things, an
  unusual option for a player seeking to play a grappler or
  melee type, or even a fun alternative for those who want to
  explore a more alien side of life.
  Artwork: Eugene Jaworski
  
  56
  Tall, stately, and two-headed, the taddols are the
  descendants of eladrin and ettin
  RACIAL TRAITS
  Average Height: 7’ 0”–8’ 0”
  Average Weight: 300–550 lb.
  Ability Scores: +2 Strength, +2 Intelligence
  Size: Medium
  Speed: 6 squares
  Vision: Low-light
  Languages: Common, Elven
  Skill Bonuses: +2 Insight, +2 Perception
  Big: You may wield any one-handed melee weapon as
  if it had the off-hand property.
  Fey Origin: Your ancestors were native to the
  Feywild, so you are considered a fey creature for the
  purpose of effects that relate to creature origin.
  Twin Mind: Gain a +3 racial bonus to saves against
  dazed and stunned conditions and charm effects that
  a save can end. In addition, each head can read the
  other’s mind.
  Two In One: One taddol is two PCs. This means two
  sets of statistics, including ability scores, hit points,
  and two complete turns each round on individual
  initiatives. They also have separate powers and
  abilities (one character cannot use the other’s feats or
  powers). They count as two characters for battle and
  experience purposes, as well. Treat the taddol as two
  characters with the exceptions listed below.
  The taddol counts as two PCs with the following
  exceptions:
  1.
  The taddol characters occupy the same space
  simultaneously. They can never occupy two
  separate spaces. With the exception of their heads
  and necks, they are always wearing and wielding
  exactly the same thing in exactly the same way at
  precisely the same time. When one moves or acts,
  it forces the other to move or act in the same way
  simultaneously. Only the heads, each representing
  a different PC, may move or act independently of
  each other. For example, they can speak at the
  same time while saying different things. However,
  if it is one character’s turn and he draws his sword,
  the other must draw the sword, regardless of
  whether he wants to or not.
  Artwork: Vasilis Zikos
  56
  
  57
  Two PC exceptions, continued.
  2. The two taddol characters (twins) have different
  hit point totals, healing surges, and so on.
  However, when targeted by a single attack,
  choose one of the twins to take the damage.
  Targeted effects work the same way; choose one
  twin to take the effect. The player or players
  controlling the characters decide which twin is
  targeted. Powers and other abilities that have a
  range of personal only affect the twin who
  activated them. Blasts, bursts and other area
  effects affect both of the twins, simultaneously.
  For example, a blast that does 5 points of damage
  does so to both twins. When checking against the
  taddol’s defenses, however, only one roll is made
  per attack (see below).
  3.
  The taddol shares defenses. Always use the lesser
  defense score of the two characters for Armor
  Class, Reflex and Fortitude, and the greater
  defense score for Will.
  4. The taddol characters receive only one
  opportunity attack per opportunity. Either twin
  may respond to the opportunity and may make
  an opportunity attack if normally able, but only
  one may do so.
  5.
  The taddol characters share the same conditions
  and position. For example, if one is blind,
  stunned and prone, then both are blind, stunned
  and prone. When one sleeps, both sleep. When
  one dies, they both die.
  6. For magic items, the taddol (both PCs together)
  have the same slots as a single character with
  twice the number of head and neck slots. One
  magic item affects both characters as if they were
  one. For example, a Ring of Protection protects
  both characters while wearing it. However, head
  and neck items only affect the twin who is
  wearing them. For instance, if one twin wears a
  neck item, only that twin recieves its bonus to
  Fortitude, Reflex and Will defenses. The taddol
  characters count as one character for purposes of
  calculating suggested treasure amounts.
  OVERVIEW
  In the annals of ancient eladrin history, a small
  footnote refers to a tiny volcanic island in the icy northern
  sea. This island was originally noted as a place of extreme
  danger, for its coast is an inward facing waterfall featuring
  jagged rocks and a countless fathom plummet to certain
  death. Many speculated it was created by a rift between
  this world and the elemental chaos. This theory is
  supported by the land’s active but stable volcano, and the
  fact that the entire perimeter has terrible influences on
  powers dealing with teleportation. The isle’s unusual
  nature and remote location made it a perfect place for the
  eladrin to imprison some of the more notorious criminals
  convicted by the high eladrin court.
  Specifically, two groups became important on this
  island, even after the eladrin elders deemed it
  overpopulated and ceased dumping more prisoners onto
  it. The first group was a family of particularly despicable
  ettin. This family flourished by feasting on many of the
  other prisoners. The second clan was made up of eladrin
  themselves; a band of eladrin pirates, murderers, and con
  artists. The island was locked in conflict for over a century.
  When the smoke settled, only the two groups
  remained. The eladrin clan emerged victorious, and had
  enslaved the ettins. The eladrin and the first generation of
  eladrin children to be born on the isle directed many
  generations of ettins to build several great works designed
  to help with an escape from the island. Unfortunately,
  violent earthquakes, the relative stupidity of the slaves,
  and the isle’s unique properties foiled every plan. What
  was worse, ettins, who mature very quickly, began to
  outnumber the slow-aging eladrin.
  That is about where recorded history leaves off.
  The archives of the eladrin elders tell us how they got
  there, and well- preserved written logs left by the eladrin
  prisoners and their children tell us the rest.
  However, when and how the taddols came about can only
  be speculated at. Taddol lore states that the eladrin became
  envious of the ettin for its two heads. According to the
  legend, the eladrin magically crafted their own second
  heads and slaughtered the ettin, as they were no longer
  needed. This is, of course, is a preposterous notion.
  
  58
  Many sages believe that there was an ettin uprising, and
  that the eladrins were enslaved in a most vicious manner.
  The taddols were the resulting offspring. Others believe
  that the taddol hybrids were intentional; the eladrin’s way
  of making smarter slaves. In any case, two millennia after
  the island had faded into obscurity, it was rediscovered by
  a troop of elven eagle riders. The Isle of Benfalas was
  populated entirely by taddols.
  Play a taddol if you want…
  
  to play part of a two-headed character.
  
  to be able to use large weapons.
  
  to have some unique options only available to
  those that share a body with another character.
  
  to be both strong and smart.
  
  to be a member of a race that enjoys the barbarian,
  fighter, warlord and wizard class.
  PHYSICAL QUALITIES
  It is undisputed that taddols are the unlikely
  hybrid of elf and ettin. Their abilities, appearance, and
  even culture seem to be a strange mix of the two. They
  stand from seven to eight feet tall and have lean and
  muscular frames. Their skin ranges in color from cream to
  tan. Their hair distribution is very similar to humans,
  though they do not grow facial hair and males customarily
  keep their heads clean shaven.
  The most distinguishing feature of the taddols is
  their two identical heads. Their faces are average looking
  by human standards; not nearly as ugly as their ettin
  ancestors, but rarely as sublime as most elvish kin. As the
  originating races both have pointed ears, so do the taddols.
  Eye color is of reddish hue and can range from violet to
  orange. Unlike the eladrin, the taddols have sclera (whites
  of the eye) and pupils, though the iris is of solid hue.
  Taddols typically dress in primitive, but well-
  made attire and are fond of symbols, glyphs, and runes.
  They also enjoy tattoos of this same theme, especially on
  their faces. Despite their origins, their demeanor is
  somewhat demure and civilized.
  ECOLOGY
  How exactly the taddols came about, biologically
  speaking, is a mystery that is pondered by many sages.
  Eladrin and ettins are dissimilar creatures in many
  respects, and should not have produced viable offspring.
  While some speculate there may have been some arcane
  tampering, eladrin elders are quick to point out that the
  prisoners did not have that sort of magic or knowledge at
  their disposal. Another theory is that ettin are giants with
  fomorian blood, which may potentially mix with the blood
  of other creatures of fey origin. If such is the case, this
  opens the way to many other questions.
  However it happened, the taddol are similar to
  both ettins and eladrin. They mature slightly quicker than
  humans, reaching adulthood at age 12 (unlike ettins who
  reach adulthood around age 3). They practice polygamy,
  and each will often have multiple wives or husbands.
  They never have multiple births, and rarely have more
  than two children in their lifetime. The heads are always
  identical, like identical twins. However, the personalities
  of each head may be markedly different. They live as long
  as humans, but remain vigorous their entire lives.
  PLAYING A TADDOL
  Taddols have the unique experience of being the
  only civilized race that has two heads. They were also
  relatively undisturbed by other sentient races for
  thousands of years. This, combined with a keen intellect,
  has produced a most unusual culture that could seem very
  alien to the outside observer.
  The first cultural difference that one might notice
  is that taddols are not overly possessive. The concept of
  “mine and yours” is a bit blurry for a being who shares a
  body. While they do claim ownership, it is a rather loose
  association, and it is usually with the attitude of “its mine
  because no one else wants it.” For this reason, they may
  cross the line on what other races feel comfortable with on
  matters of personal space and private property.
  One item of note is that it may be very difficult to
  ascertain when to use singular or plural adjectives when
  referring to a taddol. Each individual creature is actually
  two distinct beings. Taddols each refer to their body as if
  they were two, not one. “Those people over there” might
  refer to one taddol body. However, “That person standing
  there on the left” would refer to the left head of the taddol.
  
  59
  Using “taddols” as a plural form refers to multiple bodies.
  They tend to get upset when someone does not respect the
  fact that the taddol is actually two distinct people.
  Individuals prefer to be referred to as a twin, rather than
  just a head.
  Taddol are also fairly superstitious, and most
  elaborately so. Many feel this to be strange since the taddol
  are also highly intellectual. However, one must also
  remember their ancestor’s propensity for the arcane and
  that the taddols had little or no guidance with either
  arcane or spiritual matters. Most of what they came up
  with was interpreted from ancient manuscripts and
  manufactured on their own. It would be impossible to list
  all of the Taddol superstitions, as the list is long, often
  contradictory, and varies from taddol to taddol.
  Upon speaking with a taddol, one can easily see
  how the superstitions became so intricate. Taddols love
  conversation and talk frequently, about virtually any topic.
  They are master philosophers, but often fall victim to the
  folly of being able to rationalize nearly anything. Having
  two heads has also made them quite sympathetic and
  diplomatic, and they are quick to act as mediators to
  quarrelling parties.
  While taddols will occasionally have villains
  among them, they are generally a peaceful race. Despite
  having descended from monsters and murderers, they are
  not evil, nor do they have habits that most would consider
  evil. While they do eat a lot of meat, they wouldn’t even
  think of eating a sentient creature. They will occasionally
  fight amongst themselves over philosophical differences,
  and these disputes have a history of turning ugly very fast
  and lasting a long time.
  Taddols view other races with a great degree of
  pity, and see them as disabled and sometimes lesser
  beings. While some measure of ancestral eladrin arrogance
  has undoubtedly trickled into their own psyche, the
  taddols try to fight back a condescending attitude with
  understanding. They often adopt the role of caretaker
  when among other races.
  Taddol characters most often choose two
  complementary classes for each head, or opt to be of the
  same class. They are individuals, however, and no two
  taddol heads think exactly alike or focus on precisely the
  same things. One head may focus on an entirely different
  skill set than the other head. Sometimes they do choose
  different or even seemingly opposing classes, and this
  often means that one taddol twin must sacrifice a bit,
  while the other benefits. With their non-possessive
  philosophy, however, this is rarely an issue. Watching a
  taddol train is a dizzying experience, as they take turns in
  rapid succession doing entirely different things. It happens
  so fast sometimes that it appears that they are literally
  doing two things at once.
  Taddol characters tend to gravitate towards
  martial classes, as they have no recent legacy of tapping
  arcane or divine sources. They will occasionally utilize
  primal fonts, however, and have been known to
  spontaneously muster workable druids. They are curious
  and adventurous creatures, however, and are quick to
  devour new information. It is very likely that taddol
  wizards and clerics will become more common in the near
  future.
  Taddols adventure most often for the sake of
  adventure. For eons, they had been confined to Benfalas
  Isle, and most long to see the rest of the world. Taddols
  have since purchased scores of giant eagles from the elven
  people and have scattered to the four winds. They often
  leave all of their possessions behind, as the eagles already
  strain under the weight of their unencumbered bodies.
  Taddols do not often adventure for wealth or
  fame, as they cannot relate well to these concepts. They
  will, however, adventurer for a concept, ideal, or
  philosophy. Some say that a taddol values their beliefs
  over anything else.
  Taddol Characteristics:
  Adventurous, caring,
  chatty, condescending, cooperative, curious, elf-like,
  friendly, glib, inquisitive, intelligent, open-minded,
  philosophical, sensitive, superstitious, talkative,
  understanding
  Male Names (right head & left head): Adan &
  Ardan, Berro & Berrin, Carick & Darick, Eldin & Ertin,
  Gondal & Thal, Ian & Eltrin, Lucan & Lucus, Rolen &
  Theren
  Female Names (right head & left head): Adrie &
  Sadie, Birel & Biren, Chaedi & Chaeda, Dala & Dasa,
  Emmi & Enni, Fralas & Frelas, Keyla & Freyas, Mialen &
  Maylen, Shala & Shela
  
  60
  TADDOL
  ADVENTURERS
  Tadis is a barbarian and his twin Tedas is a ranger.
  They find their vocations to be complementary and believe
  that the combination makes them both more effective.
  Tadis loves hand to hand combat, and enjoys wielding a
  mighty great axe. Tedas prefers ranged combat with his
  longbow, but doesn’t mind trading off a few blows with
  his brother’s axe in close melee. Their fellow party
  members feel that Tadis & Tedas are both very important
  members of the team. In combat, they can be quite a sight,
  especially if Tadis is raging; one head is frothing and wild
  while the other seems calm and focused.
  Talia & Zalia are both accomplished
  fighters. While Talia prefers large weapons, Zalia likes
  using one weapon and a shield. To compromise, they
  change up their fighting style and weapons often. This
  actually has a beneficial effect on the battlefield—the
  enemy never knows what to expect. One moment they are
  being swatted with a gigantic maul, and the next they are
  being filleted by a longsword and shield routine. This
  taddol’s companions enjoy their company, and seldom
  mind standing behind them in battle.
  Jeck & Zeck have two very different personalities.
  Jeck prefers tricks of the sneaky variety; he always has a
  dagger up his sleeve and a smile on his face. Zeck
  however, is more the bookish sort and is learning to
  master arcane arts. Somehow the two manage to get along
  fine; meshing stealth and spell nearly seamlessly. Jeck is
  always coming up with new ways that Zeck could
  improve his success, which in turn provides Zeck with
  access to more and more power and knowledge. While
  party members have trouble trusting either one, they
  appreciate their two-headed friends’ ability to gain access
  to treasure and riches.
  Artwork: Vasilis Zikos
  
  61
  TADDOLS IN YOUR GAME
  Unlike other races, taddols present an unusual
  option: play two PCs in one body. This can be done in a
  variety of ways. First, for the player who absolutely wants
  to play two PCs at once, this is an option with the taddol.
  Or perhaps two players really enjoy working together; the
  taddol would work well for them as well. Yet another
  option is to have a player play one half of the Taddol,
  and the Dungeon Master treats the other as an NPC. In
  any case, the taddol is a race that requires two
  character sheets, and which can both be twice the
  work and twice the fun.
  Taddols in this text are presented as a
  fairly fresh race to the world. While they do
  have ancient origins, it does not need to be
  entangled with your existing campaign
  history. This allows them to be placed in
  virtually any campaign setting with little
  work. As is, they require almost no
  adjustment to your world to begin play
  immediately.
  In games that lack either
  eladrins or ettins, other creatures
  can be substituted. Elves work
  well in place of eladrins. For
  ettins, substitute nearly any
  two-headed giant. If nothing
  like that currently exists in
  your game, those races could
  have easily existed and have
  since gone extinct after the
  creation of the taddols.
  Optionally, the
  Dungeon Master can create an
  alternative back story for the
  taddols. Perhaps, like ettins,
  they are simply a naturally
  occurring race that has been
  relatively rare. Then again,
  maybe they are from another
  plane, such as the Feywild, and
  are fleeing to your campaign
  world from a terrible menace.
  Taddol could also be a brand new race
  that arose from an arcane experiment; a
  clone machine that has gone horribly wrong.
  Whatever the case, the taddol will make a
  welcome addition to any game as a the only two-headed
  PC, an unusual option for a couple of players who are
  seeking something different, a challenge for the player
  who likes to play everything, or even a fun alternative for
  those that really enjoy working together on everything.
  Artwork: Vasilis Zikos
  
  62
  The product of madness and anarchy, these small,
  bizarre creatures find meaning in both
  RACIAL TRAITS
  Average Height: 3’ 3”–3’ 9”
  Average Weight: 80–100 lb.
  Ability Scores: +2 Constitution, +2 Intelligence
  Size: Small
  Speed: 6 squares
  Vision: Normal
  Languages: Common
  Skill Bonuses: +2 Athletics, +2 Insight
  Chaotic Resistance: At character creation, roll a d10,
  and gain resistance to the corresponding damage type
  equal to 5 + one-half your level. This resistance is
  permanent, and does not change. 1: fire, 2: cold,
  3: lightning, 4: acid, 5: psychic, 6: radiant, 7: necrotic,
  8: poison, 9: thunder, 10: force
  Dual Heritage: You are considered an elemental
  creature and an aberrant creature for the purpose of
  effects that relate to creature of origin.
  Memory of Conflict: At character creation, gain
  proficiency in one superior weapon of your choice.
  We Are One: At the beginning of an encounter, roll a
  d8, and gain access to the corresponding racial
  encounter power, even if you do not meet the
  prerequisites for the race.
  1.
  Dragon Breath (Dragonborn Racial Power)
  Roll d10 for damage type: 1-2: acid, 3-4: cold, 5-6:
  fire, 7-8: lightning, 9-10: poison
  2.
  Elven Accuracy (Elven Racial Power)
  3.
  Fade Away (Gnome Racial Power)
  4.
  Fey Step (Eladrin Racial Power)
  5.
  Furious Assault (Half-Orc Racial Power)
  6.
  Infernal Wrath (Tiefling Racial Power)
  7.
  Second Chance (Halfling Racial Power)
  8.
  Choose one PC ally within your line of sight who
  has access to a racial encounter power. Gain
  access to that ally’s racial encounter power as if
  you were a member of the chosen ally’s race. If
  there are no PC allies in line of sight with racial
  encounter powers, re-roll for this power.
  Artwork: Dean Spencer
  62
  
  63
  OVERVIEW
  Deep in the swirling quagmires of Elemental
  Chaos, a mad cult of unnamable creatures vied for power.
  Their chants and gibbers rose to a violent cacophony when
  the swirling portal opened. When black clusters of
  tentacles, eyes, and maws erupted from the conjured
  gateway, nearly half of the group was forced to end their
  ritualistic wailing — they were devoured by the pre-
  primordial forces emanating from the portal. Fierce winds
  roared up against the encroaching madness. In a moment,
  the two realities merged—absolute chaos mingled howling
  and frenzied with ageless insanity. The scene twisted into
  something no words could ever describe, and no mortal
  man could witness and survive. Then, with a sudden
  explosion, the portal closed. What seemed like shrapnel at
  first, later turned out to be countless small, grey creatures
  jettisoned in every direction. Appearing as twisted and
  alien as any creature native to Elemental Chaos or the Far
  Realm, one could only imagine their dark intentions,
  warped minds, or depraved desires.
  However, no one would ever imagine that the
  product of the two most unfathomable realms in existence
  would gaze upon the twisted landscape of Elemental
  Chaos and exclaim, “We do not belong here!” This was the
  birth of the xax, which was immediately followed by their
  exodus to the prime material plane. Xax, despite their
  origins, have strictly ordered minds. Out of madness and
  pandemonium arose a race that gravitates towards logic,
  reason, and philosophy. Xax are introspective creatures,
  who seem at odds with their forms. In mind, they relate
  well to mortal folk, even feeling a sense of morals and
  honor.
  Play a xax if you want…
  
  to play a bizarre-looking creature with a unique
  heritage.
  
  to play a race with random qualities.
  
  to be able to use a superior weapon without taking
  a weapon proficiency feat.
  
  to be both tough and smart.
  
  to be a member of a race that enjoys the artificer,
  invoker, bard, shaman, and warlock classes.
  PHYSICAL QUALITIES
  While their minds can be comparable to the mortal
  folk, in body, the xax are another thing entirely. Standing
  at only three and a half feet tall, the xax is a small,
  somewhat ape-like creature, with long arms that end in
  three-fingered hands that can drag along the ground as it
  walks on haunched legs terminating in long, two-toed feet.
  The xax completely lacks a neck, though does have a bony
  ridge atop its head that is suggestive of one. Its face, if one
  can call it that, is near the middle of its chest. Two eyes,
  one slightly larger than the other, rest on top of each other
  right above a vertical tooth-filled mouth. Bulbous
  musculature dominates the creature’s back and shoulders,
  covered by hairless, smooth grey skin that fades to a
  bluish tinge around its face. It has four pointy tongues that
  wriggle forth from its mouth when it eats. Despite its
  appearance, xax have an uncannily clear and intellectual
  sounding voice.
  ECOLOGY
  Xax do not have gender and reproduce through a
  form of budding. A xax will randomly develop a large
  tumor on its back, which will eventually erupt into a
  youngling xax. These younglings grow to maturity in
  about a week, and are ready for adventure within a
  month. They are born with the common knowledge of the
  area they were born into. For example, if a youngling xax
  starts life in a farming community, it will begin with a
  basic knowledge of agriculture. Xax have a lifespan
  comparable to humans, though they become extremely
  wrinkled as they age, and the bluish tinge of the face
  eventually expands to encompass their entire body as the
  creature enters its venerable years.
  Xax are omnivores who enjoy a wide variety of
  food and drink. Their blood is a purplish tar, and their
  organs are all squirming tentacles that writhe from open
  wounds. The unique physiology of a xax demands strange
  nutrients. They will often consume large quantities of
  substances that other races would not find palatable at
  such a scale.
  PLAYING A XAX
  Xax are often devout philosophers with dizzying
  intellects. They have a fondness for finding patterns in
  seeming chaos, discovering connections between
  unrelated things, and generally solving mysteries that
  most fear to fathom. Xax are seldom selfish creatures,
  subscribing to the belief that we are all part of the great
  cosmic consciousness.
  Bordering on ascetic, the xax rarely adventure for
  wealth, greed, fame, or glory. They will, however,
  adventure to gain knowledge, test theories, restore
  balance, and protect the innocent. Unlike most benevolent
  or peaceful creatures, they are not repulsed by creatures of
  evil or chaos. Instead, they see these beings as a necessary
  element in the universe. While many with such a
  philosophy would become pacifists, xax do not consign to
  that either. To a xax, violence can be a positive agent of
  change, and they are quite willing to destroy anything that
  they feel needs to be rebuilt.
  
  64
  As one can see, keeping up with a xax’s rationale
  can be quite confusing. On one hand, they are peaceful
  philosophers who tote the virtues of brotherhood and
  “oneness,” and on the other they are brutal combatants
  capable of grisly acts of carnage and destruction. Only one
  thing can be said for certain; the xax will always have a
  rational explanation for everything they do, and that
  explanation will likely be convoluted.
  Xax take a large variety of professions. They
  revere the creative side magic, so they can be natural
  artificers and bards. Xax artificers often build insanely
  multifarious devices that help to solve some obscure
  mystery. Xax bards enjoy complex musical instruments,
  and will often design their own unique versions. Xax are
  also keenly interested in the mysterious aspects of magic
  and commonly become powerful warlocks, almost always
  partaking in the Star pact to better comprehend their
  heritage. Xax can also be very spiritual, taking up the
  invoker or shaman class. More rarely, a xax may even take
  on the role of a cleric. A variety of other professions can be
  found among their race, though not nearly as commonly.
  Among those, the martial arts are most prevalent, due to
  the xax’s enduring bodies and natural weapon skills.
  .
  Xax Characteristics: Accepting, adaptive, ascetic,
  chaotic, complicated, contemplative, dynamic, intellectual,
  philosophical, smart, thoughtful, unpredictable, violent
  Names: Bipok, Cosine, Eleven, Faren, Gravity,
  Infinity, Jeva, Kelvin, Quark, Radar, Rhombic, Tetra,
  Uradium, Velocity, Wolden, Zero
  XAX ADVENTURERS
  Like most xax, Primus sees the order in the chaos.
  Unlike most xax, however, he believes that he is a divine
  piece of that order. Primus, a powerful invoker, believes
  himself to be the living emissary of a fragmented deity.
  According to his preaching, this deity, primordial and
  ancient in origin, lays shattered throughout the multiverse.
  Primus believes that by bringing order to the chaos, he
  will eventually be able to resurrect the shattered god and
  ascend to godhood himself. He is accompanied by zealots
  who believe in his cause, spurred on by his charismatic
  sermons and promises of great power and understanding.
  If asked, Triskaideka would say he is a peaceful
  star-gazer. While he does gaze at the heavens, what he
  isn’t saying is that he feels a strong presence gazing back,
  spurring him towards acts of violence and destruction. As
  a warlock who draws power from the Far Realm, he
  believes that the madness that people see there is simply a
  deficit of perception. Others fear the Far Realm simply
  because they cannot comprehend it. Triskaideka, however,
  is beginning to believe he can. This worries his fellow
  adventurers who are just now getting used to his strange
  ways and incoherent ramblings.
  To say that Null was born with a bastard sword in
  his hands would not be that far from the truth. Null came
  into being on a battlefield during a great war. Having
  absorbed the basic knowledge and training of a soldier, he
  felt compelled to continue on that path. At the tender age
  of three weeks, he had already found his favored weapon,
  and chose a side to fight for. Null finds harmony in killing,
  and sees a sort of balance in the state of conflict. He is
  accompanied by likeminded mercenaries; each with their
  own agenda, but unified in the belief that without war,
  there would be no peace.
  Artwork: Dean Spencer
  
  65
  XAX IN YOUR GAME
  In a world where demonic-looking tieflings can be
  accepted as a player race, the xax may fit in very well. In
  many ways, they appear much less threatening than
  tieflings or dragonborn. In other ways, the xax are much
  more hideous and alien. Not only do they have a rather
  slanted view of the world, but they lack many of the
  biological similarities that tie other races together.
  However, this can be an advantage. One can never
  be certain what to expect from a xax. With their complex
  philosophies and sweeping paradigms, the xax could
  potentially justify just about any action. Without love,
  romance, or a familiar sense of family the xax are far
  from predictable.
  Xax in this text are presented as a fairly
  fresh race to the world. The exact date of their
  creation was purposefully left out so the
  Dungeon Master can introduce them as
  needed. They do not need to be intertwined
  with your existing campaign history. This
  allows them to be placed in virtually any
  campaign setting with little work. As is,
  they require almost no adjustment to
  your world to begin play immediately.
  However, if the back story
  will not work with your campaign,
  there are alternatives. In games
  with a different cosmology, the
  Far Realm and the elemental
  chaos could easily be replaced
  by Pandemonium and
  Limbo. If other planes of
  existence are absent
  entirely, the xax could be
  the product of intense chaos or
  wild magic. Perhaps they are the
  direct result of tampering with the
  universal fabric; a terrible side-affect
  for those who dare delve into the more
  eldritch facets of reality.
  Whatever the case, the xax will make
  a welcome addition to any game as a the
  strangest character in the group, an unusual option
  for a player seeking to play a philosophical character, a
  challenge for the player who likes to play everything, or
  even a fun alternative for those who like to roll lots of dice.
  Artwork: Dean Spencer
  
  66
  An ancient race of mollusks that are enjoying their new
  life on land
  RACIAL TRAITS
  Average Height: 5’ 0”–5’ 6”
  Average Weight: 150–200 lb.
  Ability Scores: +2 Intelligence, +2 Wisdom
  Size: Medium
  Speed: 5 squares
  Vision: Normal
  Languages: Common, Ancient (described on next page)
  Skill Bonuses: +2 Diplomacy, +2 Perception
  Inborn Knowledge: You gain training in one
  additional knowledge skill.
  Odd Anatomy: You cannot equip items to your feet slot,
  as you have no feet. However, you can wear one
  additional waist slot item.
  Retract into Shell: You can use retract into shell as an
  encounter power.
  Sucker Foot: You gain a +5 on Athletics checks to climb.
  In addition, when an attack would knock you
  prone, you can immediately make a saving throw to
  avoid falling prone with a +2 racial bonus.
  Retract into Shell
  Zif Racial Power
  You can pull your entire body into the shell on your back to
  avoid most damage.
  Encounter
  Standard Action
  Personal
  Effect: You gain resist 8 to all damage. While using this
  effect, you are considered blinded, immobilized and
  cannot take any actions, except to sustain or end this
  effect. You can end this effect as a free action. You may
  sustain this effect with a standard action. Increase
  damage resistance to 13 at 11th level, and 18 at 21st level.
  Special: You cannot activate this power if you are
  immobilized, being grabbed, or taking on-going damage.
  Artwork: Dean Spencer
  66
  
  67
  OVERVIEW
  In the primordial eons of forgotten times, before
  any beast roamed on land, the sea was teaming with life.
  Some of these creatures are still around in similar forms
  such as the shark, the horseshoe crab, and the sea slug.
  Others fell into extinction. Among those were the
  ammonites. Ammonites were squid-like creatures with
  spiral shaped shells. We know them by countless fossils
  suggesting that they were once quite prolific.
  With their general simplicity, one would assume
  ammonites were simple creatures; not much more
  intelligent than the modern octopus or cuttlefish. This is
  only partially correct, however. During the age of the
  ammonites, another creature was also quite successful.
  This mollusk did not have teeth like the shark, nor did it
  have a hard shell like the crab. It could not swim very fast,
  nor did it have particularly good camouflage techniques. It
  did have two amazing abilities, however, that helped it to
  survive the countless ages. First, it was a parasite. It could
  attach itself to the nervous systems of other mollusks and
  assume control over the host’s body. The zif, as they came
  to call themselves, were also extremely intelligent.
  The zifs preferred the ammonites as hosts. With
  the ammonite forms, they built great cities. In the course of
  a million years, they had a thriving undersea civilization.
  They ruled the world for ages, until a terrible and
  mysterious force from beyond threatened their existence.
  The peaceful world that the zifs created ended in a
  cataclysmic apocalypse of fire, ice, and lightning. The
  ammonites were wiped from the realm. The zifs, however,
  retreated and survived.
  For the next several eons they would survive in
  the bodies of colossal deep sea squids. At oppressive
  depth and darkness, they could continue their civilization
  unmolested. For millions of years they persevered through
  countless rises and falls of their civilization, which was
  accompanied with ages of great discovery and dark times
  when much knowledge was lost. At the dawn of the age of
  man, the zif had declined into a race of nearly solitary
  individuals, teetering on the edge of extinction.
  They first learned of mankind from its shipwrecks,
  and a new movement was sparked. They began to once
  again dream of roaming free in the world. To do this, they
  would have to shed their bulky forms and inky lairs. They
  searched far and wide for a new host that would suit their
  needs.
  Their travels brought them to the snillorgs; a
  cowardly species of primitive snail people. Snillorgs were
  a pest on the tiny island that they inhabited. They were
  known for nocturnal raids of farmland, their timid nature,
  and their deplorable stupidity. At the time, the entire
  snillorg population was only about two thousand
  individuals. This changed immediately after the zif began
  an aggressive breeding program.
  The population of snillorgs grew in secret, while
  all the zif of the world congregated, plotted, and dreamed.
  Suddenly and without warning, the land was inundated
  with countless snail creatures. While it had all the
  appearances of a wide-scale invasion (and many land
  creatures mistook it for such) the zif were on a mission of
  peace. In exchange for new concepts, commodities, and
  secrets the zif only wanted a place in the world. Most areas
  welcomed them and greedily accepted all of the strange
  new elements that only a race as old as time could offer. In
  areas which would not accept the zif, they simply
  retreated apologetically.
  Play a zif if you want…
  
  to play a snail-like creature.
  
  to be able to avoid massive damage.
  
  to be able to climb walls with ease or avoid being
  knocked prone.
  
  to be both smart and wise.
  
  to be a member of a race that enjoys the wizard,
  cleric, druid and ranger class.
  The Ancient Language
  By all accounts, the zif were the first to use this
  language, which may have been the first language
  ever invented by a mortal race. Originally, the
  ancient tongue was scribed in a tactile-based writing
  that was meant to be read much like Braille. Later,
  the zif adopted Iokharic, the script of the dragons.
  This was likely a measure to better interact with the
  newly emerging sentient races of their world.
  Outside of zif and mahrog settlements, Ancient
  would only be found inscribed in extremely aged
  ruins and easily mistaken for Draconic, but
  undecipherable in that language. Ancient was the
  common dialect of distant ages ago. If it were not for
  the return of the mahrogs and the emergence of the
  zif, Ancient would have been a language that has
  been dead for eons.
  
  68
  PHYSICAL QUALITIES
  Zifs as they are today are known by their snillorg
  forms. These odd creatures have all that one would expect
  from a humanoid snail. Standing about five feet tall, they
  glide along on one muscular foot. This motion is powered
  by succeeding waves of muscular contraction which move
  down the ventral of the foot. A small, flat shell known as
  an operculum rests on top of this foot. They have a long,
  thin body with arms that are almost skeletal in width.
  These arms end in equally long and thin three-fingered
  hands. A larger four foot diameter spiraled shell protrudes
  from their backs, much like a backpack. Their heads
  extend practically neckless from their torso and have wide
  and flat mouths filled with smooth, grinding teeth. Two
  bulbous antennas protrude from where their nose should
  be. Their heads are capped with two long eye stalks. Zif
  eyes are simple black orbs. The most remarkable aspect of
  the zif’s body is that it is entirely retractable, and fits
  snugly into the shell that they wear on their backs. When
  retracted into their shell, the foot shell fits neatly over the
  main shell’s opening providing maximum protection.
  Zifs speak in gurgling voices and smell a bit
  musky, but not as terribly unpleasant as one might expect.
  Their yellowish brown skin is particularly slimy as it
  exudes purplish mucus that aids in movement and
  maintains the elasticity of their skin. Their shells vary in
  color and pattern, but are typically black, white, pink,
  brown, or yellow. Unlike the zif’s previous forms, the
  snillorg form is primarily terrestrial, and lacks the biology
  necessary for prolonged underwater life.
  ECOLOGY
  Zifs are mollusks, and like many of this category
  they are also functional hermaphrodites. Any two zifs can
  get together to create children. It is even possible for a zif
  to spontaneously create children without a mate, though
  this is generally reserved for times of very low population.
  Beyond this, zif biology is extremely complicated.
  First, zif are actually two distinct organisms in
  one. The intelligent part, the actual zif species, starts life as
  a tiny squid-like mollusk that burrows into the base of
  another mollusk’s tail and effectively hijacks its nervous
  system. Once attached, it begins to root itself permanently
  into the other creature. In the matter of a decade, the zif
  matures and becomes an enduring feature of the host
  individual. The host’s original brain and the parasite’s
  internal organs both atrophy into oblivion and the two
  organisms effectively become one. The zif parasite
  (referred to as a larva by the zif) can only attach to other
  mollusks.
  The current host species is the snillorg. A zif can
  be discerned from a common snillorg by the operculum
  feature; the zif brain resides under this smaller shell.
  Snillorgs, and most terrestrial snails in general, do not
  have an operculum. Snillorgs start life as shelless slugs,
  about the size of a large cat. They mature quickly, reaching
  adulthood at age five, at which point they are chosen as
  hosts for the zif larva. Snillorgs are very prolific, but do
  not typically care for their young. Naturally, many more
  snillorg children die than live to grow to maturity. They
  are voracious herbivores, and love the taste of cultivated
  food. Before the zif, however, the snillorgs lacked the
  intellect required for horticulture and often resorted to
  stealing and raiding. Barring a violent death, which the
  pre-zif snillorgs were pretty much assured, snillorgs can
  live for about 80 years without signs of old age.
  Afterwards, their health declines sharply. The zif die with
  their host.
  One might assume that zifs would choose a
  variety of host organisms. However, this has never been
  the case. Zifs often refer to a “collective intellect” that
  prevents this as an option. While they cannot read each
  other’s mind, they do have some uncanny sense of each
  other’s status, knowledge, and memories. When many zif
  die, the entire race feels it. Inborn knowledge comes to
  them through this bond, and they are often well-versed on
  matters that they never studied themselves. Apparently, if
  they choose hosts that are not similar, the connection that
  they share becomes interrupted. Therefore, it is customary
  for the vast majority of zif to all agree on a new host
  species before they decide to use it. Because of this, the zif
  have had only three different species of hosts in their
  entire existence as a species, which spans hundreds of
  millions of years.
  
  69
  As a mollusk, they lack a skeleton, but do have
  several floating structures in their body made of hard, but-
  flexible, cartilage. All of their extremities are designed to
  retract, fold, and generally diminish greatly in size in
  order to fit neatly into their shell. They exude slime
  through their pores regularly, and because of this zif
  generally require about twice as much water as a human
  of the same weight. The shell of a zif is extremely hard and
  resilient. It is designed to take a lot of damage and protect
  the soft parts within.
  PLAYING A ZIF
  Zif are a mature race, and usually have a mellow
  and gentle demeanor. In many ways, they seem to have
  the attitude of a man in his golden years. This can be a
  deep wisdom and understanding mixed with childlike
  wonder, or even a crotchety disposition with a kind heart.
  While they are a race that is millions of years old, with a
  strong racial memory, this is their first foray on dry land.
  Many show great interest in things that are not useful in
  the sea; from finesse-style weapons to ancient paper
  books. As a race, zif are generally good aligned. Zif do not
  see any wisdom in evil deeds, and many feel they are too
  sophisticated for “primitive” motivations such as greed,
  egotism, and vengeance.
  However, zif do tend to have a few alien views.
  The most obvious is their disregard for sentient races that
  fail to rise above selfishness or evil. Most zif view these
  races as others view beasts; to be respected as life forms,
  but also used or disposed of as needed. This manifests as a
  prejudice against any individual member of these races,
  regardless of their actions. Drow, gnolls, and even tieflings
  often feel the cold sting of condescension and disregard
  from the zif. Zifs look upon the snillorg in the same
  respect; seeing the race as cattle to be used for their own
  purposes. It boils down to an indelible perceptual
  difference; the zif simply cannot see their disregard for
  these races as any more evil than a farmer who raises pigs
  for food, or a knight using a horse for combat. Some
  translate the zif attitude as extremely arrogant, though it
  seems absent when dealing with members of races who
  have proven to be predominantly good.
  Zif adventures have a variety of motivations that
  drive them. Most often, they see a great imbalance in the
  world and wish to right it. Some feel a sort of
  responsibility to help out the younger races, and perhaps a
  tinge of guilt for not being there for them in their infancy.
  Other zif adventure for the sheer wonder of it; hungering
  for new sights, new knowledge, and new experiences. Still
  other zif adventure solely to catalogue worldly facts for
  future use. These zif almost seem like reporters that are
  searching for that perfect “scoop.”
  Zif are not particularly strong, nor does armor
  work well for them. Therefore, most zif avoid the martial
  classes. Zif warriors are very rare, and usually use light
  and ranged weapons. Zif rogues are slightly more
  common than warriors, and prefer to use their skills to
  explore ancient ruins, lost temples, and dangerous
  dungeons. Zifs are most often wizards, preferring to rely
  on arcane knowledge to get by. However, they are usually
  very open-minded to the plethora of beliefs, customs, and
  ideas the world has to offer. If a zif finds a cause, ideal, or
  force that he believes in, he will pursue it with hobby-like
  zeal. In this spirit, there are many cleric, druid, and
  warlock zif. Of these classes, however, most zif avoid the
  darker applications. Zif clerics usually choose deities of
  good alignment, while zif warlocks most often avoid
  infernal and star pacts.
  The latter aversion comprises a sort of mystery
  about the zif. The far realm terrifies most zif on an
  instinctual level, and many have an inborn loathing of
  anything to do with it, especially “mind slayers.” Sages of
  other races have even speculated that the zif race may be
  the terrestrial ancestor of the mind slayers; based on a
  similar life cycle, squid-like features of the larva, ancient
  heritage, and the zif’s strange phobia regarding them and
  the far realm. Zifs, however, feel insulted by the
  comparison. Many zif are ardent destroyers of all creatures
  with an aberrant origin, and seem to have an instinctual
  insight on how to fight them.
  Zif Characteristics: Alien, arrogant, clever,
  condescending, cultured, eccentric, educated, inquisitive,
  magical, mature, mellow, mysterious, reserved, smart,
  sophisticated, wise
  Names: Bariarti, Conordrum, Fremestor,
  Grelesior, Julesti, Kelkestor, Qualestri, Reviarti,
  Timbledere, Umblebleme, Vevosum, Warsotrum,
  Zembleblam
  
  70
  ZIF ADVENTURERS
  Hecalistor is a wizard, a common vocation among
  the zif. However, this wizard likes to get up close,
  preferring the heat of combat and the burn of melee. His
  close-range spells certainly help in combat, but his
  methods are often a subject of worry. Hecalistor’s fellow
  adventurers think he has a death wish; he is a frail fighter
  at best, and seemingly not well-suited for taking multiple
  blows. He is confident however, and his calm
  approach in the face of adversity mixed with a
  hard shell have allowed him to persevere where
  other races would have perished.
  Milunglam worships Avandra, the god
  of change. He is both an effective cleric and an
  agent of change for the better. Where most zif
  express prejudice, Milunglam sees
  opportunity for growth. He sees a time when
  the zif must even allow the snillorgs to
  grow beyond their lot in life. He
  adventures alongside both a drow and
  a tiefling, who have similar ideals.
  While he does sometimes resort
  back to typical zif ways, the
  others view him as a fairly
  tolerant zif with many keen
  insights. In his spare time,
  Milunglam preaches to other
  zif on the virtues of a higher
  level of respect to all sentient
  life. Most zif, however, just
  think of him as a crazy zealot.
  Zelobini has been a
  ranger from the time his first
  arrow plunged into the dark
  abomination that called itself a
  mind slayer He relentlessly
  scours the underdark for any
  sign of this tentacled menace or
  its allies. A bit stronger and
  more nimble than his kin,
  Zelobini still fights with all the
  cleverness and sophistication of
  any zif. He has recently joined a
  small band of
  adventurers with similar goals, and together, they form an
  effective team. All benefit from Zelobini’s cunning mind
  and expert tracking and survival skills. Zelobini welcomes
  the company and realizes this is one fight he should not
  face alone.
  Artwork: Dean Spencer
  
  71
  ZIFS IN YOUR GAME
  Zifs have an unmistakably Lovecraftian quality,
  and may help to add these elements to the player side of
  your game. They are an acceptable counterbalance to mind
  slayers, aboleths, and other strange creatures from the Far
  Realm. With the zif’s expansive and mysterious history, it
  would be relatively easy to interweave any unspeakably
  ancient terror or dark eldritch aspect in with this race for
  added flavor.
  Playing a race without feet may provide some
  interesting challenges. While they can jump, run, and
  move like most other races, they do not leave distinctive
  tracks except perhaps a slime trail. Riding mounts may
  also pose some questions; special equipment may be
  required. Their anatomy may preclude them from wearing
  certain equipment. Alternatively, equipment can be
  specially designed for them by the Dungeon Master.
  Perhaps a similar race, or a creature of aberrant origin, has
  equipment suitable for a zif PC as well.
  Despite their prehistoric roots, zifs in this text are
  presented as a fairly fresh race to the world. While they do
  have ancient origins, this does not need to be entangled
  with your existing campaign history. After all, the zif
  spent nearly all of the recorded history of the other races
  as reclusive giant deep-sea squids. This allows them to be
  placed in virtually any campaign setting with little work.
  As is, they require almost no adjustment to your world to
  begin play immediately.
  However, if this ancient spin does not work
  well with the concept of your game world, there
  are alternatives. The zifs could easily be a
  race that has fled from the Far
  Realm, invading your world in
  droves in search of sanctuary
  from a sinister and alien force.
  Or perhaps the zif are recently
  evolved creatures from the
  Underdark, hardened with
  frequent encounters with
  nefarious races. The zif may
  also be from another reality;
  one in which mollusks have
  evolved as the dominant
  species.
  Whatever the case,
  the zif will make a welcome
  addition to any game as a the only
  player with a shell, an unusual option
  for a player seeking something entirely
  different, a challenge for the player who likes
  to play everything, or even a fun alternative
  for those thirsting for an eldritch edge.
  Artwork: Dean Spencer
  
  72
  ARCHEOVITUS
  “The past lives on within each of us. I embrace both the then and
  the now.”
  Prerequisite: Relluk
  You have become an elite member of the
  Archeopatroni. The archeovitus are expected to be living
  representatives of their ancient heritage. You tend to
  collect antiques and often wear and use items that are
  hundreds of years old. In addition to collecting soul
  crystals, you are charged with the task to uncover the
  mystery of the past. You embrace the past fully as a way of
  bringing it into the future.
  You have a knack for archeology, and all that comes
  with it. You are able to expose items hidden by ages or by
  magic. In addition, you have discovered many arcane
  secrets along the way that aid you in your quest. You are
  truly a living relic; well versed in ancient history and
  cultures long dead.
  ARCHEOVITUS PATH FEATURES
  Wisdom of Eons (11th Level): You may add your
  Wisdom or Constitution modifier to your Arcana and
  History checks. You may add one-half your Wisdom or
  Constitution modifier to Initiative checks.
  Insightful Action (11th Level): When you spend an
  action point to take an extra action, you also gain an extra
  move action that you can use during the next turn.
  Lore of Ages (16th Level): Your attacks deal 3 extra
  damage on a hit against creatures whose origins are within
  the scope of your trained skills. For example, if you are
  trained in Dungeoneering, your attacks deal 3 extra
  damage on a hit against aberrant creatures.
  ARCHEOVITUS POWERS
  Primeval Strike
  Archeovitus Attack 11
  You channel ancient wisdom into one deadly strike.
  Encounter  Weapon
  Standard Action
  Melee weapon
  Special: This power can be used as an opportunity
  attack.
  Target: One creature
  Attack: Constitution, Wisdom, or Intelligence vs.
  Reflex
  Hit: 3[W] + Constitution, Wisdom, or Intelligence
  modifier damage.
  Eyes of the Ancients
  Archeovitus Utility 12
  Your eyes can see through veils both magical and
  mundane.
  Daily
  Minor Action
  Personal
  Effect: Until the end of the encounter, you gain the
  ability to perceive invisible creatures and objects as
  if they were visible. In addition, while this power is
  active, creatures and objects in total concealment
  you may regard as lightly concealed and normally
  concealed creatures are not treated as concealed.
  Mists of Time
  Archeovitus Attack 20
  A cloud of mist pours forth from your torso-mouth,
  ravaging enemies and obscuring vision.
  Daily  Necrotic, Radiant, Zone
  Standard Action
  Close burst 2
  Hit: A thick gray mist fills a close burst 2 until the
  end of your next turn. This zone of mist provides
  total concealment to all creatures within it. Any
  creature other than you that starts its turn within the
  zone takes 4d8 necrotic and radiant damage.
  RACIAL PARAGON PATHS
  Artwork: Dean Spencer
  
  73
  BATTLETWIN
  “We long since gave up on our individuality. We are stronger as
  one.”
  Prerequisite: Taddol
  Taddols always have a strong connection to their
  twin. Still, many strive for individuality. You and your
  twin, however, decided to focus on working as a
  singular unit. Consequently, the battletwin paragon
  path requires both you and your twin to take it to be
  effective. If your twin does not take this path, you will
  not gain its benefits or powers, and must choose a new
  path.
  By effectively combining two brains in one body, you
  are capable of remarkable wonders that can be helpful to
  both you and your twin. You work as a cohesive unit with
  your twin; combining your separate attacks into one more
  powerful attack. Together, you prove that two heads are
  definitely better than one.
  BATTLETWIN PATH FEATURES
  Special: Your twin must also take this paragon path.
  The following powers are granted only if both characters
  have access to them.
  Twintellect (11th Level): Add your twin’s Intelligence
  modifier to Knowledge checks that you are both trained
  in.
  Twin Action (11th Level): When you spend an action
  point to take an extra action, your twin may make an extra
  move action on his next turn.
  Double Jeopardy (16th Level): You and your twin may
  both respond to an opponent who provokes an
  opportunity attack. Normally, taddols only receive one
  such response per set of twins.
  BATTLETWIN POWERS
  Twin Attack
  Battletwin Attack 11
  You borrow your twin’s action to make a ferocious
  assault.
  Encounter  Reliable, Weapon
  Standard Action
  Melee weapon
  Special: Your twin loses his next standard action.
  Targets: One or two creatures
  Attack: Strength vs. AC, two attacks
  Hit: 2[W] + Strength and Intelligence modifier
  damage per attack.
  Watch My Back
  Battletwin Utility 12
  You use your twin’s perception to gain all-around sight.
  Daily  Stance
  Minor Action
  Personal
  Effect: Until the stance ends, you cannot be flanked
  for the rest of this encounter.
  One Heart
  Battletwin Attack 20
  You smite an opponent who has hurt your twin.
  Daily  Weapon
  Immediate Reaction
  Melee weapon
  Trigger: An adjacent enemy bloodies your twin
  with a melee attack
  Target: The triggering enemy
  Attack: Strength vs. AC
  Hit: 3[W] + Strength or Intelligence modifier
  damage and the target is knocked prone.
  Miss: Half damage, and not knocked prone.
  Effect: Your twin gains a +2 bonus to hit the
  triggering enemy on his next turn.
  Artwork: Dean Spencer
  
  74
  CAVEMAN
  “A real man uses only what he can kill with his bare hands.”
  Prerequisite: Mahrog
  Mahrogs are known to be primitive with brutish
  tendencies. You revel in this. You are a true caveman;
  using only what you can make yourself. Draped in animal
  skins and wielding crudely fashioned weapons, you are
  the epitome of savage. You are considered holy by your
  people, as you are a self-proclaimed agent of Mahra and
  the preservation of your people’s ways. You may smell
  bad, be infested with fleas, and appear generally barbaric,
  but you are also a formidable force of nature.
  By dedicating yourself to Mahra’s way, she has given
  you several blessings. In addition, you have become even
  more skillful at using primitive weapons and armor. You
  are in tune with the natural world, and have learned to
  harness your inner beast.
  CAVEMAN PATH FEATURES
  Beasthide (11th Level): Your Skin of the Beast racial
  trait grants you an additional +1 bonus to AC when
  wearing light armor.
  Savage Action (11th Level): You can spend an action
  point to make a melee basic attack against each adjacent
  enemy, instead of taking an extra action. You gain a bonus
  to each damage roll equal to your Constitution or Wisdom
  modifier (whichever is higher).
  Brutal Strike (16th Level): Whenever you score a
  critical hit with an improvised weapon or a mace, the
  attack deals extra damage equal to twice your Constitution
  or Wisdom modifier (whichever is higher).
  CAVEMAN POWERS
  Pummel the Earth
  Caveman Attack 11
  You savagely beat the ground, causing waves of
  destruction.
  Encounter  Weapon
  Standard Action
  Close burst 3
  Targets: Each enemy in burst
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage, and you
  either knock the target prone or push it 2 squares.
  Weapon: If you are wielding an improvised weapon
  or a mace, the number of squares you can push the
  target equals 1 + your Constitution modifier or
  Wisdom modifier (whichever is higher).
  Beast Within
  Caveman Utility 12
  You unleash your inner animal.
  Daily  Stance
  Minor Action
  Personal
  Effect: Until the stance ends, you gain a +2 bonus to
  damage rolls and gain resist 5 to all damage.
  Savage Whomping
  Caveman Attack 20
  You wallop your foe into his allies, bowling them over.
  Daily  Weapon
  Standard Action
  Melee Weapon
  Target: One enemy
  Attack: Strength vs. AC
  Hit: 4[W] + Strength modifier damage, and you
  push enemies adjacent to the target 1 square and
  knock them prone.
  Weapon: If you’re wielding an improvised weapon
  or a mace the attack deals extra damage equal to
  your Constitution modifier or Wisdom modifier
  (whichever is higher.)
  Miss: Half damage, and you push enemies adjacent
  to the target 1 square.
  Artwork: Dean Spencer
  
  75
  DEATHSEEKER
  “It does not matter when or where I die, what matters is who I
  take with me.”
  Prerequisite: Kval
  Kvals are a bane to evil; drawn to it like moths to
  a flame. You are no exception. Your life revolves around
  seeking out and destroying evil in its lair. You have no
  fear; this is your purpose. Even when the odds seem
  stacked against you, you persevere. Many have tried to
  dissuade you from your quest, but you are undaunted.
  Supernatural evil must be eliminated.
  You are well-suited to monstrous environments,
  for that is where they dwell. If a creature is much more
  powerful than you are, you rise to the occasion. When
  your enemies draw blood, you are bolstered. Even your
  death holds one last surprise.
  DEATHSEEKER PATH FEATURES
  Reciprocal Ravage (11th Level): Whenever you are
  bloodied by an opponent, that opponent takes ongoing
  necrotic and radiant damage equal to your Dexterity
  modifier or Wisdom modifier (save ends). If you are
  slain by an opponent, that opponent takes ongoing
  necrotic and radiant damage equal to your Dexterity
  or Wisdom score (save ends).
  Resilient Action (11th Level): When you spend an
  action point to take an extra action, you gain resist 10 to all
  damage until the end of your next turn.
  Entropic Wash (16th Level): When you use your
  second wind, each enemy within 5 squares of you takes
  1d10 + your Wisdom modifier or Dexterity modifier
  necrotic and radiant damage. In addition, you gain
  temporary hit points equal to the damage that was rolled.
  DEATHSEEKER POWERS
  Bloodbond
  Deathseeker Attack 11
  You spit entropic blood at an opponent, which flares up
  whenever you are injured.
  Encounter  Necrotic, Radiant
  Standard Action
  Ranged 5
  Targets: One creature
  Attack: Dexterity +4 or Wisdom +4 vs. Reflex
  At level 21: Increase to Dexterity +6 or Wisdom +6
  vs. Reflex
  Hit: 2d6 + Dexterity modifier or Wisdom modifier
  necrotic and radiant damage. Until the end of your
  next turn, when you take damage, the target takes
  half that amount of necrotic and radiant damage.
  Fountain of Doom
  Deathseeker Utility 12
  Your corrupting blood sprays in all directions.
  Daily Stance
  Immediate Reaction
  Personal
  Trigger: An enemy bloodies you with a melee
  attack.
  Effect: Your entropic blood racial power has an area
  of close burst 1 until the stance ends.
  Reckless Spite
  Deathseeker Attack 20
  You put yourself in harm’s way to make a devastating
  attack.
  Daily  Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Dexterity or Wisdom vs. AC
  Hit: 7[W] + Dexterity modifier or Wisdom modifier
  damage.
  Effect: After the attack, the target may make a basic
  melee attack against you as a free action.
  Artwork: Eugene Jaworksi
  
  76
  DEMOLISHER
  “A boggle’s birthright was forced upon him; our brain says to
  build, our heart, however, says to break.”
  Prerequisite: Boggle
  Boggles are heavily conflicted creatures. While
  they do have highly developed intellects, at their core they
  are bloodthirsty goblins. Their civilized reputation is a
  testament only to a victory of reason over instinct.
  Some boggles wish to embrace their inner nature;
  balancing both their technological wits with more base,
  goblinoid cravings. As a demolisher, you have mastered
  that balance. You use your keen insight into all things
  artificial to find weaknesses. Not only can you tear down
  marvels of engineering, but you have learned to harness
  the power of alchemy to inflict damage. As a demolisher,
  you have also learned how to emerge relatively unscathed
  from the thick of catastrophe.
  DEMOLISHER PATH FEATURES
  Break and Bend (11th Level): Whenever you score
  a critical hit against an opponent that is wielding a
  weapon, that opponent gains a cumulative -2 to hit with
  the weapon or weapons it was wielding until the end of
  the encounter.
  Destructive Action (11th Level): You can spend an
  action point to open a lock, shatter a mundane object, or
  gain a +10 bonus to disable an adjacent trap.
  Scratch and Dent (16th Level): When you hit an
  enemy, that enemy takes a -1 penalty to AC until the end
  of your next turn. If that enemy is a construct, it also takes
  a -1 penalty to Fortitude defense until the end of your next
  turn.
  DEMOLISHER POWERS
  Boggle Bomb
  Demolisher Attack 11
  You unleash a powerful explosion upon your foes.
  Encounter  Fire, Thunder
  Standard Action
  Area burst 3 within 10 squares
  Targets: Each enemy in burst
  Attack: Intelligence +4 vs. Reflex
  At level 21: Intelligence +6 vs. Reflex
  Hit: 2d6 + Intelligence modifier fire and thunder
  damage, and the target is knocked prone.
  Bear the Boom
  Demolisher Utility 12
  You know how to weather a terrible blast and its
  aftermath.
  Daily
  Immediate Interrupt
  Personal
  Trigger: You are targeted by a burst or blast power.
  Effect: You gain resist 15 to all damage until the end
  of your next turn.
  Mangle Mail
  Demolisher Attack 20
  With a precision strike, you eradicate the defenses of a
  single opponent.
  Daily  Reliable, Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Intelligence vs. Fortitude
  Hit: 2[W] + Intelligence modifier damage. The target
  takes a -4 penalty to AC and gains vulnerable 5 all
  (save ends both).
  Aftereffect: If the target is a construct, it takes a -4
  penalty to AC and gains vulnerable 5 all until the
  end of its next turn.
  Artwork: Eugene Jaworksi
  
  77
  ENTREPRENEUR
  “Even Hell has opportunity for those that seek it.”
  Prerequisite: Numistian
  You hunger for riches. All three of your eyes are
  always wide open for even the slightest opportunity to
  gather more gold. Long ago, you decided that one
  cannot sit around and wait for a fortune to come to him,
  one must go to the fortune! You have become a traveler,
  an adventurer, and a salesman of words.
  You have learned how best to pilfer dungeons
  and dangerous lairs. You procured ways to slay
  monsters while keeping them in one piece for later sale
  of their hides and other valuable extremities and
  innards. You have the gift of the gab, and can even talk
  your way out of harm. Most importantly, you make a
  living out of adventuring.
  ENTREPRENEUR PATH FEATURES
  Knowledge is Power (11th Level): You gain a +2
  bonus to Arcana checks, Dungeoneering checks, History
  checks, Religion checks, and Streetwise checks.
  Lucrative Action (11th Level): When you spend
  an action point, you may use your Money Is Life racial
  trait at half the normal cost of gold.
  Trustworthy Aura (16th Level): Adjacent
  creatures, at your discretion, may incur a penalty to
  Insight and Initiative checks equal to your Charisma
  modifier or Wisdom modifier. At 21st level, increase the
  range to 5 squares. You choose what creatures are affected
  and when.
  ENTREPRENEUR POWERS
  Preservative Damage
  Entrepreneur Attack 11
  You release a wave of damaging energy that leaves no
  visible wounds and repairs physical damage without
  restoring hit points.
  Encounter  Cold, Poison, Thunder
  Standard Action
  Close burst 3
  Targets: Each enemy in burst
  Attack: Charisma +4 or Wisdom +4 vs. Reflex
  At level 21: Increase to Charisma +6 or Wisdom +6
  vs. Reflex
  Effect: All physical damage on target is healed, yet
  no hit points are gained or restored.
  Hit: Choose the cold, poison, or thunder damage
  type. Enemies in burst take 2d8 + Charisma
  modifier or Wisdom modifier damage of the chosen
  type.
  Miss: Half damage.
  Ask and Receive
  Entrepreneur Attack 12
  Your words afflict a target, making it impossible for it to
  disobey.
  Daily  Charm
  Standard Action
  Range 10
  Target: One creature
  Attack: Charisma +4 or Wisdom +4 vs. Will
  At level 21: Increase to Charisma +6 or Wisdom +6
  vs. Will
  Hit: The target is dominated until the beginning of
  your next turn.
  Frozen Assets
  Entrepreneur Attack 20
  Your stare freezes an enemy in his tracks, literally.
  Daily  Cold, Gaze
  Standard Action
  Ranged 20
  Target: One creature
  Attack: Charisma +4 or Wisdom +4 vs. Reflex
  At level 21: Increase to Charisma +6 or Wisdom +6
  vs. Reflex
  Effect: Target takes ongoing cold damage equal to
  your Charisma modifier or Wisdom modifier (save
  ends).
  Hit: 4d10 + Charisma modifier or Wisdom modifier
  cold damage and the target is immobilized (save
  ends).
  Artwork: Eugene Jaworksi
  
  78
  FLAYER SLAYER
  “Tentacles writhe in the darkness. I will be there to ensure
  they wriggle no more.”
  Prerequisites: Zif, Flayer Slayer feat
  A deep hatred exists between the inhabitants and
  descendants of the Far Realm and the Zif. The origin of
  this enmity is unimportant to you. All that matters is
  that they must die. You hunt them in their lairs, you
  stalk them in the dark bowels of the underdeep, and you
  eradicate them wherever you go. Aberrant creatures
  must die, their plots must be overthrown, and their
  minions abolished if the world is to survive.
  All of your skills are designed to better match the
  aberrant foe. Your defenses center on protection from
  psychic attacks, a favorite among their kind. You are
  well-suited to hunting and killing them in their
  underground lairs. They will fear you as they have
  others fear them.
  FLAYER SLAYER PATH FEATURES
  Flayer Slayer’s Action (11th Level): You can spend
  an action point to reroll an attack roll against an aberrant
  creature, or to end a condition currently affecting you
  that originated from an aberrant creature, and that a
  save can end.
  Mental Shell (11th Level): You gain resist 5 psychic.
  While using your retract into shell racial power, you gain
  resist 20 psychic.
  Vengeance Surge (16th Level): When an aberrant
  creature reduces an ally that you can see to 0 hit points or
  fewer, you can spend a healing surge.
  FLAYER SLAYER POWERS
  Mind Cracker
  Flayer Slayer Attack 11
  You expel a psychic burst, dealing damage and
  debilitating those who use psychic powers.
  Encounter  Psychic
  Standard Action
  Close burst 3
  Targets: Each enemy in burst
  Attack: Intelligence +4 or Wisdom +4 (whichever is
  higher) versus Will
  At level 21: Increase to Intelligence +6 or Wisdom +6
  (whichever is higher) versus Will
  Hit: 2d6 + Intelligence modifier or Wisdom modifier
  psychic damage, and the target is dazed until the
  end of your next turn. The target cannot use a
  power that has the psychic keyword until the end of
  your next turn.
  See the Darkness
  Flayer Slayer Utility 12
  You become keenly aware of your surroundings.
  Daily
  Minor Action
  Personal
  Effect: Until the end of the encounter, you gain
  darkvision and tremorsense 10.
  Gaze of Elders
  Flayer Slayer Attack 20
  Your eyes project mental scorn that sears the mind and
  soul of an enemy.
  Daily  Psychic
  Standard Action
  Ranged 10
  Targets: One enemy
  Attack: Intelligence +4 or Wisdom +4 vs. Fortitude
  At level 21: Intelligence +4 or Wisdom +6 vs.
  Fortitude
  Hit: 4d10 + Intelligence modifier or Wisdom
  modifier psychic damage, and the target is dazed
  (save ends). If the target is an aberrant creature, it is
  instead stunned (save ends).
  Miss: Half damage and no daze or stun effect.
  Artwork: Dean Spencer
  
  79
  GOLDEN MUSE
  “I exist solely so that the righteous may prosper.”
  Prerequisite: Muse, Lawful Good alignment
  A life as a muse often means a life dedicated to
  helping another’s cause. In your case, there is no
  exception. You seek out the servitors of good aligned
  deities and inspire them to overcome evil. You are deeply
  religious and hold the values of your temple above all else.
  These values often include virtue, honor, and compassion.
  You are the living embodiment of these principles.
  Drawn to the path of divine good, you are well-
  suited to aiding the cause of other divine classes. You are
  charged with pure radiant energy, and all those who use
  that type of energy can benefit from having you nearby.
  You may also harness this energy into powerful radiant
  attacks.
  GOLDEN MUSE PATH FEATURES
  Golden Light (11th Level): Allies within 5 squares
  of you gain a +2 to damage with powers that use the
  radiant or divine keyword.
  Brilliant Burst (11th Level): When you spend an
  action point to take an extra action, all enemies adjacent to
  you take radiant damage equal to one-half your level +
  your Charisma modifier or Intelligence modifier. In
  addition, each enemy adjacent to you is blinded until the
  beginning of your next turn
  Divine Presence (16th Level): Your Unearthly
  Presence racial trait now grants a +2 bonus to all defenses
  against attacks made by creatures within 2 squares of you.
  GOLDEN MUSE POWERS
  Golden Strike
  Golden Muse Attack 11
  Your weapon, bathed in golden light, sends shards of
  inspiration to your allies on a successful strike.
  Encounter  Radiant, Reliable, Weapon
  Standard Action
  Melee weapon
  Targets: One Creature
  Attack: Charisma or Intelligence vs. AC
  Hit: 2[W] + Charisma modifier or Intelligence
  modifier radiant damage. Each ally within 2 squares
  of the target gains a bonus to his or her next attack
  roll against that target equal to 1 + your Charisma
  modifier.
  Touch of Gold
  Golden Muse Utility 12
  Your touch can replenish an ally’s divine power.
  Daily
  Standard Action
  Melee touch
  Target: One adjacent ally
  Effect: The target can regain the use of one daily
  power with the radiant or divine keyword.
  Let it Shine
  Golden Muse Attack 20
  You glow with brilliant radiant light.
  Daily  Radiant
  Minor Action
  Personal
  Effect: You shine with brilliant light until the end of
  the encounter, illuminating the area like a bonfire.
  While this power is active and you are able to take
  actions, any enemy that starts its turn adjacent to
  you is dazed until the end of your next turn and
  takes radiant damage equal to your Charisma
  modifier plus your Intelligence modifier.
  Artwork: Eugene Jaworksi
  
  80
  GRIM REAPER
  “There is a cycle to all things. I serve as both a reminder and an
  enforcer of that edict.”
  Prerequisite: Obitu
  You came from death. Your bones were laid to rest
  once by loved ones in hopes their owner would find peace.
  Instead, some cruel twist of fate stole that right. It is not
  fair, it is not natural, and you are outraged. To honor the
  bones you walk in, you feel a duty to hunt and destroy the
  undead. While you did not rob the peace from the bones
  you now walk in, you can at least set them in motion to
  atone for those that did.
  You draw on the powers of life and death to
  destroy supernatural evil. Bestowing the obitu infection to
  the undead is only half the battle. If the beast cannot be
  turned, it must be destroyed. You hunt vampires, you
  stalk ghouls, and you haunt the haunts. Your hooded
  visage and shining blade will strike fear in those that deal
  in terror.
  GRIM REAPER PATH FEATURES
  Reaper’s Action (11th Level): You can spend an
  action-point to re-roll a saving throw or re-roll an attack
  roll against an enemy. If the attack hits and the
  enemy is undead, gain an extra standard action this turn.
  Undead Slayer (11th Level): When you deal your
  Alacrity of the Dead damage to an undead target, you deal
  an additional +5 damage. Increase to + 10 damage at 11th
  level and +15 damage at level 21. In addition, you gain a
  +2 bonus on monster knowledge checks regarding undead
  and on Perception checks to notice undead.
  Sow Weakness (16th Level): When you deal
  damage to an undead target, that target loses all
  resistances until the end of your next turn. When you score
  a critical hit on an enemy that is not undead, that creature
  loses all resistances until the end of your next turn.
  GRIM REAPER POWERS
  Death’s Visage
  Grim Reaper Utility 12
  You suddenly reveal that death has entered the battlefield.
  Daily  Fear
  Minor Action
  Close burst 5
  Targets: Each humanoid enemy in burst that can see
  you.
  Effect: You throw back your hood, and the targets
  take a –2 penalty to attack rolls against you until the
  end of the encounter. If you’re trained in Intimidate,
  you additionally gain combat advantage against the
  targets until the end of your next turn.
  Circle of Balance
  Grim Reaper Attack 20
  You expel a powerful radiant burst, harming your
  enemies and healing your allies.
  Daily  Radiant
  Standard Action
  Close burst 5
  Targets: Each enemy in burst
  Attack: Str +4 vs. Fortitude
  At level 21: Str +6 vs. Fortitude.
  Hit: 4d8 + Strength modifier radiant damage.
  Effect: Your allies in the burst regain 5 hit points,
  plus an additional 5 hit points for each undead hit
  by this attack.
  Deathbane Strike
  Grim Reaper Attack 11
  You make a death-infused strike laden with obitu virus.
  Encounter  Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 1[W] + Strength modifier damage, and ongoing
  10 damage (save ends). If this attack kills an undead
  target, it rises as a fledgling obitu in three rounds.
  Artwork: Eugene Jaworksi
  
  81
  LIGHTSEEKER
  “Our duty is to find the light in the darkness, even if we
  have to build the flame ourselves.”
  Prerequisite: Entobian
  Much like your insect brethren, you are
  drawn to the light. In the case of the entobians,
  however, this has much more metaphorical
  connotations. All entobians begin life with a thirst
  for adventure. They want to experience new things,
  see new landscapes, and climb to new horizons.
  You, however, are not satisfied with simply seeing
  things as they are. You purposefully creep into the
  darkest of dwellings, most dangerous of locales,
  and most sinister places in search of the diamond
  in the rough.
  You are convinced that no matter how dire
  the situation, something positive might be found.
  Failing that, you feel it is your duty to set things
  right. As a lightseeker, your deeds epitomize the
  entobians sense of adventure, as well as their
  incredible sense of humanity. You live for the thrill
  of finding the good in every situation, and bringing
  light out of the darkness. Your talents revolve
  around keen powers of observation, unhindered
  movement, and neutralizing those who intend to cause
  harm.
  LIGHTSEEKER PATH FEATURES
  Darksense (11th Level): When in darkness or low
  light, you gain a +2 bonus to initiative checks and to
  Perception checks.
  Resilient March (11th Level): When you spend an
  action point to take a move action, you also gain resist 10
  to all damage until the end of your next turn. The
  resistance increases to 20 at 21st level.
  World Walker (16th Level): You ignore difficult
  terrain if that terrain is naturally occurring.
  LIGHTSEEKER POWERS
  Enlighten
  Lightseeker Attack 11
  You channel radiant energy to alight your foes.
  Encounter  Radiant
  Standard Action
  Close burst 4
  Targets: Each enemy in burst
  Attack: Charisma +4 vs. Reflex
  At level 21: Charisma +6 vs. Reflex
  Hit: 2d8 + Charisma modifier radiant damage. In
  addition, until the end of your next turn, all attacks
  against the target have combat advantage, and the
  target cannot benefit from invisibility or
  concealment.
  See the Unseen
  Lightseeker Utility 12
  Your eyes become keenly aware of everything.
  Daily
  Minor Action
  Personal
  Effect: Until the end of the encounter, you gain
  darkvision and truesight 6 (you can see invisible
  creatures and objects within six squares and within
  your line of sight.)
  Appeal to the Heart
  Lightseeker Attack 20
  Your words strike confusion into the heart of an enemy.
  Daily  Charm
  Standard Action
  Ranged 20
  Target: One enemy
  Attack: Charisma+8 vs. Will
  At level 21: Charisma +10 vs. Will
  Hit: The target is stunned (save ends).
  Miss: The target is dazed (save ends).
  Aftereffect: (for hit only) The target is dazed until
  the end of your next turn.
  Artwork: Eugene Jaworksi
  
  82
  MOGOGOLDIN
  “My blood may be cold, but my heart is noble and true. My
  sword can say the same.”
  Prerequisite: Mogogol
  The desire to do right boils in the veins of
  every mogogol. With you, however, it also pounds
  with every beat of your heart. Enamored with the
  concept of the champion of good, it has become your
  obsession. You wear the armor, you wield the sword.
  Even if the armor is leather, the sword actually a
  dagger, and you may be a rogue by vocation, you are
  still every bit the valiant knight. You adhere to a strict
  code of honor, and have honed your combat abilities
  to best defend the helpless, uphold the righteous, and
  destroy the wicked.
  Whatever your class, you have learned to
  inspire others to feats of action and courage, to make
  the most of meager arms and armor, and harness
  uncanny luck. Your idealistic nature and impeccable
  moral compass gives you an air of nobility.
  MOGOGOLDIN PATH FEATURES
  Armor of the Heart (11th Level): You receive
  a +1 bonus to AC when wearing light armor.
  Inspiring Aura (11th level): Allies gain a +1 bonus
  to attack rolls whenever they are adjacent to you.
  Inspirational Action (11th Level): When you
  spend an action point to take an extra action, each ally
  within 10 squares of you gains a +2 power bonus to attack
  rolls until the start of your next turn.
  Fool’s Luck (16th Level): As a free action, if you or
  an ally within 5 squares of you misses a saving throw, you
  can spend an action point to allow the target to reroll that
  saving throw with a +3 bonus.
  MOGOGOLDIN POWERS
  Claws of the Meek
  Mogogoldin Attack 11
  You unleash a ferocious assault, doing more damage than
  one would anticipate.
  Encounter  Invigorating, Weapon
  Standard Action
  Melee weapon
  Targets: One or two creatures
  Attack: Charisma vs. AC, two attacks
  Hit: 1[W] + Charisma modifier damage per attack.
  Weapon: If you’re wielding a light blade or
  improvised weapon, the attacks deal extra damage
  equal to your Constitution modifier.
  Face the Fear
  Mogogoldin Utility 12
  Your fearlessness inspires courage in nearby allies.
  Daily
  Minor Action
  Close burst 5
  Targets: You and all allies in burst.
  Effect: Negate any fear effects affecting the target.
  Leap of Fury
  Mogogoldin Attack 20
  You unexpectedly launch yourself through the air at your
  opponent.
  Daily  Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Constitution vs. Reflex
  Effect: Before the attack, you fly up to 5 squares to a
  space adjacent to the target and gain combat
  advantage against it until the end of your turn.
  Hit: 4[W] + Constitution modifier damage.
  Miss: Half damage.
  Artwork: Eugene Jaworksi
  
  83
  PHARAOH
  “I was once a lowly servant of humanity. Since, I have risen to
  humble servant of the gods.”
  Prerequisite: Anumus
  The anumi fruit harkens to a time when strange gods
  ruled the realm. The divine magic used to create the fruit
  was part of a cherished dedication to these beastly deities.
  While much of this tradition was lost in the desert sands
  when this civilization died, many anumi feel drawn to
  these forgotten times. You heard this call most of all.
  The blood of the primeval gods flows in your veins.
  You feel compelled to serve the gods as your ancient
  ancestors did. You follow a faith that has been puzzled
  together from the artifacts of countless ruins. While much
  is still shrouded in mystery, you have gleaned great power
  from what you have uncovered. You are the new
  representation of the old pantheon. You are the pharaoh.
  PHARAOH PATH FEATURES
  Ancient Secrets (11th Level): You gain the Alchemist
  feat and training in Religion and History. You also gain a
  +3 bonus to death saving throws.
  Light of the Gods (11th Level): When you spend an
  action point to take an extra action, you regain hit points
  equal to your level, and until the end of your next turn,
  your attacks that hit deal extra radiant damage equal to
  your Strength modifier..
  Resplendent Power (16th Level): When you use a class
  power against a creature and score a critical hit, the attack
  deals 2d10 extra radiant damage to that creature.
  PHARAOH POWERS
  Flames of Judgment
  Pharaoh Attack 11
  You blast an enemy with a beam of holy fire which flares
  up whenever you hit him.
  Encounter  Radiant
  Standard Action
  Ranged 20
  Target: One enemy
  Attack: Strength +6 vs. Reflex
  At level 21: Strength +8 vs. Reflex
  Hit: 3d6 + Strength modifier radiant damage, and
  until the end of the encounter, each subsequent time
  you hit the target with an attack, it takes additional
  radiant damage equal to your Strength modifier.
  Crook and Flail
  Pharaoh Attack 12
  You bring an ally close and put an enemy in harm’s way.
  Daily  Teleportation
  Move Action
  Close burst 10
  Target: One ally and one enemy in burst
  Attack: (enemy only) Strength + 4 vs. Fortitude
  Level 21: Strength + 6 vs. Fortitude
  Hit: Target enemy is teleported up to 3 squares.
  Effect: Target ally is teleported to a space adjacent
  to you.
  Divine Decree
  Pharaoh Attack 20
  You command obedience or torment, opponent’s choice.
  Daily  Charm, Radiant
  Standard Action
  Close burst 5
  Target: Each enemy in burst
  Attack: Strength +4 vs. Will
  At level 21: Strength +6 vs. Will
  Hit: The target chooses either to be dazed and
  immobilized until the end of your next turn, or to
  take ongoing 20 radiant damage (save ends).
  Miss: The target chooses either to be slowed until
  the end of your next turn, or to take ongoing 10
  radiant damage (save ends).
  Artwork: Dean Spencer
  
  84
  REVERENT OF SPRING
  “Now is the time to plant the seeds of progress; let them take
  root in the carcasses of our enemies, let their leaves choke out the
  light for those beneath us.”
  Prerequisite: Oakling
  You know the truth about nature. It is not all
  about conservation, fuzzy animals, and pretty flowers. To
  you, nature’s law is simple and unforgiving: kill or be
  killed. From the lowly weed that siphons nourishment
  from those above it to the mighty oak whose branches
  starve sunlight from those below it, you feel nature has
  taught you many lessons.
  You have learned to harness your inner nature to
  overcome your obstacles. You have developed your body
  to become more effective in combat. You have rid your
  mind of illogical feelings and sentiments that can only
  stand in the way of progress. You are a force of nature
  now; your limbs twisted, your body wild, and your mind
  in tune with the cold, hard truth of reality.
  REVERENT OF SPRING PATH FEATURES
  Reaching Branches (11th Level): When you spend
  an action point to take an extra action, your melee reach
  increases by 1 until the end of your turn.
  Wild Roots (11th Level): Enemies treat each square
  adjacent to you as difficult terrain.
  Oaken Will (16th Level): Whenever a creature
  makes an attack against your Will and misses, you gain
  temporary hit points equal to your Wisdom modifier.
  REVERENT OF SPRING POWERS
  Strangling Root
  Reverent of Spring Attack 11
  You send a constrictive root sprawling after your foe.
  Encounter
  Standard Action
  Ranged 5
  Target: One creature
  Attack: Strength or Wisdom vs. Reflex
  At level 21: Strength or Wisdom + 2 vs. Reflex
  Hit: 2d8 + Strength or Wisdom modifier damage,
  and the target is restrained until the end of your
  next turn.
  Effect: You gain combat advantage for this attack
  unless the target has tremorsense.
  Special: When you gain this power, choose Strength
  or Wisdom as the ability for this power.
  Tame the Mind
  Reverent of Spring Utility 12
  You can shake off charm and fear affects.
  Daily
  Free Action
  Personal
  Trigger: You are affected by a charm or fear power
  that a save can end.
  Effect: You automatically succeed your saving
  throw versus this power.
  Blood Heal
  Reverent of Spring Attack 20
  You crush the blood from your foe, so that you may drink
  it and heal.
  Daily  Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Strength or Wisdom vs. Fortitude
  Hit: 3[W] + Strength or Wisdom modifier
  Miss: Half damage
  Effect: You can spend a healing surge and gain
  an additional number of hit points equal to half of
  your level plus your Wisdom modifier.
  Artwork: Eugene Jaworksi
  
  85
  SLIME LORD
  “I am a face for the faceless ones.”
  Prerequisite: Squole
  You are the willing representative of ooze-kind.
  You have learned how to work with non-sentient oozes,
  slimes, and jellies and use them to further your cause.
  Your goal is to cultivate a positive relationship between
  the denizens of ooze and the world of men. Your hope is
  that the next time an adventurer encounters these
  creatures, they see an opportunity for positive gain,
  instead of an adversary that needs to be destroyed.
  Your skills and powers allow you to better locate
  and interact with ooze-kind. At higher levels, you can
  even summon an ooze to aid you in combat. In addition,
  your closeness to these creatures has given you the ability
  to assume their form.
  SLIME LORD PATH FEATURES
  Ooze Whisperer (11th Level): You gain a +5 bonus
  to all Perception checks or Dungeoneering checks to find
  any oozes and other amorphous creatures in your line of
  sight. In addition, you can communicate with ooze as if
  speaking a language that the ooze knows. Oozes with an
  Intelligence of 1 only know what has occurred within their
  perception
  Splashing Action (11th Level): When you spend
  an action point to take an extra action, you deal damage
  equal to your Strength modifier or Constitution modifier
  to one, two, or three creatures of your choice within 5
  squares of you. This damage is of the same type as your
  Elemental Oozing racial trait.
  Acidic Resistance (16th Level): Your Elemental
  Resistance racial trait now grants the same resistance to
  acid as your other chosen damage type. If acid is your
  chosen damage type, increase this resistance by 5.
  SLIME LORD POWERS
  Slime Shot
  Slime Lord Attack 11
  You squirt elemental ooze at a foe, slowing him down.
  Encounter  Acid, Cold, Fire, or Lightning
  Standard Action
  Ranged 5
  Targets: One creature
  Attack: Constitution +4 or Strength +4 vs. Reflex
  At level 21: Increase to Constitution +6 or Strength +6 vs.
  Reflex
  Hit: The target is slowed and takes ongoing 10 damage
  (save ends both). This damage is of the same type as
  your Elemental Oozing racial trait.
  Amorphous Body
  Slime Lord Utility 12
  You become amorphous and can move like ooze.
  Encounter
  Move Action
  Personal
  Effect: You shift your speed, including through squares
  occupied by enemies. For the rest of the encounter, you
  gain a +5 bonus to checks to escape a grab.
  Summon Purple Ooze
  Slime Lord Attack 20
  You summon a terrible purple ooze to attack your foes.
  Daily  Summoning
  Minor Action
  Ranged 20
  Effect: You summon a Large purple ooze in an
  unoccupied 2-square-by-2-square space within range. The
  purple ooze has reach 2 and a speed of 4. It has a bonus to
  AC equal to your Constitution modifier or Strength
  modifier. You can give the purple ooze the following
  commands.
  Standard Action: Close blast 3; Constitution + 4 vs.
  Fortitude (At level 21: Increase to Constitution + 6 vs.
  Fortitude); 2d8 + Constitution modifier acid damage, and
  the target is grabbed. Sustain Standard: The purple ooze
  sustains the grab, and the target takes 2d8 acid damage
  and loses a healing surge. A target that has no healing
  surges instead takes damage equal to its level.
  Opportunity Attack: Melee reach 2; targets one creature;
  Strength + 4 vs. AC (At level 21: Increase to Strength + 6
  vs. AC); 2d8 + Strength modifier damage, and ongoing 10
  acid damage (save ends). The purple ooze can make this
  opportunity attack against a creature that attacks you.
  Move Action: The purple ooze shifts 4 squares.
  Artwork: Eugene Jaworksi
  
  86
  WARRIOR PHILOSOPHER
  “The philosophy of war is the philosophy of peace.”
  Prerequisite: Xax
  You were born of conflict; on a battlefield or
  betwixt mortal combat. Consequently, your mind is
  finely tuned toward military endeavors. As a xax, you
  felt compelled to enwrap this motivation with an
  elaborate philosophy. You endeavor to unravel the art
  of war, both philosophically and in practice.
  Your study of combat has expanded your
  martial abilities. Regardless of class, you tend to be seen
  on the battlefield as an astute warrior. You are able to
  fortify brawn with a keen intellect. You powers reflect a
  keen understanding of the flow of battle and the tactics
  of a seasoned soldier.
  WARRIOR PHILOSOPHER PATH FEATURES
  Combat Precognition (11th Level): You can act
  during a surprise round even when surprised and do
  not grant combat advantage from being surprised.
  Strategic Action (11th Level): When you spend
  an action point to take an extra action, all allies within
  your line of sight gain a +1 bonus to attack rolls and
  damage rolls until the start of your next turn.
  Army of One (16th Level): For your We Are One
  racial trait, roll twice and gain access to both racial
  encounter powers.
  WARRIOR PHILOSOPHER POWERS
  Forceful Strike
  Warrior Philosopher Attack 11
  Use a superior weapon to drive foes away.
  Encounter  Invigorating, Weapon
  Standard Action
  Melee weapon
  Requirement: You must be wielding a superior
  weapon.
  Target: One creature
  Attack: Constitution or Intelligence vs. Fortitude
  Hit: 2[W] + Constitution modifier or Intelligence
  modifier damage, and you push the target a number
  of squares equal to your Intelligence modifier.
  Impossible Odds
  Warrior Philosopher Utility 12
  You can turn a catastrophic miss into a spectacular hit.
  Daily
  Free Action
  Personal
  Trigger: You roll a natural 1 to hit.
  Effect: The roll is considered to be a natural 20.
  Awaken Experience
  Warrior Philosopher Attack 20
  With an expert hit, you awaken more potential within
  yourself.
  Daily  Reliable, Weapon
  Standard Action
  Melee weapon
  Target: One creature
  Attack: Constitution or Intelligence vs. AC
  Hit: 3[W] + Constitution modifier or Intelligence
  modifier damage, and you gain an action point. The
  action point disappears if it’s not used by the end of
  the encounter. You can use this action point
  regardless of whether or not you have spent one
  during this encounter.
  Artwork: Eugene Jaworksi
  
  87
  Something in your background sets you apart
  from others in your race.
  ANUMUS
  Ancestral Dreams: You are plagued with dreams
  of an age-gone-by. From these dreams, you learn details of
  ancient religions and cultures. What do the dreams mean?
  Do you search for clues of this ancient past? Should you
  resurrect the old ways?
  Associated Skills: History, Religion
  Bestial: You are especially bestial; you have thick
  fingernails and substantial body hair (or other species
  related trait). How do you temper your animal side with
  your rational side? What typically dominates your
  personality, man or beast? Why are you different?
  Associated Skill: Intimidate
  Guard Animal: You spent your animal life as a
  watchdog or similar sentry animal. In your anumus life,
  you still have a knack for patrolling and protecting. What
  will your new charge be? Will you take up the role of a
  defender? What were you guarding?
  Associated Skill: Perception
  BOGGLE
  Inflicted: Onset of the boggle madness affliction
  has started early. You teeter on the edge of insanity, and
  without a near-constant infusion of the elixir you will turn
  into a raving psychopath. What will you do to keep your
  wits? What caused this affliction to affect you so young?
  How will you insure that have enough boggle brew?
  Associated Skills: Bluff, Stealth
  Obsessed: You are absorbed in a life’s work, and
  have trouble thinking of anything else. This could be
  anything from a great invention to a detailed manual.
  What will be your obsession? How does your obsession
  mesh with the goals of the adventuring party? What will
  you do once you have completed your objective?
  Associated Skill: Arcana
  Throwback: You exhibit more goblin-like
  tendencies than other boggles. While still very intelligent,
  you tend to shun mechanical endeavors in favor of
  mischief-making and carnage. How do you rationalize
  these urges? How will you fit in with other boggles? Will
  you return to your goblin roots or be at odds with your
  inner nature?
  Associated Skills: Streetwise, Thievery
  ENTOBIAN
  Hive Born: You come from a rare community that
  consisted exclusively of entobians. You grew up never
  having met a member of a different race. Why did this
  community isolate themselves? Do you share their views?
  Why have you decided to mingle with other races?
  Associated Skill: Religion
  Vagabond: Your wanderlust knows no bounds,
  and you call only the open road your home. What drives
  your need to travel? Are you a fugitive? Have you made
  any friends and how do you keep in contact with them on
  your travels?
  Associated Skills: Nature, Streetwise
  KVAL
  Cursed: The fiend whose realm you once helped
  to bring down personally cursed your existence. How does
  this curse manifest? Are there any physical signs? Do
  others of your race consider you a pariah or a saint?
  Associated Skills: Religion
  Nemesis: You have gained the mutual enmity of
  an infernal fiend. Who is this villain and why have you
  chosen him as your nemesis? What are you doing to
  vanquish this evil? What is your enemy doing to stop you?
  Associated Skill: Heal, Intimidation
  Rift Born: You sprang into existence just as your
  pocket dimension collapsed, and consequentially have no
  memory of the realm that your brethren came from. Do
  you have the same drive to destroy evil? Do you get along
  with others of your brood? Does being born in this world
  bring you closer to humankind?
  Associated Skill: Diplomacy
  MAHROG
  Civilized: For a mahrog, you are
  uncharacteristically urbane. Your speech and mannerisms
  express that you are much more refined than the typical
  savage. Will you use this talent to bridge the gap between
  savage and sophisticate? Will you use your glib
  conversation skills to promote or renounce Mahra? Will
  you reject your savage ways?
  Associated Skills: Streetwise, Diplomacy
  Orphan: You were raised by humans who thought
  you were one of their own. At puberty, you began to hear
  Mahra calling to you. Do you heed the call? Do your
  parents suspect that you might be a mahrog? Will you
  contact your race? How did you end up with the humans
  to begin with?
  Associated Skill: Insight
  RACIAL BACKGROUNDS
  
  88
  Six-Fingered: You were born with six fingers on
  each hand which marks you as both ill-fated and an agent
  of Mahra. Your tribe sought to educate you in all of the
  deeper aspects of religion, but also prevents you from ever
  finding a mate or having children. Do you believe in this
  superstition? Will you go against your tribe and take up a
  different path?
  Associated Skills: Insight, Religion
  MOGOGOL
  Curseless: While not necessarily evil, you do not
  feel the undeniable urge to be good. Even at a young age,
  you had trouble fitting in with the steadfast mogogol
  mindset. Do you let other mogogols know? What does
  this mean? Could your lack of curse spell a cure for other
  mogogols?
  Associated Skill: Bluff
  Mania Inclined: While most mogogols are prone
  to having a lifelong obsession, your focus tends to waver.
  One week, magic may fascinate you, the next it could be
  religion. What is your current obsession? How have your
  manias impacted your personal relationships? Can you
  manage any long term goals? What caused you to be this
  way?
  Associated Skills: Any two knowledge skills.
  Orphan: You were captured as a tadpole and
  raised by a race other than your own. What is your
  relationship with your captors? Why did they capture
  you? Do you look fondly upon the race that raised you?
  Do you intend to reconnect with your mogogol brethren?
  Associated Skill: Diplomacy
  MUSE
  Bad Dream: You are the spawn of a darker deity,
  here to help those that serve this cause. Since you are rare
  among your kind, you often hide your true nature. What
  god do you serve? Do you work secretly or overtly?
  Would you aid those who do not serve your cause, or
  hinder them?
  Associated Skill: Bluff
  Scribe of the Gods: You are a keeper of legends
  and recorder of history. The gods have hidden knowledge
  in you so that it might inspire others. What sorts of lore do
  you keep? Who do you share your knowledge with? Did
  your thirst to observe and record inspire you to become an
  adventurer?
  Associated Skill: History, Religion
  NUMISTIAN
  Mercenary: You sell services rather than
  wares. You possess a skill that is valuable to others.
  What is this skill? How do you advertise your
  services? What makes you better than your
  competitors?
  Associated Skill: Diplomacy
  Panhandler : Instead of selling goods and
  services, you routinely acquired money through
  begging and con artistry. What are your methods?
  Why have you eschewed more ethical means of
  acquiring gold? Have you resorted to panhandling
  out of desperation or was the choice intentional?
  Associated Skills: Streetwise, Thievery
  Rare Coin: The mystical coins that you
  bleed when injured appear to be of a rare or ancient
  mint. You are a source of intrigue to other numistians,
  and you have extensively researched their origin. Have
  you found the origin of the coin? What is the significance
  of this phenomenon?
  Associated Skill: History
  OAKLING
  City Grown: Your wise parents decided to plant
  you in the heart of a great metropolis. Your formative
  years were spent absorbing urban discourse, day and
  night. You feel very uneasy in natural surroundings. Why
  were you planted in the city? How will you cope with
  being associated so strongly with nature?
  Associated Skills: History, Streetwise
  Primal Touched: Unlike many of your kin, you
  feel a oneness with nature and the need to protect it. This
  puts you at constant odds with others of your race who
  feel nature exists to be exploited. What caused you to feel
  this way? How will you convince your race of your ideals?
  Associated Skill: Nature
  OBITU
  Heroic Bones: You walk in the bones of a great
  hero. Who was this hero and what did he do? How did he
  meet his fate? Can you atone for what he did as an
  undead? Do you honor his life or reject it?
  Associated Skill: History
  Shadow Touched: An unusual amount of shadow
  energy still pulses in your soul. You are unnaturally
  attracted to all aspects of death and dying. How does this
  manifest in your goals? Why are you even darker than the
  typical obitu?
  Associated Skill: Arcana or Religion
  Telltale Bones: Your skeleton is that of a obvious
  nonhuman, perhaps tiefling or dragonborn. Were your
  bones were the result of a terrible menace to your bone
  donor’s race? Do you fit in well with that race? Does your
  even more sinister appearance cause you hardship?
  Associated Skill: Intimidate
  
  89
  RELLUK
  Ancient Body: Your body is not newly built. It
  was retrieved in a remote region, far away from the
  relluk’s ancestral home, and brought to life by the
  Archeopatroni. What is the significance of your body’s
  location? Why was it retrieved? Does your body hold a
  clue as to what happened to the relluks’ creators?
  Associated Skills: History
  Modern Design: Your body was designed by
  another race. Consequently, you appear very different
  from your brethren. Who made your body and why? What
  do other relluks think of you? Where did your builders
  obtain a soul crystal?
  Associated Skills: Diplomacy
  Strange Memories: Your soul crystal was
  imprinted with vague memories of a lifetime in a bizarre
  realm, not of this world. What exactly do you remember?
  What is the significance of these memories? Are these
  recollections pertinent to the creation of your race?
  Associated Skill: Arcana
  SQUOLE
  Clear: You were born as clear and colorless as
  pure water. While you still harbor an elemental affinity,
  you show no outward signs of it. How do other squoles
  view this rare condition? Did your parent have the same
  features? Do you use your natural ability to blend in with
  your surroundings to your advantage?
  Associated Skills: Stealth
  Slime Hunter: You have rejected the cause of your
  race and actively hunt and destroy slime, oozes, and
  jellies. Why are you on this quest? Do you seek the
  acceptance of your race, or have you condemned them as
  well?
  Associated Skills: Dungeoneering
  TADDOL
  Bi-gendered: You and your twin are of a different
  gender, which is extremely rare among the taddols. Others
  of your race consider you to be a freak or bad omen. Do
  you turn to other races for acceptance? Do you agree with
  others of your kind? What caused this mutation?
  Associated Skills: Diplomacy, Insight
  Sibling Rival: You and your twin disagree more
  often than you agree. Why do you argue so much? What
  caused this rift? How do you typically manage to solve
  disputes?
  Associated Skills: Bluff, Insight
  XAX
  Blank Birth: You were born in a desolate area, and
  have therefore not acquired any innate skills or
  knowledge. Consequently, it has taken you much longer to
  mature than the typical xax. Where were you born? How
  did you overcome your initial naivety? What lead you to
  the path you are on now?
  Associated Skill: Insight
  Cosmopolitan Birth: You were born amidst a
  large city and have acquired a large variety of experiences
  and motivations. Where were you born? With so much
  diversity, how do you determine which path to take?
  Associated Skill: Streetwise
  ZIF
  Incomplete Symbiosis: You did not merge well
  with your snillorg and consequently have some less-
  civilized quirks. Instead of eradicating the snillorg’s
  memory and personality, you assimilated some of it into
  your own. What interfered with your unification? How do
  other zifs view you? Does the snillorg side of you resent
  the zif race?
  Associated Skills: Thievery, Stealth
  Slayer Scarred: You bear the scars of an encounter
  with a mind slayer. What happened during the encounter?
  Has this encounter increased your hatred or your fear of
  these creatures?
  Associated Skills: Dungeoneering, Heal
  Outcast: Your race has collectively turned its back
  on you. What did you do to deserve such treatment? Are
  you trying to redeem yourself, or do you continue on the
  path away from your race?
  Associated Skill: Bluff
  
  90
  Remarkable Races have a number of feats all their own.
  Metamorphosis Feats
  Entobian larvites may choose from several
  metamorphosis feats at the paragon tier, and another
  is available at the epic tier. They are not required to
  take any of these feats and may remain a larvite for
  their entire lives. Metamorphosis is a planned event.
  For one, the larvite must take the Prepare for
  Metamorphosis feat at some point beforehand.
  Immediately preceding the event, the larvite prepares
  and consumes a large feast roughly equal to their body
  weight. The ingredients of the feast vary according to
  what metamorphosis feat the entobian is taking; rare
  herbs for coleophites, exotic fruits for farfalites,
  uncommon grains for eulites, and meat from
  dangerous beasts for moscanites. After consumption,
  the larvite then enters a state of intense meditation for
  8 hours. This meditation culminates in the spinning of
  a cocoon. In this pupa state, the entobian is completely
  helpless and unconscious for roughly 7 days. The
  newly emerged and transformed entobian is
  considered weakened for 24 hours. The transformation
  is both physical and psychological. The original racial
  ability bonuses (+2 Dexterity, +2 Charisma) vanish
  and are replaced by new racial ability bonuses.
  Retroactively adjust statistics such as hit points, and so
  on to match the new ability scores. Any feats for which
  you no longer meet the requirements can be retrained
  for free. Paragon tier metamorphosis feats assign a
  male gender to the entobian, while the epic tier feat
  denotes a female gender. The new form bares a very
  small resemblance to the old form. Metamorphosis
  feats can only be taken by a larvite (thus only one,
  once, ever). Metamorphosis is irreversible and
  permanent. Please see individual feats for more
  details.
  HEROIC TIER FEATS
  These feats are available to any character who meets the
  prerequisites.
  ALMOST HUMAN [MAHROG]
  Prerequisite: Mahrog
  Benefit: Gain the benefits of one other feat with
  human as a prerequisite, as long as you meet the other
  prerequisites.
  ARCANE APTITUDE [BOGGLE]
  Prerequisite: Boggle
  Benefit: You gain a +1 feat bonus to attack rolls
  made with a magic item power.
  ARCANE CRAFT [BOGGLE]
  Prerequisites: Boggle, 4th level, Int 13
  Benefit: You can master the Enchant Magic Item
  ritual without studying from a book or scroll. You may
  cast this ritual without the Ritual Caster feat.
  ARCANE RUIN [BOGGLE]
  Prerequisites: Boggle, 6th level
  Benefit: You can master the Disenchant Magic
  Item ritual without studying from a book or scroll. You
  may cast this ritual without the Ritual Caster feat.
  BARGAIN [NUMISTIAN]
  Prerequisites: Numistian, Wis 14
  Benefit: You may add your Wisdom modifier to
  Streetwise and Diplomacy checks to find and negotiate the
  best deal on an item for purchase.
  BIG SPINNER [ENTOBIAN]
  Prerequisite: Larvite
  Benefit: Your silk spray power now has a range of
  10. In addition, you may use the special function of silk
  spray an additional two times per day, and create a 50-foot
  length of rope with each use.
  Special: You may retrain this feat for free when
  you take a metamorphosis feat.
  BRUTE STRENGTH [MAHROG]
  Prerequisites: Mahrog, Str 15
  Benefit: You gain a +4 feat bonus to Strength
  checks made to break or burst items and objects (refer to
  D&D 4E PLAYER’S HANDBOOK).
  CHAOTIC SURGE [XAX]
  Prerequisite: Xax
  Benefit: If you score a critical hit, you may add
  1d6 damage per tier of a random damage type by rolling a
  d10 and applying the following damage type: 1-2: acid, 3-
  4: cold, 5-6: fire, 7-8: lightning, 9-10: poison.
  RACIAL FEATS
  
  91
  HEROIC TIER FEATS
  Any Race
  Prerequisites
  Benefit
  Mahrah’s Perseverance
  Channel Divinity class feature,
  must worship Mahra
  Shake off any effect that would alter your mind or form.
  Racial Feats
  Prerequisites
  Benefit
  Almost Human
  Mahrog
  Gain the benefits of one feat normally reserved for humans
  Arcane Aptitude
  Boggle
  Gain a +1 feat bonus to attack rolls made with a magic item power
  Arcane Craft
  Boggle, 4th level, Int 13
  You can master the Enchant Magic Item ritual without studying from a book
  and without the Ritual Caster feat.
  Arcane Ruin
  Boggle, 6th level
  You can master the Disenchant Magic Item ritual without studying from a book
  and without the Ritual Caster feat.
  Bargain
  Numistian, Wis 14
  Add your wisdom modifier to Streetwise and Diplomacy checks when making
  purchases
  Big Spinner
  Larvite Entobian
  Your silk spray power now has range 10 and makes more rope.
  Brute Strength
  Mahrog, Str 15
  Gain a +4 feat bonus to Strength checks to break or burst items
  Chaotic Surge
  Xax
  Add 1d6 of a random damage type to a critical hit
  Club and Spear
  Mahrog, proficiency with a
  simple weapon, Str 15
  Your fist and stone power now applies to spears and maces
  Crystal Gore
  Relluk, Str 13
  Instead of breath of steam, gore opponents with your crystal head
  Death Spawn
  Obitu
  Increase resist necrotic value by 5
  Deep Roots
  Oakling
  As a move action, root yourself into place to prevent being forcibly moved
  Dodgy
  Kval, Dex 15
  Gain a +1 bonus to AC and Reflex versus Medium or larger foes
  Elemental Acclimation
  Squole
  Increase the resist value conferred by elemental resistance by 5
  Elude Grasp
  Zif
  Gain a +3 feat bonus to escape a grab
  Evade Grasp
  Squole
  Escape a grab as a minor action with a +3 feat bonus to Athletics checks
  Fantastic Tongue
  Mogogol
  Grasping Tongue can grab targets up to 4 squares away with a +2 bonus
  Fearless
  Oakling
  Gain a +2 feat bonus to saving throws against fear effects, and a +1 feat bonus to
  your Will defense against charm effects.
  Flee to Shelter
  Zif, Dex 13
  Use retract into shell as a move action
  Foster Fortitude
  Taddol
  Use your twin’s Fortitude defense once per encounter
  Glowworm
  Entobian
  Shed light like a torch as a free action
  Inspire Courage
  Muse
  Grant allies within 10 squares a +2 racial bonus to saving throws versus fear
  effects, and a +1 feat bonus to Will defense against fear effects.
  Into the Rough
  Kval
  Ignore the effects of difficult terrain when shifting
  Leaping Strike
  Mogogol
  Make both a bull rush and a melee basic attack when charging
  Lend Health
  Taddol
  Loose hit points and give them to your twin as temporary hit points.
  Manifest Claws
  Anumus, species with claws
  Use your claws as if they were sickles with a +3 bonus
  Manipulate Probability
  Xax
  Once per encounter, roll 5d4 instead of a d20
  Mantis Grab
  Entobian, Str 15
  Use your Mid-Leg Attack to grab opponents, with +2 bonus if a hand is free
  Mismatched Gem
  Relluk
  Mix armor gems to get bonus of one set, with the power of the odd gem
  Money is Power
  Numistian
  Expend an encounter power to activate bribe fate without a hit point loss
  Monkey Wrench
  Boggle
  Get a second chance to disable a trap or lock
  Natural Instinct
  Anumus
  Gain training in Nature and +2 feat bonus to Streetwise or Dungeoneering
  One of Many
  Xax
  Better your odds with the We Are One racial trait
  One With Wood
  Oakling
  Gain a feat bonus to damage when using wooden weapons.
  Penny Saved
  Numistian
  Recover some gold when using the Money Is Life racial trait
  Plagueborn
  Obitu
  Gain a +1 feat bonus to Fortitude and become immune to disease
  Power Ooze
  Squole
  Deal an additional 2 damage with your elemental oozing racial feature
  Prepare for
  Metamorphosis
  Entobian
  Allows you to take a metamorphosis feat, and increases your healing surges by 2
  until you take a metamorphosis feat.
  Poisonous
  Entobian
  Unarmed attackers take poison damage when they hit you
  Rescuing Reflex
  Taddol
  Use your twin’s Reflex defense once per encounter
  Rising Steam
  Relluk
  Increase range of breath of steam power to close burst 2
  Servitor’s Diplomacy
  Anumus
  Gain training in Diplomacy and +2 feat bonus to Bluff or Insight
  Slayer Flayer
  Zif
  Gain a +1 bonus to attack aberrant creatures
  Spiker
  Entobian
  Gain a +1 bonus to attack and damage of Mid-Leg Attack
  Thorns
  Oakling
  Unarmed attackers take damage when they attack you
  Trickey Target
  Kval
  Gain a +1 bonus to AC against opportunity attacks.
  Triple Jointed
  Obitu
  Move normally when squeezing, and gain +2 to avoid a grab
  Twinspike
  Entobian, Dex 15
  Increase the die of Mid-Leg Attack to 2
  Uncanny Will
  Mogogol
  Gain a +3 feat bonus against charm effects
  Vicious Bite
  Anumus
  Make unarmed attacks with your mouth as if armed with a sickle
  Waking Dream
  Muse
  Sleeping allies within 10 squares do not have a penalty to Perception
  Waterjot
  Mogogol
  Run over the surface of water
  Wings of a Dream
  Muse
  Reduce falling damage
  
  92
  CLUB AND SPEAR [MAHROG]
  Prerequisites: Mahrog, proficiency with a simple
  weapon, Str 15
  Benefit: Your fist and stone power now applies to
  all spears and maces that are simple weapons in addition
  to improvised melee weapons. Your proficiency bonus
  with these weapons does not change from the feat,
  however.
  CRYSTAL GORE [RELLUK]
  Prerequisites: Relluk, Str 13
  Benefit: You may use the crystal gore encounter
  power in place of your breath of steam encounter power.
  DEATH SPAWN [OBITU]
  Prerequisite: Obitu
  Benefit: Increase resist necrotic value by 5.
  DEEP ROOTS [OAKLING]
  Prerequisite: Oakling
  Benefit: As a move action, you can root yourself in
  place. You become immobile and count as a creature two
  size categories larger than you are for push, pull, and slide
  effects. In addition, you gain a +2 feat bonus to the saving
  throw conferred by your Rooted Foot racial trait. A move
  action ends this effect.
  DODGY [KVAL]
  Prerequisites: Kval, Dex 15
  Benefit: You gain a +1 bonus to AC and Reflex
  defense against the attacks of Medium or larger foes.
  ELEMENTAL ACCLIMATION [SQUOLE]
  Prerequisite: Squole
  Benefit: Increase the resist value conferred by
  your elemental resistance by 5.
  ELUDE GRASP [ZIF]
  Prerequisite: Zif
  Benefit: You have learned to use your slimy skin
  and retractable body to help you escape from enemies that
  have grabbed you. You gain a +3 feat bonus to Acrobatic
  or Athletics checks to escape a grab.
  EVADE GRASP [SQUOLE]
  Prerequisite: Squole
  Benefit: You can attempt to escape a grab with an
  Athletics check as a minor action instead of as a move
  action. In addition, you gain a +3 feat bonus to Athletics
  checks to escape a grab.
  FANTASTIC TONGUE [MOGOGOL]
  Prerequisite: Mogogol
  Benefit: When using Grasping Tongue, you can
  attempt to grab a target up to four squares away and gain
  a +2 feat bonus on the attempt.
  FEARLESS [OAKLING]
  Prerequisite: Oakling
  Benefit: You gain a +2 feat bonus to saving throws
  against fear effects, and a +1 feat bonus to your Will
  defense against charm effects.
  FLEE TO SHELTER [ZIF]
  Prerequisites: Zif, Dex 13
  Benefit: You may use the retract into shell power as
  a move action rather than a standard action. For example,
  now you can make a standard action and then retract into
  shell.
  FOSTER FORTITUDE [TADDOL]
  Prerequisite: Taddol
  Benefit: Once per encounter, use your twin’s
  Fortitude defense. This feat is taken by the twin with the
  lowest Fortitude, which is the score normally used for the
  entire Taddol.
  GLOWWORM [ENTOBIAN]
  Prerequisite: Entobian
  Benefit: You have special glands that allow you
  shed light as a torch from your abdomen at-will, as a free
  action. You can extinguish your light at-will, as a free
  action.
  Crystal Gore
  Relluk Racial Power
  You charge an enemy and gore it with your crystal head.
  Encounter  Fire
  Standard Action
  Melee 1
  Requirement: You must charge and use this power
  in place of a melee basic attack.
  Target: One creature.
  Attack: Strength + 2 vs. Reflex. Increase to +4 at
  11th level, +6 at 21st level.
  Hit: 1d8 + Constitution modifier fire damage.
  Increase 2d8 + Constitution modifier fire damage at
  11th level and 3d8 + Constitution modifier fire
  damage at 21st level.
  
  93
  INSPIRE COURAGE [MUSE]
  Prerequisite: Muse
  Benefit: You grant allies within 10 squares of you
  a +2 racial bonus to saving throws versus fear effects and a
  +1 feat bonus to Will defense against fear effects.
  INTO THE ROUGH [KVAL]
  Prerequisites: Kval
  Benefit: You ignore the effects of difficult terrain
  when shifting.
  LEAPING STRIKE [MOGOGOL]
  Prerequisite: Mogogol
  Benefit: When you charge, you may make both a
  bull rush and a melee basic attack, in that order.
  LEND HEALTH [TADDOL]
  Prerequisite: Taddol
  Benefit: Once per encounter, lose 10 hit points as
  long as this does not bring you below 1 hit point. Your
  twin gains 10 temporary hit points. Increase both the loss
  and the gain to 20 hit points at 11th level, and 30 hit points
  at 21st level.
  MAHRA’S PERSEVERANCE [DIVINITY]
  Prerequisites: Channel Divinity class feature,
  must worship Mahra
  Benefit: You can invoke the power of your deity
  to use Mahra’s Perseverance.
  Channel Divinity: Mahra’s Perseverance
  Feat Power
  Mahra’s will allows you to shake off any effect that would alter
  your mind or for.
  Encounter
  Immediate Interrupt
  Personal
  Trigger: You suffer an effect that has the Charm, Fear, or
  Polymorph descriptors that a save can end.
  Effect: You make a saving throw against the effect with a
  bonus equal to your Wisdom or Constitution modifier
  (whichever is higher).
  MANIFEST CLAWS [ANUMUS]
  Prerequisites: Anumus, species with claws.
  Benefit: You can sprout bestial claws at-will and
  retract them at-will, as a free action. You can use these
  claws as weapons with a +3 proficiency bonus.
  For purpose of powers, feats, and damage, you can treat
  your claws as sickles, and you are considered to have one
  in each hand. You cannot enchant your claws.
  MANIPULATE PROBABILITY [XAX]
  Prerequisite: Xax
  Benefit: Once per encounter, roll 5d4 in the place
  of a d20.
  MANTIS GRAB [ENTOBIAN]
  Prerequisites: Entobian, Str 15
  Benefit: You can attempt grab attacks with your
  mid-legs (even with both hands occupied). If you have at
  least one hand free, you gain a +2 racial bonus on your
  Strength attack when making a grab attempt.
  MISMATCHED GEM [RELLUK]
  Prerequisite: Relluk
  Benefit: Replace one armor gem with another
  armor gem of a different type. Keep the armor emulation
  of the majority, but gain the bonus racial power of the odd
  gem. You can only have one mismatched gem at a time.
  Switching gems takes a short rest outside of combat.
  MONEY IS POWER [NUMISTIAN]
  Prerequisite: Numistian
  Benefit: As a minor action, you may expend a
  single encounter power to activate your bribe fate racial
  power without losing hit points.
  MONKEY WRENCH [BOGGLE]
  Prerequisite: Boggle
  Benefit: If you fail a Thievery check to disable a
  trap or open a lock, you may immediately reroll and use
  the second result instead.
  NATURAL INSTINCT [ANUMUS]
  Prerequisite: Anumus
  Benefit: Gain training in Nature, and gain a +2
  feat bonus to either Streetwise or Dungeoneering,
  depending on character background or species. Choose
  only one of these skills at the time of taking this feat.
  ONE OF MANY [XAX]
  Prerequisite: Xax
  Benefit: At the beginning of the encounter, before
  you roll for your We Are One racial trait, choose and write
  down two numbers from 1 to 8. You may reroll for your
  We Are One racial trait if either number that you have
  written down is rolled.
  ONE WITH WOOD [OAKLING]
  Prerequisite: Oakling
  Benefit: You gain a +1 feat bonus to damage when
  using a weapon that is made of mostly wood (club,
  quarterstaff, greatclub, longbow, shortbow, or weapon
  made of special materials, such as bronzewood.)
  At 11th level, this bonus increases to +2. At 21st
  level it increases to +3.
  
  94
  PENNY SAVED [NUMISTIAN]
  Prerequisite: Numistian
  Benefit: After activating your Money Is Life racial
  trait, the next time that you are damaged from an attack
  during this same encounter, one gold piece per hit point of
  damage from this attack will drop into your square from
  your wounds. Subsequent attacks will not release gold
  pieces. The maximum number of gold pieces that appear is
  equal to the amount consumed during the last time that
  you activated your Money Is Life racial trait.
  PLAGUEBORN [OBITU]
  Prerequisite: Obitu
  Benefit: You gain a +1 feat bonus to Fortitude. In
  addition, you are immune to disease.
  POWER OOZE [SQUOLE]
  Prerequisite: Squole
  Benefit: Deal an additional +2 damage whenever
  you activate your Elemental Oozing racial trait. This
  damage is the same damage type as your racial feature.
  PREPARE FOR METAMORPHOSIS [ENTOBIAN]
  Prerequisite: Entobian
  Benefit: You may take a metamorphosis feat when
  you are at least level 11 or above.
  In addition, until you take a metamorphosis feat, you may
  increase your number of healing surges by two. You may
  not retrain this feat if you take a metamorphosis feat.
  POISONOUS [ENTOBIAN]
  Prerequisite: Entobian
  Benefit: You exude a mild contact poison through
  your pores. Any creature that makes a successful unarmed
  attack (standard melee attack without the weapon
  descriptor) against you takes 2 points of poison damage.
  You can turn this on and off at-will, as a free action.
  Entobians are immune to this poison. Increase to 5 points
  of poison damage at 11th level, and 10 points of poison
  damage at 21st level.
  RESCUING REFLEX [TADDOL]
  Prerequisite: Taddol
  Benefit: Once per encounter, use your twin’s
  Reflex defense. This feat is taken by the twin with the
  lowest Reflex, which is the score normally used for the
  entire Taddol.
  RISING STEAM [RELLUK]
  Prerequisite: Relluk
  Benefit: When using your breath of steam power,
  you may chose to have a range of close burst 2, instead of
  close burst 1.
  SERVITOR’S DIPLOMACY [ANUMUS]
  Prerequisite: Anumus
  Benefit: You gain training in Diplomacy, and gain
  a +2 feat bonus to either Bluff or Insight, depending on
  character background or species. Choose only one of these
  skills at the time of taking this feat.
  SLAYER FLAYER [ZIF]
  Prerequisite: Zif
  Benefit: You gain a +1 racial bonus to attack rolls
  against creatures with the aberrant origin.
  SPIKER [ENTOBIAN]
  Prerequisite: Entobian
  Benefit: Gain a +1 bonus to unarmed attack and
  damage rolls made using your Mid-Leg Attack racial trait.
  THORNS [OAKLING]
  Prerequisites: Oakling, 1st level
  Benefit: Any creature that attacks you with an
  unarmed attack takes 1d4 damage from thorns. Increase to
  1d6 at level 11 and 1d8 at level 21.
  Special: This feat must be taken at 1st level.
  TRICKY TARGET [KVAL]
  Prerequisite: Kval
  Benefit: You gain a +1 bonus to AC against
  opportunity attacks.
  TRIPLE JOINTED [OBITU]
  Prerequisite: Obitu
  Benefit: You can move and attack normally
  during a squeeze move. In addition, you gain a +2 to
  Reflex when avoiding a grab attack.
  TWINSPIKE [ENTOBIAN]
  Prerequisites: Entobian, Dex 15
  Benefit: You can attack with both mid-legs as one,
  effectively increasing the number of dice of your Mid-Leg
  Attack racial trait to 2. For example, a larvite attacking
  with Twinspike would do a base 2d4 points of damage
  instead of 1d4.
  UNCANNY WILL [MOGOGOL]
  Prerequisite: Mogogol
  Benefit: You gain a +3 feat bonus against charm
  effects.
  VICIOUS BITE [ANUMUS]
  Prerequisite: Anumus
  Benefit: You may make an unarmed attack with
  your mouth as if you were armed with a sickle. Treat as an
  off-hand attack. You cannot enchant your bite.
  
  95
  WAKING DREAM [MUSE]
  Prerequisite: Muse
  Benefit: All sleeping allies within 10 squares of
  you do not take the -5 penalty to Perception checks for
  being asleep.
  WATERJOT [MOGOGOL]
  Prerequisite: Mogogol
  Benefit: You can run over the surface of water
  without sinking. When you stop running, you sink
  normally.
  WINGS OF A DREAM [MUSE]
  Prerequisite: Muse
  Benefit: When making an Acrobatics check to
  reduce falling damage, reduce the amount of falling
  damage that you take by your entire check result, instead
  of half of the result.
  PARAGON TIER FEATS
  These feats are available to any character of 11th level or
  higher who meets the prerequisites.
  BESTIAL DEFENSE [MAHROG]
  Prerequisites: Mahrog
  Benefit: While gaining the benefit of the Skin of
  the Beast racial trait, you also gain a +1 feat bonus to your
  Reflex and Fortitude.
  BOILING STEAM [RELLUK]
  Prerequisite: Relluk
  Benefit: Use d6s for your breath of steam power
  instead of d4s.
  COLEOPHITE [METAMORPHOSIS]
  Prerequisites: Larvite, Prepare for Metamorphosis
  feat
  Benefit: You metamorphose into a beetle-like
  entobian. Your racial ability scores are now modified to +2
  Constitution and +2 Strength. You can no longer use the
  silk spray power, and instead can use the surge of flight
  (coleophite) encounter power.
  In addition, you gain the following powers:
  Deadly Mid-legs: Increase the damage dice for
  unarmed attacks using your Mid-Leg Attack racial trait to
  1d6.
  Hard Shell: Gain the hard shell utility power. You
  cannot use this power while flying.
  CORROSIVE ICHOR [KVAL]
  Prerequisite: Kval
  Benefit: When bloodied, you deal an additional 3
  points of necrotic and radiant damage with your Entropic
  Blood racial trait.
  Surge of Flight
  Entobian Racial Power
  (Coleophite)
  You can fly for a short burst.
  Encounter
  Minor Action
  Personal
  Effect: Gain fly speed 5 (Clumsy) until the end of
  your next turn. You may sustain this effect with a
  minor action. This effect automatically ends if you
  are bloodied.
  Hard Shell
  Entobian Racial Power
  You hunker down and expose only layers of tough chitin,
  thus taking less damage.
  Encounter
  Move Action
  Personal
  Effect: Forfeit all actions until the beginning of your
  next turn. You gain resist 10 to all damage until the
  beginning of next of your next turn. Increase to resist
  15 at level 21.
  Coleophite Entobian
  Artwork: Dean Spencer
  
  96
  DEATHBANE TOUCH [OBITU]
  Prerequisite: Obitu, Plagueborn feat
  Benefit: Gain the deathbane touch encounter power.
  ELEMENTAL GRASP [SQUOLE]
  Prerequisite: Squole
  Benefit: Each round that you sustain a grab on
  your turn, you may also do damage through your
  Elemental Oozing racial trait as though you succeeded
  with a basic melee attack.
  EULITE [METAMORPHOSIS]
  Prerequisites: Larvite, Prepare for Metamorphosis
  feat
  Benefit: You metamorphose into a moth-like
  entobian. Your ability scores are now modified to +2
  Strength and +2 Wisdom. You can no longer use the silk
  spray power, and instead can use the surge of flight (eulite)
  encounter power.
  In addition, you gain the following powers:
  Razored Mid-legs: Gain a +3 bonus to damage
  rolls using your Mid-Leg Attack racial trait.
  Electric Burst: Gain the electric burst encounter
  power. You cannot use this power while flying.
  Deathbane Touch
  Obitu Feat Power
  Your touch drains the life from undead foes.
  Encounter
  Standard Action
  Melee touch
  Target: One creature with the undead keyword
  Attack: Strength, Constitution, or Dexterity +4 vs.
  Fortitude.
  Hit: Target takes ongoing 10 damage (save ends).
  Effect: Whenever the target takes 10 damage as a
  result of this attack, you gain 5 hit points.
  At level 21: Increase hit points gained to 10.
  Special: When you take the Deathbane Touch feat,
  choose Strength, Dexterity, or Constitution as the
  ability score that you use when you make attack
  rolls with this power. If this attack kills a target, it
  rises as a fledgling obitu in three rounds.
  Surge of Flight
  Entobian Racial Power
  (Eulite)
  You can fly for a short burst.
  Encounter
  Minor Action
  Personal
  Effect: Gain fly speed 5 (hover) until the end of your
  next turn. You may sustain this effect with a minor
  action. This effect automatically ends if you are
  bloodied.
  Electric Burst
  Entobian Racial Power
  You generate a crackling bioelectric burst that harms
  those nearby.
  Encounter  Lightning
  Minor Action
  Close burst 1
  Target: Each creature in burst
  Attack: (Strength or Wisdom) + 4 vs. Reflex
  Hit: 2d8 + (Strength or Wisdom) modifier lightning
  damage.
  Increase to +6, and 3d8 + (Strength or Wisdom)
  modifier lightning damage at 21st level
  Special: When you take the Eulite feat, choose either
  Strength or Wisdom to use for the attack and
  damage rolls when using this power. This choice is
  permanent and cannot be changed.
  Artwork: Dean Spencer
  Eulite Entobian
  
  97
  FARFALITE [METAMORPHOSIS]
  Prerequisites: Larvite, Prepare for Metamorphosis
  feat
  Benefit: You metamorphose into a butterfly-like
  entobian. Your ability scores are now modified to +2
  Dexterity (stays the same) and +2 Intelligence. You can no
  longer use the silk spray power, and instead can use the
  surge of flight (farfalite) encounter power.
  In addition, you gain the following powers:
  Wicked Mid-legs: You may use your Dexterity
  modifier in place of your Strength modifier for attack and
  damage rolls for unarmed attacks using your Mid-Leg
  Attack racial trait.
  Flutter: Gain the flutter utility power. You cannot
  use this power while flying.
  GAMBLE [NUMISTIAN]
  Prerequisites: Numistian
  Benefit: You may activate your bribe fate racial
  power without losing hit points. If you succeed at your
  second saving throw, you immediately lose your level in
  hit points.
  GOLDEN EYE [NUMISTIAN]
  Prerequisite: Numistian
  Benefit: Your Sense Coins racial trait also applies
  to all things made of gold metal.
  HONED SENSES [SQUOLE]
  Prerequisites: Squole, Wis 13
  Benefit: Your blindsight range increases by a
  number of squares equal to your Wisdom modifier.
  INDOMITABLE WILL [MOGOGOL]
  Prerequisites: Mogogol, Uncanny Will feat
  Benefit: If you fail a saving throw versus a charm
  effect, you may immediately make another saving throw,
  taking the second result.
  JURY-RIG [BOGGLE]
  Prerequisites: Boggle, Arcane Craft feat
  Benefit: You can wear an item meant for one item
  location slot in an entirely different slot. For example, you
  can wear a feet slot item in a waist slot. This only applies
  to items with an “Item Slot” entry. You may wear only one
  item affected by this feat at a time.
  LARVITE LIFER [ENTOBIAN]
  Prerequisite: Larvite
  Benefit: You grow to Medium size after resting 8
  hours. Increase the damage dice for unarmed attacks using
  mid-legs to 1d6. This change in size and damage is
  permanent.
  Special: Much like metamorphosis, the larvite
  prepares by eating a huge feast of rare herbs followed by
  meditation. If you take this feat you can never take a
  metamorphosis feat. You do not need to take the Prepare
  for Metamorphosis feat in order to take this feat.
  Surge of Flight
  Entobian Racial Power
  (Farfalite)
  You can fly for a short burst.
  Encounter
  Minor Action
  Personal
  Effect: Gain fly speed 5 (Hover) until the end of
  your next turn. You may sustain this effect with a
  minor action. This effect automatically ends if you
  are bloodied.
  Flutter
  Entobian Racial Power
  Your colorful, fluttering wings can deceive opponents as
  to where you actually are.
  Encounter  Illusion
  Move Action
  Personal
  Effect: You shift one square and the next targeted
  attack against you has a 50% chance of missing,
  unless it is a critical hit (which hits normally). You
  can sustain this effect as a free action. The miss effect
  ends if you use another move action.
  Farfalite Entobian
  Artwork: Dean Spencer
  
  98
  LEND SURGE [TADDOL]
  Prerequisites: Taddol, Lend Health feat
  Benefit: Once per encounter, give one of your
  healing surges to your twin. On his next turn, if he can
  spend one healing surge, he can spend both.
  LIGHT AFLAME [RELLUK]
  Prerequisites: Relluk, Crystal Gore feat
  Benefit: Creatures damaged by your crystal gore
  power now take an additional ongoing 5 fire damage (save
  ends).
  MANIFEST ADAPTATIONS [ANUMUS]
  Prerequisite: Anumus
  Benefit: If Endurance is granted as a skill bonus
  by your race, gain resist 5 poison. If Perception is granted
  as a skill bonus by your race, gain blindsight 3. If Stealth is
  granted as a skill bonus by your race, gain an additional
  +3 feat bonus to Stealth checks when you have any cover
  or concealment.
  MOSCANITE [METAMORPHOSIS]
  Prerequisites: Larvite, Prepare for Metamorphosis
  feat
  Benefit: You metamorphose into a fly-like
  entobian. Your ability scores are now modified to +2
  Constitution and +2 Dexterity (stays the same). You can no
  longer use the silk spray power, and instead can use the
  surge of flight (moscanite) encounter power.
  In addition, you gain the following powers:
  Toxic Mid-legs: Your Mid-Leg Attack racial trait
  does +2 points of poison damage in addition to regular
  damage.
  Acid Spit: Gain the acid spit encounter power. You
  cannot use this power while flying.
  Surge of Flight
  Entobian Racial Power
  (Moscanite)
  You can fly for a short burst.
  Encounter
  Minor Action
  Personal
  Effect: Gain fly speed 5 until the end of your next
  turn. You may sustain this effect with a minor
  action. This effect automatically ends if you are
  bloodied.
  Acid Spit
  Entobian Racial Power
  You can spit a stream of acid at a single foe.
  Encounter  Acid
  Minor Action
  Range 10 squares
  Attack: (Dexterity or Constitution) + 4 vs. Reflex
  Hit: 2d8 + (Dexterity or Constitution) modifier acid
  damage.
  Increase to +6 and 3d8 + (Dexterity or
  Constitution) modifier acid damage at 21st level.
  Special: When you take the Moscanite feat, choose
  either Dexterity or Constitution to use for the attack
  and damage rolls when using this power. This
  choice is permanent and cannot be changed.
  Artwork: Dean Spencer
  Moscanite Entobian
  
  99
  ONE OF FEW [XAX]
  Prerequisites: Xax, One of Many feat
  Benefit: When using your One of Many feat, you
  may choose two additional numbers to reroll on.
  PRIMEVAL BRUTALITY [MAHROG]
  Prerequisites: Mahrog, Savage Beating feat, Str 17
  Benefit: Treat all weapons affected by your Fist
  and Stone racial trait to have the high crit property,
  including those affected through the Club and Spear feat.
  QUICK INSPIRATION [MUSE]
  Prerequisite: Muse
  Benefit: Your touch of the muse power now uses a
  minor action to activate, instead of a standard action.
  QUICKSTRIKE [OBITU]
  Prerequisite: Obitu, Dex 15
  Benefit: As an immediate interrupt to an adjacent
  opponent shifting, you may make a basic melee attack
  against that opponent.
  RETUNE RESISTANCE [XAX]
  Prerequisite: Xax
  Benefit: Reroll for your chaotic resistance racial
  feature and replace the old damage type with the new. In
  addition, increase the resist value provided by your
  chaotic resistance by 5.
  ROLLING SHELL [ZIF]
  Prerequisites: Zif, Flee to Shelter feat
  Benefit: While under the effect of retract into shell you may
  shift up to 2 squares. All other effects remain the same.
  PARAGON TIER FEATS
  Racial Feats
  Prerequisites
  Benefit
  Bestial Defense
  Mahrog
  Skin of the Beast racial trait gives +1 feat bonus to Reflex and Fortitude
  Boiling Steam
  Relluk
  Use d6s for your breath of steam power
  Coleophite
  Larvite entobian, Prepare for
  Metamorphosis feat
  You metamorphosis into a beetle-like entobian with a hard shell
  Corrosive Ichor
  Kval
  Deal an additional 3 points of damage with Entropic Blood racial trait
  Deathbane Touch
  Obitu, Plagueborn feat
  Damage undead with touch attack and gain hit points
  Elemental Grasp
  Squole
  Deal Elemental Oozing damage while sustaining a grab
  Eulite
  Larvite entobian, Prepare for
  Metamorphosis feat
  You metamorphosis into a moth-like entobian with an electric burst attack
  Farfalite
  Larvite entobian, Prepare for
  Metamorphosis feat
  You metamorphosis into a butterfly-like entobian with a displacing effect
  Gamble
  Numistian
  Only lose hit points with bribe fate if you succeed at your second saving throw
  Golden Eye
  Numistian
  Use Sense Coins to detect all gold
  Honed Senses
  Squole, Wis 13
  Your blindsight increase in range equal to your Wisdom modifier
  Indomitable Will
  Mogogol, Uncanny Will feat
  Make another saving throw versus a charm effect
  Jury-Rig
  Boggle, Arcane Craft feat
  Wear magic items in a different slot from which they were intended
  Larvite Lifer
  Larvite entobian
  Stay a larvite, grow to Medium size, and do more damage with your mid-legs
  Lend Surge
  Taddol, Lend Health feat
  Once per encounter, give your twin a healing surge
  Light Aflame
  Relluk, Crystal Gore feat
  Light foes on fire (ongoing damage) with your crystal gore attack
  Manifest Adaptations
  Anumus
  Gain resistance to poison, blindsight, or a bonus to Stealth checks
  Moscanite
  Larvite entobian, Prepare for
  Metamorphosis feat
  You metamorphosis into a fly-like entobian that can spit acid
  One of Few
  Xax, One of Many feat
  Better control the outcome of your We Are One racial trait
  Primeval Brutality
  Mahrog, Savage Beating feat,
  Str 17
  All weapons affected by fist and stone have the high crit property
  Quick Inspiration
  Muse
  Use touch of the muse as a minor action
  Quickstrike
  Obitu, Dex 15
  As an immediate interrupt to a shifting opponent, make a basic melee attack
  Retune Resistance
  Xax
  Reroll for chaotic resistance racial feature, and increase resist value by 5
  Rolling Shell
  Zif, Flee to Shelter feat
  Shift 2 squares while using retract into shell power
  Savage Beating
  Mahrog, Str 15
  Gain a +2 feat bonus to damage while using Fist and Stone
  Share Dexterity
  Taddol, Rescuing Reflex feat
  Use your twin’s Dexterity modifier instead of your own, once per encounter
  Share Strength
  Taddol, Foster Fortitude feat
  Use your twin’s Strength modifier instead of your own, once per encounter
  Shielding Sap
  Oakling
  Protective Sap increases resist value by 1, and protects against fire
  Song of the Muse
  Muse
  Use touch of the muse at a range of 10
  Spring Loaded
  Boggle
  Your first attack of the encounter gains a +2 to attack and damage
  Strongfoot
  Zif, Str 15
  Better resist pushes, pulls, or slides and avoid getting carried away
  Taste of Blood
  Anumus, Vicious Bite feat
  Make a Vicious Bite attack when you bloody an opponent
  Tongue Lash
  Mogogol
  Make an unarmed basic attack with a reach of 2 with your tongue
  Vile Vendetta
  Kval
  When bloodied, gain a +2 to attack and damage versus the attacker who
  bloodied you.
  Wicked Thorns
  Oakling, Thorns feat
  Spray thorns in a close burst 2
  Zig Zag
  Boggle
  Use avoid catastrophe power to shift up to 6 squares
  
  100
  SAVAGE BEATING [MAHROG]
  Prerequisites: Mahrog, fist and stone racial power,
  Str 15
  Benefit: You gain a +2 feat bonus to damage rolls
  made while using your Fist and Stone racial trait,
  including those affected through the club and spear feat.
  SHARE DEXTERITY [TADDOL]
  Prerequisites: Taddol, Rescuing Reflex feat
  Benefit: Once per encounter you can use your
  twin’s Dexterity score to modify a single roll instead of
  your own.
  SHARE STRENGTH [TADDOL]
  Prerequisites: Taddol, Foster Fortitude feat
  Benefit: Once per encounter you can use your
  twin’s Strength score to modify a single roll instead of
  your own.
  SHIELDING SAP [OAKLING]
  Prerequisite: Oakling
  Benefit: Your resist value from the Protective Sap
  racial trait is increased by 1, and now protects you against
  fire.
  SONG OF THE MUSE [MUSE]
  Prerequisite: Muse
  Benefit: Your touch of the muse power now has a
  range of 10 squares, and can target any ally in range.
  SPRING LOADED [BOGGLE]
  Prerequisite: Boggle
  Benefit: Your first weapon attack of the encounter
  gains a +2 to hit and damage rolls.
  STRONGFOOT [ZIF]
  Prerequisites: Zif, Str 15
  Benefit: When an effect forces you to move
  because of a push, pull, or slide action, you can move 1
  square less than the effect specifies. If the effect forces you
  to move only one square, you do not move at all.
  In addition, you are considered to be of Large size
  in regards to effects that lift or carry you from your current
  position. For example, a roc cannot target you with its claw
  snatch power, as that can only be used against Small or
  Medium targets.
  TASTE OF BLOOD [ANUMUS]
  Prerequisites: Anumus, Vicious Bite
  Benefit: When you bloody a foe with a melee
  attack, you can choose to make an additional Vicious Bite
  attack.
  TONGUE LASH [MOGOGOL]
  Prerequisite: Mogogol
  Benefit: You can make an unarmed basic melee
  attack with a reach of two with your tongue. Increase to a
  reach of three if you have the Fantastic Tongue feat.
  VILE VENDETTA [KVAL]
  Prerequisites: Kval
  Benefit: When bloodied from an attack, you gain a
  +2 bonus to attack rolls and damage rolls against the
  creature that attacked you until the end of the encounter.
  WICKED THORNS [OAKLING]
  Prerequisites: Oakling, Thorns feat
  Benefit: You can use thorn spray as an encounter
  power.
  ZIG ZAG [BOGGLE]
  Prerequisite: Boggle, avoid catastrophe racial power
  Benefit: The effect of avoid catastrophe is now,
  “You may shift up to 6 squares.” The line of sight and
  direction are no longer stipulations.
  EPIC TIER FEATS
  These feats are available to any character of 21st level or
  higher.
  ARCHAIC FEROCITY [MAHROG]
  Prerequisites: Mahrog, Primeval Brutality feat, Str
  21
  Benefit: When attacking while using your Fist and
  Stone racial trait, you can score a critical hit on a roll of 19
  or 20. This includes those weapons affected through the
  Club and Spear feat.
  BOOBY TRAPPED [BOGGLE]
  Prerequisites: Boggle, Spring Loaded feat
  Benefit: If your Spring Loaded feat has not yet
  activated, the first successful melee attack against you
  triggers a free basic weapon attack against the foe that
  attacked you, as an immediate reaction. This attack has the
  bonus conferred by Spring Loaded, which is also
  expended by this effect.
  Thorn Spray
  Oakling Feat Power
  You can eject thorns in a painful burst.
  Encounter
  Free Action
  Close burst 2
  Target: Each creature in burst
  Attack: Your Strength, Dexterity, or Constitution score
  (whichever is higher) vs. Reflex
  Hit: 2d8 damage + 1 per level.
  
  101
  COLLECTIVE INTELLECT [ZIF]
  Prerequisite: Zif
  Benefit: Gain a +5 feat bonus on all knowledge
  related skill checks that you are not trained in.
  CHOOSE THE ONE [XAX]
  Prerequisites: Xax, One of Few feat
  Benefit: Instead of rolling for your We Are One
  racial trait, you may choose one out of the list instead at
  the beginning of the encounter.
  DEATH DRAIN [OBITU]
  Prerequisite: Obitu, Deathbane Touch feat
  Benefit: Whenever you succeed on an armed
  melee attack, you may use deathbane touch as a free action.
  It is still expended as if you had used it normally.
  ENTROPIC CONTROL [KVAL]
  Prerequisites: Kval
  Benefit: You can activate or cancel the effect of
  your Entropic Blood racial trait as a standard action, even
  when you are not bloodied. If you activate the racial
  feature in this way you deal an additional 2 points of
  necrotic and radiant damage.
  GOLDEN DESTINY [NUMISTIAN]
  Prerequisite: Numistian
  Benefit: After activating your bribe fate racial
  power, gain your Wisdom modifier as a racial bonus to
  your second savings throw.
  HEAVENLY PRESENCE [MUSE]
  Prerequisite: Muse
  Benefit: You gain the benefit of the Unearthly
  Presence racial trait even when bloodied.
  INTERNAL EPIPHANY [MOGOGOL]
  Prerequisites: Mogogol, Indomitable Will feat
  Benefit: You gain a +1 bonus to all Wisdom-
  related skill checks.
  LEND TURN [TADDOL]
  Prerequisites: Taddol, Lend Surge feat
  Benefit: Once daily, you may sacrifice your turn
  so that your twin may take another turn on your initiative.
  LIQUEFY [SQUOLE]
  Prerequisites: Squole, Evade Grasp feat
  Benefit: Once per encounter as a minor action,
  you can automatically escape a grab or free yourself from
  all bonds or shackles.
  MANIFEST FORM [ANUMUS]
  Prerequisites: Anumus, Manifest Adaptations feat
  or Manifest Claws feat
  Benefit: Once daily, you can change shape (see the
  glossary of the D&D 4E MONSTER MANUAL for details) into
  an animal of your species, according to the chart below.
  You cannot use equipment that obviously does not suit
  this new form (you cannot wield a sword as a wolf, use
  gloves as a horse, and so on). You revert back to your
  original form at the end of the encounter, or after a short
  rest (whichever is first).
  Species
  Type of Animal
  Amphibian
  Battle Woggart*
  Arachnid
  Deathjump Spider
  Avian
  Griffon
  Canine
  Dire Wolf
  Equine
  Warhorse
  Feline
  Spectral Panther
  Ophidian
  Crushgrip Constrictor
  Porcine
  Dire Boar
  Reptile
  Vicejaw Crocodile
  Rodent
  Dire Rat
  Ursine
  Cave Bear
  *see Amphibians in Monsters section
  Artwork: Eugene Jaworksi
  
  102
  MATRON [METAMORPHOSIS]
  Prerequisites: Larvite, Prepare for Metamorphosis
  feat
  Benefit: Choose two different paragon
  metamorphosis feats to draw from, and you become a
  physical blend of the two. Choose one of the surge of
  flight powers. Choose two different modifiers of the
  four ability modifiers to apply (you cannot choose two
  modifiers that affect the same ability). Gain all of the
  additional powers for each feat (chose the higher damage
  dice for the Mid-Leg Attack racial trait). In addition, you
  grow to Medium size. Optionally, you may blend larvite
  statistics (treat as a metamorphosis feat and keep the silk
  spray power) with one paragon metamorphosis feat. There
  are 10 possibilities! Form may be patterned somewhat
  after an insect that looks similar to the blended form. For
  example, a Farfalite/Moscanite combination looks much
  like a dragonfly, and the form can have minor alterations
  to appear as such.
  MIGHTY OAK [OAKLING]
  Prerequisite: Oakling
  Benefit: Upon taking this feat, you permanently
  grow another foot taller, though you are still considered
  Medium-sized. You may now wield any one-handed
  melee weapon as if it had the off-hand property.
  NEVER ENDING STEAM [RELLUK]
  Prerequisite: Relluk
  Benefit: Sustain your breath of steam power with a
  minor action, as long as you are adjacent to any square of
  the zone.
  QUICK RETREAT [ZIF]
  Prerequisites: Zif, Flee to Shelter feat
  Benefit: You may use the retract into shell power as
  a minor action rather than a move or standard action.
  EPIC TIER FEATS
  Racial Feats
  Prerequisites
  Benefit
  Archaic Ferocity
  Mahrog, Primeval Brutality feat,
  Str 21
  Fist and Stone can score a critical hit on a 19 or 20
  Booby Trapped
  Boggle, Spring Loaded feat
  Respond to the first successful hit against you with a free basic melee attack
  Collective Intellect
  Zif
  Gain a +5 feat bonus on all untrained knowledge checks
  Choose the One
  Xax, One of Few feat
  Choose the power for your We Are One racial trait , instead of rolling randomly
  Death Drain
  Obitu, Deathbane Touch feat
  Use deathbane touch when you succeed on an armed attack
  Entropic Control
  Kval
  Deal 2 more damage with Entropic Blood, and choose when to turn it on or off
  Golden Destiny
  Numistian
  Gain your Wisdom modifier to the second save provided by bribe fate
  Heavenly Presence
  Muse
  Your Unearthly Presence is always active
  Internal Epiphany
  Mogogol, Indomitable Will feat
  Gain a +1 bonus to all Wisdom-related skill checks
  Lend Turn
  Taddol, Lend Surge feat
  Once per day, sacrifice your turn so that your twin may take another turn
  Liquefy
  Squole, Evade Grasp feat
  Once per encounter, automatically escape a grab or bindings
  Manifest Form
  Anumus, Manifest Adaptations
  feat or Manifest Claws feat
  Once per day, change shape into a large animal
  Matron
  Larvite entobian, Prepare for
  Metamorphosis feat
  Metamorphosis into a blend of any two paragon metamorphosis feats, or blend
  with the larvite form
  Mighty Oak
  Oakling
  Grow taller and be able to wield one-handed melee weapons as if they had the
  off-hand property
  Never Ending Steam
  Relluk
  Sustain breath of steam power with a minor action
  Quick Retreat
  Zif, Flee to Shelter feat
  Use retract into shell as a minor action
  
  103
  Some Remarkable Races have their own unique
  equipment.
  Weapons
  Here are a few weapons common to the boggle
  arsenal.
  BATTLE WRENCH
  One-Handed* Simple Melee Weapon
  This oversized monkey wrench is used as a hammer,
  grapple hook, vice, crowbar, weapon and, of course, a
  wrench.
  BUZZBLADE
  One-Handed Superior Melee Weapon
  This weapon is a toothy, circular blade vertically mounted
  on the end of a short handle. A tightly wound spring
  keeps the blade spinning when a trigger is pressed on the
  handle (free action). The blade can spin for the duration of
  the encounter before it needs to be rewound. Unwound, it
  works as a handaxe. The buzzblade takes 2 minutes to
  wind.
  SNIPER CROSSBOW
  Two-Handed Simple Ranged Weapon
  A relatively small crossbow with superior range, the
  sniper crossbow comes with a scope and adjustment dials
  for long distance accuracy.
  Adventuring Gear
  Boggles are known for many mundane, but
  wonderful, inventions. Among these, headlamps can be
  very useful for a clandestine rogue.
  HEADLAMPS
  Adventuring Gear
  Market Cost: 100 gp, Weight: 2 lb.
  These are small Everburning Torches that are
  rigged with specially designed lenses and a harness
  for wearing them on one’s head. When worn, light is
  shown only on what the wearer is looking at. Thus, it
  sheds light in a 5-square long beam, rather than in a
  radius. This is a common tool for boggle rogues.
  BOGGLE WEAPONS
  Name
  Proficiency
  Damage
  Range
  Price
  Weight
  Group
  Properties
  Battle Wrench*
  +2
  1d8
  --
  15 gp
  10 lb
  Hammer
  Versatile
  Buzzblade
  +2
  1d10
  --
  50 gp
  4 lb
  Axe
  Off-hand
  Sniper Crossbow
  +3
  1d6
  25/45
  50 gp
  3 lb
  Crossbow
  Load free
  *Since this is a versatile weapon and boggles are Small, they must wield it with two hands (and get no bonuses for doing
  such).
  EQUIPMENT
  A boggle warrior with a battle wrench and a
  mechanical arm
  Artwork: Randall Powell
  
  104
  VEHICLES
  Boggles often invent new forms of transport. The
  turbopter is the most memorable of these vehicles.
  TURBOPTER
  A leather harness straps this
  device to your back. A turbopter is
  essentially two propellers mounted on a
  “V” shaped metal beam. At the ends of
  the propeller blade are magically enchanted
  torches that spew orange flame. These boosters power
  the vehicle. In flight, the machine sounds like a nest of
  hornets.
  Turbopter
  Medium Vehicle
  HP 10
  Space 1 Square
  Cost 1,800 gp
  AC 5; Fortitude 11; Reflex 5
  Speed: 0, fly 5 (clumsy)
  Pilot
  The pilot must be strapped into the harness and
  have at least one hand free to operate the levers at
  his waist.
  Load
  One Small creature; 50 pounds of gear.
  Out of Control
  When not directed, the turbopter descends 5
  squares per round. If it hits the ground while out
  of control, it is destroyed.
  Many Remarkable Races have their own unique
  magic items.
  ANUMI MAGIC ITEMS
  THE MAGIC OF PETS
  Anumi often inherit items they wore or used while
  they were animal companions. Listed below are just a few
  of the items that can spice up any game that may
  adventure with some four-legged friends.
  Anumi Fruit
  Level 1
  This bluish-purple fruit, which looks something like a
  tiny apple, holds the key to creating the anumi.
  Price: 260 gp
  Power (Consumable): The fruit becomes activated
  when it is mashed together with the blood of a
  master who truly cares for the creature, and mixed
  in with the animal’s favorite food. Upon complete
  consumption of this mixture, the animal transforms
  into a level 1 anumus within 24 hours. It has no
  effect on creatures that are not natural beasts. The
  mixture is specific to the animal it was intended for;
  it will not transform an animal that the blood donor
  did not care deeply for.
  Bowl of Everfood
  Level 2
  This heavy iron bowl produces a nutritious meal that
  only a beast would find palatable.
  Wondrous Item 440 gp
  Power (Daily): Upon command word the bowl fills
  with a nutritious meal of liver and fish flavored
  mush. Most carnivorous animals enjoy the flavor,
  and some anumi find that the meal bears a sense of
  nostalgia. Other creatures find it to be inedible.
  MAGIC ITEMS
  A boggle assassin with a
  sniper crossbow and a
  turbopter
  Artwork: Randall Powell
  
  105
  Collar of Beast-speech
  Level 7
  This stylish black leather and gold-studded collar confers
  the ability of speech upon an animal.
  Item Slot: Neck 2,600 gp
  Property: If the wearer is a non-magical natural
  beast, the collar grants the ability to speak and
  understand Common. It does not, however, increase
  the beast’s Intelligence. On other creatures, it
  prevents the wearer from speaking or understanding
  Common.
  Enhancement: The wearer gains a +2 bonus to
  Fortitude, Reflex, and Will.
  Invisible Leash
  Level 6
  This item consists of a short metal wand and an adjustable
  hinged steel collar. It works as an adjustable leash.
  Wondrous Item 2,000 gp
  Property: This device creates an unbreakable bond
  between the wand and the collar that is both
  intangible and invisible. Dials on the wand control
  several functions of the leash. Settings include off (no
  bond), one square, three squares, and ten squares. If
  the collar is outside of the maximum range of the
  collar (10 squares) it cannot activate. Once activated,
  a creature wearing the collar cannot move or be
  moved out of the range that the wand is set at.
  Collars come in three sizes (all separate items): Small,
  Medium, and Large.
  Pet Carrier
  Level 12
  This three-pound iron orb is covered in strange glyphs. It
  can store and recall one willing creature of low
  intelligence.
  Wondrous Item 13,000 gp
  Power (Encounter): Upon command word and
  touch, the item stores one willing creature with an
  Intelligence of 8 or less in a temporary demiplane.
  The creature can be recalled at-will and at any time
  with a second command word by anyone who is
  holding the orb. The orb can transfer a creature of
  size Large or smaller. Regardless of size, the unique
  properties of the demiplane prevent more than one
  creature to be held there at a time. If used to store
  another creature, the previous creature is expelled.
  Due to the fragile nature of the demiplane, any
  creature that suddenly gains Intelligence or becomes
  unwilling to be there is also immediately expelled.
  Creatures called or expelled from the demiplane
  appear in the nearest unoccupied adjacent square to
  the pet carrier.
  Anumi Magic Items
  Artwork: Eugene Jaworksi
  
  106
  Tag of Homing
  Level 4
  This golden dog tag inscribed with magical runes can
  guide anyone wearing it back to a person or location.
  Wondrous Item 1,000 gp
  Property: This tag can be tied to any other piece of
  equipment. The wearer will know the direction of a
  location or person that the tag was previously set to
  (see Power below). The tag does not impart distance.
  If the target is on a plane different from that of the
  tag, the tag does not function.
  Power (Daily): Hold tag and speak a command
  word to either set the tag to point to current location
  or point to the person holding the tag.
  Power (At-Will): The last person who activated the
  tag via command word may utter another command
  word, regardless of distance, to impart a strong urge
  upon the wearer of the tag to go in the direction that
  the tag is set to point to. However, this urge is only
  about as powerful as a stern verbal command, and
  may be disregarded. This does not work if the
  speaker is on a different plane than the tag.
  BOGGLE MAGIC ITEMS
  INGENIOUS CREATIONS
  It is no secret that boggles are great
  inventers, magic item makers, and potion brewers.
  Included here is a small sampling of some of their
  more popular items.
  BOGGLE BREW
  Level: 1
  Category: Curative
  Time: 15 minutes
  Component Cost: 3 sp
  Market Price: 6 sp, See below
  Key Skill: Arcana (no check)
  Boggles rarely drink this potion straight, as it
  is quite bitter and unpalatable. Often, the brew is
  mixed with some other drink or added to food.
  Boggles will often purchase or create large quantities
  of this substance at one time; keeping it in bottles or
  even small casks. A bottle of boggle brew costs 10 gp
  and holds about 20 doses. A cask costs about 1,000 gp
  and holds 2000 doses.
  Boggle brew
  Level 1
  This small vial of bright green bubbly and bitter solution
  prevents older boggles from entering a murderous
  rampage.
  Alchemical Item 6 sp
  Power (Consumable): Minor Action. One boggle is
  immune to the symptoms of Boggle Madness for 24
  hours. This does not prevent further mind-altering
  effects. This potion has no effect on non-boggles.
  MECHANICAL LIMBS
  Mechanical limbs are magically crafted metal
  appendages. These items do not take up a slot on the
  body, though they do require the space of one limb.
  Mechanical limbs can be made for Small or Medium-
  sized creatures. In the case of arms, they can be made
  for the left or right arm. Mechanical legs replace both
  legs at once. Your original limb must be replaced to
  use this item which is something that usually only
  boggles look upon as favorable. Attachment of a
  mechanical limb is considered permanent; though
  they can be removed via gruesome means.
  Mechanical limbs relay the sense of touch,
  and are similar in features to that of the warforged
  race, components can be attached (though not
  embedded). These limbs, once attached, are
  considered to be the part of your body that was
  replaced.
  Mechanical Arm
  Level 6+
  This metallic arm looks as if it was removed from a
  living construct. It is crafted of many different metals
  and seems intricately designed. The arm increases
  strength and agility.
  Lvl 6
  1,800 gp
  Lvl 26
  1,125,000 gp
  Lvl 16
  45,000 gp
  Wondrous Item
  Property: You gain a +1 item bonus to Strength
  checks and Dexterity checks. You do not gain this
  bonus to Strength or Dexterity attacks.
  Level 16: +2 item bonus
  Level 26: +3 item bonus
  Power (daily): Free action. Add a +5 power bonus
  to hit with one melee or ranged attack.
  Level 16: +10 power bonus.
  Level 26: +10 power bonus to all melee or ranged
  attacks for one round.
  
  107
  Mechanical Legs
  Level 16
  These sleek metallic legs look something like the lower half of
  some alien full plate armor. They aid in speed and jumping.
  Wondrous Item 45,000 gp
  Property: You gain a +1 item bonus to speed.
  Power (Encounter): Free action. You make an Athletics
  check to jump with a +5 item bonus. If you jump
  vertically, you may make the check as though you were
  jumping horizontally.
  MUSE MAGIC ITEMS
  SLEEPWALKER STONES
  Hailing from the plane of Dream, muses often
  bring with them strange items that are made from the very
  fabric of this extraordinary realm. One such object is the
  sleepwalker stone, a materialized essence of a denizen of
  Dream. It appears as a small, faceted, spherical stone, two
  inches in diameter, and is both translucent and luminous.
  Sleepwalker stones come in a variety of colors and glow
  more brightly when near a sleeping subject.
  Sleepwalker Stone
  Level 5+
  A strange object of dreams that allows you to take on a
  new life while sleeping.
  Wondrous Item: 1,000+ gp
  Power: (standard, daily) The sleepwalker stone can
  only be activated at the start of an extended rest.
  Upon falling asleep, the sleepwalker stone activates
  and the stone erupts into an incandescent tar that
  eventually coalesces around you. You take on
  another form and awake. Form, additional
  properties, and additional powers are dependent
  on type, and described in the “Dream Creatures”
  section.
  This effect ends after 8 hours, or can be
  cancelled at any time by you as a standard action.
  Once cancelled, you immediately “wake up” back
  in your original form. All powers, properties, and
  effects related to the sleepwalker stone end
  immediately when this effect ends. The time spent
  under this effect can be considered deep sleep for
  the purposes of rest and relaxation.
  Property: (when activated) You cannot use any powers
  that are not directly conferred by the sleepwalker stone.
  This includes both racial and class-based powers.
  Property: (when activated) You cannot use action points.
  Property: (when activated) Your memory of the time spent
  under the effects of the stone fades quickly upon waking.
  You cannot gain experience while under the effects of this
  item.
  Special: Creatures that do not sleep or dream cannot use
  this item. Price and level of the sleepwalker stone is
  dependent on the creature it contains, as listed below.
  DREAM CREATURES
  When a sleepwalker stone is found, it embodies
  one of the following dream creatures. This creature
  remains the same throughout the item’s existence. The
  creature type confers additional properties and new
  powers to the person activating the stone, as well as a new
  appearance and physical characteristics. The sleeper’s
  original size, ability scores, defenses, and other aspects are
  not affected by the stone.
  Type: Apparition
  Form: The apparition appears as an insubstantial humanoid
  entirely enshrouded in long strips of billowy white cloth.
  Item Level: 5
  Cost: 1,000 gp
  Property: You gain resist 10 necrotic, insubstantial.
  Property: You gain phasing.
  Power: (standard, at-will) You become invisible until you attack or
  until you are hit by an attack.
  Type: Dream Brute
  Form: The dream brute is completely covered in dark blue hair. Its
  face consists of two dark eyes peering out from a shaggy mane.
  The dream brute appears to have massive and powerful arms.
  Item Level: 15
  Cost: 25,000 gp.
  Property: Gain a +2 item bonus to Athletics checks and Strength
  ability checks.
  Property: When you hit with a melee attack, add a +5 power bonus
  to the damage roll.
  Power: (minor, encounter) When you charge and hit with an
  attack, you deal an extra 5 damage, push the target 2 squares, and
  knock the target prone.
  Power: (minor, encounter) When you hit with a melee attack, the
  target is knocked prone.
  Power: (minor, encounter) When you hit with a melee attack, the
  target is pushed 1 square.
  Type: Dream Weaver
  Form: Wholly wrapped in spiderwebs, the dream weaver seems to
  be a humanoid spider with six walking legs, and two normal arms.
  Item Level: 10
  Cost: 5,000 gp.
  Property: You gain climb 6 (spider climb).
  Property: You gain resist 10 poison.
  Property: When you hit with a melee attack, the target takes
  ongoing 5 poison damage (save ends).
  Power: (standard, encounter) Area burst 2 within 2; the burst
  creates a zone of webs that fills the area until the end of the
  encounter or for 5 minutes. The zone is considered difficult terrain.
  Any creature that ends its move in the web is immobilized (save
  ends).
  Type: Weedling
  Form: Appearing as a shambling mass of briars, dandelions,
  crabgrass, and ragweed, the weedling takes on a vaguely
  humanoid form.
  Item Level: 10
  Cost: 5,000 gp.
  Property: Gain regeneration 5.
  Property: aura 1; enemies treat the area within the aura as difficult
  terrain; at the start of your turn, enemies in the aura take 5 damage.
  Power: (standard, encounter) You spray thorns in a burst. Close
  burst 2; Constitution vs. Reflex; 2d8 damage, plus the target is
  slowed until the end of the your next turn.
  
  108
  OAKLING MAGIC ITEMS
  MAGIC MISTLETOE
  Magic Mistletoe is created by coaxing common
  forms of mistletoe, a parasitic plant that grows on oak
  trees, towards beneficial uses through arcane and
  alchemical processes. The process itself is a closely
  guarded secret among druids and forest fey folk, though it
  is known to takes decades to get a good batch of seedlings
  and that extensive knowledge of herbalism and
  horticulture is required.
  Magic mistletoes have varying “levels” of power,
  which is reflected in their market cost, rarity, and difficulty
  to obtain. A level 4 magic mistletoe, for example, would be
  most easily procured by someone level 4 or above, as it
  may be protected by guardians or hidden in a trapped
  grove. When obtained, it is either a tiny seedling or off of a
  deceased plant creature. Adult varieties which are not
  cultivated on a sentient plant lose their special properties
  and become normal mistletoe.
  When cultivated on a sentient plant, a symbiotic
  relationship is formed. The mistletoe derives nourishment
  and protection from its host and the host can benefit from
  a variety of effects depending on the type of mistletoe. The
  host plant must sacrifice 1 hp from its hit point pool
  permanently to gain the mistletoe’s advantage. A sentient
  plant can only maintain 1 magic mistletoe every 10 levels.
  The mistletoe plant must be intentionally burned off
  (specifically targeted by a fire effect) in order to
  permanently remove it. Removing the mistletoe does not
  return the hit points sacrificed to it, and it also leaves a
  nasty scar. The only exception is when a new mistletoe of
  the same variety is being immediately introduced. This
  typically happens when the oakling finds a specimen of
  higher level. The new mistletoe replaces the old mistletoe
  with no hit point cost.
  Originally designed for treants and dryads, magic
  mistletoes are of little use to the average adventurer.
  However, these little plants were introduced to the
  oaklings since they emerged from the forest, and have
  been favorites ever since.
  It should be noted that these are living plants with
  arcane properties and not technically magic items. While
  they share many properties with magic items, magic
  mistletoe are in a category all their own.
  BRAINWORT
  The pink berries of this mistletoe are mildly
  poisonous. Their juice can be applied to weapons and
  ammunition.
  Brainwort
  Level 4+
  A bushy-leafed variety of mistletoe sprouts from the top of
  your head, regardless of where it is initially planted. Its
  pink berries are mildly toxic.
  Market Cost:
  Lvl 4 160 gp
  Lvl 14
  3,200 gp
  Lvl 9 620 gp
  Lvl 19
  16,800 gp
  Power: (Consumable  Poison): Standard Action.
  Apply the juice of one berry to your weapon or
  ammunition. The next successful attack with that
  weapon or ammunition immediately initiates a
  secondary attack at +5 vs. Fortitude. On a hit, the
  target takes 2 points of poison damage. The plant
  produces 3 berries once per day. Berries melt and
  the toxin fades after one day, regardless of
  preservation.
  Level 9: Plant produces an additional 3 berries per
  day. +10 vs. Fortitude
  Level 14: Plant produces an additional 6 berries per
  day. +15 vs. Fortitude
  Level 19: Plant produces an additional 12 berries per
  day. +20 vs. Fortitude
  GLOWBERRY MISTLETOE
  The tiny, greenish-white berries of this mistletoe
  glow brightly at the will of its host.
  Glowberry Mistletoe
  Level 1
  This leafy shrub thrives on whatever part of your body it
  is planted on, growing in a large bushy patch. It produces
  and sheds several tiny berries daily (20 berries total on
  average).
  Market Cost: 80 gp
  Power: Free Action. Light or extinguish the
  glowberries (one action per round). They collectively
  can provide as much light as a torch (which is
  enough to use sun heal). When one or more berries
  are removed while lit, they independently shed light
  equivalent to a single candle, though can no longer
  be extinguished at will (although the berries can still
  be smashed into darkness). Lit glowberries fade
  within one minute after being picked.
  
  109
  fallen (dead) creature to a living creature, with a
  successful Nature check (DC 25). A failure indicates
  that the mistletoe was destroyed. The plant cannot
  be transplanted from one living host to another.
  HEALER’S MISTLETOE
  The ice-blue berries of this mistletoe provide
  minor healing, and can even stabilize a dying friend.
  Healer’s Mistletoe
  Level 8+
  This small leafy shrub thrives on whatever part of your
  body it is planted on. It produces berries daily, which have
  minor healing effects.
  Market Cost:
  Lvl 8
  500 gp
  Lvl 18
  13,600 gp
  Power (Consumable  Healing): Standard Action.
  Consume one or more berries to regain 5 hit points
  per berry consumed. Plant produces 4 berries once
  per day. Berries dry up and become useless after one
  day, regardless of preservation.
  Level 18: Plant produces an additional 4 berries per
  day.
  WATERBERRY MISTLETOE
  The pale white berries of this mistletoe burst when
  exposed to intense heat, thus preventing some of the
  damage associated with fire-based attacks.
  Waterberry Mistletoe
  Level 3+
  This small-leafed variety of mistletoe sprouts up all over
  your body, regardless of where it is planted. It provides
  some resistance to fire, as long as it has berries.
  Market Cost:
  Lvl 3
  120 gp
  Lvl 8
  500 gp
  Lvl 13 2,600 gp
  Lvl 18
  13,600 gp
  Power: Immediate Interrupt. Prevents one point of
  fire damage per berry. Berries burst immediately
  upon preventing damage. Plant produces 10 berries
  once per day. Berries burst after one day or instantly
  upon being picked, regardless of preservation.
  Level 8: Plant produces an additional 6 berries per
  day.
  Level 13: Plant produces an additional 12 berries per
  day.
  Level 18: Plant produces an additional 20 berries per
  day.
  MAGIC MISTLETOE IN YOUR GAME
  Any sentient plant-based creature can use magic
  mistletoe. Dungeon Masters may add them to their
  treants for a dash of flavor or something new.
  Perhaps a local coven of briarwood dryads
  cultivates them and uses them for their own
  nefarious needs as well.
  The plant can also be transplanted from a
  OBITU MAGIC ITEMS
  HEART SLOT ITEMS
  Unavailable to most creatures, heart slot items are
  traditionally only useful for the undead— creatures with a
  large empty chest cavity. They were typically crafted by
  liches for their minions or even themselves. These items,
  also called “Heart Stones,” normally increase hit points, or
  enhance healing surges. Heart Stones are usually 5 to 10-
  inch crystals mounted on several bindings that affix the
  item securely inside the ribcage, in place of the heart.
  When secured, the item pulses with light in a rhythm
  similar to a beating heart. It takes as much time to secure
  and remove a heart stone as it does armor, due to
  complicated latching mechanisms and multiple fasteners.
  This means it takes five minutes to secure or remove,
  which is usually done outside of combat.
  While most living things cannot survive without a
  real heart beating in their chest, obitu are the exception.
  Obitu can wear and benefit from these items.
  Black Heart
  Level 25
  This spiky blue-black obsidian ball is seven inches in
  diameter and fastened with a dozen black leather cords.
  When worn, it converts necrotic or radiant energy to hit
  points.
  Item Slot: Heart 625,000 gp
  Property: Gain a +2 item bonus to all Constitution-
  based skill checks.
  Power (Encounter): Immediate Interrupt. When
  an enemy makes an attack against you using
  necrotic or radiant energy, you gain temporary hit
  points equal to your healing surge.
  Bleeding Heart
  Level 9+
  This smooth red ovoid crystal is about six inches long and
  suspended on four gold chains. When worn, it increases
  your healing surge value.
  Lvl 9
  +2
  4,200 gp
  Lvl 24 +5
  525,000 gp
  Lvl 13 +3
  17,000 gp
  Lvl 28 +6 2,125,000 gp
  Lvl 18 +4
  85,000 gp
  Item Slot: Heart
  Enhancement: Apply the enhancement bonus to
  your healing surge amount.
  Power (Daily): Minor Action. Use this power when
  you are bloodied to gain temporary hit points equal
  to five times the item’s enhancement bonus.
  
  110
  Dark Heart
  Level 22
  This chiseled grey crystal sphere is about five inches in
  diameter and secured with six steel chains. When worn,
  you may gain hit points as if spending a healing surge.
  Item Slot: Heart 323,000 gp
  Property: Gain a +4 bonus to your death saving
  throws.
  Power (Daily): Move Action. Gain hit points as if
  you had just spent a healing surge.
  Stone Heart
  Level 14
  This clear green crystal point is carved with arcane
  runes and is about 10 inches long. It is secured inside the
  ribcage with two mithril bars (one attaches to your
  sternum, the other to your spine). When worn, it
  increases your hit point total.
  Item Slot: Heart 21,000 gp
  Property: Gain a +10 item bonus to your hit point
  total.
  SQUOLE MAGIC ITEMS
  MAGIC OOZE
  The squole ancestors brought many beneficial
  slimes and oozes with them from the Elemental Chaos.
  Among those, magic ooze has become the most popular.
  All magic oozes share the same thing in common: they can
  become powerful magic items. These magic items also
  have the ability to revert back to a living ooze under
  control of its master.
  When the magic ooze transforms from its magic
  item form, the conjured creature appears in a space
  adjacent to the conjurer, provided the space is large
  enough to contain the creature without squeezing. The
  creature obeys only the conjurer, responding to commands
  spoken in any language. The creature remains for one
  encounter, until the conjurer uses a minor action to
  dismiss it, or until it is reduced to 0 hit points or less.
  When expelled by any means, the creature reverts back to
  magic item form. The conjured creature acts on the same
  initiative count as the conjurer. Every action it takes costs
  the conjurer a minor action (which the conjurer uses to
  issue commands), and a conjured creature cannot exceed
  its normal allotment of actions (a standard, a move, and a
  minor action) during its turn. If the conjurer spends no
  minor actions on the conjurer’s turn to command the
  creature, it remains where it is without taking any actions
  on its turn.
  A conjured creature has hit points, defenses, and
  attacks as indicated in its statistics block. It has no healing
  surges and cannot be healed, though it can still benefit
  from temporary hit points. Conjured creatures lack basic
  attacks and therefore cannot make opportunity attacks.
  While the conjured creature exists, the magic item does not
  exist.
  Helm Orb
  Level 13
  This clear rubbery orb encompasses your entire head. It
  protects you from drowning and from becoming
  deafened.
  Price: 17,000
  Item Slot: Head
  Property: You can breathe water as well as air.
  Property: You cannot be deafened.
  Power (Daily): Minor Action. Use this power to
  gain tremorsense 5 until the end of your next turn.
  Power (Daily  Conjuration, Polymorph):
  Standard Action. The orb jumps off of your head
  and transforms into a gelatinous orb (see below for
  statistics).
  Gelatinous Orb
  Small natural beast (blind, ooze)
  Initiative: As conjurer Senses: Perception +9, blindsight 10,
  tremorsense 5
  HP 20; Bloodied 10
  AC 26; Fortitude 29, Reflex 22, Will 26
  Immune gaze; Resist 10 acid
  Speed 8
  mSlam (standard; at-will)  Acid
  +17 vs. AC; 1d8+7 damage plus 1d6 acid damage.
  mEngulf Head (standard; at-will)  Acid
  Target one Medium or smaller adjacent creature; +13 vs. Reflex
  (automatically hits an immobilized creature); the orb is pulled
  into the target’s space, the target is grabbed, dazed, and takes
  ongoing 5 acid damage until the grab ends. When the grab
  ends, the orb shifts to a square of its choosing adjacent to the
  creature that was grabbed.
  Translucent
  A gelatinous orb is invisible until seen (Perception DC 25) or
  until it attacks.
  Alignment: Unaligned
  Languages: --
  Str 24 (+13)
  Dex 14 (+8)
  Wis 7 (+4)
  Con 20 (+11)
  Int 1 (+1)
  Cha 1 (+1)
  Description: This clear gelatinous sphere rolls quickly and
  stealthily towards its victims, trying to engulf and dissolve their
  heads.
  
  111
  Slime Armor
  Level 16
  This translucent green armor looks as if it was poured
  onto the wearer. It allows the wearer to assume an ooze-
  like form at a price.
  Price: 45,000
  Armor: Scale
  Enhancement: +3 AC
  Power (Daily  Acid): Immediate Reaction. Use
  this power when an enemy misses you with a
  melee attack. The attacker takes ongoing 10 acid
  damage (save ends), and you shift 3 squares.
  Power (Daily  Polymorph): Move Action. You
  transform into green ooze and move up to your
  speed. You can move through small cracks and
  tight spaces without difficulty. You automatically
  escape a grab or bonds. While in this form, you
  become blinded, and gain blindsight 10. You can
  only take move actions until you return to your
  natural form, which you can do as a free action.
  While in slime form, you take 10 acid damage at the
  start of each of your turns until you return to your
  natural form.
  Power (Daily  Conjuration, Polymorph):
  Standard Action. The armor jumps off of your body
  and transforms into an emerald slime (see below
  for statistics).
  Emerald Slime
  Medium natural beast (blind, ooze)
  Initiative: As conjurer Senses: Perception +15, blindsight 10
  HP 34; Bloodied 17
  AC 33; Fortitude 30, Reflex 27, Will 26
  Immune gaze; Resist 10 acid
  Speed 6
  mSlam (minor; at-will)  Acid
  +22 vs. AC; 1d8+3 damage plus 1d6 acid damage, and the
  target is grabbed (until escape). An emerald slime cannot take
  actions other than absorbing acid while grabbing a creature.
  mAbsorbing Acid (standard; at-will)
  If an emerald slime begins its turn with a target grabbed, it
  makes an attack against the grabbed creature; +20 vs. Reflex;
  2d6 acid damage.
  Miss: Half damage.
  mDouble Attack (standard; at-will)
  The emerald slime makes two slam attacks.
  Alignment: Unaligned
  Languages: --
  Str 24 (+14)
  Dex 18 (+11)
  Wis 16 (+10)
  Con 23 (+13)
  Int 1 (+1)
  Cha 1 (+1)
  Description: This brilliant green amorphous ooze bounds after
  opponents like a vicious panther. Terribly ferocious in combat,
  the emerald slime uses its slam attack to pin opponents and
  dissolve them with its acid.
  Sticky Weapon
  Level 8
  This weapon appears to be made of thick black tar.
  Price: 3,800
  Weapon: Mace
  Enhancement: +2 attack rolls and damage rolls
  Property: On a critical hit, you may pull the target
  adjacent to you at the beginning of your next turn.
  Power (Daily): Free action. Use this power when
  you hit with the weapon. The target is restrained
  until the end of your next turn. You cannot attack
  with this weapon while the target is restrained.
  Power (Daily  Conjuration, Polymorph):
  Standard Action. The weapon jumps out of your
  hands and transforms into a tar jelly (see below for
  statistics).
  Tar Jelly
  Small natural beast (blind, ooze)
  Initiative: As conjurer Senses: Perception +4, tremorsense 10
  HP 12; Bloodied 6
  AC 19; Fortitude 22, Reflex 21, Will 20
  Immune gaze
  Speed 5
  mSlam (standard; at-will)
  +12 vs. Armor Class; 1d8+4 damage, and the tar jelly makes a
  secondary attack.
  Secondary Attack
  +10 vs. Fortitude; the target is immobilized (save ends).
  mConsequential Strike (immediate reaction, when an enemy
  succeeds with a melee attack against the slime, at-will)
  +10 vs. Fortitude; the target is immobilized (save ends).
  mAttach (minor; at-will)
  Targets an immobilized creature of Medium size or smaller;
  +10 vs. Fortitude; the target is grabbed (escape ends). While
  the target is grabbed, that creature takes 5 damage at the start
  of its turn, and when the tar jelly is hit by an attack, the tar jelly
  takes half damage from the attack and the grabbed creature
  takes the other half.
  Alignment: Unaligned
  Languages: --
  Str 15 (+5)
  Dex 14 (+5)
  Wis 12 (+4)
  Con 16 (+6)
  Int 1 (-2)
  Cha 1 (-2)
  Description: This small black ooze bubbles and bounces as it
  attacks. Its object is to immobilize and grab opponents so it can
  crush the life out of them.
  
  112
  XAX MAGIC ITEMS
  AN EXPLORATION OF REALITY
  From time to time, xax become accomplished
  artificers. Like most xax, these crafters are obsessed with
  the nature of reality and its two most crucial elements:
  probability and perception. The following are a few
  examples of their unique works.
  Blank Slate
  Level 13+
  This amulet is a circular piece of black slate in a gold
  frame. It emulates the word written on it.
  Lvl 13
  +3 17,000 gp
  Lvl 23 +5
  425,000 gp
  Lvl 18
  +4 85,000 gp
  Lvl 28 +6
  2,125,000 gp
  Item Slot: Neck
  Enhancement: Fortitude, Reflex, Will
  Special: When a single word is written on the slate
  with a piece of normal chalk, the slate takes on the
  additional property as listed below. The first word
  written activates the property. The six words that
  can activate the following property are “strong,”
  “nimble,” “healthy,” “smart,” “wise,” and
  “charming.” They correspond to Strength,
  Dexterity, Constitution, Intelligence, Wisdom, and
  Charisma respectively.
  Property: Item grants a +1 bonus to skill checks and
  non-attack checks involving a single stat modifier.
  Select this ability when the item is received. You
  may change it as a standard action. The specific
  ability is matched to the word written on the
  amulet.
  Level 23 or 28: +2 item bonus.
  Placebo Potion
  Level 18
  This multihued potion always comes in an ornate bottle
  with a blank label. Upon writing a name on the label, the
  potion takes on a specific power.
  Potion: 3,400 gp
  Power (once): Standard Action. After writing the
  name of the potion on the label, the potion
  irrevocably transforms into any potion of level 15
  or lower, as the label would signify. For example, if
  “healing” was written on the label, it will become a
  potion of healing. This power does not activate
  until the name of a potion that qualifies as level 15
  or lower is written on it. It will however, transform
  to the highest level potion available. For example,
  writing “clarity” on the label will create a level 15
  Potion of Clarity. If imbibed with a blank label, the
  potion does nothing.
  Probability Weapon
  Level 3+
  This weapon betters the probability to hit without
  increasing accuracy.
  Lvl 3
  +1
  680 gp
  Lvl 18 +4
  85,000 gp
  Lvl 8
  +2
  3,400 gp
  Lvl 23 +5
  425,000 gp
  Lvl 13 +3 17,000 gp
  Lvl 28 +6 2,125,000 gp
  Weapon: Any
  Enhancement: Attack rolls and damage rolls.
  Critical: +1d6 per plus
  Property: Roll 2d10 instead of a d20 for attack rolls
  with this weapon.
  Level 23 or 28: Roll 5d4 instead of a d20 for attack
  rolls with this weapon.
  Schrödinger’s Box
  Level 15
  This small ornate ivory box may mean the difference
  between life and death.
  Wondrous Item: 25,000 gp
  Property: Immediately after failing your second
  death saving’s throw, the box activates, and you
  and all of your equipment is transferred to a
  solitary pocket dimension on the astral plane. The
  box is your only possession that remains behind in
  the square that you left. In the pocket dimension,
  time does not pass, and you do not have to make
  further death saves. When the box is opened, you
  are immediately transferred to the nearest empty
  square adjacent to the box, and time resumes
  normally for you.
  Twinned Weapon
  Level 3+
  One weapon of an inseparable pair, one blade can benefit
  from the fortunate swing of the other.
  Lvl 3
  +1
  680 gp
  Lvl 18 +4
  85,000 gp
  Lvl 8
  +2
  3,400 gp
  Lvl 23 +5
  425,000 gp
  Lvl 13 +3 17,000 gp
  Lvl 28 +6 2,125,000 gp
  Weapon: Any
  Enhancement: Attack rolls and damage rolls.
  Critical: +1d6 per plus
  Special: These weapons are always made in
  perfectly identical pairs (twins). Their magical
  power does not work unless its twin is being used
  in the same combat encounter. This pair of
  weapons must always share the same exact weapon
  type, statistics, enchantments, and bonuses or the
  twinned power ceases to function.
  Power (at-will): Free Action. Instead of making an
  attack roll, use the last attack roll made by its twin
  this round as the attack roll, once per round. If the
  weapon’s twin did not yet attack this round, you
  cannot use this power.
  
  113
  THE RITES OF THE ANCEINTS
  The rituals detailed below are a small sample of
  the knowledge that the zif used to weather countless ages.
  CRYSTALLIZE
  With a touch, a greenish glow encircles the dying sage and he is
  suddenly encased in hardened crystal. His wisdom will endure
  until the time is right.
  Level: 9
  Component Cost: 100 gp
  Category: Warding
  Market Price: 200 gp
  Time: 10 minutes
  Key Skill: Arcana
  Duration: Instantaneous
  One willing subject that you touch at the
  conclusion of this ritual and up to 200 lbs of equipment
  becomes encased in magical crystal. The subject is
  effectively petrified and gains additional resistance to all
  damage (in addition to the 20 gained from being petrified)
  according to the result of the Arcana check and the chart
  below. The subject’s petrified condition can be removed
  with a Remove Affliction ritual or when conditions you set
  are met.
  Arcana Check Result
  Additional Resistance
  0 or lower
  none
  1-9
  +10
  10-19
  +20
  20-29
  +30
  30 or higher
  +40
  EXTRACT KNOWLEDGE
  The mind slayer’s corpse rests among expertly placed glowing
  crystals. He vowed in life never to disclose the whereabouts of
  his lair. He cannot keep that vow in death.
  Level: 8
  Component Cost: 300 gp
  Category: Exploration
  Market Price: 500 gp
  Time: 10 minutes
  Key Skill: Arcana (no check)
  Duration: Instantaneous
  You touch the disembodied brain of the corpse of
  any sentient being and instantly know details related to
  one specific person, place, or thing as the subject knew
  them in life. This applies only to information directly
  related to the particular subject at hand. For example, if
  the subject is the mind slayer’s lair, you could get
  directions to the lair and a list of contents inside the lair.
  However, it will not convey things about the lair that the
  mind slayer did not know, or about any hazards along the
  way, or what the contents in the lair are used for. Access to
  the information gained through this ritual fades from the
  caster’s mind after an extended rest.
  DISENTHRALL
  The aboleth servitor squirms helplessly in its chains, hissing
  curses in accursed deep speech. Suddenly, all vestiges of evil
  vanish, and the pinkish hue of health returns to his flesh. The
  human rests peacefully.
  Level: 14
  Component Cost: 500 gp
  Category: Restoration
  Market Price: 1,000 gp
  Time: 1 hour
  Key Skill: Heal
  Duration: Instantaneous
  This ritual works exactly like Remove Affliction,
  except that it removes all enduring effects (instead of just
  one effect) on the subject that were placed there by a
  creature of aberrant origin, such as an aboleth or mind
  slayer. However, much like with Remove Affliction, the
  subject may not survive.
  SHELTER OUT OF TIME
  The paladin standing in the circle of runes suddenly vanishes
  into a realm without time. He will return in a few days as if he
  had just left.
  Level: 12
  Component Cost: 1,000 gp
  Category: Exploration
  Market Price: 2,500 gp
  Time: 1 hour
  Key Skill: Arcana
  Duration: Special
  During the ritual, you inscribe runes around a
  single square of space. All creatures and objects within
  that square at the conclusion of the performance of this
  ritual are instantly transferred to a temporary demiplane
  in which time does not pass. Once the ritual ends, the
  demiplane disappears, and any creatures or objects in the
  demiplane appear in the nearest unoccupied space to the
  original square exactly the same as when they left.
  Duration lasts according to the result of the Arcana check,
  or less if so designated by the ritual caster during
  performance of the ritual. The ritual caster cannot end the
  spell before the designated duration expires.
  Arcana Check Result
  Duration
  0 or lower
  1 day
  1-9
  2 days
  10-19
  3 days
  20-29
  4 days
  30 or higher
  5 days
  RITUALS
  
  114
  DUNGEON MASTER’S SECTION
  114
  New races can add a lot to your game. By now, the
  experienced player is extremely well-versed in the
  standard character races available from the core books.
  Even the enigmatic dragonborn and mysterious tiefling
  have lost their sense of uniqueness. The world of Dungeons
  & Dragons, regardless of setting, is a world of unending
  wonder, where something unknown lurks around every
  corner. This sense of surprising adventure can be difficult
  for a Dungeon Master to maintain. The Remarkable Races
  Compendium is a remedy for these issues. Instead of the
  run-of-the-mill elemental, what if the adventurers
  encounter an oozelord squole? Tired of the typical
  dwarven merchant? The numistians offer a fresh
  alternative. Whatever you choose to use from this book, it
  will not likely have been encountered in previous
  campaigns. Remarkable Races are a unique addition to the
  game, never before seen in previous editions.
  The design concepts of Remarkable Races were
  required to fit three important criteria. The first was that
  each new race concept must be something that has never
  been seen before in the history of Dungeons and Dragons.
  Many concepts were ruled out simply because they were
  far too similar to creatures found in previous editions.
  While minor similarities are bound to exist, we have
  ensured that the core flavor of each race was entirely new
  and unique. Next, we designed each race to be modular
  and easily fit into even the most established campaigns.
  With simple and adaptive racial histories, each race can be
  added without too much upset to the story continuity of
  the game. Last, each race needed to be something we felt
  Wizards of the Coast would not produce for their product
  line. Each race touches design aspects that we knew the
  core books would shy away from. This bold approach
  guarantees that Remarkable Races will continue to be fresh
  and innovative for years to come.
  The Dungeon Master’s Section of this book is
  tailored to helping you incorporate Remarkable Races into
  your game beyond the player character. This section offers
  a few new realms, new artifacts, and over six dozen new
  monsters and non-player characters. Each race is furnished
  with at least four monster statistics, including an example
  for each tier of adventuring. A simple, level-by-level
  encounter guide follows, which provides possible
  encounters from level one to thirty. Monsters are also listed
  by level and role, for easy substitution when building your
  own remarkable encounters.
  Artwork: Eugene Jaworksi
  
  115
  Some Remarkable Races come from even more
  remarkable realms. Two of those lands are detailed here:
  Benfalas Isle and Mnol, Demiplane of Comerce.
  THE ISLE OF BENFALAS
  The island that harbored the taddols is still a
  source of mystery and intrigue. While much of the
  indigenous population has left, a good number of taddols
  still remain. Many also return in search of a mate or to
  visit family. How it has kept this bright and crafty race
  from leaving it for thousands of years is what makes it
  most interesting.
  First, and most obvious, is that the Isle of Benfalas
  is missing a coast. Around the entire perimeter of the
  island is a strange mile-wide, infinitely deep canyon. The
  ocean flows down into the canyon in a tremendous
  waterfall. Where the canyon ends is yet another mystery.
  Many believe that it drains somewhere into the elemental
  chaos, though no one yet has proved it.
  A jagged and ominous rocky reef surrounds the
  outskirts of the canyon. The taddols refer to this reef as
  “The Teeth of Benfalas.” The reef is so named because the
  current pulls things rapidly towards the island, battering
  them violently against the rocks. By the time anything
  reaches the edge it is likely already chewed to bits by the
  reef.
  The island itself has an active volcano in its center.
  While the volcano does not have violent eruptions, small
  lava flows and mild earthquakes are not uncommon. It
  periodically belches smoke and ash. Hot springs and
  geysers dot the island. The island also has another unique
  feature that taddol refer to as “river spouts.” At the top of
  some of the larger hills, water constantly boils over and
  out—forming the source of four separate river systems on
  the island.
  This constant heat and numerous sources of fresh
  water have made this island quite tropical. This is most
  unusual because it exists in arctic waters. This creates a
  constant weather front that shrouds the island in clouds
  and fog for most of the year.
  One might think that the constant fog, combined
  with the smoke and ash from the volcano, would make
  visibility non-existent on the island, but then one must
  also take into consideration the strange winds on and
  around the island. Over the canyon, wind howls
  downward at a terrible speed. With it, much of the fog,
  ash, and other vapors are sucked away like a vacuum. On
  the island, wind seems to blow towards the volcano and
  upward. This later turned out to be the only exit from the
  island. Only a flying creature with fairly good
  maneuverability can fly to those heights and escape the
  narrow funnel of wind back into more normal
  surroundings.
  REMARKABLE REALMS
  115
  Artwork: J. Matthew Kubisz
  
  116
  The most mysterious feature, which many
  speculate was added by the ancient eladrin to make it
  an even more effective prison, is that the island
  and its entire boundary has terrible effects on
  all powers with a “Teleportation” descriptor.
  Anyone who tries to use such a power is
  instead drawn in the direction of the
  volcano for the same amount of
  squares of the effect. A powerful
  teleportation effect would undoubtly
  land one in the heart of the volcano.
  The taddol and their
  ancestors have tried several ways to
  get off the island. Bridges crumble
  from earthquakes, hot air balloons
  are buffeted by the winds, and all
  manner of sea craft are smashed to
  bits by the reef and the current, even if
  it does survive the one mile launch over
  a windy bottomless canyon.
  The taddols, with little other choice,
  calls this isle home. Despite its inhospitality to
  travelers, it can be a rather nice place to live. The
  weather is warm and the water is plentiful. All
  manner of fruit and vegetables grow wild there.
  Indigenous wildlife is limited to rodents, fox, deer, and
  several variety of birds, one of which, a large flightless
  variety called a toog by the taddols, has been
  domesticated and is their main source of meat. It is about
  the size of a large turkey, quite plump, and yields meat
  similar to ostrich in flavor and texture.
  One deterrent to many potential non-taddol
  settlers (who manage to make it onto the island) is the
  near constant noise of the falls, which is a dull roar at all
  times. The taddols claim they are used to it, and barely
  notice it at all. In fact, many taddol complain that it is too
  quiet in other lands. They often make this excuse when
  being accused of talking too much.
  MAP KEY
  1.
  The volcano. The crater is about a half-mile
  wide.
  2.
  The taddol city of Torech. This is built upon the
  same encampment built by their eladrin
  ancestors.
  3.
  Boiling Hill. This is the largest river spout on
  Benfalas. It is also a place that harbors a small
  keep where taddol mystics, monks, and
  philosophers congregate.
  4.
  Torrid Hill. A great white wyrm was slain here
  by an army of taddol, two centuries earlier. It is
  the second largest river spout.
  5.
  The taddol city of Thavron. This city split off
  from Torech because of a different philosophy.
  They believed in continuing to try to get off the
  island by improving upon existing methods,
  while those that stayed in Torech believed that
  they needed to come up with something new.
  6.
  The Bridge of Failure. This massive structure
  teeters over the chasm several hundred feet,
  only to lay in crumbling ruin at its end. A
  massive ark-like ship rests at the foot of the
  bridge and has been remodeled into a tavern,
  market, and apartment complex.
  Artwork: J. Matthew Kubisz
  
  117
  MNOL:
  DEMIPLANE OF COMMERCE
  Anything and everything that can be sold can be found by the
  barrel in the bazaars of Mnol
  MNOL TRAITS
  Type: Astral dominion.
  Size and Shape: Extremely mountainous planet, roughly
  5000 miles in diameter, riddled with unending caverns;
  recursive.
  Gravity: Normal.
  Mutability: Divinely mutable. (Economancers can
  collectively change the environs of the entire dominion.)
  Alignment: Unaligned.
  Cold Affinity (surface only): Attacks with the cold
  keyword gain a +1 bonus to the attack roll, and attacks
  with the fire keyword deal half damage (ongoing fire
  damage is not affected).
  Mnol has many names. To the wealthy outsiders,
  it is known as the Mystic Marketplace. To the sages and
  bookkeepers it is the Demiplane of Commerce. Whatever
  the name, it is known for its fantastic underground
  markets.
  From the Astral Sea, Mnol appears as a small,
  spiky, and inhospitable planet. The entire surface is rock,
  ice, and uninhabited. For eons, this worked to Mnol’s
  advantage. The numistians who evolved there did not
  want competition from other races, and
  therefore only invited the wealthiest outsiders, and
  charged a handsome fee for entry into their markets. The
  rest of the multiverse had no idea that Mnol even had
  markets.
  Nowadays, a few brave numistians mark the
  surface entrances to some of the cavern markets with
  impossibly large billboards that can be seen for great
  distances in the Astral Sea. As business suffers, the
  merchants of Mnol try many things to bring in customers,
  and are far less discriminating. Times are hard, and the
  inhabitants of Mnol have adapted.
  The cavern markets, lit both magically and with
  firelight, are busy at all hours. Night and day are
  nonexistent in this realm. Colossal rows of caverns make
  up a merchant city. Each city has its own specialty, for
  which it is named. The city of Wand, for example, sells
  primarily wands and wand accessories.
  Only one commodity is slightly lacking in Mnol,
  and that is food. While the raw materials exist (exotic
  meats, rare spices, and unusual herbs abound), prepared
  meals are something amiss. Numistians eat money, and
  therefore have little need for food, except to sell it. Their
  lack of taste means they make terrible cooks.
  Mapping Mnol is nearly impossible, as a council of
  elder numistians, who were recently nicknamed the
  “economancers,” are constantly redesigning it for
  “maximum economic potential.” A guide is required to
  navigate the realm, and one is always conveniently nearby
  to offer his services, at a reasonable price, of course.
  Artwork: Eugene Jaworski
  117
  
  118
  DOOMSDAY ARTIFACTS OF THE KVALS
  Occasionally a demiplane will return a terrible
  artifact back to this realm trusted to the care of hundreds
  of kvals. Some kvals often devote their lives towards
  keeping these artifacts out of the hands of evil. Featured
  below are examples of two such artifacts.
  THE DAGGER OF SUVAL
  The Dagger of Suval is appropriate for epic-level characters.
  Dagger of Suval
  Epic Level
  This dagger is intricately carved from the armbone of an
  archfiend. Its blade is etched with eldritch runes that waver
  and shift with the thoughts of its wielder.
  The Dagger of Suval is a +5 terror dagger with the following
  properties and powers.
  Property: You gain all-around vision.
  Property: You gain a +1 item bonus to attack and
  damage rolls against creatures with the leader role.
  Property: You gain a +2 item bonus to Bluff, Stealth,
  and Thievery checks.
  Power (Encounter): Free Action. When you hit with
  the Dagger of Suval, the target takes ongoing 15 poison
  damage (save ends).
  Power (Daily): Free Action. When you hit with the
  Dagger of Suval, the target takes ongoing 15 necrotic
  damage (save ends). Saving throws made to end this effect
  take a -2 penalty. If a creature taking ongoing necrotic
  damage from the dagger dies and is of higher level than
  any souls currently trapped by the dagger, the dagger
  traps the target's soul and gains a luminescent rune. If a
  creature taking ongoing necrotic damage from the dagger
  dies and is of lower level than any souls currently trapped
  by the dagger, the dagger loses all luminescent runes (the
  souls are freed).
  Power (Daily): Standard Action. When the Dagger of
  Suval has at least thirteen luminescent runes, you can call
  forth an astral stalker (detailed in the D&D 4E MONSTER
  MANUAL). The dagger does not confer any control over
  this creature, though the stalker will not attack you unless
  it is provoked. Once surfacing, the astral stalker goes on a
  murderous rampage until it is destroyed. This power
  consumes all luminescent runes on the Dagger of Suval (the
  souls are vanquished).
  GOALS OF THE DAGGER OF SUVAL
  
  Bring about the end of civilization through mass
  destruction.
  
  Cause as much destruction and anarchy as
  possible.
  
  Kill anyone who stands in the way of the
  apocalypse, especially leaders.
  ROLEPLAYING THE DAGGER OF SUVAL
  The Dagger of Suval communicates telepathically to
  its bearer. It starts with messages of how the world needs
  to be cleansed, pointing out all the injustices and atrocities
  of the world. It then begins telling of rich rewards in the
  afterlife for bringing an end to it all.
  However, this does not stop with atrocities.
  Eventually the dagger demands blood and destruction of
  everything. It sees everything as corrupt, and thus in need
  of final cleansing. It eventually tries to convince the bearer
  that he cannot do his service alone, and to gather
  luminescent runes to help summon an even greater agent
  of “purification.”
  If the concordance score continues to decline, the
  dagger will call for the suicide of its bearer, all-the-while
  telling him how worthless he is and how much better the
  afterlife will be.
  CONCORDANCE
  Starting Score
  5
  Owner gains a level
  +1d10
  Dagger gains a luminescent rune (maximum
  1/day)
  +2
  Owner completes a quest to that causes mass
  destruction and mayhem
  +2
  Owner kills a leader (maximum 1/day)
  +1
  Owner doesn’t improve concordance over
  the course of a day
  -1
  Owner releases souls from dagger
  -2
  TRANSCENDANT (21 OR HIGHER)
  “The end is now.”
  The wielder explodes with great force, dealing
  10d10 fire damage to everything in a three mile radius.
  The Dagger will survive, the wielder is disintegrated.
  ARTIFACTS
  
  119
  PLEASED (16-20)
  “The time of purification is nigh. Prepare for the
  end!”
  The Dagger and it’s wielder are on the
  same page; unfortunately it is near the end of
  the book.
  The Dagger’s enhancement bonus
  increases to +6.
  Property: The item bonus to attack and
  damage rolls against creatures with the leader
  role increases to +3.
  Property: The item bonus to Bluff,
  Stealth, and Thievery checks increases to +5.
  SATISFIED (12-15)
  “I now see that it all must end, still we have far to
  go.”
  The Dagger sees great potential in its
  wielder.
  Property: The item bonus to attack and
  damage rolls against creatures with the leader
  role increases to +2.
  Property: The item bonus to Bluff, Stealth,
  and Thievery checks increases to +3.
  NORMAL (5-11)
  “I see all of the horrors of this world.”
  The Dagger makes the wielder aware of
  everything that makes this world a terrible place. It
  shows the bearer visions of a idealized afterlife in
  the wake of destruction.
  UNSATISFIED (1-4)
  “The dagger thinks I am part of the problem with this
  world.”
  The Dagger has decided that its best that the
  wielder move on to the afterlife. It urges that
  suicide is the best solution.
  Special: You take a -2 penalty to all attack
  and damage rolls against any creature that does not
  have a leader role. This penalty applies whether or
  not you are wielding the Dagger of Suval.
  ANGERED (0 OR LOWER)
  “The dagger is trying to kill me.”
  The Dagger informs the wielder that it
  intends to exterminate his life.
  The dagger’s bonus drops to +4, and it loses
  its terror property.
  Property: The Dagger telepathically calls out
  to random beings within sight of the wielder,
  informing them that the wielder intends to do them
  harm. It will do this intelligently, telling a paladin
  that the wielder is a fiend in disguise, or a warden
  that the wielder intends to threaten his charge.
  Special: You take a -5 penalty to all attack and
  damage rolls against any creature that does not have a
  leader role. This penalty applies whether or not you
  are wielding the Dagger of Suval.
  MOVING ON
  “The dagger seeks cleansing elsewhere.”
  If several attempts to kill the wielder fail,
  the dagger teleports to a random location of great
  conflict. It can appear in the midst of a battlefield,
  or on the table during heated negotiations. If the
  Dagger ever meets a former wielder, it will instruct
  its new owner to kill that person as soon as possible,
  citing a great threat to the purity of the universe.
  THE SKULL OF ATAKLA
  The Skull of Atakla is appropriate for paragon-level
  characters.
  The Skull of Atakla
  Paragon Level
  This human skull appears unremarkable aside from its pale
  green color and topaz eyes. The eyes glow with a sickly
  yellow radiance.
  Body Slot: Held
  Property: You gain darkvision. If you already
  have darkvision, gain blindsight 5.
  Property: You gain a +1 item bonus to attack
  and damage rolls against worshippers of a sun god.
  Property: While in dim light or darkness, you
  are treated as having cover against area and ranged
  attacks. This property applies even against attackers
  who can see you normally or otherwise ignore
  concealment penalties.
  Power (At-Will  Illusion): As a minor
  action, you cause all active light sources within 10
  squares of you to be suppressed until the end of the
  encounter. Light sources activated after you use this
  power function normally.
  Power (Encounter): Standard Action. You can
  use Frigid Darkness (warlock 3).
  Power (Daily): Free Action. On your next
  successful attack, your target is blinded (save ends).
  Saving throws against this effect are made with a -8
  penalty.
  Artwork: J. Matthew Kubisz
  
  120
  GOALS OF THE SKULL OF ATAKLA
  
  Plunge the world into darkness.
  
  Destroy those that venerate the sun, especially
  worshippers of a sun god.
  
  Teach others the virtues of darkness.
  ROLEPLAYING THE SKULL OF ATAKLA
  The Skull of Atakla speaks in telepathic whispers to
  its owner. It encourages the owner to shun daylight, and
  preaches that true power resides in darkness.
  The Skull slowly perverts its owner to believe that
  the sun is actually an enemy, and the world would be
  better off plunged into darkness. Furthermore, it tries to
  convince the owner that the worshipers of a sun god are
  actually members of a terrible cult hell-bent on burning up
  the world in a solar fire.
  If the concordance score continues to decline, the
  Skull will plead to be passed on to someone who better
  understands the plight of darkness.
  CONCORDANCE
  Starting Score
  5
  Owner gains a level
  +1d10
  Owner slays a follower of a sun god
  (maximum 1/day)
  +2
  Owner kills a target in complete darkness
  (maximum 1/day)
  +1
  Owner does not see sunlight for 24 hours
  +1
  Owner kills a target in bright light
  -1
  Owner passes an opportunity to kill a
  follower of a sun god
  -2
  PLEASED (16-20)
  “Darkness is my true element!”
  The owner has essentially become a sun-hating
  nocturnal agent of doom, much to the pleasure of the Skull.
  Power (Encounter): Free Action. On your next
  successful attack, your target is blinded (save ends).
  SATISFIED (12-15)
  “I can feel the darkness in my veins.”
  The Skull is pleased with its new acolyte of
  shadow.
  Power (Encounter): Standard Action. You can use
  Hunger of Hadar (warlock 5).
  NORMAL (5-11)
  “It teaches me the virtues of the night.”
  The Skull of Atakla begins mixing lies with half-
  truths about a sun god, the sun, and darkness. Its goal is to
  first convince the owner that darkness is the better choice
  for him. Afterwards, the Skull will attempt to convince the
  owner that darkness is the better choice for the world.
  UNSATISFIED (1-4)
  “The sun smiles upon me, the skull does not.”
  The skull is convinced that its owner is “addicted
  to the light” and tries to convince the owner to pass it on
  to someone who can appreciate it more.
  You lose the frigid darkness power, and the ability
  to blind opponents.
  Special: You take a -2 penalty to all attack rolls
  against anyone who is not a worshipper of a sun god.
  ANGERED (0 OR LOWER)
  “The skull seeks darkness and that is all it shows me now.”
  The Skull is highly annoyed with the owner, and
  continually berates and taunts him.
  Special: You become blinded (and lose blindsight,
  if you had that ability) until you regain favor with the
  Skull or find it a new owner. This blindness cannot be
  cured for as long as you own the skull.
  MOVING ON
  “The skull seeks darker pastures.”
  If the Skull remains angered for three or more
  days, it immediately teleports to the nearest dark cavern to
  await discovery.
  Artwork: J. Matthew Kubisz
  
  121
  Remarkable Races can make amazing adversaries.
  Listed below are these races and their cohorts in monster
  format. At the end of this section, several encounter blocks
  exemplify a typical encounter in a world of many races.
  The soft spot that mogogols have for stray
  amphibians is well known. Consequently, it is no big
  surprise they have collected and domesticated a menagerie
  of frogs and toads to serve as both companions and
  mounts. While most other races prefer the company of a
  furry dog or sleek stallion on their journeys, mogogols
  take comfort in their version of man’s best friend: a slimy,
  googly, high jumping, fly eating frog. Below are a few
  examples of the standard, steadfast pals a mogogol might
  bring along for the ride. Non-mogogols occasionally
  befriend a few of these creatures as well.
  PURPLE PEEPER
  Purple peepers are housecat-sized tree frogs who
  chirp like birds when happy or excited. Aside from
  providing moral support (which they do about as well as
  you expect a frog might) they tend to be fairly useless.
  Nethertheless, mogogols love these little creatures and
  treat them like family.
  Purple Peeper
  Level 1 Minion
  Small natural beast (aquatic)
  XP 25
  Initiative +3 Senses Perception +5; low-light vision
  HP 1; a missed attack never damages a minion.
  AC 15; Fortitude 13, Reflex 15, Will 12
  Speed 3 (swamp walk), climb 3, swim 3
  M Bite (standard; at-will)
  +6 vs. Armor Class; 2 damage.
  Prodigious Leap (move; at-will)
  Jump 3 squares without provoking opportunity attacks.
  Alignment: Unaligned
  Languages: --
  Str 12 (+1) Dex 17 (+3) Wis 10 (0)
  Con 12 (+1) Int 2 (-4)
  Cha 6 (-2)
  Market Price: 20 gp
  HEROIC TIER FAMILIAR
  The following familiar is available to anyone who qualifies
  for a familiar.
  Purple Peeper
  Familiar
  No wizard mogogol is complete without an obnoxious purple frog
  chirping on his shoulder.
  Speed 3 (swamp walk), climb 3, swim 3
  Constant Benefits
  You gain a +2 bonus to Endurance and Perception checks.
  Active Benefits
  Disquieting Effect: Any adjacent enemy that spends an action
  point or a healing surge is weakened until the end of its next turn.
  BATTLE TOAD
  Battle toads are tenacious, four foot wide toads,
  with stubborn attitudes and vicious demeanors. They look
  very much like regular, albeit largish, toads with red, gray
  or brown warty skin. Mogogols often keep them on a
  collar and leash. Their warty skin exudes a mild irritant
  that prevents them from making effective mounts.
  Battle Toad
  Level 2 Brute
  Medium natural beast (aquatic)
  XP 125
  Initiative +3
  Senses Perception +4
  HP 47; Bloodied 23
  AC 14; Fortitude 15, Reflex 14, Will 14
  Speed 6 (swamp walk), swim 4
  MBite (standard; at-will)
  +5 vs. AC; 2d6 +3 damage
  RGrasping Tongue (standard; at-will)
  Ranged 5; +5 vs. Reflex; grab and pull 2.
  m Leaping Lunge (standard; encounter)
  +5 vs. AC; 3d8 +3 damage and the target is pushed one square
  Prodigious Leap (move; at-will)
  Jump 4 squares without provoking opportunity attacks.
  Alignment: Unaligned
  Languages: --
  Str 11 (+1) Dex 14 (+3) Wis 14 (+3)
  Con 17 (+4) Int 2 (-4) Cha 11 (+1)
  Market Price: 70 gp
  MONSTERS AND NPCS
  
  122
  NEW BEAST COMPANION CATEGORY: AMPHIBIAN
  Amphibians consist of frogs, toads, and salamanders. They
  are aquatic creatures that are equally at home on land.
  Mogogol rangers are often found in the company of a
  giant toad or frog.
  AMPHIBIAN STATISTICS
  Ability Scores: Strength 12, Constitution 18,
  Dexterity 12, Intelligence 6, Wisdom 12,
  Charisma 6
  Size: Medium
  Defenses: AC 14 + level, Fortitude 14 + level, Reflex
  10 + level, Will 12 + level
  Hit Points: 14 + 12 per level
  Attack Bonus: Level + 4
  Damage: 1d8
  Melee Basic Attack: Bite; level +4 vs. AC; 1d8 +
  Strength modifier damage.
  Trained Skills: Endurance, Perception
  WOGGART
  Woggarts are giant domesticated frogs. In
  appearance, they seem to be little more than extremely
  overgrown bullfrogs. To a mogogol, they make fine
  mounts. One down side to woggarts is that although they
  only eat once a week, they eat huge amounts, and they
  prefer meat. A woggart can consume an entire pig or five
  good-sized geese in a few minutes. They also dislike dry
  climates and do not travel well in the desert.
  BATTLE WOGGART
  The battle woggart is a beefy variety of woggart—
  typically with dark green skin, white stripes, and fierce red
  eyes. The occasional black-skinned battle woggart surfaces
  now and then as well. Battle woggarts have no trouble
  fighting if provoked or encouraged by an able rider.
  Battle Woggart
  Level 6 Brute
  Large natural beast (aquatic)
  XP 250
  Initiative +6 Senses Perception +2
  HP 90; Bloodied 45
  AC 18; Fortitude 20, Reflex 18, Will 14
  Speed 6 (swamp walk), swim 6
  Per Hour: 3 miles / swim 3 miles
  Per Day: 30 miles / swim 30 miles
  M Bite (standard; at-will)
  +9 vs. Armor Class; 2d8+5 damage.
  RGrasping Tongue (standard; at-will)
  Ranged 10; +9 vs. Reflex; grab and pull 4.
  m Lunging Leap (standard; recharge16)
  +9 vs. AC; 4d8+5 damage and the target is pushed one square.
  Leaping Charge (while mounted by a friendly rider of 7th level or
  higher; at-will)  Mount
  When charging, the battle woggart may use a prodigious leap in
  place of its normal movement. If it does so, the rider deals an
  extra 1d8 damage when he attacks after the battle woggart
  charges.
  Prodigious Leap (move; at-will)
  Jump 4 squares without provoking opportunity attacks.
  Alignment: Unaligned
  Languages: --
  Str 20 (+8) Dex 17 (+6) Wis 9 (+2)
  Con 20 (+8) Int 2 (-1)
  Cha 7 (+1)
  Market Price: 1,800 gp
  Carrying Capacity:
  Normal: 250 lbs, Heavy: 500 lbs, Push/Drag: 1,250 lbs
  DWARF BATTLE WOGGART
  Ideal for small riders, the dwarf battle woggart is
  of Medium size and is a bit faster than its larger cousin.
  They are typically very bright colors such as yellow,
  orange or red with patches of black, blue or purple on
  their backs.
  Dwarf Battle Woggart
  Level 3 Brute
  Medium natural beast (aquatic)
  XP 150
  Initiative +3 Senses Perception +2; darkvision
  HP 58; Bloodied 29
  AC 15; Fortitude 17, Reflex 14, Will 13
  Speed 7 (swamp walk), swim 7
  Per Hour: 3½ miles / swim 3½ miles
  Per Day: 35 miles / swim 35 miles
  M Bite (standard; at-will)
  +6 vs. Armor Class; 1d6+5 damage.
  RGrasping Tongue (standard; at-will)
  Ranged 5; +6 vs. Reflex; grab and pull 3.
  m Lunging Leap (standard; recharge16)
  +6 vs. AC; 3d8+5 damage and the target is pushed one square.
  Hopping Charge (while mounted by a friendly rider of 5th level
  or higher; at-will)  Mount
  When charging, the battle woggart may use a prodigious leap in
  place of its normal movement. If it does so, the rider gains a +2
  bonus to attack rolls when he attacks after the battle woggart
  charges.
  Prodigious Leap (move; at-will)
  Jump 5 squares without provoking opportunity attacks.
  Alignment: Unaligned
  Languages: --
  Str 21 (+6) Dex 14 (+3) Wis 9 (+2)
  Con 18 (+5) Int 2 (-1)
  Cha 7 (+1)
  Market Price: 250 gp
  Carrying Capacity:
  Normal: 210 lbs, Heavy: 420 lbs, Push/Drag: 950 lbs
  
  123
  RIDING WOGGART
  Riding woggarts are a slim and timid variety.
  They are typically bright green with black spots and
  yellow eyes. Rarely, yellow specimens can be found with
  red, orange, or blue spots. Riding woggarts only fight if
  cornered. Most mogogols prefer this mount for long
  journeys.
  Riding Woggart
  Level 4 Brute
  Large natural beast (aquatic)
  XP 175
  Initiative +4 Senses Perception +1
  HP 69; Bloodied 34
  AC 16; Fortitude 18, Reflex 16, Will 13
  Speed 7 (swamp walk), swim 8
  Per Hour: 3½ miles / swim 4 miles
  Per Day: 35 miles / swim 40 miles
  M Bite (standard; at-will)
  +7 vs. Armor Class; 2d6+4 damage
  Prodigious Leap (move; at-will)
  Jump 5 squares without provoking opportunity attacks.
  Alignment: Unaligned
  Languages: --
  Str 19 (+6) Dex 14 (+4) Wis 9 (+1)
  Con 19 (+6) Int 2 (-2)
  Cha 7 (0)
  Market Price: 200 gp
  Carrying Capacity:
  Normal: 237 lbs, Heavy: 475 lbs, Push/Drag: 1,187 lbs
  Anumus Assassin
  "Quick and deadly as a snake, and I should know!”
  It would be easy to mistake this cobra-headed man
  who is dressed all in black and glittering with deadly
  implements for a treacherous yuan-ti malison. Actually, in
  this case, it would be just as bad either way.
  Anumus Assassin
  Level 7 Lurker
  Medium Natural Humanoid
  XP 300
  Initiative +12 Senses Perception +13, darkvision
  HP 64; Bloodied 32
  AC 21; Fortitude 20, Reflex 23, Will 19
  Speed 6
  MDagger (standard; at-will)  Weapon
  +12 vs. AC; 1d4+5 damage and ongoing 5 poison damage
  (save ends).
  RDagger (standard; at-will)  Weapon, Poison
  Ranged 5/10; +12 vs. AC; 1d4+5 damage and ongoing 5
  poison damage (save ends).
  mAssassin’s Strike (standard; recharge6)
  +10 vs. Reflex; 4d8+5 damage, and ongoing 5 poison damage
  (save ends).
  mSnake Eyes (minor; at-will)
  +10 vs. Reflex; the anumus assassin gains combat advantage
  against the target until the end of the assassin's next turn.
  Combat Advantage
  The anumus assassin deals an extra 2d6 damage against any
  target it has combat advantage against.
  Contortionist
  An anumus assassin can squeeze into narrow passages as if it
  were one size category smaller than it is. In addition, he gains a
  +2 bonus on Athletics or Acrobatics checks to escape a grab.
  Alignment: Any
  Languages: Common, one regional
  Skills Athletics +14, Bluff +9, Stealth +14
  Str 18 (+7) Dex 21 (+8) Wis 16 (+6)
  Con 16 (+6) Int 19 (+7) Cha 12 (+4)
  Equipment: 5 daggers
  ANUMUS ASSASSIN TACTICS
  The assassin lurks in the shadows or tight area
  until his target is in sight. If a swift assassin’s strike does not
  neutralize his quarry, he will attempt to regain combat
  advantage, using snake eyes. Once his target is slain, he will
  attempt to flee.
  Anumus Watchdog
  "I’ve been guarding this place since I was a puppy.”
  This burly, chainmail clad, mastiff-headed guard
  brandishes a wicked cutlass. He eyes passersby with
  scrutiny. He does not appear the type that is easily
  distracted from his charge.
  Anumus Watchdog
  Level 2 Soldier
  Medium Natural Humanoid
  XP 125
  Initiative +5 Senses Perception +9
  HP 41; Bloodied 20
  AC 24; Fortitude 18, Reflex 14, Will 15
  Speed 5
  MCutlass (standard; at-will)  Weapon
  +9 vs. AC; 2d6+3 damage
  m Protective Swing (standard; recharge56)  Weapon
  +9 vs. AC; 2d10+3 damage, and the target is marked until the
  end of the watchdog’s next turn.
  Tripping Strike
  If the anumus watchdog has combat advantage against a
  target, it can also knock the target prone on a successful hit.
  Alignment: Any
  Languages: Common, one regional
  Skills Athletics +11
  Str 19 (+5) Dex 14 (+3) Wis 16 (+4)
  Con 17 (+4) Int 12 (+2) Cha 11 (+1)
  Equipment: cutlass, chainmail
  ANUMUS WATCHDOG TACTICS
  The anumus watchdog will attempt to get
  between the enemy and his charge as often as possible. He
  will mark the more dangerous opponents to distract
  them from their target. The watchdog will also
  encourage allies to help him flank opponents so he can
  gain the advantage of his tripping strike power.
  
  124
  Anumus Witch
  "My mentor taught me from familiar to familiar face.”
  Bright green cat eyes shine out from the shadows
  of her cloak. The anumus witch speaks with a playful tone.
  This good humor unfortunately extends to combat as well;
  the anumus witch enjoys toying with her prey.
  Anumus Witch
  Level 12 Controller
  Medium Natural Humanoid
  XP 700
  Initiative +13 Senses Perception +14, Low-light vision
  HP 123; Bloodied 61
  AC 26; Fortitude 25, Reflex 28, Will 24
  Speed 6
  MClaw (standard; at-will)
  +17 vs. AC; 3d6+5 damage
  mRake the Eyes (standard; at-will)
  +17 vs. AC; 1d6+5 damage, and the target is blinded until the
  end of the witch’s next turn. The witch shifts 2 squares before or
  after making this attack.
  rFace Full of Sparks (standard; at-will)  Illusion
  Ranged sight; +16 vs. Reflex; the target’s vision is heavily
  obscured (-5 penalty to attack rolls, save ends).
  aCat’s Cradle (standard; recharge56)  Conjuration,
  Zone
  Area burst 2 within 10; +17 vs. Reflex; 4d8+6 damage and the
  target is immobilized (save ends). This attack’s area becomes
  a zone of difficult terrain (web-like string) until the end of the
  encounter. Any creature that enters or starts its turn in the zone
  is weakened until they leave the zone. The anumus witch is
  immune to its own string.
  Catlike Grace (immediate reaction, when the anumus witch is hit
  with a Reflex attack; encounter)
  The anumus witch may force the attacker to reroll the attack
  and use the second roll.
  Alignment: Any
  Languages: Common, one regional
  Skills Acrobatics +20, Arcana +17, Athletics +18, Religion +14,
  Stealth +20
  Str 21 (+11) Dex 24 (+13) Wis 17 (+9)
  Con 19 (+10) Int 22 (+12) Cha 19 (+10)
  Equipment: cloak, spellbook
  ANUMUS WITCH TACTICS
  The anumus witch will annoy as many of her
  enemies as she can with her powers, while her allies pick
  them off. If they get too close, however, she will rake the
  eyes, and attempt to gain a more strategic position.
  Knight of the Hoof
  "Rule number one: Know thy horse.”
  Clad in shining full plate, and wielding a magic
  longsword, this horse-headed soldier seems to epitomize a
  surreal representation of all that knighthood represents.
  On his shield blazes a rampant stallion; just a clue to the
  ferocity one might witness while in combat with the noble
  creature.
  Knight of the Hoof
  Level 23 Soldier
  Medium Natural Humanoid
  XP 5100
  Initiative +20 Senses Perception +23
  HP 219; Bloodied 109
  AC 47; Fortitude 39, Reflex 36, Will 35
  Speed 8
  MLongsword (standard; at-will)  Weapon
  +30 vs. AC; 4d6+8 damage, and the target is marked until the
  end of the knight of the hoof's next turn.
  mLightning Strike (standard; at-will)  Lightning, Weapon
  Targets a creature marked by the knight of the hoof; +30 vs.
  AC; 4d12+8 damage, and ongoing 10 lightning damage (save
  ends).
  cElectrifying Burst (standard; recharge56)
  Close burst 2; +28 vs. Reflex; 4d12+8 lightning damage to
  enemies in the burst. Allies within the burst (including the
  knight of the hoof) deal an extra 2d8 lightning damage with
  melee attacks until the end of the knight of the hoof’s next
  turn.
  Enhanced Speed
  When the knight’s charge attack is preceded by moving at
  least 6 squares from his starting position, he may make both a
  bull rush and a melee basic attack, in that order.
  Alignment: Any Languages: Common, one regional
  Skills Athletics +26, Endurance +25
  Str 29 (+20) Dex 24 (+18) Wis 24 (+18)
  Con 27 (+19) Int 26 (+19) Cha 24 (+18)
  Equipment: longsword, plate armor
  KNIGHT OF THE HOOF TACTICS
  The knight is a fearless adversary. He will attack
  with his longsword to mark a foe, and then subsequently
  hit them with lightning strike on the next round. He will
  wait to use electrifying burst to obtain the maximum effect.
  The knight of the hoof will use his speed to his advantage
  as well, overtaking ranged combatants who may be at a
  safe distance for slower foes.
  
  125
  Boggle Demolitions Expert
  "Kaboom!"
  While certain boggles enjoy breaking things, this
  boggle goes one step further and blows them to
  smithereens. He sports quite a few burns and wears
  singed clothing.
  Demolitions Expert
  Level 11 Artillery
  Small Natural Humanoid
  XP 600
  Initiative +10
  Senses Perception +14; low-light vision
  HP 89; Bloodied 44
  AC 23; Fortitude 23, Reflex 24, Will 23
  Speed 6
  MBuzzblade (standard; at-will)  Weapon
  +18 vs. AC; 1d10+5 damage
  RIncendiary Missile (standard; at-will)  Fire, Weapon
  Ranged 5/10; +18 vs. AC; 2d6+5 fire damage
  mCatastophic Touch (standard; encounter)
  +16 vs. Reflex; Magical or mechanical item of Small size or
  smaller ceases to function for the rest of the encounter. No
  effect on items greater than 11th level.
  aIncendiary Bomb (standard; encounter)  Fire
  Area blast 1 within 20; +18 vs. AC; 3d8+5 fire damage.
  Boggle Dodge (Immediate interrupt, when within the burst effect
  area as the effect goes off )
  The boggle shifts 6 squares away from effect.
  Alignment: Any
  Languages: Common, Goblin
  Skills: Arcana +13
  Str 18 (+9) Dex 21 (+10) Wis 18 (+9)
  Con 17 (+8) Int 17 (+8) Cha 15 (+7)
  Equipment: buzzblade, leather armor
  DEMOLITIONS EXPERT TACTICS
  A boggle demolitions expert will lob incendiary
  missiles at his targets, always looking for the right
  opportunity to use his incendiary bomb. He will use his
  Arcana skill to assess what object his adversaries would
  get the most use out of, and he then targets that item for
  destruction with his catastrophic touch ability. When
  fleeing, if he has not yet used incendiary bomb, he uses it to
  cover his escape.
  Boggle Grease Monkey
  “One good bash fixes just about anything.”
  Covered in oil and dirt, this little guy could easily
  be mistaken for a beggar. However, one should not
  underestimate his handiness with a wrench.
  Boggle Grease Monkey
  Level 6 Soldier
  Small Natural Humanoid
  XP 250
  Initiative +8
  Senses Perception +9; low-light vision
  HP 71; Bloodied 35
  AC 22; Fortitude 19, Reflex 18, Will 18
  Speed 6
  MBattle Wrench (standard; at-will)  Weapon
  +13 vs. AC; 1d8+4 damage
  mUnhinged Grasp (standard; encounter)  Weapon
  +13 vs. AC; 3d8+4 damage and target has been grabbed by the
  wrench if Medium-sized or smaller. Target is immobilized
  until it escapes the grab (treat as if the boggle succeeded on a
  grab attack). Creatures grabbed in this manner take an ongoing
  1d8+4 damage until they escape the grab.
  Boggle Dodge (Immediate interrupt, when within the burst effect
  area as the effect goes off )
  The boggle shifts 6 squares away from effect.
  Alignment: Any
  Languages: Common, Goblin
  Skills Arcana +10
  Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
  Con 15 (+5) Int 15 (+5) Cha 13 (+4)
  Equipment: battle wrench
  BOGGLE GREASE MONKEY TACTICS
  A boggle grease monkey prefers the direct
  approach—slam the target over the head repeatedly with a
  wrench. When bloodied, he will try to use unhinged grasp
  to neutralize his foe. If that fails, he will attempt to flee.
  Artwork: J. Matthew Kubisz
  
  126
  Boggle Ninja
  "Quick as my sword, strong as my wrench."
  Trained in exotic lands, this darkly clad boggle
  excels at subterfuge. Like most boggles, she has a few
  gadgets to help out.
  Boggle Ninja
  Level 8 Lurker
  Small Natural Humanoid
  XP 350
  Initiative +13
  Senses Perception +11; low-light vision
  HP 70; Bloodied 35
  AC 22; Fortitude 20, Reflex 21, Will 20
  Speed 6
  MKatana (standard; at-will)  Weapon
  +13 vs. AC; 1d10+5 damage
  RShuriken Slinger (standard; at-will)  Weapon
  Ranged 20; +13 vs. AC; 1d4+5 damage
  aRain of Shurikens (standard; encounter)  Weapon
  Area burst 1 within 10; +11 vs. Reflex; 3d8+5 damage. The
  boggle is out of shurikens at the end of this power.
  Boggle Dodge (Immediate interrupt, when within the burst effect
  area as the effect goes off )
  The boggle shifts 6 squares away from effect.
  Combat Advantage
  The boggle deals +1d6 damage on melee and ranged attacks
  against any target it has combat advantage against.
  Alignment: Any
  Languages: Common, Goblin
  Skills: Stealth +14, Thievery +14
  Str 17 (+7) Dex 20 (+9) Wis 17 (+7)
  Con 16 (+7) Int 16 (+7) Cha 14 (+6)
  Equipment: katana (bastard sword), 20 shurikens, dark clothing
  BOGGLE NINJA TACTICS
  A boggle ninja attacks with her shuriken slinger,
  from the shadows if possible. If her position is
  compromised, she will use rain of shurikens to cover her
  escape. When cornered or bloodied, she will fight valiantly
  with her katana, attempting to carve a path to escape.
  Mechnomancer
  "We are all just machines, aren’t we?”
  A mechnomancer has mastered the connection
  between man and machine. In fact, he has hard-wired
  himself into a mechanical giant. A mechnomancer appears
  as a large and menacing suit of armor, with clockwork
  gears protruding at odd intervals. One of its hands
  appears to be a cannon. A small circular window in the
  chest region of the construct reveals what is left of the
  living part of the mechnomancer: a begoggled boggle face
  with various tubes and wires running from it to other
  internal mechanisms.
  Mechnomancer
  Level 25 Soldier
  Large Natural Humanoid (living construct)
  XP 7000
  Initiative +21
  Senses Perception +31; low-light vision
  HP 232; Bloodied 116; also see jury-rig repair
  AC 41; Fortitude 39, Reflex 37, Will 37
  Speed 8
  MSlam (standard; at-will)
  Reach 2; +32 vs. AC; 3d8+9 damage
  RElectric Cannon (standard; at-will)  Lightning
  Ranged 30; +32 vs. AC; 3d10+10 lightning damage
  aFlame Thrower (standard; encounter)  Fire
  Close blast 3; +30 vs. Reflex; 4d10+9 fire damage
  aRadioactive Pulse (standard; encounter)  Radiant
  Area burst 2 within 20; +30 vs. Reflex; 4d10+9 radiant
  damage.
  Jury-Rig Repair (minor, usable only while bloodied; encounter)
  The mechnomancer gains 87 temporary hit points.
  Alignment: Any
  Languages: Common, Goblin
  Skills Arcana +24
  Str 30 (+22) Dex 25 (+19) Wis 25 (+19)
  Con 24 (+19) Int 24 (+19) Cha 22 (+18)
  Equipment: large plate armor
  MECHNOMANCER TACTICS
  A mechnomancer wades fearlessly into battle,
  zapping enemies with his electric cannon whenever
  possible. Enemies that get too close will feel the wrath of
  his slam attack and flame thrower. If worse comes to worst,
  he will use a radioactive pulse and then run quickly away.
  He will use jury-rig repair as soon as he becomes bloodied.
  CATERPILLAR ZEALOT
  "Life is change, change is god.”
  The caterpillar zealot has discovered that the life
  of the clergy has its benefits. He is clad in simple robes,
  though he carries an ornate gold holy symbol. The
  lavishness of his divine icon appears stark against his
  rather plain coloration; green skin with light brown fuzz.
  
  127
  Caterpillar Zealot
  Level 5 Controller (Leader)
  Small Natural Humanoid
  XP 200
  Initiative +4
  Senses Perception +3
  Deathless Fanaticism: aura 5; allies below the zealot’s level in the
  area remain alive when reduced to zero hit points. They die at the
  end of their next turn if they are still at zero or below.
  HP 64; Bloodied 32
  AC 19; Fortitude 18, Reflex 17, Will 18
  Speed 6
  MMid-leg Attack (standard; at-will)
  +10 vs. AC; 2d4+4 damage
  RLight of Reason (standard; at-will)  Radiant
  Ranged 5; +9 vs. Fortitude; 1d8+4 radiant damage, and the
  target is dazed until the end of the caterpillar zealot’s next turn.
  Inspiring Faith (standard, recharge56 )  Healing
  Target ally within 10 squares gains a +4 bonus to attack rolls
  until the end of its next turn. Additionally, the target heals 12
  hit points.
  Alignment: Any Languages: Common, one regional
  Skills Religion +8
  Str 17 (+5) Dex 14 (+4) Wis 12 (+3)
  Con 16 (+5) Int 11 (+2) Cha 17 (+5)
  Equipment: robes, holy symbol
  CATERPILLAR ZEALOT TACTICS
  In the service of his deity, the caterpillar zealot is
  both fearless and frenzied. He usually only travels with
  those who share a similar sentiment. He feverishly slings
  light of reason while bolstering and tending to his allies.
  FARFALITE MAGE
  "I’m more than just a flashy pair of wings.”
  Metamorphosis has been kind to this mage; a
  heightened intellect has led to a greater understanding of
  arcane arts. Master of flash and fire, this entobian has
  bright orange wings and clothing to match.
  Farfalite Mage
  Level 15 Controller
  Small Natural Humanoid
  XP 1200
  Initiative +8
  Senses Perception +10
  HP 141; Bloodied 70
  AC 29; Fortitude 25, Reflex 29, Will 27
  Resist 5 fire
  Speed 6, fly 5 (hover)
  MMid-leg Attack (standard; at-will)
  +20 vs. AC; 2d6+8 damage
  R Flaming Ray  Fire (standard; at-will)
  Ranged 10; +19 vs. Reflex; 2d6+6 fire damage, and ongoing 5
  fire damage (save ends).
  rHalo of Stars (standard; at-will)  Illusion
  Ranged sight; +19 vs. Reflex; the target’s vision is heavily
  obscured (-5 penalty to attack rolls, save ends).
  aFlutterfire (standard; recharge6)  Fire
  Area burst 2 within 20; +19 vs. Reflex; 2d6+7 fire damage, and
  the target takes an additional 1d6+7 fire damage on its next
  turn.
  Flutter (move; encounter)  Illusion
  Shift one square and the next targeted attack against the mage
  has a 50% chance of missing, unless it is a critical hit (which
  hits normally).
  Alignment: Any Languages: Common, one regional
  Skills Arcana +19, Bluff +17
  Str 9 (+6)
  Dex 12 (+8) Wis 16 (+10)
  Con 16 (+10) Int 25 (+14) Cha 20 (+12)
  Equipment: robes, spellbook
  FARFALITE MAGE TACTICS
  The farfalite mage will first soften opponents with
  flutterfire. Then, he will attempt to neutralize stronger foes
  with halo of stars. He will dash the battlefield liberally with
  flaming ray, setting as many enemies on fire as he can. In
  melee, he will use his mid-leg attack and flutter to escape.
  LARVITE MARAUDER
  "Food and combat, who can ask for anything more?”
  This battle-scarred, blue caterpillar has a swarthy
  patch over one eye and brandishes a hefty scimitar. He
  doesn’t appear to be the friendly sort.
  Artwork: Samuel Flegal
  
  128
  Larvite Marauder
  Level 7 Skirmisher
  Small Natural Humanoid
  XP 300
  Initiative +7
  Senses Perception +3
  HP 78; Bloodied 39
  AC 21; Fortitude 19, Reflex 19, Will 16
  Speed 6 (8 while charging)
  MScimitar (standard; at-will)  Weapon
  +12 vs. AC; 1d8+5 damage
  rDagger (standard; at-will)  Weapon
  Ranged 5/10; +12 vs. AC; 1d4+5 damage
  mMid-leg Attack (standard; at-will)
  +12 vs. AC; 1d4 damage
  mSurge of Battle (standard, usable only while bloodied,
  encounter)  Healing, Weapon
  The larvite marauder makes a melee basic attack, spends a
  healing surge, and regains 10 hit points.
  Combat Advantage
  The larvite marauder deals an extra 2d6 damage on melee
  attacks against any target it has combat advantage against.
  Poisonous
  Unarmed attackers take 2 points of poison damage for each
  successful unarmed attack against the larvite marauder.
  Alignment: Any Languages: Common, one regional
  Skills Endurance +10, Intimidate +7
  Str 17 (+6) Dex 15 (+5) Wis 10 (+3)
  Con 14 (+5) Int 8 (+2) Cha 9 (+2)
  Equipment: scimitar, 5 daggers, leather armor
  LARVITE MARAUDER TACTICS
  A larvite marauder will enter combat like a typical
  fighter, slashing foes and throwing daggers. When
  bloodied, however, his tactics suddenly change and he
  becomes a more opportunistic fighter; looking to gain
  combat advantage. He is poisonous and may also
  encourage unarmed combat.
  SUN-SCARAB
  "I have three thousand children; don’t speak to me of pain.”
  At the pinnacle of her lifecycle, this entobian
  matron is a blend of the farfalite and coleophite forms,
  appearing something like a humanoid scarab beetle. Her
  brilliant yellow butterfly wings are only visible while she
  is flying. She enjoys her new form, and combined with her
  love of radiant energy, she has become affectionately
  known as the “Sun-Scarab.”
  Sun-scarab
  Level 21 Artillery
  Medium Natural Humanoid
  XP 3200
  Initiative +19
  Senses Perception +16
  HP 160; Bloodied 80
  AC 33; Fortitude 33, Reflex 35, Will 36
  Resist 25 necrotic, 25 radiant
  Speed 6, fly 5 (hover)
  MMid-leg Attack (standard; at-will)
  +28 vs. AC; 2d6+9 damage
  RShining Ray (standard; at-will)  Radiant
  Ranged 15; +28 vs. Reflex; 2d6+9 radiant damage, and the
  target is blinded (save ends).
  aBlazing Glory (standard; recharge56)
   Healing, Radiant
  Close burst 3; targets enemies; automatic hit; the target takes 10
  radiant damage and is blinded until the end of the sun-scarab’s
  next turn. The sun-scarab regains 2 hit points for each enemy
  who takes damage from this power.
  aBlinding Light (standard; encounter)
  Close burst 3; +26 vs. Will; the target is blinded until the end
  of the encounter.
  Flutter (move; at-will)  Illusion
  Shift one square and the next targeted attack against the mage
  has a 50% chance of missing, unless it is a critical hit (which
  hits normally).
  Alignment: Any Languages: Common, one regional
  Skills Arcana +15, Diplomacy +24, History +15, Insight +21,
  Intimidate +24, Nature +21
  Str 17 (+13) Dex 28 (+19) Wis 22 (+16)
  Con 22 (+16) Int 17 (+13) Cha 29 (+19)
  Equipment: robes
  SUN-SCARAB TACTICS
  The sun-scarab intends to blind all of her enemies and
  then flee combat. She is a defensive fighter who rarely
  fights a sighted foe one on one, preferring to use shining
  ray.
  Kval Demon Hunter
  " Evil has always been my prey.”
  This darkly cloaked kval has a hand crossbow
  strapped to his back, which is about the same size as his
  body.
  Kval Demon Hunter
  Level 7 Artillery
  Tiny immortal humanoid
  XP 300
  Initiative: 7
  Senses Perception +7, low-light vision
  HP: 67; Bloodied: 33
  AC: 19 Fortitude: 21 Reflex: 20 Will: 20
  Speed 5
  RHand Crossbow (standard; at-will)  Weapon
  Ranged 10/20; +14 vs. AC; 1d8+5 damage
  rHead Shot (standard; recharge56)  Weapon
  Ranged 10/20; +14 vs. AC; 3d8+3 damage and the target is
  dazed (save ends).
  Entropic Blood (when bloodied)  Necrotic, Radiant
  
  129
  Creatures who begin their turn in the same square as a
  bloodied kval take 4 points of necrotic and radiant damage.
  Kval are immune to this effect.
  Flank From Below
  When sharing a square with an enemy, the kval counts as if it
  was in any square adjacent to that enemy for the purposes of
  flanking that enemy.
  Lost Under Foot
  A kval does not provoke an opportunity attack when entering
  a larger enemy’s space from an adjacent square. In addition,
  Medium and larger creatures have a -3 to Perception when
  opposed to a kval’s Stealth checks.
  Alignment: Any Languages: Common, Abyssal
  Skills Endurance +13, Stealth +12
  Str: 20 (+8) Dex: 18 (+7) Wis: 18 (+7)
  Con: 19 (+7) Int: 16 (+6) Cha: 16 (+6)
  Equipment: hand crossbow, 20 crossbow bolts
  KVAL DEMON HUNTER TACTICS
  The kval demon hunter hides out of sight, and
  relentlessly attacks enemies with his crossbow, using head
  shot whenever possible.
  Kval Thug
  "I rob from the tall, and give to me!”
  The kval thug ignores his instincts to destroy evil.
  Instead, he wishes to increase his own power and wealth.
  He wields a wicked-looking mace.
  Kval Thug
  Level 5 Lurker
  Tiny immortal humanoid
  XP 200
  Initiative: 9
  Senses Perception +7, low-light vision
  HP: 55; Bloodied: 27
  AC: 19 Fortitude: 19 Reflex: 18 Will: 18
  Speed 5
  MMace (standard; at-will)  Poison, Weapon
  +10 vs. AC; 1d10+4 damage, and the kval thug makes a
  secondary attack.
  Secondary Attack
  +8 vs. Fortitude; the target takes ongoing 3 poison damage and
  is slowed (save ends both).
  Entropic Blood (when bloodied)  Necrotic, Radiant
  Creatures who begin their turn in the same square as a
  bloodied kval take 4 points of necrotic and radiant damage.
  Kval are immune to this effect.
  Flank From Below
  When sharing a square with an enemy, the kval counts as if it
  was in any square adjacent to that enemy for the purposes of
  flanking that enemy.
  Lost Under Foot
  A kval does not provoke an opportunity attack when entering a
  larger enemy’s space from an adjacent square. In addition,
  Medium and larger creatures have a -3 to Perception when
  opposed to a kval’s Stealth checks.
  Alignment: Any Languages: Common, Abyssal
  Skills Acrobatics +13, Athletics +8, Stealth +11, Streetwise +9,
  Thievery +13
  Str 19 (+6) Dex 14 (+4) Wis 14 (+4)
  Con 15 (+4) Int 11 (+2) Cha 10 (+2)
  Equipment: mace
  KVAL THUG TACTICS
  The kval thug can easily hide in almost any
  terrain. It simply pops out, attacks heavily with its
  poisoned mace, and then attempts to escape. If it does
  escape, it repeats the process until its victims are too worn
  down to fight.
  Kval Vindicator
  “Vengeance is sweeter served cold.”
  The kval vindicator is lightly armored, and
  brimming with weapons. He is so well armed that at first
  glance one might mistake him for a walking pile of
  armaments.
  Kval Vindicator
  Level 12 Skirmisher
  Tiny immortal humanoid
  XP 700
  Initiative: 14 Senses Perception +9, low-light vision
  HP: 124; Bloodied: 62
  AC: 26 Fortitude: 24 Reflex: 25 Will: 25
  Speed 5
  MBattle Axe (standard; at-will)  Weapon
  +17 vs. AC; 2d6+5 damage
  rDagger (standard; at-will)  Weapon
  Ranged 5/10; +17 vs. AC; 1d4+5 damage
  rDagger Rain (standard; at-will)  Weapon
  The kval vindicator makes three dagger attacks against the
  same target.
  Combat Advantage
  The kval vindicator deals an extra 3d6 damage to any target it
  has combat advantage against.
  Entropic Blood (when bloodied)  Necrotic, Radiant
  Creatures who begin their turn in the same square as a
  bloodied kval take 9 points of necrotic and radiant damage.
  Kval are immune to this effect.
  Flank From Below
  When sharing a square with an enemy, the kval counts as if it
  was in any square adjacent to that enemy for the purposes of
  flanking that enemy.
  Lost Under Foot
  A kval does not provoke an opportunity attack when entering a
  larger enemy’s space from an adjacent square. In addition,
  Medium and larger creatures have a -3 to Perception when
  opposed to a kval’s Stealth checks.
  Alignment: Any Languages: Common, Abyssal
  Skills Athletics +14, Stealth +16
  Str: 20 (+11) Dex: 22 (+12) Wis: 21 (+11)
  Con: 20 (+11)I nt: 19 (+10) Cha: 21 (+11)
  Equipment: battle axe, 8 daggers
  KVAL VINDICATOR TACTICS
  The kval vindicator will often use a cooperative
  effort with allies to gain combat advantage.
  
  130
  Knight of Entropy
  "I simply speed up the process.”
  A fully armored imp is indeed a strange sight, but
  one brandishing a full sized longsword can be even
  stranger. The knight of entropy packs a lot more punch
  than his size would suggest.
  Knight of Entropy
  Level 23 Elite Soldier
  Tiny immortal humanoid
  XP 10,200
  Initiative: 9 Senses Perception +17, low-light vision
  Extended Entropic Aura (Necrotic, Radiant) aura 1; Enemies
  who begin their turn in the aura take 5 points of necrotic and
  radiant damage. Kval are immune to this effect.
  HP: 440; Bloodied: 220
  AC: 41 Fortitude: 40 Reflex: 38 Will: 36
  Saving Throws +2
  Speed 5
  Action Points 1
  MLongsword (standard; at-will)  Necrotic, Radiant, Weapon
  +30 vs. Armor Class; 2d6+8 damage and 2d6 radiant
  and necrotic damage, or 2d10 + 8 and 2d10 radiant and
  necrotic damage against a weakened creature.
  mTriple Threat (standard; at-will)
   Necrotic, Radiant, Weapon
  The knight of entropy makes two longsword attacks. If both
  longsword attacks hit a single target, the knight of entropy
  makes a secondary attack against the same target.
  Secondary Attack
  +28 vs. Fortitude; the target is weakened (save ends).
  Entropic Aura  Necrotic, Radiant
  Creatures who begin their turn in the same square as the
  knight of entropy take 11 points of necrotic and radiant
  damage. Kval are immune to this effect.
  Flank From Below
  When sharing a square with an enemy, the kval counts as if it
  was in any square adjacent to that enemy for the purposes of
  flanking that enemy.
  Lost Under Foot
  A kval does not provoke an opportunity attack when entering a
  larger enemy’s space from an adjacent square. In addition,
  Medium and larger creatures have a -3 to Perception when
  opposed to a kval’s Stealth checks.
  Alignment: Any Languages: Common, Abyssal
  Skills Diplomacy +22, History +18, Insight +18, Intimidate +24
  Str 19 (+6) Dex 14 (+4) Wis 14 (+4)
  Con 15 (+4) Int 11 (+2) Cha 10 (+2)
  Equipment: longsword
  KNIGHT OF ENTROPY TACTICS
  The knight of entropy is a direct assailant, who uses his
  longsword and triple threat power to cripple his foes.
  Mahrog Hunter
  "If the spear fails, bring out the club.”
  Covered in furs, beast parts, and tree branches,
  this filthy-looking brute looks quite dangerous and
  unstable. Strangely, his mannerisms tell the story of a calm
  and focused individual with much patience and training.
  Mahrog Hunter
  Level 3 Brute
  Medium Natural Humanoid
  XP 150
  Initiative +3 Senses Perception +8
  HP 59; Bloodied 29
  AC 15; Fortitude 17, Reflex 15, Will 15
  Speed 6
  MSpear (standard; at-will)  Weapon
  +6 vs. Armor Class; 1d10+3 damage
  mBattle Fury (free, when first bloodied; encounter)
  The mahrog makes a melee basic attack with a +4 bonus to the
  attack roll and deals an extra 1d6 damage on a hit.
  Alignment: Any Languages: Common, Ancient
  Skills: Athletics +12, Endurance +12
  Str 19 (+5) Dex 14 (+3) Wis 14 (+3)
  Con 19 (+5) Int 12 (+2) Cha 12 (+2)
  Equipment: spear, leather armor
  MAHROG HUNTER TACTICS
  The mahrog hunter is an accomplished combatant
  that prefers to fight up close. He is also a berserker, and
  will become even more dangerous when bloodied. He
  fights like a rabid animal and will not back down until
  brought to unconsciousness or death.
  Mahrog Witchdoctor
  “Walla walla bang bang.”
  Clad in animal skins and wearing deer antlers, this
  jovial soul does not appear to be much of a threat.
  However, when danger is abound, his eyes darken and his
  continence twists into fits of simultaneous rage and
  concentration.
  
  131
  Mahrog Witchdoctor
  Level 12 Artillery
  Medium Natural Humanoid
  XP 700
  Initiative +10 Senses Perception +12
  HP 100; Bloodied 50
  AC 24; Fortitude 26, Reflex 24, Will 26
  Speed 6
  MSpear (standard; at-will)  Poison, Weapon
  +19 vs. AC; 1d10+5 damage and the mahrog witchdoctor
  makes a secondary attack against the same target.
  Secondary Attack
  +17 vs. Fortitude; 1d4 poison damage and the target is dazed
  until the start of the mahrog witchdoctor’s next turn.
  rFreezing Ray  Cold (standard; at-will)
  Ranged 10; +17 vs. Reflex; 2d6+5 cold damage and the mahrog
  witchdoctor makes a secondary attack against the same target.
  Secondary Attack
  +17 vs. Fortitude; target is slowed until the start of the mahrog
  witchdoctor’s next turn.
  aAcid Bomb (standard; encounter)  Acid
  Area burst 2 within 20; +17 vs. Reflex; 4d8+5 acid damage, and
  the target takes an additional 1d6+5 acid damage on its next
  turn.
  Skills: Arcana +15 Religion +17
  Str 24 (+13) Dex 18 (+10) Wis 23 (+12)
  Con 22 (+12) Int 19 (+10) Cha 19 (+10)
  MAHROG WITCHDOCTOR TACTICS
  The mahrog witchdoctor will start off far away,
  slowing down stronger opponents with his freezing ray, in
  order to wait to catch them all with his acid bomb.
  However, he is still rather formidable up close with his
  poisoned spear. If the battle goes sour, he will use freezing
  ray to help cover his escape.
  Priest of Mahra
  "Change is another word for chaos.”
  Clad simply, this humble priest follows the ways
  of Mahra. She carries a club and spear, dresses in furs, and
  seems to have never touched a modern convenience in her
  life.
  Priest of Mahra
  Level 9 Controller (Leader)
  Medium Natural Humanoid
  XP 400
  Initiative +7 Senses Perception +8
  HP 100; Bloodied 50
  AC 23; Fortitude 23, Reflex 21, Will 23
  Speed 6
  MClub (standard; at-will)  Radiant, Weapon
  +14 vs. Armor Class; 1d8+5 damage plus 1d6 radiant damage.
  rMahra’s Icy Wrath (standard; at-will)  Cold, Radiant
  Ranged 10; +13 vs. Reflex; 1d8+5 cold and radiant damage,
  and one ally in the priest of mahra’s line of sight gains a +2
  power bonus to its next attack roll against the target.
  aMahra’s Fury (standard; recharge56)  Lightning
  Area burst 2 within 10; +13 vs. Fortitude; 3d10+5 lightning
  damage the target slides 3 squares.
  Alignment: Any Languages: Common, Ancient
  Skills: Religion +13
  Str 22 (+10) Dex 17 (+7) Wis 19 (+8)
  Con 20 (+9) Int 17 (+7) Cha 21 (+9)
  Equipment: club, leather armor, spear
  PRIEST OF MAHRA TACTICS
  The priest of Mahra will rush into combat
  swinging her club and behaving like a berserk barbarian
  until wounded. Then, she will retreat to a safe distance
  and use Mahra’s fury. The rest of combat she will mitigate
  the battlefield with Mahra’s icy wrath, and use her recharge
  power whenever possible.
  Upholder of the Way
  "The old ways are unforgiving and so am I.”
  This impossibly well-muscled caveman is dressed
  in furs of powerful magical beasts and adorned with the
  teeth of a dragon. He carries an exquisitely carved great
  club. The scars on his face tell the story of countless
  victories.
  Upholder of the Way
  Level 25 Brute
  Medium Natural Humanoid
  XP 7000
  Initiative +19 Senses Perception +18
  HP 292; Bloodied 146
  AC 37; Fortitude 41, Reflex 37, Will 36
  Speed 6
  MGreatclub (standard; at-will)  Weapon
  +28 vs. AC; 2d10+9 damage (crit 6d10+21). Can
  score a critical hit against an enemy on a roll of
  19-20.
  mBack Swing (standard; at-will)  Weapon
  The upholder of the way makes two attacks with
  his greatclub against the same target.
  cThunder Bash (standard; recharge56)  Thunder
  Close blast 3; +26 vs. Fortitude; 5d10+9 thunder
  damage and the target is knocked prone.
  Alignment: Any Languages: Common, Ancient
  Skills: Intimidate +23
  Str 34 (+24) Dex 25 (+19) Wis 23 (+18)
  Con 32 (+23) Int 22 (+18) Cha 21 (+18)
  Equipment: greatclub, hide armor
  UPHOLDER OF THE WAY TACTICS
  The upholder of the way is a fairly straightforward fighter.
  He will rush into the thick of combat, use his thunder bash,
  and then continually beat his foes with his greatclub until
  he is victorious or his foes have been vanquished.
  
  132
  Corporal Mogogol
  "Ready for action, Sir!"
  Corporal Mogogol is a thriving member of the city
  guard. He has a rather stately presence, which says quite a
  lot when dealing with a talking frog.
  Corporal Mogogol
  Level 11 Soldier
  Medium Natural Humanoid (Aquatic)
  XP 600
  Initiative +11
  Senses Perception +9
  HP 115; Bloodied 57
  AC 27; Fortitude 24, Reflex 23, Will 23
  Speed 6 (swamp walk), swim 5
  MLongsword (standard; at-will)  Weapon
  +18 vs. AC; 1d8+5 damage
  rDagger (standard; at-will)  Weapon
  Ranged 5/10; +18 vs. AC; 1d4+5 damage
  m Leaping Strike (standard; encounter)  Weapon
  +18 vs. AC; 4d8+5 damage and the target is pushed one square
  Prodigious Leap (move; at-will)
  Jump 3 squares without provoking opportunity attacks.
  Alignment: Good
  Languages: Common, Primordial
  Skills: Streetwise +12
  Str 21 (+10) Dex 18 (+9) Wis 18 (+9)
  Con 19 (+9) Int 15 (+7) Cha 15 (+7)
  Equipment: longsword, 3 daggers, chainmail armor
  CORPORAL MOGOGOL TACTICS
  Corporal Mogogol will follow orders
  unwaveringly. If assigned to a duty, he will complete it to
  the best of his ability. However, when not under direction,
  or the directions are unclear, the mogogol will likely
  retreat. He is no coward however, and will gladly give his
  life in the name of the King.
  Doctor Mogogol
  "Healing is helping, and I love to help.”
  Doctor Mogogol is of the short variety, and
  dresses in a long white smock, and carries a doctor’s bag.
  Doctor Mogogol
  Level 2 Controller
  Small Natural Humanoid (Aquatic)
  XP 125
  Initiative +2
  Senses Perception +3
  HP 39; Bloodied 19
  AC 16; Fortitude 14, Reflex 13, Will 16
  Speed 6 (swamp walk), swim 5
  MPoisoned Scalpel (standard; at-will)  Poison, Weapon
  +7 vs. Armor Class; 1d6+1 damage, and ongoing 5 poison
  damage (save ends).
  rSplash of Medicine (standard; recharge56)  Acid
  Ranged 10; +6 vs. Fortitude; target is blinded (save ends), and
  doctor Mogogol makes a secondary attack.
  Secondary Attack
  Close burst 1 centered on primary target; +6 vs. Reflex; 1d4+4
  acid damage, and ongoing 2 acid damage (save ends).
  r Sedentary Capsule (standard; at-will)  Poison
  Ranged 5/10; +6 vs. Reflex; 1d6+4 damage, and the target
  takes -2 penalty to attack rolls until the end of the doctor
  mogogol's next turn.
  Prodigious Leap (move; at-will)
  Jump 3 squares without provoking opportunity attacks.
  Alignment: Good
  Languages: Common, Primordial
  Skills Arcana +6, Heal +9
  Str 11 (+1) Dex 12 (+2) Wis 14 (+3)
  Con 15 (+3) Int 11 (+1) Cha 18 (+5)
  Equipment: scalpel (treat as a short sword), bag of medicines,
  smock
  DOCTOR MOGOGOL TACTICS
  When threatened, Doctor Mogogol opens up
  his medicine bag to reveal an arsenal of medicines that can
  hurt, as well as heal. He will start out with a splash of
  medicine, using that as often as possible. Then he will use
  his sedentary capsules to weaken opponents. As a last resort,
  he’ll use an oversize poison scalpel to take down foes.
  However, Doctor Mogogol will also tend to the hurt
  whenever he can— using first aid through his Heal skill.
  He is willing to risk his life to save an ally.
  Mogogol with the Axe
  "Axes are so cool, don’t you agree?"
  Many times, a mogogol’s obsession is ridiculously
  simple. Such is the case of Mogogol with the Axe. This
  portly mogogol loves axes—especially to chop things with.
  Mogogol with the Axe
  Level 3 Brute
  Medium Natural Humanoid (Aquatic)
  XP 150
  Initiative +3
  Senses Perception +3
  HP 55; Bloodied 27
  AC 15; Fortitude 16, Reflex 15, Will 15
  Speed 6 (swamp walk), swim 5
  MGreataxe (standard; at-will)  Weapon
  +6 vs. AC; 1d12+3 damage
  RHandaxe (standard; at-will)  Weapon
  Ranged 5/10; +6 vs. AC; 1d6+3 damage
  mLeaping Strike (standard; encounter)  Weapon
  +6 vs. AC; 4d8+3 damage and the target is pushed one square
  rGrasping Tongue (standard; at-will)
  Ranged 5; +4 vs. Reflex; grab and pull 3.
  Prodigious Leap (move; at-will)
  Jump 3 squares without provoking opportunity attacks.
  
  133
  Alignment: Good
  Languages: Common, Primordial
  Str 17 (+4) Dex 14 (+3) Wis 14 (+3)
  Con 15 (+3) Int 11 (+1) Cha 11 (+1)
  Equipment: greataxe, 4 handaxes, hide armor
  MOGOGOL WITH THE AXE TACTICS
  This mogogol’s tactics are rather simple; chop
  enemy with axe. If the enemy is out of range, throw some
  hand axes at it (this mogogol can retrieve thrown axes
  with his tongue, if they are in range). Mogogol with the
  Axe is essentially fearless, but can be convinced to retreat
  if needed.
  Sorceress Mogogol
  "Spells are simply the spice of life…care for a taste?”
  Mogogols often have trouble learning to wield
  magic. However, mogogols are also relentless in the
  pursuit of an obsession— when they master something,
  they are quite formable. This red-toed mogogol has a few
  tricks up her sleeve.
  Sorceress Mogogol
  Level 21 Elite Artillery
  Small Natural Humanoid (Aquatic)
  XP 6400
  Initiative +13
  Senses Perception +12
  HP 306; Bloodied 153
  AC 35; Fortitude 34, Reflex 36, Will 29
  Speed 6 (swamp walk), swim 5
  Action Points: 1
  RElectrifying Tongue (standard; at-will)  Lightning
  Ranged 5; +26 vs. Reflex; 2d6+5 lightning damage.
  rBlazing Ray (standard; at-will)  Fire
  Ranged 20; +28 vs. Armor Class; 2d8+8 fire damage and
  ongoing 8 fire damage (save ends).
  rFrost Ruse (standard; recharge12)  Illusion
  Ranged 5; the target believes it is turning to ice; +26 vs. Will;
  4d8+10 damage. If this damage doesn’t reduce the target to 0
  hit points, the target takes no damage and is stunned until the
  end of its next turn.
  rVexing Visage (standard; recharge12)  Charm
  Ranged 10; +26 vs. Will; the target cannot attack the sorceress
  mogogol and if the target is adjacent to the mogogol when she
  is targeted by a ranged or melee attack, the target interposes
  itself and becomes the target instead. Effects last until the end
  of its next turn.
  aFrostblast (standard; at-will)  Cold
  Area burst 1 within 20; +26 vs. Reflex; 2d6+8 cold damage.
  Prodigious Leap (move; at-will)
  Jump 3 squares without provoking opportunity attacks.
  Alignment: Good
  Languages: Common, Primordial
  Skills Arcana +23, History +23, Religion +23
  Str 14 (+12) Dex 16 (+13) Wis 14 (+12)
  Con 21 (+15) Int 26 (+18) Cha 15 (+12)
  Equipment: robes, staff
  SORCERESS MOGOGOL TACTICS
  The sorceress starts off on the defensive, using
  vexing visage to buy time and talk her way out, and then
  frost ruse to scare off those that might continue. If all else
  fails, enemies will be barraged by the full gambit.
  Corporal Mogogol
  Artwork: Tomasso Galmacci
  
  134
  Divine Muse
  "Who can deny the will of the gods?”
  The divine muse is dressed in silvery robes and is
  bathed in radiant light. She seems to be armed only with
  unearthly beauty.
  The Divine Muse
  Level 21 Elite Controller
  Medium anomalous humanoid
  XP 6400
  Initiative +16
  Senses Perception +17, darkvision
  HP: 406; Bloodied: 203
  AC: 37 Fortitude: 37 Reflex: 34 Will: 37
  Immune disease, poison, necrotic, radiant
  Saving Throws +2
  Speed 6
  Action Points 1
  MRadiant Touch (standard; at-will)  Radiant
  +26 vs. AC; 2d6+7 damage, and the target is blinded and takes
  ongoing 10 radiant damage (save ends both).
  RDivine Ray (standard; at-will)  Radiant
  Ranged 20; +25 vs. Reflex; 2d6+7 damage, the divine muse
  pushes the target 1 square, and the target takes ongoing 10
  radiant damage (save ends).
  Aftereffect: Ongoing 5 radiant damage (save ends).
  mDivine Fury (standard; at-will)
  The divine muse makes two basic attacks.
  cDivine Radiance (Standard; encounter)  Radiant, Zone
  Close burst 3; targets enemies; +25 vs. Will; 2d6 radiant damage,
  and the target is blinded (save ends).
  Effect: The area of the burst becomes a zone until the end of the
  divine muse’s next turn. Any creature that starts its turn within
  the zone is subject to an attack; +25 vs. Will; 2d6 radiant
  damage, and the target is blinded (save ends).
  Sustain Minor: The zone persists.
  r Song of the Muse (standard; recharge6)
  Ranged 10; The targeted ally can regain the use of one
  encounter power.
  Heavenly Presence
  The muse has a +1 bonus to all defenses against attacks made by
  adjacent creatures.
  Alignment: Any Languages: Common, one regional
  Skills Arcana +23, Religion +23, Insight +17, Nature +17
  Str: 26 (+18)
  Dex: 23 (+16) Wis: 23 (+16)
  Con: 27 (+18) Int: 26 (+18)
  Cha: 28 (+19)
  DIVINE MUSE TACTICS
  The divine muse is a whirligig of radiant light that
  tries to keep his enemies both blinded and burning. His
  song of the muse power ensures his allies are doing the
  same.
  Muse Charmer
  “Of all the stars that shine at night, none match the beauty of
  your eyes.”
  Wearing the finest clothes and a feathered hat, the
  muse charmer is obviously a debonair spirit. He turns
  to you with a cheerful smile, a tip of the hat, and a
  flourish of his rapier.
  Muse Charmer
  Level 3 Controller
  Medium anomalous humanoid
  XP 150
  Initiative +3
  Senses Perception +8, low-light vision
  HP: 48; Bloodied: 24
  AC: 17 Fortitude: 16 Reflex: 16 Will: 16
  Speed 6
  MRapier (standard; at-will)  Weapon
  +8 vs. AC; 1d8+3 damage
  cDazzling Gaze (standard; at-will)  Charm
  Close blast 5; targets enemies; blind creatures are immune; +7
  vs. Will; the target is dazed until the end of the muse charmer’s
  next turn.
  m Touch of the Muse (standard; encounter)
  The targeted ally can regain the use of one encounter power.
  Unearthly Presence
  When not bloodied, the muse has a +1 bonus to all defenses
  against attacks made by adjacent creatures.
  Alignment: Any Languages: Common, one regional
  Skills Arcana +9, Bluff +9, Intimidate +9
  Str: 17 (+4) Dex: 14 (+3) Wis: 14 (+3)
  Con: 16 (+4) Int: 16 (+4) Cha: 17 (+4)
  Equipment: rapier
  MUSE CHARMER TACTICS
  The muse charmer uses his dazzling gaze whenever
  possible, while providing support for his allies. The rapier
  is reserved for direct melee confrontation, which he will
  try to avoid.
  Muse Musician
  “Music is the soul of progress.”
  From the lute strapped to her back, one would
  assume she was a musician of sorts. However, the sword
  at her side is her instrument of choice.
  Muse Musician
  Level 11 Skirmisher (Leader)
  Medium anomalous humanoid
  XP 600
  Initiative +12 Senses Perception +9, low-light vision
  HP: 116; Bloodied: 58
  AC: 25 Fortitude: 24 Reflex: 24 Will: 24
  Speed 6
  MSonic Sword (standard; at-will)  Weapon, Thunder
  +16 vs. AC; 1d8+5 damage, and the target takes ongoing 5
  thunder damage (save ends).
  cCacophonic Scream (standard; at-will)  Thunder
  Close burst 2; +14 vs. Reflex; 2d6+5 thunder damage, and the
  target is pushed 1 square and knocked prone.
  
  135
  Miss: Half damage, and the target is neither pushed nor
  knocked prone.
  m Touch of the Muse (standard; encounter)
  The targeted ally can regain the use of one encounter power.
  Unearthly Presence
  When not bloodied, the muse has a +1 bonus to all defenses
  against attacks made by adjacent creatures.
  Victory Dance (free, when muse musician scores a critical hit or
  reduces an enemy to 0 hit points; at- will)
  Muse musician may teleport 10 squares.
  Alignment: Any Languages: Common, one regional
  Skills Diplomacy +15, Insight +12, Intimidate +15, Stealth +12
  Str: 19 (+9) Dex: 20 (+10) Wis: 18 (+9)
  Con: 20 (+10) Int: 19 (+9) Cha: 20 (+10)
  Equipment: lute, longsword
  MUSE MUSICIAN TACTICS
  The muse musician will cooperate with allies to
  bring down one foe at a time, teleporting to the next foe
  with the aid of victory dance. When cornered, the muse
  musician will use cacophonic scream to escape.
  Muse Warmaster
  “Many refer to the art of war, though few extol its beauty.”
  Clad in golden plate armor, the muse warmaster is
  equipped with implements of both death and exquisite
  beauty. His peaceful countenance seems at odds with his
  superlative martial skill.
  Muse Warmaster
  Level 7 Soldier (Leader)
  Medium anomalous humanoid
  XP 300
  Initiative +8
  Senses Perception +5, low-light vision
  HP: 84; Bloodied: 42
  AC: 23 Fortitude: 21 Reflex: 20 Will: 20
  Speed 5
  MLongsword (standard; at-will)  Weapon
  +14 vs. AC; 1d8+5 damage
  mBedeviling Strike (standard or opportunity attack; recharge
  56)  Weapon, Charm
  Requires longsword; +14 vs. AC; 3d8+4 damage, and the target
  is restrained until the end of the muse warmaster’s next turn.
  The muse warmaster cannot attack with its longsword while the
  target is restrained.
  rCharismatic Challenge (standard; encounter)
  Ranged 10; the target is marked until the end of the encounter
  or until the muse warmaster dies, taking 5 damage each round
  it does not attack the muse warmaster.
  m Touch of the Muse (standard; encounter)
  The targeted ally can regain the use of one encounter power.
  Unearthly Presence
  When not bloodied, the muse has a +1 bonus to all defenses
  against attacks made by adjacent creatures.
  Alignment: Any Languages: Common, one regional
  Skills Arcana +7, Athletics +12, History +7,
  Nature +9
  Str: 20 (+8) Dex: 16 (+6) Wis: 15 (+5)
  Con: 20 (+8) Int: 18 (+7) Cha: 18 (+7)
  Equipment: plate armor, longsword
  MUSE WARMASTER TACTICS
  The muse warmaster is a selfless adversary who values the
  lives of his allies over himself. He will use all of his powers
  so that his allies get the most from combat.
  Economancer
  "Money makes the world go ‘round”
  Clad in golden coinmail, the economancers are the
  enforcers and protectors of Mnol. They appear as average
  gold-skinned numistians, with the most lavish and
  extravagant equipment imaginable.
  An economancer of Mnol
  Artwork: Eugene Jaworksi
  
  136
  Economancer
  Level 30 Artillery
  Small immortal humanoid
  XP 19,000
  Initiative +23
  Senses Perception +23; low-light vision
  HP: 211; Bloodied: 105
  Regeneration 10
  AC: 42 Fortitude: 41 Reflex: 43 Will: 46
  Speed 6
  MMagic Maul (standard; at-will)  Weapon, Thunder
  +37 vs. AC; 2d8+10 damage, 2d8 thunder damage, and the
  target is deafened until the end of the economancer’s next turn.
  RCoin Shot (standard; at-will) Radiant
  Ranged 25; +35 vs. Reflex; 2d8+10 damage, 1d8 radiant
  damage, and ongoing 5 radiant damage (save ends).
  cCoin Spray (standard; recharge56)  Radiant
  Close blast 3; +35 vs. Reflex; 4d10+9 damage, 1d12 radiant
  damage, the target is knocked prone, and the target takes
  ongoing 5 radiant damage and is blinded (save ends both).
  aRain of Coins (standard; recharge56) Radiant
  Area burst 3 within 20; +35 vs. Reflex; 4d10+9 damage, 1d12
  radiant damage, the target takes ongoing 5 radiant damage
  (save ends) and the target is blinded until the end of the
  economancer’s next turn.
  Buy Fate (free; encounter)
  When the economancer fails a saving throw, he may lose 15 hit
  points to automatically succeed the saving throw.
  Alignment: Any
  Languages: Common,1 regional
  Skills:, History +31, Bluff +22, Diplomacy +28, Insight +28,
  Streetwise +28
  Str: 26 (+23) Dex: 27 (+23) Wis: 37 (+28)
  Con: 25 (+22) Int: 31 (+25) Cha: 35 (+27)
  Equipment: scale armor, maul
  ECONOMANCER TACTICS
  The economancer attacks much like the numistian
  merchant, and prefers hitting as many targets as possible
  as often as possible.
  Numistian Evangelist
  “The currency of faith is blood.”
  The numistian evangelist dresses as the paragon
  of his faith; holy robes of the finest white silk, bejeweled
  golden holy symbols, and a fashionable pontiff-style hat.
  Numistian Evangelist
  Level 8 Controller
  Medium immortal humanoid
  XP 350
  Initiative +7
  Senses Perception +7; low-light vision
  HP: 90; Bloodied: 45
  AC: 22 Fortitude: 20 Reflex: 20 Will: 23
  Speed 6
  MWarhammer (standard; at-will)  Weapon
  +13 vs. AC; 1d8+5 damage
  MDivine Ray (standard; at-will)  Radiant
  Ranged 10; +12 vs. Fortitude; 2d6+5 radiant damage.
  mDebilitating Blow (standard; recharge56)  Weapon
  Requires warhammer; +13 vs. AC; 3d8+5 damage, and the
  target can only make basic attacks (save ends).
  rMarvelous Murmur (standard; recharge56)  Psychic
  Ranged 5; deafened creatures are immune; +10 vs. Will; 4d8+5
  psychic damage, and the target is slowed (save ends). If the
  target is already slowed, it is dazed instead (save ends).
  Bribe Fate (free; encounter)
  When the numistian fails a saving throw, he may lose 4 hit
  points to re-roll that saving throw.
  Alignment: Any
  Languages: Common,1 regional
  Skills: Insight +10, Religion +10
  Str: 17 (+7) Dex: 17 (+7) Wis: 23 (+10)
  Con: 18 (+8) Int: 18 (+8) Cha: 22 (+10)
  Equipment: robes, holy symbol, warhammer
  NUMISTIAN EVANGELIST TACTICS
  The evangelist’s main attack is his awe inspiring
  divine ray. He will use marvelous murmur as often as
  possible. When threatened with melee attacks, he will
  weaken his attackers with debilitating blow.
  Numistian Mercenary
  "My life is the most valuable resource that I have.”
  Wearing plate armor with the words “For Hire”
  emblazoned in red on the front, this muscular numistian
  has a look of confidence and experience.
  Numistian Mercenary
  Level 5 Elite Soldier
  Medium immortal humanoid
  XP 400
  Initiative +6
  Senses Perception +3; low-light vision
  HP: 132; Bloodied: 66
  AC: 23 Fortitude: 21 Reflex: 17 Will: 20
  Speed 6
  Action points: 1
  MMaul (standard; at-will)  Weapon
  +12 vs. AC; 1d10+4 damage
  mHeavy Swing (standard; at-will)  Weapon
  Requires maul; +12 vs. AC; 1d10+4 damage, and mercenary
  can shift 1 and make a secondary attack.
  Secondary Attack
  +12 vs. AC; 1d10+4 damage
  cSlam the Ground (standard; at-will)  Weapon
  Requires maul; close burst 2; +10 vs. Reflex; 1d6+4 damage.
  Bribe Fate (free; encounter)
  When the numistian fails a saving throw, he may lose 3 hit
  points to re-roll that saving throw.
  Hired Hit
  The employer of the numistian mercenary may designate one
  creature as a special target. The mercenary’s melee attacks deal
  an extra 2d4 damage to that target, and if he reduces the target
  to 0 hit points, he heals 30 hit points. The employer can
  designate only one target at a time.
  
  137
  Alignment: Any
  Languages: Common,1 regional
  Skills: Endurance +12, Intimidate +8
  Str: 20 (+7)
  Dex: 15 (+4) Wis: 18 (+6)
  Con: 18 (+6) Int: 15 (+4)
  Cha: 17 (+5)
  Equipment: plate armor, maul
  NUMISTIAN MERCENARY TACTICS
  The numistian mercenary does as he is directed by his
  employer, usually devoting all of his attacks towards a
  target of his employer’s choice.
  Numistian Merchant
  “Do I have a deal for you!”
  Selling wares from all around the realm, the
  numistian merchant appears friendly, calm, and jubilant.
  When his goods are threatened, however, he snaps into
  action like a deadly cobra.
  Numistian Merchant
  Level 13 Artillery
  Small immortal humanoid
  XP 800
  Initiative +10
  Senses Perception +12; low-light vision
  HP: 106; Bloodied: 53
  AC: 25 Fortitude: 26 Reflex: 25 Will: 27
  Speed 6
  MFalchion (standard; at-will)  Weapon
  +20 vs. AC; 1d10+6 damage
  RCoin Shot (standard; at-will)
  Ranged 10; +18 vs. Reflex; 2d8+6 damage.
  aRain of Coins (standard; recharge6)
  Area burst 3 within 20; +18 vs. Reflex; 3d8+6 damage, and the
  target is knocked prone.
  Bribe Fate (free; encounter)
  When the numistian fails a saving throw, he may lose 7 hit
  points to re-roll that saving throw.
  Alignment: Any
  Languages: Common,1 regional
  Skills: Streetwise +19, Bluff +16, Insight +12
  Str: 22 (+12) Dex: 19 (+10) Wis: 22 (+12)
  Con: 22 (+12) Int: 19 (+10) Cha: 24 (+13)
  Equipment: falchion, robes
  NUMISTIAN MERCHANT TACTICS
  The numistian merchant’s secret is that he can shoot
  mystic coins at incredible speeds with coin shot. At the
  beginning of combat, he will make this ability apparent
  with rain of coins. The coins become insubstantial and fade
  away 1 round after being released.
  Oakling Burglar
  "You like, you take. Simple as that."
  Daring and direct, the oakling burglar excels at his
  craft, despite his rather large stature. In fact, combined
  with his calm and collect demeanor, his height and
  apparent awkwardness often preclude him from being
  suspected of his crimes.
  Oakling Burglar
  Level 7 Lurker
  Medium Natural Humanoid (Plant)
  XP 300
  Initiative +11
  Senses Perception +15
  HP 61; Bloodied 30
  AC 21; Fortitude 20, Reflex 20, Will 20
  Speed 6
  MShortsword (standard; at-will)  Weapon
  +12 vs. AC; 1d6 + 5 damage
  rDagger (standard; at-will)  Weapon
  Ranged 5/10; +12 vs. AC; 2d6 + 5 damage
  Combat Advantage
  The oakling burglar deals an extra 2d6 damage on melee and
  ranged attacks against any target that it has combat advantage
  against.
  Sunheal (standard; encounter)
  Oakling can heal 22 hit points if it is in bright light.
  Rooted Foot
  Oaklings gain a saving throw to avoid falling prone.
  Alignment: Any
  Languages: Common, Plant
  Skills: Stealth +12, Thievery +12
  Str 18 (+7) Dex 19 (+7) Wis 18 (+7)
  Con 13 (+4) Int 13 (+4) Cha 13 (+4)
  Equipment: shortsword, 6 daggers
  OAKLING BURGLAR TACTICS
  An oakling burglar assesses the situation logically.
  If he thinks he can defeat his foes, he will try to—in order
  from weakest to strongest. If he feels outmatched, he will
  attempt to talk his way out of the situation. If that fails, he
  will attempt to flee. If fleeing fails, he will attack the fastest
  members first, and try again to flee and hide.
  
  138
  Oakling Evoker
  "Wood is not the only thing that burns!"
  The oakling invoker embraces that which scares
  her the most: fire and flame. By wielding scorching fury,
  this oakling assures both power and control.
  Oakling Evoker
  Level 14 Artillery
  Medium Natural Humanoid (Plant)
  XP 1000
  Initiative +10
  Senses Perception +19
  HP 107; Bloodied 53
  AC 26; Fortitude 27, Reflex 27, Will 27
  Speed 6
  RFlaming Globe (standard; at-will)  Fire
  Ranged 10/20; +21 vs. AC; 1d10 fire damage and ongoing 2
  fire damage (save ends).
  mEnchanted Dagger (standard; at-will)  Fire, Weapon
  +21 vs. AC; 1d4 + 10 damage and ongoing 1 fire damage (save
  ends).
  rFan the Flames (standard; encounter)  Fire
  Ranged sight; +21 vs. AC; 3d10 + 6 fire damage. If target is
  already taking ongoing fire damage, increase that damage to
  ongoing 10 fire damage (save ends).
  aFireblast (standard; encounter)  Fire
  Area burst 3 within 20; +19 vs. Reflex; 3d10 + 6 fire damage
  and ongoing 3 fire damage (save ends).
  Sunheal (standard; encounter)
  Oakling can heal 48 hit points if it is bright light.
  Rooted Foot
  Oaklings gain a saving throw to avoid falling prone.
  Alignment: Any
  Languages: Common, Plant
  Skills: Arcana +18
  Str 22 (+13) Dex 17 (+10) Wis 22 (+13)
  Con 17 (+10) Int 23 (+13) Cha 17 (+10)
  Equipment: enchanted dagger, robes
  OAKLING EVOKER TACTICS
  An Oakling evoker starts by softening up her
  enemies with a fireblast. Then she will try to take out the
  strongest enemy with fan the flames. Later, she picks off
  other enemies at range. Melee is a last resort.
  Oakling Mercenary
  "Just tell me where to chop 'em, boss."
  The oakling mercenary sells his sword to the
  highest bidder. He is completely in it for the money and
  cares little for the cause.
  Oakling Mercenary
  Level 4 Soldier
  Medium Natural Humanoid (Plant)
  XP 175
  Initiative +6
  Senses Perception +6
  HP 52; Bloodied 26
  AC 20; Fortitude 17, Reflex 16, Will 17
  Speed 6
  MLongsword (standard; at-will)  Weapon
  +11 vs. AC; 1d10 + 4 damage
  mHarvest Sweep (standard; encounter)  Weapon
  +11 vs. AC; 3d8 + 4 damage
  Sunheal (standard; encounter)
  Oakling can heal 17 hit points if it is in bright light.
  Rooted Foot
  Oaklings gain a saving throw to avoid falling prone.
  Alignment: Any
  Languages: Common, Plant
  Skills: Insight +10, Nature +10
  Str 18 (+6) Dex 15 (+4) Wis 17 (+5)
  Con 12 (+3) Int 12 (+3) Cha 12 (+3)
  Equipment: hide armor, longsword
  OAKLING MERCENARY TACTICS
  Oakling mercenaries lack any great finesse. They
  typically wade into battle, kill the weaker foes first, saving
  harvest sweep for the most powerful enemy. They show no
  mercy, but will listen to better offers.
  Reverent of Autumn
  "By the autumn goddess’s hand, I live and you die."
  A reverent of autumn reveres the goddess of
  autumn, and has grown strong with her guidance.
  However, never fully appreciating the concept of love
  brings this oakling’s interpretation of her deity to colder
  and darker places.
  Reverent of Autumn
  Level 23 Controller
  Large Natural Humanoid (Plant)
  XP 5100
  Initiative +18
  Senses Perception +30
  HP 213; Bloodied 106
  AC 37; Fortitude 36, Reflex 35, Will 37
  Speed 6
  MLarge Quarterstaff (standard;at-will)  Weapon
  Reach 2; +28 vs. AC; 2d4 + 8 damage
  rFreezing Wind (standard; sustain minor; at-will)  Cold
  The reverent of autumn evokes a powerfully cold wind to
  besiege the target. Ranged 5; +27 vs. Fortitude; 4d8 cold
  damage, and the target is immobilized until end of reverent of
  autumn’s next turn. This power can be sustained as a minor
  action, dealing 2d8 cold damage to the target (without making
  an attack roll) and keeping the target immobilized until end of
  reverent of autumn’s next turn.
  cFrostblast (standard; recharge56 )  Cold
  Close blast 3; +27 vs. Fortitude, 4d10 + 10 cold damage, and the
  target is immobilized until end of reverent of autumn’s next
  turn.
  
  139
  cFrostburst (standard; at-will)  Cold
  Close burst 1; +27 vs. Fortitude, 1d10 + 8 cold damage, and the
  target is stunned until end of reverent of autumn’s next turn.
  Greater Sunheal (standard; encounter)
  Oakling can heal 76 hit points, even when not in bright light.
  Greater Rooted Foot
  Oakling cannot be knocked prone.
  Alignment: Any
  Languages: Common, Plant
  Skills: Religion +21
  Str 26 (+19) Dex 24 (+18) Wis 29 (+20)
  Con 21 (+16) Int 21 (+16) Cha 21 (+16)
  Equipment: large quarterstaff, robes
  REVERENT OF AUTUMN TACTICS
  The reverent of autumn is an expert at damage control;
  immobilizing those that can deal the most damage, while
  attempting to take out the weaker opponents with her
  staff. When bloodied, and out of healing, the reverent of
  autumn will attempt to flee.
  Fledgling Obitu
  "bwains..."
  Fledgling obitu are unintelligent living skeletons.
  Many still have some of the vestiges of undeath: sharp
  teeth, claws and so on. They will not learn to speak or
  think for themselves for several months.
  Fledgling Obitu
  Level 3 Minion
  Medium Natural Humanoid
  XP 37
  Initiative +4
  Senses Perception +3; darkvision
  HP 1; a missed attack never damages a minion.
  AC 17; Fortitude 15, Reflex 16, Will 15
  Resist 5 necrotic
  Speed 6
  MClaws (standard; at-will)  Weapon
  +8 vs. AC; 5 damage.
  Alacrity of the Dead
  +2 bonus on attack rolls and +1d6 damage when making
  opportunity attacks.
  Alignment Unaligned Languages ---
  Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
  Con 13 (+2) Int 3 (-3) Cha 3 (-3)
  FLEDGLING OBITU TACTICS
  Fledgling obitu mindlessly follow the first orders
  given to them, and they will continue to follow the first
  person who ordered them until they gain sentience. At this
  stage they are without fear, remorse, or conscience. They
  attack exactly as directed to—without improvisation or
  deviation. If attacked while they have no orders to
  respond, they simply flee.
  Obitu Friar
  "This is not my idea of life after death."
  Dedicated to metaphysical endeavors, the obitu
  friar feels a need to connect with and learn from those
  around him. He is dressed in simple robes and carries a
  gnarled quarterstaff.
  Reverent of Autumn
  Artwork: Vasilis Zikos
  
  140
  Obitu Friar
  Level 4 Skirmisher
  Medium Natural Humanoid
  XP 175
  Initiative +10
  Senses Perception +6; darkvision
  HP 52; Bloodied 26
  AC 18; Fortitude 16, Reflex 19, Will 16
  Resist 5 necrotic
  Speed 6
  MQuarterstaff (standard; at-will)  Weapon
  +9 vs. AC; 1d8+4 damage
  mFleeting Strike (standard; at-will)  Weapon
  +9 vs. AC; 1d8+4 damage; an obitu friar can move its speed
  and make this attack. The obitu friar gains a +5 bonus to AC vs.
  opportunity attacks incurred by this movement.
  Alacrity of the Dead
  +2 bonus on attack rolls and +1d6 damage when making
  opportunity attacks.
  Alignment: Any
  Languages: Common, one regional
  Skills: Religion +9, Stealth +13
  Str 15 (+4) Dex 22 (+8) Wis 15 (+4)
  Con 12 (+3) Int 12 (+3) Cha 12 (+3)
  Equipment: quarterstaff, robe
  OBITU FRIAR TACTICS
  An obitu friar prefers to avoid combat, but will try
  his best to quell a dangerous situation with strategic blows
  to quickly weaken his enemies to the point of negotiation.
  Obitu Knight
  "If only I were worthy of these old bones."
  His quest is not only to prove his worth, but to
  add a little more light in a dismal world. He is dressed in
  full armor and brandishes a flaming greatsword
  menacingly. With his visor down, one could hardly tell he
  was an obitu.
  Obitu Knight
  Level 11 Soldier
  Medium Natural Humanoid
  XP 600
  Initiative +12
  Senses Perception +14; darkvision
  HP 113; Bloodied 56
  AC 27; Fortitude 25, Reflex 24, Will 23
  Resist 10 necrotic
  Speed 5
  MGreatsword (standard; at-will)  Fire, Weapon
  +18 vs. AC; 1d10+6 plus 3 fire damage, and the target is
  marked.
  RLongbow (standard; at-will)  Weapon
  Ranged 20/40; +18 vs. Armor Class; 1d10+1 damage, and the
  target is marked.
  mQuick Strike (immediate reaction, when an adjacent enemy
  shifts; at-will)  Weapon
  The obitu knight makes a melee basic attack against that
  enemy.
  Alacrity of the Dead
  +2 bonus on attack rolls and +2d6 damage when
  making opportunity attacks.
  Ghost Blade (minor; recharge456)  Fire, Force
  The knight's greatsword become ghostly and insubstantial,
  attacking the target's Reflex instead of AC and dealing 1d10+6
  force damage plus 6 fire damage instead of melee damage. This
  lasts until the start of the knight's next turn.
  Alignment Any Languages Common, one regional
  Skills Endurance +16, Intimidate +12
  Str 22 (+11) Dex 20 (+10) Wis 19 (+9)
  Con 17 (+8) Int 10 (+5) Cha 15 (+7)
  Equipment: quiver of 20 arrows, greatsword, longbow, plate
  armor
  OBITU KNIGHT TACTICS
  An obitu knight will defend the helpless, first and
  foremost. If possible, he will get between the weakest
  beings and the largest threat. The largest threat is usually
  the first target of direct attack.
  Vitomancer
  "Life can be more pain than death!"
  The vitomancer has dedicated her life to the study
  of radiant energy. She appears unarmed and
  underequipped. Looks can be deceiving.
  Vitomancer
  Level 25 Controller
  Medium Natural Humanoid
  XP 7000
  Initiative +22
  Senses Perception +31; darkvision
  HP 230; Bloodied 115
  Regeneration 5
  AC 39; Fortitude 37, Reflex 39, Will 37
  Resist 15 necrotic
  Speed 6
  RRadiant Ray (standard; at-will)  Radiant
  Ranged 20; +29 vs. Reflex; 3d8+9 radiant damage.
  rOrb of Light (standard; at-will)  Radiant
  Ranged 20; +29 vs. Fortitude; 3d8+9 radiant damage, and the
  target is blinded (save ends).
  aVitalistic Flash (standard; recharge56)  Radiant
  Area burst 2 within 20; +29 vs. Reflex; 5d10+10 radiant
  damage.
  Second Wind (standard; encounter)  Healing
  The vitomancer spends a healing surge and heals 57 hit points.
  The vitomancer gains a +2 bonus to all defenses until the start
  of her next turn.
  Alacrity of the Dead
  +2 bonus on attack rolls and +3d6 damage when making
  opportunity attacks.
  Alignment: Any
  Languages: Common, one regional
  Skills: Arcana +23
  Str 25 (+19) Dex 30 (+22) Wis 25 (+19)
  Con 22 (+18) Int 22 (+18) Cha 22 (+18)
  
  141
  VITOMANCER TACTICS
  The vitomancer likes to start with vitalistic flash to
  scare her enemies into submission. Afterwards, she’ll pelt
  the battlefield with alternating uses of radiant ray and orb of
  light. When bloodied, she will use second wind and then
  try to retreat.
  Archeopatronus Agent
  "Where is the soul crystal?”
  The Archeopatroni are all business, and care little
  for the plights going on around them. Their fanatic
  purpose is to collect soul crystals, which can easily be
  compared to a dragon recovering a lost egg. Never get
  between an Archeopatronus and his quarry.
  Archeopatronus Agent
  Level 5 Soldier
  Medium Natural Humanoid (living construct)
  XP 200
  Initiative +8
  Senses Perception +4
  HP 63; Bloodied 31
  AC 22; Fortitude 20, Reflex 18, Will 18
  Resist 2 acid, 2 poison
  Speed 5
  MMaul (standard; at-will)  Weapon
  +9 vs. AC; 2d6+5 damage, the target is marked until the end of
  the archeopatronus agent’s next turn.
  cBreath of Steam (move; encounter)  Fire, Zone
  Close burst 1; Hot steam fills area until the end of the relluk’s
  next turn. This zone of steam provides concealment to all
  creatures within it. Any creature other than the relluk that
  starts its turn within the zone takes 1d4 fire damage.
  Protect the Crystal (when a disembodied soul crystal is in the
  agent’s line of sight)
  The archeopatronus agent gains a +2 bonus to attack rolls.
  Alignment: Any Languages: Common, one regional
  Skills Athletics +10, History +8
  Str 19 (+6) Dex 14 (+4) Wis 14 (+4)
  Con 15 (+4) Int 11 (+2) Cha 10 (+2)
  Equipment: maul, prasiolite armor gems
  ARCHEOPATRONUS AGENT TACTICS
  The agent is only interested in retrieving the soul
  crystal and leaving. If the crystal is not in the area, he will
  simply avoid all combat. If he sees one, however, he will
  stop at nothing to retrieve it.
  Relluk Rune Master
  "The world is simply the sum of its symbols.”
  Runes have been carved into this relluk’s hide in
  perfect vertical columns. His torso-face accentuates these
  runes with a permanently mournful expression. The relluk
  rune master appears to be unarmed.
  Relluk Rune Master
  Level 7 Controller
  Medium Natural Humanoid (living construct)
  XP 300
  Initiative +4 Senses Perception +6
  HP 78; Bloodied 39
  AC 20; Fortitude 16, Reflex 16, Will 21
  Resist 4 fire
  Speed 6
  MRunic Slam (standard; at-will)
  +11 vs. AC; 2d4+5 damage and the target is dazed until the
  end of the rune master’s next turn.
  rFlying Runes (standard; at-will)  Fire, Radiant, Lighting,
  Necrotic, or Thunder
  Ranged 10; +9 vs. Reflex; 1d8+5 fire, radiant, lighting,
  necrotic, or thunder damage (rune master’s choice).
  rMark with Ruin (standard; encounter)  Charm
  Ranged 10; +12 vs. Will; the target is marked and weakened
  until the end of the rune master’s next turn.
  cBreath of Steam (move; encounter)  Fire, Zone
  Close burst 1; Hot steam fills area until the end of the relluk’s
  next turn. This zone of steam provides concealment to all
  creatures within it. Any creature other than the relluk that
  starts its turn within the zone takes 1d4 fire damage.
  Alignment: Any Languages: Common, one regional
  Skills Endurance +10, Intimidate +7
  Str 17 (+6) Dex 15 (+5) Wis 10 (+3)
  Con 14 (+5) Int 8 (+2) Cha 9 (+2)
  Equipment: citrine armor gems
  RELLUK RUNE MASTER TACTICS
  The relluk rune master attacks with flying runes,
  choosing the best energy type to do the most damage, or
  alternating if one is not evidently better than the other. He
  will use mark with ruin on targets that do the most damage
  to his allies.
  Relluk Sentinel
  “Watch and wait; it was what I was built to do.”
  The relluk sentinel believes it is his duty to guard,
  and he will do so with sleepless vigilance. He might easily
  be mistaken for a statue, if he didn’t occasionally brandish
  his sword when potential intruders drew near.
  
  142
  Relluk Sentinel
  Level 13 Soldier
  Medium Natural Humanoid (living construct)
  XP 800
  Initiative +11
  Senses Perception +15
  HP 131; Bloodied 65
  AC 29; Fortitude 28, Reflex 23, Will 24
  Resist 2 lightning, 2 necrotic, 2 radiant
  Speed 5
  MRed-hot Greatsword (standard; at-will)  Fire, Weapon
  +20 vs. AC; 1d10+7 damage plus 1d10 fire damage.
  m Double Attack (standard; at-will)  Fire, Weapon
  The relluk sentinel makes two red-hot greatsword attacks
  against the same target, dealing an extra ongoing 5 fire
  damage (save ends).
  m Crystal Gore (standard; encounter)
  The relluk sentinel makes a charge attack ; +19 vs. Reflex; 4d8
  fire damage and ongoing 5 fire damage (save ends)
  cBreath of Steam (move; encounter)  Fire, Zone
  Close burst 2; Hot steam fills area until the end of the relluk’s
  next turn. This zone of steam provides concealment to all
  creatures within it. Any creature other than the relluk that
  starts its turn within the zone takes 2d4 fire damage.
  Alignment: Any Languages: Common, one regional
  Skills Perception +15
  Str 24 (+13) Dex 16 (+9) Wis 18 (+10)
  Con 19 (+10) Int 10 (+6) Cha 14 (+8)
  Equipment: greatsword, onyx armor gems
  RELLUK SENTINEL TACTICS
  The relluk sentinel attempts to eliminate foes in
  order of most to least powerful, concentrating his effort on
  one foe at a time. He usually starts combat with a crystal
  gore attack. if surrounded, he will use breath of steam.
  Warden of the Ways
  "Dust and ash are all that remain.”
  Covered in moss and weathered by the ages, this
  relluk features a body forged in ancient times. Among the
  first awakened, he has learned much in his travels.
  Warden of the Ways
  Level 27 Solo Skirmisher
  Medium Natural Humanoid (living construct)
  XP 45000
  Initiative +23 Senses Perception +26
  HP 1205; Bloodied 602
  AC 44; Fortitude 39, Reflex 42, Will 42
  Resist 15 fire, 7 poison, 7 acid
  Speed 6, teleport 3
  Action Points 2
  MFlaming Stone Fist (standard; at-will)  Fire
  +31 vs. AC; 2d12+6 damage, and the warden makes a
  secondary attack against the same target.
  Secondary Attack
  +29 vs. Fortitude; ongoing 15 fire damage and target is dazed
  (save ends both).
  Primordial Steam (standard; at-will)  Teleportation
  After using breath of steam, up to three times per turn the
  warden can teleport adjacent to an enemy in the zone and use
  the flaming stone fist attack.
  cBreath of Steam (move; encounter)  Fire, Zone
  Close burst 3; Hot steam fills area until the end of the
  encounter. This zone of steam provides concealment to all
  creatures within it. Any creature other than the relluk that
  starts its turn within the zone takes 3d6 fire damage.
  Alignment: Any Languages: Common, one regional
  Skills Arcana +28, Diplomacy +28, History +28, Insight +26
  Str 22 (+19) Dex 27 (+21) Wis 26 (+21)
  Con 25 (+20) Int 30 (+23) Cha 30 (+23)
  Equipment: 1 jacinth, 10 sapphires
  WARDEN OF THE WAYS TACTICS
  The warden will start combat with a breath of steam, and
  remain inside it for the duration of the encounter,
  attacking all enemies who enter the zone with the aid of
  the primordial steam power.
  Relluk sentinel
  Artwork: Benjamin Barnes
  
  143
  Oozelord
  "I am the face for the faceless ones.”
  Naked and frightening, this fierce-looking green
  squole turns unnaturally towards you. It is unarmed,
  though intimidates through movement alone.
  Oozelord
  Level 25 Elite Artillery
  Medium elemental humanoid (blind, ooze)
  XP 14,000
  Initiative +19 Senses Perception +16, blindsight 15
  HP: 378; Bloodied: 189
  AC: 39 Fortitude: 43 Reflex: 39 Will: 37
  Resist 20 acid
  Speed 6
  Action points: 1
  MSlimy Fist (standard; at-will)  Acid
  +32 vs. AC; 3d8+11 acid damage, and ongoing 10 acid damage
  (save ends) .
  RGlob of Slime (standard; at-will)  Acid
  Ranged 15; +30 vs. Reflex; 2d8+9 acid damage, and the target
  takes ongoing 10 acid damage and the target takes a -2 penalty
  to AC and Fortitude (save ends both).
  rJet of Slime (standard; daily)  Acid
  Ranged 10; +30 vs. Reflex; 5d8+9 acid damage, and the target
  takes ongoing 10 acid damage (save ends).
  Aftereffect: Ongoing 5 acid damage (save ends).
  Miss: 3d8+9 acid damage, and the target takes ongoing 5 acid
  damage (save ends).
  cSlime Explosion (standard, when first bloodied; encounter)
   Acid
  Close burst 5; +30 vs. Fortitude; 2d8+8 acid damage, and the
  target is pushed 3 squares.
  Pliable Grasp
  When a squole makes a Strength check for grab attacks, she may
  roll twice and use either result.
  Alignment: Any Languages: Common, Primordial
  Skills Arcana +25, History +20, Nature +21,
  Religion +23
  Str: 32 (+23)
  Dex: 25 (+19) Wis: 25 (+19)
  Con: 33 (+23) Int: 23 (+18)
  Cha: 23 (+18)
  OOZELORD TACTICS
  The oozelord lobs slime at every foe, through use
  of the glob of slime power. Getting close to a oozelord offers
  no reprieve, as you will likely become victim to its jet of
  slime, then its slimy fist, and finally its slime explosion.
  Squole Herald
  “In the beginning, there was only ooze.”
  Clad in chainmail and a white tabard, the squole
  herald appears to be a holy emissary. His bright red
  translucent skin, however, seems to offset any hope of a
  hallowed visage.
  Squole Herald
  Level 6 Skirmisher
  Medium elemental humanoid (blind, ooze)
  XP 250
  Initiative +8
  Senses Perception +8, blindsight 10
  HP: 76; Bloodied: 38
  AC: 20 Fortitude: 20 Reflex: 18 Will: 19
  Resist 5 fire
  Speed 6
  MMace (standard; at-will)  Fire, Weapon
  +11 vs. AC; 1d8+4 damage plus 1d4 fire damage.
  Combat Advantage
  The squole herald deals an extra 1d4 fire damage on melee
  attacks against any target it has combat advantage against.
  Slippery Step (move; at-will)
  The squole herald moves up to 5 squares, gains a +4 bonus to
  AC against opportunity attacks, and gains combat advantage
  against any target that it ends its move adjacent to.
  Pliable Grasp
  When a squole makes a Strength check for grab attacks, he may
  roll twice and use either result.
  Alignment: Any Languages: Common, Primordial
  Skills Religion +8, Stealth +8
  Str: 21 (+8) Dex: 16 (+6) Wis: 18 (+7)
  Con: 20 (+8) Int: 16 (+6) Cha: 17 (+6)
  Equipment: chainmail, tabard, mace
  SQUOLE HERALD TACTICS
  The squole herald uses slippery step to move into
  position to gain combat advantage, and therefore do the
  most fire damage to a foe. He will continue to use slippery
  step and his mace, each round if able.
  Artwork: Eugene Jaworksi
  
  144
  Squole Mediator
  “I am quite used to being in the middle of things.”
  This violet-skinned, female-formed squole wears
  simple leather armor and wields an oaken quarterstaff.
  Squole Mediator
  Level 11 Controller
  Medium elemental humanoid (blind, ooze)
  XP 600
  Initiative +9
  Senses Perception +6, blindsight 10
  HP: 118; Bloodied: 59
  AC: 25 Fortitude: 25 Reflex: 23 Will: 23
  Resist 15 lightning
  Speed 6
  MQuarterstaff (standard; at-will)  Lightning, Weapon
  +16 vs. AC; 1d8+5 damage plus 1d6+2 lightning damage.
  rDazzling Bolt (standard; at-will)  Lightning
  Ranged 8; +15 vs. Reflex; 1d8+5 lightning damage, and the
  target is dazed until the end of the squole mediator’s next turn.
  rMagnetic Bolt (standard; at-will)  Lightning
  Ranged 10; +15 vs. Reflex; 1d8+3 lightning damage, and the
  target is pulled 3 squares towards the squole mediator.
  cBlinding Blast (standard; recharge56)  Lightning
  Close blast 3; +15 vs. Will; 2d6+5 lightning damage, and the
  target is blinded until the end of the squole mediator’s next
  turn.
  Pliable Grasp
  When a squole makes a Strength check for grab attacks, she may
  roll twice and use either result.
  Alignment: Any Languages: Common, Primordial
  Skills Arcana +17, History +17, Religion +11
  Str: 22 (+11)
  Dex: 18 (+9) Wis: 19 (+9)
  Con: 22 (+11) Int: 18 (+9)
  Cha: 18 (+9)
  Equipment: leather armor, quarterstaff
  SQUOLE MEDIATOR TACTICS
  The squole mediator prefers dazzling bolt while
  enemies are over 6 squares away. He may also use
  magnetic bolt to drag enemies into range.
  Squole Muscle
  “Slime to die.”
  From the cold, shiny full plate armor, only the
  slightest hint of glossy blue skin can be seen. He raises his
  greatclub and gives you an icy stare.
  Squole Muscle
  Level 10 Soldier
  Medium elemental humanoid (blind, ooze)
  XP 500
  Initiative +11 Senses Perception +7, blindsight 10
  HP: 111; Bloodied: 55
  AC: 26 Fortitude: 24 Reflex: 22 Will: 22
  Resist 5 cold
  Speed 5
  MGreatclub (standard; at-will)  Cold, Weapon
  +17 vs. AC; 2d4+5 damage plus 1d4+2 cold damage.
  mPushing Strike (standard; recharge56)  Weapon
  Requires greatclub; +17 vs. AC; 2d4+5 damage, and the target
  is pushed 1 square and knocked prone.
  Grapple (standard, sustain standard; at-will)
  Requires combat advantage; +15 vs. Reflex; 1d10+5 damage,
  and the target is grabbed (until escape). A target trying to
  escape the grab takes a -4 penalty to the check. The squoles
  muscle can sustain the power as a standard action, dealing
  1d8+2 cold damage and maintaining the grab.
  Entangled With Foe
  While a target is grabbed by the squole muscle, and when the
  squole muscle is hit by an attack, the squole muscle takes half
  damage from the attack and the grabbed creature takes the
  other half.
  Pliable Grasp
  When a squole makes a Strength check for grab attacks, he may
  roll twice and use either result.
  Alignment: Any Languages: Common, Primordial
  Skills Intimidate +11, Stealth +12, Streetwise +11
  Str: 23 (+11) Dex: 18 (+9) Wis: 18 (+9)
  Con: 23 (+11) Int: 17 (+8) Cha: 17 (+8)
  Equipment: plate armor, greatclub
  SQUOLE MUSCLE TACTICS
  The squole muscle starts combat using his
  greatclub, resorting to pushing strike when overwhelmed or
  flanked. When bloodied, its tactics change to grab the
  strongest opponent.
  Hack & Slash
  "I hack ‘em, I slash ‘em.”
  Clad in iron with an axe in one hand and a sword
  in the other, this two-headed warrior appears ready for
  combat. Scars, missing teeth, blood soaked armor and
  fresh bruises show that this isn’t his first battle of the day.
  
  145
  Hack & Slash
  Level 2 Brute
  Medium Natural Humanoid
  XP 125
  Initiative +3 Senses Perception +10; low-light vision
  HP 47; Bloodied 23
  AC 20; Fortitude 16, Reflex 15, Will 14
  Speed 6
  MLongsword (standard; at-will)
  2d6+5 vs. AC; 2d6+5 damage
  MAxe (standard; at-will)
  2d6+5 vs. AC; 2d6+5 damage
  Double Actions
  A taddol rolls initiative twice, gets two turns during a round,
  and has a full set of actions (standard, move, minor) on each
  turn. Each set of actions corresponds to a different head. The
  taddol’s ability to take immediate actions refreshes on each of
  its turns.
  Twin Mind
  The taddol gain a +3 bonus to saving throws against dazed
  and stunned conditions and against charm effects that a save
  can end.
  Fey Origin
  Taddol are considered a fey creature for the purpose of effects
  that relate to creature origin.
  Alignment: Any Languages: Common, Elven
  Skills Insight +10, Perception +10
  Str 19 (+5) Dex 15 (+3) Wis 14 (+3)
  Con 17 (+4) Int 16 (+4) Cha 14 (+3)
  Equipment: longsword, axe, armor
  HACK & SLASH TACTICS
  Hack has an axe, and will trade off attacks with his
  brother who prefers the sword. They hold one in each
  hand. These twins are fairly direct fighters that wade into
  the think of battle and begin tearing apart the largest foe.
  Sword & Sorcery
  “My sword will end your days, My magic will haunt your
  nights.”
  Lightly armored and armed with a longsword,
  this taddol at first seems to be the typical fighter.
  However, in a flash, her stance seems to change and she
  has all the focus of an accomplished mage.
  Sword & Sorcery
  Level 12 Controller
  Medium Natural Humanoid
  XP 700
  Initiative +8 Senses Perception +15; low-light vision
  HP 122; Bloodied 61
  AC 26; Fortitude 25, Reflex 24, Will 22
  Speed 6
  MLongsword (standard; at-will)
  +17 vs. AC; 2d6+6 damage
  RLightning Ray  Lightning (standard; at-will)
  Ranged 15; +16 vs. Reflex; 4d8+5 lightning damage, and
  ongoing 2 fire damage (save ends).
  Double Actions
  A taddol rolls initiative twice, gets two turns during a round,
  and has a full set of actions (standard, move, minor) on each
  turn. Each set of actions corresponds to a different head. The
  taddol’s ability to take immediate actions refreshes on each of
  its turns.
  Twin Mind
  The taddol gain a +3 bonus to saving throws against dazed
  and stunned conditions and against charm effects that a save
  can end.
  Fey Origin
  Taddol are considered a fey creature for the purpose of effects
  that relate to creature origin.
  Alignment: Any Languages: Common, Elven
  Skills Insight +15, Perception +15
  Str 21 (+11) Dex 15 (+8) Wis 14 (+8)
  Con 18 (+10) Int 20 (+11) Cha 13 (+7)
  Equipment: longsword
  SWORD & SORCERY TACTICS
  Sword & Sorcery swing a sword and then shoot a
  lightning ray in the same round. One head focuses on the
  meanest looking enemy in front, while the other picks off
  any enemies lurking in the background. They can both use
  the longsword, in a pinch.
  Taddol Trailblazer
  "I know these woods like the back of our hand.”
  This perfect blend of druid and ranger wears
  green dragon scales and wields a deadly longbow. He
  steps through the thick forest as if it was a walk on the
  beach. Both faces bear a serious expression.
  Taddol Trailblazer
  Level 24 Artillery
  Medium Natural Humanoid
  XP 6050
  Initiative +20 Senses Perception +23; low-light vision
  HP 178; Bloodied 89
  AC 36; Fortitude 38, Reflex 37, Will 38
  Speed 6
  RLongbow (standard; at-will)
  Ranged 20/40; +31 vs. AC; 3d6+8 damage
  rPoison Arrow (standard; recharge56)  Poison, Weapon
  Ranged 15; +29 vs. Reflex; 4d12+8 poison damage, and
  ongoing 5 poison damage (save ends).
  aScorpion Rain (standard; encounter)  Poison, Weapon
  Area burst 1 within 15; +29 vs. Reflex; 4d12+8 damage, and
  ongoing 5 poison damage (save ends). Miss: Half damage, and
  no ongoing damage. This must be used on its first turn of the
  round, and the second head loses its turn this round.
  Double Actions
  A taddol rolls initiative twice, gets two turns during a round,
  and has a full set of actions (standard, move, minor) on each
  turn. The taddol’s ability to take immediate actions refreshes
  on each of its turns.
  Twin Mind
  The taddol gain a +3 bonus to saving throws against dazed
  and stunned conditions and against charm effects that a save
  can end.
  Fey Origin
  Taddol are considered a fey creature for the purpose of effects
  that relate to creature origin.
  Alignment: Any Languages: Common, Elven
  Skills Insight +28, Perception +23
  Str 30 (+22) Dex 26 (+20) Wis 29 (+21)
  Con 28 (+21) Int 27 (+20) Cha 25 (+19)
  Equipment: longbow, scale armor
  
  146
  TADDOL TRAILBLAZER TACTICS
  The taddol trailblazer avoids melee if at all
  possible, preferring to pincushion and poison enemies
  from afar.
  Taddol Truthkeeper
  "We keep the lies out.”
  Dressed in full plate armor, this taddol tank
  wields a wicked greataxe. His faces tell of experience and
  wisdom. Four eyes stare intently at you, as if peering into
  your soul.
  Taddol Truthkeeper
  Level 6 Soldier
  Medium Natural Humanoid
  XP 250
  Initiative +7 Senses Perception +13; low-light vision
  HP 77; Bloodied 38
  AC 30; Fortitude 20, Reflex 19, Will 18
  Speed 5
  MGreataxe (standard; at-will)  Weapon
  +13 vs. AC; 2d6+4 damage
  cRight Circle Sweep (standard; encounter)  Weapon
  Close burst 1; +11 vs. Reflex, 3d8+4 damage
  cLeft Circle Sweep (standard; encounter)  Weapon
  Close burst 1; +13 vs. AC, 4d6+4 damage
  Double Actions
  Area burst 1 within 15; +29 vs. Reflex; 4d12+8 damage, and
  ongoing 5 poison damage (save ends). Miss: Half damage, and
  no ongoing damage. This must be used on its first turn of the
  round, and the second head loses its turn this round.
  Twin Mind
  The taddol gain a +3 bonus to saving throws against dazed
  and stunned conditions and against charm effects that a save
  can end.
  Fey Origin
  Taddol are considered a fey creature for the purpose of effects
  that relate to creature origin.
  Alignment: Any Languages: Common, Elven
  Skills Perception +13
  Str 21 (+8) Dex 14 (+5) Wis 16 (+6)
  Con 21 (+8) Int 18 (+7) Cha 16 (+6)
  Equipment: greataxe, plate armor
  TADDOL TRUTHKEEPER TACTICS
  The taddol truthkeeper swings twice each round,
  making its way to the heart of combat. At the thick of
  battle, they usually use the circle sweeps in succession,
  trying to take out a large number of foes at once.
  Champion of Chaos
  "Blame it on the butterflies.”
  Dressed in shining plate armor and
  brandishing a bastard sword, the champion of chaos
  appears to be a perfect blend of knight and madness.
  Champion of Chaos
  Level 25 Soldier
  Small aberrant elemental humanoid
  XP 7,000
  Initiative: +21
  Perception +18
  HP: 238; Bloodied: 119
  AC: 41 Fortitude: 39 Reflex: 37 Will: 37
  Resist 22 thunder
  Speed 6
  M Chaotic Bastard Sword (standard; at-will)  Fire, Cold,
  Radiant, Lighting, Necrotic, Thunder
  +32 vs. AC; 2d8+9 damage and the target takes ongoing 15
  variable damage (save ends). The variable damage type
  changes each round, and is determined by a die roll (d6):
  1: fire, 2: cold, 3: radiant, 4: lighting, 5: necrotic, 6: thunder
  M Bull Rush (standard; at-will)
  +30 vs. Fortitude; the champion of chaos pushes the target 1
  square and shifts into the vacated space.
  mSudden Strike (immediate reaction, when an adjacent enemy
  shifts; at-will)
  The champion of chaos makes a melee basic attack against the
  enemy.
  cDragon Breath (minor; recharge56)  Fire, Cold, Acid,
  Lighting, Poison, Thunder
  Close blast 3; +27 vs. Reflex; 2d6+6 variable damage. The
  variable damage type changes with each use, and is determined
  by a die roll (d6): 1: fire, 2: cold, 3: acid, 4: lighting, 5: poison,
  6: thunder
  Alignment: Any Languages: Common, one regional
  Skills Athletics +27, Endurance +25
  Str: 29 (+21) Dex: 25 (+19) Wis: 21 (+17)
  Con: 30 (+22) Int: 26 (+20) Cha: 25 (+19)
  Equipment: bastard sword, plate armor
  CHAMPION OF CHAOS TACTICS
  The champion of chaos goes into battle swinging
  his sword with a mighty battle cry. When confronted by
  several melee opponents, he uses dragon breath.
  
  147
  Xax Magician
  “Now you see it, now you’re blind.”
  Clad in black and silver and wearing a tall hat, the
  xax magician is sure to have a few tricks up his sleeves.
  Xax Magician
  Level 14 Artillery
  Small aberrant elemental humanoid
  XP 1000
  Initiative: +12
  Senses Perception +9
  HP: 114; Bloodied: 57
  AC: 26 Fortitude: 28 Reflex: 28 Will: 26
  Resist 12 acid
  Speed 6
  MDagger (standard; at-will)
  +21 vs. AC; 1d4+6 damage
  rBlinding Arc (standard; at-will)  Fire
  Ranged 10; +19 vs. Reflex; 1d10+6 Fire damage, and target is
  blinded (save ends).
  aFire of Life (standard; at-will)  Necrotic, Radiant
  Area burst 1 within 10; targets enemies; +19 vs.
  Reflex; 1d10+6 necrotic and radiant damage.
  Fade Away (immediate reaction, when the xax
  magician takes damage; encounter)  Illusion
  The xax magician turns invisible until it attacks or until the end
  of its next turn.
  Alignment: Any Languages: Common, one regional
  Skills Arcana +19, Dungeoneering +11
  Str: 23 (+13) Dex: 20 (+12) Wis: 20 (+12)
  Con: 24 (+14) Int: 24 (+14) Cha: 20 (+12)
  Equipment: cloak, dagger
  XAX MAGICIAN TACTICS
  The xax magician has a weak melee attack and
  prefers to throw his tricks from afar. His favorite attack is
  fire of life which he uses liberally on groups of enemies. If
  one target stands out above the rest, he will concentrate a
  blinding arc on it. If threatened directly, the xax magician
  will use fade away to maneuver into a better position.
  Xax Philosopher
  "I think, therefore you die.”
  This xax is dressed in long, flowing, multicolored
  robes and mutters quietly to himself. He turns to you and
  seems to smile, though it could also be a frown.
  Xax Philosopher
  Level 2 Controller
  Small aberrant elemental humanoid
  XP 125
  Initiative: +3
  Senses Perception +6
  HP: 43; Bloodied: 21
  AC: 16 Fortitude: 16 Reflex: 15 Will: 14
  Resist 6 lightning
  Speed 6
  M Fist of Force (standard; at-will)  Force
  +7 vs. AC; 1d6+3 damage, and ongoing 5 force damage (save
  ends).
  rFlying Runes (standard; at-will)  Fire, Radiant, Lighting,
  Necrotic, or Thunder
  Ranged 10; +6 vs. Reflex; 1d10+3 fire, radiant, lighting,
  necrotic, or thunder damage (xax philosopher’s choice).
  cSwitch Places(move; recharge6)  Teleportation
  Close burst 5; Choose 2 allies in burst and switch their places.
  Second Chance (immediate interrupt, when hit
  by an attack; encounter)
  The xax philosopher forces the attacker to reroll the attack and
  take the new result.
  Alignment: Any Languages: Common, one regional
  Skills Religion +7
  Str: 17 (+4) Dex: 14 (+3) Wis: 14 (+3)
  Con: 19 (+5) Int: 16 (+4) Cha: 14 (+3)
  Equipment: robes
  XAX PHILOSOPHER TACTICS
  The xax philosopher prefers to avoid melee, using
  fist of force to discourage attackers, and then moving out of
  range to use flying runes. Whenever advantageous, the xax
  philosopher will not hesitate to use switch places to
  maneuver his allies into better positions.
  Xax Randomizer
  “Some protect the balance. I just make sure it’s truly random.”
  Multicolored polyhedral dice buzz around the
  xax’s head like strange ioun stones. He is dressed in a
  random assortment of clothes; metal boots, a tunic, a cape,
  and a bandoleer—all of clashing hues. He wields a rapier.
  As he looks at you, he rolls a die.
  Xax Randomizer
  Level 9 Controller
  Small aberrant elemental humanoid
  XP 400
  Initiative: +7
  Perception +5
  HP: 102; Bloodied: 51
  AC: 23 Fortitude: 23 Reflex: 22 Will: 22
  Resist 9 fire
  Speed 6
  M Rapier (standard; at-will)
  +14 vs. AC; 1d8+5 damage
  r Blinding Bolt (standard; at-will)  Radiant
  Ranged 10; +13 vs. Reflex; 1d8+5 radiant damage, and the
  target is blinded until the end of the xax randomizer’s next
  turn.
  rBolting Bolt (standard; at-will)  Teleportation
  Ranged 10; +13 vs. Reflex; 1d8+5 damage, and the target is
  teleported up to 3 squares. The target cannot be teleported into
  an unsafe space.
  cBinding Blast (standard; recharge56)
  Close blast 3; +13 vs. Will; 3d8+5 damage, and the target is
  immobilized until the end of the xax randomizer’s next turn.
  
  148
  Infernal Wrath (minor; encounter)
  The xax randomizer gains a +1 power bonus to its next attack
  roll against an enemy that hit it since the xax randomizer’s last
  turn. If the attack hits and deals damage, the xax randomizer
  deals an extra 5 damage.
  Alignment: Any Languages: Common, one regional
  Skills Arcana +16, History +16, Nature +10
  Str: 20 (+9) Dex: 17 (+7) Wis: 19 (+8)
  Con: 22 (+10) Int: 19 (+8) Cha: 19 (+8)
  Equipment: a set of polyhedral dice, rapier
  XAX RANDOMIZER TACTICS
  The xax randomizer likes to begin with a binding
  blast to help his allies move into the best positions
  unhindered. This will likely be followed by a bolting bolt
  against the most threatening target, to move that enemy
  into a position detrimental to the opposing side. Blinding
  bolt is used as a delay measure, allowing allies to slip into
  better positions as needed.
  Snillorg
  "Me like cabbage!”
  Slobbering viscous slime and behaving much like
  a timid dog, this snail-like creature has none of the grace,
  charm, or wit of a zif, though it looks very similar.
  Snillorg
  Level 1 Lurker
  Medium Natural Humanoid
  XP 100
  Initiative +5 Senses Perception +1
  HP 28; Bloodied 14
  AC 15; Fortitude 14, Reflex 13, Will 13
  Speed 5
  MClub (standard; at-will)  Weapon
  +6 vs. AC; 1d10+3 damage
  Combat Advantage
  The snillorg deals an extra 1d6 damage against any target it has
  combat advantage against.
  Retract into Shell (standard; encounter)
  The snillorg gains resist 7 to all damage. While using this effect,
  the snillorg is considered blinded, immobilized and cannot take
  any opportunity or immediate actions. The snillorg may sustain
  this effect with a standard action.
  Alignment: Any Languages: Common
  Skills Stealth +8, Thievery +8
  Str 16 (+3) Dex 13 (+1) Wis 13 (+1)
  Con 16 (+3) Int 9 (-1) Cha 11 (+0)
  Equipment: club
  SNILLORG TACTICS
  The snillorg ambushes its victims and then
  attempts to flee. If that fails, it will retract into its shell and
  attempt to wait out the danger. A snillorg will rarely
  attack large groups or intimidating adversaries. Instead,
  they prefer to attack those solitary individuals that
  appear weak or injured.
  Zif Enforcer
  “What you cannot enforce, do not command.”
  Brandishing a rapier and a short sword, this
  educated zif fighter appears ready for anything
  despite an evident lack of equipment. He wears a few
  trinkets on his shell and a condescending smirk on his
  face.
  Zif Enforcer
  Level 11 Soldier
  Medium Natural Humanoid
  XP 600
  Initiative +11 Senses Perception +10
  HP 117; Bloodied 58
  AC 27; Fortitude 24, Reflex 25, Will 24
  Speed 5
  MRapier (standard; at-will)  Weapon
  +18 vs. AC; 1d6+5 damage
  M Short Sword (standard; at-will)  Weapon
  +18 vs. AC; 1d6+5 damage
  m Combination Strike (standard; recharge56)  Weapon
  +18 vs. AC; 4d8+5 damage, and the target is marked until the
  end of the enforcer's next turn.
  Retract into Shell (standard; encounter)
  The zif gains resist 13 to all damage. While using this effect, the
  zif is considered blinded, immobilized and cannot take any
  opportunity or immediate actions. The zif may sustain this
  effect with a standard action.
  Alignment: Any Languages: Common, Ancient
  Skills Intimidate +11, History +13
  Str 21 (+10) Dex 18 (+9) Wis 20 (+10)
  Con 21 (+10) Int 22 (+11) Cha 18 (+9)
  Equipment: rapier, short sword
  ZIF ENFORCER TACTICS
  The zif enforcer fights directly, utilizing both
  blades simultaneously. When the chance arises, he will use
  his combination strike to mark a foe. He will not hesitate to
  go after stronger foes, retracting into its shell if he is
  getting too low on hit points, waiting for the pounding to
  stop, and then coming back with a vengeance when least
  expected.
  
  149
  Zif Mind-Cracker
  “What’s on your mind, if you will permit the overstatement?”
  This zif wears a colorful robe over his shell, and is
  covered in multiple tattoos of arcane symbols. He looks at
  you sternly, as if peering into your soul.
  Zif Mind-Cracker
  Level 9 Controller
  Medium Natural Humanoid
  XP 400
  Initiative +7 Senses Perception +8
  HP 100; Bloodied 50
  AC 23; Fortitude 22, Reflex 23, Will 22
  Speed 5
  MDagger (standard; at-will)  Weapon
  +14 vs. AC; 2d4+5 damage
  rDagger (standard; at-will)  Weapon
  Ranged 5/10; +14 vs. AC; 2d4+5 damage
  cMind Spray (standard; at-will)  Fear
  Close burst 5; +13 vs. Will; the target is pushed 3
  squares and immobilized (save ends).
  cMind Scream (standard; recharge56)  Psychic
  Close burst 5; +13 vs. Will; 1d6+5 psychic damage.
  Secondary Attack
  Area burst 1 within 5; centered on a target hit by mind scream’s
  primary attack; targets enemies only; +13 vs. Will; 1d6+5
  psychic damage.
  Retract into Shell (standard; encounter)
  The zif gains resist 8 to all damage. While using this effect, the
  zif is considered blinded, immobilized and cannot take any
  opportunity or immediate actions. The zif may sustain this
  effect with a standard action.
  Alignment: Any Languages: Common, Ancient
  Skills Arcana +14, Intimidate +14
  Str 20 (+9) Dex 17 (+7) Wis 19 (+8)
  Con 20 (+9) Int 21 (+9) Cha 20 (+9)
  Equipment: 3 daggers, robes
  ZIF MIND-CRACKER TACTICS
  The zif mind-cracker prefers to avoid getting into
  melee, preferring to push his enemies into combat with his
  allies using mind spray whenever possible.
  Zif Legend
  "Prehistoric is a subjective term.”
  Aside from the bright star-like sparks for eyes, this
  appears to be an ordinary zif. He wields a simple
  quarterstaff, or so it appears.
  Zif Legend
  Level 26 Elite Controller
  Medium Natural Humanoid
  XP 18,000
  Initiative +21 Senses Perception +22
  HP 490; Bloodied 245
  AC 42; Fortitude 41, Reflex 39, Will 42
  Speed 5
  MSonic Quarterstaff (standard; at-will)  Thunder, Weapon
  +31 vs. Reflex; 3d8+9 thunder damage, and the target is
  deafened until the end of the zif legend’s next turn.
  rBlinding Gaze (minor; at-will)  Gaze, Radiant
  Ranged 20; +31 vs. Reflex; the target takes ongoing 10 radiant
  damage and is blinded (save ends both).
  rBlack Lightning (standard; at-will)  Lightning, Necrotic
  Ranged 10; +30 vs. Fortitude; 5d10+9 lightning damage, and
  the target is slowed and weakened (save ends both).
  Aftereffect: The target is weakened (save ends).
  Retract into Shell (standard; encounter)
  The zif gains resist 18 to all damage. While using this effect, the
  zif is considered blinded, and cannot take any opportunity or
  immediate actions. The zif may sustain this effect with a
  standard action. The zif legend may still use move actions
  while in the shell.
  Alignment: Any Languages: Common, Ancient
  Skills Arcana +15, Diplomacy +24, History +15, Insight +21,
  Intimidate +24, Nature +21
  Str 29 (+22) Dex 26 (+21) Wis 29 (+22)
  Con 29 (+22) Int 28 (+22) Cha 31 (+23)
  Equipment: quarterstaff
  ZIF LEGEND TACTICS
  The zif legend explodes into a fury of attacks, saving his
  sonic staff for when enemies come within melee reach.
  Blinding gaze and black lightning are used liberally to
  neutralize the stronger foes on the battlefield. If all else
  fails, the zif legend retreats to his shell and rolls away at
  top speed.
  Artwork: Dean Spencer
  
  150
  Below are a few examples of encounter groups, presented
  by level.
  MM1: From the D&D 4E MONSTER MANUAL
  MM2: From the D&D 4E MONSTER MANUAL 2
  Level 1 Encounter (XP 500) : Snillorg Raiding Party
   2 dire ratsMM1 (level 1 brute)
   3 snillorgs (level 1 lurker)
  Level 2 Encounter (XP 625) : The Lone Doctor
   1 doctor mogogol (level 2 controller)
   2 battle toads (level 2 brute)
   1 dwarf battle woggart (level 3 brute)
   4 purple peepers (level 1 minion)
  Level 3 Encounter (XP 800) : Friar and his Merry Men
   1 obitu friar (level 4 skirmisher)
   1 anumus watchdog (level 2 soldier)
   3 elf archers MM1 (level 2 artillery)
   1 hack & slash (level 2 brute)
  Level 4 Encounter (XP 900) : Mounted Mogogols
   3 mogogol with the axe (level 3 brute)
   3 riding woggarts (level 4 brute)
  Level 5 Encounter (XP 1,150) : The Zealot’s Lash
   1 squole herald (level 6 skirmisher)
   1 caterpillar zealot (level 5 controller)
   4 oakling mercenaries (level 4 soldier)
  Level 6 Encounter (XP 1,200) : A Hellish Ambush
   1 oakling burglar (level 7 lurker)
   1 anumus assassin (level 7 lurker)
   1 larvite marauder (level 7 skirmisher)
   1 hell hound MM1(level 7 brute)
  \
  Level 7 Encounter (XP 1,500) : The Holy Rollers
   1 muse war master (level 7 soldier)
   1 numistian evangelist (level 8 controller)
   1 human cavalier MM2 (level 7 soldier)
   1 taddol truthkeeper (level 6 soldier)
   1 kval demon hunter (level 7 artillery)
  Level 8 Encounter (XP 1,800) : Little Random Ninjas
   4 boggle ninjas (level 8 lurker)
   1 xax randomizer (level 9 controller)
  Level 9 Encounter (XP 2,100) : Heralds of Ooze
   4 squole heralds (level 6 skirmisher)
   1 black pudding MM2 (level 8 elite brute)
   1 young rust monster swarm MM2 (level 9 soldier)
  Level 10 Encounter (XP 2,700) : Squole Ambassadors
   3 squole muscles (level 10 soldier)
   2 squole mediators (level 11 controller)
  Level 11 Encounter (XP 3,100) : Cavemen Convoy
   4 priests of Mahra (level 9 controller)
   1 mahrog witchdoctor (level 12 artillery)
   1 hill giant (level 13 brute)
  Level 12 Encounter (XP 3,600) : Battalion of Weird
   1 minotaur warrior (level 10 soldier)
   1 corporal mogogol (level 11 soldier)
   1 obitu knight (level 11 soldier)
   1 zif enforcer (level 11 soldier)
   1 sword & sorcery (level 12 controller)
   1 boggle demolitions expert (level 11 artillery)
  Level 13 Encounter (XP 4,000) : Stone Soldiers
   3 relluk sentinels (level 13 soldier)
   2 eidolon (level 13 controller)
  Level 14 Encounter (XP 5,200) : Artillery Caravan
   1 oakling evoker (level 14 artillery)
   1 xax magician (level 14 artillery)
   4 numistian merchants (level 13 artillery)
  ENCOUNTERS BY LEVEL
  
  151
  Level 15 Encounter (XP 6,000) : Butterfly Brigade
   3 farfalite mages (level 15 controller)
   1 chimera MM1 (level 15 elite brute)
  Level 16 Encounter (XP 7,200) : The Hive Guard
   1 sun-scarab (level 21 artillery)
   2 farfalite mages (level 15 controller)
   2 hellstinger scorpions (level 13 soldier)
  Level 17 Encounter (XP 8,000) : The Frog Duo
   1 sorceress mogogol (level 21 elite artillery)
   1 blue slaad MM1 (level 17 brute)
  Level 18 Encounter (XP 10,400) : Lightning Inspiration
   1 divine muse (level 21 elite controller)
   2 storm archon lightning walkers MM2(level 18
  skirmisher)
  Level 19 Encounter (XP 13,100) : Autumn’s Chill
   1 reverent of autumn (level 23 controller)
   2 bralanis of the autumn winds MM1(level 19 controller)
   1 ghael of winter MM1 (level 21 artillery)
  Level 20 Encounter (XP 14,700) : Wooden Wrath
   1 reverent of autumn (level 23 controller)
   2 blackwood treants MM1 (level 19 elite soldier)
  Level 21 Encounter (XP 16,000) : Hot Bugs
   1 sun-scarab (level 21 artillery)
   1 larva mage MM1 (level 21 elite artillery)
   1 remorhaz MM2 (level 21 elite brute)
  Level 22 Encounter (XP 23,350) : Army of the Gods
   2 divine muses (level 21 elite controller)
   4 angel of valor legionnaires MM1 (level 21 minion)
   3 marut blademasters MM1 (level 21 soldier)
   1 angel of authority MM2 (level 22 controller)
  Level 23 Encounter (XP 29,750) : Three Knight Stand
   1 knight of entropy (level 23 elite soldier)
   1 knight of the hoof (level 23 soldier)
   1 rakshasa dread knight MM1 (level 24 soldier)
   3 rimefire griffons MM1 (level 20 skirmisher)
  Level 24 Encounter (XP 31,300) : Company of the Hoof
   3 knights of the hoof (level 23 soldier)
   1 centaur campaigner MM2 (level 25 soldier)
   1 storm gorgonMM1 (level 26 skirmisher)
  Level 25 Encounter (XP 36,300) : Ride the Lightning
   3 taddol trailblazers (level 24 artillery)
   3 behir stormsteedsMM2 (level 24 soldier)
  Level 26 Encounter (XP 54,000) : Life and Death
   3 vitomancers (level 25 controller)
   3 sorrowsworn reapersMM1 (level 27 soldier)
  Level 27 Encounter (XP 63,000) : Legends of Yore
   2 zif legends (level 26 elite controller)
   3 dragonborn champions MM1 (level 26 soldier)
  Level 28 Encounter (XP 68,000) : Defenders of Mnol
   2 economancers (level 30 artillery)
   1 godforged colossusMM1 (level 29 elite brute)
  Level 29 Encounter (XP 80,000) : Mnol Bill Collector
   1 economancer (level 30 artillery)
   3 efreet karadjinsMM1 (level 28 soldier)
   2 retrieversMM2 (level 27 soldier)
  Level 30 Encounter (XP 107,000) : Construct Convoy
   1 mechnomancer (level 25 soldier)
   1 slaughterstone hammererMM2 (level 25 soldier)
   1 warden of the ways (level 27 solo skirmisher)
   1 primordial colossusMM2 (level 28 elite brute)
  Artwork: Benjamin Barnes
  
  152
  Every monster and NPC in this book appears on
  this list, which is sorted alphabetically by level and
  monster role. Leaders are indicated with an (L).
  Monster / NPC
  Level and Role
  Page
  Snillorg
  1 Lurker
  148
  Purple Peeper
  1 Minion
  121
  Battle Toad
  2 Brute
  121
  Hack & Slash
  2 Brute
  144
  Doctor Mogogol
  2 Controller
  132
  Xax Philosopher
  2 Controller
  147
  Anumus Watchdog
  2 Soldier
  123
  Dwarf Battle Woggart
  3 Brute
  122
  Mahrog Hunter
  3 Brute
  130
  Mogogol with the Axe
  3 Brute
  132
  Muse Charmer
  3 Controller
  134
  Fledgling Obitu
  3 Minion
  139
  Riding Woggart
  4 Brute
  123
  Obitu Friar
  4 Skirmisher
  140
  Oakling Mercenary
  4 Soldier
  138
  Caterpillar Zealot
  5 Controller (L)
  127
  Kval Thug
  5 Lurker
  129
  Archeopatronus Agent
  5 Soldier
  141
  Numistian Mercenary
  5 Elite Soldier
  136
  Battle Woggart
  6 Brute
  122
  Squole Herald
  6 Skirmisher
  143
  Boggle Grease Monkey
  6 Soldier
  125
  Taddol Truthkeeper
  6 Soldier
  146
  Kval Demon Hunter
  7 Artillery
  128
  Relluk Rune Master
  7 Controller
  141
  Anumus Assassin
  7 Lurker
  123
  Oakling Burglar
  7 Lurker
  137
  Larvite Marauder
  7 Skirmisher
  128
  Muse Warmaster
  7 Soldier (L)
  135
  Numistian Evangelist
  8 Controller
  136
  Boggle Ninja
  8 Lurker
  126
  Priest of Mahra
  9 Controller (L)
  131
  Xax Randomizer
  9 Controller
  147
  Zif Mind Cracker
  9 Controller
  149
  Squole Muscle
  10 Soldier
  144
  Boggle Demolitions Expert
  11 Artillery
  125
  Squole Mediator
  11 Controller
  144
  Muse Musician
  11 Skirmisher (L)
  134
  Monster / NPC
  Level and Role
  Page
  Corporal Mogogol
  11 Soldier
  132
  Obitu Knight
  11 Soldier
  140
  Zif Enforcer
  11 Soldier
  148
  Mahrog Witchdoctor
  12 Artillery
  131
  Anumus Witch
  12 Controller
  124
  Sword & Sorcery
  12 Controller
  145
  Kval Vindicator
  12 Skirmisher
  129
  Numistian Merchant
  13 Artillery
  137
  Relluk Sentinel
  13 Soldier
  142
  Oakling Evoker
  14 Artillery
  138
  Xax Magician
  14 Artillery
  146
  Farfalite Mage
  15 Controller
  127
  Sorceress Mogogol
  21 Elite Artillery
  133
  Sun-scarab
  21 Artillery
  128
  Divine Muse
  21 Elite Controller 134
  Knight of Entropy
  23 Elite Soldier
  130
  Reverent of Autumn
  23 Controller
  138
  Knight of the Hoof
  23 Soldier
  124
  Taddol Trailblazer
  24 Artillery
  145
  Oozelord
  25 Elite Artillery
  143
  Upholder of the Way
  25 Brute
  131
  Vitomancer
  25 Controller
  140
  Champion of Chaos
  25 Soldier
  146
  Mechnomancer
  25 Soldier
  126
  Zif Legend
  26 Elite Controller 149
  Warden of the Ways
  27 Solo Skirmisher 142
  Economancer
  30 Artillery
  136
  MONSTERS BY LEVEL
  Artwork: Samuel Flegal
  
  153
  alacrity of the dead 42
  Almost Human 91
  amorphous body 85
  amphibian 121
  Ancient language 20, 67
  anumi fruit 6, 104
  anumus 3, 87, 104, 123
  assassin 123
  watchdog 123
  witch 124
  appeal to the heart 81
  Arcane Aptitude 91
  Arcane Craft 91
  Arcane Ruin 91
  Archaic Ferocity 101
  Archeopatroni, 48
  Archeopatronus agent 141
  archeovitus 72
  armor gems 50
  ask and receive 77
  avoid catastrophe 8
  awaken experience 86
  Bargain 91
  battle toad 121
  battle woggart 122
  battle wrench 103
  battletwin 73
  bear the boom 76
  beast within 74
  Benfalas 115
  Bestial Defense 95
  Big Spinner 91
  black heart 109
  blank slate 112
  bleeding heart 109
  blood heal 84
  bloodbond 75
  boggle 8, 87, 106, 125
  brew 106
  demolitions expert 125
  grease monkey 125
  madness 10
  ninja 126
  boggle bomb 76
  Boiling Steam 95
  Booby Trapped 101
  bowl of everfood 104
  brainwort 108
  breath of steam 46
  bribe fate 34
  Brute Strength 91
  buzzblade 103
  caterpillar zealot 127
  caveman 74
  champion of chaos 146
  Chaotic Surge 91
  Choose the One 101
  circle of balance 80
  claws of the meek 82
  Club and Spear 92
  Coleophite 95
  collar of beast speech 105
  Collective Intellect 101
  corporal mogogol 132
  Corrosive Ichor 95
  crook and flail 83
  crossbow, sniper 103
  Crystal Gore 92
  Crystallize 113
  Dagger of Suval 118
  dark heart 110
  Death Drain 101
  Death Spawn 92
  death’s visage 80
  deathbane strike 80
  Deathbane Touch 96
  deathseeker 75
  Deep Roots 92
  demolisher 76
  Disenthrall 113
  divine decree 83
  divine muse 134
  doctor mogogol 132
  Dodgy 92
  dwarf battle woggart 122
  economancer 117, 136
  Elemental Acclimation 92
  Elemental Grasp 96
  Elude Grasp 92
  emerald slime 111
  enlighten 81
  entobian 12, 87, 126
  entrepreneur 77
  Entropic Control 101
  Eulite 96
  Evade Grasp 92
  Extract Knowledge 113
  eyes of the ancients 72
  face the fear 82
  Fantastic Tongue 92
  Farfalite 97
  farfalite mage 127
  Fearless 92
  flames of judgement 83
  flayer slayer 78
  fledgling obitu 139
  Flee to Shelter 92
  forceful strike 86
  Foster Fortitude 92
  fountain of doom 75
  frozen assets 77
  Gamble 97
  gaze of elders 78
  gelatinous orb 111
  glowberry mistletoe 108
  Glowworm 92
  Golden Destiny 101
  Golden Eye 97
  golden muse 79
  golden strike 79
  grim reaper 80
  Hack & Slash 144
  headlamps 103
  healer’s mistletoe 109
  heart slot item 109
  heart stone 109
  Heavenly Presence 101
  helm orb 110
  Honed Senses 97
  impossible odds 86
  Indomitable Will 97
  Inspire Courage 93
  Internal Epiphany 101
  Into the Rough 93
  invisible leash 105
  Jury-Rig 97
  knight of entropy 130
  knight of the hoof 124
  kval 16, 87, 128
  demon hunter 128
  thug 129
  vindicator 129
  Larvite Lifer 98
  larvite marauder 128
  leap 26
  leap of fury 82
  Leaping Strike 93
  Lend Health 93
  Lend Surge 98
  Lend Turn 101
  let it shine 79
  Light Aflame 98
  lightseeker 81
  Liquefy 101
  magic mistletoe 108
  magic ooze 110
  Mahra, goddess 24
  Mahrah’s Perseverance 93
  mahrog 20, 87, 130
  hunter 130
  witchdoctor 131
  mangle mail 76
  Manifest Adaptations 98
  Manifest Claws 93
  Manifest Form 102
  INDEX
  
  154
  Manipulate Probability 93
  Mantis Grab 93
  Matron 102
  mechanical arm 106
  mechanical legs 107
  mechanical limbs 106
  mechnomancer 126
  Metamorphosis Feats 91
  Mighty Oak 102
  mind cracker 78
  Mismatched Gem 93
  mists of time 72
  mnol 117
  mogogol 26, 88, 132
  with the axe 132
  mogogoldin 82
  Money is Power 93
  Monkey Wrench 93
  Moscanite 98
  muse 30, 88, 107, 134
  charmer 134
  musician 134
  warmaster 135
  Natural Instinct 93
  Never Ending Steam 102
  numistian 34, 88, 135
  evangelist 136
  mercenary 136
  merchant 137
  oakling 38, 88, 108, 137
  burglar 137
  evoker 138
  mercenary 138
  obitu 42, 88, 109, 139
  friar 140
  infection 44
  knight 140
  one heart 73
  One of Few 99
  One of Many 93
  One With Wood 94
  oozelord 143
  Penny Saved 94
  pet carrier 105
  pharaoh 83
  placebo potion 112
  Plagueborn 94
  Plant language 38
  Poisonous 94
  Power Ooze 94
  Prepare for Metamorphosis 94
  preservative damage 77
  priest of mahra 131
  Primeval Brutality 99
  primeval strike 72
  probability weapon 112
  pummel the earth 74
  purple peeper 121
  Quick Inspiration 99
  Quick Retreat 102
  Quickstrike 99
  reckless spite 75
  relluk 46, 89, 141
  rune master 141
  sentinel 142
  Rescuing Reflex 94
  retract into shell 66
  Retune Resistance 100
  reverent of autumn 138
  reverent of spring 84
  riding woggart 123
  Rising Steam 94
  Rolling Shell 100
  Savage Beating 100
  savage whomping 74
  Schrödinger’s box 112
  see the darkness 78
  see the unseen 81
  Servitor’s Diplomacy 94
  Share Dexterity 100
  Share Strength 100
  Shelter out of Time 113
  Shielding Sap 100
  silk spray 12
  Skull of Atakla 119
  Slayer Flayer 94
  sleepwalker stone 107
  slime armor 111
  slime lord 85
  slime shot 85
  snillorg 67,148
  Song of the Muse 100
  sorceress mogogol 133
  Spiker 94
  Spring Loaded 100
  squole 52, 89, 110, 143
  herald 143
  mediator 144
  muscle 144
  sticky weapon 111
  stone heart 110
  strangling root 84
  Strongfoot 100
  summon purple ooze 85
  sun heal 38
  sun-scarab 128
  Sword & Sorcery 145
  taddol 56, 89, 144
  trailblazer 145
  truthkeeper 146
  tag of homing 106
  tame the mind 84
  tar jelly 111
  Taste of Blood 100
  Thorns 94
  Tongue Lash 100
  touch of gold 79
  touch of the muse 30
  Trickey Target 94
  Triple Jointed 94
  turbopter 104
  twin attack 73
  twinned weapon 112
  Twinspike 95
  Uncanny Will 95
  upholder of the way 131
  Vicious Bite 95
  Vile Vendetta 100
  vitomancer 140
  vivification virus 44
  Waking Dream 95
  warden of the ways 142
  warrior philosopher 86
  watch my back 73
  waterberry mistletoe 109
  Waterjot 95
  Wicked Thorns 100
  Wings of a Dream 98
  woggart 122
  xax 62, 89, 112, 146
  magician 146
  philosopher 147
  randomizer 147
  zif 66, 89, 148
  enforcer 148
  legend 149
  mind cracker 149
  Zig Zag 7
  
  Pronunciation Guide
  spelled pronunciation
  IPA pronunciation
  Altowan
  awl-toh-wahn
  /ˈæltoʊˌwɒn/
  Anumi
  uh-noo-mahy
  /əˈnuˌmaɪ/
  Anumus
  uh-noo-muhs
  /əˈnumɪs/
  Archeopatroni
  ahr-kee-uh-pah-troh-nahy
  /ˌɑrki əˈpæ troʊˌnaɪ/
  Archeopatronus
  ahr-kee-uh-pah-troh-nuhs
  /ˌɑrki əˈpæ troʊˌnɪs/
  Archeoviti
  ahr-kee-uh-vahyt-ahy
  /ˌɑrki əˈvaɪt aɪ/
  Archeovitus
  ahr-kee-uh-vahyt-uhs
  /ˌɑrki əˈvaɪt ɪs/
  Benfalas
  ben-fawl-uhs
  /bɛnˈfɔl ʌs/
  Boggle
  bog-uhl
  /ˈbɒgəl/
  Coleophite
  koh-lee-uh-fahyt
  /ˌkoʊliˈəˌfaɪt/
  Dianlor
  dee-an-lohr
  /ˈdiænˌloʊr/
  Entobian
  en-toh-bee-än
  /ˌɛnˈtoʊbi ən/
  Epitab
  ep-i-tab
  /ˈɛpɪˌtɑb/
  Eulite
  yool-ahyt
  /ˈyul aɪt/
  Farfalite
  fahr-fahl-ahyt
  /fɑrˈfəl aɪt/
  Fremedi
  fruhm-ee-dee
  /frʌmˈidi/
  Kval
  kvawl
  /kvɔl/
  Larvite
  lahr-vahyt
  /ˈlɑrvaɪt /
  Mahra
  mah-rah
  /ˈmɑ rɔ/
  Mahrog
  mah-rawg
  /ˈmɑ rɒg/
  Mnol
  muh-nohl
  /məˈnoʊl/
  Mogogol
  moh-goh-gohl
  /moʊˈgoʊˌgoʊl/
  Moscanite
  muh-skan-ahyt
  /məˈskænaɪt/
  Muse
  myooz
  /myuz/
  Numistian
  noo-mis-chuhn
  /nuˈmɪstʃən/
  Oakling
  ohk-ling
  /ˈoʊk lɪŋ/
  Obitu
  oh-bee-too
  /oʊˈbi tu/
  Relluk
  rel-luhk
  /ˈrɛl lʌk/
  Snillorg
  snil-awrg
  /ˈsnɪl ɔrg/
  Squole
  skwohl
  /skwoʊl/
  Taddol
  tad-dohl
  /tædˈdoʊl/
  Turbopter
  tur-bop-ter
  /ˈtɜrˌbɒptər/
  Varquil
  vahr-kwil
  /ˈvɑr kwɪl/
  Xax
  zaks
  /zæks/
  Zif
  zif
  /zɪf/
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ��������
  �!"��#%�)%&$�
  �+1��
   
  This brilliantly illustrated 
  compendium is 100% compatible with 
  4th Edition Dungeons & Dragons and 
  contains all you need to add fifteen 
  new and unusual races to your game! 
  Also included are over 100 new feats, 
  a hoard of monster statistics, a score of 
  new magic items, and other great 
  racial resources to make these new 
  races come to life. Whether you are 
  DM looking for new options, or a 
  player seeking something different, 
  the Remarkable Races Compendium will 
  breathe new life into your game! 
        
   
  Look for more great products from 
  Alluria Publishing: 
  On our website at 
  www.alluriapublishing.com 
  Or at 
   
  (www.rpgnow.com) 
   
  �
     
  Artwork: Dean Spencer 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Alluria Publishing/Remarkable Races Compendium.pdf