Dark Sun Bestiary

by Valsavus

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Dark Sun Bestiary
By Shawn Bowman
SECOND EDITION

Credits

Designers: Shawn Bowman, Steven Schroeder

Play Testers: Berry Mears, Dustin Mitchell, Jean Mitchell, Preston Pounds, and Steven Schroeder

Cover Art: Kerem Beyit

Interior Art: Taken from Dark Sun Monstrous Compendium I & II, Terrors of Athas by athas.org, Dark Sun Creature Catalog 4e, and other credited artists.

Version: 1.1

Contents

































Chapter 1. The Bestiary

Within the next 221 pages are 200+ creatures, stat blocks, and lore that can be used in a Dark Sun Pathfinder 2E campaign. Among the creatures included in this book are several from 2ed and 3ed dark sun as well as original variants. Among my favorites are the Drakes, Dragon of Tyr, and Megapede.

The Dark Sun Bestiary was created as most of the monsters presented in the Pathfinder Bestiaries do not exist on Athas. Most of the monsters created in the original Dark Sun edition and athas.org's 3rd edition update can be found in the following pages. This includes the various animals that roam Athas.

Many of the monsters in the following pages use Psychic Powers. These were taken from the Dark Archive occult spells found in that book.

Beasts of Athas

Antloid

A species of giant ant, this creature has six legs and a segmented exoskeleton. It has sharp mandibles and moves with a rapid, scuttling motion.

Antloids are giant colonial insects resembling ants that inhabit warrens in the Athasian desert.

They have evolved through adaptive specialization, which gives some certain powers. There are four types of antloids: dynamis, soldiers, workers, and the queens, each having their own tasks in antloid society.

Antloids frequently come into conflict with the other colonizing insects of the Athasian desert, namely wild kanks, giant ants and giant termites. These conflicts almost always end up as wars of attrition – whoever has the most soldiers wins (although the psionic powers of the dynamis breed gives the antloids a bit of an edge).

All antloid warrens share one characteristic: a water source, usually located at or near the bottom of the warren. Should this water source dries up, a mass antloid exodus will result and the entire warren will move elsewhere.

Giants are known for their passionate hatred of antloids and will almost never pass up a chance to throw boulders at an antloid warren.

All antloids have six legs, and segmented bodies. They also have an exoskeleton that protects from weapons and dehydration, and sharp mandibles used for cutting, carrying, or combat. They have 180 degree vision and darkvision up to 60 feet. Their antennae allow them to sense any vibration within 30 feet.

Antloid, Worker
CREATURE 0

LARGE
ANIMAL
+6; darkvision, scent (imprecise) 30 feet
Athletics +6, Survival +5
+3+0+2-5+2-4
16 +9 +6 +3
15
30 feet, burrow 10 feet, climb 20 feet
mandibles +6 (reach 10 feet),
1d6+2 piercing plus Grab
Haul Away The antloid has a Large or smaller creature grabbed; The antloid Strides up to its full Speed, carrying the grabbed creature with it. It is encumbered if the grabbed creature is Medium or larger.

Antloid, Soldier
CREATURE 2

LARGE
ANIMAL
+7; darkvision, scent (imprecise) 30 feet
Athletics +8, Survival +7
+4+1+4-5+2-4
18 +10 +7 +5
30
40 feet, burrow 10 feet, climb 20 feet
mandibles +11 (reach 10 feet),
1d8+4 piercing plus Grab
stinger +11 (agile),
1d6+4 piercing plus antloid venom
Antloid Venom (poison) DC 18 Fortitude; 4 rounds; 1d8 poison and enfeebled 1(1 round); 1d10 poison and enfeebled 2 (1 round); 1d12 poison and enfeebled 3 (1 round).
Haul Away The antloid has a Large or smaller creature grabbed; The antloid Strides up to its full Speed, carrying the grabbed creature with it. It is encumbered if the grabbed creature is Medium or larger.

Worker

Each antloid worker spends its entire life doing one specific job: finding and carrying water and food back to the warrens, caring for the queen, repairing, and making additions to the warren, etc. Solely responsible for the warrens, worker antloids can consume sand and then regurgitate it as a strong, brick-like substance that forms the walls of the warren. Worker antloids have three easily defined, sapphire-blue body segments that reach about eight feet in total length.

Soldier

Soldiers grow to be 10 ft. in length and have a mottled blue-green-gray exoskeleton. They are the second strongest antloid in their warren, second-best to workers. They are sleeker and have a devastating poison attack.

Dynamis

Dynamis' bodies house large brains, which give them their psionic abilities. They are the leaders and managers of the warren, supervising the workers, making sure that the soldiers continue hunting and guaranteeing that the queen is comfortable and safe.

Dynamis are gray-black in color and slightly smaller than the workers, reaching only six feet in length.

Queen

Antloid warrens just have one queen, who serves only one purpose: to lay eggs. She lives in the deepest parts of the warren, laying 10-20 eggs a week. These eggs are cared for by workers, and the queen herself is tended by young, immature queens (treat as workers) and guarded by her most powerful soldiers. An antloid queen is a fat, bloated creature that ranges in color from warm apricot to deep red.

Antloid, Dynamis
CREATURE 3

LARGE
ANIMAL
+9; darkvision, scent (imprecise) 30 feet
Athletics +10, Survival +9
+3+1+3-4+3+4
18 +12 +9 +9
35
30 feet, burrow 10 feet, climb 20 feet
mandibles +10 (reach 10 feet),
1d8+6 piercing plus Grab
Occult Innate Spells DC 17, attack +9; phantom pain; daze, message, telekinetic projectile
Command Antloid (auditory) The dynamis antloid pushes other antloids under its command to fight harder and more bravely. Until the start of its next turn, all antloid allies within 30 feet of him gain a +1 status bonus on attack rolls and saving throws against fear effects.
Haul Away The antloid has a Large or smaller creature grabbed; The antloid Strides up to its full Speed, carrying the grabbed creature with it. It is encumbered if the grabbed creature is Medium or larger.

Antloid, Queen
CREATURE 4

HUGE
ANIMAL
+8; darkvision, scent (imprecise) 30 feet
Athletics +10, Survival +8
+3+2+5-4+2+5
21 +14 +6 +8
60
Redirect Attack (mental) The antloid queen is targeted by a melee or ranged Strike; The queen attempts a Reflex saving throw, using the attack roll as the DC for the check. On a success, it redirects the attack at another target within the attacker's range. On a failure, the attack resolves as normal.
20 feet, burrow 10 feet, climb 10 feet
mandibles +12 (reach 10 feet),
2d8+5 piercing plus Grab
Pheromone Spray (emotion, enchantment, mental) The antloid queen sprays a cloud of pheromones in a 15-foot cone. Non-antloid creatures in the cone must succeed at a DC 21 Will save or become confused for 1d4 rounds (1 minute on a critical failure). It can't use Pheromone Spray again for 1d4 rounds.
Frenzy Pheromone The antloid queen unleashes a pheromone that causes all other antloids within a 50-foot emanation to become quickened 1 until the start of the antloid queen’s next turn, and they can use the extra action only for Burrow, Stride, or Strike actions. The antloid queen can’t unleash the pheromone again for 1d4 rounds.

Aprig

A small, piglike creature with a hard shell and a flat, snuffling snout, this timid beast noses about the undergrowth for food along with its herd-mates.

A domesticated farm animal, the aprig is raised for its succulent meat, known for its nutty flavor, and its hard shell, which is used in the construction of household implements and armor. Aprig sows also produce milk, but it is of questionable quality.

Aprigs require little care, being voracious omnivores that will eat almost anything that is put before them. A herd of these creatures is led by a single boar and a number of sows and their litters. Adult males must be separated, or they will fight for mating dominance. Mating takes place twice each year, and an aprig litter can number as many as ten apriglets.

Aprigs vary in color from gray to reddish brown. Their faces are round and their snouts wide, suited to shoveling through piles of vegetation. Their vision is poor, but their hearing and scent are strong.

Aprig
CREATURE -1

SMALL
ANIMAL
+2; low-light vision, scent (imprecise) 30 feet
Athletics +3, Survival +4
+2+1+3-4+0+0
18 +8 +2 +2
8
20 feet
jaws +6, 1d4+1 piercing















Aprig Boar
CREATURE 2

MEDIUM
ANIMAL
+8; low-light vision, scent (imprecise) 30 feet
Acrobatics +5, Athletics +8, Survival +8
+4+1+4-4+2-3
21 +10 +5 +8
30
Ferocity
40 feet
tusk +10, 2d6+4 piercing
Boar Charge The boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.

Baazrag

In the broken crags and tiny caves of the barrens lives the timid baazrag. Two feet long or less, it is one of the smallest omnivores in the stony barren regions. The baazrag’ s face is protected by a bony covering that reaches down on either side of the head and across the nose, with holes for the creature’s nostrils and eyes. The mouth and lower jaw are not protected below the bony covering. The beast’s humped back is covered with a hard, natural armor that protects the animal, especially the fluid storage sack just beneath the shell. Its four legs are comparatively frail but are adequate for darting from shelter to shelter around its rocky home.

The tail of the Baazrag is about five inches long. Newborns are red-brown, green, yellow, or orange, but the color fades gradually to a sandy gray at old age.

Noble families of Tyr and Balic domesticate the baazrag to rid their households of unwanted pests and insects. The families also organize teams of the creatures to pull wagons. Each baazrag can pull as much as fifty pounds of cargo and transport.

Baazrag flesh can be eaten. Each adult has twenty-five pounds of meat. The fluid sac beneath the shell on its back contains 1d4 pints of water, but it is tainted with the same baazrag venom. Captured wild baazrags can be sold in various markets as pets or team animals. Undamaged specimens bring 10 cp in the marketplaces around Tyr.






Boneclaw

Once in a very great while, a baazrag litter consists of only one young, much larger than normal. This creature is a boneclaw. The boneclaw stands more than eight feet tall and weighs 700 pounds. The boneclaw’ s head is protected by a bony covering. The upper body and back are covered with a hard shell that deflects all normal missiles smaller than a javelin. Its shell has sharp serrated edges everywhere except around the mouth and eyes. The boneclaw is a dull brown color, with sand-colored claws and red eyes that glow in the dark.

They live only to eat and to kill anything that gets in their way. Boneclaws may be slain and eaten. Each creature has 125 pounds of edible flesh, but it is tough and stringy.

Baazrag
CREATURE -1

TINY
ANIMAL
+5; low-light vision, scent (imprecise) 30 feet
Athletics +3, Survival +4
+0+3+2-4+2-2
15 +4 +7 +4
8
30 feet
jaws +7 (agile, finesse), 1d6 piercing plus baazrag venom
Baazrag Venom (poison) DC 16 Fortitude; 4 rounds; 1d6 poison and enfeebled 1 (1 round); 1d8 poison and enfeebled 1 (1 round).

Baazrag Boneclaw
CREATURE 3

LARGE
ANIMAL
+9; low-light vision, scent (imprecise) 30 feet
Athletics +11, Survival +8
+4+3+2-4+2-2
19 +9 +10 +7
45
30 feet
jaws +11 (reach 10 feet),
1d10+6 piercing plus baazrag venom
claw +11 (agile),
1d8+6 slashing
Baazrag Venom (poison) DC 19 Fortitude; 6 rounds; 1d10 poison damage and clumsy 1 (1 round); 2d10 poison damage and clumsy 1 (1 round); 2d10 poison damage and clumsy 2 (1 round).
Serrated Shell The baazrag damaged a creature with its jaws on its most recent action this turn; The razor sharp shell slices the target, dealing 1d6 persistent bleed damage.
Charge The baazrag Strides twice in a straight line and then makes a jaws Strike with a +1 circumstance bonus to its attack roll..

Baazrag Swarm

Individually, baazrags are unlikely to fight larger creatures. However, when a baazrag feels threatened, they call upon the others of the pack. The pack then forms a swarm to deal with the threats, attacking as one.

Baazrag Swarm
CREATURE 1

LARGE
ANIMAL
SWARM
+7; low-light vision, scent (imprecise) 30 feet
Athletics +4, Survival +6
+0+4+3-4+3-2
16 +5 +8 +5
14; precision, swarm mind; bludgeoning 2, piercing 5, slashing 5; area damage 3, splash damage 3
30 feet
Baazrag Venom (poison) DC 16 Fortitude; 4 rounds; 1d6 poison and enfeebled 1 (1 round); 1d8 poison and enfeebled 1 (1 round).
Swarming Bites Each enemy in the spider swarm’s space takes 1d6 piercing damage with a DC 17 basic Reflex save. A creature that fails its save is exposed to baazrag venom.

Athasian Bear

The bear has a massive body armored in articulated carapace shot through with tufts of brown fur. Its furred, thick-boned skull has round ears, a square snout, and a black nose the size of a man’s head. From its gaping maw droops a scarlet tongue dripping with drool.

Those Athasians who have seen paintings of ancient bears assume the furry creatures to be dwarven pets; the bears of today‘s Athas are massive beasts caught and trained for arena fighting. Handlers subdue the beasts‘ potent psionic minds, which have developed psychic attacks over the millennia.

An Athasian bear resembles a shell-wearing version of the dire bear, though even larger and more ferocious. It has brown fur and a black snout and paws.

A typical Athasian bear measures eighteen feet long and weighs 14,000 pounds.












Athasian Bear
CREATURE 12

HUGE
BEAST
+25; dark vision, scent (imprecise) 60 feet
Athletics +25, Survival +22
+7+5+7-3+5+5
33 +25 +19 +22
215
Reactive Strike
40 feet
jaws +26 (reach 10 feet),
3d10+10 piercing
claw +26 (agile, reach 10 feet),
3d6+10 slashing plus Knockdown
Occult Innate Spells DC 29, attack +21; agonizing despair (x2), spirit blast; fear; daze, shield, telekinetic projectile
Dual Pounce The athasian bear Strides and makes two claw Strikes against the same creature at the end of that movement. Each attack counts against the athasian bear's multiple attack penalty, but the penalty doesn't increase until after the athasian bear makes both attacks. If both attacks hit, combine their damage for the purpose of resistances and weaknesses..
Rend claw. If the athasian bear Rends after a successful Dual Pounce, combine the Rend's damage with that from the Dual Pounce for the purpose of resistances and weaknesses.

Klar

The klar looks much like a large kodiak bear with a head that seems a little too large for the body. Its back is covered with a chitinous plate It has a thick, stump of a tail that aids its balance when it stands erect. The klar is large, towering over most Athasian fauna when standing fully erect. Its thick, sandy-colored fur grows as much as six inches long.

Klar communicate with each other through loud growls, though they use their psionics when they wish to be silent or contact each other over great distances. They have never attempted to speak with humans or demihumans, assuming them to be too stupid to understand a klar. The few who have bothered to investigate the town of Salt View are beginning to change their views about the humans and their kind. Several psionicists have contacted klar and were able to communicate before being ripped to shreds.

The klar is not particularly territorial. It is confident enough to know it can find a home anywhere in the mountains by killing other cave-dwellers. In the first several years of a klars life, its intense psionic potential tends to overpower its young, untrained mind.

An adolescent klar occasionally annihilates its own brain. As a result, the klar grow particularly fierce when trespassers invade while the young are maturing. The klar fears that moving the den will upset the youth.

Most creatures prefer to avoid klar caves for obvious reasons. Those that are brave enough to face a klar, and powerful enough to slay it, can earn quite a sum by taking the skin to a tanner. Its chitinous shell is impossible to shape without magical aid and is of little use.

Klar
CREATURE 6

LARGE
BEAST
+13; low-light vision, scent (imprecise) 30 feet
Athletics +16, Survival +11
+6+1+6-3+1+2
24 +16 +11 +13
95
35 feet, climb 20 feet
jaws +16, 2d10+6 piercing
claw +16 (agile), 2d8+6 slashing plus Grab
Occult Innate Spells DC 29, attack +21; agonizing despair, fear, haste; invisibility; daze, figment, telekinetic projectile
Mauler The klar gains a +4 circumstance bonus to damage rolls against creatures it has grabbed.
Rush The klar Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed.

Takis

Takis resemble bears, though unlike true Athasian bears, they stand only ten feet tall when reared on their hind legs. Brownish in color, takis ooze slime from their snouts while sniffing for food. Fierce and powerful, takis make dangerous opponents and often find themselves captured for sport in the gladiatorial arenas of the Tablelands.

Takis
CREATURE 3

LARGE
ANIMAL
+10; low-light vision, scent (imprecise) 30 feet
Athletics +11, Survival +8
+4+1+5-4+1-2
19 +12 +6 +8
45
35 feet
jaws +11, 2d8+4 piercing
claw +11 (agile), 1d10+4 slashing plus Grab
tail +10 (reach 10 feet), 1d12+4 bludgeoning plus Knockdown
Mauler The takis gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.
Rush The takis Strides and makes a Strike at the end of that movement. During the Stride, the takis gains a +10-foot circumstance bonus to its Speed..

Screamer Beetle

This hard-shelled, larger-than-normal insect has a multicolored shell. However, once it sees you, it lets out an ear-piercing screech, letting you know where it got its name.

Screamer beetles are beautiful but deadly giant insects. Their multi-colored chitinous shells are greatly prized by art collectors and alchemists. Whole packs of them are usually found deep within caverns and rocky areas.

Screamer beetles earned their name from their ear-piercing blasts of sound that they generate from their abdomen when hunting, thus making them deadly combatants.

Beetle, Screamer
CREATURE 0

MEDIUM
ANIMAL
+6; low-light vision
Athletics +6, Survival +5
+3+2+2-4+0-4
15 +6 +6 +3
15
20 feet
mandibles +6, 1d6+2 slashing
Sonic Blast The beetle emits a piercing screech. Each creature within a 30-foot emanation takes 1d10 sonic damage (DC 16 basic fortitude save). A creature that critical fails the save is also deafened. The screamer beetle can't use Sonic Blast for 1d4 rounds.















Shaqat Beetle

Only six inches across, this beetle nevertheless grips you with surprising tenacity. It extends a slender proboscis from beneath its black and orange-striped shell and starts nosing about for soft flesh to pierce.

Shaqat beetles would be little more than annoying pests, were it not for their bite and the fact that the beetle can be frustratingly hard to remove once it has attached itself and begun to feed.

The beetle dwells in the grasslands and mudflats of Athas, lurking near game trails or watering holes. It seeks to attach itself to warm-blooded prey and feed as quickly as possible.

Shaqat beetles are also used as delivery systems for parasites or disease. The beetle is infected and allowed to bite the intended target, who then runs a risk of catching the infection or parasite.

Beetle, Shaqat
CREATURE -1

TINY
ANIMAL
+5
Athletics +8, Stealth +5
+3+2+2-4+0-5
Camouflage The shaqat beetle can Hide in natural environments even if it doesn't have cover.
14 +5 +5 +2
6
10 feet
proboscis +8, 1d4 piercing plus Attach
Attach When a shaqat beetle hits a target larger than itself, its proboscis attaches it to that creature. Doing so is like Grabbing the creature (Escape DC 19), but the beetle moves with that creature rather than holding it in place. The beetle is off-guard while attached. If the beetle is killed or pushed away while attached to a creature, that creature takes 1 persistent bleed damage. Escaping the attached shaqat beetle or removing the beetle in other ways doesn't cause bleed damage.
Drain Blood The shaqat beetle is attached to a creature. The shaqat beetle uses its proboscis to drain blood from the creature it’s attached to. This deals 1d4 damage, and the shaqat beetle gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a shaqat beetle is drained 1 until it receives healing (of any kind or amount).

Carru

A strain of humped cattle with a bony skull and drab hide, these animals move in a wandering herd, long horned males protecting short-horned females and young.

With many products and resources being derived from it, the carru is a staple of Athasian life. The females produce a nourishing, creamy milk (as much as three gallons per day), and both sexes are slaughtered for their meat. A male can yield as much as 250 lbs. of meat. This is less for females (only 200 lbs.), but they are seldom killed for their meat, as they are potentially much more valuable as milk producers.

Carru make excellent beasts of burden, dragging plows and turning water and grain mills. Carru hide is soft and supple and holds a dye well, so it is used in the making of clothing, furniture, tents, and the like. The thicker hide of the skull is a component in many leather and hide armors and is also highly suited as a shield covering.

The carru‘ s hump, though used for water storage, does not inflate, or deflate like a camel‘s. The average hump holds 1d6+2 pints of water at any given time and can be used to make a waterskin of similar capacity. The leather will rot in contact with alcohol, however, so carru hide is unsuitable for the fashioning of wineskins.

The adult carru is ten feet long and weighs as much as four hundred pounds. Their soft hide is colored in varying shades of dun gray or brown.












Carru, Bull
CREATURE 2

LARGE
ANIMAL
+5
Athletics +8
+4-2+4-4+0-2
17 +11 +3 +5
30
25 feet
horn +11, 1d12+4 piercing plus Knockdown
Trundling Gore The bull carru surges forward at its foe, horn lowered. It Strides once. If it ends its movement within melee range of an enemy, it makes a horn Strike against that enemy. If that Strike succeeds, the bull carru uses Knockdown as a free action.

Carru, Cow
CREATURE 0

LARGE
ANIMAL
+3
Athletics +5
+2-2+3-4+0-2
15 +9 +1 +3
15
25 feet
horn +6, 1d6+2 piercing plus Knockdown
Trundling Gore The carru surges forward at its foe, horn lowered. It Strides once. If it ends its movement within melee range of an enemy, it makes a horn Strike against that enemy.

Conashellae

Shuffling through the shallow silt is a tiny crustacean with a hard shell covering its top and a soft underbelly. Two rows of pseudopods jut out from the creature’s front, one set dexterous and probing the dust like sensory organs, the other hard as bone, pointed, and strong, used for burrowing.

Conashellae, also called shell-diggers, are hardy shellfish that exist mostly in the silt or sandy wastes. They do not deplete the sand and silt of minerals, as their digestive process breaks minerals into base components and expelling the rest that is leftover, creating a liquid byproduct that doubles the mineral content in its wake.

Conashellaes are a viable food source; their flesh can be boiled and eaten, while the juices of the creature can be used as a water substitute. The juice from one conashellae represents one-third of the normal water requirements for a Medium character; one-eighth the normal water requirements for Large characters. The flesh and juices of the conashellae is very potent and removes any exhaustion that may have been onset through starvation or thirst. Exhaustion returns if the character does not meet the food and water requirements of their size.

The carapace of the conashellae is prized by some tribes of feral halflings. They use the shells as decorations, household items, and tools. Some have also utilized the shells as weapons, armor, and shields. When thrown as a weapon they do damage equal to a small chatkcha, and if wielded as a melee weapon the shell deals damage as a small dagger. A conashellae ranges from three inches to just over two feet across in size.

Conashellae
CREATURE 0

TINY
ANIMAL
+6
Athletics +3, Stealth +5, Survival +3
-2+3+2-4+1-2
19 +3 +6 +1
14
Reflective Shell An conashellae submerged in silt gains a +4 circumstance bonus to Stealth checks.
5 feet, burrow 20 feet
pseudopod +6 (finesse), 1d6+2 bludgeoning















Critic

This tiny lizard has a spiny back, a multicolored hide, and a small, toothy mouth.

Usually reluctant houseguests, critics are innately psionic and tune themselves to their feeders. Critics change color each year after molting. Critics use body language when communicating with other critics. Magical or psionic contact is possible, but the critic always reacts/answers in a paranoid or anxious way.

Critics are considered a good luck charm for most households. They would prefer to be fed rather than hunt on their own. They are usually caught young and brought to a household. They adjust to their new surroundings at their own pace. Within a week the creature will let its owner know it has adapted to its new environment; it will either stay or run away. The lizard stays in a constant state of alarm if caged or chained.

Critic
CREATURE -1

TINY
ANIMAL
+9; low-light vision, thoughtsense (imprecise) 60 feet
Acrobatics +5, Athletics +4 (+8 to climb), Stealth +5
+2+3+0-4+2-2
Thoughtsense (mental, occult) The critic senses all non-mindless creatures at the listed range.
Uncanny Climber A critic’s feet allow it to climb virtually any surface, no matter how slick or sheer. If a critic attempts an Athletics check to climb and critically fails, it gets a failure instead.
12 +2 +8 +5
6
25 feet, climb 25 feet
jaws +6, 1d4 piercing

Crodlu

This creature is a large, flightless combination of bird and reptile resembling an ostrich. It has wicked claws at the end of its long fore and hind limbs, and its scaly hide is a yellowish red, with similar colors along its side and underbelly.

Crodlu are a species of flightless, scaled avian that roams the wilderness in herds. They have powerful hind legs, which were built for jumping great lengths. Crodlu have poor eyesight but make up for it with an excellent sense of smell. Crodlu have great endurance, almost better than a muls, and can run at high speeds for lengthy periods of time.

Female crodlu only lay one egg each year. When the chick hatches it is able to run and fight within minutes, having a great appetite. When it comes to feeding, crodlu will eat anything, preferring to hunt live game over eating just vegetables.

Crodlu herds can get as big as thirty strong. The herd leader is usually the largest and will have more of a reddish scaly hide.

Crodlu make great mounts but are hard to control and train unless they are caught as chicks and are trained as mounts as they are being raised.




Crodlu
CREATURE 2

LARGE
ANIMAL
+6; low-light vision
Acrobatics +9, Athletics +10
+4+3+3-4+0+0
17 +11 +9 +4
30
50 feet
beak +10 (reach 10 feet),
1d8+4 piercing plus tearing clutch
talon +10 (agile),
1d6+4 piercing plus Knockdown
Sprint once per minute; The crodlu Strides three times in a straight line.
Tearing Clutch The crodlu’ s powerful beak can tear through flesh. On a successful beak Strike, the target takes 1 persistent bleed damage. This bleed damage increases to 1d4 on a critical hit.

Heavy Crodlu
CREATURE 4

LARGE
ANIMAL
+11; low-light vision
Acrobatics +12, Athletics +13
+5+4+3-4+1+0
20 +13 +12 +7
60
60 feet
beak +13 (reach 10 feet),
2d8+5 piercing plus tearing clutch
talon +13 (agile),
2d6+5 piercing plus Knockdown
Sprint once per minute; The heavy crodlu Strides three times in a straight line.
Stunning Screech (auditory, emotion, fear, mental) The heavy crodlu unleashes a haunting screech that causes prey to freeze in fear. Each creature in a 30-foot emanation other than terror birds must attempt a DC 19 Will save. Regardless of the result, creatures are then temporarily immune for 1 minute.
The creature is unaffected.
The creature is off-guard until the start of its turn.
The creature is stunned 1.
The creature is stunned 2.
Sudden Charge The heavy crodlu Strides twice. If it ends its movement within melee reach of one creature, it can make a melee Strike against that creature.
Tearing Clutch The heavy crodlu’ s powerful beak can tear through flesh. On a successful beak Strike, the target takes 1 persistent bleed damage. This bleed damage increases to 1d4 on a critical hit.

Drik

A drik is a powerful and massive herd lizard. Its sheer bulk gives it a formidable might, making young driks targets for beast masters from both Urik and Raam to serve in their armies. The capture of the young driks has all but depleted the wild drik.

A drik is a powerful animal, built low to the ground and covered by a thick horn-encrusted shell. At birth, the drik has no shell. But while growing, the young drik secretes a resin and bits of bone that form the beast's carapace. The shell hardens as the creature matures to an adult and protects the drik from behind the head all the way to the tail. This shell is a dark gray, speckled white with bone chips. The scaly hide of the drik is a deep brown, though some appear light brown or even yellow. The drik’ s heavy body is supported by four thick, stub like legs, each sporting four huge claws. The drik’ s head is enormous and has two black eyes. It has a large mouth capable of swallowing a human whole. Several jagged tusks protrude menacingly from below the creature's mouth. The drik communicates with other driks through grunts and bellows. More intelligent creatures must use psionics or magic to communicate with a drik.

Wild driks live in small family units dominated by a single female. Other adult females are not welcome within a family. They eat the grasses and shrubs of the badlands or the slower animals they can catch. Feral driks often lie still and wait for unwary creatures to wander within attack range. They drink from the Black Waters, making it fairly easy for trappers to locate them. Driks are the only animals known that can ingest Hamanu's terrible poisons from the Black Waters and survive.

In captivity, driks are ideal animals for siege combat. Their natural ram attack is quite valuable, as is their enormous size and natural protection. Some driks are used to pull massive siege towers or wagons, but often they are used as individual, mobile weapons platforms.









Drik
CREATURE 10

GARGANTUAN
ANIMAL
+16; low-light vision, scent (imprecise) 30 feet
Athletics +23
+8+0+5-4+3+1
30 +21 +14 +16
220
20 feet
jaws +23 (reach 15 feet),
2d12+13 piercing plus Grab
foot +23 (reach 10 feet),
2d8+13 bludgeoning
Shell Defense The drik retracts its limbs and head into its shell and ends its turn. This increases its AC to 33, but it can't act except to reemerge, which it can do as a single action.
Swallow Whole (attack) Large, 2d10+13 bludgeoning, Rupture 30
Trample Huge or smaller, foot, DC 29

Dune Crab

A five-foot-diameter crab scuttles from the silt, its ridge covered shell blending in perfectly with the surrounding sand and dust. The crab’s four eyestalks angle about, looking for prey to mash with its barbed pincers.

Dunecrabs inhabit the shoals of the Sea of Silt and hunt animals and people. Giants and some Balicans hunt the tasty crabs for food.

A dunecrab stands four feet tall and measures five feet across.

Dune Crab
CREATURE 2

MEDIUM
ANIMAL
+8; low-light vision
Acrobatics +7, Athletics +8, Stealth +7 (+9 in silt or sand)
+4+3+1-4+2-3
19 +7 +9 +8
24; physical 3 (except bludgeoning)
Vulnerable to Prone If a creature critically succeeds on a check to Trip the dune crab, the crab is flipped over onto its back in addition to the usual effects. A dune crab that is flipped onto its back has a particularly hard time defending itself; instead of taking the normal –2 circumstance penalty to AC for being off-guard, it takes a –4 circumstance penalty to AC.
Scuttle A creature that the giant crab can see targets the crab with an attack; The dune crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction.
25 feet
claw +10, 1d10+4 slashing plus Grab
bite +10, 1d8+4 piercing
Constrict 1d6+4 bludgeoning, DC 18

Dust Glider

A flat, disk-shaped creature glides on the faint breeze, its edges rolling on the wind like flexible wings. A long, barbed tail drifts back from the flying disk, which has a wide maw of tiny teeth on its underside and a ring of a dozen eyes around its top.

Dust gliders float through the skies of the silt islands, feeding on dustgulls and other unsuspecting animals.

A dust glider measures four feet in diameter.

Dust Glider
CREATURE 1

MEDIUM
ANIMAL
+6; dark vision
Athletics +8
+3+3+4-4+1-1
16 +6 +9 +6
24
10 feet, fly 30 feet
tail +8 (agile), 1d8+3 bludgeoning
Strafing Rush The dust glider Flys, making one tail Strike at any point along the way. The Strike deals half damage..
Swift Flyer The dust glider Flys twice. It has a +10-foot circumstance bonus to its Speed during these actions.

Dustgull

This hideous, golden-feathered bird has a scaly, red head, a hooked, rapier-like beak filled with sharp teeth, and talons dripping with filth.

Dustgulls inhabit the shores of the Sea of Silt. A typical dustgull is two feet long and has a 6-foot wingspan.

Dustgull
CREATURE -1

SMALL
ANIMAL
+6; low-light vision
Acrobatics +6
+0+3+1-4+1+0
16 +4 +6 +2
6
10 feet, fly 60 feet
beak +6 (finesse), 1d6 piercing
talon +6 (agile, finesse),
1d4 slashing plus filth fever
Filth Fever (disease) The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. Fortitude DC 14; carrier with no ill effect (1d4 hours); sickened 1 (1 day); sickened 1 and slowed 1 (1 day); unconscious (1 day); dead.

Erdland

Erdlands are a large variant of erdlus. They are used as mounts or to pull caravans.

Erdlands are flightless, featherless birds that are covered with scales. They weigh around 2 tons and can stand up to 15 feet tall. Erdlands are used more for their endurance than speed, since they are not capable of fast speeds.

Erdlands do not provide much in usable material. They do provide the savage halflings that inhabit the jungles of Athas with a major meat source. Erdlands can provide up to seven hundred pounds of meat.

Erdland
CREATURE 2

LARGE
ANIMAL
+11
Acrobatics +8, Athletics +7 (+9 jumping)
+3+4+3-4+1+3
18 +5 +8 +8
30
30 feet
beak +9 (finesse), 1d10+3 piercing
talon +9 (agile, finesse), 1d6+3 slashing
Occult Innate Spells DC 15, attack +7; charm, mindlink, soothe; daze
Leaping Charge The erdland Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll.

Erdlu

A tall, flightless bird with heavy scales or rough feathers, this creature is as tall as an elf. It has a long neck, large beak and stands on two tough, sinewy legs.

Erdlu are large, flightless birds often used as livestock. They can weigh up to two hundred pounds and stand almost seven feet tall. Erdlu are covered in thick, flexible, scale-like feathers, ranging in color from dust-gray to soft reddish-brown. An erdlu’ s legs are long and strong, propelling it rapidly over the desert sands; the head, at the end of a long neck, is rounded, with a wicked, wedge shaped beak.

The omnivorous erdlu is a common herd animal with many uses. Aside from its value as a meat animal, the erdlu’ s beak, wing scales, and claws all find their way into various weapon heads and tools, and the egg of an erdlu is an excellent source of food and water. Cooked, a single large egg can provide about three days' worth of food for a human. Raw, the egg's liquid contents can be substituted for about one gallon of water.

Erdlu
CREATURE 1

MEDIUM
ANIMAL
+10
Acrobatics +7, Athletics +6 (+8 jumping)
+0+4+3-4+1-1
16 +4 +7 +4
20
40 feet
beak +7 (finesse), 1d6+3 piercing
talon +7 (agile, finesse), 1d4+3 slashing
Leaping Charge The erdlu Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll.

Bombardier Beetle

The bombardier beetle is usually found above ground in wooded areas. It primarily feeds on offal and carrion, gathering huge heaps of the stuff in which to lay its eggs.

Giant Beetle (Bombardier)
CREATURE 0

SMALL
ANIMAL
+6
Acrobatics +3, Athletics +6
+3+0+2-4+0-1
16 +9 +6 +3
16
25 feet
mandibles +8, 1d6+3 piercing
Acid Spray (acid, primal) The bombardier beetle sprays a gout of acid in a 15-foot cone. Each creature in this area takes 1d10 acid damage (DC 16 basic Reflex save). The lizard can't use Acid Spray again for 1d4 rounds.

Boring Beetle

Boring beetles are a species of burrowing beetle that feeds upon rotting wood, mulch, and other organic matter. Usually found within immense rotted trees or underground tunnel networks, they instinctively husband slimes, molds and other fungal plants as foodstuffs and guards. Boring beetles have a hive mind that allows them to cooperate on levels unparalleled amongst other species of beetle.

Giant Beetle (Boring)
CREATURE 2

LARGE
ANIMAL
+8; low-light vision
can’t speak any language; telepathy 30 feet
Acrobatics +7, Athletics +8
+4+3+3-4+1+0
Hive Mind (primal) Boring Beetles operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other boring beetle from the same hive mind, a boring beetle gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one beetle is aware of a combatant, all members of the hive mind within range are aware of it.
18 +8 +8 +5
32
Able Assistant When using the Aid action to assist another boring beetle from the same hive mind within range of its hive link, if the beetle rolls a success, they get a critical success instead, and if they roll a critical failure, they get a failure instead.
25 feet, burrow 15 feet
mandible +11, 1d10+4 piercing





Rhinoceros Beetle

The rhinoceros beetle is a 12-foot long beetle that inhabits jungles and rainforests. It feeds on fruits and vegetables but will crush and kill anything that gets in the way of its feeding – or anything that it feels is likely to get in its way. Belligerent and powerful, rhinoceros beetles are hunted for their brilliantly colored carapaces, which are used as decorations and ornaments of the highest value.

Giant Beetle (Rhinoceros)
CREATURE 4

LARGE
ANIMAL
+10; low-light vision
Acrobatics +9, Athletics +13, Survival +10
+5+1+5-5+2-1
22 +13 +9 +8
55
35 feet
horn +13, 2d8+6 piercing
foot +11, 2d6+6 bludgeoning
Rhino Charge The rhinoceros beetle Strides twice, then makes a horn Strike. As long as the rhinoceros beetle moved at least 20 feet, the Strike's damage increases to 3d8+6. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex save or be automatically Shoved back 5 feet and knocked prone by the force of the blow.
Trample Medium or smaller, foot, DC 21

Gorak

A herd of small, 3-foot long reptilian beasts travel through the sandy wastes. The reddish creatures have a colorful dorsal fin and short legs that end in large claws. A loud hissing noise can be heard from the beasts.

Goraks are herd animals, used by many in the Tablelands as sources of food. Many herds roam free, while some have been domesticated. Quick and agile, goraks group together to attack prey. They are known for their good eyesight as well as their keen sense of smell. Domesticated herds have been known to number as many as fifty beasts, but wild herds rarely boast more than twenty individuals because of the scarcity of food throughout most of Athas. The herd will be led by the largest male (known as the alpha), a position that comes under challenge frequently. If food becomes scarce for some reason, the alpha male culls the herd of other males. Herds do not accept goraks from outside the herd and attack and kill outsiders on first contact.

Typically, goraks are three feet in length and weigh 150 lbs. Their skin ranges in color from red-brown to sandy beige and they have a colorful fanlike dorsal fin that they extend to cool their bodies in the hot Athasian sun. A second, less colorful fin surrounds their heads.

Goraks will group together to attack a single target, using their hypnotic trance to dazzle their prey while their sharp claws rip the target to shreds. When excited or threatened, goraks emit a loud hissing noise as a warning and extend their fins in an attempt to appear larger and more threatening. When extended, the patterns on the dorsal fin can induce a trance in the gorak‘s target.























Gorak
CREATURE 0

MEDIUM
ANIMAL
+6
Acrobatics +3, Athletics +6, Intimidation +5, Survival +3
+3+0+2-4+1-2
15 +6 +3 +1
14
35 feet
jaws +8, 1d6+2 piercing
claw +8 (agile), 1d4+2 slashing
Dazzling Display (mental, primal, visual) The gorak flaps its colorful fin. Each creature within 15 feet that can see the gorak must attempt a DC 16 Will save.
The creature is unaffected.
The creature is off-guard until the start of its turn.
The creature is stunned 1.
The creature is stunned 2.

Hatori

Sometimes called the “crocodiles of the sands”, they are giant reptiles dwelling within sandy desert wastes. The hatori’ s hard, knobby hide ranges in color from gray-white to red-brown and is indistinguishable from stone. Hatori use this semblance to great advantage, allowing the wind to partially bury them beneath the sands so that a casual observer may believe he is looking at rock outcroppings instead of behemoths of the sands.

Hatori are shaped like overgrown lizards, save that their legs have evolved into flat, flipper-like appendages that they use in conjunction with their massive tails to “swim” through the sands with astonishing speed and mobility. When forced to travel upon something more solid, such as a rocky plain, hatori move by awkwardly flopping and dragging themselves forward. Hatori eyes are normally concealed deep within dark recesses that look like small hollows.

























Lesser Hatori
CREATURE 2

LARGE
ANIMAL
+7; low-light vision
Athletics +8, Stealth +7 (+11 in sand)
+4+1+3-5+1-4
18 +9 +7 +5
30
30 feet, burrow 20 feet
jaws +10, 1d8+4 piercing plus Grab
tail +10 (agile), 1d6+4 bludgeoning
Desert Ambush 35 feet
Death Roll (attack) The hatori must have a creature grabbed. The hatori tucks its legs and rolls rapidly, twisting; its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature.
Deep Breath The hatori can hold its breath for about 2 hours.



Greater Hatori
CREATURE 9

Huge
ANIMAL
+17; low-light vision
Athletics +20, Stealth +16 (+20 in sand)
+7+3+5-5+2-4
26 +20 +16 +15
175
40 feet, burrow 20 feet
jaws +22 (reach 15 feet),
2d10+13 piercing plus Grab
tail +20 (agile, reach 15 feet),
1d11+5 bludgeoning
Desert Ambush 50 feet
Deep Breath The hatori can hold its breath for about 2 hours.
Swallow Whole (attack) Large, 2d8+7 bludgeoning, Rupture 18

Hurrum

A tiny beetle with a beautifully colored shell, this insect produces a mellifluous humming noise as it beats its translucent wings.

These brightly colored beetles are prized for their pleasant humming sounds. Although flightless, hurrums can change their shell color along with the harmony they produce from their wing beats. Halflings find hurrums extremely pleasing, though when hungry they also find them delicious.

Hurrum
CREATURE -1

TINY
ANIMAL
+5; blindsight (precise) 30 feet
Acrobatics +4. Athletics +2
+0+2+0-4+2-2
12 +2 +5 +4
5
Hypnotic Hum (aura, emotion, incapacitation, mental) 10 feet. A creature that begins its turn in the area must succeed at a DC 13 Will save or become fascinated with the hurrum.
Vulnerable to Sunlight A hurrum becomes drained 1 (or increases its drained condition by 1) after every consecutive minute they're exposed to sunlight.
10 feet, climb 10 feet
mandibles +4 (finesse), 1d4 piercing

Hyena

Hyenas are pack-hunting scavengers known for their unnerving, laughter-like cries, and they are not above supplementing their carrion diets with fresh prey.

Hyena

Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. Though all hyenas are often maligned as cowardly carrion eaters, their tactics depend on their specific breed: spotted hyenas are active pack hunters that kill most of their prey themselves, while striped and brown hyenas are more likely to be scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize a victim and pull it to the rest of the pack.

Spotted Hyena
CREATURE 1

Medium
ANIMAL
+6; low-light vision, scent (imprecise) 30 feet
Acrobatics +6. Athletics +7, Stealth +6
+3+3+2-4+1-2
16 +7 +8 +4
20
40 feet
jaws +8, 1d8+3 piercing plus Knockdown
Drag The hyena makes a jaws Strike against a prone enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along.
Pack Attack The hyena deals an extra 1d4 damage to any creature that is within reach of at least two of the hyena’s allies.

Hyenadon

Hyenadons are the ferocious primeval cousins of the smaller hyena. Looming, shaggy-furred creatures the size of a horse, hyenadons are truly formidable predators to be reckoned with, due both to their size and to their bone-crushing jaws.


Hyenadon
CREATURE 3

Large
ANIMAL
+9; low-light vision, scent (imprecise) 30 feet
Acrobatics +8, Athletics +12, Stealth +8
+5+3+3-4+2-2
19 +10 +8 +7
45
40 feet
jaws +12, 1d10+5 piercing plus Knockdown, and bonecrunching bite
Bonecrunching Bite A creature that is critically hit by a hyaenodon must succeed at a DC 20 Fortitude save or become wounded 1 as the creature’s bones or cartilage are crushed by the beast’s jaws.
Drag The hyaenodon makes a jaws Strike against a prone enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along.
Pack Attack The hyenadon deals an extra 1d6 damage to any creature within reach of at least two of the hyenadon’ s allies.





















Inix

An inix is a large lizard that weighs about two tons and grows to lengths of 16 feet. The inix’s back is protected by a thick shell, while flexible scales cover its underside. Inixs make spirited mounts. They move at a steady pace for as much as a full day and night without needing rest and can carry as much as a ton of passengers and cargo.

Inix riders often travel in howdahs, small boxlike carriages strapped to the lizard’s back. The major drawback to the inix is that it needs large amounts of vegetation and must forage every few hours to maintain its strength. If an inix doesn’t get enough to eat, it becomes nearly impossible to control. For this reason, these lizards aren’t used on trips where forage land is scarce.

Inix
CREATURE 6

Huge
ANIMAL
+12; low-light vision, scent (imprecise) 30 feet
Athletics +17
+7+0+4-4+2-1
26 +16 +10 +12
90
40 feet
jaws +17 (reach 10 feet),
2d8+9 piercing plus Grab
tail +15 (backswing, reach 15 feet),
2d10+9 bludgeoning plus Knockdown
foot +17 (reach 10 feet),
2d6+9 bludgeoning
Trample Medium or smaller, foot, DC 24

Jankx

You spy a small, furry, mammalian animal regarding you from the safety of its burrow. Long, curved spurs can just be seen on the creature’s limbs.

These furry mammals live in burrows in the desert. The common people of Athas think these prized creatures are too dangerous to bother with, but those that are killed make good furs and are a reliable source of food. Jankx communicate via ultrasonic squeaks and barks which are inaudible to most humanoid ears.

Jankx
CREATURE 0

TINY
ANIMAL
+9
Acrobatics +6, Athletics +3
+0+3+2-4+2-1
15 +3 +6 +1
14
20 feet, burrow 10 feet
claw +6 (finesse),
1d4+2 piercing plus jankx venom
Jankx Venom (poison) DC 16 Fortitude; 4 rounds; 1d6 poison damage and enfeebled 1 (1 round); 1d8 poison damage and enfeebled 1 (1 round).





Jhakar

Small, squat, and ferocious, a jhakar has keen senses and a vicious streak. These traits make jhakars exceptional guards and hunting beasts, though no training can ever make them safe to handle. They respect strength and pain, but also nurse grudges. If a master ever lets down his or her guard, a jhakar is quick to strike.

Wild jhakars are social creatures that gather into small packs around a dominant pack leader. "Tamed" jhakars can be found serving arena masters, templars, and soldiers, leading the charge into battle. Owning and controlling a jhakar is considered a sign of strength.

jhakar
CREATURE 0

SMALL
ANIMAL
+5; low-light vision, scent (imprecise) 30 feet
Athletics +5, Survival +5 (+9 tracking)
+3+1+2-4+1-2
15 +9 +3 +5
16
30 feet
jaws +8, 1d6+3 piercing plus Knockdown
Pack Attack The jhakar’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the jhakar’s allies.

Kank

Kanks are large docile insects often used as mounts by the people of the Tablelands. A black exoskeleton of chitin covers their segmented bodies. The three body sections are the head, thorax, and abdomen. They weigh as much as 400 pounds, grow to heights of 4 feet at the back, and as long as 8 feet from head to abdomen. Around their mouths they have multijointed pincers that they can use to carry objects, feed themselves, or fight. Six lanky legs descend from their thoraxes. Each end in a single flexible claw that allows them to grip the surfaces they walk upon.

Kanks are often used as caravan mounts. They can travel a full day at their top speed, carrying a 200-pound passenger and 200 pounds of cargo. Kanks make decent herd animals, but usually only elves employ them as such. As kanks can digest almost any sort of organic matter, they can thrive in most terrain types. In addition, these creatures require little special attention. A kank hive instinctively organizes itself into food producers, soldiers, and brood queens.

Food producing kanks secrete melon-sized globules of green honey. These are stored in their abdomens and used to feed the hive’s young. (When other sources of food are scarce, this honey is also used to feed the rest of the hive.) Humans and demihumans can live exclusively on this nectar for up to three weeks before their bodies begin demanding other sources of nutrition, such as meats and vegetables. The sweet taste of the nectar is the only thing that attracts herders to these creatures, and domesticated kanks produce more globules than those living in the wild.

When the brood queen prepares to lay eggs, the hive digs into an area of extensive vegetation. Each queen can lay 20 to 50 eggs. While the hive waits for the eggs to hatch (it won’t move from the spot until they do), the soldier kanks ferociously defend the area from all predators. Herders must wait as well or abandon the hive.

While the globules of honey produced by kanks are sweet and good tasting, only the most desperate carrion eater will consume kank flesh. When a kank dies, its body produces chemicals that drench the meat with a foul-smelling odor that can make even the hungriest giant sick.



















Kank, Soldier
CREATURE 2

LARGE
ANIMAL
+6; darkvision
Acrobatics +7, Athletics +11
+5+3+4-4+2-2
17 +9 +7 +6
36
Death Stench (aura, olfactory) 30 feet. When the kank dies, it emits a horrible stench. A creature entering the aura or starting its turn in the aura must succeed at a DC 18 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
40 feet
mandibles +9, 1d6+5 piercing plus Grab
Haul Away The kank has a Large or smaller creature grabbed; The kank Strides up to its full Speed, carrying the grabbed creature with it. It is encumbered if the grabbed creature is Medium or larger.
Sprint The kank Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.

Kank, Worker
CREATURE 1

LARGE
ANIMAL
+5; darkvision
Acrobatics +7, Athletics +11
+4+3+4-4+2-1
16 +8 +6 +5
22
Death Stench (aura, olfactory) 30 feet. When the kank dies, it emits a horrible stench. A creature entering the aura or starting its turn in the aura must succeed at a DC 17 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
40 feet
mandibles +7, 1d6+4 piercing plus Grab
Haul Away The kank has a Large or smaller creature grabbed; The kank Strides up to its full Speed, carrying the grabbed creature with it. It is encumbered if the grabbed creature is Medium or larger.
Sprint The kank Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.

Kes'trekel

A scrawny black bird squawks as it circles around overheard, looking for a meal. A blood-red patch on its head is its only distinguishable feature.

The kes‘trekel is a carrion eater, constantly on the search for dead prey. Cowardly birds, they usually shy away from large targets, but have been known to assemble in packs to attack larger prey. In large numbers, the kes‘trekel can sometimes muster enough collective psychic energy to manifest the psionic power of Energy Wave.

Kes‘trekels are extremely territorial and use their psionics to scare trespassers away from their nesting areas. They pair only long enough to mate. They are often captured and used as guards, as their nervous territorial squawking reveals the presence of all but the stealthiest intruders. Their eggs are considered a delicacy in Nibenay (if procured within two weeks of laying), and their eyes are sometimes eaten by the barbaric tribes of the Ringing Mountain in the belief that they grant enhanced vision.

The foot-long bird has a three-foot wingspan with black plumage; the only spot of color is a crimson patch on its head. Feral kes'trekel have a life span of approximately 15 years, while domestic kes'trekel sometimes live as long as 25 years.

Kes'trekel
CREATURE -1

SMALL
ANIMAL
+8; scent (imprecise) 30 feet
Athletics +5, Stealth +4
+2+1+3-4+0-1
14 +9 +5 +2
9 sickened
10 feet, fly 35 feet
beak +6, 1d4+1 piercing plus carrion fever
talon +6 (agile), 1d4 slashing
Carrion Fever (disease) The sickened condition from carrion fever can't be reduced while the affliction remains; Fortitude DC 14; 1 day; sickened 1 and fatigued (1 day); sickened 1, slowed 1, and fatigued (1 day).
Projectile Vomit once per hour; The giant vulture vomits up its last meal on a creature within 10 feet. The creature takes 1d6 acid damage with a DC 16 basic Fortitude save. On a failed save, the target is also sickened 1.














Kes'trekel Blood Flock
CREATURE 3

LARGE
ANIMAL
SWARM
+12; low-light vision
Athletics +10, Stealth +9
+3+2+4-4+1-1
18 +14 +9 +6
9; precision, sickened, swarm mind; bludgeoning 2, piercing 5, slashing 5; area damage 5, splash damage 5
10 feet, fly 35 feet
Carrion Fever (disease) The sickened condition from carrion fever can't be reduced while the affliction remains; Fortitude DC 18; 1 day; sickened 1 and fatigued (1 day); sickened 1, slowed 1, and fatigued (1 day).
Swarming Beaks Each enemy in the swarm's space takes 1d8 piercing damage (DC 20 basic Reflex save) and is exposed to carrion fever. Creatures that fail the saving throw also take 1d4 persistent bleed damage.

Kip

The kip is a shy, six-legged, armored creature that digs and eats the roots of plants and trees. Their supple, armor-like covering makes excellent durable leather goods.

The leathered kip grows from 2′-4′ in length. Kips are covered with a horny armor that is segmented into nine separate plates. They have elongated, pointed snouts and small, beady eyes located on each side of their snouts. The eyes are protected by a glass-like covering that protects them while digging. The sharp, strong foreclaws enable the creature to dig. Their short, stubby, hind legs only allow them to amble around slowly. Kips communicate via a series of low grunts.

Kip herds provide a staple of meat and leather goods in most dwarven communities. Roasted, an adult kip will feed two very hungry dwarves; made into a stew, the meat and broth will easily feed six. Kips and dwarves seem to be complementary in pace and temperament. Dwarven communities keep the kip herd in a slow, constant motion since kip tend to destroy roots of growing plants.

Kip
CREATURE -1

SMALL
ANIMAL
+2; scent (imprecise) 30 feet
Athletics +5
+3+0+2-4+0-2
16 +9 +5 +2
6
20 feet, burrow 10 feet
claw +8 (agile), 1d4 slashing
Pheromone Spray (emotion, mental, poison) The kip sprays a cloud of pheromones in a 15-foot cone. Non-kip creatures in the cone must succeed at a DC 13 Will save or become confused for 1 round (1d4 rounds on a critical failure). It can't use Pheromone Spray again for 1d4 rounds.

Kirre

The kirre is one of the more vicious animals of the forests and jungles of Athas. Resembling a tiger, the kirre is a beast not to be trifled with. At first glance, the kirre looks like a great cat, but upon closer examination, the differences quickly become clear. The kirre is eight feet in length and has eight legs, each ending in paws which sport very sharp claws. The kirre also has large horns on either sides of its head and a sharp barbed tail spike often used as a weapon.

Kirre
CREATURE 5

LARGE
BEAST
+13; darkvision, scent (imprecise) 30 feet
Acrobatics +15, Athletics +13, Stealth +13
+6+4+2-3+2+4
21 +9 +12 +15
75 8 mental
30 feet, climb 10 feet
jaws +15, 2d6+8 piercing plus Grab
claw +15 (agile), 2d4+8 slashing
tail +15 (reach 10 feet), 2d8+8 slashing
Occult Innate Spells DC 19, attack +11; fear, phantom pain, soothe; invisibility; daze, shield, warp step
Pounce The kirre Strides and makes a Strike at the end of that movement. If the kirre began this action hidden, it remains hidden until after the ability’s Strike.
Rend claw
Sneak Attack The kirre deals 1d6 extra precision damage to off-guard creatures.

Kivit

Crouched on the ground before you is a tiny feline with soft fur and large eyes.

Kivits are tiny, wild cats that dwell in areas of heavy undergrowth. They secrete a poisonous musk through their fur that can be fatal in large enough doses. A kivit‘ s paws are even more dexterous than an ordinary housecat‘s.

Kivit
CREATURE -1

TINY
ANIMAL
+5; scent (imprecise) 30 feet
Acrobatics +5, Athletics +2, Stealth +5
+0+3+2-4+1+0
12 +2 +7 +0
5
Toxic Skin Anytime a creature touches the kivit or an adjacent creature Strikes the kivit with a melee attack, that creature is exposed to kivit venom.
20 feet, climb 10 feet
claw +6 (agile, finesse),
1d4 slashing plus kivit venom
Kivit Venom (incapacitation, poison) DC 14 Fortitude; 4 rounds; 1d4 poison damage (1 round); 1d6 poison damage (1 round); 1d6 poison damage and enfeebled 1 (1 round).

Kluzd

Kluzd are snake-like reptiles that inhabit mudflats and other muddy areas. They are about ten feet long and two to three feet in diameter. They can swallow a grown man whole, although this results in a strange, almost comical, bulge in the center of their bodies.

Male kluzd have a distinctive turquoise and white coloration about their head and neck area. Females do not share these bright colors; their bodies are sandy brown flecked with black along their entire length. All kluzd have a series of elongated, feather-like scales around the back of their heads. These flare out to form a large fan when the creature is angered, a primitive mechanism to make it appear larger to its animal opponents.

Kluzd have mere animal intelligence. They can communicate with each other only in a most rudimentary fashion or through magical or psionic means.

Most often, the kluzd is well-protected by its muddy environment; few native predators can submerge themselves in the thick muck to hunt them. Kluzd will only leave the safety of their mud pools when these areas dry out completely. The creatures are far more vulnerable when forced onto the surface of the mud flat. A kluzd will travel in a straight line away from its evaporated burrow in search of a new one — those that don’t locate a new mud hole within four days will themselves dry out and perish.

Kluzd mate when their mudflats dry across the surface to become a broken, hard crust. The female lays a clutch of eggs (1d8 in number) that will hatch and grow to full size in six weeks. Until the young leave the mud pond, their parents will protect them. The young do not hunt. Rather the parents attack creatures that cross the dried surface of the mud flat, dragging them under to feed their children.

Kluzd
CREATURE 1

LARGE
ANIMAL
+5; tremorsense (imprecise) 15 feet
Acrobatics +6, Athletics +6, Stealth +6, Survival +4
+3+3+3-4+1-2
16 +8 +10 +4
20
Tighten Coils A creature grabbed or restrained by the kluzd attempts to Escape. The DC of the Escape check is increased by 2.
20 feet, burrow (mud only) 20 feet
jaws +6, 1d8+3 piercing plus Grab
Constrict 1d8 bludgeoning, DC 17
Carry Off Prey The kluzd can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along.
Wrap in Coils A Medium or smaller creature is grabbed or restrained in the kluzd’s jaws. The kluzd moves the creature into its coils, freeing its jaws to make attacks, then uses Constrict against the creature. The kluzd’s coils can hold one creature.

Korinth

A large, gray-colored lizard carries on its back a small structure, from which you can see several humanoids.

The slow-moving beast obeys all commands as it travels along the dunes. Its long muscular tail leaves sinewy trails upon the sand.

Korinths are large, gray-colored lizards, with huge 25-foot-high spikes jutting out from their backs. These hulking quadrupeds have a long neck and relatively small head. They serve as patrol mounts by the Draji, who use them to patrol the sandy wastes around Draj.

These huge beasts are extremely hard to find, and it is unknown where the Draji capture them. They have a feeble mind and are easily controlled by psion handlers.
























Korinth
CREATURE 12

GARGANTUAN
ANIMAL
+25; darkvision
Athletics +28
+8+2+5-4+4-1
33 +25 +16 +19
210
25 feet
jaws +26 (reach 10 feet),
3d12+13 piercing plus Grab
foot +26 (reach 10 feet),
3d10+13 bludgeoning
Swallow Whole (attack) Huge, 2d10+6 bludgeoning, Rupture 20
Tail Swipe The korinth sweeps its tail in a 15-foot cone, dealing 4d8+6 bludgeoning damage to all creatures in the cone. Creatures in the area must attempt a DC 32 Reflex save.
The creature is unaffected.
The creature takes half damage.
The creature takes full damage and falls prone.
The creature takes double damage, is pushed back 10 feet, and falls prone.
Trample Huge or smaller, foot, DC 24

Lirr

The lirr is a large, warm-blooded reptile that vaguely resembles a lion in body form and hunting tactics. It possesses wispy plumage that it uses for silent communication. The lirr has a long, sleek, body and its scales are small and fine, almost like those of a snake. Around its neck and at the end of its tail sit rings of a web like membrane.

Filled with small nodules that glow brilliant red, yellow, and orange, these frills normally lie flat against the creature's scales. When prey is sighted, however, the membrane fills with air, lighting up to alert other lirr that quarry is nearby. The lirr’ s four muscular legs grant a powerful spring, giving it the ability to outrun most prey.

Lirr
CREATURE 3

LARGE
ANIMAL
+9; low-light vision, scent (imprecise) 30 feet
Acrobatics +8, Athletics +11, Stealth +10
+4+3+2-4+2-2
19 +9 +12 +6
45
40 feet
jaws +12, 1d10+7 piercing plus Grab
foot +12 (agile), 1d8+7 slashing
Pack Attack The lirr deals 1d4 extra damage to any creature that's within reach of at least two of the lirr's allies
Pounce The lirr Strides and makes a Strike at the end of that movement. If the lirr began this action hidden, it remains hidden until after this ability's Strike.
Roar The lirr lets out a loud and disorienting roar. Each creature within 30 feet must attempt at a DC 20 Will save. No matter the result, affected creatures are then temporarily immune to the effect for 1 minute.
The creature is unaffected.
The creature is frightened 1.
The creature is frightened 2.
The creature is frightened 3.
Sneak Attack The lirr deals 1d6 extra precision damage to off-guard creatures.

Jastrak Lizard

The jastrak is a subterranean lizard that rarely, if ever, ventures to the surface. Jastraks are curious and belligerent creatures, confident in their formidable array of natural weapons, and unexpected encounters with wandering jastraks usually end badly. Jastraks are completely blind and possess no visual organs whatsoever. Their senses of hearing and scent, however, are exceptionally well developed.

Jastraks live beneath the earth, burrowing through it with their claws. Their unpleasant dispositions mean that other inhabitants of the Athasian underdark have learned to give them a wide berth. An adult jastrak is nine feet long and weighs 800 pounds.

Jastrak Lizard
CREATURE 4

LARGE
ANIMAL
+14; motion sense, no vision, scent (imprecise) 60 feet
Acrobatics +10, Athletics +12, Stealth +10, Survival +8
+5+3+3-4+2-2
Motion Sense The jastrak lizard can sense nearby motion through vibrations and air movement
20 +11 +11 +8
65
25 feet, burrow 10 feet
jaws +14 (reach 10 feet),
2d10+7 piercing plus Grab
claw +14 (agile), 2d8+7 slashing
tail +14 (agile, reach 10 feet), 2d8+7 bludgeoning
Pounce The jastrak lizard Strides and makes a Strike at the end of that movement. If the jastrak lizard began this action hidden, it remains hidden until after this ability's Strike.


























Minotaur Lizard

These four legged, 30-foot-long reptiles have horns on top of its head and looks much more aggressive than some of its other cousins.

Inhabiting the foothills of the Ringing Mountains and other forested uplands, the minotaur lizard gains its name from the twin, bull-like horns sported by the males of the species. These are not weapons, however, but function in mating displays.

Minotaur Lizard
CREATURE 5

HUGE
ANIMAL
+12; low-light vision
Acrobatics +12, Athletics +13
+5+2+4-4+2-2
21 +15 +9 +7
75
25 feet
jaws +15 (reach 15 feet),
2d8+7 piercing plus Grab
foot +15 (reach 10 feet),
2d6+7 bludgeoning
Lumbering Charge The minotaur lizard Strides up to 10 feet and then makes a Strike.
Swallow Whole (attack) Large, 1d6+6 bludgeoning, Rupture 20
Trample Large or smaller, foot, DC 22

Black Mastyrial

A darkly mottled scorpion as long as a halfling is tall and with a carapace easily mistaken for jagged rock, this creature moves with rapid scuttling motions, swarming with its fellows to strike from all sides. Despite an apparent lack of any visual organs, its attacks strike with uncanny accuracy.

Black mastyrials have dark, rock-like exoskeletons and claws with interlocking pincers, and have no visual organs. The average black mastyrial is 3 feet long and weighs as much as 10 pounds.

Black Mastyrial
CREATURE 6

SMALL
BEAST
+17; motion sense 60 feet, no vision
Athletics +15, Stealth +13
+5+4+3-2+2+4
Motion Sense The black mastyrial senses motion through vibration and air movement.
24 +14 +11 +8
95
Twisting Tail A creature within reach of the black mastyrial’s stinger uses a move action or leaves a square during a move action it’s using. The black mastyrial Strikes the target with its stinger. If it hits, the black mastyrial disrupts the creature’s action.
25 feet, burrow 10 feet
mandible +17,
2d8+9 piercing
pincer +17 (agile),
2d6+9 slashing plus Grab
stinger +17,
2d8+9 piercing plus black mastyrial venom
Occult Innate Spells DC 21, attack +13; agonizing despair, phantom pain; mindlink (at will); figment, know the way
Pack Attack The black mastyrial deals 1d6 extra damage to any creature that's within reach of at least two of the mastyrial's allies
Black Mastyrial Venom (poison) DC 24 Fortitude; 6 rounds; 1d6 poison damage and enfeebled 1 (1 round); 1d6 poison damage and enfeebled 2 (1 round).














Desert Mastyrial

The desert mastyrial is an oversized breed of scorpion known for its toughness and keen senses. Unlike its black, mountain-dwelling cousin, the desert mastyrial has no psionic powers and no real sentience to speak of beyond the level possessed by other vermin.

The desert mastyrial spends most of its time hibernating beneath the sands. It uses echolocation to navigate underground as well as to detect prey that may pass overhead. Desert mastyrials are generally solitary creatures that occasionally gather in groups of up to three. After mating, the smaller male is slain and devoured by the female, who then cares for as many as20 eggs in a single batch.

A desert mastyrial grows to be up to six feet long. Its chitinous carapace is a favorite ingredient in armor and bears a gentle, swirling pattern that affords burrowing mastyrials camouflage should they become exposed.

Desert Mastyrial
CREATURE 7

MEDIUM
ANIMAL
+18; darkvision, tremorsense 30 feet
Athletics +17, Stealth +15 (+17 in desert)
+6+4+5-4+2-2
25 +18 +15 +12
85, fast healing 5 piercing 8, slashing 8
Reactive Strike Stinger only
35 feet, burrow 10 feet
mandible +18,
2d10+9 piercing
pincer +18 (agile),
2d8+9 slashing plus Grab
stinger +18,
2d8+9 piercing plus desert mastyrial venom
Constrict 1d8+9 bludgeoning, DC 25
Desert Mastyrial Venom (poison) DC 25 Fortitude; 6 rounds; 1d6 poison damage and clumsy 1 (1 round); 2d6 poison damage, clumsy 2, and off-guard (1 round); 2d6 poison damage, clumsy 3, and off-guard (1 round)

Mekillot

Mekillots are mighty lizards weighing up to six tons. They have huge, mound-shaped bodies growing to lengths of 30 feet. A thick shell covers the back and head of a mekillot, Mekillots have savage dispositions, but their size and great strength make them excellent caravan beasts. A hitched pair of mekillots can pull a wagon weighing up to 20 tons at a slow, plodding pace.

Caravan leaders must be prepared for their unpredictable natures, however. As they can never be truly tamed, the stubborn creatures have been known to turn off the road and go wandering for no apparent reason-still drawing their loaded wagons. Mekillots are also noted for eating their handlers and other members of a caravan team.

Mekillot
CREATURE 10

Gargantuan
ANIMAL
+19; low-light vision, scent (imprecise) 30 feet
Acrobatics +15, Athletics +24
+8+1+5-4+3+0
29 +21 +15 +19
180
25 feet
jaws +22 (deadly 1d12, reach 20 feet),
2d12+12 piercing plus Grab
foot +22 (reach 15 feet),
2d10+12 bludgeoning
Pin Prey The mekillot critically hits a Large or smaller foe with its foot. The creature struck by the foot is knocked; prone and the mekillot uses its foot to hold the creature in place. As long as the mekillot doesn't move from its position, the pinned creature is Grabbed. A mekillot gains a +2 circumstance bonus to attack a creature it has pinned in this manner, but it cannot use swallow whole on the target unless it uses its jaws to Grab the victim first.
Swallow Whole (attack) Medium, 3d6+8 bludgeoning, Rupture 26
Trample Huge or smaller, foot, DC 29

Mole Boar

The mole boar is a cross between a weasel and a boar, although is more the size of the former. These small creatures are indigenous to the fields around the Pristine Tower, and likely began as mutated invaders centuries ago. All mole boars are immune to the mutating effects of the Pristine Tower. These creatures are short and squat, much like a badger, with large, boar-like fangs and long claws used for both digging and attacking prey.

Mole boars live in communities of up to 100 throughout the blossom fields of the Pristine Tower. There are an equal number of female and male mole boars in each community, and there is no one dominant creature that controls a specific area. Each community claims a roughly 100 square yard territory, attacking any creatures not of its species that it detects. They all live together, hunting the blossom fields for floaters (their primary source of food) and reproducing at an alarming rate. If removed from their environment, mole boars become docile and refuse to eat, eventually starving to death. The floaters of the area must land in order to breed and are fed upon when they do so. In turn, however, the mole boars are one of the mating floaters‘s sources of food. Mole boars multiply at a rate of four times a year, and females are most often constantly pregnant with young. They can live up to 10 years, though few do.

Mole Boar
CREATURE 1

SMALL
ANIMAL
+4; darkvision
Acrobatics +6, Athletics +7, Survival +4
+4+1+4-4+1-2
16 +10 +4 +7
20
30 feet
tusks +9, 1d8+4 piercing
claw +9 (agile), 1d4+4 slashing
Boar Charge The mole boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.
Rend claw

















Raakle

You see a bird with brilliant orange and red plumage and a body the size of a half-giant. The creature has powerful, three-clawed feet and a tubular beak no wider than a human finger.

Raakles are predatorial birds that roam the forests, mountains and rocky wastes of the Tablelands in search of prey. They resemble parrots but for their narrow heads, which end in a tiny beak that the creature uses to spray acid over its quarry. A raakle stands almost 12 feet tall and weighs 900 pounds.

Raakle
CREATURE 3

LARGE
ANIMAL
+12; darkvision
Acrobatics +9, Athletics +10, Survival +7
+4+3+1-4+1-1
19 +9 +12 +6
50
15 feet, fly 60 feet
talon +12 (agile), 2d6+5 piercing plus Grab
Flying Strafe The raakle Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.
Gout of Acid (acid, primal) The raakle vomits a gout of acid in a 15-foot cone. Each creature in this area takes 3d6 acid damage and 1d6 persistent acid damage (DC 20 basic Reflex save). The raakle can't use Gout of Acid again for 1d4 rounds.

Credit: Silver Rathalos

Ramphor

The ramphor is a raptor that hunts large insects and small lizards in the Athasian wilderness. It relies on its powerful dives to catch its prey by surprise, spearing it with a sharp beak then carrying it aloft to be eaten.

A ramphor is about 18 inches long with a three to four-foot wingspan. It weighs about 2 pounds.

Ramphor
CREATURE -1

TINY
ANIMAL
+6
Acrobatics +6
+0+3+1-4+1+1
16 +4 +6 +2
6
10 feet, fly 60 feet
beak +6 (finesse), 1d6 piercing
Ramphor Dive The ramphor Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a beak Strike.

















Rasclinn

The rasclinn is a small dog-like creature that feeds on almost any vegetation that grows in the Athasian badlands. They extract trace metals from the plants, which gives them an almost metallic hide. They are avidly hunted for their hides, but they are tough to kill.

The rasclinn is a small animal, growing only 3 feet at the shoulder and weighing up to 50 pounds. Its metallic hide gives it a silvery color, although the pups are usually brown, white, or a combination of the two.

Rasclinn have no language of their own, but they do communicate by barks and yelps. These warn the young to flee or indicate if a rasclinn has found food or water.

Rasclinn
CREATURE -1

SMALL
ANIMAL
+6; low-light vision, scent (imprecise) 30 feet
Acrobatics +5, Athletics +4, Stealth +5, Survival +4
+1+2+2-4+1-1
15 +5 +7 +4
8; poison; mental 1
30 feet
jaws +6, 1d4+1 piercing
Rasclinn Rage (concentrate, emotion, mental) The rasclinn enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. While raging, the rasclinn has AC 14, and its jaws Strike deals 1d4+3 damage. While raging, the rasclinn can't use actions that have the concentrate trait, except for Seek. After it's stopped raging, a rasclinn can't use Rasclinn Rage again for 1 minute.

Rhynox

Rhynox large, muscular quadrupeds native to the Athasian scrub plains. Though naturally herbivores, a starved rhynox can become a ravenous meat-eater and change its skin color to a deep red, while normally they are brown, gray, or sometimes yellow. Those bred in the Tyrian arena are purposely fed meat in order to increase their overall aggression.

They sport three large horns that are used for head-locking in combat with another rhynox as a show of dominance and for fending off the few predators large and foolish enough to threaten them.

Rhynox
CREATURE 4

LARGE
ANIMAL
+9
Athletics +12, Survival +10
+6+0+4-4+3-1
22 +14 +8 +11
70
30 feet
horn +14 (agile), 2d8+6 piercing
foot +12, 2d6+6 bludgeoning
Rhynox Charge The rhynox Strides twice, then makes a horn Strike. As long as the rhynox moved at least 20 feet, the Strike's damage increases to 3d6+6. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex save or be automatically Shoved back 5 feet and knocked prone by the force of the blow.
Trample Medium or smaller, foot, DC 18









Rocktopus

The rocktopus evolved from the common octopus as the seas of Athas retreated and disappeared. This massive cephalopod haunts a wide range of terrains, blending in with background thanks to its chameleon-like camouflage.

Rocktopus
CREATURE 1

LARGE
ANIMAL
+9; darkvision
Athletics +7, Stealth +9
+4+1+1-4+1+0
Chameleon The rocktopus can change the color of its skin to Hide even if it doesn't have cover.
17 +6 +9 +7
20
25 feet, climb 20 feet
beak +9, 1d10+1 piercing plus rocktopus venom
arm +9 (agile), 1d6+1 bludgeoning plus Grab
Rocktopus Venom (poison) DC 17 Fortitude; 6 rounds; 1d4 poison damage and off-guard (1 round); 1d6 poison damage and off-guard (1 round); 1d8 poison damage and off-guard (1 round).
Writhing Arms The rocktopus makes up to four arm Strikes with different arms, each against a different target. These attacks count toward the rocktopus' s multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks.

Rubbish Slug

Rubbish slugs inhabit the garbage that inevitably collects in the poorer quarters of Athas‘ city-states. The four-foot long vermin are common in silt-side cities like Balic.

Rubbish Slug
CREATURE 1

SMALL
ANIMAL
+5; no hearing, scent (imprecise) 30 feet
Athletics +8
+5-1+5-5+1-4
14 +11 +2 +5
25; acid 2; salt 3
15 feet, climb 10 feet
radula +10, 1d6+3 slashing plus mucus
disgorged mucus +6 (brutal, range increment 30 feet, splash), 1d6 acid damage plus mucus and 1d4 acid
splash damage
Malleable The rubbish slug can fit through tight spaces as if it were a Tiny creature. While Squeezing, it can move at its full Speed.
Mucus Any creature hit by the rubbish slug or that moves into its mucus trail is coated in sticky, caustic mucus. It takes 1d4 persistent acid damage and takes a -5 foot status penalty to its Speeds while the damage persists.
Mucus Trail Any square the rubbish slug moves into is coated in mucus. These spaces are difficult terrain, and any creature that moves into one or ends its turn in one is subjected to the slug's mucus. After an hour, the mucus dries, and the area is no longer difficult terrain.








Sandcrawler

This soft, furry black caterpillar is pleasant to the touch. Over a foot long and six inches in height, it also has 20 short, stubby legs, and large bulbous eyes, making it very friendly and beautiful.

Sandcrawlers are lured by the heat and light of campfires. The sandcrawler approaches anyone sitting near the campfire quickly and cautiously, chittering softly and shyly and coming close to the flames. The creature will then nibble shyly on any offered crumbs, and is quick to allow itself to be petted, for the aim of the sandcrawler is to snuggle up close next to someone, appearing to fall asleep, then leave a few moments after everyone else is asleep, having implanted its larva in its dormant victim. Sandcrawler flesh is inedible. Its fine fur, however, is prized by the feral halflings, who find its insulating properties extremely useful. Feral halflings also know of a technique that will extract an analgesic toxin from the creature and use it on their darts to induce sleep.

Sandcrawler
CREATURE -1

TINY
ANIMAL
+2
Athletics +4
+0+2+0-4+1-1
12 +5 +2 +0
5
15 feet, burrow 20 feet
bite +5 (finesse),
1d4 piercing plus numbing saliva
Numbing Saliva A sandcrawler' s bite contains a potent anesthetic. When an uninjured creature is bitten by a sandcrawler, they must make a DC 13 Fortitude save or fail to realize they have been injured.
Implant Egg The sandcrawler lays eggs in an adjacent creature that is affected by Numbing Saliva, exposing it to the sandcrawler larva disease.
Sandcrawler Larva (disease) Fortitude DC 16; 1 day; carrier with no ill effect (1d6 days); drained 1 (1d3 days); 2d8 damage, larva emerges (disease ends).

Credit: Tom Fowler

Sand Howler

This heavy-set, doglike quadruped has a broad head sporting a nest of eight eyes and a pair of curving tusks. Its semi-reptilian body is muscled, and bears armored plates along the spine.

Sand howlers are canine-like creatures that roam the deserts in packs, unleashing bloodcurdling screams when pursuing prey. Mercenaries are known to capture and train young howlers to capture runaway slaves. A sand howler‘s appearance is unnerving; though doglike, it has eight eyes that can paralyze prey with a glance. A howler‘s oversized head also sports large yellow tusks. Its scaly body ranges from dark to light brown, though rare white specimens have been noted.

Sand howlers live as a pack in subterranean dens and are ruled over by a dominant male. They dwell in desolate areas, as they do not like to compete with other creatures for resources.

Sand howler pups can be trained as guards or tracking beasts. Their hunting skills are remarkable, and their keen sense of smell makes them among the best desert trackers available. Many mercenaries in Athas capture them and train them to chase down runaway slaves. In the Tableland they have been hunted to near extinction in the last few years by those who fear them and those who would domesticate them.

The pelts of white sand howlers often bring about 150 cp because of their rarity, beauty, and protection they provide from heat.







Sand Howler
CREATURE 3

MEDIUM
ANIMAL
+12; darkvision, scent (imprecise) 60 feet
Acrobatics +7, Athletics +10, Stealth +9, Survival +7
+4+1+3-4+1-2
19 +12 +9 +6
45
Paralyzing Gaze (aura, primal, visual) 30 feet. A creature that ends its turn in the aura must attempt a DC 20 Fortitude save. If it fails, it’s slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round.
25 feet
jaws +10, 1d8+4 piercing
claw +10 (agile), 1d6+4 slashing
Focused Gaze (concentrate, incapacitation, primal, visual) The sand howler focuses their gaze on a creature they can see within 30 feet. If that creature isn’t already slowed by the sand howler’s paralyzing gaze, it must attempt a save against the sand howler’s paralyzing gaze. If that creature is slowed, it must succeed at a DC 20 Fortitude save or be paralyzed for 1 round. A sand howler can’t use this ability against the same creature more than once per round.

Credit: BenWooten

Sand Shark

Sand sharks are bizarre mutants bred by some forgotten defiler in a fit of madness. They are sharks...that swim in sand. That is all that really needs to be said.

This blind hunter senses its prey through vibrations, sound, and smell. With an endless appetite, it hunts tirelessly for anything, regardless of size. Fiercely protective of its kill, they will fight to the death no matter the odds.

Sand sharks travel mostly alone, with the exception of mothers and calves. Located in dry, arid environments, they have been known to venture into grasslands if they are starved for prey.

Sand Shark
CREATURE 4

LARGE
ANIMAL
+14; tremorsense (precise) 30 feet, scent (imprecise) 60 feet
Athletics +12, Stealth +10, Survival +10
+5+2+3-4+2-2
Tremorsense A sand shark's tremorsense is a precise sense out to 30 feet and an imprecise sense out to 120 feet.
21 +14 +11 +8
65
10 feet, burrow 35 feet, sand swim
jaws +14, 2d10+7 piercing plus Grab
Burrowed Ambush The sand shark is Hiding in dirt, sand, silt, or another soft surface; The sand shark makes a jaws Strike against a creature within reach. On a hit, the sand shark automatically Grabs the creature. Whether or not they hit, the sand shark then Strides. If they have a creature grabbed, the creature moves with the sand shark.
Sand Swim The sand shark can Burrow through sand, silt, and dirt (but not stone) at its full burrow Speed, leaving no tunnel or sign of its passing. Loose sand and scree are not difficult terrain for a sand shark.

Barbed Scorpion

An incredibly large scorpion the color of gray sand, this creature sports wicked barbs that jut from its exoskeleton at all manner of angles, cloaking the beast in a protective swathe of spines.

Barbed scorpions are enormous predators that hunt alone or in packs throughout the deserts of the Tablelands. They are covered with protruding spikes that can inflict terrible injuries on those that come too close or are snared in the scorpion‘s deadly claws. The den of a barbed scorpion may sometimes contain remnants of undigested meals or their equipment, and canny travelers know that daring the shortsword-sized stinger of a barbed scorpion can sometimes yield profitable results.

An adult barbed scorpion grows to be a dozen feet long, with a dusty gray or tan carapace. They make a clacking racket as they move, their spines hammering one against the other.

Barbed Scorpion
CREATURE 5

LARGE
ANIMAL
+12; darkvision, tremorsense (imprecise) 60 feet
Athletics +13, Stealth +10
+5+3+4-5+3-4
22 +15 +12 +10
75
Reactive Strike Barb only. A barbed scorpion gains an extra reaction at the start of each of its turns that it can use only to make a Reactive Strike. It can't use more than one Reactive Strike triggered by the same action. In addition to the normal trigger, a barbed scorpion can make a Reactive Strike against a creature that touches it or an adjacent creature that attempts a melee Strike against it.
40 feet
pincer +14 (agile, reach 10 feet)
2d6+6 slashing plus Grab
stinger +14 (reach 10 feet)
2d4+6 piercing plus barbed scorpion venom
barb +14
2d4+6 piercing
Constrict 2d4+5 bludgeoning, DC 22
Barbed Scorpion Venom (poison) DC 20 Fortitude; 6 rounds; 1d10 poison damage and enfeebled 1 (1round); 2d10 poison damage and enfeebled 1 (1 round); 2d10 poison damage and enfeebled 2 (1 round).

Gold Scorpion

A golden scorpion the length of a man’s arm scuttles out of the shadows, the sun glimmering off its carapace.

The gold scorpion is a breed of scorpion found throughout Athas, named for its shining exoskeleton. It prefers to secret itself in a hidden nook and then rush forward to strike with its stinger. The gold scorpion has a well-deserved reputation for fatalities, but this is as much derived from its lairing habits as it is from the strength of its venom.


Gold Scorpion
CREATURE 1

Tiny
ANIMAL
+7; darkvision, tremorsense (imprecise) 30 feet
Athletics +17, Stealth +7
+2+4+3-5+2-4
16 +6 +9 +5
20
20 feet, climb 15 feet
pincer +9 (agile, finesse),
1d8+2 slashing plus Grab
stinger +9 (finesse),
1d6+2 piercing plus gold scorpion venom
Gold Scorpion Venom (poison) DC 17 Fortitude; 6 rounds; 1d4 poison damage (1round); 1d6 poison damage and enfeebled 1 (1 round); 1d8 poison damage and enfeebled 2 (1 round).



















Silt Eel

This long, black eel has oily scales and a ridge of spiked fins along its spine. Its serpentine body weaves through the silt, its wedge-shaped head scouting for prey.

Silt eels live in the Sea of Silt or in inland silt basins. They hunt small creatures dwelling in the silt and rarely attack humans. A silt eel measures 4-5 feet long from the end of its spiny tail to the tip of its bullet-shaped head.

Silt Eel
CREATURE 1

MEDIUM
ANIMAL
+14; low-light vision
Athletics +12, Stealth +10
+1+4+2-5+1-1
16 +7 +7 +4
18; bludgeoning 3, piercing 3
Ambush A target creature passes within 20 feet of the silt eel’s hiding place and has not detected the silt eel. The silt eel lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is flat-footed to this attack.
10 feet, swim 40 feet, silt swim
jaws +6 (finesse), 1d6+3 piercing plus Grab
Silt Swim The silt eel can Swim through silt at its full swim Speed.

































Silt Serpent

Silt serpents are precisely that – serpents that have adapted to live in the shallows of the Sea of Silt. As with many of Athas‘ denizens, they have evolved basic psionic abilities to help them to cope with life under the dark sun. Small and timid, they nevertheless possess a venomous bite that can bring down all but the hardiest of opponents.

Silt serpents are carnivores that dwell alone or in family nests in reefs and rocky ruins in the shallow silt. They are hunted for their flesh, which is succulent and tasty. Giants of the silt archipelagoes were among the first to prepare the creatures as food, but it is the Sky Singer elf tribe that has become most famous for their dish known as alrasb, prepared over an open flame from the sizzling meat of the serpents.

An adult silt serpent can grow to be four feet in length. Their young, laid in clutches of 2-12 eggs, are thin and slender, but with a more potent venom than their parents.

Silt Serpent
CREATURE 0

MEDIUM
BEAST
+14; darkvision, tremorsense (imprecise) 60 feet, scent (imprecise) 30 feet
Athletics +2 (+6 to Swim), Stealth +5, Survival +5
+0+3+1-4+1+2
16 +5 +9 +3
15
Lash Out A creature within the silt serpent's reach uses a move action; The silt serpent makes a bite Strike against the attacker.
10 feet, climb 10 feet, swim 25 feet, silt swim
fangs +6 (agile, finesse),
1d8 piercing plus silt serpent venom
Occult Innate Spells DC 14, attack +6; charm (x2), phantom pain (x2); guidance, forbidding word
Silt Serpent Venom (poison) DC 16 Fortitude; 4 rounds; 1d6 poison damage (1round); 1d6 poison damage and enfeebled 1 (1 round);
Silt Swim The silt serpent can Swim through silt at its full swim Speed.

Silt Spider Swam

A swarming nest of tiny pale spiders barely distinguishable from the shifting silt that is their home, these creatures rush towards you in a single heaving mass.

Silt spiders are tiny creatures that dwell in Athas‘ silt seas and basins. Easily able to camouflage themselves within and swim though the silt, they are a hazard wherever they are encountered. Although their bite and accompanying poison is not overly dangerous, their sheer numbers often mean that a target will be devoured by the swarm before he has a chance to regain consciousness.

Individual silt spiders rarely reach six inches in size but can swarm in scores or hundreds.

Silt Spider Swarm
CREATURE 1

LARGE
ANIMAL
+5; darkvision, tremorsense (imprecise) 30 feet
Acrobatics +8, Athletics +4 (+6 to Climb or Swim), Stealth +6 (+8 in silt)
-2+3+0-5+0-4
14 +4 +7 +2
14; precision, swarm mind; physical 6 (except bludgeoning); area damage 3, splash damage 3;
25 feet, climb 10 feet, swim 25 feet, silt swim
Swarming Bites Each enemy in the spider swarm’s space takes 1d6 piercing damage with a DC 17 basic Reflex save. A creature that fails its save is exposed to silt spider swarm venom.
Silt Serpent Venom (poison) DC 17 Fortitude; 6 rounds; 1d4 poison damage (1round); 1d6 poison damage and enfeebled 1 (1 round); 1d8 poison damage and enfeebled 2 (1 round);
Silt Swim The silt spider swarm can Swim through silt at its full swim Speed.

Sitak

The sitak is a psionic relative of the parrot and cockatoo. It is native to the forests of Athas but is also kept as a pet by those lucky or wealthy enough to own one. The sitak possesses a parrot‘s gift for mimicry but imitates sounds telepathically rather than audibly. Sitaks raised and trained in captivity can learn up to 20 simple words (food is always the first), although they require constant company or insanity overcomes them.

Trained sitaks are used to relay telepathic messages between individuals, and their feathers are prized by Nibenese hunters, who have hunted the bird to near-extinction in the environs of their home city. By comparison, the hunters of Gulg consider it an ill omen to slay a sitak, while the halflings of the Forest Ridge believe that the birds themselves bring bad luck. No species preys upon the sitak, as its flesh is home to parasites that carry a virulent disease known as Sitak Fever.

An adult sitak is one foot long and usually has bright green or red plumage with yellow feathers at the throat, although light blue, gray, white, or black varieties are not uncommon.

Sitak
CREATURE -1

TINY
ANIMAL
+5; low-light vision
can’t speak any language; telepathy 30 feet
Acrobatics +5
-3+3+1-4+1+1
16 +4 +6 +2
6
10 feet, fly 40 feet
beak +6 (finesse), 1d6 piercing
talon +6 (agile, finesse), 1d4 slashing
Go for the Eyes The sitak flies up to its Speed and makes a talon Strike at the end of its move. If the talon attack hits, the target must succeed on a DC 13 Fortitude saving throw or be blinded for 1 round (or blinded for 1 minute on a critical failure). If the Strike was a critical hit, the target's save result is one degree of success worse.
Sitak Fever (disease) A creature that bites a sitak or ingests sitak flesh or blood is exposed. A victim cannot recover naturally from sitak fever while in forested terrain. DC 14 Fortitude; carrier with no ill effect (1d4 hours); enfeebled 1 (1 day); enfeebled 1 and drained 1 (1 day); unconscious (1 day); dead

Slimahacc

Rearing up before you, shedding rivers of sand from its green-scaled hide, is an extremely long serpentine creature with a bony maw and long, hollow, horn-like protrusions sweeping back and outward from the top of its scalp.

Slimahaccs are a sinuous species of reptile with uncertain heritage. They are also sometimes known as sand drakes, but it is unknown if they are truly related to drakes or are instead some sort of native reptilian or worm offshoot. They roam the deserts, using stealth and speed to overrun and devour their prey.

Pterrans sometimes domesticate slimahaccs as riding animals or beasts of burden. While the riding position directly behind their head and an additional 10 feet of the back are relatively safe, cargo and passengers further down their back are occasionally mistaken for parasites and casually removed by the slimahacc.

In the wild, slimahaccs normally lead solitary lives hunting and sleeping. In sandy or gravelly areas, they burrow under the loose matter to a depth of about 2 feet to avoid both the heat of the day and any predators. While burrowing, slimahaccs possess tremorsense with a range of 30 ft. Above ground, the slimahacc’ s hearing is extremely acute. The horn-like scalp protrusions are actually powerful aural amplifiers whose wide degree of separation allows the slimahacc to triangulate the source of any sound that it can hear. It is not unusual for pterran riders to psionically link their hearing to the slimahacc they are riding in order to augment their hunting and defensive abilities.

Although rarely available for sale, a trained slimahacc will sell for as much as 40 gold pieces, ten times the price of a war crodlu. Slimahacc eggs are relatively rare and fetch a market price of 2 gp as a culinary delicacy. The horns of a slimahacc are actually composed of strong, hollow bone, and sections are sometimes used in constructing datchi clubs and inix yokes. Slimahacc meat is edible, though tough and muddy tasting. An adult slimahacc can grow to be over 30 feet in length.

Slimahacc
CREATURE 8

HUGE
ANIMAL
+19; low-light vision, tremorsense (imprecise) 30 feet
Acrobatics +15, Athletics +21, Stealth +15, Survival +15
+7+3+6-4+3-2
25 +20 +17 +15
175
Ambush A target creature passes within 20 feet of the slimahacc’s hiding place and has not detected the slimahacc. The slimahacc lunges out of its hiding place, striding directly toward the triggering creature, and makes a jaws Strike against it. The target creature is flat-footed to this attack.
35 feet, burrow 20 feet
jaws +21 (reach 10 feet),
2d10+7 piercing plus Grab
body +21 (reach 15 feet),
2d8+7 bludgeoning plus Grab
Greater Constrict (attack) Large, 1d10+7 bludgeoning, Rupture 21
Slither The slimahacc Strides, or Burrows up to half its Speed, pulling any creatures it has grabbed with it.
Swallow Whole (attack) Large, 1d10+7 bludgeoning, Rupture 21

Athasian Sloth

The Athasian sloth is fast, cunning, and very bloodthirsty. A family of sloths can eat a whole halfling village in one night and is usually not afraid to try.

The Athasian sloth is a large creature with brown fur. It usually has light tan and brown, or light gray and green spots making it easy for the sloth to blend in with the foliage of the Forest Ridge.

Athasian sloths have strong family bonds and communicate through pheromone and body posture, as they do not possess the ability to vocalize sounds. They are known for their hardy nature and resistance to most poisons, as well as for their thick pelts, for which they are hunted in turn by the halflings.

An adult Athasian sloth stands eight feet tall and weighs as much as 750 pounds. Its pelt is brown, with gray, green and tan markings to assist in camouflage.

Sloth, Athasian
CREATURE 5

LARGE
ANIMAL
+12; low-light vision, scent (imprecise) 60 feet
Athletics +16, Stealth +10 (+13 in forests), Survival +12
+6+4+4-4+2+0
21 +15 +12 +9
85; poison 5
50 feet, climb 25 feet
jaws +15 (reach 10 feet),
2d8+7 piercing
claw +15 (agile, reach 10 feet),
2d6+7 slashing plus Knockdown
Pack Attack The athasian sloth’s Strikes deal 1d6 extra damage to creatures within the reach of at least two of the sloth’s allies.
Rend claw

Strine

Strines are porcupine-like creatures that inhabit sandy wastes and rocky badlands. They often hunt alone, feeding on small insects and animals, although they are also known to feed on vegetation. Strines depend on their thick layers of spines for protection against their prey or enemies.

Strine
CREATURE 3

MEDIUM
ANIMAL
+12; low-light vision, scent (imprecise) 30 feet
Athletics +9 (+10 to climb)
+4+1+4-4+1+0
19 +12 +9 +6
48
Passive Points A creature that hits a strine with an unarmed Strike or a non-reach melee Strike takes 1d8 piercing damage (DC 20 basic Reflex save). On a critical failure, the creature also takes 1d4 persistent piercing damage as the quills hook into its flesh.
20 feet
jaws +12,
2d8+5 piercing
quill +12 (range increment 40 feet),
1d10+5 piercing plus embed quill
Embed Quill A creature damaged by the strine's quills Strike must succeed at a DC 20 Reflex save or some of the quills remain embedded in its body, dealing 1d4 persistent piercing damage.
Quill Volley The strine flings up to two quills from its body, targeting either two different creatures or a single creature. If the strine targets two different creatures, these creatures must be within 20 feet of one another, and the strine makes a separate Strike against each; this counts as only one Strike for the strine’s multiple attack penalty, and the penalty doesn’t increase until after both attacks. If the strine fires both quills at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single quill, but the target is pinned in place, Rendering it immobilized. A creature that succeeds at a DC 20 Athletics check (attempted as a single action) can pull the spike free. A strine can hurl no more than 12 quills in 24 hours.

Sygra

Sygra are cloven-hooved quadrupeds with short, hairy coats that can be any mixture of black, brown, and white. Their heads sport two horns. Males have larger horns than female.

Sygra
CREATURE 0

SMALL
ANIMAL
+6; low-light vision, scent (imprecise) 30 feet
Acrobatics +4, Athletics +5, Stealth +4, Survival +6
+0+3+2-5+1+0
16 +6 +9 +4
15
30 feet
hoof +7 (finesse), 1d6+2 bludgeoning
horn +7 (agile, finesse), 1d4+2 piercing
Sygra Charge The sygra Strides twice in a straight line and then makes a horn Strike with a +1 circumstance bonus to its attack roll.







































Tagster

The tagster is a great cat endowed with psionic abilities that enhance its stealth and movement. The creature has short yellowish-brown fur with whitish underparts.

Tagster
CREATURE 2

MEDIUM
BEAST
+7; low-light vision, scent (imprecise) 30 feet
Acrobatics +8, Athletics +7, Stealth +8 (+11 in undergrowth)
+3+4+2-4+1+2
18 +8 +10 +5
30
40 feet
jaws +10 (finesse), 1d10+3 piercing plus Grab
claw +10 (agile, finesse), 1d6+3 slashing
Occult Innate Spells DC 15, attack +7; invisibility; know the way, shield, warp step
Maul The tagster makes two claw Strikes against a creature it has grabbed. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made.
Pounce The tagster Strides and makes a Strike at the end of that movement. If the tagster began this action hidden, it remains hidden until after this ability's Strike.
Sneak Attack The tagster deals 1d4 extra precision damage to flat-footed creatures.

Tigone

Tigones are large, feline creatures which are dark green in color and have black or yellowish-brown vertical striping. Growing to a length of 7’, they can weigh over 250 pounds. Native of the Hinterlands, tigones have been known to roam the Ringing Mountains. They are fearful predators and will attack almost any creature violating their territory. Because of their coloration, a tigone is almost impossible to see when holding perfectly still in the underbrush. They also move very quietly through any terrain. They dislike warm environments and soon die if forced into the desert.

Highly sought for gladiatorial games, most tigones do not survive the trip across the desert. They bring a handsome price if successfully transported to a sorcerer-king’s city. Halflings prize tigones as hunting partners because of their psionic tracking and hunting skills


























Tigone
CREATURE 4

LARGE
BEAST
+12; low-light vision, scent (imprecise) 30 feet
Acrobatics +11, Athletics +13, Stealth +13
+5+3+3-4+2+2
21 +13 +11 +8
60
30 feet
jaws +13, 1d10+7 piercing plus Grab
claw +13 (agile), 1d8+7 slashing
Occult Innate Spells DC 18, attack +10; blur; charm, mindlink; daze, warp step
Pounce The tigone Strides and makes a Strike at the end of that movement. If the tigone began this action hidden, it remains hidden until after this ability's Strike.
Sneak Attack The tigone deals 1d6 extra precision damage to flat-footed creatures.
Wrestle The tigone makes a claw Strike against a creature it is grabbing. If the attack hits, that creature is knocked prone.

Warthog

These broad-faced boars are considered unusually ugly, with enormous tusks and large “warts” (in truth, these fleshy facial protrusions are protective ridges). Despite that, those who have worked with them find warthogs easier to deal with than wild boars, as warthogs are more prone to flight than aggression.

Warthog
CREATURE 2

MEDIUM
ANIMAL
+8; low-light vision, scent (imprecise) 30 feet
Acrobatics +5, Athletics +8, Survival +8
+4+1+4-4+2-3
18 +10 +5 +8
30
Ferocity
40 feet
tusk +10, 2d6+4 piercing
Warthog Charge The warthog Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.





































Giant Warthog
CREATURE 4

LARGE
ANIMAL
+12; low-light vision, scent (imprecise) 30 feet
Acrobatics +8, Athletics +12, Survival +10
+6+0+3-4+2-1
21 +13 +9 +10
60
Ferocity
40 feet
tusk +14, 2d8+6 piercing
Warthog Charge The warthog Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack must succeed at a DC 19 Reflex save or be knocked prone by the force of the blow.

Watroach

This walking hive is supported by six short legs extending from its central limb cluster, and has a very wide, low hanging head ringed with sharp teeth and flanked by deadly pincers.

This large insect, which has a black or deep purple exoskeleton, is broken up into three sections: head, hive chamber, and thorax. It also has a very sticky, hollow tongue, which it uses to attack and consume its prey, which is mostly insects ranging in size from Small to Large. It is able to use its tongue to grab insects that hide under rocks or in crevices, while it can also suck smaller insects through the hollow part of its tongue and straight into its gullet.

The thorax is a storehouse of digested foods and liquids for the adult watroach and is connected to the central hive chamber where millions of infant, drone watroaches, each less than one inch long serve the gestating protoadult at the center of the hive.

Watroaches have no language of their own and don‘t notice other passing adults. The only way to communicate to a watroach is via psionics or magic.

The adult watroach lives only to feed, so that the hive chamber is fruitful when it dies. The drones bathe, feed, and otherwise maintain the proto-adult until the adult gets too old to move. Once this happens the proto-adult grows rapidly to full size, which takes about three days. When doing this it ingests the remaining nutrients of its parent‘s thorax and most of the hive material, literally eating its way out of the hive chamber. The proto-adult is nearly full-grown after this, having its own hive chamber filled with drones and a new proto-adult inside. The remaining original drones go on to serve the new adult, but most perish with the birth of the new adult.

Watroaches are solitary creatures in one sense and entire communities in yet another. Adults don‘t travel or hunt together. In truth, however, each adult carries millions of drones and a proto-adult within itself, making it a complete walking, self-sustaining, community.

For King’s Ages Sorcerer-Kings have used animated giant beetles to wage war against one another, especially in areas so parched that mekillots, driks, and other mighty war beasts would die of exposition.






Watroach (War Beetle)
CREATURE 8

GARGANTUAN
ANIMAL
+16; darkvision
Acrobatics +16, Athletics +18
+6+3+6-5+2-1
30 +19 +13 +16
135
Carapace Deflection The watroach is targeted with an attack from an attacker it can see; The watroach pivots to place its tough carapace in the way of the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the watroach can Step after the attack.
30 feet
mandible +20 (reach 20 feet),
2d10+10 piercing plus Grab
foot +18 (reach 15 feet),
2d8+10 bludgeoning
Constrict 2d6+7 bludgeoning, DC 26
Trample Huge or smaller, foot, DC 26

Weezer

Weezers are enormous flying insects that make underground hives in the desert tablelands. Though of animal intelligence, they are highly social creatures, structured into several distinct classes by both social function and physical characteristics.

Worker, and soldier weezers all have wings, multifaceted eyes, and six thin limbs extending from their abdomen. Soldiers are slightly larger and are colored a shade of yellow brighter than their fellows. The brood queen is much larger. The brood queen has a huge abdomen for laying the hive’s eggs.

Weezers build colonies beneath the sands where they protect the brood queen and allow her to lay eggs. From the surface, their hives appear to be a series of domes that vary from three to eight feet tall, but that are all about five feet in diameter. The domes are constructed by the workers, made from sand glued together with a bonding resin they secrete. Only one dome actually has an entrance from the surface that leads into the rest of the tunnels.

Workers fly in the vicinity of the colony in search of water. They either store water directly in wax balls, or they use water to create honey that they store the same way. They hang both types of wax balls in the colony chambers to feed the rest of the adults and to nurture the young. Each sphere contains one gallon of either honey or water. The contents are apparent by the shade of the sphere (water is light, honey is dark).

Brood Queen
CREATURE 3

MEDIUM
ANIMAL
+8; darkvision
telepathy 1 mile
Acrobatics +11, Athletics +9
+4+4+4-5+1+1
Hive Mind (primal) Weezers operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other weezer from the same hive mind, a weezer brood queen gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one weezer is aware of a combatant, all members of the hive mind within range are aware of it.
19 +9 +11 +6
45
20 feet, fly 40 feet
stinger +12 (poison), 1d12+4 piercing plus Brood Queen venom
Brood Queen Venom (poison) DC 19 Fortitude; 6 rounds; no effect (1 round); clumsy 2 (1 round); paralyzed (1 round).
Implant Eggs The brood queen lays eggs in an adjacent creature that is paralyzed or unconscious, exposing it to the weezer larva disease.
Weezer Larva (disease) Fortitude DC 21; carrier with no ill effect (1d6 days); drained 1 (1d3 days); 5d6 damage, larva emerges (disease ends).

Soldier
CREATURE 2

MEDIUM
ANIMAL
+9; darkvision
telepathy 120 feet
Acrobatics +7, Athletics +8
+4+3+1-5+1+0
Hive Mind (primal) Weezers operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other weezer from the same hive mind, a weezer soldier gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one weezer is aware of a combatant, all members of the hive mind within range are aware of it.
18 +9 +11 +5
30
20 feet, burrow 10 feet, fly 40 feet
stinger +11 (poison), 1d6+4 piercing plus weezer venom
Weezer Venom (poison) DC 18 Fortitude; 4 rounds; no effect (1 round); clumsy 2 (1 round); paralyzed (1 round).

Worker
CREATURE 0

MEDIUM
ANIMAL
+5; darkvision
telepathy 120 feet
Acrobatics +6, Athletics +5
+2+3+2-5+1-1
Hive Mind (primal) Weezers operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other weezer from the same hive mind, a weezer gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one weezer is aware of a combatant, all members of the hive mind within range are aware of it.
16 +6 +9 +3
16
20 feet, burrow 10 feet, fly 40 feet
stinger +8 (deadly d6, finesse), 1d4+2 piercing

Wrab

You see a winged serpent, two feet long, with scales of jet black.

Wrabs are airborne blood-drinkers, winged serpents that flap silently through the gloom of Athas‘ woodlands and crypts. The beasts are quiet enough to sneak up on anyone and clever enough to find their way inside tents and through cracks in shuttered windows.

Measuring up to two feet long, wrabs fold their reptilian wings around themselves for camouflage and protection while perched.

The Tyrian Council uses wrabs for their innate ability to detect surface emotions. A trained wrab senses which council member has the greatest attention of the audience, flying to that speaker‘s hand and placing its head in a nook formed by the speaker‘s thumb and index finger.

Wrab
CREATURE 0

TINY
ANIMAL
+9; darkvision, emotion sense 120 feet
Acrobatics +6, Stealth +5
-2+3+0-4+2-1
Emotion Sense (emotion, mental) A wrab can sense the emotions of creatures within 120 feet as an imprecise sense. Emotion sense is a precise sense against creatures under an emotion effect. A creature under the effects of calm emotions can't be noticed via emotion sense.
15 +3 +9 +6
11
10 feet, fly 40 feet
fangs +6 (finesse), 1d4 piercing plus Attach
Attach When a wrab hits a target larger than itself, it attaches to that creature. Doing so is like Grabbing the creature (Escape DC 16), but the wrab moves with that creature rather than holding it in place. The wrab is off-guard while attached. If the wrab is killed or pushed away while attached to a creature, that creature takes 1 persistent bleed damage. Escaping the attached wrab or removing the wrab in other ways doesn't cause bleed damage.
Drain Blood The wrab is attached to a creature. The wrab uses its fangs to drain blood from the creature it’s attached to. This deals 1d4 damage, and the wrab gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a wrab is drained 1 until it receives healing (of any kind or amount).













Xerichou

The xerichou is a winged predator that is found in most parts of Athas. Long and slender, with six clawed limbs and a pair of broad wings, xerichous travel in flocks, swarming their prey. Xerichous are psionic and intelligent enough to make effective use of their abilities in combat.

Xerichous begin life as relatively inoffensive larvae. These tiny, armored worms eventually climb and cling to cliffs or other elevated rock faces in order to pupate. Often mistaken for part of the rock itself, the pupa eventually hatches into the adult xerichou, which is then driven to seek out its ancestral nesting ground in order for the breeding cycle to begin again.

An adult xerichou is a foot long, with a three-foot wingspan. It is deep brown to deep red in color and has a tough, leathery hide with tufts of wiry hair sprouting at the joints. The larvae are only four inches long, with a dozen tiny legs.

Xerichou
CREATURE 1

TINY
BEAST
+7; darkvision
Acrobatics +6, Stealth +7
-2+4+1+0+1+2
15 +4 +10 +7
20
20 feet, fly 60 feet
wing +9 (agile, finesse), 1d6 +2 slashing
Occult Innate Spells DC 18, attack +10; blur; soothe; daze, shield, warp step

Zhackal

You spot a pack of small canines with brown and gray hides. Despite their dog-like features, the creatures are completely silent.

Zhackals are small pack animals that delight in feeding off the emotions of those about to die. The pack gathers around the dying victim and feed off its emotions, using psionics to accomplish this.

Zhackals are most frequently encountered in the wilderness, but some packs have been known to sneak into large cities in order to prowl through the slums and warrens in search of vulnerable prey. As the zhackal is a cowardly beast, these packs will generally flee if confronted by serious resistance.

Even stranger, certain jaded nobles even keep single zhackals as pets, feeding them from the emotions of dying slaves and gladiators. A zhackal fed this way becomes slavishly loyal to its new pack leader. A zhackal is expensive to keep in this fashion as slaves and gladiators that might otherwise live, die off much sooner with a zhackal feeding upon their very feelings.

Zhackals are sometimes hunted for their fur, which has a consistency like cotton when correctly spun. A large number of unmarked pelts are required for clothing of any significant size and zhackal skin garments are extremely expensive as a result. Zhackals look like small dogs and are usually brown or gray in color. Zhackals make no sounds, although they communicate with other zhackals via mindlink.






























Zhackal
CREATURE 1

SMALL
BEAST
+7; low-light vision, scent (imprecise) 30 feet
Athletics +6, Intimidation +5, Stealth +7, Survival +5
+4+3+3-4+1+1
Chameleon The zhackal can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check.
16 +7 +10 +4
21
25 feet
jaws +7, 1d6 +2 piercing
Occult Innate Spells DC 17, attack +9; invisibility; mindlink (x2), phantom pain (x2); daze, message
Feed on Emotion (attack, emotion, incapacitation, mental) once per round; The zhackal feeds on the emotional unrest of a single creature within 30 feet. The target must succeed at a DC 17 Will save or take 2d6 mental damage. If the target fails its saving throw, the zhackal regains the same number of Hit Points.
Hunting Cry (auditory, emotion, mental) The zhackal growls, hisses, and bares its jaws in a frightening manner as it attempts to Demoralize a creature. It gains a +2 circumstance bonus to this Intimidation check, and the attempt is not penalized if the target can't understand the zhackal.

Z'tal

Z'tal are small, upright lizards that hop in shepherded leaps across Athas. They are very stupid and are known to stampede when panicked.

Z'tal jump wherever they go on powerful hind legs that end in sharp talons. Their small head is rounded in the back with a sharp, hard point on the end. Their long, thick tail is used for balance when they hop. The vestigial forearms and claws are seldom used. Varying in shades of tans and browns, z'tal are covered by sharp, feather-like scales.

Z'tal constantly make a series of chirps, squeaks, and squawks. These noises are intended predominantly to keep the herd within a sing area. When threatened, z'tal scream and run.

Z'tal are well suited for life in the desert. They require little water and can sustain themselves through foraging. Z'tal travel in groups called leaps and are acknowledged as perhaps the most stupid and timid of creatures on Athas. They sometimes accidentally die by running off cliffs or into the Sea of Silt if chased.

About once a month the female digs a small hole and lays a clutch of 1-3 eggs. The eggs are immediately forgotten and left to fend for themselves. The eggs are not edible by any known creature because z'tal scales develop almost immediately after conception.

The rear talons of z'tal are used to dig out small insects and seedlings, which the z'tal crushes with its beak. Docile creatures except when frightened, one screaming z'tal will soon stampede the entire leap of lizards.

Z'tal meat make an excellent base for soup; a single z'tal cooked this way will easily fee a dozen hungry, man-sized creatures. The sharp, flexible feather-scales are frequently used as small knives and razors. The scales dull after a week of regular use and cannot be resharpened.



Z'tal
CREATURE -1

Small
ANIMAL
+3
Acrobatics +6, Athletics +3, Stealth +4
-2+3+1-4+1+0
15 +5 +8 +2; +3 vs mental
7 Z'tal Scream
25feet
jaws +7, 1d4+1 piercing
Scream (auditory) The Z'tal emits a piercing scream and can't use this ability again for 1d4 rounds. Creatures within 20 feet of the creature must make a Basic Fortitude save (DC 16) or take 1d4 Sonic damage in addition to the following effects.
The creature is Frightened 1.
The creature is Frightened 2 and becomes Deafened for 1 round.

Monsters of Athas

Aarakocra

Aarakocra zealously defend their homeland. They are mistrustful of strangers that venture onto their lands. Some evil tribes may attack caravans without provocation. Aarakocra have great confidence and pride in their ability to fly but have little empathy for land-bound races.

Aarakocra tend towards Neutrality with regard to law or chaos. With respect to good and evil, aarakocra tribes usually follow the alignment of their leader. A tribe whose leader is Neutral good will contain Lawful good, Neutral good, Chaotic good and Neutral members, with most members being Neutral good. Aarakocra, even good ones, rarely help strangers.

Most aarakocra communities are small nomadic tribes. Some prey on caravans, while others build isolated aeries high in the mountains. The least xenophobic aarakocra generally come from Winter Nest, in the White Mountains. Most human communities tolerate aarakocra characters but do not welcome them. Merchants will do business with aarakocra if they remain on foot.

Most land-bound creatures are suspicious of strange creatures that fly over their herds or lands unannounced, and templars, even in Kurn, have standing orders to attack creatures that fly over the city walls without permission.

Aarakocra shamans are usually air clerics, sometimes sun clerics, and occasionally druids. Most rituals of aarakocra society involve the summoning of an air elemental or Hraak'thunn. Summoned air elementals are often used in an important ritual, the Hunt. The aarakocra coming of age ceremony involves hunting the great beasts found in the silt sea.

Most aarakocra tribes shun wizardly magic, but a few evil tribes have defilers, and one prominent good-aligned tribe, Winter's Nest, has several preservers.

Athasian aarakocra speak their own language. They have no written language of their own, though some of the more sophisticated tribes have borrowed alphabets from their landbound neighbors. Regardless of the language spoken, aarakocra do not possess lips, and therefore cannot even approximate the 'm', 'b' or 'p' sounds. They have difficulty also with their 'f's and 'v’s and tend to pronounce these as 'th' sounds.

Aarakocra
CREATURE 2

Medium
HUMANOID
AARAKOCRA
+9; low-light vision
Aarakocra
Acrobatics +9, Nature +7, Survival +9
+2+4+0+0+3+0
leather armor, shortbow (20 arrows), spear
18 +6 +10 +7
24
25 feet, fly 25 feet
spear +10 (thrown 20 feet), 1d6+4 piercing
talon +10 (agile, finesse), 1d6+4 slashing
shortbow +10 (deadly d10, range increment 60 feet),
1d6 piercing
Aarakocra Camaraderie Aarakocra are tightly bonded to one another, adept at teamwork and supporting each other's attacks. If an enemy is within reach of both the aarakocra and one other aarakocra, that enemy is off-guard to all aarakocra.
Aarakocra Vengeance (emotion, mental) once per 10 minutes; The aarakocra or an aarakocra ally they can see is damaged by an enemy's critical hit; Until the end of their next turn, the aarakocra gains a +1d6 status bonus to damage rolls on Strikes they make against the triggering enemy.

Aarakocra Shaman

Aarakocra druids are the shamans of their tribe and lead them in all religious ceremonies.

Aarakocra Shaman
CREATURE 3

Medium
HUMANOID
AARAKOCRA
+10; low-light vision
Aarakocra, Common
Acrobatics +9, Medicine +11, Nature +11, Survival +9
+2+4+0+0+4+1
leather armor, shortbow (20 arrows), spear
19 +7 +11 +11
36
25 feet, fly 25 feet
spear +9 (thrown 20 feet), 1d6+5 piercing
talon +9 (agile, finesse), 1d6+5 slashing
shortbow +9 (deadly d10, range increment 60 feet),
1d6 piercing
Primal Prepared Spells DC 21, attack +11; darkness, humanoid form; breathe fire, shillelagh, ventriloquism; light, ignition, read aura, tangle vine
Druid Order Spells DC 21, (1 Focus Point); 2nd wild morph, wild shape
Aarakocra Camaraderie Aarakocra are tightly bonded to one another, adept at teamwork and supporting each other's attacks. If an enemy is within reach of both the aarakocra and one other aarakocra, that enemy is off-guard to all aarakocra.
Aarakocra Vengeance (emotion, mental) once per 10 minutes; The aarakocra or an aarakocra ally they can see is damaged by an enemy's critical hit; Until the end of their next turn, the aarakocra gains a +1d6 status bonus to damage rolls on Strikes they make against the triggering enemy.
























Aarakocra Sky Warden

The most powerful of the elusive aarakocra, these mighty sky wardens are often found leading lesser birdmen to war. They speak Common as well as their natural tongue of Aarakocra, to allow them to better communicate with their allies (or order their enemies to surrender).

Aarakocra Sky Warden
CREATURE 4

Medium
HUMANOID
AARAKOCRA
+14; low-light vision
Aarakocra, Common
Acrobatics +13, Nature +10, Survival +13
+3+5+1+1+3+1
leather armor, shortbow (20 arrows), spear
21 +9 +13 +10
60
25 feet, fly 35 feet
spear +14 (thrown 20 feet), 2d6+5 piercing
talon +14 (agile, finesse), 2d6+5 slashing
shortbow +14 (deadly d10, range increment 60 feet),
2d6+3 piercing
Dive Attack The aarakocra sky warden Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a melee Strike.
Flying Strafe The aarakocra sky warden Flies up to its fly Speed and makes two melee Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.
Aarakocra Camaraderie Aarakocra are tightly bonded to one another, adept at teamwork and supporting each other's attacks. If an enemy is within reach of both the aarakocra and one other aarakocra, that enemy is off-guard to all aarakocra.
Aarakocra Vengeance (emotion, mental) once per 10 minutes; The aarakocra or an aarakocra ally they can see is damaged by an enemy's critical hit; Until the end of their next turn, the aarakocra gains a +1d6 status bonus to damage rolls on Strikes they make against the triggering enemy.

Avangion

Having mastered both psionics and arcane magic, some of Athas' most powerful preservers seek out the mysteries of a metamorphosis, to change themselves into strange beings of gossamer wings and light. As avangions, they can combine their mastery of the Way and arcane arts into psionic enchantments that some say counters dragon magic. Others say that the avangions bring a healing power, and that they come not to fight, but to return life to dying lands. Most sages have never heard of avangions and would probably call them myth.

Rajaat once claimed that he chose humans for his champions because humans were the most "malleable" of races. It is unknown whether non-humans could survive the avangion metamorphosis, or what form the survivors would take. All known avangions have been human. Only one known avangion survives today, a former dragon that has embraced the way of the preserver. New avangions would have to conceal themselves from their mortal enemies, the sorcerer-kings, who watch continually for wizards who gain enough power to be a threat. Epic psions in The Order consider new avangions and new dragons to be psionic "abominations," and would slay them to "restore the balance." Unlike the sorcerer-kings and The Order, new dragons do not systematically hunt for avangions, but they nevertheless pose a deadly threat.

Like dragons, avangions desire to complete the next step of their metamorphosis, which requires rare and expensive supplies. Unlike dragons, avangions also possess power to restore life to dying lands on an epic scale, through psionic enchantments that also require rare and expensive supplies. Avangions often seek out trustworthy adventurers to obtain rare supplies, to assist and protect metamorphoses and other precarious psionic enchantments, and to locate and watch over defilers that can be destroyed - or redeemed.

Avangion
CREATURE 22

RARE
HOLY
MEDIUM
AVANGION
CELESTIAL
+36; darkvision, truesight
Common, Petran, Pyric, Susurran, Thalassic; telepathy 100 feet, truespeech
Arcana +42, Athletics +31, Diplomacy +37, Religion +42, Occult +42, Stealth +31, Survival +33
+3+8+6+11+10+8
staff of the magi, ring of spell turning (arcane focus), anklets of alacrity
42 +30 +33 +36
320, regeneration 15 (deactivated by unholy); mental 10; unholy 20
Aura of Protection (arcane, aura) 20 feet. Allies in the avangion’ s aura gain a +2 status bonus to AC against unholy creatures and a +2 status bonus to saves against effects from unholy creatures. The bonus increases to +4 against control by unholy creatures and attacks by unholy summoned creatures. When the avangion or an ally is hit by an attack from a creature in the aura, that foe must succeed at a DC 43 Will save or be blinded for 1 minute (this is an incapacitation effect). It's then temporarily immune for 1 minute.
Contingency The avangion is attacked A 5th-level translocate spell is cast on the avangion; they use this to escape an attack that they fear would incapacitate or kill them.
Resolve When the avangion rolls a success at a Will save, they get a critical success instead.
25 feet, fly 40 feet
Staff +31 (magical, two-hand d8),
8d4+10 bludgeoning
Arcane Prepared Spells DC 45, attack +36; freeze time, remake; detonate magic, implosion, massacre, prismatic sphere; contingency (*This spell has been cast already.), desiccate, mystic armor (*This spell has been cast already.), uncontrollable dance; energy aegis, mask of terror, power word blind, warp mind; dominate, repulsion, spellwrack, truesight; chromatic wall, dispel magic, translocate (*This spell has been cast already.), wall of stone; flicker, suggestion, translocate, unfettered movement; nondetection, paralyze, slow, vampiric feast; blur, dispel magic, invisibility, resist energy; command, enfeeble, fear, force barrage; caustic blast, detect magic, electric arc, prestidigitation, read aura, shield truespeech, truesight
Arcane Rituals DC 45; freedom legend lore; planar binding
Wizard School Spells DC 45, 3 Focus Points; energy absorption, protective ward
Occult Innate Spells DC 45, attack +36; agonizing despair (x2), dominate (x2); mind reading (at will);daze, message, telekinetic projectile
Change Shape (arcane, concentrate, polymorph) The avangion transforms into a Small or Medium humanoid. This doesn’t affect the avangion’ s statistics, but it could change the damage type of their Strikes.
Warded Casting once per round; The avangion Casts a Spell; The avangion’ s magic creates a small defensive aura around them. They gain 20 temporary Hit Points and resistance 20 to either acid, cold, electricity, or fire damage. The defensive aura remains until the beginning of their next turn.

Aviarag

The aviarag resembles an adult male lion, but it has large wings (15 feet across), as well as horns like a goat’s protruding from its head. The aviarag’ s tail is birdlike and split like the tail of a swallow. This gives the aviarag its high maneuverability despite its size.

On the ground, the aviarag moves equally well on all fours or on its hind legs only. The aviarag’ s eyes are black and yellow, and it can see as far as 30 miles in clear conditions. The hide is a tawny brown color, and the wing feathers are deep blue with white tips. The tail feathers are also deep blue, but with no white tip.

The aviarag is a solitary creature, preferring its own company to that of any others. It has a large, roughly circular territory, 15 miles in diameter.

The lair of an aviarag is invariably at the top of the highest peak in its territory. The aviarag prefers small rodents and mammals for food but attacks larger creatures if it is hungry. A well-fed aviarag can go for three weeks without food if necessary. It eats only freshly killed meat.

The aviarag uses its psionic powers to determine the intentions of any intelligent creatures it meets. If the aviarag detects any thoughts of combat, it attacks. If it reads peaceful intentions. there is a 50% chance the aviarag will help in the form of guidance to water or shelter, in exchange for food, or some shiny bauble for its lair. While it doesn’t covet treasure as such, the aviarag does like shiny things.

Once every two years the female aviarag goes in search of a mate. Aviarags do not mate for life. After a brief mating season, the female returns to her lair. From 1-4 (1d4) young are born three months after mating. They remain with their mother for the first year, then leave to set up a territory of their own.


Aviarag
CREATURE 4

LARGE
BEAST
+11; darkvision, scent (imprecise) 60 feet
Acrobatics +11, Athletics +12, , Stealth +10, Survival +9
+4+3+3-4+1+4
21 +13 +13 +7
60
25 feet, fly 45 feet
jaws +14, 2d8+4 piercing plus Grab
claw +14 (agile), 2d6+4 piercing
wing +14 (reach 10 feet), 2d6+4 bludgeoning
Occult Innate Spells DC 18, attack +10; blur, phantom pain; kinetic ram (x2); daze, message
Flying Strafe The aviarag Flies up to its fly Speed and makes two claw Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.
Pounce The aviarag Strides and makes a claw Strike at the end of that movement. If the aviarag began this action hidden, it remains hidden until after the attack.

Credit: Scott Murphy

B'rohg

These multi-armed, humanoid kin to giants are often hunted for combat in the gladiatorial arenas of Athas due to their strength, size, and special combat abilities.

B’rohg are tall, slim, humanoid giants with four arms and two legs. They have burnt orange skin, the result of having spent their lives on the hot deserts of Athas. They stand 15’ in height when fully mature, with sharp, angled features, a flat nose, and pointed ears located towards the backside of their skull. Some b’rohg are bald on top but do have hair (which they will grow to waist-length) growing from the back of their heads. B’rohg have no facial hair. A b’rohg’ s garb is simple and well-suited to his primitive lifestyle. Males and females alike wear loose fitting skins or breeches made from reptilian leather.

B’rohg communicate with one another through a series of primitive grunts and hand signals. Because of their low intelligence, it is impossible to teach a b’rohg contemporary speech. It is possible to learn the grunt and sign language of the b’rohg through much study; however, such communication tends to be limited to simple concepts.

Psionic or magical communication is also somewhat limited due to their low intelligence — contact is still limited to simple ideas.

Naturally ambidextrous and strong, b’rohg are highly prized for arena combat. B’rohg are formidable opponents due to their ability to make four separate attacks per round. B’rohg prefer to fight with primitive stone weapons, such as spears and clubs, but will use any available weapon. A favored form of attack is wielding clubs in the lower two arms and long spears in the upper arms. While younger b’rohg favor an all-out, 4-weapon attack, some older b’rohg prefer to pad their lower two arms and use them as shields, thus “equalizing” the match.

Because of their lack of intellectual development, b’rohg have never mastered the use of missile weapons other than those which can be thrown (rocks, etc.). Because of the motion of throwing, a b’rohg can only throw a maximum of two objects per round, and they do so by throwing from the same side simultaneously.

There will be a dominant male leader present in any group of six or more b’rohg. The leader also brings his battle savvy into play, directing the combat actions of his warriors. When a leader is present, the b’rohg are more likely to set ambushes for approaching enemies rather than conduct a simple frontal assault. Also, b’rohg under the command of a leader will turn and run after losing two of their original number. Otherwise b'rohg tend to fight to the end.

B’rohg are a throw-back to simpler times. They are nomadic hunters and gatherers who continue to live within a primitive, “stone age” culture primarily because of their low intelligence. A b’rohg child taken and raised in a human community is unable to comprehend anything but primitive concepts; his lack of intelligence makes him unable to excel. B’rohg live in small bands comprised of 1-4 family units called cliques. Family units consist of one male, one or two females, and generally no more than four total offspring. Males are dominant within the family structure, but tasks within a band are accomplished by the most capable member regardless of gender. The strongest in the band are primarily hunters, while the older, weaker members and the children are gatherers and water bearers. B’rohg have yet to master fire, but are not afraid of it; in fact, they are often attracted to it if they see the distant glow. B’rohg are scavengers, and their clothing often testifies to this fact. When clothed, they combine animal skins with “found” or discarded scraps of clothing and armor.

B’rohg typically live to be 80 years of age but seldom do because of the harshness of their environment and a high mortality rate among their young. B’rohg do not understand the concept of death and tend to leave things that do not exhibit signs of life alone. An exception to this is seen in combat, where they may repeatedly strike a dead opponent just to make sure it does not arise later. B’rohg will eat the flesh of other races but are not cannibalistic; they do not consume their own kind.

Neither suspicious nor superstitious, b’rohg are reactionary when magic is used in their presence. Depending on previous experiences with spellcasters, the creatures may be awed or angered. When encountering magic for the first time, their reaction tends to be one of curiosity (until the spellcaster’s intent — malevolent or benevolent — has been established).

Their nomadic lifestyle calls for periods of movement followed by periods of rest. While on the move, the adults carry the few belongings they have and their children in simple sleds made from skins or leathers stretched across a triangle of wooden poles. Each adult drags a single sled across the ground to the next temporary settlement. Once in an area fresh for further hunting and gathering, the group settles down, forming small hovels out of their sleds and additional skins. Where possible, the hovels use existing rocks and crevices to serve as walls or additional rooms, respectively. When under the direction of a dominant male leader, the group selects an easily defended position over any others.

B’rohg that are taken to the gladiatorial games of the city states are never allowed to win their freedom. Despite their humanoid form, b’rohg are considered animals by their trainers and owners, suitable for nothing more than entertainment through savage combat.

However, low intelligence does not equate to low cunning, and many b’rohg have escaped their bonds to live free again in the Athasian wilderness. However, once trained for so-called civilized combat, the b’rohg is no longer suited to his original lifestyle.

While in the arena, renegades learn a great deal about more sophisticated combat techniques. They learn the benefits and use of armor, something rarely practiced in the wild. Renegade b’rohg fashion their own armor when they reach the wilderness, using animal bone, chitin, and wood as available.

Renegade b’rohg tend to live solitary lives. In encounters with other, more primitive b’rohg, the renegade keeps his distance, ashamed of his original capture, but also ashamed by the simplistic lives of his kin. The only places where renegades find universal acceptance is among the slave tribes. Once again among the familiar trappings of gladiatorial companionship, but without the abuse of servitude, renegades make excellent warriors and laborers.

B'rohg
CREATURE 6

LARGE
GIANT
HUMANOID
+15; low-light vision
Giant
Athletics +18, Intimidation +14
+6+3+5-2+3+2
greatclub (2), hide armor, sack with 5 rocks
23 +17 +13 +11
110
Catch Rock
35 feet
greatclub +18 (backswing, reach 10 feet, shove),
1d10+9 bludgeoning
fist +18 (agile, reach 10 feet),
1d8+9 bludgeoning
rock +14 (brutal, range increment 120 feet),
2d6+10 bludgeoning
Double Smash The b'rohg makes two greatclub Strikes against a single target. If both hit, combine their damage for the purpose of the target's resistances and weaknesses. The b'rohg applies its multiple attack penalty to each strike normally.
Focused Assault The b'rohg beats a single opponent with all their fists and greatclubs, leaving their foe nowhere to dodge. The b'rohg makes a greatclub Strike. On a successful attack, they deal greatclub damage to the target plus an additional 3d8 damage, and they meet the requirements to Rend the target this turn, even if they didn't hit on two consecutive Strikes. Even on a failed attack, the b'rohg deals the damage from one greatclub Strike to the target, though they still miss completely on a critical failure. This ability counts as four attacks toward a b'rohgs multiple attack penalty. After using this ability, the b'rohg is off-guard until the beginning of their next turn.
Rend fist
Throw Rock





Renegade B'rohg
CREATURE 9

LARGE
GIANT
HUMANOID
+17; low-light vision
Common, Giant
Athletics +26, Intimidation +26
+7+3+5+0+3+2
greataxe, breastplate, sack with 5 rocks, chitin shield (Hardness 4, HP 16, BT 8)
29 (31 with shield raised) +23 +16 +16
160
Catch Rock
Reactive Strike
Shield Block
35 feet
greataxe +21 (reach 10 feet, sweep),
2d12+12 slashing
fist +21 (agile, reach 10 feet),
2d8+12 bludgeoning
rock +21 (brutal, range increment 120 feet),
2d10+9 bludgeoning
Defensive Assault The renegade b'rohg uses their arms to defend themself while attacking. The b'rohg Strikes once and gains a +2 circumstance bonus to AC until the start of their next turn.
Focused Assault The b'rohg beats a single opponent with their fist and greataxe, leaving their foe nowhere to dodge. The b'rohg makes a greataxe Strike. On a successful attack, they deal greataxe damage to the target plus an additional 1d8 damage. Even on a failed attack, the b'rohg deals the damage from one greataxe Strike to the target, though they still miss completely on a critical failure. This ability counts as two attacks toward a b'rohgs multiple attack penalty. After using this ability, the b'rohg is off-guard until the beginning of their next turn.
Throw Rock

Credit: Jan Sidoryk

Beetle, Agony

This harmless looking, black scarab beetle psionically lives off the suffering of its victims, hence its name. The agony beetle has a hard, black-veined, chitinous shell that is marked by dark, transverse lines. The shell protects a pair of wings. Six hooked legs are used by the beetle to attach itself to the skin of humanoid or beast. An elongated snout contains a retractable tendril. The agony beetle uses a pair of stubby antennae to sense vibrations as it does not have eyes.

When the agony beetle locates the victim’s spinal column, a bile-coated tendril emerges from the beetle’s snout (agony beetles do not attack invertebrates). The bile anesthetizes the skin, so the victim does not feel the tendril enter. Once inside the skin, the tendril is inserted into the spine. The victim is suddenly racked with excruciating pain, and the beetle begins to psionically absorb and store the energy released by the victim. The beetle will remain attached even after fully sated, basking in the flow of energy until the victim dies.

Agony beetles tend to live near water sources where they hope to encounter prey. A pain-devouring creature, the agony beetle never ingests solid food for sustenance, only an occasional sip of water. They will not hesitate to attack members of their own species but are often no match for other insects more evolved for combat.

Old stories claim that agony beetles originally escaped from a sorcerer-king’s torture chamber. It is more likely that they were (and are) drawn there for obvious reasons. They are not edible and serve only the darkest needs. Halflings sometimes use the beetles in slings and throw them into trespassers’ clothing; it shortens the hunt without harming the meal.

Agony Beetle
CREATURE 1

TINY
ANIMAL
+10; darkvision, lifesense 30 feet
Athletics +6, Stealth +10
+1+4+3-5+1-5
Camouflage The agony beetle can Hide in natural environments even if it doesn't have cover.
16 +7 +10 +4
20
5 feet, climb 5 feet, fly 15
barbed leg +9 (finesse), attach
Attach When an agony beetle hits a target larger than itself, its barbed legs attach it to that creature. Doing so is like Grabbing the creature (Escape DC 17), but the agony beetle moves with that creature rather than holding it in place. The agony beetle is off-guard while attached. If the beetle is killed or pushed away while attached to a creature, that creature takes 1 persistent bleed damage. Escaping the attached agony beetle or removing the beetle in other ways doesn't cause bleed damage.
Agonize The agony beetle is attached to a creature; The agony beetle inserts its feeding tendril into the creature’s spine causing immense pain to the creature it's attached to. This deals 2d4 mental damage, and the agony beetle gains temporary Hit Points equal to the damage dealt. A creature that has been agonized by an agony beetle is stupefied 2 until it receives healing (of any kind or amount).

Credit: Brom

Belgoi

At first sight, a belgoi of Athas appears to be human. An observant traveler then notices the longs claws that extend from its fingers, its puckered, toothless mouth, and its webbed, three toed feet.

A belgoi is a member of a race of ignorant demihumans who dwell in the most forlorn wastes. With its taste for the flesh of intelligent races and a gleeful exuberance to inflict pain, no wonder that the sorcerer-kings and other rulers of the Tablelands don’t tolerate a belgoi tribe’s presence within five-day’s travel of their domains.

The belgoi speak a crude language that bears only the most rudimentary resemblance to the common language of the Tablelands. Some belgoi leaders have also learned the common tongue, though few civilized people willingly get close enough to engage in conversation.

Belgoi live in huge tribes and operate as raiders. These tribes make their homes in the most forlorn parts of the desert, but they travel across the Tablelands in their unending search for food. Belgoi tribes harass trade routes, villages, and any groups of poorly defended people they can find.

Small scouting parties of four to ten individuals hunt for prey. When they encounter travelers or a small camp, they attack to secure their own meals. Then they call the rest of the tribe to share the leftovers. Though they prefer the flesh of the intelligent races, belgoi will eat animals, plants, and even monsters if they get hungry enough.





Belgoi
CREATURE 3

MEDIUM
BELGOI
HUMANOID
+9; darkvision, lifesense 100 feet
Belgoi, Common
Acrobatics +8, Athletics +11, Deception +10, Occultism +8, Stealth +8
+4+3+4+1+3+3
20 +11 +8 +10
20; controlled mental 5
25 feet
claw +10 (agile), 1d10+4 slashing
shortbow +10 (deadly d10, range increment 60 feet),
1d6+4 slashing
Occult Innate Spells DC 20, attack +12; invisibility, phantom pain; charm, fear, kinetic ram; daze, message, telekinetic projectile
Psychic Bell (curse, occult, mental) once per round; One creature detected by lifesense; The belgoi rings a special bell at a creature. The target must succeed at a DC 20 Will save or become stupefied 1 (stupefied 2 on a critical failure). Further psychic bell effects increase the stupefied value by 1 on a failed save, to a maximum of stupefied 4. This condition value decreases by 1 each time the creature gets a full night's rest.
Sneak Attack The belgoi deals an additional 1d6 precision damage to off-guard creatures.
Surprise Attack On the first round of combat, creatures that haven’t acted yet are off-guard to the belgoi.

Bog Wader

Bog waders live in the bottom of muddy wallows waiting to prey on unsuspecting creatures who come to drink.

The small, misshapen creature could be mistaken for a dwarf at a distance. Closer inspection reveals the thousands of wrinkles of overlapping gray skin and thin, yellow and black bones that poke through the soft skin on all sides. A pair of dorsal ridges run down the back. Bog waders have small, flat heads. They have no nose; instead, they possess a closeable breathing hole. Bog waders have flaps (instead of ears) on each side of their head. These flaps cover the ear canal when they submerge. Gill ridges run vertically down their backs between their spine and dorsal ridges. The gill ridges are covered by patches of hair or cilia, which filters out the particulate matter in the mud allowing them to breathe in the water. They have bent legs designed for leaping and webbed feet and hands that end in sharp, three-fingered claws. A row of small teeth, designed for tearing, line their mouths.

Bog waders have no language of their own and speak no other common tongue. They communicate with each other through a series of guttural tones, but these convey only the simplest concepts concerning feeding and mating. Psionics or magic can be used to further communication, but the bog wader’s low intelligence makes a meaningful exchange of ideas unlikely. The bog wader’s world is its bog and its prey; it pays attention to little else.

Each bog wader lives in agony within its own watery pit. The bones that protrude from its skin cause them constant pain, which is one of the reasons the creature is so fierce. The skin of the creature needs almost constant moisture and will dry and crack quickly when exposed to direct sunlight. When moving about the flats, the creature constantly coats itself with fresh mud in order to keep its skin moist.

Bog Wader
CREATURE 2

MEDIUM
AMPHIBIOUS
BEAST
+9; darkvision, tremorsense (imprecise) 60 feet
Athletics +8 (+11 to swim), Stealth +8 (+11 while buried in mud), Survival +7
+4+1+3-2+2+0
Camouflage The bog wader can Hide in muddy environments even if it doesn't have cover.
18 +9 +7 +5
30
20 feet, burrow 25 feet, swim 25
claw +10 (agile), 1d6+4 slashing plus Grab
jaws +10, 1d8+4 piercing
Constrict 1d8+4 bludgeoning, DC 18
Aquatic Ambush 40 feet
Surprise Attack On the first round of combat, creatures that haven’t acted yet are off-guard to the bog wader.

Credit: Kierembeyit



Braxat

It is difficult to tell whether the braxat are of mammalian or reptilian stock. Their backs are covered with thick, articulated shells, their heads have a squarish lizard-like shape giving them a reptilian appearance, and the crowns of their heads are defended by three to five horny protrusions. At the same time, they walk upright on two feet, can speak with a human-like voice, have a fully opposable thumb, and are warm-blooded.

Braxat are hunters by nature, and their fighting tactics reflect this. They will often use psionic attacks to disable their opponents and reduce the risk to themselves.

After attacking psionically, the braxat wade into hand-to-hand combat, usually carrying a massive, spiked club. They use their breath weapon only as a last resort, for it tends to render the prey unsuitable for consumption. m.

Braxats are found throughout Athas, wandering the forlorn wastes in search of prey. They are usually solitary creatures but may rarely be found in mated pairs (in this case, the young are usually safely hidden away in a remote cavern).

Braxat are true terrors of the desert, usually attacking at night in search of fresh meat. Although they will eat caravan mounts on occasion (except for kanks), they prefer intelligent races.

Braxat shells make excellent shields and armor plates. Because of this, they are sometimes hunted by other creatures living near them. Because of the power of the braxat, however, would-be hunters often find the tables turned upon them and end up the targets of a deadly ambush.

Braxat
CREATURE 12

HUGE
HUMAONID
MUTANT
+22; darkvision
Braxat
Athletics +25, Intimidation +21, Survival +22
+7+4+6+2+4+2
Items greatclub
33 +25 +19 +22; +1 status to all saves vs. magic
235; controlled; acid 10, fire 10, mental 10, physical 10 (except metal)
Catch Rock
Reactive Strike
Slip A creature moves adjacent to the braxat; The braxat teleports to a clear space adjacent to another creature it can see within 30 feet.
40 feet
greatclub +25 (backswing, reach 15 feet, shove),
3d10+13 bludgeoning
horn +25 (reach 15 feet),
2d10+13 piercing
fist +25 (agile, reach 15 feet),
3d4+13 bludgeoning
rock +23 (brutal, range increment 120 feet),
4d6+7 bludgeoning
Occult Innate Spells DC 29, attack +21; agonizing despair (x2), spirit blast; blink charge, translocate; mind reading (at will); daze, message, telekinetic projectile
Breath Weapon (acid, arcane) The braxat breathes a spray of acid that deals 13d6 acid damage in a 30-foot cone (DC 32 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Powerful Charge The braxat Strides twice and makes a horn Strike. If it moved at least 20 feet away from its starting position, the Strike’s damage is increased to 3d10+20.
Throw Rock

Burnflower

This hearty plant has highly shiny leaves that reflect sunlight into deadly beams of energy.

Burnflowers appear as a patch of grey-green vines with closed bulb-shaped flowers. If the flowers are opened, they are found to be coated with a clear, sticky sap. The sap has a nasty, bitter flavor and is neither edible nor poisonous.

Burnflowers grow in large numbers. These are divided into some number of 20 foot by 20-foot patches. All attacks, damage, defenses, and experience point awards listed are for each 20 foot by 20-foot patch. Each individual flower within a patch occupies roughly one square foot, so there are 400 burnflowers in a patch.

Each burnflower opens every morning and tracks the sun all day. The highly reflective coating on the inside of each flower petal catches and reflects the rays of the sun, forming a deadly heat ray. Any creature larger than two feet that comes within 150 feet of a burnflower patch is attacked by the heat rays of all its flowers.


















Burnflower
CREATURE 3

HUGE
MINDLESS
PLANT
+10; tremorsense 30 feet, low-light vision
Stealth +9 (+11 in forests or grasslands)
+2+0+3-5+3+0
18 +10 +7 +8
68; bludgeoning 5, piercing 5
5 feet
bream of fire +12 (range increment 60 feet),
3d6 fire

Bvanen

Bvanen are a race of intelligent, benevolent amphibians that dwell in the hot swamplands of Athas. Their appearance is somewhat frightening: raised, independently rotating eye turrets, prominent backbone-ridged carapace, chitinous belly plates, impressively clawed forepaws, and a toothy mouth from which flicks a tri-forked tongue. Their hesitant, distrustful nature often forces them into conflicts they would otherwise choose to avoid. They have their own language.

These amphibians use only their claws and bite, never weapons. They are not strong fighters. They do have a special attack power, however, which they use to partially immobilize their foes. Every bvanen secretes a sticky, quick hardening ooze through pores on its skin. This hardened ooze provides not only a protective shell around the bvanen, but a weapon that can be used to stick to foes on a successful claw attack.

Bvanen live in partially submerged caves in hot swamplands and in temporary camps. They use their hardened secretions to build nests out of wood and plants.




















Bvanen
CREATURE 3

MEDIUM
AMPHIBIOUS
BEAST
+9, low-light vision
Bvanen
Athletics +10, Intimidation +11, Stealth +10, Survival +8
+1+4+3+1+1-1
Resin Armor Bvanen are immune to persistent damage
20 +11 +12 +6
55
Sticky The bvanen is hit by a melee attack; The bvanen attempts to Grapple the creature that hit it. The bvanen must still spend an action to extend the duration of the Grab on subsequent rounds, as normal.
25 feet, swim 25 feet
jaws +12 (finesse),
1d8+6 piercing
claw +12 (agile, finesse),
1d6+6 slashing plus mucus
Occult Innate Spells DC 17, attack +9; phantom pain; charm, kinetic ram, soothe;daze, message
Mucus Any creature hit by the bvanen is coated in sticky, caustic mucus. It takes 1d4 persistent acid damage and takes a -5 foot status penalty to its Speeds while the damage persists.
Resin Burst (acid, primal) The bvanen spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take 4d6 acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6 persistent acid damage and take a -5 foot status penalty to their Speed. This Speed reduction ends with the persistent acid damage. The bvanen can't use Caustic Mucus again for 1d4 rounds.

Cactus

The cacti of Athas can be extremely dangerous plants. While they provide nourishment to the dehydrated wanderer, they survive in the wastes by being as deadly as the beasts that roam the sands.

Dune Trapper

A sparkling oasis in the middle of the desert, the dune trapper appears to be the salvation of many lost travelers. Unfortunately for most, apparent salvation often turns into death.

The dune trapper is often mistaken for a solitary oasis in the desert. The trapper has the appearance of almost an acre of vegetation surrounding a small pool of water.





















Dune Trapper
CREATURE 9

GARGANTUAN
MINDLESS
PLANT
+15; tremorsense (imprecise) 60 feet
Athletics +20, Stealth +20 (+23 in desert)
+7+3+4-5+3-2
24 +18 +12 +15
155 mental; acid 10, poison 10, physical 10 (except metal);
Quick Capture A creature hits or touches the dune trapper. The dune trapper makes a bite Strike against the triggering creature. If it hits, the creature is grabbed in that bite.
5 feet
bite +21 (reach 20 feet),
2d10+10 piercing plus 2d6 acid and Improved Grab
Oasis (concentrate) Until the next time it acts, the dune trapper appears to be a normal oasis. It has an automatic result of 40 (43 in desert terrain) on Deception and Stealth checks and DCs to pass as a normal oasis. Any creature that walks onto the dune trapper moves into its body and triggers Quick Capture.
Swallow Whole (attack) Huge, 2d8+3 bludgeoning plus 2d6 acid, Rupture 20.

Elven Rope

This plant is a twisted patch of reddish vines covered with hollow needles.

An elven rope is a predatory cactus found in Athas‘s wastes. The plant‘s tendrils are covered with hollow needles that suck blood from its prey. The main body of the plant lies a foot underground, so that only the spiny tendrils are visible above the surface of the sand.

































Elven Rope
CREATURE 3

LARGE
MINDLESS
PLANT
+10; tremorsense 30 feet, low-light vision
Athletics +9, Stealth +9 (+11 in forests or grasslands)
+4+0+3-5+3+0
18 +10 +7 +8;
68; bludgeoning 5, piercing 5; fire 5, slashing 5
Spiny Body An elven rope is covered in spines. A creature that Grabs the elven rope takes 1d8+6 piercing damage.
5 feet
spiny vine +12 (reach 10 feet),
1d8+6 bludgeoning plus Grab
Cactus (concentrate) Until the next time it acts, the elven rope appears to be a normal cactus. It has an automatic result of 29 (31 in desert terrain) on Deception and Stealth checks and DCs to pass as a normal cactus.
Drain Blood The elven rope has at least one living creature grabbed with one of its vines; The cactus's hollow thorns siphon blood from creatures it has grabbed. Each creature must succeed at a DC 20 Fortitude save or take 1d8+6 damage and become drained 1 (double damage and drained 2 on a critical failure).

Credit: Brian Hagan

Hunting Cactus

A pale green cactus sporting spiny pods, this creature turns and angles its body to follow the movements of all who approach it. When in motion, it moves with a slow, deliberate shuffle.

The hunting cactus is a highly intelligent species of blood-drinking plant. Boasting a spread of useful psionic powers, the hunting cactus fires paralyzing spines at its prey and then drains the blood from its inert victims. Hunting cacti make their homes where they stand but are known to prefer the company of other cacti (although whether this is for camouflage or mere social purposes is unknown).

The hunting cactus prefers a carnivorous diet but will consume the saps of other plants for nourishment if no other options are available. Hunting cacti reportedly consider this a form of cannibalism, however, and are loath to feed on other plants.

Weighing ten pounds and standing three feet high, hunting cacti begin life at a mere six inches in height. They grow at a rate of three inches per month, but their maximum age is unknown as none has ever successfully been raised in captivity.
























Hunting Cactus
CREATURE 1

SMALL
MINDLESS
PLANT
+10; low-light vision
Athletics +7, Stealth +7 (+9 in desert)
+4+3+3-2+3+0
16 +7 +6 +4
35; bludgeoning 2, piercing 2; fire 2, slashing 2
Spiny Body A hunting cactus is covered in spines. A creature that Grabs the hunting cactus takes 1d6 piercing damage.
25 feet
spine +9,
1d6+2 piercing plus hunting cactus poison
feeding spine +9,
Drain Blood
spine +8 (range increment 30 feet),
1d6+2 piercing plus hunting cactus poison
Cactus (concentrate) Until the next time it acts, the hunting cactus appears to be a normal cactus. It has an automatic result of 27 (29 in desert terrain) on Deception and Stealth checks and DCs to pass as a normal cactus.
Drain Blood A living creature that is paralyzed or unconscious The hunting cactus uses its feeding spine to drain blood from the creature it’s attached to. This deals 1d6 damage, and the hunting cactus gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a hunting cactus is drained 1 until it receives healing (of any kind or amount).
Hunting Cactus Poison (poison) Fortitude DC 16; 6 rounds; off-guard (1 round); slowed 1, and off-guard (1 round); paralyzed (1 round).

Rock Cactus

A small cluster of spherical rocklike plants that are found wherever water is rare, these cacti are a sandy brown in color and no more than a foot across.

The most common form of rock cactus is a plant that survives by attaching itself to other living creatures and draining the moisture from them through its spines. It lives in clusters near game or caravan trails and attacks when prey draws near. The rock cactus exudes pheromones that, while undetectable to most humans and humanoids, are compellingly attractive to many rodents and mammals.

The rock cactus is edible if peeled, having a taste and texture like apples, and a single plant will yield up to a pound of flesh and 4 pints of fluid. The plants can be safely harvested by tricking them into attacking a dummy target and then snapping their spines before they have a chance to retract them.

Rock Cactus
CREATURE -1

TINY
MINDLESS
PLANT
+5
Athletics +5, Stealth +6 (+8 in desert)
+0+2+2-5+1-5
14 +2 +5 +0
8
Spiny Body A rock cactus is covered in spines. A creature that Grabs the hunting cactus takes 1d4 piercing damage.
5 feet
spine +6, 1d4 piercing plus Attach
Attach When a rock cactus hits a target larger than itself, its spine attaches it to that creature. Doing so is like Grabbing the creature (Escape DC 16), but the rock cactus moves with that creature rather than holding it in place. The rock cactus is off-guard while attached. If the cactus is killed or pushed away while attached to a creature, that creature takes 1 persistent bleed damage. Escaping the attached rock cactus or removing the cactus in other ways doesn't cause bleed damage.
Cactus (concentrate) Until the next time it acts, the rock cactus appears to be a normal cactus. It has an automatic result of 26 (28 in desert terrain) on Deception and Stealth checks and DCs to pass as a normal cactus.
Drain Blood The cactus is attached to a creature The rock cactus uses its spines to drain blood from the creature it’s attached to. This deals 1d4 damage, and the rock cactus gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a rock cactus is drained 1 until it receives healing (of any kind or amount).










Bloodsucking Rock Cactus

Approximately one rock cactus in every 500 is a bloodsucking mutation that feeds not on moisture but on the very lifeblood of its prey. Indistinguishable from the standard rock cactus, they are somewhat tougher and more precise in their attacks, seeming to home in upon blood vessels and major organs.

Bloodsucking Rock Cactus
CREATURE 0

SMALL
MINDLESS
PLANT
+7
Athletics +6, Stealth +7 (+9 in desert)
+0+3+2-5+2-5
15 +3 +6 +1
15
Spiny Body A rock cactus is covered in spines. A creature that Grabs the rock cactus takes 1d4 piercing damage.
5 feet
spine +8, 1d4+2 piercing plus Attach
Attach When a rock cactus hits a target larger than itself, its spine attaches it to that creature. Doing so is like Grabbing the creature (Escape DC 17), but the rock cactus moves with that creature rather than holding it in place. The rock cactus is off-guard while attached. If the cactus is killed or pushed away while attached to a creature, that creature takes 1 persistent bleed damage. Escaping the attached rock cactus or removing the cactus in other ways doesn't cause bleed damage.
Cactus (concentrate) Until the next time it acts, the bloodsucking rock cactus appears to be a normal cactus. It has an automatic result of 27 (29 in desert terrain) on Deception and Stealth checks and DCs to pass as a normal cactus.
Drain Blood The cactus is attached to a creature The hunting cactus uses its feeding spine to drain blood from the creature it’s attached to. This deals 1d6 damage, and the hunting cactus gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a hunting cactus is drained 1 until it receives healing (of any kind or amount).

Sand Cactus

Sand cacti are a form of plant that feeds on the lifeblood of those that dwell near it. Sand cacti are well protected, for everything about the plant, except the needles, is hidden below the sand. The body can be from 5-8 feet across, 4 feet thick, and weigh up to 600 pounds. It has many barbed needles with long, thin strands connecting them to its bulbous body. The body and strands are a sickly white, while the needles are a sandy color, helping it stay camouflaged.

Sand cactus needles lie in wait for victims slightly above the surface of the sand. A traveler who doesn't notice the needles usually steps on one, potentially becoming pulled down onto more needles.






















Sand Cactus
CREATURE 1

LARGE
MINDLESS
PLANT
+4, tremorsense (imprecise) 30 feet
Athletics +9, Stealth +8 (+10 in desert)
+4+1+3-5+2-5
Camouflage The sand cactus can Hide in desert environments even if it doesn't have cover.
19 +10 +4 +2
25
0 feet
spine needle +9,
1d6+3 piercing plus Grab and blood poisoning
Blood Poisoning (disease) Fortitude DC 16; 1 day; enfeebled 1 (1 day); as stage 1 (1 day); enfeebled 2 (1 day); as stage 3; enfeebled 2 and fatigued (1 day).
Drain Blood The sand cactus has at least one living creature grabbed with one of its spine needles The sand cactus's hollow needles siphon blood from creatures it has grabbed. Each creature must succeed at a DC 17 Fortitude save or take 1d8 damage and become drained 1 (double damage and drained 2 on a critical failure).

Spider Cactus

Spider cacti look like normal, harmless cacti. Projectile needles connected to tethers attack victims who get nearby. The victim is then dragged into the cactus, were the feeding needles make a slow feast of the hapless victim. Spider cacti are barrel shaped and are about 2 to 3 feet across, and usually reach from 6 to 7 feet tall. They are usually bright green in color, with some streaks of white along the barrel. They have purple and green needles.

Spider cacti have few natural enemies. It is perhaps the only creature that can even feed on kanks.

If the needles are rendered ineffective (fire is the most likely way of doing this), the cactus can be tapped for its liquid. It produces a honey-like liquid, like the product of erdlu eggs. Up to a gallon of this liquid can be tapped from a spider cactus. This liquid provides both food and water. A gallon of this liquid can be used to replace one gallon of water, or it can be used to provide nourishment for up to four man-sized beings for one day.

















Spider Cactus
CREATURE 2

MEDIUM
MINDLESS
PLANT
+11
Athletics +11, Stealth +6 (+8 in desert)
+5+1+4-5+3-3
17 +10 +5 +3
35
Spiny Body A spider cactus is covered in spines. A creature that Grabs the rock cactus takes 1d8+3 piercing damage.
5 feet
spine +9,
1d10+4 piercing and Spider Cactus Poison
needle +11 (range increment 15 feet),
1d8+3 piercing plus Grab and Spider Cactus Poison
Cactus (concentrate) Until the next time it acts, the spider cactus appears to be a normal cactus. It has an automatic result of 26 (28 in desert terrain) on Deception and Stealth checks and DCs to pass as a normal cactus.
Flurry of Needles The spider cactus makes a needle Strike with each of its needles (up to four, and except those that are Grappling creatures). Each attack must be against a different target. These attacks count toward the spider cactus’s multiple attack penalty, but its multiple attack penalty doesn’t increase until after all the attacks.
Pull the Needles The spider cactus pulls every creature grabbed by its needles toward itself. The spider cactus rolls a single Athletics check and compares the result to each Grappled creature’s Fortitude DC. The spider cactus pulls each creature it succeeds against up to 5 feet closer and each creature it critically succeeds against up to 10 feet closer. A creature can sever a needle with a target attack that hits AC 15 and deals at least 8 slashing damage. This doesn’t deal any damage to the spider cactus itself, though it can no longer attack with a severed needle.
Spider Cactus Poison (poison) Fortitude DC 18; 6 rounds; off-guard (1 round); enfeebled 1, and off-guard (1 round); paralyzed (1 round).

Credit: BenWooten

Cha'Thrang

Cha'thrangs are large, shelled predators, like giant tortoises, which hunt flying creatures. Due to the numerous reed shaped protrusions on their shell and their dun coloration, cha'thrangs are often mistaken for patches of dead plant growth. The protrusions on the cha’thrang’ s back are hollow appendages that allow the creature to shoot long barbed tethered darts at any creature within range. The creature‘s shell is created by an alkaline lime secreted from its back that further holds the shell in place. This same lime also creates a thin, sinewy fiber that tethers the creature’s darts and coats them in an alkaloid toxin.

Cha'thrangs travel in groups of three called trines, usually composed of two females and one male, but will adopt other cha'thrang that they meet, later breaking off into further trines. The creatures have problems mating because of their shell structures and often die in the process. Females lay annual clutches of 1-6 eggs, most of which are devoured by predators. Adult cha‘thrang themselves can live for hundreds of years but often succumb to predators before this time.

Cha‘thrang meat can be eaten if special preparations are taken to remove the lime under the shell. Its tethers can also be braided together to form rope.





















Cha’thrang
CREATURE 3

MEDIUM
BEAST
+11, darkvision
Athletics +11 (+12 to Grapple), Stealth +7
+4+2+3-2+2-1
19 +12 +9 +7
45
20 feet
jaws +11,
1d10+6 piercing
claw +11 (agile),
1d8+6 slashing
tethered spine +11 (range 50 feet),
1d8+6 piercing plus alkaloid toxin and tethered grab
Alkaloid Toxin (poison) Fortitude DC 18; 6 rounds; 1d10 poison damage and enfeebled 1 (1 round); 2d10 poison damage and enfeebled 1 (1 round); 2d10 poison damage and enfeebled 2 (1 round).
Tethered Grab A creature hit by the cha’thrang’ s tethered spine becomes grabbed by the cha'thrang. The creature isn't immobilized, but it can't move beyond the range of the cha'thrang's tethered spine. A creature can sever the spine with a Strike against AC 17 that deals at least 10 slashing damage. This deals no damage to the cha'thrang. The cha'thrang can move without ending the Grab as long as the creature remains within the tethered spine's range increment.
Pull the Spines The cha'thrang pulls every creature grabbed by its tethered spines toward itself. The cha'thrang rolls a single Athletics check and compares the result to each Grappled creature’s Fortitude DC. The cha'thrang pulls each creature it succeeds against up to 10 feet closer and each creature it critically succeeds against up to 20 feet closer. A creature can sever a tethered spine with a target attack that hits AC 17 and deals at least 10 slashing damage. This doesn’t deal any damage to the cha'thrang itself, though it can no longer attack with a tethered spine.

Cilops

Cilops are relentless hunters who are prized by the templars of all the city-states for their unique tracking abilities. The creatures look like enormous centipedes that reach lengths exceeding 15’, weighing 500 to 700 pounds. Their segmented bodies are long and flat and form a hard exoskeleton. Their hooked legs allow them to crawl onto virtually any surface and to scale walls with ease. Their oval heads have a large single compound eye and three pairs of pincerlike jaws. Two prehensile antennae grow from either side of the jaws and reach lengths of 3’ to 5’. Cilops have a protective coloration that reflects their native terrain. The cilops of the salt flats often display a chalky blue white to steel gray color while the cilops of the rocky badlands vary from rust orange to dark brown.

Cilops require no sleep and will relentlessly track prey for weeks. Cilops have not been successfully bred in captivity and must be captured. Templars from the city-states usually try to find cilops in the salt flats, where it is easier to spot them. Cilops have even been used to track others of their kind.

Native to the salt flats of Athas, the cilops have developed their extraordinary tracking abilities in order to find food in the barren wastes. Their poor depth of vision makes them rely upon their innate detection ability to warn them of predators. Cilops will feed on just about any moving creature – they prefer live prey. A cilops requires one dwarf-sized meal per week.


















Cilops
CREATURE 3

LARGE
BEAST
+14; darkvision, lifesense (imprecise) 60 feet
Acrobatics +7, Athletics +9, Stealth +10, Survival +11 (+13 to track)
+4+2+4-2+2-2
Chameleon The cilops can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check.
Master Tracker The cilops can Track while moving at full speed.
19 +11 +9 +7
45
30 feet, climb 30 feet
mandibles +11, 1d10+6 piercing
antennae +11 (agile), 1d6+6 mental and paralysis
Paralysis (poison, incapacitation) A living creature struck by a cilops' antennae attack must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new check at the end of each of its turns, and the DC cumulatively decreases by 1 on each such check.
Undulate The cilops Strides or Steps. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing.


Cistern Fiend

Believed to have been bred by some forgotten king or conjured from the twisted mind of a long-dead sage, cistern fiends were originally intended to guard and purify sources of water. Since then, they have spread and are now a hazard that can be found throughout the Tablelands.

The cistern fiend, also known as the water worm, feeds in two different ways. It either kills and eats the occasional prey that enters the water source where it dwells, or it feeds on a more daily basis by filtering nutrients from the water supply through its mouth pores and gaining sustenance from the minor biological and mineral impurities in the water. For this reason alone, cistern fiends are beneficial to any community's water supply. Creatures slain by the cistern fiend have their body fluids filtered by the fiend, with the resulting pure water being expelled into the existing water supply.

Cistern fiends are hermaphroditic and reproduce asexually once every decade, with the offspring growing inside the membranous tissue that comprises the fiend's body and emerging through an eruption in the outer skin layer. Docile during delivery, the adult must be separated from its child after birth as no two cistern fiends can share the same water supply without the larger attacking the smaller. A cistern fiend must remain immersed in water, or it dies after 10d4 minutes. The creature's size depends on its age and the amount of water available, but most cistern fiends average 40 to 50 feet in length.





Cistern Fiend
CREATURE 13

HUGE
ABERRATION
AMPHIBIOUS
+23; darkvision, lifesense (imprecise) 120 feet
Acrobatics +23, Athletics +27, Stealth +27 (+30 in water)
+8+6+7-4+6+4
32 +26 +21 +23; +2 status to all saves vs. magic
200; poison; mental 15, physical 8 (except metal)
Translucent Skin While submerged in water the cistern fiend is invisible, though when they take a hostile action of any kind, they are hidden instead of undetected until the start of their next turn, as the vague outline of their form is faintly visible for a short period of time.
20 feet, swim 30 feet
jaws +27 (reach 10 feet),
3d12+14 piercing plus Grab
tentacle +27 (agile, reach 15 feet),
3d8+14 bludgeoning plus Grab and cistern fiend venom
Occult Innate Spells DC 30, attack +22; agonizing despair (x2), vision of death; mind reading (at will); daze, message, telekinetic projectile
Aquatic Ambush 40 feet
Drain Blood A creature grabbed by the cistern fiend’s jaws. The cistern fiend sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the cistern fiend regains 16 HP, gaining any excess HP as temporary Hit Points. Draining blood from a creature that's already drained doesn't restore any HP to the cistern fiend but increases the victim's drain value by 1.
Cistern Fiend Venom (poison) DC 33 Fortitude; 6 rounds; 3d6 poison damage and enfeebled 1 (1 round); 3d6 poison damage, and enfeebled 2 (1 round); 6d6 poison damage and enfeebled 2 (1 round); paralyzed 1d4 hours.
Flailing Tentacles The cistern fiend makes up to four tentacle Strikes, each against a different target. These count toward the cistern fiend's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.
Greater Constrict 3d6+12, DC 33

Credit: BenWooten

Cloud Ray

Through the skies and clouds of Athas slowly fly these deadly giants. Cloud rays can sometimes be seen crossing the evening sky.

Cloud rays have a broad, flattened body and flap their huge pectoral fins to aid their psionic flight powers. They are speckled brown on top and drab olive and white underneath.

Sets of ridges protect the creatures’ eyes. They have four jet-black eyes, two mounted on each side of the snout and the other two on each side of the cranial bulge. Down the back from the bulge runs a spine that becomes a long, thin, whip-like tail that ends in an appendage known as a zip. The zip is comprised of razor-sharp, barbed ridges that grow at the tip of the spine. The interior mouth or maw (20 + feet across) is lined with row upon row of razor-sharp cartilage ridges.

The zip is also used in a complex signaling system that is only understood by other cloud rays.

Cloud rays wander aimlessly through the Athasian skies always searching for their next meal. On rare occasions, they land on the ground and may be mistaken for an outcropping rock. Those hapless enough to be standing on a ray when it decides to become airborne may become its next meal. A cloud ray’s preferred diet consists of devouring other flying creatures.

They have a special fondness for rocs, pterrax, and flying humanoids. The ray has no true stomach, preferring to swallow prey whole and grind the victim to liquid on its interior jaw ridges to help aid with digestion. After a good meal, cloud rays will sometimes psionically dream travel while their meal digests. Cloud rays have territorial respect for others of their species and, with very few exceptions, do not intrude into another ray’s air space.



























They are solitary beings except when they seek a mate. Females have a gestation period which lasts over 3 years. They bear live young while airborne. The male catches and supports the young ray on his back for the first year of its life while the female forages. After the young cloud ray learns to fly and becomes self-sufficient, the three go their separate ways.

Although innately psionic, cloud rays become infuriated when a psionicist contacts them. It drives them into a tremendous rage, and they will do anything they can (except land) to capture and devour the offending psionicist. The Dragon is the only creature in the world that cloud rays truly fear.

A single cloud ray could easily provide an entire settlement with enough meat and raw materials for 2-3 months. The chances of this occurring are slim at best. These creatures are fierce and feared for good reasons. Entire villages have been reported decimated by a single cloud ray on the hunt. The effect of the creature hovering close over buildings and flapping its massive wings has the same effect as the deadliest sandstorm. The zip alone can easily destroy most buildings in a few swipes.

Cloud Ray
CREATURE 18

GARGANTUAN
AIR
BEAST
+33; darkvision, echolocation 120 feet, stormsight
Acrobatics +31 (+36 to Maneuver in Flight), Athletics +35, Stealth +28, Survival +28
+9+6+6-4+5+5
Echolocation A cloud ray can use its hearing as a precise sense at the listed range.
Stormsight Wind, precipitation, and clouds don't impair a cloud ray's vision; they ignore the concealed condition from storms, mist, precipitation, and the like.
42 +30 +33 +27
330; electricity, prone, sonic; acid 10, fire 10, physical 10 (except metal)
Inexorable The cloud ray recovers from the paralyzed, slowed, and stunned conditions at the end of its turn.
Wing Rebuff A creature moves from beyond the reach of the cloud ray's wing to within the reach of the ray's wing. The cloud ray makes a wing Strike against the triggering creature. If the cloud ray Pushes the creature, it disrupts the triggering move action.
20 feet, fly 100 feet
jaws +35 (reach 20 feet),
4d12+18 piercing and Improved Grab
body +33,
4d8+18 bludgeoning
tail +35 (reach 40 feet),
4d12+18 slashing plus stunning tail
wing +35 (agile, reach 30 feet),
4d8+18 bludgeoning plus Improved Push 10 feet
Occult Innate Spells DC 37, attack +29; rebounding barrier, teleport; gust of wind (at will), wall of wind (at will); daze, telekinetic projectile; levitate
Fast Swallow The cloud ray Grabs a creature, or a creature fails a Reflex save against a Gulping Charge; The cloud ray uses Swallow Whole.
Gulping Charge The cloud ray Strides up to double its Speed and can move through the spaces of Large or smaller creatures, gulping each creature whose space the ray enters and attempting a body Strike against each of them. The cloud ray can use this Strike on each creature only once in a single use of cloud ray. Creatures can attempt a DC 41 basic Reflex save against this damage.
Stormflight A cloud ray can move in wind with ease. They ignore all difficult terrain from wind and don't need to Maneuver in Flight in high winds.
Stunning Tail (incapacitation) If the cloud ray critically hits with its tail Strike, the target must succeed at a DC 40 Fortitude save or be stunned for 1 round (1d4 rounds on a critical failure).
Swallow Whole Huge, 3d10+10 bludgeoning plus 2d6 acid, Rupture 36
Tail Zip The cloud ray whips its tail and creates a massive thunderclap within 40 feet of the ray, dealing 9d6 sonic damage in a 20-foot emanation (DC 40 basic Reflex save). Creatures in the area must also attempt a DC 40 Fortitude save to resist the powerful winds and deafening thunderclaps of the tail zip. Creatures that fail experience the effects of gust of wind, affecting Large or smaller creatures as normal. Finally, creatures that fail their Fortitude save become deafened for 1 minute (permanently deafened on a critical failure).

Credit: Arnie Swekel & Matt Dixon

Dagorran

Prowling the deserts in packs, much like wolves of other worlds, are the dagorrans — large, frog-like monsters with a gold-colored hide. They inhabit the sandy wastes around Draj, and because of their innate ability to pick up and track the psionic signature of most intelligent and psionic creatures, are often trained by Draji troops to capture runaway slaves.

In a dagorran pack, the leader is generally the strongest member of the group. When another dagorran wishes to vie for control over the pack, a battle to the death with the leader soon follows. Obviously, the winner becomes the leader, while the rest of the pack eats the loser. Dagorrans have kept the population of rodents and other small animals down to a tolerable level in the Athasian desert. However, their numbers are reducing quite quickly, as thri-kreen consider dagorrans a delicacy.






















dagorran
CREATURE 1

MEDIUM
BEAST
+7; low-light vision, scent (imprecise) 30 feet
Acrobatics +7, Athletics +5, Stealth +7, Survival +7 (+9 to track)
+2+4+1-4+2-2
Master Tracker The dagorran can Track while moving at full speed.
15 +6 +9 +5
24
35 feet
jaws +9, 1d6+2 piercing plus Knockdown
Occult Innate Spells DC 14, attack +6; phantom pain; daze, detect magic (at will), telekinetic projectile
Pack Attack The dagorran’ s Strikes deal 1d4 extra damage to creatures within reach of at least two of the dagorran’ s allies.

Dhaot

A dhaot is an incorporeal undead sometimes created when a creature dies far from its homeland. The compulsion to return home is so strong that it keeps the spirit alive. Dhaots often wander the wastelands lost, since they have limited senses.

Dhaots appear as they did in life but have an expression of weariness and sadness on their faces. Their faces appear dusty and sweaty. They are incorporeal but can manifest themselves and leave footprints in the sand when they wish. They can turn invisible at will. Dhaots attempt to return home and often stop travelers to ask for directions.

Travelers that fail to help a dhaot can be subjected to their Guilt Gaze as the dhaot will attempt to extort their cooperation.
























Dhaot
CREATURE 1

MEDIUM
GHOST
INCORPOREAL
SPIRIT
UNDEAD
+9; darkvision
Deception +7, Dwelling Lore +7 (applies to the place the ghost is bound to), Intimidation +6, Stealth +7
-5+1+2+1+4+3
16 +5 +8 +7
14; disease, paralyzed, poison, precision; all damage 2 (except force, ghost touch, or vitality; double resistance vs. non-magical)
Rejuvenation When a dhaot is destroyed, it re-forms after 2d4 days, fully healed. A dhaot can be permanently destroyed only if the dhaot’ s remains have been returned to its home.
35 feet
ghostly hand +6 (agile, finesse, magical),
1d4+1 force
Occult Innate Spells DC 14, attack +6; dream message (at will); invisibility (at will); illusory disguise (at will), phantom pain, warped terrain (at will)
Guilt Gaze (arcane, concentrate, emotion, fear, mental, visual) The dhaot extorts their will, and creatures in a 20-foot emanation take 2d6 mental damage. Each creature in the area must attempt a DC 17 Will save. Once a creature attempts this save, it's temporarily immune to further Guilt Gaze for 1 minute.
The creature takes no damage.
The creature takes half damage and is off-guard until its next turn.
The creature takes full damage, is sickened 1, and is off-guard for as long as it's sickened.
The creature takes double damage, is sickened 2, and is off-guard for as long as it's sickened.

Dragon of Tyr

Fortunately, there is only one dragon in the Tyr Region, and perhaps in the entire world of Athas. It is tall and thin, with a gnarled bone structure and swollen, bulbous joints. Its appearance is reptilian in many ways: it has a long, snake-like neck, whip-like tail, and scaly hide. Yet it walks on two legs, its hands have long, well-developed fingers and thumbs, its bone structure seems faintly humanoid, and its head is long and narrow, with a distinctly mammalian appearance.

The dragon wanders over all parts of Athas, usually alone. Occasionally, it visits a sorcerer-king, leaving disaster and chaos in its wake.

Dragon of Tyr
CREATURE 25

UNIQUE
UNHOLY
GARGANTUAN
DRAGON
+46; darkvision, scent (imprecise) 60 feet, truesight
Common, Draconic, Dwarven; telepathy 300 ft., truespeech
Acrobatics +40, Arcana +45, Athletics +45, Intimidation +40, Nature +45, Occultism +45, Religion +45, Stealth +40
+12+9+11+12+8+8
52 +42 +40 +43;+2 status to all saves vs. magic, +4 status vs. mental
550, regeneration 50 (deactivated by holy); disease, drained, enfeebled, paralyzed, petrified, poison, polymorph, stupefied; acid 20, cold 20, electricity 20, fire 25, mental 20, physical 20 (except dwarven steel); holy 20
Cowering Aura (aura, emotion, fear, mental) 90 feet, DC 46.
Extra Reactions The dragon of tyr gains 2 reactions at the start of his turn each round.
Inexorable The dragon of tyr recovers from the slowed and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain.
Contingency The dragon of tyr fails a saving throw against a spell. Dispel magic (8th level) attempts to counteract the triggering spell.
Reactive Strike
60 feet, fly 180 feet; unfettered movement
jaws +45 (magical, reach 20 feet),
5d12+20 piercing
claw +45 (agile, magical, reach 15 feet),
5d10+20 slashing
tail +43 (magical, reach 25 feet),
4d12+20 bludgeoning
wing +43 (agile, magical, reach 20 feet),
4d10+20 bludgeoning
Arcane Prepared Spells DC 49, attack +41; contingency (*This spell has been cast already.); detonate magic, falling stars, telepathic demand; disappearance, dessicate, dispel magic (at will), hidden mind (already cast); mask of terror, reverse gravity, spell turning; dominate, truesight, wall of force; scouting eye, slither, translocate; clairvoyance, resilient sphere, suggestion; blindness, slow, stinking cloud; blur, revealing light, telekinetic maneuver; command, enfeeble, sure strike; detect magic, forbidding ward, prestidigitation, read aura, shield; truespeech, truesight, unfettered movement
Occult Innate Spells DC 49, attack +41; agonizing despair (x2), dominate (x2); mind reading (at will);daze, message, telekinetic projectile
Breath Weapon (arcane, fire) The dragon of tyr breathes a blast of scouring sand in an 80-foot cone that deals 13d6 fire damage and 13d6 slashing damage (DC 49 basic Reflex save). The dragon of tyr can't use Breath Weapon again for 1d4 rounds.
Draconic Frenzy The dragon of tyr makes two claw Strikes and one tail strike in any order.
Draconic Momentum When the dragon of tyr scores a critical hit with a strike, he recharges Breath Weapon.
Dragon Defiling Once per round; living creatures within 20 feet; Prior to casting a spell; The dragon of tyr pulls in life energy, all creatures within 20 feet take 10d6 void damage. The act of defiling empowers the dragon of tyr's spells reducing the casting time by one action. Each creature in the area must attempt a DC 49 fortitude save.
The creature takes no damage.
The creature takes half damage and is sickened 1 until its next turn.
The creature takes full damage and is sickened 2.
The creature takes double damage and is sickened 3.

Drakes

Drakes are gargantuan, reptilian beasts that trace their heritage back to the elemental planes. Now dwelling on Athas, they have come to view their adoptive home as their personal hunting grounds. Cunning and ferocious and sporting powerful psionic abilities, the drakes are considered by many on Athas to be second only to the Dragon in power. The first drakes were not natives of Athas and used tremendous psionic powers to travel from their home elemental planes to Athas, where they found a world much to their liking. Many generations of drakes have been born on Athas since that time.

Striking at their foes with claws, a savage bite and a sweeping tail attack, drakes share many combat techniques with draconic creatures of other worlds. Drakes are large enough to swallow some opponents whole and will use this attack option in preference to all others if the target is of a suitable size. All drakes enhance their physical prowess with psionic powers, and those of the four ―classic elements (air, earth, fire and water) are also capable of launching elemental attacks against their targets.

Despite their power, drakes are nevertheless accorded an almost legendary status by most Athasians. Few people believe they really exist. Even fewer have ever seen one, and very few of those have lived to tell about the experience. This is not least because drakes prey largely on humans and humanoids (although they will eat inix and mekillots when available and erdlu if necessary). Drakes prefer the taste of carnivore flesh over any other type of meat.

A drake‘s hide can fetch an enormous price on the trading market but can also result in a death penalty as the hides, teeth, claws, and blood are of such value that some sorcerer-kings forbid their sale. They have instructed their templars to confiscate any such items that appear in the market in the name of their sorcerer-king. Elves, of course, defy these edicts at every turn, and make a fair profit selling drake materials while just one step ahead of their templar pursuers.

Drake hide makes outstanding armor, the teeth and claws make excellent weapons, and the blood of the beast is also valuable as it is used in certain alchemical solutions. Beyond these incredibly useful items, folklore holds that just about any portion of a drake's carcass holds a great deal of magical luck, a belief that is often relied upon by disreputable elven hawkers who push a variety of lucky tokens, allegedly fashioned from drake parts.

Drakes mate when the urge strikes them and swiftly separate after pairing. No more than two eggs are laid, hatching after six months, and the resulting drakelings are almost always hungry and need constant care. Young drakes grow from two to twenty feet in the first year, then five feet each year thereafter until they reach full size for their species.

Credit: William O'Connor

Air Drake

Air drakes are the most flighty and unpredictable of the species, making them dangerous adversaries. They spend most of their time soaring the Athasian skies.

Air drakes are the longest and leanest of the four drake types. They have folds of loose skin that stretch between their front and back legs. This skin unfolds when they extend their legs creating a wing membrane. They have a long, lean frame and are light of bone, contributing to their speed and agility.

Air drakes prefer their food thoroughly softened before eating it. To accomplish this, a drake will swoop, grab its prey, soar into the sky, and then drop it. Air drakes often choose crags or rocky outcroppings for “tenderizing their meat”. If the prey can fly, it will take the victim aloft and dive straight for the ground, releasing its prey and pulling up at the last minute.

An Air Drake's Lair

Air drakes do not keep a single residence. They prefer a dozen or so safe areas. Because they move around so much, air drakes gather and horde few possessions and treasure. Often if they find an object that pleases them, they will store it at a lofty, inaccessible location. They will leave it and return to visit only when the mood strikes them. Little infuriates an air drake more than having one of these precious items stolen.




Air Drake
CREATURE 19

RARE
GARGANTUAN
AIR
DRAGON
+35; darkvision, mist vision, scent (imprecise) 60 feet
Acrobatics +37, Athletics +33, Deception +31, Intimidation +33, Nature +31, Survival +33
+5+10+6-4+5+5
Mist Vision Fog and mist don't impair an air drake's vision; they ignore the concealed condition from fog and mist.
Sound Imitation The drake can mimic any sound it has heard. To do so, it must succeed at a Deception check with a +4 circumstance bonus.
43 +32 +38 +26
355; disease, drained, enfeebled, paralyzed, petrified, poison, polymorph, stupefied; mental 20
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 38.
Reactive Strike
Wing Deflection The drake is targeted with an attack. The drake raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete.
40 feet, climb 40 feet, fly 160 feet
jaws +36 (finesse, magical, reach 15 feet),
4d12+15 piercing
claw +36 (agile, finesse, magical, reach 15 feet),
4d8+15 slashing plus Improved Grab
tail +36 (finesse, magical, reach 15 feet),
4d10+15 bludgeoning plus Improved Knockdown
wing +34 (magical, reach 15 feet),
4d10+15 bludgeoning
Primal Innate Spells DC 41, attack +33; whirlwind; punishing winds, wind walk; wall of wind, thunderburst; message, slashing gust, telekinetic projectile
Breath Weapon (primal, sonic) The drake breathes a blast of air that deals 11d12 sonic damage in a 120-foot line (DC 39 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Perfect Flight An air drake can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight.
Whiffling The air drake Flies or makes a wing Strike; The air drake's wings whiffle, creating severe winds within a 30-foot emanation. These winds move outward from the drake, and they persist until the start of the air drake's next turn. During this time, flight of any kind in the emanation requires a successful DC 43 Acrobatics check to Maneuver in Flight, and creatures flying toward the air drake are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 42 Athletics check to approach the air drake.

Credit: William O'Connor

Earth Drake

Often mistaken for an outcropping of rock, earth drakes are by far the physically strongest of the species. The gray, black, and brown reptilian creature is covered with thousands of small, spiny scales. The massive forelegs are designed for digging through solid stone. The hindlegs are equally as powerful and may be used for digging, but most often serve as anchors. Earth drakes’ tails are short but incredibly thick, which forces the monsters to swagger when they walk.

Earth drakes’ heads are wedge-shaped. The scales on the top of the head overlap to protect the earholes. The creature’s eyes are inset and covered by two eyelids - a soft, inner eyelid that is airtight, and an outer, protective, scaly eyelid that is highly puncture resistant.

Earth drakes resent the encroachments of humanity, and they especially dislike any type of permanent buildings. An earth drake thinks nothing of travelling many miles in order to destroy man-made settlements.

Earth drakes enjoy a battle before a meal. The more fight a creature puts up, the better the drake will enjoy eating it. Earth drakes are known to dig themselves in along trading routes for opportunities to do battle and dine on mekillots.



An Earth Drake's Lair

Whether they dig into the bedrock beneath the sands of the Athasian desert or into a hillside, earth drakes always cover the front of their habitat with loose dirt. This creates a collapsible front entrance which the earth drake uses to defend its lair.

Earth Drake
CREATURE 17

RARE
GARGANTUAN
DRAGON
EARTH
+29; darkvision, tremorsense (imprecise) 120 feet
Athletics +36, Intimidation +33, Nature +28, Survival +30
+10+5+9-4+6+5
43 +35 +23 +26
390; disease, drained, enfeebled, paralyzed, petrified, poison, polymorph, stupefied; acid 15, mental 15;
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 35.
Reactive Strike
35 feet, burrow 25 feet, climb 35 feet; earth glide
jaws +35 (deadly 3d10, reach 10 feet),
3d12+20 piercing plus Improved Grab
claw +35 (agile, reach 15 feet),
3d8+20 slashing
tail +35 (reach 15 feet),
3d10+20 bludgeoning
Primal Innate Spells DC 35, attack +27; heaving earth, shape stone, wall of stone; earthquake; pave ground, petrify; one with stone (×2); daze, message, telekinetic projectile
Crystal Burst (earth, primal) The earth drake summons an explosion of razor-sharp crystal splinters dealing 18d6 piercing damage in a 30-foot burst within 120 feet, with a DC 38 basic Reflex save. The earth drake can't use Crystal Burst again for 1d4 rounds.
Earth Glide The earth drake can Burrow through any earthen matter, including rock. When they do so, the earth drake moves at their full burrow Speed, leaving no tunnels or signs of their passing.
Swallow Whole (attack) Huge, 8d6+6 bludgeoning, Rupture 35
Trample Huge or smaller, claw, DC 38. When the earth drake Tramples, it can Stride up to triple its Speed.

Credit: William O'Connor

Fire Drake

fire drakes are the most evil and malicious of the drakes. They enjoy inflicting pain for the pleasure of watching their victims writhe in agony. A fire drake’s greatest delight comes from torturing a potential meal.

fire drakes are large, spiny, reptilian creatures with pebble like skin. Each pebble is a scale. They are red-and-black mottled, similar in color to the dying embers of a fire, and their skin is very glossy. fire drakes have four legs. The front two are smaller with very sharp claws, while the back legs are longer and thicker.

A Fire Drake's Lair

fire drakes prefer to live near natural volcanic action or in areas where they can bask all day in the hot Athasian sun. At night, they retreat to an area of safety or bury themselves under the hot sand. They do this to insulate themselves from the cool evening air.







Fire Drake
CREATURE 15

RARE
GARGANTUAN
DRAGON
FIRE
+29; darkvision, scent (imprecise) 60 feet
Athletics +30, Intimidation +28, Nature +25, Survival +27
+7+4+6-4+6+4
37 +29 +20 +26
275; disease, drained, enfeebled, fire, paralyzed, petrified, poison, polymorph, stupefied; mental 15; cold 15
Drake Heat (aura, fire, primal); 10 feet, 4d6 fire damage (DC 34 basic Reflex)
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33.
Reactive Strike
40 feet
jaws +30 (deadly d12, fire, magical, reach 20 feet),
2d12+15 piercing plus 4d6 fire and Grab
foot +30 (agile, magical, reach 15 feet),
3d8+15 slashing
tail +30 (magical, reach 20 feet),
3d10+15 slashing
Primal Innate Spells DC 33, attack +25; fireball; fiery body, flame vortexdaze, ignition, message, telekinetic projectile
Fling A creature is Grabbed in the fire drake's jaws. The fire drake flings the creature into the air up to 10 feet up from its mouth and 20ft away. The creature falls 25 feet (assuming the fire drake flings it as high as it can) and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed upon can attempt a DC 33 basic Reflex save.
Pin Prey The fire drake critically hits a Large or smaller foe with its foot. The creature struck by the foot is knocked prone and the fire drake uses its foot to hold the creature in place. As long as the fire drake doesn't move from its position, the pinned creature is Grabbed. A fire drake gains a +2 circumstance bonus to attack a creature it has pinned in this manner, but it cannot use Swallow Whole on the target unless it uses its jaws to Grab the victim first.
Breath Weapon (fire, primal) The fire drake expels a 60-foot cone of flame and ash dealing 16d6 fire damage to creatures within the area (DC 36 basic Reflex save). At the start of the fire drake’s next turn, the area affected by the breath weapon is covered in thick, scorching smoke that burns both the lungs and eyes, dealing an additional 8d6 fire damage to all creatures in the area (DC 36 basic Reflex save). A creature that spends an entire round in the smoke with open eyes must succeed at a DC 36 Fortitude save or is blinded for 1 minute. The smoke dissipates after 1 minute; in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds, it may clear even more quickly. The fire drake can’t use Breath Weapon again for 1d4 rounds.
Swallow Whole (attack) Huge, 4d6+8 bludgeoning plus 4d6 fire, Rupture 27
Trample Huge or smaller, foot, DC 36. When the fire drake Tramples, it can Stride up to triple its Speed.

Magma Drake

Magma drakes are enormous creatures that look like worms with multiple legs across their body. The drake can swallow creatures as large as 12 feet long. Their bodies are covered with thick scales in varying shades of red. The magma drake has multiple eyes set toward the top of its head with pincers to each side of its mouth. The nose and eyes have protective flaps of very tough skin that close when the drake is swimming through molten lava.

The magma drake attacks from below the surface, often leaping out of a pool of molten lava to surprise its prey. A magma drake fights from within molten lava if it can.

A Magma Drake's Lair

Magma drakes prefer to live in caverns in or near active volcanoes. They are at home in the lava and can survive submerged for as long as three hours.










Magma Drake
CREATURE 17

RARE
GARGANTUAN
DRAGON
MAGMA
+35; blindsight (precise) 120 feet, darkvision
Athletics +33, Intimidation +30, Nature +30, Stealth +33, Survival +28
+9+6+8-4+6+5
35 +32 +23 +23
325 (fire healing); disease, drained, enfeebled, fire, paralyzed, petrified, poison, polymorph, stupefied; mental 15; cold 15
Fire Healing As long as a magma drake is in contact with a fire or body of magma at least as large as itself, it gains fast healing 20. When struck by a magical fire effect from anything other than itself, a magma drake regains Hit Points equal to half the fire damage the effect would otherwise deal.
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 35.
Reactive A magma drake gains 2 reactions each round. It can still use only one reaction per trigger.
Reactive Strike
Firebleed (fire) The magma drake is damaged. The magma drake's wound erupts with magma in a 30-foot cone, dealing 5d8 fire damage and 5d8 persistent fire damage (DC 38 basic Reflex save).
60 feet, burrow 40 feet, climb 60 feet
jaws +33 (deadly 3d10, fire, reach 20 feet),
4d10+8 piercing plus 2d10 persistent fire and Improved Grab
body +33 (fire, reach 15 feet),
4d8+8 bludgeoning plus 2d8 persistent fire
lava bomb +33 (range increment 80 feet),
2d10+8 bludgeoning plus 2d8 persistent fire
Primal Innate Spells DC 35, attack +27; boil blood, volcanic eruption; one with stone (at will);detect magic, ignite
Bomb Barrage The magma drake makes three lava bomb Strikes. These Strikes can be made against the same creature or different creatures, as long as all targets are within 40 feet of each other.
Breath Weapon (fire, primal) The magma drake breathes a blast of flame that deals 14d6 fire damage plus 4d6 persistent fire damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds.
Swallow Whole (attack) Huge, 6d6+8 bludgeoning plus 6d6 fire, Rupture 35
Trample Huge or smaller, body, DC 38. When the magma drake Tramples, it can Stride up to triple its Speed.

Rain Drake

The rain drake has a sleek body, perfectly suited for the water. It usually makes its home near waterfalls, but any body of water makes a suitable home. Rain drakes loath water drakes and will attack them at any opportunity. They are smarter and faster than water drakes and can survive out of the water for a few hours at night, or for longer periods whenever there is rain.

Rain drakes, almost as rare as their hated foes the water drakes, dwell in those few places that rain still falls on Athas – forests such as those that clad the Ringing Mountains, and the Crescent Forest of the Ivory Triangle.

Rain drakes fight in water, if possible, but can "swim" even in light rain. Although rain drakes cannot fly, they can use even a small amount of water to ―swim through the air. They have no natural enemies except for water drakes.

Rain drakes can survive out of water for a few hours in the night or if any cloud cover is producing rain. They dehydrate if their hide is not wet. Rain drakes can smell water as far as 10 miles away.

A Rain Drake's Lair

Rain drakes make their lairs in pools beneath waterfalls if they can, but any body of water is a possible lair. The lair usually is a water-filled grotto, but it may have a dry patch with an air pocket.





Rain Drake
CREATURE 17

RARE
GARGANTUAN
DRAGON
RAIN
+29; darkvision, fog vision, scent (imprecise) 30 feet
Acrobatics +33, Athletics +30, Intimidation +30, Nature +30, Stealth +33, Survival +28
+5+9+6-4+6+7
Fog Vision The rain drake ignores the concealed condition from fog and clouds.
39 +29 +34 +29
270; disease, drained, electricity, enfeebled, paralyzed, petrified, poison, polymorph, stupefied; mental 15; fire 15
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 35.
Reactive Strike
30 feet, swim 60 feet
jaws +33 (electricity, magical, reach 20 feet, sonic),
2d10+16 piercing plus 2d12 electricity, 2d6 sonic, and
thundering bite
claw +33 (agile, magical, reach 25 feet),
3d10+16 slashing
whiplashing tail +33 (agile, finesse, reach 15 feet),
4d8+16 slashing
Primal Innate Spells DC 38, attack +30; duplicate foe, toxic cloud; illusory scene, scintillating pattern; prismatic spray, warp mind; figment, message, telekinetic projectile
Breath Weapon (electricity, primal) The drake breathes a thundercloud that deals 18d6 electricity damage in a 60-foot cone (DC 38 basic Reflex save). This cloud remains in the area for 1d4 rounds, with the effects of mist. A creature that ends its turn inside of the cloud takes 12d6 electricity damage (DC 38 basic Reflex save). The rain drake can't use Breath Weapon again for 1d4 rounds.
Cloud Form {1A) (polymorph, primal) The rain drake's body becomes vaporous and misty. They gain the effects of gaseous form and gain a fly speed of 60 feet. The rain drake can use this action again to return to physical form.
Cloud Walk The rain drake can tread on clouds or fog as though on solid ground.
Thundering Bite A rain drake's jaws Strike creates a deafening clap of thunder when it damages a foe. A creature that takes damage from the drake's jaws Strike must succeed at a DC 35 Fortitude save or be deafened for 1 minute (or permanently on a critical failure).

Silt Drake

This creature resembles a long, sand-colored snake. It has a huge mouth, dark eyes, and two horns on its head. It has no claws or feet but swims silently through the silt.

Silt drakes are migratory creatures, never staying long in a single place. They have no permanent lair or territory and instead wander through the silt in search of food.

Silt drakes are perhaps the most common of all drakes as their parent element is found in abundance throughout Athas. However, this has also meant that they come under attack from other predators far more often than do the other drakes. Nevertheless, only the largest silt horrors and paraelemental beasts can threaten a silt drake, and their supremacy of the silt remains unchallenged.

A silt drake has the appearance of an immense horned serpent that writhes through the silt, rearing itself above the surface to attack. Its coloration means that it is often indistinguishable from its surrounding element –frequently much to the surprised dismay of its prey.

Once a year, a male drake issues a call through the dust to any females nearby. If a female answers the call, the male and female mate briefly and then separate. The female lays her clutch of 3-6 eggs in the deepest parts of the Sea of Silt and then abandons them to their fate.

Silt Drake
CREATURE 17

RARE
GARGANTUAN
DRAGON
SILT
+29; darkvision, scent (imprecise) 30 feet, silt vision
Acrobatics +33, Athletics +30, Intimidation +30, Nature +30, Stealth +33, Survival +28
+5+9+6-4+6+7
Silt Vision The silt drake ignores the concealed condition from dust and silt.
40 +29 +36 +29
280; disease, drained, enfeebled, paralyzed, petrified, poison, polymorph, stupefied; acid 15, mental 15; fire 15
Frightful Presence (aura, emotion, fear, mental) 300 feet, DC 35.
Reactive Strike
30 feet, swim 60 feet
jaws +33 (magical, reach 20 feet),
3d10+17 piercing plus improved grab
tail +33 (agile, reach 15 feet),
4d8+17 bludgeoning plus improved grab
Primal Innate Spells DC 36, attack +28; control sand, desiccate; disintegrate, mirage; daze, figment, message, telekinetic projectile
Breath Weapon (acid, poison, primal) The silt drake can expel either a 120-foot line or a 60-foot cone of acid dealing 17d6 acid damage to creatures within the area (DC 38 basic Reflex save). The acid creates toxic fumes. At the beginning of the silt drake’s next turn, those who failed the breath weapon’s Reflex save must succeed at a DC 38 Fortitude save or gain sickened 4 from the poisonous fumes. A silt drake can’t use Breath Weapon again for 1d4 rounds.
Fast Swallow The silt drake Grabs a creature with its jaws; The silt drake uses Swallow Whole.
Greater Constrict 4d8+11 bludgeoning, DC 38
Silt Ambush 60 feet
Swallow Whole Huge, 2d10+15 bludgeoning, Rupture 35

Sun Drake

A huge creature flies overhead, its wings creating a large circle that blocks out the sun. Its wings shimmer in the light, with orange, red and yellow hues. The creature has a long thin body, four sharp claws, and a long thin tail.

The sun drake is a fearsome creature, intelligent, vicious, and extremely dangerous. It prefers to make its lair at the top of the highest peak wherever it lives, spending its days soaring the wastelands on thermals. Sun drakes have a 40-foot wingspan, and its wings give it an almost circular appearance when gliding through the air.

Sun drakes, like those of silt, are relatively common on Athas, basking the life-giving rays of the dark sun itself. They hunt from the upper airs, descending only to attack and devour prey before returning to the sun-burned heavens that are their home.

A Sun Drake's Lair

Sun drakes prefer to live among the highest peaks in whatever area they inhabit. They use their lairs only at night, spending their days soaring on thermals.










Sun Drake
CREATURE 18

RARE
GARGANTUAN
DRAGON
SUN
+33; darkvision, scent (imprecise) 30 feet
Acrobatics +36, Athletics +31, Intimidation +31, Nature +31, Stealth +35, Survival +29
+5+9+6-4+6+7
42 +30 +37 +30
300; disease, drained, enfeebled, fire, paralyzed, petrified, poison, polymorph, stupefied; mental 15; cold 15, darkness vulnerability
Blinding Aura (aura, incapacitation, light, primal, visual) 60 feet. The sun drake sheds bright light. Any creature that starts its turn in the emanation must succeed at a DC 40 Fortitude save. If it fails, it's blinded for 1 minute, and if it critically fails, it's blinded permanently. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.
Darkness Vulnerability A sun drake is sickened 1 while in areas of magical darkness. If the level of the magical darkness effect is at least half of the sun drake's level (a 9th-level effect against most sun drakes), the sun drake is also slowed 1 while in the area.
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37
Reactive Strike
30 feet, climb 30, fly 100 feet
jaws +35 (fire, magical, reach 20 feet),
4d12+15 piercing plus 2d6 fire and Improved Grab
claw +35 (agile, magical, reach 15 feet),
4d10+15 slashing
tail +35 (agile, magical, reach 25 feet),
4d10+15 slashing
Primal Innate Spells DC 37, attack +29;fiery body, prismatic sphere; discern location, hidden mind, prismatic wall; prismatic spray, resist energy, reverse gravity; daze, message, telekinetic projectile
Fast Swallow The sun drake Grabs a creature with its jaws; The sun drake uses Swallow Whole.
Nova Burst (light, primal) The sun drake intensifies its light and unleashes a burning blast of energy. It deals 16d8 fire damage to all creatures in a 20-foot emanation (DC 40 basic Fortitude save). A creature that fails its save becomes dazzled until the end of its next turn. The sun drake can't use Nova Burst again for 1d4 rounds, and its blinding aura becomes inactive during this time.
Swallow Whole Huge, 2d10+15 bludgeoning, Rupture 37

Credit: William O'Connor

Water Drake

The water drake is the most elusive of all drakes. This is due mostly to the hatred they hold for what humanity has done to Athas.

Water drakes are pale, grey blue in color, with a blow hole centered in the back of their heads. Water drakes are the slimmest of the drake family. Their four webbed feet end in sharp, triangular claws. Water drakes’ tails are thinner and flatter than other drakes, and they provide excellent propulsion when in water.

Water drakes are reclusive and prefer as little contact with humanity as possible. They will avoid intruders but will kill without hesitation those humanoids who trespass upon their lair. Because of the horrors rent upon the planet by humanoids, water drakes have absolutely no regard for such life. Their four webbed feet help them move massive quantities of sand. All four feet have sharp, triangular claws designed for digging into and holding onto prey, or for raking.

A Water Drake's Lair

They make their home near a deep-water source, if possible; many guard passages to aquafers trapped deep below the ground





Water Drake
CREATURE 15

RARE
GARGANTUAN
AMPHIBIOUS
DRAGON
WATER
+32; darkvision, scent (imprecise) 100 feet
Acrobatics +32, Athletics +33, Deception +25, Intimidation +27, Nature +28, Stealth +32, Survival +26
+6+10+7-4+7+8
47 +33 +38 +33
340; disease, drained, electricity, enfeebled, paralyzed, petrified, poison, polymorph, stupefied; mental 20
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 41.
Vortex (aura, water); 40 feet. Water in the aura that is also in the same body of water as the drake is difficult terrain for Swimming creatures that don’t have the water trait.
Reactive Strike
30 feet, swim 60 feet; water walk
jaws +38 (magical, reach 20 feet),
3d12+16 piercing plus hyponatremia
claw +38 (agile, magical, reach 15 feet),
3d10+16 slashing plus Grab
tail +38 (magical, reach 15 feet),
3d10+16 bludgeoning plus Grab
Primal Innate Spells DC 43, attack +35; control water, create water (at will); endure elements (self only); water walk
Breath Weapon (primal, water) The drake shoots a ball of water that deals 20d6 bludgeoning damage in a 30-foot burst within 60 feet (DC 42 basic Reflex save). All non-magical fire in the radius is extinguished. The drake can't use Breath Weapon again for 1d4 rounds.
Coiling Frenzy The drake makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the drake automatically Grabs the target.
Draconic Momentum The drake recharges their Breath Weapon whenever they score a critical hit with a Strike.
Greater Constrict 3d10+8 bludgeoning, DC 42
Hyponatremia (water) A living creature that takes damage from the water drake's jaws Strike must succeed at a DC 38 Fortitude save or become sickened 2 as a surge of excess water floods its body.
Tidal Wave (manipulate, primal, water) once per 10 minutes; The drake is in a body of water at least as large as they are; The drake slams their body down, sending a towering wave outward. This wave deals 10d12 bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 38 Reflex save. Structures and unattended objects in the area take the full amount of damage with no saving throw.
The creature takes no damage but is pushed 30 feet from the drake.
The creature takes half damage and is pushed 60 feet from the drake.
The creature takes full damage, is pushed 120 feet from the drake, and falls prone.
As failure, but double damage.

Dray

Created many centuries ago by the sorcerer-king of Giustenal to serve as a race of mage-warriors, are a strong, resilient race of dragon like humanoids. Most dray were cast out of their home by their creator long ago, and a handful of drays survived when their home state was destroyed. From those ancient refugees arose a race of mercenaries, sorcerers, and slave traders known for their calculating (and sometimes duplicitous) ways.

The dray are not a numerous people. They live in tight-knit clans that often share a secret citadel or tower in the wastes. Clan members roam far from their mysterious retreats, looking after the group’s interests. Some drays take part in the slave trade, hiring raiders or mercenaries of other races to serve as their slave catchers.

Dray who object to trafficking in slaves often earn a living as deal brokers, moneylenders, or speculators. They are also renowned as sorcerers for hire. Dray strike deals with the sorcerer-kings of various city-states, paying richly for licenses or dispensations to practice arcane magic in those locations. Nobles, wealthy merchants, and templars have need of a sorcerer clan’s services and pay very well for them.

Dray live by a brutally pragmatic philosophy rooted in their exile from their home state. They tend to be avaricious, sly, and amoral, although they carefully observe the exact wording of any deal or bargain, they strike, since it’s good business to have a reputation for living up to agreements. The dray learned long ago that they can rely only upon one another, and they are fiercely loyal to their clan brothers and sisters. A clan gathers from far and wide to avenge an insult or an injury to one of its own, and the group won’t rest until the vendetta is settled.

Dray
CREATURE 1

MEDIUM
DRAY
HUMANOID
+7; darkvision
Common, Draconic
Acrobatics +5, Athletics +6, Survival +5
+3+2+3+0+2+0
javelin (3), spear
16 +8 +7 +5
21; fire 3
Cold Vulnerability When exposed to a cold effect, the dray is overwhelmed by lethargy, becoming slowed 1 for 1d4 rounds.
25 feet
spear +8, 1d6+3 piercing
claws +8 (agile, finesse), 1d4+3 slashing
jaws +8, 1d6+3 piercing
javelin +7 (thrown 30 feet), 1d6+3 piercing

Dray Soldier

All drays are expected to fight for their sorcerer-king when the time comes. They are provided armor and weapons and lead by the templars.

Dray Soldier
CREATURE 2

MEDIUM
DRAY
HUMANOID
+7; darkvision
Common, Draconic
Acrobatics +6, Athletics +8, Stealth +6, Survival +7
+4+2+3+0+1+0
flail, javelin (3), wooden shield (Hardness 3, HP 12, BT 6)
17 (19 with shield raised) +9 +8 +7
36; fire 5
Cold Vulnerability When exposed to a cold effect, the dray is overwhelmed by lethargy, becoming slowed 1 for 1d4 rounds.
Reactive Strike
Shield Block
25 feet
flail +10 (disarm, sweep, trip),
1d6+6 bludgeoning
jaws +10, 1d6+6 piercing
javelin +8 (thrown 30 feet), 1d6+4 piercing
Sudden Charge With a quick sprint, the dray soldier dashes up to their foe and swings. They Stride twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.































Dray Templar

Dray templars protect the citizens and see to their spiritual needs, so they are free to work and raise families. Templars are provided well-crafted armor and metal weapons.

Dray Templar
CREATURE 2

MEDIUM
DRAY
HUMANOID
+8; darkvision
Common, Draconic
Diplomacy +4, Dray Lore +6, Nature +8, Stealth +6, Survival +8
+2+2+1+0+4+0
religious symbol of Dregoth, staff, studded leather armor
17 +7 +8 +11
30; fire 5
Cold Vulnerability When exposed to a cold effect, the dray is overwhelmed by lethargy, becoming slowed 1 for 1d4 rounds.
25 feet
staff +10 (two-hand d8), 1d4+2 bludgeoning
jaws +10, 1d6+2 piercing
Divine Prepared Spells DC 18, attack +10; bless, charm, heal, runic weapon; detect magic, divine lance, shield, stabilize
Cleric Domain Spells DC 18, 1 Focus Point; Cry of Destruction
Turn Undead When a dray templar uses heal to damage undead, each level 2 or lower undead that critically fails its save gains the fleeing condition for 1 round.

Credit: antilous

Dregoth

The Dread King Dregoth was killed almost 2,000 years ago by the combined powers of seven sorcerer-kings. Shortly thereafter, Dregoth rose as the undead dragon king. While Dregoth is a unique being, his new state is similar to that of a kaisharga, a lichlike creature native to Athas. He has existed in this state since the day of his return, neither dead nor alive, neither fully human nor fully dragon.

In life, Dregoth was on the verge of achieving the final stage of metamorphosis. He had been a champion of Rajaat the Warbringer, a general in the devastating Cleansing Wars that laid waste to the world. When it became clear the Warbringer was going to betray his Champions, Dregoth helped imprison Rajaat. Once Rajaat was safely locked away, Dregoth helped the other champions (now sorcerer-kings) turn Borys into the Dragon of Tyr to guard over the Warbringer’ s prison.

The sorcerer-kings decided to destroy the Dread King of Giustenal, who was next in line of the remaining Champions to become a full Dragon. They feared that the insanity that had affected Borys shortly after his transformation would soon affect Dregoth. They ambushed Dregoth in his own palace, battering him with the Way, pounding him with spells, and even striking him with weapons and fists. Dregoth fought bitterly, but the seven struck without warning. He died, and his city died with him.































Dregoth now rules a city far removed from the light of the crimson sun: the city of New Giustenal. He looks much as he did in life, one step removed from a full dragon. He is 30 feet tall and weighs 20,000 pounds. He has a dragon’s form, with wings, scales, a tail, claws, and a devastating breath weapon. Dregoth’ s physical shape was severely damaged by the attack of the sorcerer-kings. So, his wings are torn, his body still wears the wounds inflicted upon it, and gaping holes show exposed bone in many places. The armored skin that remains is stretched thinly over the skeleton beneath. His eyes, like the eyes of all kaisharga, burn with green fire.

Dregoth rules the city of New Giustenal, which is located far below the ruins of the ancient city of Giustenal. He created two types of dray, one of which serves him and worships him as a god. When Dregoth isn’t locked inside his Dread Palace, he wanders the planes seeking ways to become a true god. This is his quest, though he doesn’t realize that godhood is impossible to achieve on Athas.

Dregoth never appears to his citizens in his true form. Instead, he wears one of two false forms in front of the masses. The first of these forms is that of a tall, regal dray. This is what most of the people of New Giustenal believe their god king to be. The second form, used on rare occasions, is that of a living dragon. This form is modeled after Dregoth’ s true form before it was corrupted by undeath. A combination of magic and psionics, much of it imbued in the amulets and rings Dregoth wears, maintains the illusory forms, though the Dread King can drop or shift between them at will.

Dregoth
CREATURE 24

UNIQUE
GARGANTUAN
DRAGON
UNDEAD
+41; darkvision, scent (imprecise) 60 feet, soulsense 60 feet, truesight
Common, Draconic, Giant; truespeech
Acrobatics +33, Arcana +45, Athletics +40, Deception +39, Diplomacy +43, Intimidation +43, Occult +45, Society +43
+12+7+9+12+7+7
50 +37 +34 +42; +2 status to all saves vs. magic, +4 status vs. mental
475; death effects, disease, paralyzed, poison, sleep; acid 20, cold 20, electricity 20, fire 20, mental 20; holy 25
Cowering Aura (aura, emotion, fear, mental) 90 feet, DC 43.
Soul Ward 200 HP. An intangible field of necromantic energy protects dregoth from total destruction. The soul ward has 200 maximum Hit Points. Whenever dregoth would be reduced below 1 Hit Point, all damage in excess of what would reduce him to 1 Hit Point is instead dealt to his soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, dregoth is destroyed. A soul ward’s Hit Points can be restored only via specific abilities such as Consume Soul, or his breath weapon. When dregoth goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed.
Extra Reactions Dregoth gains 2 reactions at the start of his turn each round.
Reactive Strike
Discorporate (arcane, void) Dregoth takes excess damage to their soul ward but still has at least 51 Hit Points in his soul ward; Dregoth draws deeply into his soul ward, discorporating his body into soul energy in order to escape. They take 50 damage to his soul ward and his physical body vanishes, reappearing 1d4 hours later in a random location within 1 mile from the location where he used Discorporate.
Contingency Dregoth fails a saving throw against a spell. Dispel magic (7th level) attempts to counteract the triggering spell.
60 feet, fly 180 feet
jaws +42 (magical, reach 20 feet, void),
6d12+11 piercing plus 2d10 void
claw +42 (agile, magical, reach 15 feet),
6d10+11 slashing plus 2d10 void
tail +40 (magical, reach 25 feet),
6d10+11 bludgeoning plus 2d10 void
wing +40 (agile, magical, reach 20 feet),
5d10+11 bludgeoning plus 2d10 void
Arcane Prepared Spells DC 48, attack +40; contingency (*This spell has been cast already.); detonate magic, falling stars, telepathic demand; desiccate, disappearance, hidden mind (already cast); dispel magic (at will), mask of terror, reverse gravity, spell turning; dominate, truesight, wall of force;scouting eye, slither, translocate; clairvoyance, resilient sphere, suggestion; blindness, slow, stinking cloud; blur, revealing light, telekinetic maneuver; command, enfeeble, sure strike;detect magic, forbidding ward, prestidigitation, read aura; truesight, truespeech
Occult Innate Spells DC 48, attack +40; agonizing despair (x2), dominate (x2); mind reading (at will); daze, message, telekinetic projectile
Consume Soul (arcane, death, void) A living creature within 30 feet of dregoth dies; Dregoth tears the creature’s soul from its body with their maw and gulps it down. The dying creature must attempt a DC 44 Fortitude save.
The creature is unaffected.
Dregoth tears off a small chunk of the creature’s soul. If the victim is restored to life, they are drained 1 in addition to any other side effects of returning to life. Dregoth adds a number of Hit Points to their soul ward equal to half the creature’s level.
As success, but the creature’s soul is ravaged. The creature is drained 3 and dregoth adds a number of Hit Points to their soul ward equal to the creature’s level.
As failure, but dregoth devours the entire soul. The victim can’t be restored to life as long as dregoth exists except via a 10th-level effect such as miracle or wish, and dregoth adds a number of Hit Points to their soul ward equal to twice the creature’s level.
Breath Weapon (arcane, fire) Dregoth breathes a blast of scouring sand in an 80-foot cone that deals 12d6 fire damage, 12d6 slashing damage, plus 4d6 persistent void damage (DC 46 basic Reflex save). A creature that fails its save is also drained 1 (or drained 2 on a critical failure). If a creature is drained by dregoth’ s Breath Weapon, dregoth’ s soul ward gains 5 HP. Dregoth can't use Breath Weapon again for 1d4 rounds.
Change shape (concentrate, polymorph) Dregoth assumes a Medium humanoid form, posing as a dray sorcerer king.
Draconic Frenzy Dregoth makes two claw Strikes and one tail strike in any order.
Draconic Momentum When dregoth scores a critical hit with a strike, he recharges Breath Weapon.
Dragon Defiling Once per round; living creatures within 20 feet; Prior to casting a spell; Dregoth pulls in life energy, all creatures within 20 feet take 10d6 void damage. The act of defiling empowers dregoth's spells reducing the casting time by one action. Each creature in the area must attempt a DC 49 fortitude save.
The creature takes no damage.
The creature takes half damage and is sickened 1 until its next turn.
The creature takes full damage and is sickened 2.
The creature takes double damage and is sickened 3.

Credit: Mike Fleming

High Drik

A drik is a powerful and massive herd lizard. Its sheer bulk gives it an awesome might, making young driks targets for beast masters from both Urik and Raam to serve in their armies. The capture of the young driks has all but depleted the wild drik.

A drik is a powerful animal, built low to the ground and covered by a thick horn-encrusted shell. At birth the drik has no shell. But while growing, the young drik secretes a resin and bits of bone that form the beast’s carapace. The shell hardens as the creature matures to an adult and protects the drik from behind the head all the way to the tail. This shell is a dark gray, speckled white with bone chips. The scaly hide of the drik is a deep brown, though some appear light brown or even yellow. The drik’ s heavy body is supported by four thick, stub like legs, each sporting four huge claws. The drik’ s head is enormous and has two black eyes. It has and a large mouth capable of swallowing a human whole. Several jagged tusks protrude menacingly from below the creature’s mouth. The drik communicates with other driks through grunts and bellows. More intelligent creatures must use psionics or magic to communicate with a drik.





































Another more foul and corrupt method for altering the drik is known only to the defilers under the directorship of King Hamanu, warrior king of Urik. The minions of Hamanu are sent to the shores of the Black Waters to find drik eggs. These eggs are brought back to a bestiary that has been especially designed for this type of experimental conversion.

The defilers use their foul magics to change the way the beasts develop within their eggs. Only 20% of the treated eggs survive the process. The process stunts their growth, allowing them to grow to a maximum height of only 18 feet. However, the benefits to the armies of Hamanu far outweigh this minor setback.

High driks are relatively quiet and nimble bipeds. Their forelegs have mutated and now boast three fingers instead of the clawed hooves of their brethren. The skin of high driks is a dark, blood-red to black and veins protrude beneath the thick hide of the creatures. Their shells retain a smaller but relatively unchanged shape except that they are more twisted and jagged than the natural form. The shell color ranges from gray to black with sickly-green flecks riddling the surface.

The tusks around the high driks’ heads are proportionately smaller than those of their unaltered relatives. Their mouths, however, are filled with multiple rows of black, razor-sharp teeth. Green, viscous fluid seeps from their slavering maws.

High driks are also relatively intelligent and can speak in a crude form of the common tongue if taught. They can also communicate with other natural driks.

It is believed that the transformation this creature undergoes causes it to become insane and psychotic. It is, however, impossible to tell as there is no equivalent being to compare the high drik to. At the very least, the high drik is sadistic and cruel, taking immense joy in causing pain to others.

Because high driks have retained their native language of grunts and growls, they are usually used as beast masters to Hamanu’s war driks. The control high driks exercise over war driks requires no psionics or magical links and little training is necessary for a war drik to learn to obey the commands of its high drik master.

If a controlling high drik is killed in combat, the war drik becomes confused and begins to rampage, attacking and ramming random structures and even allied driks.

Capable and even imposing in melee, high driks are at their most formidable while using their innate abilities as defilers and psionicists.



































High Drik
CREATURE 9

UNHOLY
LARGE
HUMANOID
MUTANT
+16; darkvision
Common, Drik
Arcana +18, Deception +14, Intimidation +14, Occultism +16, Religion +16, Society +12, Stealth +12
+6+3+6+5+3+3
26 +19 +13 +16
130
30 feet
jaws +21, 2d10+11 piercing High Drik Saliva
longsword +21 (versatile P), 2d8+11 slashing
Arcane Prepared Spells DC 28, attack +20; breathe fire, force barrage; fly, haste; gecko grip, invisibility, see the unseen; force barrage (X2), enfeeble, sleep, sure strike; frostbite, ignition, shield, void warp
Occult Innate Spells DC 25, attack +17; agonizing despair, paralyze, mind reading (at will); daze, message, telekinetic projectile
Defiling once per round; non barren terrain within 10 feet; Prior to casting a spell; The high drik pulls in plant energy, all plants wither and die within 10 feet. The act of defiling empowers the high drik’ s spells reducing the casting time by one action. Each creature in the area must attempt a DC 26 fortitude save.
The creature is unaffected.
The creature is sickened 1 until its next turn.
The creature is sickened 1.
The creature is sickened 2.
High Drik Saliva (poison) DC 25 Fortitude; 6 rounds; 2d6 poison damage, enfeebled 1 (1 round); 3d6 poison damage and enfeebled 1 (1 round); 3d6 poison damage and enfeebled 2 (1 round).
Sadistic Strike A high drik deals an extra 2d6 damage whenever they Strike an enfeebled, frightened, or prone creature.
Spell Ambush A creature off-guard to the high drik takes a –2 circumstance penalty to checks and DCs to defend against its spells.

Credit: Ben Wootten

Dune Freak

The dune freaks, or anakore, are a race of dimwitted humanoids with bony, wedgelike heads, small ears pressed close to the sides of their heads, and sunken, beady eyes covered by clear membranes to prevent sand from scratching these delicate tissues.

The bright light of Athas’ sun blinds the anakore during the day, but at night they can see as clearly as most beings do during the day.

The anakore have an unusual dorsal ridge running along their spine. This fin is a sensitive organ which picks up minute vibrations traveling through the sand. With it, they can locate a solitary creature walking on the sand from as far away as five miles.

Anakore usually attack their foes by burrowing underneath them, then striking from beneath the victim with their sharp claws. The anakore continue to fight from within the sand for as long as possible gaining cover while they do so.

The anakore live within any sandy heap, such as sand dunes or the alluvial fans at the mouths of the canyons. Normally, they travel and hunt in small packs of two to twelve individuals, with the largest, most aggressive acting as leader. They are rarely found outside of sandy areas, but they can walk upright across various kinds of terrain — though they are unusually vulnerable in this state and will avoid fighting at all costs.

The anakore are nomadic burrowers who are constantly moving through the sandy wastes of Athas. It is often possible to identify an area through which anakores have passed by the dead plants found there — the anakores chew the roots away, leaving the upper stalks exposed. In addition to their diet of plant roots, the anakores also eat meat — mekillot, inix, erdlu, elf, dwarf, halfling, and nearly anything except kank.

Dune Freak
CREATURE 1

MEDIUM
ANAKORE
HUMANOID
+7; darkvision, tremorsense (imprecise) 30 feet
Anakore
Athletics +8, Stealth +7, Survival +7
+4+2+1-2+1-2
Light Blindness
15 +9 +6 +5
20
25 feet, burrow 20 feet
jaws +9, 1d6+3 piercing plus anakore venom
claw +9 (agile), 1d4+2 slashing plus Grab
Anakore Venom (poison) DC 16 Fortitude; 6 rounds; 1d10 poison and off-guard (1 round); 1d12 poison, clumsy 1, and off-guard (1 round); 2d6 poison, clumsy 2, and off-guard (1 round).
Rend claw

Credit: Ben Wootten

Dune Reaper

The dune reaper prowls the sandy wastes in wild packs, eating anything it finds after ripping it apart with scythe like limbs. Perhaps the most disquieting features of the dune reaper are the eerie red luminescence of its eyes and the sickly-sweet smell of decay that surrounds it. The reaper emits a howling wail that can frequently be heard across the barren deserts of Athas. At 6 feet tall and 3,000 pounds, the size, ferocity, and eerie appearance of the dune reaper makes it a highly valued combatant in many Athasian arenas, especially since they tend to go berserk when separated from the hive.

Dune reapers are matriarchal, hive creatures, which create male drones to create hives using their saliva to bind sand and gravel. They have a complex form of communication involving sound, motion, and scents used to communicate when prey has been located.

Dune Reaper Drone
CREATURE 5

LARGE
BEAST
+12; darkvision, scent (imprecise) 30 feet
telepathy 30 feet
Athletics +13, Survival +12
+5+2+4-4+2-1
Hive Mind (primal) Dune Reapers operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other dune reaper from the same hive mind, a dune reaper drone gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one dune reaper is aware of a combatant, all members of the hive mind within range are aware of it.
21 +12 +9 +7
60
Able Assistant When using the Aid action to assist another dune reaper from the same hive mind within range of its hive link, if the dune reaper drone rolls a success, they get a critical success instead, and if they roll a critical failure, they get a failure instead.
30 feet, burrow 5 feet
mandibles +13, 2d8+6 piercing plus Grab
claw +13 (agile), 2d6+6 slashing

Dune Reaper Warrior
CREATURE 7

LARGE
BEAST
+15; darkvision, scent (imprecise) 30 feet
telepathy 30 feet
Athletics +17, Intimidation +15, Stealth +13, Survival +15
+6+2+4-4+2-1
Hive Mind (primal) Dune Reapers operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other dune reaper from the same hive mind, a dune reaper warrior gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one dune reaper is aware of a combatant, all members of the hive mind within range are aware of it.
25 +18 +12 +10
120
Reactive Strike
30 feet, burrow 5 feet
mandibles +18, 2d10+9 piercing plus Grab
claw +18 (agile), 2d8+9 slashing
Bloodcurdling Screech (auditory, emotion, fear, mental) The dune reaper unleashes a loud howl that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 25 Will save. Regardless of the result, creatures are temporarily immune for 1 minute.
The creature is unaffected.
The creature is frightened 1.
The creature is frightened 2.
The creature is fleeing for 1 round and frightened 3.
Pack Attack A dune reaper warrior deals an additional 2d6 precision damage to any creature within reach of at least two of the dune reaper's allies.
Pounce The dune reaper warrior Strides and makes a Strike at the end of that movement. If the dune reaper warrior began this action hidden, it remains hidden until after the ability's Strike.
Rend claw
Swarming Flank If at least three dune reapers have a creature within their reach, they flank the creature, even if they can't draw a line to each other that passes through opposite sides of the creature's space.

Dune Reaper Matron

Dune Reaper Matrons are the same level as warriors. To make a dune reaper matron, remove Pounce, and Rend, and give it the following spells and Frenzy Pheromone action.

Occult Innate Spells DC 25, attack +17; agonizing despair, paralyze, mind reading (at will); daze, message, telekinetic projectile

Frenzy Pheromone The dune reaper matron unleashes a pheromone that causes all other dune reapers within a 100-foot emanation to become quickened 1 until the start of the dune reaper matron’s next turn, and they can use the extra action only for Burrow, Stride, or Strike actions. The dune reaper matron can’t unleash the pheromone again for 1d4 rounds.




Dune Runner

Dune runners are elves who died running to complete a quest or deliver an important message. They are undead, forever trapped and forced to repeat their hopeless mission night after night.

From a distance, a dune runner appears to be a muscular elf running across the terrain. Upon closer inspection, however, the very thin, gray skin can be seen pulled tautly against its boney frame.

The dune runner remembers all the languages that the elf knew when it was alive. It is said that they sometimes talk to their victims as they run across the Athasian desert.

These haunted creatures have transcended physical limitations and run each night for the sheer pleasure of it. Their evil fixation is so consuming that they compel the living to join them in their crazed, headlong run into oblivion. Few individuals have ever run the entire night with a dune runner in order to find out what happens to them at dawn; the ones who live often refuse to speak of that night for the rest of their lives.

The dune runner is a bane to any caravan travelling across country. It has been reported that some small caravans have been found deserted along a known dune runner's path. The traders are often found miles away, dead from exhaustion and dehydration. Larger, more experienced trading caravans will even delay their travel a half-day rather than cross or camp along a dune runner's trail near dark.








Dune Runner
CREATURE 3

Medium
ELF
UNDEAD
+10; darkvision, lifesense 60 feet
Common, Elven
Athletics +9, Deception +10, Stealth +9
+1+4+3+1+1+3
18 +6 +12 +9
45 (void healing); death effects, disease, paralyzed, poison, unconscious; physical 3 (except metal)
Aura of the Runner's Curse (aura, curse, emotion, mental) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 20 Will save. On a failed save, the target is fascinated for this turn and whenever it begins its turn within 30 feet of the dune runner for the next 24 hours, even if it can't see it on subsequent turns.
Rejuvenation When a dune runner is destroyed, it re-forms after 2d4 days, fully healed. A dune runner can be permanently destroyed only if the dune runner's previous quest is completed.
30 feet
fist +12 (agile), 1d8+3 bludgeoning plus drain life
Drain Life (divine, void) When the dune runner damages a living creature with its fist Strike, the dune runner gains 3 temporary Hit Points, and the creature must succeed at a DC 17 Fortitude save or become drained 1. Further damage dealt by the dune runner increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Runner's Command (curse, emotion, mental) The dune runner focuses its curse upon a target within its aura. The creature must attempt a DC 20 will save or be affected by the aura of the runner's curse. If the target was already affected by the dune runners curse, the target suffers the effects of a failed save against suggestion. The target will join the dune runner's nightly run.

Dwarf

Dwarves are short, stocky demihumans capable of amazing feats of strength. They are known for obsessive attitudes about the tasks they perform and as such, are considered extremely reliable workers.

Dwarves stand an average of 4½ to 5 feet tall. They tend to have disproportionate statures because of over-muscled bodies and sometimes weigh as much as 200 pounds despite their height. Their massive hands permit them to hold weapons that seem too large for their size. Equally large feet help keep their bulging frames standing. Deep-set eyes sometimes give the impression that the dwarves are constantly observing, silently watching and judging the actions of those around them.

Other than a distinctive build and usually hairless heads, dwarves do not stray too far from a human appearance. However, endless hours laboring under the scorching, Athasian sun has brought them deep copper tans and calloused bodies. There is a joke spread by the humans that dwarves use no whetstone to sharpen their weapons; instead, they are said to rely upon their own skin to keep their blades sharp.

The dwarven language is deep and throaty, with hard, guttural consonants that usually end the brief sentences. Since their tongue often makes non-dwarves hoarse after a few hours of speech, dwarves are willing to learn the common language spoken by merchants throughout the land. Because the language is so difficult, dwarves view with respect those who attempt their language for extended periods, in return for the honor they feel is being demonstrated to them.

























Athasian Dwarf
CREATURE -1

MEDIUM
DWARF
HUMANOID
+5; darkvision
Common, Dwarven
Acrobatics +1, Athletics +4, Intimidation +2, Survival +4
+2+0+3+0+2-1
chitin armor, hatchet x2, warhammer
14 +8 +2 +5; +1 status to all saves vs. magic
9; poison 1
20 feet
warhammer +8 (shove),
1d8+2 bludgeoning
hatchet +6 (agile, sweep, thrown 10 ft),
1d6+2 slashing

Dwarven Senior Guard
CREATURE 4

MEDIUM
DWARF
HUMANOID
+5; darkvision
Common, Dwarven
Athletics +12, City-state Lore +8, Intimidation +10, Society +7
+4+1+3+0+3+0
chitin shield, composite shortbow (20 arrows), shell armor, warhammer
19 (21 with shield raised) +12 +8 +11; +1 status to all saves vs. magic
75; poison 7
Reactive Strike
Shield Block
20 feet; ignores 5 feet of reduction from being encumbered
warhammer +13 (shove),
1d8+6 bludgeoning
composite shortbow +10 (deadly d10, propulsive, range increment 60 feet, reload 0), 1d6+4 piercing
Weapon Mastery When the dwarven senior guard scores a critical hit with their warhammer, their target is knocked prone unless they succeed at a Fortitude save DC 21.






































Dwarven Sun Cleric
CREATURE 1

MEDIUM
DWARF
HUMANOID
+7; darkvision
Common, Dwarven, Pyric, Susurran
Athletics +5, Diplomacy +5, Medicine +7, Religion +8
+1+0+2+3+4+1
chitin armor, religious symbol, warhammer
16 +7 +4 +10; +1 status to all saves vs. magic
20; poison 3
20 feet
warhammer +7 (shove),
1d8+1 bludgeoning
Divine Prepared Spells DC 17, attack +9; dizzying colors, heal, runic weapon; divine lance, shield, stabilize
Cleric Domain Spells DC 18, 1 Focus Point; Dazzling Flash
Turn Undead When a dwarven sun cleric uses heal to damage undead, each level 2 or lower undead that critically fails its save gains the fleeing condition for 1 round.

Dwarven Banshee

A dwarven banshee is a dwarf that died before completing a major focus. The dwarf’s spirit haunts its life’s work, terrorizing its former friends and all those that still work on the focus.

The dwarven banshee is a gruesome sight to behold. All its skin peels away, revealing the muscle underneath. This muscle may turn brown in the sunlight or become gray and moldy if the banshee remains under ground. The banshee’s eyes burn like flames. The banshee retains its memories and speaks the same languages it did in life.


























Dwarven Banshee
CREATURE 6

Medium
DWARF
UNDEAD
+16; darkvision, lifesense 120 feet
Common, Dwarven
Athletics +15, Stealth +11
+4+0+2+1+4+2
24 +17 +11 +14
110 (void healing); death effects, disease, paralyzed, poison, unconscious; physical 5 (except metal); earth 8
Aura of Rage (aura, emotion, mental) 20 feet. Any creature in the aura, takes a –1 status penalty to AC, can't perform actions with the concentrate trait except for the Seek action and actions with the rage trait, and gains a +2 status bonus to melee damage rolls. A creature can attempt a DC 24 Will save when it enters the aura to avoid the effect or again at the end of their turn.
Rejuvenation When a dwarven banshee is destroyed, it re-forms after 2d4 days, fully healed. A dwarven banshee can be permanently destroyed only if the dwarven banshee's focus is completed.
25 feet
fist +15 (agile, magical),
2d6+8 void plus terrifying touch
Frenzy Gaze (concentrate, mental, visual) The dwarven banshee stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the dwarven banshee's Aura of Rage. In addition, if the creature was already enraged, on a failed save, it cannot tell friend from foe, making it confused for as long as it remains enraged, on a critical failure, it can't target the dwarven banshee with any Strikes or other effects from its confused condition. After attempting this save, the creature is then temporarily immune until the start of the dwarven banshee’s next turn.
Terrifying Touch (emotion, fear) A creature damaged by the banshee’s touch that isn’t already frightened must attempt a DC 24 Will save (DC 26 if the attack was a critical hit). If the creature fails its save, it’s frightened 1; on a critical failure, the creature is frightened 2.
Wail (auditory, concentrate, death, void) The banshee unleashes a soul-chilling wail and each living enemy in a 30-foot emanation takes 7d6 void damage. Each living creature in the area must attempt a DC 24 Fortitude save. This Wail overcomes silence and similar effects of 3rd level or lower. The banshee can instead use Wail as a three-action activity to overcome such effects of up to 5th level. The banshee can’t Wail again for 1d4 rounds.
The creature is unaffected.
The creature takes full damage.
The creature takes full damage and is drained 1
The creature takes double damage and is drained 2.

Clerical Elemental

Some of Athas' most powerful clerics develop a primordial spark. These individuals begin to bond with their element and their body becomes enveloped in elemental energy. Fire clerics become enveloped in flames, water clerics start dripping water and so on. These clerics also learn to shape shift into an elemental form multiple times a day.

Clerical elementals possess a fascination with elemental magic and lore greater than that of other clerics. They see their primordial spark not as a tool, but as a gift and a natural part of who and what they are. Everything they do, everything they see, and everything they learn is examined and analyzed as it relates to their elemental goal first, and to all other concerns second.

This doesn't mean that they have no other goals or other passions. They might adventure alongside friends, help the local population, or fight on a battlefield for a cause that they believe in, just like any other cleric might do. Even in the midst of all this, however, they learn and study constantly, seeking to understand what their element desires and how they can better serve it.



































Clerical Elemental of Air
CREATURE 12

RARE
MEDIUM
AIR
ELMENTAL
HUMANOID
+25; darkvision, stormsight
Common, Susurran; telepathy 60 feet
Acrobatics +25, Athletics +20, Diplomacy +22, Performance +25, Religion +28, Stealth +22, Survival +20
+4+7+5+4+8+5
+2 striking returning spear, +1 resilient hide armor, religious symbol of Air
Stormsight Wind, precipitation, and clouds don't impair a clerical elemental of air's vision; it ignores the concealed condition from storms, mist, precipitation, and the like.
32 +19 +22 +25
185
High Winds (air, aura, primal) 20 feet. Swirling winds make all squares in the emanation difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. The clerical elemental of air can activate or deactivate this aura as a single action, which has the concentrate trait.
25 feet, fly 40 feet
spear +24 (magical, thrown 20 ft), 3d6+6 piercing
shortbow +24 (deadly d10, magical, 60 feet range increment, reload 0), 3d6+6 piercing
Divine Prepared Spells DC 36, attack +28;heal (x6), repulsion, spirit blast, teleport; dispel magic, elemental form, harm; air walk, divine wrath, spiritual armament; blindness, holy light, wind wall; resist energy, silence, summon elemental; air burst, enfeeble, fear; detect magic, divine lance, guidance, light, shield
Cleric Domain Spells DC 36, 2 Focus Points; disperse into air, pushing gust
Divine Font heal
Occult Innate Spells DC 32, attack +24; agonizing despair (x2), dominate; mind reading (at will); daze, message, telekinetic projectile
Change Shape (concentrate, divine, polymorph) The clerical elemental transforms into a large or huge air elemental. This doesn’t affect the clerical elemental’s statistics, but it could change the damage type of their Strikes.
Swiftness A clerical elemental of air’s movement doesn’t trigger reactions.
Windstorm (air) The clerical elemental of air exhales, creating a powerful windstorm. This windstorm is a 10-foot burst within 100 feet that deals 3d8+10 bludgeoning damage (DC 30 basic Reflex save). Creatures that fail their saving throw are pushed 10 feet in any direction (plus knocked prone on a critical failure).






































Clerical Elemental of Earth
CREATURE 14

RARE
MEDIUM
EARTH
ELMENTAL
HUMANOID
+28; darkvision, tremorsense (imprecise) 60 feet
Common, Petran; telepathy 60 feet
Acrobatics +20, Athletics +28, Diplomacy +25, Nature +28, Religion +31, Stealth +20, Survival +25
+8+4+8+4+9+5
+2 striking impactful warhammer, +1 resilient breastplate armor, religious symbol of Earth
36 +25 +22 +28
250
20 feet, burrow 45 feet, climb 20 feet; earth glide
warhammer +27 (magical, shove),
3d8+8 bludgeoning
Divine Prepared Spells DC 39, attack +31;deity's strike, energy aegis, heal (x6), planar seal; petrify, repulsion, weapon storm; dispel magic, elemental form, heal; divine wrath, shape stone, spiritual armament; blindness, holy light, one with stone; resist energy, silence, summon elemental; bless, fear, magic stone; detect magic, divine lance, guidance, light, shield
Cleric Domain Spells DC 39, 2 Focus Points; hurtling stone, localized quake
Divine Font heal
Occult Innate Spells DC 34, attack +26; agonizing despair (x2), dominate; mind reading (at will);daze, message, telekinetic projectile
Change Shape (concentrate, divine, polymorph) The clerical elemental transforms into a large or huge earth elemental. This doesn’t affect the clerical elemental’s statistics, but it could change the damage type of their Strikes.
Earth Glide The clerical elemental of earth can Burrow through dirt and stone at their full burrow Speed, leaving no tunnels or signs of their passing.
Stone Grip (earth, incapacitation, primal) Great fingers of stone arise to grasp up to two Medium or smaller creatures on the ground within 20 feet of the clerical elemental. Each target must succeed at a DC 31 Reflex save or be grabbed by the stone hand (or restrained on a critical failure; Escape DC 31). A creature grabbed or restrained by a stone hand at the end of its turn becomes slowed 1 or increases its existing slowed condition by 1. When a creature is unable to act due to the slowed condition from this effect, the creature is permanently petrified.







































Clerical Elemental of Fire
CREATURE 16

RARE
MEDIUM
ELMENTAL
FIRE
HUMANOID
+30; darkvision, smoke vision
Common, Susurran; telepathy 60 feet
Acrobatics +28, Athletics +28, Diplomacy +28, Intimidation +32, Religion +35, Stealth +28, Survival +26
+7+6+6+5+10+6
+2 striking flaming bastard sword, +1 resilient scale mail, religious symbol of Fire
Smoke Vision A clerical elemental of fire can see through smoke with ease, and they ignore the concealed condition from smoke.
38 +26 +26 +30
280; fire; cold 10
Shining Blaze (aura, fire, primal) 5 feet, 4d6 fire damage (DC 35 basic Reflex).
25 feet
bastard sword +30 (fire, magical, two-hand 1d12),
3d6+6 slashing plus 1d6 fire
Divine Prepared Spells DC 41, attack +33;burning blossoms, divine armageddon, divine inspiration, heal (x6), ; execute, fiery body, interplanar teleport; flame vortex, repulsion, spirit blast; dispel magic, elemental form, harm; divine wrath, harm, spiritual armament, wall of fire; blindness, fireball, holy light, vampiric feast; heal, resist energy, silence, summon elemental; bane, breathe fire, fear, enfeeble; detect magic, divine lance, guidance, light, shield
Cleric Domain Spells DC 41, 2 Focus Points; fire ray, flame barrier
Divine Font heal
Occult Innate Spells DC 37, attack +29; agonizing despair (x2), dominate; mind reading (at will);daze, message, telekinetic projectile
Change Shape (concentrate, divine, polymorph) The clerical elemental transforms into a large or huge fire elemental. This doesn’t affect the clerical elemental’s statistics, but it could change the damage type of their Strikes.
Inferno Leap (fire) The clerical elemental of fire jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its shining blaze is suppressed until the end of the jump. At any point during the jump, flames explode from the clerical elemental in a 20-foot emanation, dealing 17d6 fire damage to each creature within the area (DC 37 basic Reflex save). The clerical elemental can’t Inferno Leap again for 1d4 rounds.








































Clerical Elemental of Magma
CREATURE 14

RARE
MEDIUM
ELMENTAL
HUMANOID
MAGMA
+28; darkvision, tremorsense (imprecise) 60 feet
Common, Petran, Pyric; telepathy 60 feet
Acrobatics +25, Athletics +25, Diplomacy +25, Intimidation +28, Religion +31, Stealth +25, Survival +23
+7+5+5+4+9+5
+2 striking flaming maul, +1 resilient scale mail, religious symbol of Magma
35 +23 +23 +28
240; fire; cold 10
Intense Heat (aura, fire, primal) 10 feet, 6d6 fire, DC 34 basic Reflex.
25 feet, magma swim 30 feet
maul +27 (fire, magical, shove),
3d12+6 bludgeoning plus 2d6 fire
fire bolt +27 (fire, range increment 50 feet),
3d12 fire
Divine Prepared Spells DC 39, attack +31; divine decree, harm (x6), inexhaustible cynicism, volcanic eruption; fire seeds, repulsion, spirit blast; dispel magic, elemental form, harm; divine wrath, fire shield, heal, spiritual armament; blindness, elemental annihilation wave, holy light, vampiric feast; harm, resist energy, silence, summon elemental; bane, blazing bolt, enfeeble, fear; detect magic, divine lance, guidance, light, shield
Cleric Domain Spells DC 39, 2 Focus Points; fire ray, flame barrier
Divine Font harm
Occult Innate Spells DC 34, attack +26; agonizing despair (x2), dominate; mind reading (at will);daze, message, telekinetic projectile
Change Shape (concentrate, divine, polymorph) The clerical elemental transforms into a large or huge magma elemental. This doesn’t affect the clerical elemental’s statistics, but it could change the damage type of their Strikes.
Magma Leap (fire) The clerical elemental of magma jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. At any point during the jump, flames explode from the clerical elemental in a 20-foot emanation, dealing 15d6 fire damage to each creature within the area (DC 34 basic Reflex save). The clerical elemental can’t Magma Leap again for 1d4 rounds.
Magma Swim A clerical elemental of magma's swim Speed functions only when the clerical elemental is Swimming through magma or molten lava.

Clerical Elemental of Rain
CREATURE 12

RARE
MEDIUM
ELMENTAL
HUMANOID
RAIN
+25; darkvision, stormsight
Common, Susurran; telepathy 60 feet
Acrobatics +25, Athletics +17, Diplomacy +22, Medicine +25, Religion +28, Stealth +22, Survival +20
+5+5+7+4+8+5
+2 striking returning spear, +1 resilient hide armor, religious symbol of Rain
Stormsight Wind, precipitation, and clouds don't impair a clerical elemental of rain's vision; it ignores the concealed condition from storms, mist, precipitation, and the like.
32 +22 +20 +25
220; electricity
High Winds (aura, rain) 40 feet. Air within the emanation is difficult terrain for Flying creatures that do not have the rain trait.
25 feet, fly 40 feet
spear +24 (magical, thrown 20 ft),
3d6+6 piercing
lightning bolt +24 (electricity, range increment 50 feet),
2d12 electricity
Divine Prepared Spells DC 36, attack +28;chain lightning, heal (x3), repulsion, spirit blast, weapon storm; dispel magic, elemental form, heal; divine wrath, draw the lightning, harm, spiritual armament; blindness, lightning bolt, holy light, vampiric feast; heal, resist energy, silence, summon elemental; bless, enfeeble, fear, thunderstrike; detect magic, divine lance, guidance, light, shield
Cleric Domain Spells DC 36, 2 Focus Points; bottle the storm, charged javelin
Divine Font heal
Occult Innate Spells DC 32, attack +24; agonizing despair (x2), dominate; mind reading (at will); daze, message, telekinetic projectile
Change Shape (concentrate, divine, polymorph) The clerical elemental transforms into a large or huge rain elemental. This doesn’t affect the clerical elemental’s statistics, but it could change the damage type of their Strikes.
Drench (primal, rain) The clerical elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+18 counteract modifier).
Thunderbolt (electricity, primal, sonic) The clerical elemental of rain emits a bolt of lightning that crashes with deafening thunder. The clerical elemental makes a lightning bolt Strike that deals 2d12 electricity damage. If it hits, the target and any creatures within a 15-foot emanation around the target take 3d6 sonic damage and must attempt a DC 32 basic Fortitude save. Any creature that fails its save is also deafened for 1d4 rounds.









































Clerical Elemental of Silt
CREATURE 16

RARE
MEDIUM
ELMENTAL
HUMANOID
SILT
+30; darkvision, tremorsense (imprecise) 30 feet, silt vision
Common, Petran, Thalassic; telepathy 60 feet
Acrobatics +32, Athletics +23, Diplomacy +28, Nature +32, Religion +35, Stealth +23, Survival +28
+5+9+9+5+10+5
+2 striking serrating scythe, +1 resilient breastplate armor, religious symbol of Silt
Silt Vision The clerical elemental of silt ignores the concealed condition from silt.
39 +25 +28 +30
290; piercing 10, slashing 10
Collapse into Silt The clerical elemental of silt is hit by an attack; The clerical elemental's body falls apart into a cloud of silt. It takes no damage from the triggering attack, and its resistances increase to 19. The clerical elemental must spend one action to reform its body before it can move or attack.
20 feet, silt swim 45 feet
scythe +30 (deadly d10, magical, trip),
3d10+8 slashing plus 2d4 slashing
silt bolt +30 (range increment 50 feet),
3d12 slashing
Divine Prepared Spells DC 41, attack +33; desiccate, devour life, harm (x6), spiritual epidemic; control sand, execute, planar seal; disintegrate, spirit blast, weapon storm; dispel magic, elemental form, heal; divine wrath, heal, mirage, spiritual armament; blindness, cup of dust, vampiric feast; resist energy, silence, summon elemental; bless, enfeeble, fear, gritty wheeze; detect magic, divine lance, guidance, light, shield
Cleric Domain Spells DC 41, 2 Focus Points; fallow field, withering grasp
Divine Font harm
Occult Innate Spells DC 37, attack +29; agonizing despair (x2), dominate; mind reading (at will); daze, message, telekinetic projectile
Change Shape (concentrate, divine, polymorph) The clerical elemental transforms into a large or huge silt elemental. This doesn’t affect the clerical elemental’s statistics, but it could change the damage type of their Strikes.
Choking Silt (primal, silt) The clerical elemental of silt discorporates into a cloud of whirling silt. It can Stride, moving freely through occupied spaces. Any creatures within those spaces take 8d6 slashing damage and must attempt a DC 34 Reflex save.
The target takes no damage.
The target takes half damage.
The target takes full damage and is sickened 2.
As failure, but the effect is increased to sickened 3.
Silt Swim A clerical elemental of silt's swim Speed functions only when the clerical elemental is Swimming through sand or silt.

































Clerical Elemental of Sun
CREATURE 16

RARE
MEDIUM
ELMENTAL
HUMANOID
SUN
+30; darkvision
Common, Pyric, Susurran; telepathy 60 feet
Acrobatics +28, Athletics +28, Diplomacy +28, Intimidation +32, Religion +35, Stealth +28, Survival +26
+8+6+6+5+10+6
+2 striking flaming khopesh, +1 resilient scale mail, religious symbol of Sun
38 +24 +24 +30
290; fire; void 10
Radiant Mantle (aura, light, sun, visual) 25 feet. The clerical elemental of sun emits bright light in the area, and dim light out to 50 feet. When a creature enters or starts its turn in the area of bright light, it must succeed at a DC 34 Fortitude save or become dazzled until the end of its turn.
25 feet, fly 30 feet
khopesh +30 (fire, magical, trip), 3d8+6 slashing plus 2d6 fire
sun bolt +30 (fire, range increment 50 feet),
3d12 fire
Divine Prepared Spells DC 41, attack +33;heal (x6), divine armageddon, prismatic wall, summon elemental herald; cosmic form, deity's strike, sunburst; flame vortex, repulsion, spirit blast; dispel magic, elemental form, harm; divine wrath, radiant beam, spiritual armament; blindness, holy light (x2); harm, silence, summon elemental; bane, dizzying colors, enfeeble; detect magic, divine lance, guidance, light, shield
Cleric Domain Spells DC 41, 2 Focus Points; dazzling flash, vital luminance
Divine Font heal
Occult Innate Spells DC 37, attack +29; agonizing despair (x2), dominate; mind reading (at will);daze, message, telekinetic projectile
Blinding Heat (incapacitation, light, sun, visual) The clerical elemental of sun intensifies its radiant mantle and unleashes blazing hot, blinding light in a 120-foot emanation. Each creature in the area takes 16d6 fire damage with a DC 34 Reflex save. The clerical elemental can't use Blinding Heat again for 1d4 rounds, and its radiant mantle is deactivated during this time.
The creature is unaffected.
The creature takes half damage and is dazzled for 1 round.
The creature takes full damage and is blinded for 1 round.
The creature takes double damage and is blinded for 1 minute.
Change Shape (concentrate, divine, polymorph) The clerical elemental transforms into a large or huge sun elemental. This doesn’t affect the clerical elemental’s statistics, but it could change the damage type of their Strikes.

Clerical Elemental of Water
CREATURE 16

RARE
MEDIUM
AIR
ELMENTAL
HUMANOID
+30; darkvision, stormsight
Common, Susurran; telepathy 60 feet
Acrobatics +28, Athletics +28, Diplomacy +32, Medicine +32, Religion +35, Stealth +28, Survival +26
+6+6+9+5+10+6
+2 striking returning trident, +1 resilient hide armor, religious symbol of Water
38 +28 +25 +30
300
Aura of Hospitality 30 feet. The clerical elemental dissuades those around them from hostility. Willing creatures in the emanation gain a +2 status bonus to Society and Diplomacy checks. The clerical elemental can suppress or resume the aura as a free action. If the clerical elemental acts hostile, the aura deactivates and can't be reactivated for 1 hour. When any other creature in the aura acts hostile, it must attempt a DC 37 Will save. On a success, it's unaffected and doesn't need to save again for 1 hour; on a failure, its current action is disrupted, as are any other hostile actions it attempts for 1 round.
Turbulent tide (aura, water) 30 feet. Water in the aura that is also in the same body of water as the clerical elemental is difficult terrain for Swimming creatures. Creatures with the water trait are immune.
25 feet, swim 40 feet
trident +30 (magical, thrown 20 ft),
3d8+6 piercing
Divine Prepared Spells DC 41, attack +33;heal (x6), deluge, divine inspiration, moment of renewal; energy aegis, regenerate, shock to the system; repulsion, personal ocean, spirit blast; dispel magic, elemental form, harm; divine wrath, hydraulic torrent, spiritual armament; aqueous orb, blindness, vampiric feast; resist energy, silence, summon elemental; bless, fear, hydraulic push; detect magic, divine lance, guidance, light, shield
Cleric Domain Spells DC 41, 2 Focus Points; downpour, tidal surge
Divine Font heal
Occult Innate Spells DC 37, attack +29; agonizing despair (x2), dominate; mind reading (at will);daze, message, telekinetic projectile
Change Shape (concentrate, divine, polymorph) The clerical elemental transforms into a large or huge water elemental. This doesn’t affect the clerical elemental’s statistics, but it could change the damage type of their Strikes.
Drench (primal, water) The clerical elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+24 counteract modifier).
Drowning Touch (incapacitation, primal, water) The clerical elemental touches a creature and causes water from its own body to flow into the creature's lungs. If the creature cannot breathe water, it must attempt a DC 37 Fortitude save.
The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours.
The creature becomes sickened 3 as it chokes on the water.
The creature chokes on the water and runs out of air. It falls unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation.

Athasian Elemental Genies

Genies are large muscular and colorful skinned creatures that resemble humanoids only in vague shape. Their appearances vary greatly between subraces, with each of them reflecting their particular form of primordial energy in their personality and physical appearance. However, they all adorn themselves in fine flowing silk clothing and their skin tones, hair, and eye coloring always lends towards their primordial elemental.

From times before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the four elemental planes of air, earth, fire, and water. Over time, the genies who remained on each elemental plane found their matter replaced with those elements.

Genie Shuyookhs

Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to “sheikha” if the genie is female or “sheikh” for a male). Genie societies are tribalistic and usually led by one of these shuyookhs in a position of nobility. Generally, at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells.

Athasian Alsahari

Alsahari are genies from the Para-elemental Plane of Magma, also known as the Fountains of Creation, which lies between the Elemental Earth and Fire. Their skin is usually black or grey with cracking and shifting bits of glowing magma beneath. They have hair made of flowing lava or jagged obsidian and they adorn themselves with obsidian or other expensive jewelry. When an alsahari swims, its lower body transforms into a column of dripping magma.


























Alsahari
CREATURE 7

UNCOMMON
LARGE
ELEMENTAL
GENIE
MAGMA
+12; darkvision, smoke vision
Common, Petran, Pyric; truespeech
Arcana +11, Athletics +19, Crafting +11, Deception +16, Diplomacy +14, Intimidation +16, Society +11
+6+2+4+1+2+4
metal breastplate, metal maul
Smoke Vision The alsahari ignores the concealed condition from smoke.
25 +16 +12 +15
140; fire; cold 8, water 8
25 feet, magma swim 30 feet
maul +18 (fire, magical, reach 10 feet, shove),
1d12+7 slashing plus 2d6 fire
fist +17 (agile, magical, reach 10 feet),
1d4+7 bludgeoning plus 2d6 fire
Primal Innate Spells DC 24, attack +16; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only);elemental annihilation wave, fire shield; detect magic, ignition; truespeech
Change Shape (concentrate, polymorph, primal) The alsahari transforms into a Small or Medium magma elemental or reptile, such as a snake. This doesn’t affect the alsahari’s statistics, but it could change the damage type of their Strikes.
Magma Swim An alsahari's swim Speed functions only when the genie is Swimming through magma or molten lava.
Seething Flash (magma, primal) The alsahari stokes its internal flames and rushes across the battlefield, Striding twice. At the end of this movement, a wave of flame and heat pours off the alsahari, dealing 4d6 fire damage to other creatures in a 10-foot emanation, with a DC 25 basic Reflex save. A creature that critically fails its save is also knocked prone.

Alsahari Shuyookh

The leaders and luminaries of alsahari come from the wise but cruel shuyookhs. These spiteful manipulators lord their might over other genies and twist mortal greed into grief. Alsahari shuyookhs guide the Dominion of Magma with their vicious whims and unwavering belief in magmas supremacy.

































Alsahari Shuyookh
CREATURE 12

RARE
LARGE
ELEMENTAL
GENIE
MAGMA
+19; darkvision, smoke vision
Common, Petran, Pyric; truespeech
Arcana +22, Athletics +25, Crafting +20, Deception +22, Diplomacy +21, Intimidation +23, Society +20
+7+4+5+3+3+5
metal breastplate, metal maul
Smoke Vision The alsahari ignores the concealed condition from smoke.
33 +23 +19 +22
270; fire; cold 10, water 10
Reactive Strike
25 feet, magma swim 35 feet
maul +26 (fire, magical, reach 10 feet, shove),
1d12+10 slashing plus 4d6 fire
fist +24 (agile, magical, reach 10 feet),
1d4+10 bludgeoning plus 4d6 fire
Primal Innate Spells DC 33, attack +25; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only), volcanic eruption;blazing fissure, elemental annihilation wave (at will); fire shield (x2); detect magic, ignition, illuminate; truespeech
Change Shape (arcane, concentrate, polymorph) The shuyookh transforms into a Small or Medium magma elemental or reptile, such as a snake. This doesn’t affect the shuyookh’ s statistics, but it could change the damage type of their Strikes
Magma Swim A alsahari's swim Speed functions only when the genie is Swimming through magma or molten lava.
Seething Flash (magma, primal) The alsahari shuyookh stokes its internal flames and rushes across the battlefield, Striding twice. At the end of this movement, a wave of flame and heat pours off the shuyookh, dealing 5d8 fire damage to other creatures in a 20-foot emanation, with a DC 32 basic Reflex save. A creature that critically fails its save is also knocked prone.

Athasian Dukhani

Dukhani are genies from the Para-elemental Plane of Sun, also known as the Great Conflagration, which lies between the Elemental Planes of Air and Fire. Their skin is pale almost white, and their hair takes the form of billowing sunlight. They tend to where little to no bright clothes, and sparkling diamonds. When a dukhani flies, its lower body transforms into columns of bright fire.




























Dukhani
CREATURE 9

UNCOMMON
LARGE
ELEMENTAL
GENIE
SUN
+18; darkvision
Common, Pyric, Susurran; truespeech
Arcana +14, Athletics +20, Crafting +14, Deception +19, Diplomacy +17, Intimidation +19, Society +14
+3+6+3+1+2+4
metal breastplate, metal khopesh
27 +17 +18 +21
155; fire; water 10
Blinding Aura (aura, incapacitation, light, primal, visual) 30 feet. The dukhani sheds bright light. Any creature that starts its turn in the emanation must succeed at a DC 25 Fortitude save. If it fails, it's blinded for 1 minute. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.
Commanding Presence (aura, emotion, fear, mental) 20 feet. A creature that enters the aura must succeed at a DC 25 Will save or be frightened 2 (frightened 3 on a critical failure) and is then temporarily immune for 1 minute. A genie (with the exception of another dukhani) takes a –4 circumstance penalty to their save.
25 feet, fly 35 feet
khopesh +21 (fire, magical, reach 10 feet, trip),
2d8+11 slashing plus 2d6 fire and residual light
fist +20 (agile, magical, reach 10 feet),
1d4+11 bludgeoning plus 2d6 fire
sunfire +20 (range increment 40 feet),
5d6 fire
Primal Innate Spells DC 27, attack +19; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only); holy light, invisibility (×2), vital beacon; detect magic, know the way, ignition; truespeech
Change Shape (concentrate, polymorph, primal) The dukhani transforms into a Small or Medium sun elemental or animal. This doesn’t affect the dukhani’s statistics, but it could change the damage type of their Strikes.
Nova Burst (light, primal) The dukhani intensifies its light and unleashes a burning blast of energy. It deals 5d6 fire damage to all creatures in a 20-foot emanation (DC 28 basic Fortitude save). A creature that fails its save becomes dazzled until the end of its next turn. The dukhani can't use Nova Burst again for 1d4 rounds, and its blinding aura becomes inactive during this time.
Residual Light (light, primal) When a dukhani Strikes or Grapples a creature, some of the genie's light clings to the creature for a moment. The creature must attempt a DC 28 Fortitude save. On a failure, the creature is dazzled until the end of its next turn. On a critical failure, the creature is dazzled for 1 minute. A dazzled creature can use an Interact action to wick off the light and remove the dazzled condition.

Dukhani Shuyookh

The leaders and luminaries of dukhanis come from the wise but cruel shuyookhs. These spiteful manipulators lord their might over other genies and twist mortal greed into grief. Dukhani shuyookhs guide the Dominion of Sun with their vicious whims and unwavering belief in suns supremacy.







































Dukhani Shuyookh
CREATURE 14

RARE
LARGE
ELEMENTAL
GENIE
SUN
+25; darkvision
Common, Pyric, Susurran; truespeech
Arcana +25, Athletics +25, Crafting +23, Deception +25, Diplomacy +24, Intimidation +26, Society +23
+4+8+4+3+3+5
metal breastplate, metal scimitar
35 +24 +25 +28
250; fire; water 15
Blinding Aura (aura, incapacitation, light, primal, visual) 60 feet. The dukhani shuyookh sheds bright light. Any creature that starts its turn in the emanation must succeed at a DC 31 Fortitude save. If it fails, it's blinded for 1 minute, and if it critically fails, it's blinded permanently. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.
Commanding Presence (aura, emotion, fear, mental) 20 feet. A creature that enters the aura must succeed at a DC 19 Will save or be frightened 2 (frightened 3 on a critical failure) and is then temporarily immune for 1 minute. A genie (with the exception of another dukhani) takes a –4 circumstance penalty to their save.
25 feet, fly 35 feet
khopesh +29 (fire, magical, reach 10 feet, trip),
2d8+15 slashing plus 4d6 fire and residual light
fist +28 (agile, magical, reach 10 feet),
1d4+15 bludgeoning plus 4d6 fire and residual light
sunfire +28 (range increment 40 feet),
7d6 fire
Primal Innate Spells DC 33, attack +25; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only), sun burst; flames of ego, holy light (at will); invisibility (x2), vital beacon; detect magic, ignition, know the way, illuminate; truespeech
Change Shape (concentrate, polymorph, primal) The shuyookh transforms into a Small or Medium sun elemental or animal. This doesn’t affect the shuyookh’ s statistics, but it could change the damage type of their Strikes
Nova Burst (light, primal) The dukhani intensifies its light and unleashes a burning blast of energy. It deals 8d6 fire damage to all creatures in a 20-foot emanation (DC 34 basic Fortitude save). A creature that fails its save becomes dazzled until the end of its next turn. The dukhani can't use Nova Burst again for 1d4 rounds, and its blinding aura becomes inactive during this time.
Residual Light (light, primal) When a dukhani Strikes or Grapples a creature, some of the genie's light clings to the creature for a moment. The creature must attempt a DC 34 Fortitude save. On a failure, the creature is dazzled until the end of its next turn. On a critical failure, the creature is dazzled for 1 minute. A dazzled creature can use an Interact action to wick off the light and remove the dazzled condition.

Athasian Faydhaan

The average faydhaan stood a towering sixteen to eighteen feet tall, looking down upon all other genies. Marids were beautiful genies whose skin matched all of the hues of the vast ocean. While usually blue, in fact, marids changed their skin color to reflect their current mood, with darkest shades of blue indicating anger. Most marids had blue-black or dark gray hair, though white-haired marids did exist. Generally speaking, the white-haired marids were the most turbulent of their kind.

While on the Elemental Plane of Water, or in seas or oceans, marids usually wore scant clothing or went bare. On land they preferred colorful flowing robes or large pantaloons. Others would wear clothing made from intricately woven seaweed inlaid with coral or pearls. Both males and females enjoyed showing off their impressive physiques, so flimsy vests were usually the most clothing they wore to cover their torsos. Regardless of the style of clothing worn, it was certain to never impede swimming.















Faydhaan
CREATURE 9

UNCOMMON
LARGE
ELEMENTAL
GENIE
WATER
+16 (+18 to Sense Motive); darkvision, wavesense (imprecise) 60 feet
Common, Petran, Pyric, Susurran; truespeech
Athletics +19 (+23 to swim), Crafting +16, Deception +18, Diplomacy +20, Nature +18, Performance +20, Society +16, Stealth +18
+4+5+2+1+3+5
metal trident
28 +17 +18 +18
145; fire 10
Turbulent Seas (aura, water) 40 feet. Water in the aura that is also in the same body of water as the faydhaan is difficult terrain for Swimming creatures. Creatures with the water trait are immune.
25 feet, swim 40 feet
trident +20 (magical, reach 10 feet),
2d8+10 piercing
fist +20 (agile, magical, nonlethal, reach 10 feet),
1d4+10 bludgeoning
trident +21 (magical, thrown 20 feet),
2d8+10 piercing
Primal Innate Spells DC 24; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only); control water (at will), hydraulic torrent;hydraulic push (at will);create water (at will), invisibility (×2), water breathing;detect magic;truespeech
Change Shape (concentrate, polymorph, primal) The faydhaan transforms into a Small or Medium water elemental, aquatic animal, or humanoid. This doesn’t affect the faydhaan’ s statistics, but it could change the damage type of their Strikes
Skewer The faydhaan makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit).

Faydhaan Shuyookh

Faydhaan shuyookhs are powerful faydhaans venerated as leaders, diplomats, and negotiators. As representatives of faydhaan-kind, they observe strict rules of etiquette and hospitality and hold the literary and performing arts in high esteem. A faydhaan shuyookh takes delight in greeting guests, and being greeted in return, to see how many different greetings they can demonstrate. Guests who creatively engage in this customary greeting game will impress a faydhaan shuyookh and receive magnificent hospitality.

































Faydhaan Shuyookh
CREATURE 14

RARE
LARGE
ELEMENTAL
GENIE
WATER
+23 (+25 to Sense Motive); darkvision, detect magic, wavesense (imprecise) 60 feet
Common, Petran, Pyric, Susurran; telepathy 100 feet, truespeech
Athletics +27 (+31 to Swim), Crafting +24, Deception +26, Diplomacy +28, Nature +25, Performance +28, Society +26, Stealth +27
+7+7+5+4+5+8
metal jambiya (functions as a dagger)
36 +23 +27 +25
240; fire 15
Aura of Hospitality (aura, emotion, mental) 60 feet. The faydhaan shuyookh dissuades those around them from hostility. Willing creatures in the emanation gain a +2 status bonus to Society and Diplomacy checks. The shuyookh can suppress or resume the aura as a free action. If the shuyookh acts hostile, the aura deactivates and can’t be reactivated for 1 hour. When any other creature in the aura acts hostile, it must attempt a DC 35 Will save. On a success, it’s unaffected and doesn’t need to save again for 1 hour; on a failure, its current action is disrupted, as are any other hostile actions it attempts for 1 round.
Turbulent Seas (aura, water) 60 feet. Water in the aura that is also in the same body of water as the faydhaan shuyookh is difficult terrain for Swimming creatures. Creatures with the water trait are immune.
25 feet, swim 60 feet
jambiya +29 (agile, finesse, magical, reach 10 feet, versatile S), 2d4+13 piercing
fist +27 (agile, magical, nonlethal, reach 10 feet),
3d8+13 bludgeoning
jambiya +29 (agile, magical, thrown 20 feet, versatile S),
2d4+13 piercing
Primal Innate Spells DC 34, attack +26; interplanar teleport, (to Astral Plane, Elemental Planes, or Athas only), summon elemental; howling blizzard (at will), control water (at will), mirage, truespeech (at will); hydraulic push (at will), invisibility (×2), vapor form;befitting attire (at will), create water (at will), invisibility (at will), see the unseen, water breathing;detect magic;truespeech
Change Shape (concentrate, polymorph, primal) The faydhaan shuyookh transforms into a Small or Medium water elemental, aquatic animal, or humanoid. This doesn’t affect the shuyookh’ s statistics, but it could change the damage type of their Strikes.
To the Hilt The faydhaan shuyookh makes a melee jambiya Strike and buries the blade deep, dealing an extra 3d6 persistent bleed damage on a hit (6d6 on a critical hit).

Athasian Ifrit

Hulking genies of the Elemental Plane of Fire, the ifrit are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an ifrit flies, its lower body transforms into a column of smoke and embers.

The ifrit are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Ifrit don't see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest.
















Ifrit
CREATURE 9

UNCOMMON
LARGE
ELEMENTAL
FIRE
GENIE
+17; darkvision
Common, Pyric; truespeech
Arcana +14, Athletics +22, Crafting +14, Deception +19, Diplomacy +17, Intimidation +19, Society +14
+5+3+4+1+2+4
metal breastplate, metal scimitar
28 +18 +17 +20
175; fire; cold 10, water 10
25 feet, fly 25 feet
scimitar +21 (fire, forceful, magical, reach 10 feet, sweep), 2d6+11 slashing plus 2d6 fire
fist +20 (agile, magical, reach 10 feet),
1d4+11 bludgeoning plus 2d6 fire
Primal Innate Spells DC 27, attack +19; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only);fireball, invisibility (×2); detect magic, ignition; truespeech
Burning Grasp (fire) When the ifrit grabs or restrains a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns until freed.
Change Shape (concentrate, polymorph, primal) The ifrit transforms into a Small or Medium fire elemental or reptile, such as a snake. This doesn’t affect the ifrit’s statistics, but it could change the damage type of their Strikes.
Combat Grab The ifrit has a hand free; The ifrit makes a melee Strike. If the Strike hits, the target is grabbed in the ifrit’s free hand.
Wings of Flame (fire, primal) The ifrit grow great, flaming wings from their back. They gain a fly Speed of 35 feet for 1 minute. The flames also create an aura in a 5-foot emanation around the ifrit. Any creature that ends its turn in the aura takes 2d6 fire damage with a DC 25 basic Reflex save.

Ifrit Shuyookh

The leaders and luminaries of ifrits come from the wise but cruel shuyookhs. These spiteful manipulators lord their might over other genies and twist mortal greed into grief. Ifrit shuyookhs guide the Dominion of Flame with their vicious whims and unwavering belief in ifrit supremacy.



























Ifrit Shuyookh
CREATURE 14

RARE
LARGE
ELEMENTAL
FIRE
GENIE
+25; darkvision
Common, Pyric; truespeech
Arcana +25, Athletics +28, Crafting +23, Deception +25, Diplomacy +24, Intimidation +26, Society +23
+8+4+5+3+3+5
metal breastplate, metal scimitar
36 +26 +23 +27
300; fire; cold 15, water 15
Exploit Regret (arcane, auditory, fortune, linguistic) A creature fails an attack against the shuyookh; The shuyookh asks the triggering creature if it wishes it had hit. If the creature indicates yes, the shuyookh takes damage as if the attack had hit and the expression of regret makes the shuyookh quickened for 1d4 rounds; they can use their extra action to Fly, Stride, or Strike
25 feet, fly 35 feet
scimitar +31 (fire, forceful, magical, reach 10 feet, sweep), 2d6+16 slashing plus 4d6 fire
fist +29 (agile, magical, reach 10 feet),
1d4+16 bludgeoning plus 4d6 fire
Primal Innate Spells DC 35, attack +27; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only), volcanic eruption; fire’s pathway, fireball (at will); invisibility (x2); detect magic, illuminate, ignition; truespeech
Burning Grasp (fire) When the ifrit Grabs or restrains a creature, that creature takes 4d6 fire damage, and takes 4d6 fire damage at the end of each of its turns until freed.
Change Shape (arcane, concentrate, polymorph) The shuyookh transforms into a Small or Medium fire elemental or reptile, such as a snake. This doesn’t affect the shuyookh’ s statistics, but it could change the damage type of their Strikes
Combat Grab The ifrit shuyookh has a hand free; The shuyookh makes a melee Strike. If the Strike hits, the target is grabbed in the shuyookh’ s free hand
Wings of Flame (fire, primal) The ifrit shuyookh grows great, flaming wings from their back. They gain a fly Speed of 45 feet for 1 minute. The flames also create an aura in a 10-foot emanation around the shuyookh ifrit. Any creature that ends its turn in the aura takes 4d6 fire damage with a DC 35 basic Reflex save.

Credit: Tomasz Chistowski

Athasian Jaathoom

Jaathoom resemble extremely tall (averaging ten and a half feet in height) human men and women, well-muscled and physically fit. Their features are aristocratic and considered attractive by human standards. Their skin tone ranges from pale blue to a more common olive-brown or dark tan characteristic of Zakharans. Their eyes are usually brown, but a rare few have blue eyes. Jaathoom garments are typically shimmering silk, designed for comfort and to flaunt their muscular physiques.



















Jaathoom
CREATURE 5

UNCOMMON
LARGE
AIR
ELEMENTAL
GENIE
+15; darkvision
Common, Susurran (can’t speak any language); cloud of visions
Acrobatics +14, Arcana +11, Athletics +11, Crafting +9, Deception +11, Diplomacy +13, Society +9, Stealth +12
+4+5+2+2+2+4
metal scimitar
Cloud of Visions (aura, mental, primal) 60 feet. A jaathoom has telepathy 60 feet but can only show images rather than speaking.
22 +9 +14 +11
55
Turbulent Skies (air, aura, primal) 20 feet. Swirling winds make all squares in the emanation difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. The jaathoom can activate or deactivate this aura as a single action, which has the concentrate trait.
Naturally Invisible The jaathoom is invisible at all times, though when they take a hostile action of any kind, they are hidden instead of undetected until the start of their next turn, as the vague outline of their form is faintly visible for a brief period of time.
25 feet, fly 40 feet
scimitar +15 (forceful +1, reach 10 feet, sweep),
1d6+10 slashing
fist +16 (agile, finesse, magical, nonlethal, reach 10 feet), 1d4+10 bludgeoning
crashing wind +16 (air, primal, range increment 20 feet), 1d8+8 bludgeoning
Primal Innate Spells DC 21; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only); nightmare, vapor form; ill omen, illusory creature, illusory object, sleep; detect magic
Change Shape (concentrate, polymorph, primal) The jaathoom transforms into a Small or Medium air elemental or aerial animal, such as an owl. This doesn’t affect the jaathoom’ s statistics, but it could change the damage type of their Strikes.
Hurricane Blast (air, primal) once per round; The jaathoom moves all creatures without the air trait in their turbulent skies aura 20 feet directly away, clockwise, or counterclockwise. A creature avoids being moved if it succeeds at a DC 21 Fortitude save.

Jaathoom Shuyookh

Exalted jaathoom shuyookhs are ostentatious purveyors of dreams and nightmares. They can remain invisible like any jaathoom but prefer to make themselves visible to better communicate and express their individuality through bright fabrics, expensive jewels, and flashy displays of excess.



























Jaathoom Shuyookh
CREATURE 10

RARE
LARGE
AIR
ELEMENTAL
GENIE
+22; darkvision
Common, Susurran (can’t speak any language); cloud of visions
Acrobatics +21, Arcana +20, Athletics +19, Crafting +17, Deception +22, Diplomacy +22, Society +20, Stealth +17
+5+7+3+5+3+6
metal jambiya (functions as a dagger)
Cloud of Visions (aura, mental, primal) 120 feet. A jaathoom Shuyookh has telepathy 120 feet but can only show images rather than speaking.
39 +17 +21 +19
150
Turbulent Skies (air, aura, primal) 20 feet. Swirling winds make all squares in the emanation difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. The jaathoom shuyookh can activate or deactivate this aura as a single action, which has the concentrate trait.
Naturally Invisible The jaathoom Shuyookh is invisible at all times. They can become visible or return to invisibility as a single action, which has the concentrate trait
25 feet, fly 75 feet
jambiya +24 (agile, finesse, magical, reach 10 feet, versatile S), 2d4+11 piercing plus 1d12 electricity
fist +23 (agile, finesse, magical, nonlethal, reach 10 feet, unarmed), 1d6+11 bludgeoning plus 1d12 electricity
crashing wind +23 (air, primal, range increment 50 feet), 3d8+8 bludgeoning
jambiya +24 (agile, magical, thrown 20 feet, versatile S), 2d4+11 piercing plus 1d12 electricity
Primal Innate Spells DC 30; interplanar teleport (at will; to Astral Plane, Elemental Planes, or Athas only); illusory creature, illusory object, nightmare (×2), pressure zone, sleep (×2); ill omen, vapor form; detect magic
Change Shape (concentrate, polymorph, primal) The jaathoom shuyookh transforms into a Small or Medium air elemental or aerial animal, such as an owl. This doesn’t affect the shuyookh’ s statistics, but it could change the damage type of their Strikes.
Hurricane Blast (air, primal) once per round; The jaathoom shuyookh moves all creatures without the air trait in their turbulent skies aura 20 feet directly away, clockwise, or counterclockwise. A creature avoids being moved if it succeeds at a DC 29 Fortitude save.
Ominous Dreams (mental, prediction) ) The jaathoom sends a prophetic dream into the mind of a sleeping creature within 60 feet. An unwilling creature can avoid the vision if it succeeds at a DC 32 Will save. The jaathoom chooses the dream’s subject but not its exact events. The target sees a brief vision of its future related to that subject, with the effect of augury. If the result is bad or mixed, the creature is frightened 2 and doesn’t start to recover from being frightened until it wakes.

Athasian Jabali

Jabali are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become columns of swirling sand.

The jabali dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane of Earth. These mazes are continually expanding as the jabali delve into and reshape the rock around them.




Jabali
CREATURE 7

UNCOMMON
LARGE
EARTH
ELEMENTAL
GENIE
+20; darkvision, tremorsense (imprecise) 60 feet
Common, Petran; truespeech
Athletics +19, Crafting +14, Deception +16, Nature +15, Society +14
+6+1+4+3+2+3
metal falchion
25 +18 +12 +15
110
25 feet, burrow 45 feet, climb 20 feet; earth glide
falchion +20 (forceful, magical, reach 10 feet, sweep),
1d10+12 slashing
fist +19 (agile, magical, nonlethal, reach 10 feet),
1d4+12 bludgeoning plus Push 10 feet and stone clutch
Primal Innate Spells DC 24; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only); wall of stone;shape stone (at will);detect magic; truespeech
Earth Glide The jabali can Burrow through dirt and stone at their full burrow Speed, leaving no tunnels or signs of their passing.
Stone Clutch (earth, primal) When the jabali Pushes a creature into a stone barrier, the surface grips it with fingers of stone. The target must succeed at a DC 22 Reflex save or become grabbed by the surface (Escape DC 28).

Jabali Shuyookh

A jabali genie of great power and high social rank is called a shuyookh. Strong in body and mind, jabali shuyookhs value physical skill, fine artistry, and displays of strength. Incredibly proud, they’re easily offended and quick to anger but lash out only after weighing the consequences. Shuyookhs view their desires as greater than those around them, leading them to provide aid as quickly and efficiently as possible, fulfilling the terms of bargains expediently and to the letter.

Jabali shuyookhs are industrious and have many interests, including athletic competitions, engineering, jewelry-making, masonry, metalworking, and sculpting. They enjoy games of chance and bargaining, whether in a gambling hall, arena, or marketplace. Some mix their interests by managing organizations or guilds involving such concerns. Many shuyookhs reap the wealth of the Plane of Earth for sale elsewhere and speculate on the value of such commodities.















Jabali Shuyookh
CREATURE 12

RARE
LARGE
EARTH
ELEMENTAL
GENIE
+21; darkvision, tremorsense (imprecise) 60 feet
Common, Petran; truespeech
Athletics +25, Crafting +21, Deception +22, Nature +19, Society +21
+7+1+5+5+3+4
metal falchion
33 +24 +20 +22
210
25 feet, burrow 45 feet, climb 20 feet; earth glide
falchion +28 (forceful, magical, reach 10 feet, sweep),
2d10+14 slashing
fist +27 (agile, magical, nonlethal, reach 10 feet),
2d6+13 bludgeoning plus Push 15 feet and stone clutch
rock +27 (brutal, range increment 120 feet),
2d8+13 bludgeoning
Primal Innate Spells DC 32;earthquake; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only); petrify, mountain resilience (at will; self only); wall of stone; illusory disguise, shape stone (at will); detect magic; truespeech
Earth Glide The jabali shuyookh can Burrow through dirt and stone at their full burrow Speed, leaving no tunnels or signs of their passing.
Earthen Control When the shuyookh casts wall of stone, the edges can pass through creatures, which are shunted to the side of the wall opposite that edge.
Stone Clutch (earth, primal) When the jabali shuyookh Pushes a creature into a stone barrier, the surface grips it with fingers of stone. The target must succeed at a DC 30 Reflex save or become grabbed by the surface (Escape DC 36).
Stone Crush (earth, primal) The jabali shuyookh deals 2d6+13 bludgeoning damage to all creatures within 100 feet that are grabbed by stone clutch, with a DC 32 basic Fortitude save.

Athasian Quorrashi

Qorrashi are genies from the Para-elemental Plane of Rain, also known as the Great Deluge, which lies between the Elemental Planes of Air and Water. They have skin ranging from pale whites to dark blues. From their heads grow hair or horns made of crystalline ice. They dress in light clothing and bone jewelry to show their comfort with the rain. When a qorrashi flies, its lower body transforms into a column of lightning and rain.


















Quorrashi
CREATURE 5

UNCOMMON
LARGE
ELEMENTAL
GENIE
RAIN
+12; darkvision, mist vision
Common, Susurran, Thalassic; truespeech
Athletics +13 (+17 to swim), Crafting +12, Deception +13, Diplomacy +13, Nature +12, Performance +13, Society +12, Stealth +10
+4+5+2+1+3+5
metal spear
Stormsight Wind, precipitation, and clouds don't impair a quorrashi's vision; they ignore the concealed condition from storms, mist, precipitation, and the like.
21 +9 +15 +12
65; electricity; sonic 5
Lightning Aura (aura, electricity) 5 feet. A buzzing static electricity surrounds the quorrashi. When a creature within the aura takes electricity damage, the damage arcs to a random adjacent creature, dealing 1d6 electricity damage. A creature can only receive arcing damage once from each attack or effect.
25 feet, swim 40 feet: cloud walk
spear +13 (magical, reach 10 feet),
2d6+6 piercing plus 1d6 electricity
fist +12 (agile, magical, nonlethal, reach 10 feet),
1d4+6 bludgeoning plus 1d6 electricity
spear +12 (magical, thrown 20 feet),
2d6+6 piercing plus 1d6 electricity
Primal Innate Spells DC 22, attack +14; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only); draw the lightning, lightning bolt; invisibility (×2), thunderstrike, water breathing; detect magic; truespeech
Change Shape (concentrate, polymorph, primal) The quorrashi transforms into a Small or Medium rain elemental, aquatic animal, or humanoid. This doesn’t affect the quorrashi’ s statistics, but it could change the damage type of their Strikes
Cloud Walk The quorrashi can tread on clouds or fog as though on solid ground.
Drench (primal, rain) The quorrashi puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier).

Quorrashi Shuyookh

Quorrashi shuyookhs are powerful quorrashi venerated as leaders, diplomats, and negotiators. As representatives of quorrashi-kind, they observe strict rules of etiquette and hospitality and hold the literary and performing arts in high esteem. A quorrashi shuyookh takes delight in greeting guests, and being greeted in return, to see how many different greetings they can demonstrate. Guests who creatively engage in this customary greeting game will impress a quorrashi shuyookh and receive magnificent hospitality.























Quorrashi Shuyookh
CREATURE 10

RARE
LARGE
ELEMENTAL
GENIE
RAIN
+23 (+25 to Sense Motive); darkvision, detect magic, wavesense (imprecise) 60 feet
Common, Susurran, Thalassic; truespeech
Athletics +27 (+31 to Swim), Crafting +24, Deception +26, Diplomacy +28, Nature +25, Performance +28, Society +26, Stealth +27
+7+7+5+4+5+8
metal spear
Stormsight Wind, precipitation, and clouds don't impair a quorrashi's vision; they ignore the concealed condition from storms, mist, precipitation, and the like.
36 +23 +27 +25
240; fire 15
Storm Aura (aura, primal, rain) 50 feet. The quorrashi shuyookh is surrounded by a cyclone of wind and driving rain. This area is greater difficult terrain for flying creatures, who must successfully Maneuver in Flight (DC 26) or be blown 30 feet away from the shuyookh. Creatures on the ground must succeed at a DC 26 Reflex save to perform any move action and are knocked prone on a critical failure. The driving rain in the storm aura imposes a –2 circumstance penalty on Perception checks and extinguishes smaller flames. A quorrashi shuyookh can deactivate or activate the storm aura as a free action with the concentrate trait.
25 feet, swim 60 feet
spear +23 (magical, reach 10 feet),
2d6+10 piercing plus 2d6 electricity
fist +23 (agile, magical, nonlethal, reach 10 feet),
1d4+10 bludgeoning plus 1d6 electricity
thunderbolt +22 (range 200 feet),
3d6 electricity and 3d6 sonic plus thunderstrike
Primal Innate Spells DC 29, attack +21; chain lightning, interplanar teleport (to Astral Plane, Elemental Planes, or Athas only); lightning storm, stormburst; lightning bolt (at will); invisibility (×2), thunderstrike, water breathing; detect magic; truespeech
Change Shape (concentrate, polymorph, primal) The quorrashi transforms into a Small or Medium rain elemental, aquatic animal, or humanoid. This doesn’t affect the quorrashi’ s statistics, but it could change the damage type of their Strikes
Cloud Walk The quorrashi can tread on clouds or fog as though on solid ground.
Drench (primal, rain) The quorrashi puts out all fires in a 10-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+21 counteract modifier).
Thunderstrike A creature that takes damage from a quorrashi shuyookh's thunderbolt Strike must succeed at a DC 27 Fortitude save or be knocked prone and deafened for 1 round.

Athasian Wahali

Wahali are genies from the Para-elemental Plane of Silt, also known as the Great Silt Sea, which lies between the Elemental Planes of Earth and Water. Their skin ranges from gray to muddy brown, to putrid yellow and looks as if it is constantly dusty. Their attire is usually made of scrap with decorative, rope netting. When a wahali flies, its lower body transforms into a column of blowing silt.























Wahali
CREATURE 9

UNCOMMON
LARGE
ELEMENTAL
GENIE
SILT
+18; darkvision, tremorsense (imprecise) 30 feet, silt vision
Common, Petran, Thalassic; truespeech
Athletics +19, Crafting +14, Deception +16, Nature +15, Society +14
+6+4+3+3+2+3
metal scythe
Silt Vision The wahali ignores the concealed condition from silt.
27 +15 +18 +15
150; piercing 6, slashing 6
25 feet, silt swim 35 feet
scythe +20 (deadly d10, magical, reach 10 feet, trip),
1d10+12 slashing
fist +19 (agile, magical, nonlethal, reach 10 feet),
1d4+12 bludgeoning
Primal Innate Spells DC 24; interplanar teleport (to Astral Plane, Elemental Planes, or Athas only); mirage;cup of dust (at will);detect magic; truespeech
Blinding Sand When the wahali critically hits with a Strike, the target is blinded for 1 round.
Silt Spin The wahali is standing in sandy or silt terrain; The wahali spins around and stirs up loose sand or silt in a 10-foot emanation. Until the beginning of the genie's next turn, creatures in the area are concealed, and other creatures are concealed to them.
Silt Swim The wahali's swim Speed functions only when the genie is Swimming through sand or silt.

Wahali Shuyookh

A Wahali genie of great power and high social rank is called a shuyookh. Strong in body and mind, wahali shuyookhs value physical skill, fine artistry, and displays of strength. Incredibly proud, they’re easily offended and quick to anger but lash out only after weighing the consequences. Shuyookhs view their desires as greater than those around them, leading them to provide aid as quickly and efficiently as possible, fulfilling the terms of bargains expediently and to the letter.

Wahali shuyookhs are industrious and have many interests, including athletic competitions, engineering, jewelry-making, masonry, metalworking, and sculpting. They enjoy games of chance and bargaining, whether in a gambling hall, arena, or marketplace. Some mix their interests by managing organizations or guilds involving such concerns. Many shuyookhs reap the wealth of the Plane of Silt for sale elsewhere and speculate on the value of such commodities.









Wahali Shuyookh
CREATURE 14

RARE
LARGE
EARTH
ELEMENTAL
GENIE
+25; darkvision, tremorsense (imprecise) 30 feet, silt vision
Common, Petran, Thalassic; truespeech
Athletics +25, Crafting +21, Deception +22, Nature +19, Society +21
+8+5+4+5+3+4
metal scythe
Silt Vision The wahali ignores the concealed condition from silt.
35 +22 +25 +22
250; piercing 10, slashing 10
25 feet, silt swim 45 feet
scythe +28 (deadly d10, magical, reach 10 feet, trip),
2d10+14 slashing
fist +27 (agile, magical, nonlethal, reach 10 feet),
2d6+13 bludgeoning
Primal Innate Spells DC 31, attack +23; control sand, interplanar teleport (to Astral Plane, Elemental Planes, or Athas only); disintegrate, necrotize;mirage; illusory disguise, cup of dust (at will); detect magic; truespeech
Blinding Sand When the wahali critically hits with a Strike, the target is blinded for 1 round.
Sandblast (silt) The wahali shuyookh sprays a blast of sand that deals 15d6 slashing damage to all creatures in a 60-foot line (Reflex DC 34). It can’t Sandblast again for 1d4 rounds.
No effect.
Half damage.
Full damage.
Full damage and blinded for 1 round.
Silt Spin The wahali is standing in sandy or silt terrain; The wahali spins around and stirs up loose sand or silt in a 20-foot emanation. Until the beginning of the genie's next turn, creatures in the area are concealed, and other creatures are concealed to them.
Silt Swim The wahali's swim Speed functions only when the genie is Swimming through sand or silt.

Elf, Athasian

On Athas, elves are a nomadic race of herders, raiders, peddlers, and thieves.

The dunes and steppes of Athas are home to thousands of tribes of nomadic elves. While each tribe is quite different culturally, the elves within them remain a race of long-limbed sprinters given to theft, raiding, and warfare.

An Athasian elf stands between 6 1/2 and 7 1/2 feet tall, with long swept back ears, straight and narrow facial features and no facial hair. They are slender, lean, and generally in terrific physical condition. Their features are deeply etched into their weather-toughened faces, and their skin made rugged by the windblown sands and baking sun of the wilderness. Elves typically dress to survive in the desert environment. Even when at an oasis or in the cities, elves tend to prefer their native garb, designed to wrap the wearer against the brutality of the elements.

Elves are all brethren within their own tribe but regard all outsiders as potential enemies. There is no racial unity among the elves—an elf from outside the tribe is just as much a foe as a human, halfling, or thri-kreen. Acceptance of an outsider by an individual elf can be achieved, but trust will only develop over time. Acceptance of an outsider by an entire tribe is also possible, but rare. It is usually only awarded after some great sacrifice has been made on behalf of the tribe —many outsiders have been accepted posthumously into elven desert tribes.

Individually, tribal elves are swift, sure, and self-reliant in the extreme. An elf is conditioned to run quickly over sandy and rocky terrain, sometimes for days at a time —an elf warrior can cross better than 50 miles per day. An elven war party on the move is a deadly force of endurance and maneuverability. Elves use no beasts of burden for personal transportation, though they do sometimes engage kanks and similar creatures for baggage or raw materials transport. It is dishonorable among elves to ride on an animal unless wounded and near death —even pregnant women and old elves are expected to keep up with the tribe or be left behind.

While most elven tribes make their living through herding, some have turned to commerce and others to raiding. Elven traders are rightly considered the most capable on Athas. Not only can they barter and deal with a variety of races, but they can also move and protect their goods across the vast wilderness.

Elven culture, while savage, is also rich and diverse.

Elves, for the most part, are regarded slightly better than most races on Athas, though that is not saying much. Elves typically are found in nomadic tribes or within city states. Most are as fast with their talking as with their feet. Tribal elves see it as disgraceful to ride animals and instead walk/run everywhere.

Stories of Elves describe swindlers in elven bazaars and wandering bands of raiders that strip caravans of goods. Entire Elf tribes have disappeared from city-states after a single member ran afoul of the Templars.

Elf Warrior
CREATURE 1

MEDIUM
ELF
HUMANOID
+10; low-light vision
Common, Elven
Acrobatics +7, Arcana +8, Deception +5, Intimidation +5, Society +8, Stealth +7
+3+4+1+1+1+2
bone longsword, longbow (20 arrows), leather armor
15 +4 +10 +4
20; fire 3
30 feet
longsword +9 (versatile P),
1d8+3 slashing
longbow +9 (deadly d10, range increment 100 feet, reload 0, volley 30 feet), 1d8 piercing
Desert Stride The elf warrior ignores difficult terrain from desert and sandy terrain.

Elf Defiler

The defiler is a wizard who activates tremendous magical energy without regard to its effect on the environment. With the casting of each spell, a defiler destroys a portion of the world's ecosystem, rendering it dead and sterile.

Elf Defiler
CREATURE 2

MEDIUM
ELF
HUMANOID
+10; low-light vision
Common, Elven
Acrobatics +7, Arcana +8, Deception +5, Intimidation +5, Society +8, Stealth +7
+2+3+1+4+1+1
dagger, spellbook containing their prepared spells, staff
17 +4 +7 +6
22; fire 5
30 feet
dagger +7 (agile, finesse, versatile S),
1d4+2 piercing
staff +6 (two-handed d8),
1d6+2 bludgeoning
dagger+7 (agile, thrown 10 feet, versatile S),
1d4+2 piercing
Arcane Prepared Spells DC 18, attack +10; command, force barrage, grim tendrils (x2); detect magic, frostbite, prestidigitation, shield, void warp
Defiling once per round; non barren terrain within 10 feet; Prior to casting a spell; The elf defiler pulls in plant energy, all plants wither and die within 10 feet. The act of defiling empowers the elf defiler's spells reducing the casting time by one action. Each creature in the area must attempt a DC 18 fortitude save.
The creature is unaffected.
The creature is sickened 1 until its next turn.
The creature is sickened 1.
The creature is sickened 2.






















Elven Raid Leader

It takes a strong personality, ruthless cunning, and a silver tongue to keep a raid of elves in line. The raid leader has these qualities in spades. To keep the raiders in line, the raid leader must mete out rewards and punishment on a regular basis. More than treasure, a raid leader craves infamy.

Elven Raid Leader
CREATURE 5

MEDIUM
ELF
HUMANOID
+15; low-light vision
Common, Elven
Acrobatics +13, Arcana +10, Athletics +13, Deception +12, Diplomacy +10, Intimidation +10, Nature +10, Occultism +10, Religion +10, Society +12, Stealth +13, Survival +13, Thievery +13
+5+5+4+2+2+2
+1 striking elven curve blade, composite longbow (20 arrows), hide armor
22 +12 +15 +9
90; fire 8
30 feet
elven curve blade +15 (finesse, forceful),
2d8+6 slashing
composite longbow +15 (deadly d10, propulsive, volley 30 ft., range increment 100 feet, reload 0),
2d8+4 piercing
Desert Stride The elven raid leader ignores difficult terrain from desert and sandy terrain.
Mastermind If the elven raid leader successfully identifies a creature using Recall Knowledge, that creature is off-guard against his attacks until the start of his next turn; if he critically succeeds, it's off-guard against his attacks for 1 minute.
Skirmishing Strike once per round; The elven raid leader either Steps and then Strikes or Strikes and then Steps.
Sneak Attack The elven raid leader Strikes deal an additional 1d6 precision damage to off-guard creatures.




Fael

Fael are undead creatures of perpetual hunger, capable of consuming any organic matter. They typically travel in disguise, concealing themselves as mortals and entering taverns, restaurants or private homes and demanding food. Once the food has run out, they insist on butchering pets, eat tablecloths and furniture, or commit other bizarre displays of gluttony. A fael uses magic to prevent creatures from interfering until they are literally eaten out of house and home, and creatures that resist are themselves eaten as well.

Faels eat while they fight, tearing away bloody chunks of flesh with their bites. They can project the hunger they feel onto others, causing excruciating hunger pangs in their enemies. A fael has a few magical tricks, which they typically use to force creatures to face them in melee instead of keeping their distance. A fael has little ranged capacity. If badly pressed, they can retreat into the Gray to heal and recover and find a less resistant meal.

A fael is created when a creature dies in the throes of a bout of gluttony, and they commonly arise from the nobility and wealthy classes of society. They can be created from any type of humanoid, although halfling faels are surprisingly common. Although many faels are fat, some are instead preposterously thin, having the appearance of a victim of starvation—these may arise from those who had eating disorders in life, or whose sin of gluttony was more metaphorical.





Fael
CREATURE 10

Medium
FAEL
UNDEAD
+19; darkvision, scent (imprecise) 120 feet
Common, one language it spoke in its past life
Athletics +22, Deception +20, Intimidation +20, Stealth +15, Survival +19
+7+3+7+3+3+5
Living Visage While they have more than 100 HP, the fael appears to be a living creature. They have an automatic result of 42 on Deception checks and DCs to conceal their undead status.
29 +22 +16 +19
200 (void healing); death effects, disease, paralyzed, poison, unconscious; physical 7 (except metal)
Aura of Hunger (arcane, aura) 20 feet. A fael emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 2d6 void damage (4d6 on a critical failure) and becomes fatigued. This fatigue ends as soon as the creature eats any food.
25 feet
jaws +23 (deadly d12, magical),
2d12+10 piercing plus Grab
fist +23 (agile, magical),
2d10+10 bludgeoning
Arcane Innate Spells (manipulate) DC 29, attack +21; ethereal jaunt; glimmer of charm (x2); suggestion (x2); paralyze (x2)
Feast (manipulate) The fael's last action was a jaws Strike that damaged a living creature; The fael tears into the creature's flesh and gulps it down voraciously, dealing 1d10+11 slashing damage and 1d6 persistent bleed damage (DC 27 basic fortitude save). The fael regains temporary Hit Points equal to half the amount of slashing damage a single target takes; these temporary Hit Points last for 1 minute.
Glutton's Rush The fael Strides twice and makes a jaws Strike.
Shred Flesh A fael's attacks brutally rend its foes. Creatures critically hit by the fael's jaws Strike take an additional 2d6 persistent bleed damage and are enfeebled 1 for as long as they are bleeding.

Credit: Brynn Metheney

Feylaar

A lumbering, four-armed ape with a pronounced bony plate over its forehead, this creature stands a foot taller than a full elf and ripples with muscles beneath its furry hide. Long quills run the length of its spine, with an extra pair flaring backwards from the creature’s cheekbones and you see broad yellow fangs in the beast’s wide mouth. Its fur is brown, with amber highlights, the flesh of its face and bare chest is a dull grey and the quills are a glossy black.

Feylaars are a race of psionic apes inhabiting the deep forests of Athas. Intelligent and omnivorous, they live simple lives in harmony with the surrounding woodlands and have little to do with the outside world. In the past attempts have been made to domesticate them as slaves, but their native intelligence, combined with impressive psionic powers, doomed such efforts to failure.

Feylaars speak their own language and that of the forest halflings. The average adult feylaar is eight feet tall and weighs 500 pounds. Feylaars dwell in small family groups deep within the remaining Athasian rainforests.

They mate for life, and the females will bear new young every two to three years, following a nine-month gestation period. The young are reared by their parents until they reach maturity eight years later. Feylaars live as long as 45 years.

They have a loose culture, chiefly composed of oral legends and traditions, passed down from generation to generation and from clan to clan at their seasonal meetings in the deep glades.

Their numbers suggest that the feylaars have been around for quite some time. Rumors from east of the Ringing Mountains hold that the first feylaars were created by a sorcerer-king to fight in his armies. The feylaars proved too proud and too hard to contain, however, and they were banished to beyond the mountains.

The feylaars themselves claim that they have always dwelled in the forests of the Ringing Mountains and state that they raised themselves from their bestial pasts of their own volition, through their burgeoning psionic abilities. They gave themselves four arms through psychometabolic manipulation and enhanced their brains to improve their telepathic powers. Feylaar legends do not, however, speak of the techniques used by the feylaar progenitors to affect these improvements, and this tale, like most concerning the species‘ origins, must be regarded with skepticism at best.

Feylaar
CREATURE 8

LARGE
BEAST
+18; darkvision
Feylaar, Halfling
Athletics +20, Intimidation +15, Stealth +16, Survival +16
+6+4+5-1+4+3
26 +19 +16 +14
180
Defensive Disarm A creature makes a melee weapon Strike against the feylaar and misses; The feylaar is benefiting from their Defensive Slam; The feylaar attempts to Disarm the attacker of the triggering weapon.
25 feet, climb 25 feet
fist +20 (reach 10 feet), 2d8+9 bludgeoning
jaws +20, 2d12+9 piercing
Occult Innate Spells DC 24; dominate; fear, phantom pain;blur; daze, message;
Defensive Slam The feylaar uses their arms to defend themself while attacking. The feylaar Strikes once and gains a +2 circumstance bonus to AC until the start of their next turn.
Focused Slam The feylaar beats a single opponent with all four of their brawny arms, leaving their foe nowhere to dodge. The feylaar makes a fist Strike. On a successful attack, they deal fist damage to the target plus an additional 3d8 damage, and they meet the requirements to Rend the target this turn, even if they didn't hit on two consecutive Strikes. Even on a failed attack, the feylaar deals the damage from one fist Strike to the target, though they still miss completely on a critical failure. This ability counts as four attacks toward an feylaar’ s multiple attack penalty. After using this ability, the feylaar is off-guard until the beginning of their next turn.
Pummeling Charge The feylaar rushes up to a foe at extreme speed and slams down with their fists. The feylaar Strides or Climbs up to three times, then makes two fist Strikes against one enemy within reach.
Rend fist

Flailer

Flailers are solitary creatures that live in the rocky terrain near the tablelands of Athas. To frequent travelers of these areas, flailers serve as a constant reminder of the harsh dangers of life on Athas.

Flailers are similar is shape to giant tortoises, but sport six legs instead of four. These limbs are often concealed beneath their large, hardened torsos. The shell of a flailer is similar in color and texture to that of most rocky terrains, allowing them to appear as stones or rocks until they strike. Typical flailers grow up to four feet in length.


























Flailer
CREATURE 4

LARGE
BEAST
+11; low-light vision, scent (imprecise) 30 feet
Athletics +12, Stealth +10
+5+2+3-4+2+3
Camouflage The flailer can Hide in rocky environments even if it doesn't have cover.
20 +11 +6 +8
60
25 feet
jaws +12, 2d8+5 piercing
claw +12 (agile), 2d5+5 slashing
Occult Innate Spells DC 18, attack +10; agonizing despair, phantom pain; daze, message, telekinetic projectile
Retract The flailer retracts its limbs and head into its shell and ends its turn. This increases its AC to 24, but it can't act except to reemerge, which it can do as a single action.

Credit: mysticaldonkey1

Floater

Floaters are small, aerial, jelly fish that drift above the Sea of Silt. They are often found at the edges of the silt sea, near the mudflats that form its perimeter. Floaters resemble jelly fish in all ways save that they exist out of water. Their bodies are bulbous and translucent and have a diameter of about 2 feet. They also sport many poisoned tentacles, up to 3 feet in length.

Floaters survive largely on the ferns and roots that grow in the wetter areas of the mudflats and are a favorite food of razorwings.

















Floater
CREATURE 4

SMALL
BEAST
+4; darkvision
Acrobatics +6, Athletics +7, Stealth +4
+0+3+3-4+1+1
13 +9 +7 +2
20; precision; bludgeoning 3, mental 3, poison 3; piercing 3, slashing 3
fly 20 feet
tentacle +7 (agile, finesse, reach 10 feet),
1d6+2 bludgeoning plus floater venom
Occult Innate Spells DC 14, attack +6; phantom pain; daze, message, telekinetic projectile
Floater Venom (poison) DC 21 Fortitude; 6 rounds; 1d10 poison damage and off-guard (1 round); 1d12 poison, clumsy 1, and off-guard (1 round); 2d6 poison damage and paralyzed (1 round).
Squeeze A floater can fit into tight spaces as if it were a Tiny creature. It can move at its full Speed while Squeezing.
Overflow The floater flattens its bell and shoots forward, Flying twice in a straight line toward its target and attempting a tentacle Strike.

Credit: Tom Fowler

Fordorran

The fordorran is a foul, disgusting creature that inhabits the Tablelands surrounding the Silt Sea. It is extremely unpredictable, wanders aimlessly, and may attack for no reason. It is believed to be a distant cousin of the so-ut. It resembles an enormous armadillo with a formation of three horns on its head. Its armored plates are divided into sections that allow the beast to curl into a ball for protection. The fordorran can blend in with its surroundings by changing its coloration. This would make the beast nearly undetectable if it weren’t for the foul stench, it constantly emits. The armored plates are hairless, but there is a light coat of fur on the underside of its body, on its legs, and between its armored plates. A fordorran is 4 feet tall, 8 feet long, and weighs 1,800 pounds.

Fordorrans are known to inhabit the Tablelands, making their lairs in caves and crevasses. They have never been known to congregate in groups. Perhaps even they can’t stand the stench of their own kind. Therefore, it remains unknown how the creatures reproduce. They are just as likely to ignore other creatures as they are to attack them or even befriend them temporarily. They will eat gems or colored glass, even though they can’t digest either material.

Fordorran flesh is edible but tastes as bad as it smells. It is rumored that certain elf tribes know how to prepare fordorran meat to make it palatable. The gland that is responsible for the creature’s horrible aroma is highly sought by preservers and defilers to create potions.








Fordorran
CREATURE 4

LARGE
BEAST
+12; low-light vision
Athletics +13, Stealth +8, Survival +10
+0+3+3-4+1+1
Chameleon The fordorran can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check.
21 +11 +8 +10
63
Stench (aura, olfactory) 20 feet. A creature that enters the area must attempt a DC 21 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5 status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all fordorran stenches for 1 minute.
30 feet, burrow 20 feet
claw +14 (agile), 2d6+6 slashing
horn +14, 2d8+6 piercing
Occult Innate Spells DC 18, attack +10; blur, illusory shroud (at will); phantom pain, sudden shift; daze, message, telekinetic projectile
Fordorran Charge The fordorran Strides twice and then makes a horn Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack must succeed at a DC 19 Reflex save or be knocked prone by the force of the blow.
Roll up (move) The fordorran falls prone and rolls up into a ball. While rolled up, the only action the fordorran can perform is Stand, and it also becomes blinded and gains resistance 10 to physical damage. An adjacent creature that hits a rolled-up fordorran with a melee Strike takes 1d6 slashing damage. These effects end once the fordorran Stands

Credit: Dave Allsop

Gaj

The gaj is a psionic horror. Physically, it appears as a large reptile resembling a beetle in appearance. Its body is covered by a scaly, rust-orange shell about six feet in diameter. From beneath this shell protrude six four-jointed legs which end in webbed feet with long, sharp claws.

Its head is a spongy white globe about two feet in diameter. Spaced at even intervals around the head are six compound eyes. A pair of barbed mandibles flank six fingerlike appendages that hang over its mouth, and three feathery stalks rise from the top of the head. A gaj is 10 feet long and weighs around 500 pounds.

The gaj are solitary hunters that prey on other intelligent life forms. They prefer to live in rocky areas where their shells serve as camouflage, or in sandy areas where they can hide themselves from predators in a shallow burrow. Most often, they are found alone, but occasionally mated pairs are encountered.

Like all carnivores, the gaj eat flesh to provide their bodies with physical energy. Unlike most other animals, however, the gaj derive their mental energy from the thoughts of other beings—through the effects of their probe powers. No matter where they live, the gaj are constantly using their feathery antennas to search the horizon with their psionic life detection powers for signs of their favorite prey—other intelligent races.












Gaj
CREATURE 8

LARGE
ABERRATION
+19; darkvision, thoughtsense (precise) 100 feet
Common, Gaj; can't speak any languages; telepathy 100 feet
Acrobatics +15, Athletics +18, Intimidation +16, Occultism +13, Stealth +17
+6+5+4+3+4+4
Camouflage The gaj can Hide in rocky environments even if it doesn't have cover.
Thoughtsense (mental, occult) The gaj senses all non-mindless creatures at the listed range.
26 +14 +19 +16
130; controlled mental 10, physical 10 (except metal)
30 feet
mandible +20, 2d12+9 piercing plus Grab
Occult Innate Spells DC 26, attack +18;telekinetic haul, vision of death; confusion, dream message, nightmare; paranoia, telekinetic maneuver (×2); daze, detect magic, read aura, telekinetic projectile
Anticipatory Attack The gaj uses consumed memories to anticipate their prey's movements. The gaj’ s Strikes deal an additional 1d8 precision damage to creatures stupefied due to the gaj’ s Drain Thoughts.
Constrict 2d6+9 bludgeoning, DC 27.
Drain Thoughts (mental, occult) A grabbed, paralyzed, restrained, or unconscious creature is within the gaj’ s reach; The gaj seizes a creature and consumes its memories. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is stupefied 1, and the gaj regains 10 HP, gaining any excess as temporary Hit Points. Draining Thoughts from a creature that is already stupefied doesn't restore any HP to the gaj but increases the victim's stupefied value by 1. Additionally, the gaj views one of the victim's memories. A victim's stupefied condition value decreases by 1 every week. A victim that becomes stupefied 5 in this way is rendered comatose, becoming permanently unconscious.
Shell Defense The gaj retracts its limbs and head into its shell and ends its turn. This increases its AC to 28, but it can't act except to reemerge, which it can do as a single action.

Giant, Athasian

The giants of Athas are huge, lumbering creatures who commonly inhabit the islands of the Sea of Silt. They are divided into the human and psionic capable beast heads. All the giants of Athas share one characteristic, and that is savagery. Though humanoid giants can be congenial and friendly when properly approached, they have short tempers and are very easily agitated.

Many giants on Athas live on islands in the shallower areas of the Sea of Silt where they wade the silt on known safe paths to trade, or when bribed into carrying smaller beings as passengers. Giants are fickle, though, so travelers must take care not to offend them. All giants tend to group in small clans of 5-10 members.

Beasthead Giant

Beasthead giants are a rarer form of Athasian giant who also make their homes on the islands of the Sea of Silt. Though somewhat smaller than humanoid giants, beasthead giants are more dangerous and consider themselves the one true form of giant.

Beasthead giants are smaller and lighter skinned than their humanoid cousins, averaging 15 to 20 feet tall and weighing from three to six tons. Beasthead giants, as their name implies, have a human-looking body and the head of a beast. There are many distinct types divided into clans: some bearing the head of a bear, or a kes'trekel, or the head of a dagorran.

Credit: John Stanko













Beasthead Giant
CREATURE 12

Huge
GIANT
HUMANOID
+22; low-light vision
Giant
Athletics +25, Intimidation +21, Survival +22
+6+1+5+1+4+2
longspear, hide armor, sack with 5 rocks
32 +25 +20 +22; +2 status to all saves vs. spells
220; controlled, frightened; mental 15
Catch Rock
35 feet
longspear +25 (reach 20 feet),
2d8+13 piercing
jaws +24 (reach 15 feet),
3d8+13 piercing
fist +24 (agile, reach 15 feet),
2d6+13 bludgeoning
rock +24 (brutal, range increment 120 feet),
2d6+13 bludgeoning
Occult Innate Spells DC 29, attack +21; agonizing despair (x2); synaptic pulse; mind reading (at will); daze, message, telekinetic projectile
Throw Rock

Desert Giants

Desert giants are cruel and selfish creatures. Their skin is most often dark red, but some specimens have jet-black skin. The hair of desert giants is usually a light brown color and is very coarse and sturdy. These giants often sell their hair to rope makers and are treacherous partners, looking for opportunity such as tossing a passenger into the deep silt after collecting payment. Desert giants live on desert terrain on the islands in the Sea of Silt, herding erdlus and kanks while preferring on occasion the taste of a humanoid.

Plains Giants

Plains giants have slender faces and pointed ears, with light hair. They live on vegetated islands and are a much more common sight on the mainland of Athas, as their balanced disposition makes them more compatible with members of the other Athasian races. Though it is considered dishonorable, a few plains giants hire themselves out as mercenaries. Some find work as builders or as wrecking crews.



















Desert/plains Giant
CREATURE 12

Huge
GIANT
HUMANOID
+22; low-light vision
Giant
Athletics +25, Intimidation +21, Survival +22
+7+1+6-1+4+1
greatclub, hide armor, sack with 5 rocks
32 +25 +20 +22; +2 status to all saves vs. spells
260; controlled, frightened; mental 15
Catch Rock
35 feet
greatclub +26 (backswing, reach 15 feet, shove),
3d10+15 bludgeoning
fist +25 (agile, reach 15 feet),
3d6+15 bludgeoning
rock +24 (brutal, range increment 120 feet),
2d10+15 bludgeoning
Knockback The giant's last action was a successful melee Strike; The giant's swing drives their enemy back. They push the foe back 5 feet, with the effects of a successful Shove. The giant can follow the foe as normal on a successful Shove.
Throw Rock
Wide Swing The giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant's multiple attack penalty.





Shadow Giant

Shadow giants, or shadow people as they prefer to call themselves, are the descendants of the halflings who served Rajaat the Warbringer during the Cleansing Wars. They appear either as 10 foot tall, shadowy, two-dimensional, vaguely humanoid-shaped silhouettes with ropy limbs, serpentine torsos, and blue embers in place of eyes, or as solid, three-dimensional shadows as tall as half-giants. Bright light adds size and depth to a shadow giant. The brighter the light source, the larger the shadow giant appears. In full sunlight a shadow giant can grow to 25 feet.

When a shadow giant speaks, black fumes rise from a blue gash that opens where its mouth would normally be. When a shadow giant grips a target, blackness spreads slowly from the contact point to engulf the target. The growing black stain of a shadow giant’s touch is accompanied by a cold, numbing pain that draws heat from the body.

Shadow giants reside both in the Pristine Tower and in the nether dimension known as the Black. Shadow giants are the descendants of the loyal servants of Rajaat who the Champions sacrificed to complete the betrayal of their master. These halflings merged with the Black and can only interact with the real world in the form of shadows.

The shadow people can emerge only partially from the Black until Rajaat’ s prison is destroyed. No one knows how much time the shadow people spend in the Black or on Athas. It is not known what they eat, but the shadow people desire obsidian as eggs to incubate their young and have contracts with nobles, including one from Urik to provide 100 unblemished balls of obsidian each year.

Shadow Giant
CREATURE 6

UNCOMMON
LARGE
GIANT
SHADOW
+14; darkvision
Common, Giant, Shadowtongue
Arcana +13, Athletics +15, Black Lore +14, Deception +11, Intimidation +11, Stealth +10 (+12 to Hide in dim light)
+5+4+4+2+2+2
Shadow Shift Being made of shadow themselves, shadow giants are concealed in bright light or dim light even to creatures that can see clearly in those light levels.
24 +17 +14 +13;
95, (lucent healing); cold, death effects, disease, paralyzed, poison, precision, unconscious, void; all 5 (except force, ghost touch, or vitality; double resistance against non-magical, lucent healing); darkness vulnerability
Darkness Vulnerability A shadow giant is sickened 1 while in areas of magical darkness. If the level of the magical darkness effect is at least half of the shadow giant's level (a 3rd-level effect against most shadow giants), the shadow giant is also slowed 1 while in the area.
Lucent Healing A shadow giant has regeneration 10 in bright light and regeneration 5 in dim light. A shadow giant loses his resistances while in bright light.
25 feet, fly 30 feet
shadow hand +16 (agile, magical),
2d6+8 void plus pall of shadow
Arcane Innate Spells DC 21;detect magic
Pall of Shadow When a shadow giant hits with a melee Strike, the target must succeed at a DC 24 Fortitude save or become enfeebled 1 and take a –1 status penalty to Perception checks involving sight as long as they remain enfeebled. This is cumulative with other enfeebled conditions from shadows to a maximum of enfeebled 4. Enfeebled from Pall of Shadow decreases by 1 every hour.





Greater Shadow Giants

Greater shadow giants are more powerful relatives of the standard shadow giant. Fully mature versions of the species, they are seldom seen away from the Pristine Tower.

There, they watch over the incubation of their young in obsidian eggs and guard against intruders who might seek to defile the mysteries of that sacred place. Greater shadow giants normally stand around 20 feet in height, but bright light lends them size and depth, and in full sunlight a shadow giant can grow to be as tall as 30 feet.











Greater Shadow Giant
CREATURE 13

UNCOMMON
HUGE
GIANT
SHADOW
+23; darkvision
Common, Giant, Shadowtongue
Arcana +24, Athletics +27, Black Lore +25, Deception +22, Intimidation +22, Stealth +21 (+23 to Hide in dim light)
+8+5+5+4+4+4
Shadow Shift Being made of shadow themselves, shadow giants are concealed in bright light or dim light even to creatures that can see clearly in those light levels.
34 +26 +23 +22
235, (lucent healing); cold, death effects, disease, paralyzed, poison, precision, unconscious, void; all 8 (except force, ghost touch, or vitality; double resistance against non-magical, lucent healing); darkness vulnerability
Darkness Vulnerability A shadow giant is sickened 1 while in areas of magical darkness. If the level of the magical darkness effect is at least half of the shadow giant's level (a 6th-level effect against most greater shadow giants), the shadow giant is also slowed 1 while in the area.
Lucent Healing A shadow giant has regeneration 20 in bright light and regeneration 10 in dim light. A greater shadow giant loses his resistances while in bright light.
25 feet, fly 35 feet
shadow hand +26 (agile, magical, reach 10 feet),
3d8+14 void plus pall of shadow
Arcane Innate Spells DC 30; interplanar teleport (self only; to the Black or Athas only);detect magic
Pall of Shadow When a greater shadow giant hits with a melee Strike, the target must succeed at a DC 33 Fortitude save or become enfeebled 2 (or enfeebled 3 on a critical failure) and take a –1 status penalty to Perception checks involving sight as long as they remain enfeebled. This is cumulative with other enfeebled conditions from shadows to a maximum of enfeebled 4. Enfeebled from Pall of Shadow decreases by 1 every hour.
Breath Weapon The greater shadow giant breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.
• Void (arcane, void) The shadow giant breathes a blast of; darkness in a 40-foot cone that deals 14d6 void damage (DC 33 basic Reflex save). Undead creatures take 17d6 force damage instead of the void damage.
• Shadows (arcane, shadow) The shadow giant breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 33 Fortitude save.
The creature is unaffected.
The creature is enfeebled 2 for 1 round.
The creature is enfeebled 2 for 1 minute.
The creature is enfeebled 2 for 1 minute and blinded for 1 round.

Gith

The gith are a race of grotesque humanoids that appear to be a peculiar mixture of elf and reptile. They are extremely gaunt and lanky, with long gangling arms and spindly legs. Their hands have three fingers with no opposable thumbs, yet they can use tools and wield weapons. Their fingers and toes end in sharp claws. If one could get a gith to stand up straight, he would measure close to 7 feet tall. However, most gith appear to be no more than 5 feet tall, for they always stand hunched over at the shoulders, in a permanent slouch.

The gith live in tribal organizations. The individual with the most powerful psionics generally acts as the leader. All other social positions are distributed at his pleasure. They count in their ranks shamans (clerics) and defilers.

Mountain gith live in underground lairs, claiming a particular canyon or valley as their territory. Gith inhabiting tablelands tend to organize their society more like a nomadic hunting clan, going wherever the game takes them. They do not hesitate to attack humanoids, preferring sentient flesh over other meat. They will even attack thri-kreen, if they are hungry enough, but the insectoids taste bad, and usually can outrun gith raiders.

The gith are usually armed with large, wicked-looking spears that have giant, razor-sharp heads of polished obsidian. Although these spears look like thrusting weapons, they are used primarily to slash or chop. The gith often armor themselves, and especially their vulnerable backs, with inix-shell armor of their own manufacture.




















Gith
CREATURE -1

MEDIUM
GITH
HUMANOID
+3; darkvision
Gith
Athletics +5, Intimidation +4, Stealth +5
+1+3+0+0+1-1
hide armor, obsidian spear(x3)
Powerful Leaper The gith doesn't need to Stride while attempting a Long Jump, nor does it automatically fail if it doesn't.
16 +4 +7 +3
8
25 feet
spear +3, 1d6+1 piercing
spear +5 (thrown 20 feet), 1d6+1 piercing
Sneak Attack The gith deals an extra 1d4 precision damage to off-guard creatures.

Gith Defiler
CREATURE 2

MEDIUM
GITH
HUMANOID
+3; darkvision
Common, Gith
Arcana +6, Deception +8, Diplomacy +8, Intimidation +8, Stealth +7
+0+3+0+2+1+4
hide armor, obsidian spear(x3)
Powerful Leaper The gith doesn't need to Stride while attempting a Long Jump, nor does it automatically fail if it doesn't.
17 +4 +7 +7
25
25 feet
spear +7, 1d6+1 piercing
spear +9 (thrown 20 feet), 1d6+1 piercing
Arcane Prepared Spells DC 18, attack +10; command, force barrage, grim tendrils (x2); detect magic, frostbite, prestidigitation, shield, void warp
Occult Innate Spells DC 18, attack +10; phantom pain; daze, message, telekinetic projectile
Defiling once per round; non barren terrain within 10 feet; Prior to casting a spell; The gith defiler pulls in plant energy, all plants wither and die within 10 feet. The act of defiling empowers the gith defiler's spells reducing the casting time by one action. Each creature in the area must attempt a DC 18 fortitude save.
The creature is unaffected.
The creature is sickened 1 until its next turn.
The creature is sickened 1.
The creature is sickened 2.
Sneak Attack The gith deals an extra 1d6 precision damage to off-guard creatures.


























Gith Tribe Leader
CREATURE 4

MEDIUM
GITH
HUMANOID
+10; darkvision
Common, Gith
Athletics +13, Intimidation +9, Stealth +11, Survival +10
+2+4+2+0+1+0
hide armor, obsidian spear(x3)
Powerful Leaper The gith doesn't need to Stride while attempting a Long Jump, nor does it automatically fail if it doesn't.
21 +10 +12 +8
60
Reactive Strike
25 feet
spear +12, 2d6+7 piercing
spear +14 (thrown 20 feet), 2d6+7 piercing
Occult Innate Spells DC 18, attack +10; phantom pain; daze, message, telekinetic projectile
Bark Orders (auditory) The gith tribe leader pushes other gith under his command to fight harder and more bravely. Until the start of his next turn, all gith allies within 30 feet of him gain a +1 status bonus on attack rolls and saving throws against fear effects.
Sneak Attack The gith deals an extra 1d6 precision damage to off-guard creatures.
Unbalancing Blow Whenever the gith tribe leader critically hits and deals damage to a foe with a Strike, the creature struck is off-guard against its attacks until the end of its next turn.

Credit: Dave Allsop

Golem (Athasian)

Golems are automatons of great strength created through the combination of powerful magics and specific materials. Athasian golems are different in nature and type than those found on other worlds, reflecting the unique culture and mythos of this desert world. There are eight distinct types of Athasian golems: ash, chitin, magma, obsidian, rock, salt, sand, and wood.

Background

The true origin of golems on the world of Athas has been long-since lost in the annals of history. Regardless of their origin, the process by which one creates such a being is still undertaken by sorcerer kings, powerful templars, and high-level wizards who jealously guard the secrets of the process, just as the dragon protects its hoard.

Theory

The creation of a golem requires not only powerful magics, but specific elements, as well. The need for whatever specified elemental material stems from a link to the quasielemental and paraelemental planes of existence. The elemental form of the golem on Athas acts as a conduit for the awesome energy possessed by the spirits on those planes. Each spirit, attuned to a specific element, imbues life within the concoction of material and arcane magic. Only through exacting craftsmanship can the creator establish this link between spirit and golem, forging a union that stays with the creation until it is broken by equally tremendous forces.

Even most sages do not fully grasp the process of trapping an elemental spirit within the body of a golem, though many have tried.



























Perhaps more terrifying is that the sorcerer kings and templars who create golems at whim, and with considerable effort, do not completely understand the risks they are taking. An elemental spirit, bound to Athas via the corporeal link of the golem, is not necessarily appreciative of its captivity. In fact, such spirits not only despise the one who forges the golem, but all life found upon the material plane of existence.

The actual creation of the golem’s physical body is extremely complicated. The ability is far from common, and the creation of golems often requires multiple makers, some for the body and others for the process of enchantment.

Common Characteristics

All golems possess several traits that distinguish them from other types of golems, but all share multiple characteristics that define them as golems. Because of their magical nature, golems can be damaged only by magical weapons.

Golems have a variety of immunities, including being Charmed, Frightened, or Poisoned. Similarly, they cannot be affected by the psionic powers of most disciplines as they are immune to psychic damage. Golems exhibit no psionic tendencies themselves.

Golem Creation:

Those creating Athasian golems need to be knowledgeable in the arcane magics which allow the link between elemental spirit and golem body to be formed. These secret magics are known only to the sorcerer-kings and their most trusted templars.

Credit: Boris Dyatlov

Ash Golem

Ash golems are grey in color, stand eight feet tall, and weigh only 150 pounds. As they move, ash golems leave a fine dusting of ash behind them, which makes tracking these creatures easy.






























Ash Golem
CREATURE 11

UNCOMMON
LARGE
CONSTRUCT
GOLEM
MINDLESS
+17; darkvision
Athletics +26
+7+3+7-5+0-5
Smoke Vision Smoke and ash doesn't impair an ash golem's vision; they ignore the concealed condition from ash and smoke.
31 +20 +20 +17
195; bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; physical 10 (except dwarven steel)
Corrosive Form A creature that hits the ash golem with a weapon must succeed at a DC 22 Reflex save or the weapon takes 2d8 fire damage (after dealing damage to the ash golem as normal). Thrown weapons and ammunition take this damage automatically with no save.
Intense Heat (aura, fire) 10 feet, 7d6 fire, DC 28 basic Reflex.
Golem Antimagic harmed by cold (8d6, 2d6 from area or persistent damage); healed by fire (area 2d6 HP); slowed by sonic
Vulnerable to Ice Storm Casting an ice storm spell on an ash golem affects the golem normally, but also negates the golem’s Intense Heat and its resistance to physical damage for 1 round.
25 feet
fist +24 (magical, reach 10 feet),
2d6+13 bludgeoning plus 2d6 fire
Ashen Breath (fire) The ash golem breaths out a cloud of ash in a 30-foot cone. This deals 12d6 fire damage to all creatures in the cone (DC 30 basic Reflex). A cloud of ash remains and has the effect of mist. The golem can't use Ashen Breath again for 1d4 rounds.
Engulf DC 30, 2d10 bludgeoning plus 3d6 fire, Escape DC 26, Rupture 25

Chitin Golem

Chitin golems are humanoid in shape, but up to 10 feet tall. They generally weigh from 200-250 pounds. They have no facial features to speak of, though they can make growling sounds when provoked. The limbs of a chitin golem are somewhat long, hanging easily below its knees. A chitin golem bears a slight odor of decay or death, noticeable only at close range. When a chitin golem walks, it appears to be very unstable.






























Chitin Golem
CREATURE 9

UNCOMMON
LARGE
CONSTRUCT
GOLEM
MINDLESS
+15; darkvision
Athletics +22
+6+4+3-5+0-5
27 +20 +19 +15;
150; bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious; physical 15 (except dwarven steel)
Berserk A severely damaged chitin golem has a chance of going berserk. If it has 50 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.
Spines Any creature that makes a melee attack or grapple against a chitin golem is stabbed by the chitin golem's spines and takes 1d6 piercing damage per attack. A melee weapon with reach protects the user against these spines.
Golem Antimagic harmed by fire (5d8, 2d6 from areas or persistent damage); healed by void (area 2d4 HP); slowed by cold
Vulnerable to Peaceful Rest Casting a peaceful rest spell on a chitin guardian causes it to grow stiff. The golem attempts a DC 25 Fortitude save. It's unaffected on a critical success, slowed 1 for 1d4 rounds on a success, and is immobilized and slowed for 1d4 rounds on a failure.
25 feet
claw +22 (magical, reach 10 feet),
2d10+7 slashing plus chitin golem venom
Berserk Slam The chitin golem is berserk. The chitin golem Strikes with its claw at a –1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target prone.
Chitin Golem Venom (poison) DC 25 Fortitude; 6 rounds; 2d6 poison damage, enfeebled 1 (1 round); 3d6 poison damage and enfeebled 1 (1 round); 3d6 poison damage and enfeebled 2 (1 round).

Credit: Seraph777

Magma Golem

Magma golems are forged by powerful wizards from the raw materials found in the Ring of fire. They are comprised entirely of molten rock, weigh around 1600 pounds, and stand about 8 feet tall. They are roughly man-shaped but seem to ooze and flow as they move. The surface of the magma golem is black and covered with a latticework of cracks through which glows the inner radiance of the lava. Its eyes glow with the intensity of the Athasian sun.

Magma golems are incapable of any speech or communication other than with the wizards that created them. The only sound made by the creatures is the noise of their heavy footsteps.

























Magma Golem
CREATURE 13

UNCOMMON
LARGE
CONSTRUCT
GOLEM
MINDLESS
+21; darkvision
Athletics +30
+8-1+4-5+0-5
34 +26 +21 +22;
190; bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, void; physical 15 (except dwarven steel)
Molten Form (fire) Any creature that hits the magma golem with an unarmed Strike or otherwise touches it takes 10 fire damage.
Volcanic Heat (aura, fire) 20 feet. Any creature that enters or starts its turn in the aura takes 15 fire damage (DC 33 basic Fortitude save). A creature that fails its save is also enfeebled 1 until it's no longer in the aura.
Trap Weapon once per round; A creature hits the magma golem with a melee weapon; The magma golem attempts an Athletics check against the triggering creature's Athletics DC. On a success, the magma golem traps the weapon in its body and pulls it from the attacker's grasp. A creature can Interact to retrieve the weapon, but the attempt fails unless the creature succeeds at an Athletics check against the magma golem's Fortitude DC (typically 36). If the magma golem uses Engulf, it also absorbs all trapped weapons, rendering them unreachable until it dies.
Golem Antimagic harmed by water (6d10, 2d8 from area or persistent damage); healed by fire (area 2d8 HP); slowed by cold
Vulnerable to Howling Blizzard Casting a howling blizzard spell on a magma golem affects the golem normally, but also negates the golem’s Molten Form and Volcanic Heat and its resistance to physical damage for 1 round.
25 feet; swim 30 feet (in lava only)
magma fist +33 (magical, reach 10 feet), 3d8+11 bludgeoning plus 3d6 fire plus 2d4 persistent fire
Engulf DC 33, 2d10 bludgeoning plus 4d6 fire, Escape DC 33, Rupture 25
Launch Lava (fire) The magma golem hurls an exploding glob of lava up to 120 feet. Each creature in a 10-foot burst takes 7d6 fire damage (DC 33 basic Reflex save).

Obsidian Golem

Obsidian golems are massive statues, measuring 12 feet tall, and weighing up to 900 pounds. Their shape is humanoid. Like the rock golem, obsidian golems are not capable of speech. Obsidian golems are slow moving but move in a strong determined manner. The hands of an obsidian golem are formed into huge fists, but they are incapable of opening.
























Obsidian Golem
CREATURE 16

UNCOMMON
LARGE
CONSTRUCT
GOLEM
MINDLESS
+28; darkvision
Athletics +33
+9+6+5-5+0-5
40 +29 +24 +26;
230; bleed, death effects, disease, doomed, drained, fatigued, fire (see below), healing, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, void; physical 15 (except dwarven steel or bludgeoning)
Assimilate Lava An obsidian golem that submerges itself in lava or magma takes no damage from it, and for as long as it remains submerged, it becomes slowed 2 and gains fast healing 15.
Golem Antimagic harmed by sonic (8d10, 2d10 from area or persistent damage); healed by cold (area 2d10 HP); slowed by fire
Vulnerable to Shatter Casting a shatter spell on an obsidian golem affects the golem normally, but also causes jagged chunks of obsidian to flake off its body. The squares on which the golem was standing become difficult terrain.
25 feet
fist +33 (deadly d10, magical, reach 10 feet, versatile S),
4d10+15 piercing
obsidian sliver +32 (deadly d8, magical, range increment 30 feet, versatile S),
4d8+15 piercing
Fling Shards The obsidian golem slams its fists together and flings razor-sharp shards in a 30-foot cone. Creatures in the area take 8d6 slashing damage (DC 37 basic Reflex save).
Shred Armor An obsidian golem's body is so sharp that it tears through armor like a knife through butter. Whenever the golem scores a critical hit with a fist Strike against a creature wearing non-dwarven steel armor, the creature's armor becomes broken.

Credit: kikicianjur

Rock Golem

Rock golems are nine feet tall and usually resemble huge men in full armor. Weighing up to 600 pounds, rock golems are slow and are incapable of movement faster than walking. They have features carved into their faces, but those features are immobile, and useless. The golem cannot speak.

























Rock Golem
CREATURE 11

UNCOMMON
LARGE
CONSTRUCT
GOLEM
MINDLESS
+17; darkvision
Athletics +26
+7-1+4-5+0-5
30 +24 +18 +19
230; acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, void; physical 10 (except dwarven steel)
Golem Antimagic harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth
Vulnerable to Stone to Flesh A stone to flesh spell negates the golem’s Golem Antimagic and its resistance to physical damage for 1 round. A petrify spell reverses this effect immediately.
20 feet
fist +24 (magical, reach 10 feet),
2d10+13 bludgeoning
Inexorable March The rock golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem’s fist.

Credit: ProdigyDuck

Salt Golem

The salt golem is created by powerful defilers and sorcerer kings and is favored by those near the salt flats. The golem is 8 feet tall and weighs roughly 600 pounds. It resembles small rock golems and has an opaque color and texture. A most horrifying feature of this golem is its movement. It moves slowly and deliberately, seemingly unaware or uncaring that most other creatures can move faster. This creature has an incredibly low intelligence, but its slow-paced belles a confidence that it knows its quarry will eventually tire while it is inexhaustible. It possesses almost-recognizable facial features. The salt golem's eyes are white and opaque. It has a mouth, but the salt golem cannot speak and is silent unless in motion.


















Salt Golem
CREATURE 11

UNCOMMON
LARGE
CONSTRUCT
GOLEM
MINDLESS
+17; darkvision
Acrobatics +20, Athletics +22, Stealth +18
+7+5+7-5+0-5
31 +20 +20 +17
195; acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, void; physical 10 (except dwarven steel or bludgeoning)
Golem Antimagic harmed by water (8d6, 2d6 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by cold
Salt Rupture When a salt golem takes physical damage from a critical hit or is affected by a shatter spell, a section of its body shatters, spewing poisonous salt in a 5-foot emanation. Creatures in the area take 10d6 poison damage (DC 28 basic Reflex).
Vulnerable to Shatter A salt golem is affected by the shatter spell as though the golem were an unattended object.
Spell Reflection (arcane) The salt golem is targeted by a spell; The salt golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an Acrobatics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster.
20 feet
fist +24 (agile, magical, versatile P),
2d6+13 slashing plus mineralization
Mineralization (arcane, incapacitation, polymorph) The first time each round a creature takes damage from the salt golem's fist, the target must attempt a DC 30 Fortitude save. If it fails and has not already been slowed by this ability, it becomes slowed 1 for 1 minute. If the creature was already slowed by this ability, a failed save causes it to be petrified permanently.

Sand Golem

Sand golems are humanoid in shape and stand roughly eight feet tall. They have indentations where their eye sockets should be, though they have no actual eyes. Likewise, they have a mouth, but they are incapable of speech, managing only to roar and growl at opponents. When a sand golem moves, it leaves a fine trail of sand behind it, making the tracking of this creature easy.





























Sand Golem
CREATURE 10

UNCOMMON
LARGE
CONSTRUCT
GOLEM
MINDLESS
+16; darkvision, tremorsense 60 feet
Athletics +24, Stealth +23 (+26 in sandy terrain)
+7+5+7-5+0-5
29 +23 +16 +17
175; acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, void; physical 10 (except dwarven steel)
Golem Antimagic harmed by water (5d10, 2d6 from areas or persistent damage); healed by earth (area 2d6 HP); slowed by air
Vulnerable to Disintegrate A disintegrate spell affects the golem but deals half the normal amount of damage and causes the golem to become slowed 2 for 1 round.
Quicken once per day; The sand golem’s turn begins. It can’t trigger this free action on the first turn of combat. The sand golem becomes quickened for 1 minute.
25 feet, burrow 25 feet; sand glide
fist +24 (magical, reach 10 feet),
2d10+12 bludgeoning
Dune (concentrate) Until the next time it acts, the sand golem appears to be a sand dune. It has an automatic result of 44 (46 in sandy terrain) on Deception and Stealth checks and DCs to pass as a sand dune. Any creature that walks onto the sand golem moves into its body and is Engulfed.
Engulf DC 27, 5d6 bludgeoning damage, Escape DC 25, Rupture 23
Sand Glide The sand golem can Burrow through sand and dirt (but not stone) at its full burrow Speed, leaving no tunnel or sign of its passing. Any Engulfed creatures are left behind when it Burrows. Loose sand and scree are not difficult terrain for a sand golem.
Sandblast The sand golem sprays a blast of sand that deals 11d6 slashing damage to all creatures in a 30-foot line (Reflex DC 30). It can’t Sandblast again for 1d4 rounds.
No effect.
Half damage.
Full damage.
Full damage and blinded for 1 round.

Credit: AldoK

Wood Golem

Wood golems are 10 feet tall and weigh up to 500 pounds. It is often difficult to spot a wood golem when in the forest, as its appearance closely matches natural foliage.








































Wood Golem
CREATURE 6

UNCOMMON
MEDIUM
CONSTRUCT
GOLEM
MINDLESS
+12; darkvision
Athletics +17
+5+4+3-5+0-5
23 +15 +16 +12
95; bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see Golem Antimagic below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, void; physical 5 (except dwarven steel)
Golem Antimagic harmed by fire (4d8, 2d6 from areas or persistent damage); healed by plant (area 2d6 HP); slowed by earth
Vulnerable to Shape Wood A wood golem targeted by shape wood takes 2d8 damage per spell level, with a basic Fortitude save against the caster's spell DC. On a critical failure, the golem is also immobilized for 1d4 rounds.
Splinter The wood golem takes physical damage; A jagged, sizable splinter of wood lances out at the golem's attacker. The golem makes a splinter Strike against an adjacent creature without triggering reactions.
25 feet
fist +17 (magical), 2d8+8 bludgeoning
splinter +16 (magical, range increment 30 feet),
2d4+8 piercing
Splinter Volley (arcane) The wood golem makes up to four splinter Strikes, each against a different target. These attacks count toward the wood golem's multiple attack penalty, but the multiple attack penalty doesn't increase until after the wood golem makes all of its attacks.

Half-elf, Athasian

Half-elves are born from two worlds, but welcome in neither.

Elves and humans travel many of the same roads on Athas —elven tribes have at times encountered human mercenaries; just as elven warriors have found gainful employment in the armies of the city states. The merchant class, too, is overrun with traders of both races, so it is not at all unusual for children of mixed parentage to be born into the world—the half-elves.

A half-elf is generally tall, between 6 and 6 1/2 feet tall, but meatier than his elven counterparts.

His facial features are clearly more deeply defined than those of a human but based solely on his countenance a half-elf can usually pass for either an elf or a human.

A half-elf's life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves rarely find acceptance with either race.

They struggle to find their place in a hostile land. Humans and Elves rarely share trust or affection. However, the children of unions between Elves and Humans are rarely happy. Half-elves typically face intolerance and prejudices throughout their lives. Elves are especially intolerant, at times driving mothers of half-elven infants from their camps into the desert, with the object of their shame. Humans are more apt to accept half-elves as allies or partners, but seldom accept them into their homes, clans, or families. Rarely do half-elves congregate in great enough numbers to form communities of their own, so they remain outsiders, forever wandering from situation to situation without a people, land, or village to call home.

Intolerance, however, has given the half-elf his greatest attribute—self-reliance. As a loner, usually without permanent residence, a half-elf survives the rigors of life in the wilderness completely on his own. The skills involved in survival, such as locating food, water, and shelter, are only half of the challenge they face—half-elves must also learn to deal with the absence of companionship, the complete lack of conversation and basic friendship.

Because of that, half-elves are loners. They must contend with hostility from both sides, Half-elves are a people without a homeland, forced to endure on society's fringes. Some half-elves live as loners in the desert, surviving as herders, hunters, or employees of more tolerant merchant houses. Other half-elves adjust by developing confident, assertive personalities, transforming themselves into people who win friends and engender trust. Ironically, they are treated better by unrelated races than by their own kin.

As one might assume of a race of loners, Half-elves hold self-reliance as their highest virtue, never expecting or asking for help no matter what their situation. Self-taught and naturally adept at learning half-elves dabble in a variety of areas, mastering the skills they need to survive on their own. Some half-elves are bitter and sullen, but most seek to make the best of their circumstances. More than anything, Half-elves take pride in defeating expectations.

Coincidentally, faced with intolerance from the races of their parentage, many turn to completely alien races for acceptance. Dwarves, halflings, and ever Thri-kreen, have no basic dislike of half-elves -nor do they grant them any favor. At the very least a half-elf dealing with these races can expect no automatic prejudices. Also, some half-elves turn for companionship to the animal world, training beasts of the air and sands as servants and friends.

Druid

Athasian druids are the protectors of Athas’ dying landscape. Patient and often unforgiving, they try to preserve and reclaim the barren lands that surround the Tyr region. Well-armed with spells and abilities from the Spirits of the Land, they work to bolster Athas’ failing ecology.

Often, druids prefer to remain hidden, observing the behavior of creatures and people before passing judgment. Travelers to an oasis are often unaware they are being observed; wanton destruction of the oasis will find themselves under the full fury of the druid and his many abilities.

Half-Elf Druid
CREATURE 2

MEDIUM
ELF
HUMAN
HUMANOID
+11; low-light vision
Common, Wildsong
Acrobatics +7, Athletics +7, Intimidation +8, Nature +8, Stealth +5, Survival +8
+2+2+0+0+4+2
dagger, hide armor, staff
18 +8 +8 +11
40
25 feet
staff +9 (two-hand d8),
1d4+3 bludgeoning
Druid Prepared Spells DC 18, attack +10;breathe fire, fleet step, shillelagh, summon animal;caustic blast, frostbite, guidance, light, tangle vine
Druid Order Spells DC 18, 1 focus Point; wild morph (Plant Shape)
Chameleon Step (illusion, primal, visual) once per day; The druid must be in natural terrain. The druid shifts their coloration and the coloration of their gear to match the surroundings and then immediately Sneaks, even while being observed. The druid must end their movement concealed or behind cover to remain hidden or undetected.




















Hunter

The wastes of Athas are home to fierce and cunning creatures, from the bloodthirsty tembo to the malicious gaj. Because of that, Athasians have long learned how to adapt and survive even in the most inhospitable and savage environments.

One of the most cunning and powerful creatures of the wastes is the hunter, a skilled stalker. He knows his lands as if they were his home (as indeed they are); he knows his prey in deadly detail.

Half-Elf Hunter
CREATURE 4

MEDIUM
ELF
HUMAN
HUMANOID
+14; low-light vision
Common, Elven
Athletics +9, Deception +10, Diplomacy +8, Intimidation +8, Stealth +12, Survival +10
+3+4+1+0+4+1
Desert Walker The hunter ignores the effects of difficult terrain from a desert environment. They can Sneak through undergrowth without the need to attempt a Stealth check as long as the hunter moves no more than 5 feet at a time and is not within 10 feet of an enemy at any point during their movement.
+1 composite longbow (20 arrows), studded leather armor, longsword
21 +9 +12 +12
60
25 feet
longsword +13 (versatile P),
1d8+6 slashing
composite longbow +14 (deadly d10, propulsive, range increment 100 feet, reload 0, volley 30 feet),
1d8+6 piercing
Hunt Prey (concentrate) The half-elf hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The half-elf hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. This effect lasts until the half-elf hunter uses Hunt Prey again.
Precision Edge The first time the half-elf hunter hits their hunted prey in a round, they deal an additional 1d8 precision damage.
Skirmish The hunter can Step and then Strike, or Strike and then Step.

Half-Giant

Half-giants are a race that has been used as slaves for as long as they have been known. Bred to be gladiators and soldiers.

It is important to note, however, that half-giants are a race born of a magical union in the distant past; half-giants can only reproduce with one another.

A half-giant is an enormous individual, standing over 8 feet tall, and weighing about 350 pounds. Their features are human but exaggerated.

Half-giants are a race of enormous demihumans who have adapted to a variety of lifestyles in the many harsh terrains of Athas. The origins of the race are unclear. While it is known that the race is spawned from the union of human and giant and the nature of that union was certainly magical, its original purpose is unknown.

Simply put, a half-giant gains terrific size from his giant heritage, but also inherits that race's dull wits. His human background, however, provides him with an interest in communication and cooperation, not to mention more reserved traits such as curiosity, a willingness to learn, and a general tendency toward kindness. At any rate, half-giants are capable of far more kindness than their often tyrannical, bloodthirsty giant kin.

On the contrary, having insufficient history and overall intelligence to have their own culture, half-giants tend to readily adopt the cultures of other creatures they admire or associate with. Half-giants are very imitative creatures, eager to fit into new situations as they present themselves.

Half-giants sometimes collect into communities of their own, though they most often adopt the culture and customs of those creatures that are nearby. When near an elven tribe, for instance, half-giants will form their own hunting and raiding parties, adopting the ways of the elven marauders. They won't mix with the elves, neither will they fight with them. In most instances, imitative half-giant communities will compete directly with the race whom they are likening themselves to. It is their enormous size and combat prowess that keeps their competitors at a safe distance.

Half-giants can switch their attitudes very quickly, taking on new values to fit new situations. A half-giant whose peaceful farming life is disrupted by marauders may soon adopt the morals of the very renegades who sacked his village.

Captain

Captains are particularly influential guards, being effectively one step higher in their chain of command. One may have authority over anywhere from two to twenty lower-ranking guards. When keeping watch over a large area with a sizeable unit, the captain tends towards a central position from which commands can be issued most effectively.

Half-Giant Captain
CREATURE 6

LARGE
GIANT
HUMAN
HUMANOID
+15
Common
Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
+5+0+3+0+3+3
+1 striking longsword, crossbow (20 bolts), dagger, full plate, heavy rondache (Hardness 5, 24 HP, BT 12)
24 (26 with shield raised) +14 +12 +15
115
Aura of Command (aura, emotion, mental) 30 feet. The half-giant captain bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.
Bravery When the half-giant captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.
Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.
Reactive Strike
Shield Block
25 feet
longsword +18 (versatile P),
2d8+9 slashing
crossbow +12 (range increment 120 feet, reload 1),
1d8+8 piercing
Shielded Advance The half-giant captain has their shield raised; The half-giant captain presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.













Guard

Guards include Members of a City Watch, sentries in a City-State or fortified town, and the bodyguards of merchants and nobles.

Half-Giant Guard
CREATURE 4

LARGE
GIANT
HUMAN
HUMANOID
+15
Common
Athletics +12, Diplomacy +10, Intimidation +8
+4+1+3+0+4+2
longsword, crossbow (20 bolts), dagger, breastplate, hide shield (Hardness 4, 20 HP, BT 10)
20 (22 with shield raised) +13 +8 +10
70
Reactive Strike
Shield Block
25 feet
longsword +14 (versatile P),
1d8+10 slashing
crossbow +12 (range increment 120 feet, reload 1),
1d8+5 piercing
Formation Fighters A half-giant guard gains a +2 circumstance bonus on attack and damage rolls as long as he is adjacent to at least two other guards.
Intimidating Strike (emotion, fear, mental) The half-giant guard makes a melee Strike. If he hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.

Credit: Ji Zhang

Halfling

On Athas, Halflings aren't amiable river folk; they're xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. Beyond the Ringing Mountains are jungles that flourish in rains that never reach the Tablelands or the Sea of Silt. There life is abundant, the foliage thick and untamed. The undisputed rulers of these jungles are the halflings.

A wiry halfling is a short humanoid, standing no more than 3 1/2 feet in height. They are muscled and proportioned like humans, but they have the faces of wise and beautiful children. Halflings live to be as much as 120 years old, but once they reach adulthood, their features never succumb to their years— it's very difficult for an outsider to determine a given halfling's age. A halfling weighs 50 to 60 pounds and is virtually always in peak physical condition.

Halflings possess a great deal of racial unity. Though divided politically into separate villages and communities, halflings have profound respect for their race. Political differences between them are settled wherever possible peaceably, through ritual and custom, most often under the direction of their clerical leaders, the Shaman Witch Doctors. On a personal level, halflings relate very well to one another, well enough to have built a considerable culture rich in art, song, and other expressive communication. However, they tend to rely heavily on their culture for communication, a culture that both parties in a conversation are assumed to understand.

It is difficult for a halfling to compensate in conversation for a listener who isn't intimately familiar with halfling culture, and as such they easily become frustrated with outsiders. Depending upon how "official" a meeting is, outsiders often must take great pains to learn local customs merely to communicate with the halflings in question. Of course, halflings who have travelled widely outside their traditional jungle home have a much greater tolerance of those with a "lack'' of halfling culture; so much so that they can communicate easily and without frustration.

The wiry halflings live in shamanistic tribes in the Forest Ridge. Most Halflings are very xenophobic and vicious cannibals. Rarely will Halflings leave their tribes of their own accord. Those in city-states are usually slaves.

Halfling culture is fabulously diverse, but difficult for other races to comprehend. A complete history of their culture, if such a thing existed, would speak volume upon volume of complex social change, inspirational clerical leaders, and in-depth personal studies of the halfling and his duty to his jungle home. Conspicuous in their absence would be references to great wars of conquest or tremendous monetary wealth —the yardsticks by which other races measure cultural success. Halfling culture cares for the individual's inward being his identity and spiritual unity with his race and environment. Their culture does not provide for more traditional values, and vices such as greed and avarice are particularly discouraged.

Oddly, the richness of the land may be disturbed and examined, even used for a halfling's own gain. However, those riches belong to the land and, in the mind of the halfling, should never be moved away. For instance, nature intended a spring to bring water only to a certain area. To move the water through irrigation to some other area is not what nature had in mind. Similarly, an archaeological find in the jungle that yields a great pile of gold and metals is an event that shouldn't be tampered with—the gold might be used to raise a spectacular series of clerical buildings on the spot, but it should not be carted off to some other location.

Rain Cleric

Rain Clerics wish only to return their patron's cool caresses to Athas. To do this, the forests that protect and hold the world's water must return.

Halfling Rain Cleric
CREATURE 2

SMALL
HALFLING
HUMANOID
+10
Common, Halfling
Diplomacy +7, Forest Lore +7, Medicine +8, Religion +8, Society +7
+0+1+0+3+4+1
religious symbol of Rain, staff, studded leather armor
17 +7 +9 +11
30
25 feet
staff +8 (two-hand d8), 1d4 bludgeoning
Cleric Prepared Spells DC 18, attack +10;bless, enfeeble, heal (x2), sanctuary, thunderstrike;daze, detect magic, guidance, know the way, light, prestidigitation, read aura
Cleric Domain Spells DC 18, 1 focus Point; charged javelin




































Skirmisher

Those who emulate the typical Skirmisher are fast and deadly. They use the battlefield to their advantage as they dart around using cover and terrain. With their great speed and agility, no foe is too far, and no fight is too dangerous.

Halfling Skirmisher
CREATURE 1

SMALL
HALFLING
HUMANOID
+10
Halfling
Acrobatics +6, Deception +7, Diplomacy +7, Stealth +9, Survival +6
+1+3+1+2+2+0
shortbow (30 arrows), dagger, leather armor, thieves' tools
15 +4 +10 +7
20
Scurry A creature ends its movement adjacent to the skirmisher; The skirmisher Steps.
25 feet
dagger +9 (versatile P),
1d4 piercing plus bloodgrass poison
shortbow +9 (deadly d10, range increment 60 feet, reload 0), 1d6 piercing plus bloodgrass poison
Bloodgrass poison (poison) DC 17 Fortitude; 4 rounds; 1d6 poison damage and enfeebled 1 (1 round); 1d6 poison damage and enfeebled 2 (1 round).
Jungle Stride The halfling skirmisher ignores difficult terrain in forests and jungles.
Wily Attack The skirmisher deals an extra 1d4 precision damage to off-guard creatures and creatures afflicted by a poison.

Hej-kin

Hej-kin are a race of degenerate humanoids that spend their entire lives underground, dwelling in the Athasian underdark near suitable supplies of water. They are omnivores and subsist largely on a diet of small subterranean creatures and plants.

Hej-kin are malevolent creatures that enjoy inflicting pain and fear on those who trespass on their caverns, blaming them for the damage that has been inflicted on the earth by the defilers.

Hej-kin language is a combination of sign and verbal communication, and their voices are low-pitched, resembling human mumbling. Few surface dwellers are able to learn the language. The color of their skin varies from red to light green, but their skin is always thick and very tough. Hej-kin live on average for 40 or 45 years.

Hej-kin do not create artificial tunnels or caves, as they consider the earth to be sacred. They will only occupy naturally occurring subterranean formations, but they mark these as their property with curious runes on the cave walls.

Hej-kin clans are often led by earth clerics and preservers. Clerics rise highest in hej-kin society and are the only hej-kin who travel to the surface, usually investigating a disturbance that threatens the earth. Hej-kin are never defilers.

Hej-kin are natural enemies to most other surface dwelling and subterranean races, due to the abuse and destruction of the earth perpetrated by these others. Hej-kin clans will migrate to a new area every decade in order to avoid over-using the land on which they dwell.

Hej-kin
CREATURE 0

SMALL
HEJ-KIN
HUMANOID
+9; darkvision
Sakvroth
Acrobatics +5, Athletics +5, Crafting +2 (+4 traps), Earth Lore +4, Stealth +5
+0+3+2+0+2+0
15 +6 +9 +3
13
25 feet, burrow 10 feet
claw +6 (agile),
1d4+1 slashing plus drain life
Occult Innate Spells DC 13, attack +5; phantom pain; daze, message, telekinetic projectile
Drain Life (primal) When the hej-kin damages a living creature with its claw Strike, the hej-kin gains 2 temporary Hit Points and the creature must succeed at a DC 16 Fortitude save or become drained 1. Further damage dealt by the hej-kin increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Phase The hej-kin can Burrow through any earthen matter, including rock. When they do so, the hej-kin moves at their full burrow Speed, leaving no tunnels or signs of their passing.

Hej-kin Priest

All hej-kin priests worship the earth, as do all hej-kin. Hej-kin priests are the only members of their society who ever travel to the surface, usually to investigate some disturbance that threatens their home or the earth.

Hej-kin Priest
CREATURE 1

SMALL
HEJ-KIN
HUMANOID
+10; darkvision
Sakvroth
Acrobatics +6, Athletics +6, Crafting +3 (+5 traps), Earth Lore +5, Religion +7, Stealth +6
+1+3+3+1+4+3
15 +4 +7 +10
16
25 feet, burrow 10 feet
claw +7 (agile),
1d4+1 slashing plus drain life
Cleric Prepared Spells DC 17, attack +9;bless, enfeeble, heal (x2), magic stone, sanctuary; daze, detect magic, guidance, know the way, light, prestidigitation, read aura
Cleric Domain Spells DC 17, 1 focus Point; hurtling stone
Occult Innate Spells DC 16, attack +8; phantom pain; daze, message, telekinetic projectile
Drain Life (primal) When the hej-kin damages a living creature with its claw Strike, the hej-kin gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become drained 1. Further damage dealt by the hej-kin increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Phase The hej-kin can Burrow through any earthen matter, including rock. When they do so, the hej-kin moves at their full burrow Speed, leaving no tunnels or signs of their passing.























Hej-kin Wizard

Due to their worship of the earth, all Hej-kin wizards are preservers.

Hej-kin Wizard
CREATURE 1

SMALL
HEJ-KIN
HUMANOID
+10; darkvision
Sakvroth
Arcane +7, Acrobatics +6, Athletics +6, Crafting +3 (+5 traps), Earth Lore +5, Stealth +6
+1+3+2+0+2+0
15 +4 +7 +10
16
25 feet, burrow 10 feet
claw +7 (agile),
1d4+1 slashing plus drain life
Arcane Prepared Spells DC 17, attack +9 command, fear, force barrage; detect magic, frostbite, prestidigitation, shield, void warp
Occult Innate Spells DC 17, attack +9; phantom pain; daze, message, telekinetic projectile
Drain Life (primal) When the hej-kin damages a living creature with its claw Strike, the hej-kin gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become drained 1. Further damage dealt by the hej-kin increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Phase The hej-kin can Burrow through any earthen matter, including rock. When they do so, the hej-kin moves at their full burrow Speed, leaving no tunnels or signs of their passing.

Id Fiend

The id fiend is a psionic predator whose greatest weapon is its ability to draw images of its victims’ fears from their minds.

The id fiend is very much like a gila monster or large lizard in appearance. It has a large, thick, stocky body supported by four muscular legs. All of the id fiends’ legs end in four clawed digits, three pointing forward and one backward. The torso of the id fiend usually ranges from 3 to 4 feet in length, ending in a long, tapering tail which is often up to four feet long. The head and neck of the id fiend measure two feet long, with its jaws making up about one foot of that length. The id fiends’ skin has a tough leather-like texture, varying in color from light brown and tan, found on specimens encountered in the desert, to a dark olive green, found on specimens encountered in the forests and jungles.



















Id Fiend
CREATURE 4

LARGE
BEAST
+9; lifesense 120 feet, low-light vision, scent (imprecise) 30 feet
Athletics +12, Stealth +11
+6+3+3-3+3+0
21 +13 +11 +9
65; controlled; mental 7
30 feet, climb 30 feet
jaws +16, (reach 10 feet), 2d6+8 piercing
tail +16 (reach 10 feet), 2d6+8 bludgeoning
claw +16 (agile), 2d4+8 slashing
Occult Innate Spells DC 18; attack +10; fear, kinetic ram, phantom pain; daze, detect magic, message, shield, telekinetic projectile
Lurching Charge The id fiend Strides twice and then makes a jaws Strike. If the id fiend moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.

Jozhal

Standing about four feet tall, the jozhal is a small, two-legged reptile with thumbs and the ability to shift its scales to match its background. The jozhal live in small family groups of four to five creatures. They are extremely intelligent and cunning, but regard humans or demihumans as foolish, dangerous creatures and will rarely tolerate them.

Jozhals are attracted to magic of all sorts, and whenever they see humans or demihumans passing they track the party down and attempt to cast a detect magic spell on the group. If the spell reveals any magical items, they will try to sneak into camp and steal them.

Jozhals forage for food (roots and tubers), and eat almost any sort of small reptile, snake, or insect. Their magic is elemental and not destructive to the environment around them.

The jozhal clan’s intellect is best reflect in its relationship to the world around it. They are careful never to destroy the life-giving world in which they live, always making use of every bit of scrap and refuse that they find. They carry this to extremes, even practicing cannibalism and using the bones of their dead to construct weapons and tools.










Jozhal
CREATURE 1

SMALL
JOZHAL
HUMANOID
+10; darkvision
Common, Iruxi
Acrobatics +6, Athletics +5, Diplomacy +4, Nature +6, Stealth +6, Survival +8
+2+3+1+1+4+1
Chameleon The jozhal's skin shifts and changes to match the surroundings. The jozhal gains a +2 circumstance bonus to Stealth checks to Hide.
17 +6 +8 +10; +1 status to all saves vs. spells
16
25 feet
jaws +5, 1d4+2 piercing
dagger +5 (agile), 1d4+2 piercing
Druid Prepared Spells DC 17, attack +9;breathe fire, fleet step, runic weapon, summon animal; caustic blast, frostbite, guidance, light, tangle vine
Druid Order Spells DC 17, 1 focus Point; tempest surge
Occult Innate Spells DC 14, attack +6; abundant step, phantom pain; daze, figment, message, telekinetic projectile

Credit: ChaoyuanXu

Kaisharga

Kaishargas are extremely powerful undead. They voluntarily embraced this existence through a complicated ritual in order to prolong their life and increase their power. They come from all classes: fighters, wizards, monks, psionicists, and even evil clerics.

Gaunt, skeletal beings, kaishargas gain incredible powers through undeath. Their eyes burn with green fire of hatred for the living, and their connection to the Gray gives their skin a grayish tint. Kaishargas dress as they did in life. A kaisharga’ s transformation gives it great strength and agility, as well as deep cunning and wisdom. The defiler becoming or creating a kaisharga must be able to cast 8th-level arcane spells.

Kaisharga are seldom encountered. They live in shadowy places, directing other undead and living beings to work their schemes for them.






































The kaisharga is a dreadful creature that has turned its back on the rightful order of things, trading life for power. It has no place in the living world. If encountered outside the Valley of Dust and fire, the kaishargas tend to be a solitary mage. Within Ur Draxa, the Dragon confers undeath on any of its servants who prove exceptionally capable, loyal, and efficient.

Kaisharga Defiler
CREATURE 16

RARE
UNHOLY
MEDIUM
KAISHARGA
UNDEAD
+26; darkvision, thoughtsense 100 feet
Common, Draconic, Dwarven, Elven, Sakvroth
Arcana +31, Crafting +29 (can craft magic items), Deception +29, Intimidation +27, Nature +27, Stealth +27
+0+5+4+7+5+5
Thoughtsense (occult, mental) The kaisharga senses all non-mindless creatures within 100 feet as a precise sense.
greater staff of necromancy, wand of manifold missiles (7th), wand of wall of force
37 +25 +28 +30; +1 status to all saves vs. vitality
290 (void healing); death effects, disease, paralyzed, poison, unconscious; cold 15, mental 15, physical 15 (except magic metal)
Frightful Prescence (aura, emotion, fear, mental) 60 feet, DC 34
Counterspell A creature casts a spell the kaisharga has prepared; The kaisharga expends a prepared spell to counter the triggering creature's casting of that same spell. The kaisharga loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell.
25 feet
staff +23 (magical, two-hand d8),
1d4+6 bludgeoning
claw +30 (agile, finesse, magical),
5d8 void plus paralyzing touch
Arcane Prepared Spells DC 37, attack +29; arctic rift, desiccate, dispel magic; eclipse burst, fly, spell turning; mislead, purple worm sting, toxic cloud; grim tendrils, illusory object, wall of ice; translocate (x2), unfettered movement; force barrage, paralyze, stinking cloud; blur, resist energy, see the unseen; enfeeble, fear, fleet step; detect magic, frostbite, message, shield, telekinetic hand
Occult Innate Spells DC 37, attack +29; disappearance, hidden mind, maze; duplicate foe, energy aegis, paralyze; spellwrack, spirit blast, teleport; false vision, scouting eye, slither; confusion, fly, translocate; hypercognition, mind reading, slow; blur, death knell, see the unseen; alarm, illusory disguise, phantasmal minion; daze, figment, message, prestidigitation, telekinetic projectile
Defiling once per round; non barren terrain within 10 feet; Prior to casting a spell; The kaisharga defiler pulls in plant energy, all plants wither and die within 10 feet. The act of defiling empowers the kaisharga defiler's spells reducing the casting time by one action. Each creature in the area must attempt a DC 34 fortitude save.
The creature is unaffected.
The creature is sickened 1 until its next turn.
The creature is sickened 1.
The creature is sickened 2.
Paralyzing Touch (arcane, curse, incapacitation, void) A creature damaged by the kaisharga's claw Strike must succeed at a DC 37 Fortitude save. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive.
Steady Spellcasting If a reaction would disrupt the kaisharga's spellcasting action, they can attempt a DC 15 flat check. On a success, the action isn't disrupted.

Kaisharga Monk
CREATURE 14

RARE
UNHOLY
MEDIUM
KAISHARGA
UNDEAD
+28; darkvision, thoughtsense 100 feet
Common, Draconic, Dwarven, Elven, Sakvroth
Acrobatics +24, Athletics +29, Diplomacy +24, Intimidation +24, Martial Arts Lore +22, Society +20, Stealth +24
+7+4+6+4+8+4
Thoughtsense (occult, mental) The kaisharga senses all non-mindless creatures within 100 feet as a precise sense.
36 +26 +24 +28; +1 status to all saves vs. vitality
250 (void healing); death effects, disease, paralyzed, poison, unconscious; cold 15, mental 15, physical 15 (except magic metal)
Frightful Prescence (aura, emotion, fear, mental) 60 feet, DC 31
Deflect Attack The kaisharga is aware of the attack, isn't off-guard, and has a hand free; The kaisharga is the target of a physical ranged attack or ranged spell attack; The kaisharga gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the kaisharga has deflected it. They can't use this reaction to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).
40 feet, climb 40 feet
claw +29 (agile, finesse, magical),
4d8 void plus paralyzing touch and Improved Grab
Monk Focus Spells DC 34, 3 Focus Points; ki rush, medusa's wrath, wind jump
Occult Innate Spells DC 31, attack +23 duplicate foe, energy aegis, paralyze; spellwrack, spirit blast, teleport; false vision, scouting eye, slither; confusion, fly, translocate; hypercognition, mind reading, slow; blur, death knell, see the unseen; alarm, illusory disguise, phantasmal minion; daze, figment, message, prestidigitation, telekinetic projectile
Flurry of Blows once per round; The kaisharga monk makes two claw Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. The kaisharga applies his multiple attack penalty to the Strikes normally.
Paralyzing Touch (arcane, curse, incapacitation, void) A creature damaged by the kaisharga's claw Strike must succeed at a DC 34 Fortitude save. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive.

Kalin

This creature is a monstrous hybrid of spider and ant. Armored with chitin of mottled yellow and brown, it has glowing eyes, wickedly curved mandibles and slashing forelimbs that it waves aggressively towards you.

Kalin are a breed of insect that dwell in the Athasian underdark. They have the bulbous abdomens of ants, but the thorax, limbs and head of a great spider. Although able to spin spider silk, these many-limbed horrors do not weave webs but instead hunt their prey. Sometimes domesticated as mounts by the dray, they are cunning predators with a vicious array of natural attacks.

Dregoth has four squadrons of elite kalin riders, each composed of 25 templars of at least 5th-level. Each squadron is led by an 8th-level officer, armed with the best equipment their lord can procure and accompanied by their own war defiler from the College of Blackspire. Arrogant and powerful, the kalin riders are generally loathed and feared by the other citizens of New Giustenal.

Kalin chitin is used in the construction of armor by the second generation dray, but they rarely hunt the creatures for this purpose, instead preferring to scavenge chitin from wild kalin corpses. Wild kalin do not form nests, except to lay eggs. Once hatched, young are not attended and the entire nest will separate. Kalin reach maturity in six months and live for five years and often find themselves in fierce competition with wall walkers, another subterranean species, during that time. An adult kalin is 12 feet long and weighs 700 pounds.






Kalin
CREATURE 3

LARGE
ANIMAL
+7; darkvision, scent (imprecise) 30 feet
Athletics +8, Stealth +9, Survival +7
+4+2+4-5+2-4
18 +10 +8 +5
28
Ambush Lunge Initiative has not yet been rolled; A creature comes within 25 feet of the kalin's lair while the kalin is positioned on the ceiling or wall, and the kalin notices the creature; The kalin Strides or Climbs before it rolls initiative.
30 feet, climb 30 feet
mandibles +11 (reach 10 feet),
1d8+6 slashing plus Grab
pincer +11 (agile, reach 10 feet),
1d6+6 slashing
Constrict 1d6+4 bludgeoning, DC 20

Krag

Krags are undead created when a cleric aligned to an element or para-element dies in the medium diametrically opposed to his own. The anguish and trauma of dying to the very force he devoted his life to opposing is sometimes enough to transform a cleric into a wicked and bitter undead. The elemental lords of the new power quickly enslave such an undead cleric to their service.

Krags look much like the individuals they were created from, except that they also take on the appearance of the element that killed them. A silt-krag, for instance, would have dry leathery skin and choking dust would constantly fall from its mouth, nose, and ears. A magma-krag, on the other hand, would be a mass of dripping, molten earth.

Opposing Elements Table

Element Opposition Element Opposition
Earth Magma Silt Water
Air Sun Sun Water, Air, Rain
fire Water Rain Silt, Sun
Water Fire, Sun, Silt, Magma Magma Water, Earth













Sun Krag
CREATURE 10

UNHOLY
MEDIUM
KRAG
SUN
UNDEAD
+22; darkvision
Common, Pyric, Susurran
Acrobatics +21, Athletics +19, Religion +19, Stealth +21
+5+7+5+3+5+6
29 +22 +16 +19; +1 status to all saves vs. spells
180 (void healing); death effects, disease, paralyzed, poison, unconscious; fire 10, mental 10; vitality 10, water 10
25 feet
jaws +23 (finesse, magical),
2d10+8 piercing plus elemental infusion
claw +23 (agile, finesse, magical),
2d8+8 slashing
Occult Innate Spells DC 29; attack +21; repelling pulse; daze, detect magic, message, shield, telekinetic hand, telekinetic projectile
Elemental Infusion (curse, disease, primal) A creature that dies from elemental infusion rises as a kragling after 24 hours. 6 rounds; 3d6 void damage (1 round); 3d6 void damage and drained 1 (1 round); 3d6 void damage and drained 2 (1 round).
Blazing Howl (fire, primal) The krag screams in agony, causing creatures in a 15-foot emanation to burst into flame, which deals 11d6 fire damage to each creature in the area (DC 26 basic Will save). A creature that critically fails its save is frightened 1; this frightened condition is an emotion, fear, and mental effect. The krag can't use Blazing Howl for 1d4 rounds.

Kragling

A kragling is an undead creature created by a krag’ s elemental infusion. The humanoid or animal rises as a skeleton under the krag’ s control. Kraglings share the same elemental bond as the krag that spawned them, and their appearance reflects this link. For example, creatures killed by a silt krag rise as skeletons with dried, grayish bones, while a water krag’ s victims appear as moldy, fungus-ridden skeletons.

Kraglings have a telepathic link to the krag that created them and follow that krag’ s mental commands at any distance.

Fire Kragling
CREATURE 1

MEDIUM
FIRE
KRAGLING
MINDLESS
UNDEAD
+5; darkvision
Common, Pyric
Acrobatics +5, Athletics +7, Stealth +5
+2+2+3-5+0+0
17 +6 +7 +5
20 (void healing); death effects, disease, fire, paralyzed, poison, unconscious; bludgeoning 10, vitality 10
Rejuvenation (primal) When a kragling is destroyed, it re-forms after 2d4 days fully healed. A kragling can be permanently destroyed only if someone destroys its krag creator.
25 feet
jaws +23 (finesse), 1d6+2 piercing plus 1d6 fire
claw +23 (agile, finesse), 1d4+2 slashing









Silt Kragling
CREATURE 1

MEDIUM
FIRE
KRAGLING
MINDLESS
UNDEAD
+5; darkvision
Common, Pyric
Acrobatics +5, Athletics +7, Stealth +5
+2+2+3-5+0+0
17 +6 +7 +5
20 (void healing); death effects, disease, paralyzed, poison, unconscious; bludgeoning 10, vitality 10
Rejuvenation (primal) When a kragling is destroyed, it re-forms after 2d4 days fully healed. A kragling can be permanently destroyed only if someone destroys its krag creator.
25 feet
jaws +23 (finesse), 1d6+2 piercing plus 1d6 void
claw +23 (agile, finesse), 1d4+2 slashing

Credit: William O'Connor

Megapede

Megapedes are colossal centipedes which roam the sandy deserts of Athas. Megapedes are similar to normal centipedes in all ways except in size. They have an exceptionally long (100 to 150 feet), segmented body which sports a pair of legs nearly every two feet. These legs are five feet in length and have flexible claws at their ends. The body of a megapede is covered with a fur-covered, bulbous skin which serves as a pseudo-exoskeleton.

The megapedes of Athas are, with the exceptions of the Dragon and Nightmare Beasts, the most dangerous feature of traveling across the deserts of this harsh world. Because of their sheer size, megapedes cannot normally hide their presence.

Most, however, live beneath the sands of the desert, only surfacing to feed on unfortunate passers-by. Herds of erdlus and even kanks are among the favorite foods of megapedes, though they often survive on vegetation alone for weeks on end.

When a megapede is ready to lay eggs, it will find an isolated area, if possible, in the rocky barrens of the Tablelands, and begin to make a cocoon in which to place its eggs. Up to three eggs can be placed within one cocoon, which often reaches near 60 feet in length. A cocoon will remain for four to five weeks before bearing young megapedes. At birth, a megapede is 20 to 30 feet long, growing to its full size within three months after birth.

While not especially protective of its cocoon, a megapede which has laid eggs will fight off any creature which threatens them, mostly out of instinct.

Megapede
CREATURE 16

UNCOMMON
GARGANTUAN
BEAST
+28; darkvision, tremorsense (imprecise) 60 feet
Acrobatics +28, Athletics +33, Stealth +30
+10+3+8-3+7+0
39 +32 +23 +26
315; poison; acid 20, cold 20, electricity 20, fire 20, mental 20
Inexorable The megapede recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.
Shake It Off once per day; The megapede would be affected by a condition or adverse effect (such as cursed metamorphosis). The megapede negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can’t be avoided in this way.).
60 feet, burrow 60 feet, climb 60 feet
mandibles +32 (deadly 2d10, reach 15 feet),
3d12+16 piercing plus megapede venom
leg +32 (agile, reach 15 feet),
3d10+16 piercing
body +30 (reach 15 feet),
2d8+16 bludgeoning
Megapede Venom (poison) DC 37 Fortitude; 6 rounds; 3d6 poison damage and clumsy 2 (1 round); 4d6 poison damage and clumsy 2 (1 round); 6d6 poison damage and clumsy 2 (1 round)
Occult Innate Spells DC 34; attack +26; hypnopompic terrors; spirit blast, poltergeist's fury; agonizing despair, repelling pulse; daze, detect magic, message, shield, telekinetic projectile; hidden mind
Rock Tunneler A megapede can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does.
Thrash The megapede makes a Strike once against each creature in its reach. It can Strike up to once with its mandibles, and any number of times with its body and legs. Each attack counts toward the worm’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all the attacks.
Trample Huge or smaller, leg, DC 36

Meorty

A meorty is an undead guardian of a long-lost domain who continues to watch and enforce its ancient laws. A transgressor is calmly informed of its transgression, often in an ancient language, and asked to accept his punishment with honor. One who refuses is immediately attacked and killed by the meorty.

A meorty appears as a gaunt figure wrapped in rotting clothes. Though the clothing appears finely made, as benefited the meorty’ s station, it is moldy and ragged. A meorty also wears jewelry of fine craftsmanship and often wields metal weapons. Even with their skeletal appearance, meorties moves with grace and have a deep, reverberating voice. A meorty knows only the ancient languages it knew in life. Its eyes glow with bright green lights.

Content to rest in peace, a meorty does not attack those who avoid transgressing its laws. It follows its ancient code to the letter, however, and enforces it mercilessly. Meorties were created in ancient, complex rituals whose knowledge has been lost to the ages. All meorties were created over 2000 years ago.










Meorty
CREATURE 6

Medium
MEORTY
UNDEAD
+14; darkvision
Ancient Common
Athletics +16, Intimidation +15, Religion +12, Survival +12
+5+3+4+1+2+3
+1 steel full plate, steel sturdy shield (Hardness 8, HP 64, BT 32), steel +1 striking battle axe
25 (27 with shield raised) +16 +14 +13; +1 status to all saves vs. spells
90 (void healing, rejuvenation); death effects, disease, mental, paralyzed, poison, unconscious
Sacrilegious Aura (arcane, aura) 30 feet. When a creature in the aura uses a spell or ability with the vitality trait, the meorty automatically attempts to counteract it, with a +12 counteract modifier.
Reactive Strike
Shield Block
25 feet
battle axe +16 (magical, mental, sweep),
2d8+7 slashing plus 1d6 mental
fist +15 (agile, mental),
2d4+7 bludgeoning plus 1d6 mental
Occult Innate Spells DC 21, attack +13; translocate; agonizing despair, paralyze, mind reading (at will); daze, message, telekinetic projectile
Devastating Blast (arcane, electricity) The meorty unleashes a 30-foot cone of mental anguish. Creatures in the area take 4d12 mental damage (DC 24 basic Will save). The meorty can use this ability once every 1d4 rounds.
Meorty’s Curse (arcane, curse) This curse affects anyone who wears a meorty’s armor for at least 1 hour. DC 24 Will save; doomed 1 and cannot remove the armor (1 day); doomed 2, hampered 10, and cannot remove the armor (1 day); dies and transforms into the armor's meorty.
Rejuvenation (arcane) When a meorty is destroyed, its armor rebuilds its body over the course of 1d10 days—or more quickly if the armor is worn by a living host (see meorty's curse). If the body is destroyed before then, the process restarts. A meorty can only be permanently destroyed by obliterating its armor (such as with disintegrate), transporting it to the Plane of Fire or Sun, or throwing it into the heart of a volcano.
Weapon Master The meorty has access to the critical specialization effects of any weapons it wields.

Morg

Morgs are a powerful form of undead created when a high-level lawful evil templar or, more rarely, a cleric is mummified, and life energy is expended to grant it unlife. It can survive for centuries. Morgs have gray flesh that clings tightly to its bones. They give off an odor that is said to be reminiscent of spices, because of the herbs used in the embalming process that created them. Morgs are keenly intelligent and are able to communicate just as they did in life. Further, they have an inherent ability to telepathically command all normal undead created by them. They have the ability to control other undead, provided that they are not under the domination of another of higher hit dice, but this is possible only when verbal orders can be given.








Morg
CREATURE 9

RARE
UNHOLY
MEDIUM
MORG
UNDEAD
+20; darkvision
Common, plus any two languages
Athletics +20, Deception +18, Intimidation +20, Religion +20, Stealth +13
+5+2+4+0+5+5
metal longsword
27 +19 +15 +20; +1 status to all saves vs. vitality
165 (void healing); death effects, disease, paralyzed, poison, unconscious; fire 10
30 feet
tongue +20 (disarm, trip),
1d10+11 bludgeoning plus morg rot and Grab
longsword +21 (versatile P),
2d8+11 slashing; plus morg rot
Channel Rot (divine) The morg can deliver morg rot through melee weapons it wields.
Morg Rot (curse, disease, divine) This disease and any damage from it can’t be healed until this curse is removed. A creature killed by morg rot turns to sand and can’t be resurrected except by a 7th-level resurrect ritual or similar magic. DC 26 Fortitude; carrier with no ill effect (1 minute); 8d6 void damage and stupefied 2 (1 day).
Life Leech The morg deals damage to a creature with Constrict. When the morg damages a living creature with its Constrict, the morg gains 9 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become drained 1. Further damage dealt by the morg increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Constrict 1d10+11 bludgeoning plus morg rot, DC 26

Mountain Stalker

These giantlike creatures stand some 10 to 15 feet tall and have strange, beast-like heads with a pair of glaring eyes protruding from the middle. However, the most notable feature of these giants are their arms; each forearm ends in a pair of semi-prehensile tentacles, which they use to rend their prey apart.

Mountain stalkers are a strange race of skilled climbers that mostly inhabit rocky and mountainous areas. Although they usually keep to themselves and shy away from civilized areas, they are not above attacking a much less weak force if encountered. Mountain stalkers have little or no regard for other creatures, except for other mountain stalkers. The life of a mountain stalker is extremely dangerous, and most have short life spans.












Mountain Stalker
CREATURE 5

LARGE
GIANT
HUMANOID
+12; low-light vision
Giant
Athletics +13, Stealth +10 (+12 in rocky terrain)
+5+4+4-2+2+2
21 +12 +9 +7
75
Catch Rock
Gripping Tentacle A creature in the mountain stalker's reach uses a move action or leaves a square during a move action it's using; The mountain stalker makes a tentacle Strike against the target. If the attack is a critical hit and the trigger was a move action, the mountain stalker disrupts that action.
30 feet, climb 25 feet
tentacle +15 (agile, reach 15 feet),
2d6+6 bludgeoning
rock +14 (brutal, range increment 120 feet),
2d6+6 bludgeoning
Throw Rock
Rend tentacle

Mud Fiend

The mud fiend is a lurking predator formed entirely from mud, slime and muck. Most scholars assume that the mud fiend is a sentient force that inhabits and animates mud, as the creatures seem indistinguishable from the wallows that are their home. Others believe it to be a colony of microscopic animals cooperating to create a common defense out of the mud.

Mud fiends require decaying flesh to sustain their foul existence and treat the bodies of their victims as fertilizer for their homes. A mud fiend forms a body that is roughly man-sized, but this form is temporary and can reform if destroyed. There appears to be no known way to permanently destroy a mud fiend, other than by drying out or removing the mud that is its domain.

























Mud Fiend
CREATURE 5

LARGE
EARTH
ELEMENTAL
WATER
+12; darkvision, tremorsense (imprecise) 60 feet
Athletics +14, Stealth +8
+5-1+4-2+3+0
Muddy Field (aura) 10 feet. The ground in the area is difficult terrain for all non-mud fiend creatures.
Mudbound When not touching mud, the mud fiend is slowed 1 and can’t use reactions.
21 +15 +8 +10
90; bleed, critical hits, paralyzed, poison, sleep; acid 4, physical 4 (except bludgeoning); fire 5
Susceptible to Desiccation If a mud fiend takes any damage from desiccate or a similar effect, takes 10 or more fire damage from a single effect, or spends more than 24 hours outside of a source of sufficient hydration (such as a swamp, river, mud, or recent rainfall), it becomes dehydrated. While dehydrated, the mud fiend can't Spew Mud, is sickened 2, and is slowed 1 until it either fully immerses in mud, spends 1 minute in the rain, or rehydrates in another way (such as via Gory Hydration).
20 feet, swim 20 feet
fist +10 (agile), 2d6+6 bludgeoning plus Grab
Constrict 2d6+4 bludgeoning, DC 22
Gory Hydration The mud fiend is dehydrated; The mud fiend deals Constrict damage to a living creature that has blood; The mud fiend squeezes harder, dealing 1d6 persistent bleed damage to the target. The mud fiend absorbs this blood, removing any penalties it had as a result of being dehydrated.
Mud Puddle (concentrate) Until it next acts, the mud fiend appears to be an ordinary puddle of mud. It has an automatic result of 30 on Deception checks to pass as a mud puddle and can make a fist Strike against a creature that walks onto the mud puddle as a reaction.
Spew Mud (conjuration, primal) The mud fiend spews a 20-foot line of pressurized mud that deals 6d6 bludgeoning damage (DC 22 basic Reflex save). On a critical failure, a creature also takes a –10-foot status penalty to its Speeds for 1 round. The mud fiend can't Spew Mud again for 1d4 rounds.

Mul

Born from the unlikely parentage of dwarves and humans, muls combine the height and adaptable nature of humans with the musculature and resilience of dwarves. Muls enjoy traits that are uniquely their own, such as their robust metabolism and almost inexhaustible capacity for work. The hybrid has disadvantages in a few areas as well: sterility, and the social repercussions of being created for a life of slavery.

Humans and dwarves are not typically attracted to each other. The only reason that muls are so common in the Tablelands is because of their value as laborers and gladiators: slave-sellers force-breed humans and dwarves for profit. While mul-breeding practices are exorbitantly lucrative, they are often lethal to both the mother and the baby. Conception is difficult and impractical, often taking months to achieve. Even once conceived, the mul takes a full twelve months to carry to term; fatalities during this period are high. As likely as not, anxious overseers cut muls from the dying bodies of their mothers.

Second only to the half-giant, the mul is the strongest of the common humanoid races of the tablelands. Muls grow as high as seven feet, weighing upwards of 250 pounds, but carry almost no fat at all on their broad muscular frames. Universal mul characteristics include angular, almost protrusive eye ridges, and ears that point sharply backwards against the temples. Most muls have dark copper-colored skin and hairless bodies.

Mul Barbarian

Brutality is a way of life in Athas, as much in some of the cities as in the dwindling tribes of Athas’ harsh wastes. The barbarian is a fearsome warrior, compensating for lack of training and discipline with bouts of powerful rage.

While in this berserk fury, barbarians become stronger and tougher, better able to defeat their foes and withstand attacks.

Mul Barbarian
CREATURE 6

MEDIUM
DWARF
HUMAN
HUMANOID
+13; darkvision,
Common
Acrobatics +11, Athletics +15, Intimidation +14, Stealth +13, Survival +9
+5+3+3+0+1+2
+1 striking greataxe, hide armor
21 +16 +12 +13
95
Blood Fury (manipulate) The mul barbarian deals bleed damage to a creature; The mul licks blood from their weapon, becoming furious. They regain 5 Hit Points and gains a +1 status bonus to attack rolls until the end of their turn.
Ferocity
Reactive Strike
25 feet
greataxe +17 (sweep), 2d12+5 slashing
fist +15 (agile, nonlethal), 1d4+5 bludgeoning
Mauler While the mul barbarian is raging, their melee Strikes deal an additional 1d4 persistent bleed damage.
Rage (concentrate, emotion, mental) The mul barbarian flies into a rage. He gains 9 temporary Hit Points, deals 2 additional damage with melee Strikes, takes a –1 penalty to AC, and can't use other actions with the concentrate trait. This effect lasts for 1 minute, until he falls unconscious, or until there are no enemies he can perceive, whichever comes first, at which point he loses any remaining temporary Hit Points from Rage and can't Rage again for 1 minute.
Shrieking Frenzy (primal) once per hour; The mul's turn begins; The mul is quickened until the end of their turn and can use the extra action only to Stride or Strike. While in the frenzy, the mul can't speak and automatically critically fails Stealth checks, due to their loud wailing.

Mul Gladiator

A Gladiator is as much an Entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy.

Mul Gladiator
CREATURE 5

MEDIUM
DWARF
HUMAN
HUMANOID
+12; darkvision
Common
Acrobatics +13, Athletics +13, Gladiatorial Lore +12, Intimidation +10, Performance +13
+5+4+4+0+2-1
dragon's paw
21 +12 +9 +7
75
Ferocity
Reactive Strike
25 feet
dragon's paw +15 (agile, backswing, parry, sweep),
2d8+6 piercing plus hampering slash
fist +15 (agile, nonlethal),
1d4+6 bludgeoning
Hampering Slash A target damaged by the mul's melee Strike must succeed at a DC 22 Fortitude save or be slowed 1 until the end of the mul's next turn.
Spear Critical Specialization When the mul gladiator lands a critical hit with a spear Strike, the weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of the mul's next turn.





























Mul Slave

Born as they are to lives of slave labor, with the taskmaster's whip taking the place of parents and family, muls are given to a gruff personality and violent reactions. Understandably, many never seek friends or companionship but live out their lives in servitude, driven by hatred and spite. Most, however, learn who to trust in the slave pits and who not to, gaining favor and reputation among the other slaves.

Mul Slave
CREATURE 0

MEDIUM
DWARF
HUMAN
HUMANOID
+5; darkvision
Common
Athletics +5, Intimidation +2
+3+2+3-1+1+0
club
15 +6 +4 +2
15
Ferocity
25 feet
club +7 (thrown 10 ft.), 1d6+3 bludgeoning
fist +7 (agile, nonlethal), 1d4+3 bludgeoning
club +4 (thrown 10 ft.), 1d6+3 bludgeoning

Nikaal

The nikaal are desert dwelling nomads and traders with occult powers. They are especially interested in items of psychic significance, for which they will pay handsomely. Nikaal believe that material goods have lives of their own, and honor and respect the things they own and trade. This respect is most clearly seen in their signature polearm, the tkaesali. This polearm is made of a hoop studded with sharpened obsidian or teeth and decorated with runic symbols. Only those who have earned the right through deeds to their community may carry a tkaesali, and these items have storied histories that are passed down through oral and magical tradition. If a tkaesali is stolen, the entire tribe will stop at nothing to track it down and get it back.

Although they may seem slow and deliberate in both thought and motion, nikaal are by no means stupid or weak. Their psychic powers are most useful in interpersonal relations, so rarely are brought into play in battle. Their skins are tougher than leather, they can withstand fire and typically carry one handed weapons and shields into battle. They almost never wear armor, as covering their whole bodies interferes with their heat balance and forces them to consume more food and water to survive. Nikaal can spit acid, but rarely use this in combat with other nikaal, seeing doing so as a sign of utter disrespect.

Nikaal live in peripatetic communities united under an elected council. These elected elders are often gifted in magic and use their powers to determine where and when the nikaal travel.

Arcane magic is of less interest to them than either occult or divine—most of their powerful spellcasters are clerics favoring the elements of earth and air, or druids with mastery over the desert, fire or water. There is no division between the sexes, and telling different genders is difficult, if not impossible, for those that are not nikaal.

A nikaal has a lifespan equivalent to that of a dwarf. They are typically covered in fine purple scales, but both cooler blues and warmer reds are possible. Their claws (and bones) are green in color, and faintly luminous in moonlight.

Nikaal Warrior
CREATURE 2

MEDIUM
HUMANOID
NIKAAL
+8; low-light vision
Iruxi
Acrobatics +7, Athletics +7, Intimidation +5, Stealth +5, Survival +5
+3+3+3+1+2+2
tkaesali, chitin shield (Hardness 4, HP 16, BT 8)
18 (20 with shield raised) +8 +8 +8
30; fire 5
Reactive Strike
25 feet
tkaesali +11 (deadly d10, reach 10 feet),
1d10+4 slashing
Occult Innate Spells DC 18, attack +10; message, telekinetic projectile
Acid Spit The nikaal warrior spits a gob of acid at a target within 20 feet. The target takes 3d6 acid damage and must make a basic Reflex save DC 18. The nikaal warrior can't use Acid Spit again for 1d4 rounds.

Credit: Wayne Reynolds

Nightmare Beast

With a disposition as bad as its reputation, it’s no wonder that a nightmare beast spreads terror wherever it goes.

A nightmare beast stands at least 20 feet tall on its four legs. Each of its digits is tipped with a 3-foot-long claw. Its jaws are filled with 1-foot-long teeth and flanked by curved tusks the size of cavalry lances. A nightmare beast’s thick, rough hide is typically dark gray with dark blue, purple, or brown splotches in between patches of bony material. Its red eyes, each the size of a man’s head, glow in the dark.

A Nightmare Beast’s Lair

The nightmare beast prefers to lair in a remote cave. It spends most of its time in search of food, and it tends to hunt in one area until the food supply is exhausted. At that point, it usually hibernates for up to one year, then awakens again in a ravenous state.




































The monster has no interest in treasure, nor does it often bring any prey back to its lair, unless the kill is too large that it cannot be consumed all at once. A nightmare beast often inadvertently eats treasures along with their owners, so occasionally items of value turn up in the creature’s lair at a later time.

Nightmare Beast
CREATURE 19

RARE
UNHOLY
HUGE
BEAST
+33; greater darkvision, fear scent 120 feet
Common, Infernal; telepathy 100 feet
Athletics +37, Deception +31, Desert Lore +32, Intimidation +33, Occultism +30, Stealth +33, Survival +31
+10+9+10+5+6+5
Fear Scent A nightmare beast can observe any frightened creatures within 120 feet using an incredibly accurate sense of psychic smell as a precise sense. However, its fear scent extends further if the creature was frightened by the nightmare beast. The taste of such a bouquet of fear in the air becomes irresistible and easy for the nightmare beast to detect, like a shark smelling blood in water. A nightmare beast can sense a creature frightened by its own fear effects as an imprecise sense at a distance of up to 1 mile away.
43 +38 +32 +29; +2 status to all saves vs. spells
330, regeneration 30 (deactivated by holy); controlled, emotion, fear, sleep; mental 20, physical 15 (except metal), poison 15; holy 15
Aura of Agony (aura, emotion, fear, mental) 10 miles. A nightmare beast exudes a massive psychic disturbance many miles away from its location, assaulting the minds and spirits of those who dare to sleep within the unsettling bounds of its aura of agony. Creatures that attempt to rest while they're within this emanation are beset by disturbing nightmares and hallucinations, regardless of whether they're aware of the nightmare beast's presence. This restlessness causes creatures to wake up fatigued, and they don't recover from fatigue by resting. Creatures affected by aura of agony don't reduce their frightened condition by resting as long as they remain within the area of the aura.
Frightful Prescence (aura, emotion, fear, mental) 90 feet, DC 38
30 feet, climb 30 feet
jaws +36 (magical, reach 10 feet),
4d10+20 piercing and drain life
claw +36 (agile, magical, reach 10 feet),
4d8+20 slashing plus nightmare fuel
tusk +36 (magical, reach 15 feet),
4d12+20 piercing
Arcane Innate Spells DC 41; attack +33; chain lightning, dispel magic, fire ball, lightning bolt, wall of fire
Occult Innate Spells DC 41; hallucination (at will), mirage (at will), translocate; blur, invisibility (at will; self only); daze, detect magic, message, shield, telekinetic projectile; hidden mind
Drain Life When a nightmare beast's jaws Strike deals damages to a living creature, the nightmare beast gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude save or become drained 2. Further damage dealt by a nightmare beast's jaws Strike increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4.
Forlorn Howl (auditory, emotion, fear, mental) The nightmare beast vents a long and desolate wail full of nightmares and despair. The forlorn howl can be heard up to 1 mile away under the open sky. Any creature who hears it experiences a sudden sinking in its stomach and heart palpitations, its hair stands on end, and it must attempt a DC 38 Will save.
The creature is unaffected and becomes temporarily immune for 1 hour.
The creature becomes frightened 2.
The creature becomes frightened 3.
The creature becomes doomed 1, frightened 4, and is fleeing for 1 round.
Illusory Ambush The nightmare beast shimmers with illusions and devastates a foe who lost track of its position. The nightmare beast Strides up to twice its Speed. If it ends its movement within its melee reach of at least one enemy to which it's undetected, it can attempt two claw Strikes against that enemy. These attacks count toward the nightmare beast’s multiple attack penalty, but the multiple attack penalty doesn't increase until after the nightmare beast makes both of these attacks. The nightmare beast remains undetected to the creature it's attacking until after resolving both of the claw attacks.
Masterful Quickened Casting (concentrate) once per round; If the nightmare beast’s next action is to cast an 6th-level or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action).
Nightmare Fuel The nightmare beast's claws are infused with some of the nightmares that make up the nightmare beast's being, and they infect victims with lasting fear, cycling their victims' fears and anxieties in a horrific loop that takes time and rest to break. A creature that takes damage from the nightmare beast's claw Strike while frightened no longer reduces its frightened condition at the end of each turn. Instead, the creature can only decrease its frightened condition by 1 after each full night's rest or with magical effects counteracting the fear, such as remove fear.
Trample Large or smaller, claw, DC 45

Credit: Andrew Olson

Obsidian Retriever

An enormous spider composed entirely of obsidian, this creature scuttles towards you, lambent energies playing within its faceted eyes.

Obsidian retrievers are constructs fashioned by procedures long forgotten. Relics of an earlier age, they are the prized possessions of sorcerer-monarchs and the great merchant houses, but are also sometimes encountered in the ancient ruins that dot Athas‘ landscape.

Their similarity in appearance to the demonic race known as retrievers may be a coincidence, or obsidian retrievers may indeed, be the results of long-lost magical experiments to recreate servile versions of the abyssal species. Whatever the truth, psionics clearly had a hand in their design, as rumor has it that only psionic disciplines of the highest power can allow a user control over an obsidian retriever. Needless to say, these same rumors hint that the palaces of the sorcerer-monarchs are guarded by specially programmed obsidian retrievers that answer only to the monarch in person.

























Obsidian Retriever
CREATURE 13

RARE
LARGE
CONSTRUCT
GOLEM
MINDLESS
+19; darkvision
Acrobatics +23, Athletics +27, Stealth +23
+8+4+5-5+0-5
34 +24 +22 +18;
235; bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see Golem Antimagic below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, void; physical 15 (except dwarven steel or bludgeoning)
Golem Antimagic harmed by sonic (6d10, 2d8 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by cold
Vulnerable to Shatter An obsidian retriever is affected by the shatter spell as though it were an unattended object.
Spell Reflection (arcane) The obsidian retriever is targeted by a spell. The obsidian retriever positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an Acrobatics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster.
50 feet, climb 50 feet
fangs +27 (magical), 3d10+14 piercing
bladed limb +27 (agile, magical, versatile P),
3d6+14 slashing plus 1d6 bleed
Arcane Innate Spells DC 30; discern location (at will)
Eye Rays (arcane) An obsidian retriever's eyes can produce four different magical rays, each affecting all creatures in a 60-foot line. Once used, an obsidian retriever can't use the same eye ray again for 2d4 rounds. The eye ray gains the fire, cold, electricity, or polymorph trait as appropriate.
Fire Ray 12d6 fire damage (DC 30 basic reflex save).
Ice Ray 12d6 cold damage (DC 30 basic reflex save).
Electric Ray 12d6 electricity damage (DC 30 basic reflex save).
Petrification Ray As per a 6th-level petrify spell (DC 30 fortitude save).
Frenzy The obsidian retriever makes two bladed limb Strikes and fires an Eye Ray in any order.

Pakubrazi

This freakish beast seems to be composed of varying. parts of insect and human, with compound eyes, wings and small claws for hands. It stands on two clawed legs, towering over all but the tallest half-giants.

Pakubrazi are insect-like creatures that can change the shape of their bodies to resemble humanoids. These bipedal creatures have small claws that serve as hands, and a pair of wings that allow them to fly. They are capable of changing all or parts of their body to resemble humanoids, though they cannot imitate individual features.

Pakubrazi are parasites that live by feeding off the blood of living creatures. They usually work alone but may sometimes cooperate in small groups. Dwelling amongst other humanoids, they maintain a charade of normality and are masterful actors. Pakubrazi are thought to be remnants of the Green Age. On rare occasions, pakubrazi blood has been used to intentionally taint an enemy by slipping it into his food. It makes a horrific form of revenge.

A pakubrazi stands 10 feet tall and weighs 600 lbs.













Pakubrazi
CREATURE 6

LARGE
ABERRATION
+14; darkvision, scent (imprecise) 60 feet
Acrobatics +14, Athletics +15, Deception +13, Society +9, Stealth +13
+5+4+4+0+4+2
24 +17 +14 +11
90
25 feet, fly 40 feet
mandibles +15,
2d8+9 piercing plus pakubrazi taint
claws +15 (agile),
2d6+9 slashing plus Grab
Change Shape (concentrate, divine, polymorph) The pakubrazi can take on the appearance of any Large or smaller humanoid. This doesn’t change their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning).
Drink Blood A grabbed, paralyzed, restrained, or unconscious creature is within the pakubrazi’ s reach. The pakubrazi inserts its proboscis into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 2 and the pakubrazi regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the pakubrazi but increases the victim's drain value by 1. A victim's drained condition decreases by 1 each week. A blood transfusion, which requires a successful DC 20 Medicine check and a blood donor or sufficient blood, reduces the drained value by 1 after 10 minutes.
Flash Form (concentrate, primal, visual) The pakubrazi rapidly shapeshifts parts of its body. All creatures within 30 feet must make a Will save DC 24.
The creature is unaffected and becomes temporarily immune for 1 minute.
The creature is unaffected.
The creature becomes frightened 1.
The creature becomes fascinated and frightened 2 for 1 round.
Pakubrazi Taint (curse, polymorph, primal) This curse affects only humanoids; DC 21 Fortitude; Cursed creatures must make another Fortitude save during any moment of excitement or stress or transform into a wild beast. On a failure the creature is under the effects of moon frenzy and is confused for the next 10 minutes. During the transformation the creature’s hands and face transform into those of a pakubrazi.

Paraelementals

Beyond the elemental planes, are the homes of the paraelementals. The realms of Silt, Sun, Magma, and Rain. These paraelementals are not as desperate as their elemental cousins because they have not suffered from the defilers’ devastation of Athas.

The paraelements of silt, sun, magma, and rain are hybrids of two other elements. Silt comes from earth and water, sun from fire and air, magma from fire and earth, and rain from air and water. The ethereal creatures that emerge from these unions are not simply hybrid versions of their parental elements; rather, the paraelementals are independent of them, having taken on the attributes of both. They have entirely different views about the nature of things, and what pleases or displeases them lies in their own natures, for their own reasons.

Magma Paraelementals

Lava Otter
CREATURE 1

SMALL
ELEMENTAL
MAGMA
+7; darkvision
Acrobatics +7, Stealth +7 (+9 in lava)
+1+4+1-4+3+1
Below the Crust A lava otter can Sneak at its full Speed in lava.
15 +6 +9 +5
22; bleed, fire, paralyzed, poison, sleep; cold 3
Molten Form (fire) Any creature that hits the lava otter with an unarmed Strike or otherwise touches it takes 1 fire damage. If a gallon or more of water touches the lava otter, or if it's affected by a water effect, its outer layer of lava hardens to a rocky shell, deactivating its molten form and imposing weakness 5 to bludgeoning damage. Molten form reactivates if the otter swims in lava for 1 minute.
25 feet, swim 40 feet (in lava only)
jaws +9 (finesse), 1d4+1 piercing plus 1d4 fire
claw +9 (agile, finesse), 1d4+1 slashing
Scattering Magma (fire) The otter is in molten form, and its previous action was a successful jaws Strike; The otter grips with its jaws and rapidly twists, flinging lava. The otter deals 1d4 fire damage to all creatures adjacent to it.
Tight-Knit Family A lava otter can share the same space as another lava otter, but no more than two lava otters can occupy the same space.







Living Magma
CREATURE 13

HUGE
ELEMENTAL
MAGMA
+22; darkvision
Petran, Pyric
Athletics +27, Intimidation +23, Stealth +22 (+26 in lava)
+8+5+5+4+5+4
35 +26 +20 +22
250; bleed, fire, paralyzed, poison, sleep; cold 15
Molten Form (fire) Any creature that hits the living magma with an unarmed Strike or otherwise touches it takes 10 fire damage. If a gallon or more of water touches the living magma, or if it's affected by a water effect, its outer layer of lava hardens to a rocky shell, deactivating its molten form and imposing weakness 15 to bludgeoning damage. Molten form reactivates if the living magma swims in lava for 1 minute.
Volcanic Heat (aura, fire) 40 feet. Any creature that enters or starts its turn in the aura takes 15 fire damage (DC 33 basic Fortitude save). A creature that fails its save is also enfeebled 1 until it's no longer in the aura.
Trap Weapon once per round; A creature hits the living magma with a melee weapon; The living magma attempts an Athletics check against the triggering creature's Athletics DC. On a success, the living magma traps the weapon in its body and pulls it from the attacker's grasp. A creature can Interact to retrieve the weapon, but the attempt fails unless the creature succeeds at an Athletics check against the living magma's Fortitude DC (typically 36). If the living magma uses Engulf, it also absorbs all trapped weapons, rendering them unreachable until it dies.
40 feet, swim 60 feet (in lava only)
magma fist +27 (reach 20 feet),
2d8+11 fire plus 2d8 persistent fire
Engulf DC 33, 2d10 bludgeoning plus 4d6 fire, Escape DC 33, Rupture 25
Launch Lava (fire) The living magma hurls an exploding glob of lava up to 120 feet. Each creature in a 10-foot burst takes 7d6 fire damage (DC 33 basic Reflex save).
Reignite (fire) The living magma is not in molten form; The living magma returns to molten form.

Firewyrm
CREATURE 9

HUGE
ELEMENTAL
MAGMA
+16; darkvision, smoke vision
Acrobatics +20
+5+5+4-1+3+0
Smoke Vision The firewyrm ignores the concealed condition from smoke.
28 +18 +20 +15
165 (explosion); bleed, fire, paralyzed, poison, sleep; cold 10
Explosion (fire) When the firewyrm dies, it explodes, dealing 6d6 fire damage to each creature in a 10-foot emanation (DC 28 basic Reflex save).
Intense Heat (aura, fire) 10 feet, 4d6 fire, DC 25 basic Reflex.
60 feet
tail +20 (reach 15 feet),
2d8+11 fire plus 2d8 persistent fire
fire mote +20 (range increment 60 feet),
2d8+6 fire
Breath Weapon (evocation, fire, primal) The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire and 2d8 persistent fire damage to every creature within the cone (DC 28 basic Reflex save). The firewyrm can’t use Breath Weapon again for 1d4 rounds.











Magma Scorpion
CREATURE 8

LARGE
ELEMENTAL
MAGMA
+18; darkvision, smoke vision
Athletics +18
+6+3+5-4+4+0
Smoke Vision The magma scorpion ignores the concealed condition from smoke.
28 +19 +14 +16
155; bleed, fire, paralyzed, poison, sleep; cold 10
40 feet, climb 30 feet
pincer +20 (agile, reach 10 feet),
2d6+9 bludgeoning plus 1d6 persistent fire and Grab
tail sting +20 (reach 10 feet),
1d10+9 piercing plus 1d6 persistent fire and magma
scorpion venom
magma spit +17 (fire, range increment 40 feet),
1d6+9 fire plus 1d6 persistent fire
Magma Scorpion Venom (fire, injury, poison) DC 26 Fortitude; 6 rounds; 2d6 fire damage (1 round) and enfeebled 1; 3d6 fire damage and enfeebled 2 (1 round)

Rain Paraelementals

Despairing Pall
CREATURE 1

SMALL
ELEMENTAL
RAIN
+5; darkvision
Susurran, Thalassic
Acrobatics +8, Intimidation +6, Stealth +8
+0+4+1+0+0+2
17 +4 +10 +7
15; bleed, electricity, paralyzed, poison, sleep
Duskflow (darkness) The despairing pall is damaged by a melee Strike; Darkness billows out from the despairing pall, covering its attacker in inky shadow. The despairing pall immediately Steps up to 15 feet in any direction. If the despairing pall took the triggering damage due to a reaction it provoked by moving, it can then finish the movement. For one round, the triggering attacker is cloaked in darkness and perceives light as one step lower (bright light becomes dim light, for example), affecting its ability to sense creatures and objects accordingly.
fly 50 feet
gust +7 (rain),
pushed 5 feet
lightning bolt +7 (electricity, range increment 50 feet),
1d6 electricity
Downcast (emotion, mental, rain) The despairing pall Flies up to its Speed, then rains gloom and despair in a 15-foot line straight down. Creatures in the area must succeed at a DC 16 Will save or take a –1 status penalty to attack rolls until the end of the despairing pall's next turn.

Credit: Zerahoc

Elemental Hurricane
CREATURE 11

HUGE
ELEMENTAL
RAIN
+20; darkvision
Susurran, Thalassic
Acrobatics +24, Athletics +23, Stealth +22
+6+7+4+0+3+0
22 +10 +24 +18
140; bleed, electricity, paralyzed, poison, sleep
High Winds (aura, rain) 40 feet. Air within the emanation is difficult terrain for Flying creatures that do not have the rain trait.
Disperse The elemental hurricane takes damage from a hostile action. The elemental hurricane disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn’t run out while it was dispersed.
fly 50 feet; swiftness
gust +24 (finesse, reach 20 feet),
2d10+12 bludgeoning plus Push 10 feet
lightning lash +24 (range increment 75 feet),
2d12+6 electricity
Breath Weapon (rain) The elemental breathes a 30-foot cone of rain. Creatures in the cone must succeed at a DC 29 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage. The elemental hurricane can’t use Breath Weapon again for 1d4 rounds.
The creature is unaffected.
The creature is Pushed 20 feet.
The creature is Pushed 40 feet.
The creature is Pushed 40 feet and knocked prone.
Swiftness The elemental’s movement doesn’t trigger reactions.

Living Thunderclap
CREATURE 4

MEDIUM
ELEMENTAL
RAIN
+9; darkvision
Susurran, Thalassic
Acrobatics +12, Athletics +11, Stealth +12
+3+4+2-3+1+0
22 +10 +12 +9
50; bleed, electricity, paralyzed, poison, sleep
fly 50 fee; swiftness
gust +14 (agile, finesse),
2d6+6 bludgeoning plus Push 5 feet
lightning bolt +14 (electricity, range increment 50 feet),
2d12 electricity
Swiftness The elemental’s movement doesn’t trigger reactions.
Thunderbolt (electricity, primal, sonic) The living thunderclap emits a bolt of lightning that crashes with deafening thunder. The living thunderclap makes a lightning bolt Strike that deals 1d12 electricity damage. If it hits, the target and any creatures within a 15-foot emanation around the target take 2d6 sonic damage and must attempt a DC 18 basic Fortitude save. Any creature that fails its save is also deafened for 1d4 rounds.










Mist Stalker
CREATURE 4

MEDIUM
ELEMENTAL
RAIN
+13; darkvision, mist vision
Susurran, Thalassic
Athletics +11, Stealth +12
+4+4+2+1+5+0
Mist Cloud (aura, primal, rain) 15 feet. The mist stalker is surrounded by mist. Creatures in the aura are concealed. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water.
Mist Vision The mist stalker ignores the concealed condition from mist and fog.
20 +10 +12 +11
58; bleed, electricity, paralyzed, poison, sleep
20 feet, climb 20 feet, swim 30 feet
tentacle +14 (finesse, sweep, reach 10 feet),
2d8+4 bludgeoning plus Grab
Constrict 1d8+4 bludgeoning, DC 21
Solidify Mist (polymorph, primal, rain) The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn. In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 20 Reflex save or become immobilized until it Escapes, or it is no longer in the mist cloud's emanation.

Silt Paraelementals

Belker
CREATURE 6

LARGE
ELEMENTAL
SILT
+14; darkvision, silt vision
Petran, Thalassic
Acrobatics +15, Stealth +15 (+17 in silt)
+3+1+4-4+1-5
Silt Vision The belker ignores the concealed condition from silt.
17 +10 +7 +5
38; bleed, paralyzed, poison, precision, sleep
Silt Form The belker can occupy the same space as other creatures.
25 feet, swim 40 feet (in silt)
claw +17 (agile, finesse),
2d10+5 slashing
wing +17 (agile, finesse, reach 10 feet),
2d8+5 bludgeoning
Noxious Dust The belker occupies the same space as a Medium or smaller creature; The belker attempts to flow into the creature's lungs; the creature must attempt a DC 23 Fortitude save. On a failure, the creature partially inhales the belker and is immobilized by the pain of the dust rasping in its throat and lungs. The creature can attempt to exhale the belker by spending an action coughing and succeeding at a DC 23 Fortitude save. Most of the belker remains outside the creature, so the belker can still act normally. If the belker moves out of the creature's space or uses Noxious Dust again, the creature automatically exhales it.
Silt Slash The belker is partially inhaled by a creature; The belker automatically deals its claw damage to the inhaling creature by forming a claw to slash and scrape the creature from within.



Olobigonde
CREATURE 2

LARGE
ELEMENTAL
SILT
+7; scent (imprecise) 60 feet
Petran, Thalassic
Athletics +10, Stealth +9 (+11 in silt terrain), Survival +7
+3+1+4-4+1-5
Camouflage An olobigonde can Hide in silt environments even if it doesn't have cover.
17 +10 +7 +5
38; bleed, paralyzed, poison, sleep;
Ambush A target creature passes within 20 feet of the olobigonde’ s hiding place and has not detected the olobigonde; The olobigonde lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is off-guard to this attack.
Reactive Grab A creature within the olobigonde’ s reach leaves a square during a move action it's using; The olobigonde doesn't have a creature grabbed; The olobigonde attempts to Grapple the triggering creature with its jaws. On a success, the target also takes 3 piercing damage (doubled on a critical success).
5 feet, swim 30 feet (in silt)
jaws +11,
1d8+3 piercing plus decomposing toxin
Decomposing Toxin (poison) A living creature struck by an olobigonde’ s jaws Strike must succeed at a DC 15 Fortitude save or become enfeebled 1 and take 1d6 persistent poison damage (or enfeebled 2 with 2d6 persistent poison damage on a critical failure). The enfeebled condition ends when the persistent damage does. A creature currently affected by decomposing toxin doesn't need to save again.

Credit: AaronMiller

Sand Wolf
CREATURE 5

LARGE
ELEMENTAL
SILT
+14; low-light vision, tremorsense (imprecise) 30 feet
Petran, Thalassic; (can't speak any language)
Athletics +12, Performance +13, Stealth +11 (+13 in deserts), Survival +12)
+5+4+2-2+2+3
21 +12 +15 +9
92; bleed, paralyzed, poison, precision, sleep; acid 5, electricity 5, piercing 5, slashing 5
Water Vulnerability Sand wolves take 5 additional damage from attacks and effects with the water trait.
Collapse Into Sand The sand wolf is hit by an attack; The sand wolf's body falls apart into a cloud of sand. It takes no damage from the triggering attack, and its resistances increase to 8. The sand wolf must spend one action to reform its body before it can move or attack.
30 feet, burrow 20 feet, fly 20 feet
jaws +14, 2d6+5 piercing plus Grab
sand blast +17 (range 30 feet), 2d10 slashing
Choking Sands (primal, silt) The sand wolf discorporates into a cloud of whirling sand. It can Stride, moving freely through occupied spaces. Any creatures within those spaces take 2d10 slashing damage and must attempt a DC 19 Reflex save.
The target takes no damage.
The target takes half damage.
The target takes full damage and is sickened 1.
As failure, but the effect is increased to sickened 3.
Susurrating Song (primal, silt, sonic) The sand wolf sings a short, enchanting song. Any creature other than a sand wolf within 30 feet must attempt a DC 19 Will save.
The target is unaffected and is temporarily immune to further susurrating song exposures for 24 hours.
The target is stupefied 1.
The target is stupefied 2.
As failure, and the target is slowed 1.

Siltwretch
CREATURE 14

HUGE
ELEMENTAL
SILT
+20; darkvision
Petran, Thalassic
Acrobatics +29, Athletics +27, Intimidation +23, Stealth +25
+7+7+4-1-2+3
Silt Vision The siltwretch ignores the concealed condition from silt.
36 +28 +29 +22
250; bleed, paralyzed, poison, sleep;
Silt Cloud (aura, silt) 50 feet. All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it.
fly 100 feet; swiftness
silt wave +29 (reach 20 feet),
3d12+16 slashing plus Push or Pull 10 feet and blinding sickness
Blinding Sickness (disease) A creature that takes damage from a siltwretch’ s silt wave Strike or surge is exposed to blinding sickness. DC 34 Fortitude; carrier with no ill effects (1 day); enfeebled 1 (1 day); enfeebled 2 (1 day); enfeebled 2 and permanently blinded (1 day); enfeebled 4 (1 day); unconscious (1 day); death
Surge The siltwretch quickly expands its space to fill the area of its silt cloud. Creatures within the silt cloud's emanation take 6d12+8 slashing damage (DC 34 basic Fortitude save). A creature that fails this save is Pushed 20 feet. The siltwretch then retracts to its former space. The siltwretch can't Surge again for 1d4 rounds.
Swiftness A siltwretch’ s movement doesn’t trigger reactions.
Whirlwind Form (concentrate) The siltwretch transforms itself into a swirling vortex of silt and fury 10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until it Dismisses the effect. While in this form, the siltwretch gains resistance 10 to physical damage and can move through other creatures. Its aura remains active, but it can’t make silt wave Strikes nor use surge. Instead, any creature the siltwretch moves through takes 4d6 bludgeoning damage and 2d12 slashing damage. A creature can take this damage only once per round. A Large or smaller creature must also succeed at a DC 32 Reflex save or be picked up and held suspended within the vortex. Suspended creatures move with the siltwretch. A creature can attempt to escape by spending an action to attempt a DC 32 Reflex save (or a DC 32 Acrobatics check to maneuver in flight if it has a fly Speed). Upon escaping, or when the siltwretch transforms back into its silt cloud form, a suspended creature is hurled 1d4 × 10 feet in a random direction, then falls unless it can fly or otherwise remain aloft. After returning to its normal form, the siltwretch must wait 1 minute before it can use Whirlwind Form again.

Sun Paraelementals































Eunemvro
CREATURE 5

MEDIUM
ELEMENTAL
SUN
VITALITY
+7; scent (imprecise) 60 feet
Pyric, Susurran
Acrobatics +14, Athletics +13, Intimidation +10, Stealth +12, Sun Plane Lore +12, Undead Lore +14
+4+5+4+3+2+3
17 +10 +7 +5
78; bleed, death effects, fire, paralyzed, poison, sleep; void 5
Reactive Strike
Retributive Suplex A Medium or smaller creature attempts a melee Strike against the eunemvro, and the attack roll is a critical failure; The eunemvro seizes the triggering creature, using the attacker's momentum to send them flailing overhead. The triggering creature must succeed at a DC 23 Reflex save or be forcibly moved to a space on the opposite side of the eunemvro, landing prone.
35 feet
fist +14 (agile, magical),
2d6+6 bludgeoning or vitality
foot +11 (magical),
2d8+6 bludgeoning or vitality plus Knockdown
Primal Innate Spells DC 20;peaceful rest; vitality lash
Blessed Strikes The eunemvro’ s Strikes deal damage that's either bludgeoning or vitality—whichever deals more damage to the target creature.
Tide of Creation (evocation, light, primal, vitality) The eunemvro isn't fatigued; The eunemvro channels from their soul a blast of searing vitality, bathing their enemies in a wave of blinding light and solar power. The eunemvro creates either a 10-foot cone or a 30-foot line, dealing 6d8 vitality damage (DC 22 basic Fortitude save). A creature that critically fails its save is blinded for 1d4 rounds. After using this ability, the eunemvro becomes fatigued.


























Gliminal
CREATURE 9

LARGE
ELEMENTAL
INCORPOREAL
SUN
VITALITY
+18; darkvision, lifesense 60 feet
Pyric, Susurran; telepathy 60 feet
Acrobatics +19, Arcana +15, Medicine +18, Religion +16, Sun Plane Lore +19,
-5+6+4+2+3+5
27 +19 +21 +16
160; death effects, disease, fire, paralyzed, poison, precision, unconscious; all 5 (except force, ghost touch, or void; double resistance against non-magical); void 10
Radiant Mantle (aura, light, sun, visual) 30 feet. The gliminal emits bright light in the area, and dim light out to 60 feet. When a creature enters or starts its turn in the area of bright light, it must succeed at a DC 25 Fortitude save or become dazzled until the end of its turn. If the mantle is counteracted or suppressed, the gliminal loses their resistance and can't use Bond in Light until the mantle returns.
fly 60 feet
scintillating claw +19 (agile, finesse, magical),
3d8+7 vitality
radiant ray +19 (light, magical, sun),
4d8 vitality
Primal Innate Spells DC 28, attack +20; chromatic wall, holy light (×3); heal (at will); light
Bond in Light (healing, primal, vitality) The gliminal magically links to one living creature within the radius of their radiant mantle. This creature glows with bright light in a 20-foot emanation and dim light to 40 feet. While the link is in effect, the target has fast healing 10, and any time the target needs to defend against an attack or attempt a save, the gliminal can substitute their own AC or corresponding save bonus if it's higher than the target's. Any time the target takes damage, the gliminal can choose to divert any amount of that damage to themself. The damage has the same type and still applies the gliminal’ s immunities, resistances, and weaknesses. The link remains until the target is more than 120 feet away, the gliminal falls unconscious, or the gliminal uses Bond in Light again.
Overpowering Healing (primal, vitality) When a gliminal grants healing with the vitality trait that would heal a living creature above their maximum Hit Points, including the fast healing HP from their Bond in Light ability, the excess is granted as temporary Hit Points. Unlike normal, these temporary HP combine with each other, and they last for 1 hour. If a creature's temporary HP from a gliminal ever exceeds its maximum HP, it becomes overloaded and explodes in a burst of vitality energy. A creature with temporary HP from overpowering healing becomes sickened 1 or sickened 2 if the temporary HP equal half their maximum HP or more. The creature can't reduce this sickened condition unless it has 0 temporary HP. Overpowering healing doesn't apply to creatures with the vitality trait.

Jyoti
CREATURE 9

MEDIUM
ELEMENTAL
SUN
VITALITY
+21; darkvision
Pyric, Susurran
Acrobatics +20, Intimidation +18, Occultism +20, Society +18
+3+5+4+5+6+3
+1 striking longspear
28 +15 +18 +21; +1 status to all saves vs. magic (+2 vs. divine magic)
155; bleed, fire, paralyzed, poison, sleep; void 10
Vitality Energy Affinity Healing effects with the vitality trait always heal the jyoti for the maximum amount.
25 feet, fly 60 feet
flaming ghost touch longspear +20 (magical, reach 10 feet), 2d8+6 piercing plus 1d6 fire
beak +21 (finesse),
2d12+6 piercing plus 1d6 fire
talon +21 (agile, finesse),
2d8+6 slashing plus 1d6 fire
Primal Innate Spells DC 28, attack +20; banishment, breath of life; heal, holy light, translocate; heal (x3); restoration (x3); light, vitality lash
Breath Weapon (evocation, primal, sun) The jyoti breathes a blast of searing sunlight in a 40-foot cone that deals 8d6 fire damage plus 4d6 vitality damage to creatures in the area (DC 28 basic Reflex save). The jyoti can't use Breath Weapon again for 1d4 rounds.
Infuse Weapons (primal) Any weapon a jyoti wields becomes a flaming ghost touch weapon while the jyoti holds it.

Sun Fox
CREATURE 2

SMALL
ELEMENTAL
SUN
+8; darkvision
Pyric, Susurran; can't speak any language
Acrobatics +8, Athletics +5, Stealth +8
+1+4+2-2+2+1
18 +6 +10 +8
35; bleed, fire, paralyzed, poison, sleep; void 10; cold 5
Cloak in Sunlight An adjacent ally is targeted by an effect that deals fire damage; The sun fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack.
30 feet
jaws +10 (agile, finesse),
1d4+3 piercing plus 1d4 persistent fire

Credit: Timi Honkanen

Pit Snatcher

Pit snatchers are creatures that dwell in the tar pits of Athas. Some sages believe that the tar pits that give birth to the snatchers are not natural but were formed by defiling magic so intense that the very earth erupted in noxious boils of smoking black goo.

There may be some truth to this, for those areas inhabited by the snatchers are much hotter, smokier, and fouler than a few found elsewhere beneath the crimson sun. The pit snatchers may have once been earth elementals dwelling in the soil when the defiling magic drew out the very essence of the land. Now they are no more than tortured creatures desiring nothing more than to pull in unsuspecting victims to share their eternal misery.

A snatcher looks much like an earth elemental, except its flesh is made of smoking, dripping tar. There are three holes in its head that seem to form rough eyes and a wailing mouth through which noxious fumes are continually emitted. A snatcher’s arms can reach well over six feet from the rim of a pit, and its hands leave black stains on flesh that never fade.

Though pit snatchers show cunning and intelligence, they do not seem capable of (or at least interested in) communicating with their prey. No pit snatcher has ever been encountered that used anything close to a recognizable language.





















Pit Snatcher
CREATURE 6

MEDIUM
EARTH
ELEMENTAL
MINDLESS
+18; darkvision, motion sense 60 feet
Terran; telepathy 60 ft.
Athletics +15, Stealth +10 (+14 in tar pits)
+5+0+4-3+1+1
Site Bound A pit snatcher cannot willingly leave its pit, though it can travel through the ground to another tar pit within 20 feet. A pit snatcher that is forcibly removed from its pit must ooze back to its pit; if kept out of the tar pit for 1 hour, the pit snatcher dies, dissolving into a puddle of tar.
22 +18 +10 +13
135; bleed, critical hits, paralyzed, poison, precision, sleep, unconscious; fire 5
Flammable A pit snatcher requires a successful DC 20 flat check to recover from persistent fire damage. This DC isn't reduced for assisted recovery.
Sticky The pit snatcher is hit by a melee attack; The pit snatcher attempts to Grapple the creature that hit it. The pit snatcher must still spend an action to extend the duration of the Grab on subsequent rounds, as normal.
15 feet, climb 10 feet; viscous sludge
pseudopod +17,
2d8+8 bludgeoning plus Improved Grab
Engulf DC 22, 2d6 bludgeoning, Escape DC 24, Rupture 10
Tar Pit (concentrate) Until the next time it acts, the pit snatcher appears to be a normal tar pit. It has an automatic result of 34 on Deception and Stealth checks and DCs to pass as a normal tar pit.
Viscous Sludge The pit snatcher can have up to four creatures grappled at the same time; doing so doesn't prevent it from making pseudopod Strikes. A pit snatcher can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain.
Vomit Tar (primal) The pit snatcher vomits a gout of sticky tar in a 15-foot cone that deals 5d6 bludgeoning damage (DC 24 basic Reflex save). Creatures that fail the save are slowed 1 and gain fire weakness 5. Both conditions end after 3 rounds or when the tar is scrubbed off (which requires 3 Interact actions). The pit snatcher can't Vomit Tar again for 1d4 rounds.

Plant, Carnivorous

The plants on Athas can be extremely dangerous. While many creatures may wish to eat the plants, these plants can be just as dangerous as the beasts that roam the world.

Bloodgrass

Bloodgrass is a blood-drinking plant that manages to appear quite mundane, fooling its prey until the last possible moment. It possesses a set of wiry tendrils that twine around its prey, paralyzing the target and allowing the bloodgrass to drain the fluid it needs in order to feed itself.

Although it is considered a dangerous weed by most intelligent species, bloodgrass is used (by those who can afford the 500 ceramics per plant) as a watchdog, as it is alert, aggressive and feeds itself.

There are many species of bloodgrass that thrive throughout the verdant plains and jungles of Athas. The most common strain of bloodgrass stands about 5 high, but larger variants can grow to twice this size.
















Bloodgrass
CREATURE 5

LARGE
MINDLESS
PLANT
+12; tremorsense (imprecise) 60 feet
Athletics +13, Stealth +14 (+16 in forest)
+5+2+4-5+2-2
19 +15 +9 +7
70
5 feet
tendril +15 (reach 10 feet),
2d6+6 piercing plus blood grass poison and Grab
Grass (concentrate) Until the next time it acts, the bloodgrass appears to be normal grass. It has an automatic result of 34 (36 in forest terrain) on Deception and Stealth checks and DCs to pass as normal grass.
Bloodgrass poison (poison) DC 19 Fortitude; 6 rounds; 1d6 poison damage (1 round); 1d6 poison damage, clumsy 1, and off-guard (1 round); 2d6 poison damage, clumsy 1, and off-guard (1 round); 2d6 poison and paralyzed (1 round).
Bore into the Brain (manipulate, mental) The bloodgrass bores dozens of tendrils into the brain of a Small, Medium, or Large humanoid creature that's paralyzed, and within reach of the bloodgrass's tendrils. The creature must succeed at a DC 22 Fortitude save or become stupefied 1 (stupefied 2 on a critical failure). Subsequent failed saves against Bore into Brain increase the stupefied value. If the creature reaches stupefied 5, it dies.
Drain Blood The bloodgrass has a creature grabbed. The bloodgrass drains blood from the creature. The creature must succeed at a DC 22 Fortitude save or become drained 1. The bloodgrass gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature.

Bloodvine

The bloodvine is a danger to anyone who travels in the Crescent Forest. It is a parasite, dangerous primarily to those weak with hunger or thirst or to sleeping victims. These parasitic plants consume the blood of those they capture, and travelers report finding skeletons of fairly sizable creatures lashed tight to agafari tree trunks by these potent vines.

Bloodvines live on the bark of the agafari tree and are found only in the Crescent Forest. Growth begins at ground level and winds its way up the tree. Agafari trees that have been surrounded by bloodvine can be found in the central portions of the forest. Such vines represent a tremendous threat to travelers, as there are literally hundreds of feet of bloodvine in such infestations.

Bloodvines live on the fluids they extract from insects and small mammals. They can live for as long as three months on nothing but rain, extracting nourishment from the agafari bark. After a month of such deprivation, however, the bloodvine loses the ability to move, and after three months the bloodvine dies. Each bloodvine is inextricably attached to the tree, which is its host. Bloodvines cannot be transplanted from one tree to another, nor will a bloodvine grow anywhere but on an agafari tree. How bloodvines reproduce is a mystery, but it is impossible to eradicate them completely; kill every bloodvine on an agafari tree and within a month new bloodvines will again sprout.









Bloodvine
CREATURE 2

LARGE
MINDLESS
PLANT
+6; tremorsense (imprecise) 30 feet
Athletics +8, Stealth +6
+4+2+4-4+0+0
16 +10 +8 +6
35; bludgeoning 5, piercing 5; fire 5
5 feet, climb 10 feet
vine +11 (agile, reach 10 feet),
1d8+4 piercing plus weeping wounds and Grab
Blood Siphon The roots of the bloodvine reach out to siphon the blood from a victim up to 20 feet away with persistent bleed damage, causing the victim to immediately take that amount of bleed damage (basic Reflex DC 17). The bloodvine regains an amount of Hit Points equal to double the damage dealt.
Vines (concentrate) Until the next time it acts, the bloodvine appears to be normal vines. It has an automatic result of 26 on Deception and Stealth checks and DCs to pass as normal vines.
Weeping Wounds A bloodvines’s vines cause terrible lacerations that continue to bleed. A creature hit with a vine Strike takes 1 persistent bleed damage (2 on a critical hit). Unlike other forms of persistent damage, this damage is cumulative, to a maximum of 5 persistent bleed damage but it can be stopped like any other persistent bleed damage.

Blossomkiller

The blossomkiller is a creeping plant whose flowers fire quills bearing a paralytic poison. Once its victim is immobilized, the plant‘s tendrils crush its prey to death, allowing the exposed roots to leech nourishment from the decomposing body.

Growing in a sprawling mass, the blossomkiller thrives where there is a steady passage of animal life, as the plant is unable to move itself (beyond the creeping motions of its vines). An intricate system of interlocking vines branches out from the plant‘s roots and weaves itself throughout the plant‘s bed. This network operates much like a spiderweb, for it is touch-sensitive and alerts the plant to the presence of movement.

As soon as prey (or a potential threat) is detected, some or all of the plant‘s flowers will fire poisonous quills at the target. Those without help who fall unconscious due to the poison‘s effects seldom survive the blossomkiller‘ s crushing Strength.

A blossomkiller plant can grow to 12 feet across, although specimens more than three times that size have been reported in the deeper jungles.

















Blossomkiller
CREATURE 4

HUGE
MINDLESS
PLANT
+11; tremorsense (imprecise) 60 feet
Athletics +12, Stealth +12
+5+2+3-5+4+1
Camouflage The blossomkiller can Hide in natural environments even if it doesn't have cover.
21 +14 +8 +11
90; fire 5, slashing 5
5 feet
tendril +14 (reach 10 feet),
2d8+5 bludgeoning plus Grab
quills +11 (range increment 40 feet),
2d6+5 piercing plus poisonous quills
Poisonous Quills (poison) DC 21 Fortitude; 6 rounds; 1d6 poison damage (1 round); 1d6 poison damage, clumsy 1, and off-guard (1 round); 2d6 poison damage, clumsy 1, and off-guard (1 round); 2d6 poison and paralyzed (1 round).






















Dew Frond

The ironically named dew frond is a blood-drinking plant that waylays passers-by with its barbed fronds and proceeds to drain them dry on the spot. As it feeds, the dew frond grows at an alarming rate, often doubling its size before the eyes of its hapless victims.

Growing in the Athasian jungle, the dew frond is an innocuous-looking killer that easily blends in with other, harmless flora. A young plant is some four or five feet across, with fronds of three to five feet in length. As the plant grows, it can soon reach heights of fifteen feet or more, with a radius of up to twenty feet.

Dew Frond
CREATURE 3

MEDIUM
MINDLESS
PLANT
+7; tremorsense (imprecise) 30 feet
Athletics +11, Stealth +10 (+13 in undergrowth)
+2+3+5-5+2-2
18 +12 +8 +7
50; fire 5
5 feet
frond +11 (agile, reach 10 feet),
1d8+2 piercing and Improved Grab
Drain Blood The dew frond has a creature grabbed. The dew frond drains blood from the creature. The creature must succeed at a DC 20 Fortitude save or become drained 1. The dew frond gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature.
Hungry Flurry The dew frond makes two frond Strikes at a –2 penalty, each against a different target. These attacks count toward the dew frond’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all its attacks.
Ordinary Plant (concentrate) Until the next time it acts, the dew frond appears to be a normal plant. It has an automatic result of 30 (33 in undergrowth) on Deception and Stealth checks and DCs to pass as a normal plant.

Poisonweed

poisonweed is found within the forest areas of Athas. Along the roots of this weed grow large, beautiful flowers, bearing bright, orange-colored petals and light, green-tinted leaves. The flowers of a poisonweed plant are from four to six inches in diameter and are extremely hard to miss. A single poisonweed plant will bear up to 30 flowers, which are spread over a 20-foot radius.

These flowers tend to extend out towards foot trails and paths which are commonly used by animals and man-sized travelers in the forest. At the center of a flower is a poison sac, filled with poisonous dust. As a victim touches or brushes against one of these flowers, a large cloud of poison is released into the air affecting all within 15 feet of the plant. Every being inside the affected area that succumbs to the poison falls asleep. Once asleep, the victim is covered with the dust, which, as the victim breathes it, continues to keep him unconscious. Once the victim is asleep, the poisonweed roots quickly grow around and, on its body, until it is completely entangled by them. The poisonweed roots then secrete a corrosive enzyme that slowly eats away at the victim’s flesh, eventually killing it.

Poisonweed plants are difficult to kill, since each time they are hit, they disperse another cloud of poison dust. Each flower on a given plant can generate two clouds of dust before its poison sac is emptied. This means an average plant can create up to 60 poison clouds before being depleted. For each new cloud created each creature in the area must resist the poison or fall asleep.

When a poisonweed plant is killed, it will automatically disperse as many poison clouds as possible before it dies. The only known method of safely killing a poisonweed plant is through the use of defiler magic. When the life source of the plant is drained, it is unable to disperse its dust clouds, and, like all plant life within range of defiler magic, is instantly killed.












Poisonweed
CREATURE 2

LARGE
MINDLESS
PLANT
+6; no vision, tremorsense 60 feet
Athletics +6, Stealth +8
+2+4+2-4+2+0
Camouflage The poisonweed can Hide in natural environments even if it doesn't have cover.
19 +8 +10 +6
30; fire 5, slashing 5
5 feet
tendril +10 (agile, reach 10 feet),
1d6+2 bludgeoning plus Grab
Larkspur Poison (poison) DC 17 Fortitude; 1 hour; fatigued (1 minute); fatigued and unconscious (1 minute).
Spore Cloud (poison) The poisonweed releases a 15-foot emanation of spores that deals 1 persistent poison damage (DC 16 basic Fortitude save) to creatures in the area. Creatures that fail this save are also exposed to larkspur poison.

Credit: pinkhavok

Strangling Vines

The strangling vine is a solitary parasite that exists by looping itself around its target and throttling it to death. It dwells in the upper canopy, extending itself across known pathways and animal tracks. When it detects a suitable prey, it loops itself down and attempts to strangle or crush the target.

As the body decomposes, its nutrients feed the host trees around which the strangling vine has woven itself.

The vine itself draws vital sustenance from these hosts, benefiting indirectly from each death it causes. The strangling vine seems to possess a rudimentary intelligence and will actively seek vulnerable areas on its prey‘s body. The vines appear to be able to identify major blood vessels and airways and focus upon these.

The average strangling vine stretches up to 25 feet through the jungle, often twining between three or four trees, and has approximately ten thorny leaves per five-foot section.






















Strangling Vine
CREATURE 3

LARGE
MINDLESS
PLANT
+10; tremorsense 30 feet, low-light vision
Athletics +9, Stealth +9 (+11 in forests or grasslands)
+4+0+3-5+3+0
Camouflage The strangling vine can Hide in natural environments even if it doesn't have cover.
18 +10 +7 +8
68; fire 5, slashing 5
Grasping Foliage The strangling vine detects a creature within 20 feet via tremorsense; The strangling vine causes vegetation within a 20-foot emanation to writhe for 1 round, turning this area into difficult terrain. When a creature starts its turn in this area, it must attempt a DC 20 Reflex save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also immobilized for 1 round. A creature can attempt to Escape to remove these effects. Strangling vines are immune to Grasping Foliage.
5 feet
vine +12 (reach 10 feet),
1d8+6 bludgeoning plus Grab
Constrict 1d8+4 bludgeoning, DC 20

Psi-Shadow

A psi-shadow is a 3-foot pool of inky black shadow that extends itself from the Black to the Prime Material plane. Bright light sources will destroy psi-shadows, but if there is a small enough light source to produce shadows, they can exist.

A psi-shadow only collects treasure when it needs to produce more shadows. The creature‘s treasure is usually found spread around the lair in small mounds, which it hopes lures greedy victims.

Once a psi-shadow is destroyed it vanishes, and all of its undead servant shadows become free-willed.
























Psi-Shadow
CREATURE 6

medium
INCORPOREAL
SHADOW
+13; greater darkvision
Acrobatics +15, Deception +13, Diplomacy +11, Intimidate +12, Stealth +15, Survival +11,
-5+4+4+0+3+3
24 +14 +15 +13
68; death effects, disease, paralyzed, poison, precision, unconscious; all 5 (except force, ghost touch, or vitality; double resistance against non-magical); light vulnerability
Light Vulnerability An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow.
fly 30 feet
shadow hand +15 (finesse, magical),
2d8+8 void
Occult Innate Spells DC 23, attack +15; interplanar teleport (self only; to or from the Black only); humanoid form, shadow blast, umbral journey; darkness (at will), invisibility; blur, mind reading (at will); daze, read aura, shield, void warp
Shadow Spawn When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn’t have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.
Slink in Shadows The shadow can Hide or end its Sneak in a creature’s or object’s shadow.
Steal Shadow (arcane) The shadow hit a living creature with a shadow hand Strike on its previous action. The shadow pulls at the target’s shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows to a maximum of enfeebled 4. If this increases a creature’s enfeebled value to 3 or more, the target’s shadow is separated from its body (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour.

Credit: Randy Ostridge

Pterran

Pterrans are a race of lizard men who inhabit the Hinterlands near the Ringing Mountains. While most never make it past the mountains, some small clans have made their homes on the desert side, living in the forests and jungles near the Forest Ridge, near the rocky barrens which border the deserts of Athas.

Pterrans look more like humanoid pteranodons than they do lizards, indicating that they may be related in some way to the pterrax, a race of flying creatures found on the rocky barrens of Athas. Standing roughly six feet tall, pterrans have light brown scales for skin. Along with their two arms and legs, pterrans also have a short, tail-like appendage and two rounded stubs on their backs, which further hint at their relationship to pterodactyls. The head of a pterran features large, almost bulbous eyes and a long snout, which is also the creature’s mouth.

The mouth of a pterran has many teeth, which are used for ripping its food apart. The arms of pterrans end with clawed hands, usable in both hunting and fighting. There are no obvious characteristics which distinguish males from females under normal circumstances.

The language of pterrans is a collection of vocal sounds that are combined with clicks and taps made with their claws. The vocal sounds of the pterrans are largely hisses and pops, with occasional snarls or growls. It is almost impossible for humans and demi-humans to speak the pterran language because human voices are unable to create the necessary sounds. It is accordingly difficult for humans or demihumans to interpret this language.

Druid

A small number of pterrans follow the Path of the Druid. These become the priests of the tribe, responsible for furthering the faith of the tribe and for providing healing services for warriors wounded in battle. The guarded area of a pterran druid will most often be the forest area surrounding that druid’s village.

Pterran Druid
CREATURE 2

MEDIUM
HUMANOID
PTERRAN
+11; low-light vision
Iruxi, Wildsong
Acrobatics +7, Athletics +7, Intimidation +8, Nature +8, Stealth +5 (+7 in forest), Survival +8
+2+2+0+0+4+2
+1 staff, dagger, hide armor,
18 +8 +8 +11
40
25 feet
staff +9 (magical, reach 10 feet [with wild morph], two-hand d8), 1d8+3 bludgeoning
jaws +9,
1d6+3 piercing
claws +9 (agile),
1d4+3 slashing
Druid Prepared Spells DC 18, attack +10;breathe fire, fleet step, shillelagh, summon animal;caustic blast, guidance, light, tangle vine
Druid Order Spells DC 18, 1 focus Point; wild morph (Plant Shape)
Guardian Thorns (primal) The pterran druid compels plant-based materials within 10 feet of them to grow sharp thorns and spiky branches. This ability affects all walls, floors, and large objects made from dead organic material, such as wood. Affected areas become difficult terrain. Non-plant creatures in the affected area or those who move through an affected square take 2d10 piercing damage (DC 18 basic Reflex save). This ability does not affect stone, dirt, living plants, or other materials. The effect ends when the pterran druid moves out of their square.
Vengeful Fibers (primal) A piece of clothing animates and attacks its wearer at the druid's command. The druid targets a creature within 60 feet wearing clothing made from plants, such as cotton, hemp, or grass. The clothing chokes its wearer, restricts their movement, and abrades their skin. The target takes 2d10 bludgeoning damage (DC 18 basic Fortitude save). A creature that takes damage in this way is also off-guard and takes a –10-foot circumstance penalty to Speed until the beginning of Bolan's next turn.

Psychic

Very few members of a pterran tribe follow the Path of the Psionicist. Because of the unusual nature of psionic powers, many psionicists within the tribe are regarded with suspicion and doubt by most of the tribe. Nonetheless, psionicists are an important part of the tribe, most often used in negotiating with the other races of Athas that meet the pterrans.

Pterran Psychic
CREATURE 4

MEDIUM
HUMANOID
PTERRAN
+11; low-light vision
Common, Iruxi
Acrobatics +10, Athletics +11), Occultism +13, Stealth +11 (+13 in forest)
+3+3+1+5+3+0
21 +9 +11 +11
58
25 feet
jaws +9, 1d6+3 piercing
claws +9 (agile), 1d4+3 slashing
Occult Prepared Spells DC 21, attack +13; blur, phantom pain, telekinetic maneuver; bane, enfeeble, grim tendrils; daze, figment, shield, telekinetic projectile
Occult Attack The pterran psychic Strides up to half its speed, ignoring difficult terrain caused by forest features like trees or undergrowth. At any point during its movement, the pterran psychic can Cast a Spell that normally takes two actions or fewer to cast.




























Warriors

Most pterrans choose the Path of the Warrior. Pterrans that choose the warrior path become the fighters and protectors of the tribe. The warriors are also responsible for preparing the new village sight when the tribe moves from one place to the another. Pterran warriors are taught many methods of combat, including use of their natural weapons, tribal weapons, and the weapons used by their enemies. Warriors are also the weapon makers of the tribe, crafting both slodaks and thanaks, and are responsible for the creation of the unique poison that is used on these weapons.

Pterran Warrior
CREATURE 2

MEDIUM
HUMANOID
PTERRAN
+12; low-light vision
Iruxi
Acrobatics +6, Athletics +8, Stealth +6 (+8 in forests), Survival +7
+4+2+3+0+1-0
javelins (10), leather armor, longspear
17 +9 +8 +7
36
Reactive Strike
25 feet
longspear +10 (reach), 1d8+6 piercing
jaws +9, 1d6+6 piercing
claws +9 (agile), 1d4+6 slashing
javelin +8 (thrown 30 feet), 1d6+4 piercing
Sudden Charge With a quick sprint, the pterran warrior dashes up to their foe and swings. They Stride twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
Terrain Advantage Non-pterran creatures in difficult terrain and non-pterran creatures that are in forest or jungle are off-guard to the pterran warrior.

Pterrax

Pterrax are large flying lizards commonly used as mounts by pterrans. They occupy the plains and rocky barrens of Athas. They are generally six feet long, with a reptilian appearance, sporting 20 foot wide wings and weighing several hundred pounds. The head of a pterrax is similar in shape to that of pterran, suggesting that the two species are somehow related.

Pterrax make nests in the cracks and crevices in the rocky terrain that is characteristic of the plains of this desert world. Most are solitary, but occasionally they gather in groups of up to six members. Their nests are made from dead branches and sticks found in the nearby forests and oasis that lie scattered across the deserts. The capture and training of a pterrax mount is a part of one of the significant Life Path rituals among the pterrans.

The eggs of pterrax are a valuable source of food, and each one, along with water, can sustain a man for a period of two days without difficulty. The teeth of pterrax are used by pterrans in the creation the thanak, a weapon used by many of that species’ warriors. Also, pterrax skin is sometimes used in making ceremonial drums employed by pterrans in many rituals and yearly celebrations.












Pterrax
CREATURE 2

LARGE
ANIMAL
+8; low-light vision, scent (imprecise) 30 feet
Acrobatics +10, Athletics +7
+3+4+1-4+2-1
18 +7 +10 +6
35
10 feet, fly 40 feet
beak +10, 1d10+3 piercing
Swoop The pterrax Flies up to its Speed and makes one beak Strike at any point during that movement.

Credit: Eva Widermann

Pyreen

Pyreens (or Peace-Bringers) are mysterious beings that roam the world of Athas. They are powerful psionicists and powerful druids. They travel about Athas attempting to set things right, although it looks like a hopeless battle. Few know of their existence, and fewer still have ever met one. They are sworn enemies of defilers, and their actions indicate they are bent on the destruction of the sorcerer-kings.

Pyreens are humanoid, although they are not identifiable as any of the current humanoid or demi-human races – rather, they have characteristics of all of them. They have the broad bodies of dwarves, the pointed ears of the elves, the eyes of a human or giant, and the childlike face of the halflings. Pyreens are almost never seen in their natural form, for with their druidic abilities they can take the form of any animal.

Peace-bringers also have forms in each race and generally travel about looking like any of a thousand faceless wanderers on the roads.

It is rare to encounter a pyreen in its true form. When entering combat, pyreen make the most of the situation. Each is unique in its spell and power selection, and each is a unique individual with a style their own.

Pyreen who prefer subtlety will take the form of small creatures or use improved invisibility to hide themselves while attacking opponents from afar with spells and powers. They may summon creatures to fight for them and use the land to act on their behalf.































Some pyreen prefer to attack an intruder directly and will make full use of their wild shape ability by taking the form of the largest, deadliest creature in their domain. All prefer to leave their true identity hidden, and have plans and schemes that unfold to find and support those who can help heal Athas and kill the sorcerer-kings and their minions. Only those truly worthy will ever discover a pyreen’ s identity and nature.

When encountered, others will rarely know that they are dealing with a pyreen. They enter interactions in disguise, or in a wild shaped form. When they do interact, they typically do not use their full abilities, to test the characters to see their power and worth. Only those worthy of their help are given it, and foes of the land are destroyed without mercy.

Pyreen are masters of huge, guarded lands, covering more than a simply a small grove. They watch over entire features of the land, like the Ringing Mountains or the Estuary of the Forked Tongue. Pyreen do not feud or battle over territory, so it is not unusual to see two or more with the same guarded lands.

A few pyreen have guarded lands that include the city-states, though they are careful to avoid detection by the Sorcerer Kings or their agents. These pyreen are often more aggressive, sometimes aiding or even joining the Veiled Alliance of a city to aid their numbers in the battle against the former Champions.

Pyreen
CREATURE 15

RARE
MEDIUM
HUMANOID
PYREEN
+27; darkvision
Common, Petran, Pyric, Susurran, Thalassic; telepathy 60 feet
Acrobatics +27, Athletics +28, Deception +31, Diplomacy +33, Intimidation +33, Nature +27, Occultism +27, Performance +29, Society +25, Stealth +27
+3+8+7+4+8+4
Natural Empathy The pyreen can use Diplomacy to Make an Impression on and make very simple Requests of animals, plants, and fungi.
Tied to the Land A pyreen is intrinsically tied to a specific region of Athas. As long as the pyreen is healthy, the environment is exceptionally resilient, allowing the pyreen to automatically attempt to counteract spells and rituals that would harm the environment, such as blight, with a +30 counteract modifier and a counteract level of 8. When the pyreen becomes physically or psychologically unhealthy, however, their warded region eventually becomes twisted or unhealthy as well.
39 +26 +29 +25
234
Pyreen's Beauty (aura, emotion, incapacitation, mental, primal, visual) 30 feet. Creatures that start their turn in the aura must succeed at a DC 33 Will save or be transfixed in awe, causing them to be stunned for 1 round.
30 feet
earthen fist +29 (agile finesse),
3d10+9 bludgeoning plus 1d6 mental
light wisp +29 (magical, range increment 60 feet),
2d8+9 mental plus 2d6 fire and 2d6 vitality
Primal Prepared Spells DC 38, attack +30;earthquake, summon plant or fungus; energy aegis, regenerate, volcanic eruption;mountain resilience, petrify, slow; death ward, passwall, wall of stone; fly, resist energy, unfettered movement; earthbind (×2), haste; animal messenger, enlarge, revealing light; ant haul, fleet step, gust of wind; detect magic, electric arc, guidance, prestidigitation, stabilize; speak with stones
Occult Innate Spells DC 38, attack +30; agonizing despair (x2), dominate (x2); mind reading (at will);daze, message, telekinetic projectile
Change Shape (concentrate, divine, polymorph) The pyreen takes the appearance of any Huge or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal.
Focus Beauty (emotion, incapacitation, mental, primal, visual) The pyreen focuses their beauty upon a target within their aura. The creature must attempt a Will save. On a failure, it is affected as if by the pyreen's beauty aura; if it was already affected by the aura, the conflicting emotions from the pyreen's beauty intensify, causing the target to no longer get a flat check to end the confusion when it takes damage. The pyreen can use a single action, which has the concentrate trait, to focus the emotions of a confused creature toward a particular emotion, causing it to spend its next turn sobbing uncontrollably, fawning over the pyreen, or otherwise performing no actions beyond experiencing its emotions. Regardless of the save, the target is temporarily immune to Focus Beauty until the start of the pyreen's next turn.
Inspiration (emotion, mental, primal) A pyreen can inspire a single intelligent creature by giving that creature a token of their favor, typically a lock of its hair. As long as the creature carries this token and remains in good standing with the pyreen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves.

Raaig

A raaig is a guardian of an ancient temple or shrine devoted to a long-lost religion. It allows those with similar beliefs to enter their temple, usually a grotto, stone building, or underground complex. The raaig warns any trespasser that enters its guarded area, often in an ancient language or through signs the raaig considers clear. If the warning goes unheeded, the raaig attacks swiftly.

Raaigs appear as ghostly versions of their living selves. They are usually dressed as priests or warriors in the clothing or their old religion.

Raaigs were created millennia ago to protect temples or religious grounds. Though no ritual is known, some raaigs can create other raaigs, but only if the creature is willing to become one.




















Raaig
CREATURE 5

Medium
INCORPOREAL
RAAIG
SPIRIT
UNDEAD
+11; darkvision, lifesense 120 feet
Ancient Common
Acrobatics +14, Intimidation +15, Stealth +14
-5+5+0-1+2+4
Site Bound A raaig is tied to a location and can’t travel more than 120 feet from the place where it was created or formed.
22 +15 +9 +12
80 (rejuvenation); death effects, disease, paralyzed, poison, precision, unconscious; all damage 5 (except force, ghost touch, or vitality; double resistance against non-magical)
Natural Invisibility A raaig is naturally invisible. It becomes visible when it confronts intruders or uses frighten. It can use a single action to become invisible or visible.
Rejuvenation When a raaig is destroyed, it re-forms after 2d4 days, fully healed. A raaig can be permanently destroyed only if its ancient temple or shrine is completely destroyed.
fly 40 feet
spectral weapon +13 (finesse),
2d8+5 void plus drain life
Drain Life (divine) When the raaig damages a living creature with its spectral weapon Strike, the raaig gains 5 temporary Hit Points and the creature must succeed at a DC 21 Fortitude save or become drained 1. Further damage dealt by the raaig increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Frighten (concentrate, emotion, fear, incapacitation, mental) The raaig must be invisible; The raaig becomes visible, appearing as a ghostlike humanoid. Each creature within 30 feet must attempt a DC 21 Will save, becoming frightened 2 on a failure. On a critical failure, it’s also fleeing for as long as it’s frightened. On a success, the creature is temporarily immune for 1 minute.

Razorwing

The razorwing hides under the silt and bursts out of the sand to slash at creatures flying above it. It is a vicious carnivore, and packs of razorwings have brought down creatures much larger than themselves. The razorwing is a small-bodied slate gray creature that looks a bit like a small pterrax. It has bone white edges on its wings which are very sharp. It has an 8-foot wingspan and weighs around 100 pounds. A razorwing can communicate with others of its kind. It does not have a language but uses its power of controlled sound to communicate when prey is nearby.

A razorwing likes to ambush by hiding under a light layer of silt, then explode into action, using psionic energy to power its flight. The razorwings live and hunt in packs. They also never attack alone. There is a pack leader, usually the biggest female. Razorwing young are born alive, high in the air. They immediately learn to glide, or they do not survive.

Razorwings are found in the Sea of Silt almost exclusively. There are reports of packs being sighted in the inland silt basins. The razorwing prefers to eat floaters more than anything else. By means of its life detection power, a razorwing can even differentiate between a floater and other kinds of prey.












Razorwing
CREATURE 2

MEDIUM
BEAST
+11; darkvision, lifesense 120 feet
Acrobatics +8, Athletics +8, Stealth +8 (+10 in silt)
+4+2+3-4+2+1
18 +9 +8 +7
30
Wing Thrash An adjacent enemy damages the razorwing. The razorwing makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature.
10 feet, fly 30 feet, silt stride
jaws +10, 1d10+4 piercing
wing +10 (agile), 1d6+4 slashing
Occult Innate Spells DC 18; light (at will), figment (at will), message (at will)
Flying Strafe The razorwing Flies up to its fly speed and makes two wing Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.
Silt Stride The razor wing can fly normally through silt and can breathe normally while submerged.

Reggelid

Reggelids are strange creatures that live at the base of the Jagged Cliffs. They are tall and extremely thin, looking like a mass of bones over which there is only thin skin. Their facial features resemble those of elves, with pointed ears, but they have an exaggerated mouth and a thick brow. They have six digits, however, on each hand and each foot.

Reggelids have only one love, and that is magic. They spend their days in run-down tents made of wood and animal skins, learning whatever sorcery they can. They care little for material things; their existence is not one of luxury or comfort.

The hierarchy of reggelid society is determined by magical prowess – reggelid leaders are always the most powerful defilers in the tribe. So ingrained is this stratified worldview that reggelids automatically recognize members of their race more magically adept than themselves and defer to them accordingly. Reggelids bear an especial hatred for the rhul-thaun, the halflings of the Jagged Cliffs, and are reputed to have developed magics that target and destroy the rhul-thaun‘ s life shaped creations.

Halfling scholars, by comparison, theorize that reggelids are creations of Rajaat, or somehow suffer from the First Sorcerer‘s curse. Although clumsily expressed, these theories nevertheless shed some light on the mystery of the reggelids‘ origins, and it is altogether possible that they are a by-blow of Rajaat’ s experiments, a living legacy of his own lust for magical power.













Reggelid
CREATURE 4

MEDIUM
HUMANOID
REGGELID
+7; darkvision
Kreen, Reggelid, Thalassic
Arcana +12, Crafting +10, Diplomacy +8, Medicine +7, Nature +7, Occultism +10, Performance +8, Religion +7, Society +10
+0+1+1+4+1+2
+1 staff, spellbook containing their prepared spells
21 +11 +9 +9
60
25 feet
Staff +7 (two-hand d8), 1d4 bludgeoning
Arcane Prepared Spells DC 21, attack +13; blazing bolt, invisibility; charm, force barrage (x2), sleep; detect magic, frostbite, prestidigitation, shield, void warp
Defiling once per round; non barren terrain within 10 feet; Prior to casting a spell; The reggelid pulls in plant energy, all plants wither and die within 10 feet. The act of defiling empowers the reggelid's spells reducing the casting time by one action. Each creature in the area must attempt a DC 21 fortitude save.
The creature is unaffected.
The creature is sickened 1 until its next turn.
The creature is sickened 1.
The creature is sickened 2.

Roc, Athasian

Athasian rocs are huge birds of prey that dwell in warm, mountainous regions. They are known to carry large creatures off for food.

These birds of prey resemble large eagles. They are 50 feet long and have a wingspan of 100 feet wide.

Athasian rocs swoop down silently and try to snatch their prey with their claws; then they take off, flying away with the snatched prey and attacking it with their beak until it stops moving. Athasian rocs will drop prey once they have lost a quarter of their hit points or more. Athasian rocs caught on the ground are not as agile and can only attack with their beak.


























Athasian Roc
CREATURE 12

UNCOMMON
GARGANTUAN
ANIMAL
+24; low-light vision
Acrobatics +22, Athletics +25
+8+5+7-4+4+0
33 +25 +23 +20;
220
Wing Rebuff A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing; The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action.
20 feet, fly 60 feet
beak +26 (reach 15 feet),
3d12+12 piercing
talon +26 (agile, reach 15 feet),
3d8+12 slashing plus Improved Grab
wing +26 (agile, reach 30 feet),
2d8+12 bludgeoning plus Improved Push 10 feet
Flying Strafe The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty.
Snack The roc gains a +2 circumstance bonus to hit with its beak if the target is grabbed or restrained in its talon.
Snatch The athasian roc can Fly at half Speed while it has a creature grabbed or restrained in either or both of its talons, carrying that creature along with it.

Ruktoi

The ruktoi is solitary sentinel of the silt sea, able to paddle along its surface or lurk just beneath patiently awaiting prey. Some ruktoi have been captured and either domesticated or controlled to ferry passengers or small cargos across the endless silt basin.

The ruktoi’ s limbs each end in three long, splayed digits, webbed for use as paddles. The tail ends in a broad flap of skin that aids in navigating across the surface of the Sea of Silt. When stationary, the ruktoi’ s light gray skin makes it almost impossible to see in the silt. Often the ruktoi hovers just below the surface with only its snout and eyes exposed.

Ruktoi have no spoken language. They communicate with each other through body motions and scent.





















Ruktoi
CREATURE 6

HUGE
BEAST
+14; low-light vision, scent (imprecise) 60 feet
Acrobatics +12, Athletics +15, Stealth +15 (+17 in silt)
+7+4+4-4+4+0
24 +16 +12 +14
95
25 feet, swim 35 feet, silt stride
jaws +17 (reach 10 feet),
2d10+8 piercing plus Grab
Primal Innate Spells DC 24; levitate (self only)
Gaping Chomp The ruktoi chews on a creature that it has grabbed or restrained. The target creature must attempt a DC 24 Fortitude save.
The creature takes no damage.
The creature takes 1d10 piercing damage.
The creature takes 2d10 piercing damage and 1d6 persistent bleed damage.
The creature takes 4d10 piercing damage, 1d6 persistent bleed damage, and is sickened 2 by the pain of the chomp.
Silt Cloud The ruktoi thrashes about and creates a cloud of silt in a 15-foot emanation. Creatures inside the cloud are undetected by creatures using sight or smell, and they can't see or smell while inside the cloud. The cloud dissipates after 1 minute.
Silt Stride The ruktoi can swim normally through silt and can breathe normally while submerged.

Ruve

Ruves are a breed of dog with formidable intelligence and psionic powers. The color of their fur ranges from a sandy brown to a glossy black, and ruves are often mistaken for wild dogs. When looking into the eyes of a ruve, though, one can tell there is more to it than meets the eye.

Typical ruves are polite and disciplined, often acting like regular dogs in order to ascertain the intentions of individuals they are around, since ruves usually only reveal themselves to those of good alignment. Good clerics and psions seek out the company of ruves as loyal companions, as do the Villichi, being the majority of Athasians with the patience to deal with the ruve’ s intellectual posturing.

Ruves have been known to travel to other planes of existence. Their ability to adapt to such places is remarkable, and they adjust their temperament to suit the world in which they find themselves. Ruves generally prefer warm, dry caves for their lairs, however. Here they bear their young, usually a litter of 2-8 pups that reach maturity a year after their birth.

Ruves are extremely intelligent and have a well-developed culture, creating works of art and often howling together, creating hauntingly beautiful compositions. Because of this, ruve are snobbish and look down on other species of special dogs, considering them peasants. While less intelligent humanoids who connect with a ruve’ s mind often regret it, getting bombarded with constant insults, common dogs are not even worth the ruve’ s time to insult.

High-level wizards are often the targets of sudden and uninvited packs of ruves, since they are always interested in seeking out new knowledge. Ruves also like to send little-known facts to adventurers through mental communication, regardless of the situation at hand.



Ruve
CREATURE 2

SMALL
BEAST
+8; darkvision, scent (imprecise) 30 feet
Acrobatics +8, Stealth +8, Survival +8
+1+3+2+3+4+2
18 +8 +10 +11
30
35 feet
jaws +11 (agile, finesse),
1d6+3 piercing
Occult Innate Spells DC 18, attack +10; agonizing despair, phantom pain; invisibility, telekinetic maneuver; daze, figment, message, telekinetic projectile
Pack Attack The ruve's Strikes deal an additional 1d4 damage to creatures within the reach of at least two of the ruve's allies.

Ruvoka

Ruvoka are creatures from the elemental planes. They travel the planes easily, even the Astral Plane. They often work with druids, and it is said druids can become ruvoka. Ruvoka can speak the elemental languages native to their plane, but with other intelligent beings often use a limited form of telepathy.

Brajeti

Brajeti resemble large, well-tanned hairless humans who dress in bronze armor and carry bronze swords and shields. They dwell among sands and silt. These ruvoka are entirely loyal to the silt paraelemental lords. They are often powerful troops or serve as guardians for important locations on Athas.





























Brajeti
CREATURE 19

RARE
MEDIUM
HUMANOID
RUVOKA
SILT
+29; darkvision, tremorsense (imprecise) 30 feet, silt vision
Common, Petran, Thalassic, Wildsong; telepathy 60 feet
Acrobatics +33, Athletics +31, Diplomacy +31, Nature +40, Religion +31, Stealth +27, Survival +31
+5+6+6+5+11+5
+2 keen greater striking bronze longsword, +1 resilient bronze breastplate armor, bronze shield (Hardness 7, HP 28, BT 14)
Silt Vision The brajeti ignores the concealed condition from silt.
42 (44 with shield raised) +32 +32 +35
330; acid 20, void 20, poison 11
Shield Block
25 feet, silt swim 45 feet
longsword +29 (magical, versatile P),
3d8+8 slashing
Primal Prepared Spells DC 46, attack +38;implosion, massacre, wrathful storm; desiccate, earthquake, monstrosity form; corrosive body, energy aegis, interplanar teleport; necrotize, truesight, vitrifying blast; blister, toxic cloud, transmute rock and mud; gaseous form, mirage, unfettered movement; blindness, slow, stinking cloud; acid grip, endure elements, water walk; dehydrate, mud pit, noxious vapors; caustic blast, detect magic, glass shield, puff of poison, scatter scree
Druid Order Spells DC 46, 2 Focus Points; disperse into air (silt), elemental betrayal
Change Shape (concentrate, polymorph, primal) The brajeti transforms into a Huge or smaller animal, beast, or elemental. This doesn’t affect the brajeti’s statistics, but it could change the damage type of their Strikes.
Silt Swim A brajeti's swim Speed functions only when the ruvoka is Swimming through sand or silt.
Wild Shape The brajeti adds the forms insect form and elemental form to its wild shape list.

Ethilum

Ethilum are ruvoka with pale blue skin, pointed ears, sharp features, long flowing hair, and large white feathered wings. The Ethilum fight with javelins and whips and always wear white clothing. Ethilum serve the Elemental Lords as powerful troops and support members of the armies of Djinn and Jann. They sometimes serve the Elemental Lords as guardians of important locations on Athas as well.






































Ethilum
CREATURE 15

RARE
MEDIUM
AIR
HUMANOID
RUVOKA
+26; darkvision, stormsight
Common, Susurran, Wildsong; telepathy 60 feet
Acrobatics +25, Athletics +30, Diplomacy +27, Nature +30, Religion +25, Stealth +27, Survival +25
+4+8+4+4+8+4
+2 major striking greater shock scorpion whip, +2 striking returning javelin
Stormsight Wind, precipitation, and clouds don't impair an ethilum's vision; it ignores the concealed condition from storms, mist, precipitation, and the like.
34 +26 +29 +29
240; electricity 15, poison 9
25 feet, fly 40 feet
scorpion whip +24 (disarm, finesse, magical, reach, trip),
3d4+6 slashing plus 1d6 electricity
javelin +24 (magical, 30 feet range increment, thrown),
2d6+6 piercing
Primal Prepared Spells DC 36, attack +28;punishing winds, whirlwind; interplanar teleport, shock to the system, vacuum; chain lightning, phantom orchestra, truesight; elemental breath, lightning storm, pressure zone; air walk, draw the lightning, zephyr slip; cloud dragon's cloak, lightning bolt, tempest cloak; cleanse air, endure elements, gentle breeze; buffeting winds, feather fall, gust of wind; detect magic, electric arc, gale blast, guidance, slashing gust
Druid Order Spells DC 36, 2 Focus Points; stormwind flight, tempest surge
Change Shape (concentrate, divine, polymorph) The ethilum transforms into a huge or smaller animal, beast, or elemental. This doesn’t affect the ethilum’s statistics, but it could change the damage type of their Strikes.
Swiftness An ethilum’s movement doesn’t trigger reactions.

Kaltori

Kaltori are human-like ruvoka that are bearded, red-skinned, stocky, human-looking beings wearing searing hot plate armor and bearing fiery red tridents. Kaltori serve the Elemental Lords as powerful troops and may support members of the armies of Jann and Azer. They sometimes serve the Elemental Lords as guardians of important locations on Athas as well.

































Kaltori
CREATURE 19

RARE
MEDIUM
FIRE
HUMANOID
RUVOKA
+32; darkvision, smoke vision
Common, Pyric, Wildsong; telepathy 60 feet
Acrobatics +33, Athletics +37, Diplomacy +31, Intimidation +33, Nature +40, Stealth +31, Survival +27
+10+6+6+5+11+5
+2 greater striking greater flaming trident, +1 resilient full plate
Smoke Vision A kaltori can see through smoke with ease, and they ignore the concealed condition from smoke.
43 +32 +32 +35
355; fire; cold 11, poison 11
25 feet
trident +34 (fire, magical), 3d8+6 piercing plus 2d6 fire
trident +34 (fire, magical, thrown 20 feet), 3d8+6 piercing plus 2d6 fire
Primal Prepared Spells DC 46, attack +38; falling stars, metamorphosis; boil blood, burning blossoms, summon elemental herald; fiery body, interplanar teleport, volcanic eruption; fire seeds, flame vortex, truesight; blazing fissure, elemental breath, flame dancer;cinder swarm, fire shield, wall of fire; blazing dive, fireball, holy light; continual flame, endure elements, flame wisp; breathe fire, dehydrate, summon animal; detect magic, eat fire, guidance, ignition
Druid Order Spells DC 46, 2 Focus Points; combustion, wildfire
Change Shape (concentrate, divine, polymorph) The kaltori transforms into a Huge or smaller animal, beast, or elemental. This doesn’t affect the kaltori’s statistics, but it could change the damage type of their Strikes.

Zathosi

Zathosi are humanlike ruvoka with wrinkled gray-skin and resemble old humans. Zathosi wear stone-colored robes and the males often grow long beards. The Zathosi fight with stone mauls. Zathosi serve the Elemental Lords as powerful troops and may support members of the armies of Dao. They sometimes serve the Elemental Lords as guardians of important locations on Athas as well.




































Zathosi
CREATURE 17

RARE
MEDIUM
EARTH
HUMANOID
RUVOKA
+23; darkvision, tremorsense (imprecise) 60 feet
Common, Petran, Wildsong; telepathy 60 feet
Acrobatics +17, Athletics +25, Diplomacy +22, Nature +25, Religion +28, Stealth +17, Survival +22
+8+4+8+4+8+5
+2 greater striking major rooting maul
37 +29 +26 +29
340
20 feet, burrow 45 feet, climb 20 feet; earth glide
maul +28 (magical, shove),
3d12+8 bludgeoning
Primal Prepared Spells DC 36, attack +28;earthquake, summon elemental herald; energy aegis, heaving earth, interplanar teleport; petrify, tangling creepers, truesight; elemental breath, speak with stones, wall of stone;grasping earth, shape stone, sliding blocks; dividing trench, elemental absorption, one with stone; burrow ward, endure elements, pave ground; instant pottery, interposing earth, pummeling rubble; detect magic, guidance, needle darts, scatter scree, tangle vine
Druid Order Spells DC 36, 2 Focus Points; crushing ground, stone lance
Change Shape (concentrate, divine, polymorph) The zathosi transforms into a Huge or smaller animal, beast, or elemental. This doesn’t affect the zathosi’s statistics, but it could change the damage type of their Strikes.
Earth Glide The zathosi can Burrow through dirt and stone at their full burrow Speed, leaving no tunnels or signs of their passing.

Credit: OptimusOmega

Sand Bride

The sand bride is a void creature trapped on Athas. It has no other purpose or function other than to viciously use its powers of illusion to lure victims to a cold death. The sand bride usually creates the illusion of an oasis, with itself as a beautiful humanoid of the race of its target. It feeds on the life force of any humanoid with a degree of intelligence. The sand bride is made entirely of sand. It has a humanoid shape and two glowing red eyes.

A sand bride has a burning hatred for intelligent creatures, but it is tempered with a high degree of cunning. A sand bride is intelligent enough to recognize humanoids with water trouble. Such a party is almost certain to be targeted. One of the sand bride’s favorite ploys is to wait until someone is lagging behind the party. This being then comes upon an oasis where he expected to find none. This might seem suspicious, but to a man dying of thirst, a pool of water overcomes many misgivings.

Sand brides are not particularly good at making polite conversation when luring creatures to their death. Most of their information is out of date or plain wrong. However, a sand bride’s first suggestion is almost always “have a drink, then we can talk”. It tries to attack while the unsuspecting victim is filling its mouth with sand.








Sand Bride
CREATURE 6

MEDIUM
INCORPOREAL
SAND BRIDE
UNDEAD
+11; darkvision, lifesense 120 feet
Common, Elven, Dwarven, Giant
Acrobatics +14, Deception +15, Stealth +14
-5+4+0+2+2+5
24 +8 +14 +14; +1 status to all saves vs. vitality
80 (void healing); death effects, disease, paralyzed, poison, precision, unconscious; all damage 5 (except force, ghost touch, or vitality; double resistance against non-magical); water 5
Rejuvenation When a sand bride is destroyed, it re-forms after 2d4 days, fully healed. A sand bride can be permanently destroyed only if killed by magical damage.
Collapse into Sand The sand bride is hit by an attack; The sand bride's body falls apart into sand. It takes no damage from the triggering attack, and its resistances increase to 8. The sand bride must spend one action to reform its body before it can move or attack.
fly 40 feet
spectral hand +13 (finesse),
2d8+5 void plus drain life
Arcane Innate Spells DC 36, attack +28;mirage (at will); illusory disguise (at will)
Drain Life (divine) When the sand bride damages a living creature with its spectral hand Strike, the sand bride gains 5 temporary Hit Points, and the creature must succeed at a DC 21 Fortitude save or become drained 1. Further damage dealt by the sand bride increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Melt into Sand Collapse into Sand; The sand bride teleports to an empty space it can see within 30 feet.
Quick Illusion (arcane, concentrate) The sand bride casts mirage.

Sand Mother

A sand mother, or mother of the bride, is an old and powerful version of the sand bride. Its normal appearance is identical to that of the sand bride.

The mother of the bride uses the same illusionary powers as the sand bride. Instead of appearing as a beautiful humanoid, it chooses to appear as an older, motherly type of creature. The matronly figure welcomes thirsty adventurers, offering to care for them until they are recovered. A sand mother has learned about its weakness in conversation and has developed the ability to mask it. It does this by showing plenty of concern for the “dear young ones” of the party.

The sand mother is highly intelligent, it does not attack until conditions are favorable. Before attacking, it tries to discover if anyone is carrying any magical weapons. The sand mother always tries to attack the most dangerous member of the party first, with surprise if possible.

A sand mother’s oasis is always chosen with care. If it can find a pit or sinkhole, it uses that as the center of its miragen. Dangerous opponents can then be pushed in while they are "drinking."

The sand mother’s lust for life force exceeds even that of the sand bride. It much prefers intelligent life force, but beasts will be drained of all life, if nothing better is available.












Sand Mother
CREATURE 9

MEDIUM
INCORPOREAL
SAND BRIDE
UNDEAD
+19; darkvision, lifesense 120 feet
Common, Elven, Dwarven, Giant
Acrobatics +19, Deception +21, Stealth +19
-5+6+3+3+4+6
28 +16 +19 +21; +1 status to all saves vs. vitality
130 (void healing); death effects, disease, paralyzed, poison, precision, unconscious; all 10 (except force, ghost touch, or vitality; double resistance against non-magical); water 10
Rejuvenation When a sand mother is destroyed, it re-forms after 2d4 days, fully healed. A sand mother can be permanently destroyed only if killed by magical damage.
Collapse into sand The sand mother is hit by an attack; The sand mother's body falls apart into sand. It takes no damage from the triggering attack, and its resistances increase to 15. The sand mother must spend one action to reform its body before it can move or attack.
fly 60 feet
spectral hand +21 (finesse),
2d10+7 void plus drain life
Arcane Innate Spells DC 36, attack +28;mirage (at will); illusory disguise (at will); create water (at will; see desert thirst)
Drain Life (arcane) When the sand mother damages a living creature with its spectral hand Strike, the sand mother gains 10 temporary Hit Points, and the creature must succeed at a DC 28 Fortitude save or become drained 1. Further damage dealt by the sand mother increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Desert Thirst (arcane) When casting create water, the sand mother can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they’re of a lower level than the sand mother (a creature can attempt a DC 26 Will save to protect all liquids in its possession). This doesn’t affect the liquids in a creature’s body.
Melt into Sand Collapse into Sand; The sand mother teleports to an empty space it can see within 60 feet.
Quick Illusion (arcane, concentrate) The sand mother casts mirage.

Sand Vortex

The sand vortex (also known as a silt vortex) is a disc-shaped creature that conceals itself below the surface of large bodies of silt. When it detects prey above, it unleashes an enormous psionic whirlwind and uses this to drag its victims towards its mouth.

The sand vortex is active only during the day, seeming to absorb energy from basking in the warmth of the sun filtering down through the silt above. Thought to live for some 60 years, the sand vortex reproduces asexually, splitting itself into two smaller creatures. Rumors persist of far larger specimens, dwelling in the deep silt.

The average sand vortex is 20 feet across and 5 feet thick, weighing as much as 100 tons.






















Sand Vortex
CREATURE 14

GARGANTUAN
BEAST
+22; lifesense 120 feet, tremorsense (imprecise) 60 feet; silt vision
Athletics +31, Stealth +23 (+28 in silt)
+9+0+5-4+2+5
Camouflage The sand vortex can Hide in silt environments even if it doesn't have cover.
Silt Vision The sand vortex ignores the concealed condition from silt.
35 +26 +22 +26
270
silt swim 20 feet
jaws +30, 3d12+14 piercing plus Improved Grab
Occult Innate Spells DC 31, attack +23; agonizing despair (x2), spirit blast; mind reading (at will); daze, telekinetic projectile; hidden mind
Fast Swallow The sand vortex Grabs a creature. The sand vortex uses Swallow Whole.
Silt Swim A sand vortex's swim Speed functions only when the sand vortex is Swimming through silt.
Silt Vortex (primal, concentrate) The sand vortex creates powerful winds that coalesce into a devastating silt tornado. The vortex emanates 30-feet from the sand vortex and 100-foot high. All creatures in the area take 5d10 bludgeoning damage (DC 35 Reflex save). The sand vortex can sustain silt vortex up to 1 minute.
The creature is unaffected.
The creature takes half damage.
The creatures take full damage and are pulled 10 feet toward the sand vortex.
As failure, except the creature takes double damage and is pulled 20 feet toward the sand vortex.
Swallow Whole (attack) Huge, 3d12+7 bludgeoning, Rupture 30

Scamp

Scamps are minor creatures from the elemental and paraelemental planes. All scamps appear as small, winged creatures with humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.

Credit: ProdigyDuck

Air Scamp
CREATURE 1

SMALL
AIR
ELEMENTAL
+3; darkvision
Susurran
Acrobatics +7, Stealth +7
+1+4+0-2+0+0
16 +3 +19 +7
12 (fast healing 2 (in open air)); bleed, paralyzed, poison, sleep
20 feet, fly 40 feet
claw +9 (agile, finesse), 1d6+1 slashing
Primal Innate spells DC 17; blur; gust of wind
Breath Weapon (air, primal) The air scamp breathes sand and grit in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The air scamp can’t use Breath Weapon again for 1d4 rounds.




Earth Scamp
CREATURE 1

SMALL
EARTH
ELEMENTAL
+3; darkvision, tremorsense (imprecise) 30 feet
Petran
Athletics +6, Stealth +2
+3-1+2-2+0-1
15 +8 +4 +3
20 (fast healing 2 (while underground)); bleed, paralyzed, poison, sleep
20 feet, burrow 20 feet, fly 15 feet
fist +9, 1d6+3 bludgeoning
Primal Innate spells DC 17; one with stone; enlarge (self only)
Breath Weapon (earth, primal) The earth scamp breathes rocks in a 15-foot cone that deals 2d6 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). The earth scamp can’t use Breath Weapon again for 1d4 rounds.

Fire Scamp
CREATURE 1

SMALL
ELEMENTAL
FIRE
+3; darkvision, smoke vision
Pyric
Acrobatics +7, Deception +7
+0+4+0-2+0+2
Smoke Vision The fire scamp ignores the concealed condition from smoke.
17 +3 +9 +7
16 (fast healing 2 (while touching fire)); bleed, paralyzed, poison, sleep; cold 3
20 feet, fly 25 feet
jaws +9 (finesse), 1d6 piercing and 1d4 fire
Primal Innate spells DC 15; daze, light
Breath Weapon (fire, primal) The fire scamp breathes flames in a 15-foot cone that deals 2d4 fire and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save). The fire scamp can’t use Breath Weapon again for 1d4 rounds.













Magma Scamp
CREATURE 1

SMALL
ELEMENTAL
Magma
+3; darkvision
Pyric
Acrobatics +7, Deception +7
+3+1+1-2+0+2
16 +6 +6 +5
18 (fast healing 2 (while touching lava)); bleed, paralyzed, poison, sleep; cold 3
Molten Form (magma) Any creature that hits the magma scamp with an unarmed Strike or otherwise touches it takes 1 fire damage. If a gallon or more of water touches the magma scamp, or if it's affected by a water effect, its outer layer of lava hardens to a rocky shell, deactivating its molten form and imposing weakness 5 to bludgeoning damage. Molten form reactivates if the magma scamp swims in lava for 1 minute.
20 feet, fly 15 feet, swim 20 feet (lava only)
claws +9 (finesse), 1d6 slashing and 1d4 fire
Primal Innate spells DC 17; pyrotechnics; blazing bolt
Breath Weapon (magma, primal) The magma scamp breathes flames in a 15-foot cone that deals 2d4 fire and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save). The magma scamp can’t use Breath Weapon again for 1d4 rounds.

Rain Scamp
CREATURE 1

SMALL
ELEMENTAL
Rain
+3; darkvision, mist vision
Susurran, Thalassic
Acrobatics +7, Intimidation +5
+0+4+0-2+0+2
17 +5 +9 +3
18 (fast healing 2 (while in rain or mist)); bleed, paralyzed, poison, sleep; fire 3
20 feet, fly 25 feet
claws +9 (agile, finesse),
1d4 slashing and 1d4 electricity
Primal Innate spells DC 17, attack +9; mist; thunderstrike
Breath Weapon (electricity, primal) The rain scamp breathes lightning in a 15-foot cone that deals 2d6 electricity damage to each creature within the area (DC 17 basic Reflex save). The rain scamp can’t use Breath Weapon again for 1d4 rounds.
Drench (primal, water) The rain scamp puts out all fires in a 5-foot emanation. The scamp extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).












Silt Scamp
CREATURE 1

SMALL
ELEMENTAL
SILT
+3; darkvision
Petran, Thalassic
Acrobatics +7, Stealth +7
+1+4+1-2+0+1
17 +6 +9 +5
16 (fast healing 2 (in sand or silt)); bleed, paralyzed, poison, sleep
20 feet, fly 35 feet
claws +9 (agile, finesse), 1d6+1 slashing
Primal Innate spells DC 17; gritty wheeze
Breath Weapon (primal, silt) The silt scamp breathes a cloud of silt in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The silt scamp can't use Breath Weapon again for 1d4 rounds.

Sun Scamp
CREATURE 1

SMALL
ELEMENTAL
SUN
+3; darkvision
Pyric, Susurran
Acrobatics +7, Deception +7
+0+4+0-2+0+2
17 +3 +9 +7
16 (fast healing 2 (while in bright light)); bleed, paralyzed, poison, sleep
Glow (aura, light) 20 feet. A sun scamp glows with a colored light, casting bright light in the aura.
20 feet, fly 35 feet
claw +9 (agile, finesse), 1d4 slashing and 1d4 fire
Primal Innate spells DC 17; daze, light
Breath Weapon (light, primal, sun) The sun scamp breathes rays of sun in a 15-foot cone that deals 2d4 fire damage to each creature within the area (DC 17 basic Reflex save). Creatures that fail the save are also Dazzled for 1 minute. The sun scamp can’t use Breath Weapon again for 1d4 rounds.














Water Scamp
CREATURE 1

SMALL
AQUATIC
ELEMENTAL
WATER
+3; darkvision
Thalassic
Athletics +6, Stealth +6
+1+3+1-2+0+0
16 +7 +11 +4
20 (fast healing 2 (while underwater)); bleed, paralyzed, poison, sleep; acid 3, fire 3
20 feet, fly 25 feet, swim 25 feet
claw +8 (finesse), 1d6+1 slashing
Primal Innate spells DC 17, attack +9; acid grip
Breath Weapon (acid, primal) The water scamp breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save). The water scamp can’t use Breath Weapon again for 1d4 rounds.
Drench (primal, water) The water scamp puts out all fires in a 5-foot emanation. The scamp extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier).

Scrab

Scrabs are small, insectoid men that live in nests in the desert. A scrab can draw air through sand while submerged due to the long gills located all along the grooves in their shells. Scrabs are ruled over by monstrously bloated members of the species known as nest mothers.

Scrabs need little water to survive and seem to derive all the sustenance that they need from the blood and other bodily fluids of their victims.

Scrabs can speak their own language. A small percentage can also speak elven. Adult scrabs live to be 25 years old, but nest mothers can live twice that long.

Scrabs use their psionic powers and their pincers in combat. When many scrab fight, they break up, half going into melee, the other half using ranged psychic powers. Scrab leaders are often accomplished psychics or wizards and will lead their followers in battle, using their abilities to enhance the group's attacks.

Scrabs inhabit tunnels deep under the desert, which they fashion using spittle that solidifies the sand. If possible, the entrance to the nest will be concealed behind a rocky outcrop. Scrabs hate elves and prefer their flesh above that of any other creature. This hatred extends beyond a desire for food and, in fact, anything with pointed ears is likely to be identified as an elf. A captive elf may be kept alive for weeks, even months, just to be tortured. Legends of both races hold that there were once great wars between the two species, with each side blaming the other for the conflicts and for the many unspeakable atrocities perpetrated on innocent victims of each race.

The eldest male in the nest is allowed to mate with the nest mother, with clutches of up one hundred eggs resulting. The eggs hatch in three months, and the young are possessed by a cannibalistic frenzy when they are born. Fewer than half the hatchlings survive this period. Three quarters of all hatchlings are male. Only males who develop additional psionic abilities or spellcasting powers grow into leaders, and only females with clerical abilities can become nest mothers. A female who begins to develop into a nest mother will take several males and depart to create a new nest of her own.

Scrabs are predators primarily but will trade with merchants brave enough to risk contact with the creatures. They are also preyed upon by the larger creatures that inhabit the wastes. Part of the scrabs' hatred of elves stems from the fact that elves use every part of a scrab they have defeated. A scrab shell can be used to make breastplates, and the sharp parts of the pincers make decent polearms.

Scrab
CREATURE 1

SMALL
HUMANOID
SCRAB
+6; darkvision
Scrab
Acrobatics +7, Athletics +6, Stealth +9, Survival +7
+4+2+3-1+1+2
Chameleon Carapace The scrab's skin shifts and changes to match the surroundings. The scrab gains a +2 circumstance bonus to Stealth checks to Hide.
Sand Creature The scrab can breathe normally while submerged in sand.
16 +5 +7 +7
20; mental 3
25 feet, burrow 10 feet
claws +9 (agile), 1d4+4 slashing plus Grab
Occult Innate Spells DC 14, attack +6; phantom pain, soothe; daze, message, shield, telekinetic projectile

Credit: kunkka

Nest Mother

A nest mother is a bloated version of a normal scrab, only able to move at a shuffling pace. Nest mothers are more intelligent than other scrabs and often have levels in the cleric class. Most nest mothers are also powerful psions.



























Scrab Nest Mother
CREATURE 7

LARGE
HUMANOID
SCRAB
+15; darkvision
Common, Elven, Scrab
Athletics +17, Diplomacy +13, Intimidation +13, Nature +13, Stealth +14, Survival +13
+6+3+4+2+4+4
Chameleon Carapace The scrab's skin shifts and changes to match the surroundings. The scrab gains a +2 circumstance bonus to Stealth checks to Hide.
Sand Creature The scrab can breathe normally while submerged in sand.
28 +18 +15 +12
100; mental 10
10 feet, burrow 10 feet
claws +19 (reach 10 feet),
2d8+9 bludgeoning plus Grab
Divine Prepared Spells DC 25, attack +17; heal (x3), shape stone, spiritual armament; blindness, holy light, one with stone, vampiric feast; harm, resist energy, silence, summon elemental; bless, enfeeble, fear, magic stone; detect magic, divine lance, guidance, light, shield
Occult Innate Spells DC 25, attack +17; agonizing despair (x2), suggestion; mind reading (at will);daze, message, telekinetic projectile
Divine Font heal
Constrict 1d8+9 bludgeoning, DC 25

Seed, Brain

The brain seed is an exceedingly rare intelligent plant that uses its airborne seeds to establish psionic control of its prey. With a respectable spread of psychic abilities, the brain seed can dispose of its victims in several ways, but ultimately subsists on the life energies of living creatures.

Brain seed plants are strange, solitary creatures that will even drive dominated prey to destroy other brain seed plants. Their intelligence is keen, and a brain seed plant will often specifically identify and destroy defilers should it suspect that such spellcasters are nearby.

An average brain seed plant stands up to 10 feet tall. It has a thick central stalk with a skirt of roots and a fat seed pod at the midpoint of the stalk with coiling tendrils spreading outward along its length. At the tip of the stalk sits a mouth; however, this is not a feeding organ but rather an outlet for the plant‘s seeds.


















Brain Seed
CREATURE 3

LARGE
PLANT
+7; lifesense 120 feet
Athletics +11, Stealth +10 (+13 in undergrowth)
+4+1+3+1+2-1
18 +12 +8 +7
50; fire 5
5 feet
tendril +11 (reach 10 feet),
1d10+3 piercing
Occult Innate Spells DC 20, attack +12; calm emotions, phantom pain; charm, kinetic ram (x2); daze, message
Life Drain (manipulate, mental) The brain seed bores dozens of tendrils into a Small, Medium, or Large humanoid creature that's unconscious, willing, or fascinated by Spray Pollen, and within reach of the brain seed's tendrils. The brain seed gains 3 temporary hit points, and the creature must succeed at a DC 20 Fortitude save or become drained 1 (drained 2 on a critical failure). Subsequent failed saves against life drain increases the amount of drain by 1 on a failed save to a maximum of drained 4. Life drain doesn't end fascination caused by Spray Pollen.
Spray Pollen (mental, poison, incapacitation) The brain seed blasts yellow pollen in either a 30-foot line or a 15-foot cone. Each creature in the emanation must attempt a DC 22 Will save. Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours.
The creature is unaffected.
The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the brain seed as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the brain seed, it stays still and doesn't act. If anyone takes a hostile action against the creature or its allies, the effect ends. Otherwise, the creature can attempt a new save at the end of each of its turns. On a success, the effects end.
As failure, but the condition doesn't end automatically if anyone takes a hostile action against the creature or its allies.

Sharg

The sharg is an alien predator from another world that was brought to Athas by Dregoth and released into the waters of the subterranean Blackjaw River. It has the forequarters of a great shark and the fluked rump of a giant squid, and its four tentacles are lined with hooked barbs.

The sharg lives and hunts in the subterranean network of channels and caverns that house the Blackjaw and its tributaries, hunting the other creatures that dwell there as well as those dray careless or unfortunate enough to cross its path.

Undeniable similarities with the squark of the Last Sea have led some to speculate that the squark must also therefore, have originated elsewhere. Dregoth is surmised to have found (accidentally or otherwise) the original home world of the squark and netted for himself the creature known as the sharg from there.

The sharg is 25 feet long, with tentacles 20 feet in length. It weighs 115 tons.













Sharg
CREATURE 11

UNCOMMON
HUGE
ABERRATION
AMPHIBIOUS
+22; blood scent, darkvision, scent (imprecise) 100 feet
Athletics +23, Stealth +20, Survival +21
+8+3+5-1+4+0
Blood Scent The sharg can smell blood in the water up to 1 mile away.
31 +24 +18 +21
195; cold 10
Reactive Strike
10 feet, swim 40 feet
jaws +24 (deadly d12, reach 15 feet),
3d10+12 piercing
barbed tentacles +24 (deadly d12, reach 20 feet),
3d6+12 slashing plus Grab
Aquatic Ambush
Capsize (attack) The sharg tries to capsize an adjacent aquatic vessel of its size or smaller. It must succeed at an Athletics check with a DC of 27 (reduced by 5 for each size smaller the vessel is than the sharg) or the pilot's Sailing Lore DC, whichever is higher.
Jet (move) The sharg moves up to 200 feet in a straight line through the water without triggering any reactions.
Ravenous Embrace The sharg makes up to four barbed tentacle Strikes, each with a different tentacle and against a different target. The giant squid then makes a jaws Strike against one creature that it grabbed during Ravenous Embrace. Each barbed tentacle Strike counts separately for the sharg’ s multiple attack penalty, but the penalty doesn't increase until the sharg has made all its barbed tentacle Strikes; the jaws Strike uses the multiple attack penalty as normal.

Credit: Dave Allsop

Silk Wyrm

You spy an enormous, armored serpent flying through the olive sky above you. It coils and uncoils as it flies, as if it was moving on sand.

A silk wyrm is a large, flying, snake-like beast that can reach over 50 ft. in length and has a hard chitinous shell that covers its body.

Silk wyrms spin their paralyzed victims into a silk cocoon. This silk casing is highly prized in most city-states because of its fire resistance and is used in the manufacture of most silk clothing.

Silk wyrms usually hunt for their prey while flying and attack at night to surprise the victim. The silk wyrm then bites its prey and wraps it up in a durable silk cocoon.














Silk Wyrm
CREATURE 5

HUGE
ABERRATION
+12; darkvision
Athletics +13, Stealth +15, Survival +12
+5+4+2-2+2+5
21 +12 +15 +9
75; fire 8, mental 8
Shadow Invisibility The silk wyrm is invisible unless within an area of bright light.
25 feet, fly 35 feet
jaws +15 (deadly d6),
2d6+6 piercing plus Grab and silk wyrm venom
Occult Innate Spells DC 22, attack +14; blur, phantom pain; daze
Drink Blood The silk wyrm has a creature grabbed; The silk wyrm sinks its teeth into the creature to drink its blood. The silk wyrm must succeed at an Athletics check against the victim's Fortitude DC. The victim becomes drained 1 and the silk wyrm regains 10 HP, gaining any excess Hit Points beyond its maximum as temporary Hit Points. These temporary Hit Points remain for 1 minute. Drinking Blood from a creature that's already drained increases the victim's drained value by 1 to a maximum of drained 4 but doesn't restore any HP to the silk wyrm. A victim's drained condition decreases by 1 each week. A blood transfusion, which requires a successful DC 20 Medicine check and a blood donor or sufficient blood, reduces the drained value by 1 after 10 minutes.
Shadow Step The silk wyrm shifts to either the Black or the Material Plane. The silk wyrm can remain in the Black indefinitely without ill effect. While there, it can see clearly onto the Material Plane with a range of 60 feet. On its first round in an encounter, the silk wyrm can use this ability once as a free action.
Silk Wyrm Venom (poison) DC 22 Fortitude; 6 rounds; 1d10 poison damage and off-guard (1 round); 1d12 poison, clumsy 1, and off-guard (1 round); 2d6 poison damage and paralyzed (1 round).

Silt Horror

Silt horror is the name given to a group of predators that dwell mostly in the Sea of Silt. These tentacle-armed monsters come in diverse sizes and colors, but all of them have an unending hunger. Many Athasian sages believe the horrors to be descendants of an ancient water dwelling creature. Their favorite food is the silt runner.

Black Silt Horror

The black silt horror is the smallest and most common of the silt horrors. Resembling a black, dusty octopus or squid with a writhing mass of eight barbed tentacles, the black horror is obviously related to the other horrors. It is much smaller than other silt horrors and roams in groups called clutches. The black silt horror aggressively hunts anything it can catch. Large clutches have attacked white horrors and wading giants.


















Black Silt Horror
CREATURE 3

MEDIUM
ABERRATION
+12; darkvision, silt vision, tremorsense (imprecise) 60 feet
Athletics +10, Stealth +10 (+13 in silt), Survival +9
+5+4+2-2+2+4
Silt Vision The silt horror ignores the concealed condition from silt.
19 +9 +12 +6
45; bludgeoning 5
10 feet, silt swim 30 feet
tentacle +12 (agile, reach 10 feet),
1d8+6 piercing plus Grab
beak +12,
1d10+6 piercing plus black silt horror venom
Occult Innate Spells DC 17, attack +9; charm, phantom pain; daze, figment
Black Silt Horror Venom (poison) DC 20 Fortitude; 6 rounds; 1d10 poison damage and off-guard (1 round); 1d12 poison, clumsy 1, and off-guard (1 round); 2d6 poison damage and paralyzed (1 round)
Constrict 1d8+6 bludgeoning, DC 20
Jet (move) The silt horror moves up to 100 feet in a straight line through the silt without triggering reactions.
Silt Swim A silt horror's swim Speed functions only when the silt horror is Swimming through silt.
Writhing Tentacles The black silt horror makes up to four Strikes with different tentacles, each against a different target. Each attack counts separately for the silt horror’s multiple attack penalty, but the penalty doesn't increase the penalty until the silt horror has made all the attacks. If the silt horror subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing tentacles.

Brown Silt Horror

The brown horror is a much-feared form of silt horror, since it can psionically force its victims to come to it. Its body is not really brown, being more a dirty shade of white color. It only appears brown when seen against the pearly silt.

The brown horror is always hungry, and even attacks other silt horrors.

The brown horror is a loner, found only in the silt. It may live about 45 years and must eat at least once a month. Brown horrors are the offspring of cross breeding between white and gray horrors.

































Brown Silt Horror
CREATURE 6

HUGE
ABERRATION
+17; darkvision, silt vision, tremorsense (imprecise) 120 feet
Athletics +15, Stealth +15 (+18 in silt), Survival +13
+7+5+2-2+2+5
Silt Vision The silt horror ignores the concealed condition from silt.
23 +14 +17 +11; +1 status to all saves vs. magic
95; bludgeoning 8, mental 8
5 feet, silt swim 20 feet
tentacle +17 (agile, reach 20 feet),
2d6+8 piercing plus Improved Grab
Occult Innate Spells DC 24, attack +16; charm, phantom pain; daze, figment
Constrict 1d8+8 bludgeoning, DC 24
Jet (move) The silt horror moves up to 140 feet in a straight line through the silt without triggering reactions.
Silt Swim A silt horror's swim Speed functions only when the silt horror is Swimming through silt.
Writhing Tentacles The brown silt horror makes up to four Strikes with different tentacles, each against a different target. Each attack counts separately for the silt horror’s multiple attack penalty, but the penalty doesn't increase the penalty until the silt horror has made all the attacks. If the silt horror subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing tentacles.

Gray Silt Horror

The gray horror is a sickly gray in color and has a multitude of sharp-edged tentacles. Gray horrors consider anything that they can sense as prey.

Gray silt horrors are solitary, hungry, aggressive creatures. They only use their air sacs for emergencies, preferring to swim through the silt. They range far through the silt in search of prey.



























Gray Silt Horror
CREATURE 9

HUGE
ABERRATION
+21; darkvision, silt vision, tremorsense (imprecise) 240 feet
Athletics +20, Stealth +20 (+23 in silt), Survival +18
+7+6+3-2+2+4
Silt Vision The silt horror ignores the concealed condition from silt.
27 +18 +21 +15
155; bludgeoning 10
10 feet, silt swim 25 feet
tentacle +21 (agile, reach 20 feet),
2d8+11 piercing plus Improved Grab
Occult Innate Spells DC 25, attack +17; figment
Constrict 2d6+11 bludgeoning, DC 28
Jet (move) The silt horror moves up to 200 feet in a straight line through the silt without triggering reactions.
Silt Swim A silt horror's swim Speed functions only when the silt horror is Swimming through silt.
Writhing Tentacles The gray silt horror makes up to four Strikes with different tentacles, each against a different target. Each attack counts separately for the silt horror’s multiple attack penalty, but the penalty doesn't increase the penalty until the silt horror has made all the attacks. If the silt horror subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing tentacles.

Magma Silt Horror

The magma horror inhabits volcanic areas. Unlike the other horrors, the magma horror is intelligent and has formidable psionic abilities. Since it no eyes, it uses its psionic powers to sense the presence of prey. Once prey is found, the horror contacts its victim psionically, trying to persuade it to approach.

As with all horrors, the magma silt horror is always looking for an opportunity to feed itself. This horror must feed at least once every six weeks, or it begins to weaken.

























Magma Silt Horror
CREATURE 7

HUGE
ABERRATION
+18; darkvision, blindsight (precise) 60 feet, lifesense 120 feet
Athletics +17, Stealth +17 (+20 in magma), Survival +15
+7+6+2-2+2+4
24 +15 +18 +12
110; fire; bludgeoning 10, mental 10
10 feet, magma swim 25 feet
tentacle +18 (agile, reach 20 feet),
1d8+8 piercing plus 1d6 fire and Grab
Occult Innate Spells DC 22, attack +14; daze, figment, message
Constrict 1d6+8 bludgeoning plus 1d6 fire, DC 25
Jet (move) The silt horror moves up to 100 feet in a straight line through magma without triggering reactions.
Magma Swim A magma silt horror's swim Speed functions only when the silt horror is Swimming through lava or magma.
Writhing Tentacles The magma silt horror makes up to four Strikes with different tentacles, each against a different target. Each attack counts separately for the silt horror’s multiple attack penalty, but the penalty doesn't increase the penalty until the silt horror has made all the attacks. If the silt horror subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing tentacles.

Red Silt Horror

The red silt horror is the most mobile of the horrors, able to propel itself across the surface of Athas using four tentacles as functional legs.

If one or more tentacles are severed, they regrow at the rate of one per month.

Red silt horrors prefer to live in the Sea of Silt. However, if food becomes scarce, they will move to another silt basin, a mudflat, or even the desert, traveling at night to limit the chances that they are seen and attacked. Once a suitable lair is found, the red silt horror uses its air jet to dig into the ground where it awaits its next victim.























Red Silt Horror
CREATURE 5

LARGE
ABERRATION
+15; darkvision, silt vision, tremorsense (imprecise) 60 feet
Athletics +13, Stealth +13 (+16 in silt), Survival +12
+6+5+2-2+2+4
Silt Vision The silt horror ignores the concealed condition from silt.
21 +12 +15 +9
75; bludgeoning 8
20 feet, silt swim 25 feet
tentacle +15 (agile, reach 10 feet),
2d6+6 piercing plus Grab
beak +15,
2d8+6 piercing plus red silt horror venom
Occult Innate Spells DC 22, attack +14; fear, mind reading (at will); charm, noise blast, phantom pain; daze, figment
Red Silt Horror Venom (poison) DC 22 Fortitude; 6 rounds; 1d6 poison damage and clumsy 1 (1 round); 2d6 poison damage, clumsy 2 and slowed 1 (1 round); 3d6 poison damage, clumsy 3 and slowed 2 (1 round).
Constrict 1d8+6 bludgeoning, DC 22
Double Attack The red silt horror makes two Strikes with two different tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the silt horror’s multiple attack penalty for further actions, but the penalty doesn’t increase until after both attacks are made. If the silt horror subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
Jet (move) The silt horror moves up to 200 feet in a straight line through the silt without triggering reactions.
Silt Swim A silt horror's swim Speed functions only when the silt horror is Swimming through silt.

Credit: Peter Bergting

White Silt Horror

The white horror is the most common and usually the largest of the silt horrors. Its tentacles can grow up to 50 feet long. Its mouth is located near the air sac used to propel it and is not used in combat, because it waits until its food has suffocated before it begins to feed. The white horror eats anything except other horrors. It can subsist for years on one meal, lying dormant underneath the silt. Its life expectancy is about 40 years, usually mating only once in its lifetime.




























White Silt Horror
CREATURE 11

GARGANTUAN
ABERRATION
+24; darkvision, silt vision, tremorsense (imprecise) 120 feet
Athletics +23, Stealth +23 (+26 in silt), Survival +21
+8+7+3-2+2+3
Silt Vision The silt horror ignores the concealed condition from silt.
30 +21 +24 +18
200; bludgeoning 12
10 feet, silt swim 20 feet
tentacle +24 (agile, reach 30 feet,
2d12+10 piercing plus Grab
Double Attack The white silt horror makes two Strikes with two different tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the silt horror’s multiple attack penalty for further actions, but the penalty doesn’t increase until after both attacks are made. If the silt horror subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack.
Greater Constrict 2d8+10 bludgeoning, DC 30
Jet (move) The silt horror moves up to 160 feet in a straight line through the silt without triggering reactions.
Silt Swim A silt horror's swim Speed functions only when the silt horror is Swimming through silt.

Silt Runner

These small lizard-like men are common on Athas. They usually live the life of raiders, although occasionally a lair will be found. Silt runners move very quickly and have broad, flat feet. They can even run across silt for short stretches. They hate elves with a passion and consider them a delicacy; an entire raiding party of silt runners may turn aside from a caravan to attack a lone elf.

Silt runners wear little or no clothing. What they do wear is usually more of a trophy than any covering for the sake of modesty or protection. Silt runners speak a tribal language, and some can speak the common tongue.

Silt runners never attack unless they outnumber the foe by at least three to one. Silt runners are tribal in nature, living in lairs of up to 200 individuals. These tribes are usually based on islands near the shores of the Sea of Silt or in a remote desert oasis. Silt runners often inhabit the same types of islands that giants do. Giants are usually left alone by silt runners (who know when they are overmatched). The giants tend to view these creatures as pests or vermin, overrunning their homes. Unfortunately, they are just too fast to swat properly.













Silt Runner
CREATURE 0

SMALL
HUMANOID
SILT RUNNER
+6; darkvision
Iruxi
Acrobatics +5, Athletics +5, Crafting +2 (+4 traps), Stealth +5
+1+3+2-2-1-2
16 +6 +9 +4
16;
35 feet, Silt Stride
jaws +6 (finesse), 1d6+1 piercing
claw +6 (agile, finesse), 1d4+1 slashing
Silt Stride The silt runner can stand and move on the surface of silt or other liquids without falling through.

Silt Spawn

Silt spawn are the young of the silt horrors that roam the Sea of Silt. Unlike their adult counterparts, coloration is more difficult to detect at this early age. It seems that the young are born with random colors and only take on the appearance of silt horrors as they reach maturity. Silt spawn only remotely resemble the adult creatures they will become, and few who see them would even guess at a connection between the smaller silt spawn and the huge, multi-tentacled silt horrors they grow into.

Silt spawn have tentacles and teeth, like the adult horrors, but they appear flatter, less bulbous. They keep this flat shape until reaching a size of about 10 feet long, then they start to take on the characteristics that differentiate them as adult silt horrors.




















Silt Spawn
CREATURE 0

MEDIUM
ABERRATION
+6; darkvision, silt vision
Athletics +6, Stealth +6 (+9 in silt), Survival +5
+3+2+0-2+2+0
Silt Vision The silt spawn ignores the concealed condition from silt.
15 +6 +9 +3
15; bludgeoning 3
10 feet, silt swim 30 feet
beak +8,
1d6+2 piercing
Silt Swim A silt spawn's swim Speed functions only when the silt spawn is Swimming through silt.

Credit: Slawomir Maniak

Silt Weird

The silt warps and shifts and forms a writhing pseudopod in the shape of a huge serpent, which launches itself towards you.

Believed to have been birthed in the paraelemental plane of silt, the silt weird is a formidable foe, forming the silt it inhabits and taking the shape of a huge serpent or a vaguely humanoid figure. It uses a humanoid shape, sometimes confused with a true earth elemental, to lure travelers to their deaths.

Silt weirds are extremely dangerous, existing as they do between the Material Plane and the Paraelemental Plane of Silt.

A silt weird obtains its nourishment from the life force of its victims. Silt weirds find the harsh conditions of Athas much to their liking and thrive because of this. It is rumored that the border between the paraelemental Plane of Silt, and the Material Plane on Athas is continually shifting, which enables the silt weirds and other denizens such as dune stalkers and sandmen to enter Athas easily.


















Silt Weird
CREATURE 10

HUGE
ELEMENTAL
SILT
+19; darkvision
Petran, Thalassic
Acrobatics +19, Athletics +22, Deception +16, Stealth +22 (+25 in silt)
+7+5+5+0+2+5
Chameleon The silt weird can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check.
Silt Vision The silt weird ignores the concealed condition from silt.
29 +15 +15 +15; +1 status to all saves vs. magic
135; bleed, cold, paralyzed, poison, sleep; acid 10, fire 10, physical 7 (except bludgeoning)
Elemental Antimagic harmed by water (5d10, 2d6 from areas or persistent damage instead of the usual effect); healed by earth equal to half the damage the effect would have done (If the silt weird starts its turn in an area of earth it gains 2d6 HP); slowed 1 for 2d6 rounds by air instead of the usual effect.
Rejuvenation (primal) When the silt weird is destroyed it slowly reforms over the course of 1d10 days. If the body is destroyed before then, the process restarts. A silt weird can only be permanently destroyed by obliterating the body (such as disintegrate).
Vulnerable to Disintegrate A disintegrate spell affects the silt weird normally and causes the silt weird to become slowed 2 for 1 round.
30 feet, burrow 20 feet, silt swim 40 feet
jaws +21 (reach 10 feet),
2d10+11 piercing plus drain life
body +21 (reach 10 feet),
2d6+11 bludgeoning
Occult Innate Spells DC 26, attack +18; agonizing despair (x2), spirit blast, suffocate; daze, telekinetic projectile
Change Shape (concentrate, primal, polymorph) The silt weird transforms into a Small or Medium humanoid. This doesn’t affect the silt weird’s statistics, but it could change the damage type of their Strikes.
Drain Life (primal, void) When the silt weird damages a living creature with a Strike, the silt weird gains 10 temporary Hit Points and the creature must succeed at a DC 29 Fortitude save or become drained 1. Further damage dealt by the silt weird increases the condition value by 1 on a failed save, to a maximum of drained 4.
Silt Swim A silt spawn's swim Speed functions only when the silt spawn is Swimming through silt.
Thrash The wilt weird makes a Strike once against each creature in its reach. It can Strike up to once with its jaws and any number of times with its body. Each attack counts toward the silt weird's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks.

Sink Worm

A sink worm is huge white worm that travels beneath silt and sand, leaving a scarcely noticeable trail. Despite this clear warning sign, few prey escape once a sink worm begins hunting them.

Sink worms are solitary, meeting with others of their species to mate only once every three years. The hatchlings are left to fend for themselves, and most turn cannibal immediately, with the strongest few surviving to burrow away. Sink worms will try to eat nearly anything and need at least one man-sized victim per day.

The sink worm sucks sand and silt through its body, filtering minute particles of air past gills which allow the creature to breath under the silt or sand. It is this removal of air which causes the characteristic sunken depression in the surface of the sand or silt through which the sink worm passes.

Sinkworm "gills" are a curiosity among sages, so a sinkworm egg would be worth whatever the owner asked for it. However, the difficulty in locating the eggs makes this nearly impossible. Sink worms can stretch up to 32 feet long or more. A sink worm is pale white in color, resembling a huge maggot.












Sink Worm
CREATURE 13

GARGANTUAN
BEAST
+20; darkvision, tremorsense (imprecise) 100 feet
Athletics +30
+9-1+7-4+2-1
32 +28 +21 +21
270
Inexorable The sink worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.
Shake It Off The sink worm would be affected by a condition or adverse effect (such as cursed metamorphosis). The sink worm negates the triggering condition or effect. Effects from artifacts, elemental lords, or a similarly powerful source can’t be avoided in this way.
30 feet, burrow 40 feet (in sand or loose soil only)
jaws +28 (deadly 2d10, reach 15 feet),
3d10+15 piercing plus Improved Grab
body +26 (reach 15 feet),
1d10+13 bludgeoning
Fast Swallow The sink worm Grabs a creature, or a creature fails a Reflex save against a Gulping Charge; The sink worm uses Swallow Whole.
Gulping Charge The sink worm Strides up to double its Speed and can move through the spaces of Large or smaller creatures, gulping each creature whose space the worm enters and attempting a body Strike against each of them. The sink worm can use this Strike on each creature only once in a single use of Gulping Charge. Creatures can attempt a DC 32 basic Reflex save against this damage.
Swallow Whole Huge, 3d6+9 bludgeoning, Rupture 24.

Slig

Sligs are wide-jawed humanoids that roam the desert wilderness. They are especially lean, because they cannot store fat in their bodies and are remarkably hairy. Sligs live in war bands, as the raiding and hunting lifestyle dominates their culture. They are crude craftsmen and often use items stolen from more advanced species.

Sporting a hunched posture, they have powerful arms that help with moving. Sligs dress in hides and animal skins, with different clothing denoting rank within the warband and ritual scarification marking excellence in combat and skill at the hunt.

Sligs have their own language, and some non-slig know it, but sligs usually do not take the time or the effort to learn another language. Sligs possess a natural telepathy that allows them to communicate essential information to one another regarding battle or the hunt. This telepathy is not sufficiently developed to communicate other concepts, however.

Sligs must eat more than other humanoid races; if they go without food for three days they die of starvation. Sligs also recycle body fluids better than other humanoids and therefore, only need 1/2 the water requirement of what a human would.

Male sligs are tall and muscular, standing seven feet tall and weighing more than 300 pounds. Female sligs are similar in appearance, but much smaller, standing about 5 feet tall. Their hair is always braided, and their skin color is light, usually white or tan.

Sligs are cunning and intelligent and have learned what most other races of the Tablelands desire: treasure, metal and food and water.

As a result, the wily sligs will often lay ambushes with just such items as bait. The lure can be as simple as a half-buried barrel or crate or as elaborate as the mock wreckage of an ambushed caravan, complete with slain animals and smoldering wagons. Those who are ambushed will be slain or sometimes even kidnapped by the sligs and held for ransom in the hope that others will fall prey to this new form of lure and come seeking their companions.

Unlike other races of the desert, sligs are sedentary and will make a permanent home from which they launch raids and hunts into the surrounding territory. Slig families are highly mutable, with the female producing young three times each year, fathered by whichever hunters are currently the most respected in the warband. The young mature rapidly and are full members of the warband within a year. To accomplish this growth, young sligs eat ravenously of the meals that are brought back to them, giving rise to the phrase ―sligging down one‘s meal.

Slig
CREATURE 1

MEDIUM
HUMANOID
SLIG
+7; darkvision
Slig; telepathy 30 feet
Acrobatics +7, Athletics +6, Intimidation +3, Stealth +7, Survival +5
+3+4+1+0+1+0
16 +4 +7 +2
20
25 feet
jaws +7 (agile), 1d4+3 piercing
bone longsword +7 (versatile P), 1d8+3 slashing
Pack Attack The slig's Strikes deal 1d4 extra damage to creatures within reach of at least two of the slig's allies.
Surprise Attacker On the first round of combat, creatures that haven't acted yet are off-guard to the slig.

Slime

Slimes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Dagolar and Tyrian slimes are among the most recognizable slimes.

Taking cues from the natural world suggests some clever tactics. Jellyfish, for example, demonstrate a cohesive, almost hivemind-like symbiosis; they can sense their surroundings and gather in groups. Use this to make attacks from multiple directions or unexpected angles.

Dagolar Slime

Dagolar slimes are Tyrian slimes that have been psionically altered by the evil defiler/psion, Dagolar. Like most oozes, Dagolar slimes can move along walls and ceilings. Doing this allows them to drop on unsuspecting prey and envelop the head to get at the victim's brain, which is all that consists of the Dagolar slime's diet.

Dagolar slimes also reproduce in a similar way - upon enveloping the head of a victim; they do not consume the brain, but rather transplant it into a divided portion of the Dagolar slime's body. Only creatures with an especially active brain pattern (i.e., a psion) are unlucky enough to be such targets of a Dagolar slime's hideous brain transplant.

















Dagolar Slime
CREATURE 3

MEDIUM
AMPHIBIOUS
OOZE
+6; motion sense 60 feet, no vision
Athletics +9, Stealth +5
+3-2+2-4+2+2
Motion Sense A tyrian slime can sense nearby creatures through vibration and air or water movement.
11 +9 +5 +7
75; acid, critical hits, mental, precision, unconscious, visual; slashing 5
10 feet, climb 10 feet, swim 10 feet
pseudopod +10, 2d6 acid plus Grab
web +8 (range increment 30 feet), web trap
Occult Innate Spells DC 17, attack +9; phantom pain; daze
Constrict 2d4 bludgeoning plus 2d4 acid, DC 20
Envelop The dagolar slime begins its turn with a target its size or smaller grabbed; The dagolar slime maintains the Grab and extends pseudopods to surround the creature and pull it inside the slime's body. This thereafter has the same effect as if the dagolar slime had Engulfed the creature (DC 20, 2d6 acid, Escape DC 20, Rupture 5).
Weak Acid A dagolar slime's acid damages only organic material—not metal, stone, or other inorganic substances.
Web Trap A creature hit by the dagolar slime’s web attack is immobilized and stuck to the nearest surface until it Escapes (DC 20).

Tyrian Slime

Tyrian slimes are like most other creatures of their kind. Their bodies consist of bluish-green amoeba-like cells that enable them to creep through cracks and crevices, and into the dark, damp subterranean locations. Tyrian slime, like most other oozes, is a solitary, asexual creature that reproduces by dividing its body and is usually encountered by wanderers with its own divided offspring.

Tyrian slimes can move along walls and ceilings, dissolving all sorts of carrion and refuse, thus often keeping the vicinity relatively clean. They attack nearly anything that they sense approaching, and one of their favorite tactics is to drop on unsuspecting prey.
























Tyrian Slime
CREATURE 1

MEDIUM
AMPHIBIOUS
MINDLESS
OOZE
+4; motion sense 60 feet, no vision
Athletics +6, Stealth +3
+3-2+2-5+0-5
Motion Sense A tyrian slime can sense nearby creatures through vibration and air or water movement.
8 +7 +3 +5
45; acid, critical hits, mental, precision, unconscious, visual; slashing 5
10 feet, climb 10 feet, swim 10 feet
pseudopod +7, 1d6 acid plus Grab
web +5 (range increment 30 feet), web trap
Constrict 1d4 bludgeoning plus 1d4 acid, DC 17
Envelop The tyrian slime begins its turn with a target its size or smaller grabbed; The tyrian slime maintains the Grab and extends pseudopods to surround the creature and pull it inside the slime's body. This thereafter has the same effect as if the tyrian slime had Engulfed the creature (DC 17, 1d6 acid, Escape DC 17, Rupture 3).
Weak Acid A tyrian slime's acid damages only organic material—not metal, stone, or other inorganic substances.
Web Trap A creature hit by the tyrian slime’s web attack is immobilized and stuck to the nearest surface until it Escapes (DC 17).

Sorcerer Monarch

The Sorcerer-monarchs are the immensely powerful tyrants of many of the city-states in the Tablelands.

Once, every city in Athas was led by a king or queen. They were the top of the social order. Often, they lived near the city in a fortified palace bustling with minor officials. When a potentate found it necessary to leave his or her palace, he or she did so only with a great deal of preparations and pomp, well-protected by magic and a full bodyguard retinue.

Almost without exception, every king or queen was a powerful Defiler who had risen to his or her position through the unprincipled use of magical and psionic abilities. Each have reigned for hundreds of years.

A Sorcerer Monarchs Lair

A sorcerer monarch lives within its palace in a city that sees it as a divine being. Everything about the sorcerer monarch’s lair and its surrounding city reflects its ego and keen mind, from the architecture to the servants. Often, the sorcerer monarch is surrounded by its most trusted agents, templars, who are granted magical powers from their patrons.

Sorcerer Monarch
CREATURE 22

RARE
UNHOLY
LARGE
DRAGON
+36; darkvision, thoughtsense 100 feet, truesight
Common, Dwarven, Elven; telepathy 100 ft., truespeech
Acrobatics +35, Arcana +45, Athletics +35, Intimidation +35, Nature +37, Occultism +42, Religion +37, Stealth +31
+6+8+6+11+6+10
Thoughtsense (occult, mental) The sorcerer monarch senses all non-mindless creatures within 100 feet as a precise sense.
+3 major striking staff, ring of spell turning, wand of widening (9th level)
47 +33 +36 +39
375, regeneration 20 (deactivated by holy); disease, drained, enfeebled, paralyzed, petrified, poison, polymorph, stupefied; acid 15, cold 15, electricity 15, fire 20, mental 15, physical 12 (except dwarven steel); holy 20
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42.
Inexorable The sorcerer monarch recovers from the slowed and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain.
Contingency The sorcerer monarch fails a saving throw against a spell. Dispel magic (8th level) attempts to counteract the triggering spell.
25 feet; unfettered movement
staff +33 (magical, reach 10 feet),
8d4+10 bludgeoning
claw +33 (agile, magical, reach 10 feet),
4d6+10 slashing
Arcane Prepared Spells DC 45, attack +37; contingency (*This spell has been cast already.); detonate magic, falling stars, telepathic demand; desiccate, disappearance, dispel magic (at will), hidden mind (already cast); mask of terror, reverse gravity, spell turning; dominate, truesight, wall of force; scouting eye, slither, translocate; clairvoyance, resilient sphere, suggestion; blindness, slow, stinking cloud; blur, revealing light, telekinetic maneuver; command, enfeeble, sure strike; detect magic, forbidding ward, prestidigitation, read aura, shield; truespeech, truesight, unfettered movement
Occult Innate Spells DC 45, attack +37; agonizing despair (x2), dominate (x2); mind reading (at will); daze, message, telekinetic projectile
Change shape (concentrate, polymorph) The sorcerer monarch assumes a Medium humanoid form.
Dragon Defiling Once per round; living creatures within 20 feet; Prior to casting a spell; The sorcerer monarch pulls in life energy, all creatures within 20 feet take 8d6 void damage. The act of defiling empowers the sorcerer monarch's spells reducing the casting time by one action. Each creature in the area must attempt a DC 45 fortitude save.
The creature takes no damage.
The creature takes half damage and is sickened 1 until its next turn.
The creature takes full damage and is sickened 2.
The creature takes double damage and is sickened 3.
Effortless Concentration The sorcerer monarch's turn begins. The sorcerer monarch immediately gains the effects of the Sustain a Spell action, allowing him to extend the duration of an active spell.
Overwhelming Energy If the sorcerer monarch's next action is to Cast a Spell, the spell ignores 20 resistance to acid, cold, electricity, fire, or sonic damage.


So-Ut

The so-ut, or rampagers, are fierce creatures that live only for the sake of destruction. They know no fear and hate the things of men, like weapons and buildings.

A rampager is a huge, six-legged creature with gray scales covering its whole body. These scales are unusually thick and almost impossible to cut through. The four rear legs are large round pads, while the two front legs have claws as long as daggers. The face is out of a nightmare, with long, dirty fangs and glowing red eyes. Its nose is like a vestigial horn, and they have small, rounded ears. Its hearing is poor, but its sense of smell is acute.

No one has ever been able to communicate with a so-ut. They are driven mad by the smell of manufactured items, particularly metal. The sight of a building also seems to enrage them. A so-ut always attacks the largest man-made object present. It attempts to destroy metal in preference to anything else.

Rampagers generally sleep during the heat of the day, and a bold adventurer can even walk across one without waking it. They live off their victims. After the so-ut has destroyed all man-made articles in sight, it usually settles down to feed off the bodies left in its wake.

A rampager’ s scales make excellent armor. A complete undamaged so-ut hide is worth as much as 100 silver pieces but must be cured by a leatherworker and then fashioned by an armorer.







So-Ut (rampager)
CREATURE 12

HUGE
ABERRATION
+20; darkvision, metal scent 60 feet, scent (imprecise) 100 feet
Athletics +30
+9-1+7-4+2-1
Metal Scent A so-ut can smell metal as a precise sense.
32 +28 +21 +21; +1 status to all saves vs. magic
270; acid, controlled, fear, mental; physical 8 (except dwarven steel)
Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 42.
40 feet
jaws +26 (deadly d10, reach 10 feet),
3d10+13 piercing plus destructive strike
claws +26 (agile, reach 10 feet),
3d8+13 slashing plus rust
foot +26 (reach 10 feet),
3d6+10 bludgeoning
Destructive Strike On a critical hit, the so-ut’s jaws Strike breaks the target’s armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the so-ut breaks the shield instead.
Rust A so-ut's claws cause metal to rapidly rust and corrode. If it succeeds at a claws Strike or Disarm attempt, it deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness, in addition to the damage it deals to the target with its claws. If the so-ut hits an unattended metal item, the item takes 2d6 damage automatically. If a creature uses the Shield Block reaction with a metal shield against the so-ut's claw attack, the shield is automatically broken, but no other item is affected on that attack.
Trample Large or smaller, foot, DC 32.

Spider, Athasian

Credit: John Dollar

Crystal Spider

Resembling giant wolf spiders, crystal spiders have bodies composed of multifaceted crystal that creates dazzling patterns of refracted light. They spin glass webs that are very sharp and can focus a damaging beam of light at a potential victim.

The crystal spider is a beautiful creature. During the day the sunlight refracts through it, reflecting a myriad of colors which change as it moves. At night it reflects any ambient light, retaining its colors but not as radiant as during the day. When the spider has fed, it takes on a reddish tinge but this fades over a few days.

A crystal spider is incapable of making sounds but can communicate with others of its kind by means of controlled light.

Crystal spiders get most of their nutrients from sunlight but do require liquids to survive, preferring humanoid blood. They are hunted for their webs, which make excellent weapons, and for the gems which they instinctively weave into these webs (although the spiders are themselves unaware of their value).

A typical crystal spider is eight feet long and can live up to 150 years. Before death, a crystal spider will lay a single huge cluster of eggs (as many as 200) in a specially crafted web.











Crystal Spider
CREATURE 5

LARGE
EARTH
ELEMENTAL
+19; darkvision, tremorsense (imprecise) 60 feet
Athletics +12, Stealth +15
+5+4+2+0+2+4
21 +12 +15 +10
90; bleed, paralyzed, poison, sleep; sonic 8
Crystal Refraction The crystal spider is targeted by a light effect; The spider redirects the triggering effect to a different creature of its choice within 30 feet or absorbs the effect harmlessly, reducing the number of rounds left to recharge Release Light by 1.
30 feet, climb 30 feet
fangs +15 (reach 10 feet),
1d10+6 piercing plus crystal spider venom and Grab
leg +15 (reach 10 feet, versatile P),
2d6+6 bludgeoning
web +14 (range increment 30 feet),
crystal web
Occult Innate Spells DC 19; figment
Crystal Spider Venom Fortitude DC 22; 6 rounds; 1d6 poison damage (1 round); 1d6 poison damage, clumsy 1, and off-guard (1 round); 2d6 poison damage, clumsy 1, and off-guard (1 round); 2d6 poison and paralyzed (1 round).
Crystal Web A creature hit by the crystal spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 22). While immobilized the creature takes 1d6 persistent bleed damage.
Release Light (attack, light, primal) The crystal spider emits the light that continually refracts within them to cast holy light as an innate primal spell, with a +14 spell attack roll. The crystal spider can't Release Light again for 1d4 rounds.

Dark Spider

Dark spiders are an intelligent species of subterranean arachnid that lives in highly organized tribal units. Divided among warriors, psions, defilers and queens, they have no natural enemies but often create enemies through their predatory behavior when nesting young.

Dark spiders stand six feet in height and weigh 120 pounds, although their queens reach twice that size when mature. The more intelligent among them can master humanoid tongues, and some have been known to trade silk to merchant houses in return for warm-blooded slaves.




























Dark Spider Defiler
CREATURE 5

MEDIUM
ABERRATION
+9; darkvision, web sense
Common
Acrobatics +13, Athletics +13, Stealth +13
+4+5+2+4+2+1
Web Sense The dark spider has imprecise tremorsense to detect the vibrations of creatures touching its web.
21 +9 +15 +15
55
Spring upon Prey Initiative has not yet been rolled. A creature touches the dark spider’s web while the spider is on it. The dark spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative.
25 feet, climb 25 feet
fangs +13,
2d6+6 piercing plus dark spider venom
claw +13 (agile),
2d4+6 slashing
web +11 (range increment 30 feet),
web trap
Arcane Innate Spells DC 19, attack +11; dispel magic, hypnotize, paralyze; acid grip, invisibility, telekinetic maneuver; force barrage (x2), illusory object, thunderstrike; daze, figment, ignitione, shield
Dark Spider Venom (poison) Fortitude DC 22; 6 rounds; 1d6 poison damage (1 round); 1d6 poison damage, clumsy 1, and enfeebled 1 (1 round); 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); 2d6 poison damage, clumsy 2, and enfeebled 2 (1 round)
Descend on a Web (move) The dark spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn’t count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 3, 10 HP) severs it, causing the spider to fall.
Web Trap A creature hit by the dark spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 22).







































Dark Spider Psion
CREATURE 5

MEDIUM
ABERRATION
+9; darkvision, web sense
Common
Acrobatics +13, Athletics +13, Stealth +13
+4+5+2+4+2+1
Web Sense The dark spider has imprecise tremorsense to detect the vibrations of creatures touching its web.
21 +9 +15 +15
55
Spring upon Prey Initiative has not yet been rolled. A creature touches the dark spider’s web while the spider is on it. The dark spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative.
25 feet, climb 25 feet
fangs +13,
2d6+6 piercing plus dark spider venom
claw +13 (agile),
2d4+6 slashing
web +11 (range increment 30 feet),
web trap
Occult Innate Spells DC 19, attack +11;agonizing despair, mind reading, sea of thought; blur, invisibility, noise blast; charm, dizzying colors, fear; daze, figment, message, telekinetic projectile
Dark Spider Venom (poison) Fortitude DC 22; 6 rounds; 1d6 poison damage (1 round); 1d6 poison damage, clumsy 1, and enfeebled 1 (1 round); 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); 2d6 poison damage, clumsy 2, and enfeebled 2 (1 round)
Descend on a Web (move) The dark spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn’t count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 3, 10 HP) severs it, causing the spider to fall.
Web Trap A creature hit by the dark spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 28).

Dark Spider Queen
CREATURE 9

LARGE
ABERRATION
+18; darkvision, web sense
Common
Acrobatics +20, Athletics +20, Stealth +20
+6+4+3+6+4+3
Web Sense The dark spider has imprecise tremorsense to detect the vibrations of creatures touching its web.
27 +15 +18 +21
155
Spring upon Prey Initiative has not yet been rolled. A creature touches the dark spider’s web while the spider is on it. The dark spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative.
30 feet, climb 30 feet
fangs +19,
2d8+10 piercing plus dark spider venom
claw +19 (agile),
2d6+10 slashing
web +16 (range increment 30 feet),
web trap
Arcane Innate Spells DC 28, attack +20; fire shield, suggestion, unfettered movement; dispel magic, hypnotize, paralyze; acid grip, invisibility, telekinetic maneuver; force barrage (x2), illusory object, thunderstrike; daze, figment, ignition, shield
Occult Innate Spells DC 28, attack +20; confusion, mirage, translocate; agonizing despair, mind reading, sea of thought; blur, invisibility, noise blast; charm, dizzying colors, fear; daze, figment, message, telekinetic projectile
Dark Spider Venom (poison) Fortitude DC 28; 6 rounds; 1d6 poison damage (1 round); 2d6 poison damage, clumsy 2 (1 round); 2d8 poison damage, clumsy 2, and enfeebled 1 (1 round); 2d10 poison damage, clumsy 2, and enfeebled 2 (1 round)
Descend on a Web (move) The dark spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn’t count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 3, 10 HP) severs it, causing the spider to fall.
Web Trap A creature hit by the dark spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 22).












Dark Spider Warrior
CREATURE 4

MEDIUM
ABERRATION
+11; darkvision, web sense
Acrobatics +12, Athletics +12, Stealth +12
+5+5+3+1+2+1
Web Sense The dark spider has imprecise tremorsense to detect the vibrations of creatures touching its web.
21 +14 +11 +8
65
Spring upon Prey Initiative has not yet been rolled. A creature touches the dark spider’s web while the spider is on it. The dark spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative.
25 feet, climb 25 feet
fangs +14,
2d8+5 piercing plus dark spider venom
claw +14 (agile),
2d6+5 slashing
web +12 (range increment 30 feet),
web trap
Dark Spider Venom (poison) Fortitude DC 21; 6 rounds; 1d6 poison damage (1 round); 1d6 poison damage, clumsy 1, and enfeebled 1 (1 round); 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); 2d6 poison damage, clumsy 2, and enfeebled 2 (1 round)
Descend on a Web (move) The dark spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn’t count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 3, 10 HP) severs it, causing the spider to fall.
Web Trap A creature hit by the dark spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 21).

Credit: Dopaprime

Mountain Spider

Mountain spiders are intelligent creatures with a rudimentary tribal society believed to honeycomb many parts of the Athasian underdark. Cunning predators, they use their superior intellects to lay all manner of traps for the unwary. They are carnivorous and seem to consider roc meat a delicacy. Such meals are exceedingly rare for the mountain spiders.

Mountain spider venom is sought after by assassins, as it can be used as an ingredient in the creation of potions to remove paralysis – with the involvement of one skilled in such things, of course.

One mountain spider in ten is psionic. Many believe that the species is on the brink of developing psionic powers en masse, but for the time being these abilities are limited to a handful of exceptional individuals. These psychic arachnids soon rise to positions of power within the loose mountain spider society.

An adult mountain spider stands five feet tall on long, sturdy limbs and weighs as much as 200 pounds.























Mountain Spider
CREATURE 3

MEDIUM
BEAST
+12; darkvision, web sense
Common
Acrobatics +10, Athletics +10, Stealth +10
+4+3+1+1+2+0
Web Sense The dark spider has imprecise tremorsense to detect the vibrations of creatures touching its web.
18 +9 +12 +6
45
Trapdoor Lunge Initiative has not yet been rolled. A creature comes within 25 feet of the spider's lair while the spider is positioned just under the ajar trapdoor, and the spider notices the creature; The spider Strides or Climbs before it rolls initiative.
30 feet, climb 30 feet
fangs +12,
2d6+5 piercing plus mountain spider venom
Occult Innate Spells DC 18, attack +10; blur, phantom pain; charm, kinetic ram (x2); daze, message, telekinetic projectile
Mountain Spider Venom (poison) Fortitude DC 20; 6 rounds; 1d6 poison damage and off-guard (1 round); 1d8 poison damage, clumsy 1, and off-guard (1 round)

Spinewyrm

A relative of the silk wyrm, the spinewyrm is a psionic predator that hunts the unwary of the Tablelands. It uses its mastery of the Way to ambush its prey, crushing them to death or devouring them whole on the spot.

Spinewyrms are solitary, lairing in some secluded mountain peak, emerging to hunt and feed, and usually returning with a meal to devour at leisure. An adult spinewyrm is over 30 feet long.

Like the silk wyrm, the spinewyrm has a chitinous shell. The hard shell makes it difficult to damage these creatures. Bony plates run from head to tail. In addition to this shell, rows of cruel spikes adorn the plates. These spines impale a victim caught by the vice-like grip of the spinewyrm’s constriction. Though these serpents have no wings, they can fly because of a special organ unique to the wyrms of Athas.























Spinewyrm
CREATURE 9

HUGE
BEAST
+18; darkvision
Athletics +20, Stealth +18, Survival +16
+6+3+4-3+1+3
28 +21 +18 +15
155
Shadow Invisibility The spinewyrm is invisible unless within an area of bright light.
30 feet, fly 30 feet
jaws +21 (deadly d12, reach 10 feet),
2d10+13 piercing plus Grab
tail +21 (backswing, reach 15 feet),
2d10+13 slashing plus Grab
spines +19 (range increment 30 feet),
2d8+13 piercing
Occult Innate Spells DC 25; gaseous form; blur (x2);
Constrict 1d10+10 bludgeoning, DC 25
Swallow Whole (attack) Medium, 2d8+7 bludgeoning, Rupture 20

Spirit of the Land

A Spirit of the Land is a powerful being that inhabits the various geological features (mountains, hills, rock formations, hot springs, riverbeds, winds, skies, etc.) of Athas. They are virtually invulnerable, but they also have little direct contact with the world. They prefer to work through the druid who watches over the natural phenomena that they inhabit. Few except druids have ever seen or had any contact with a spirit.

Spirits of the land are almost never seen. On the extremely rare occasions when they do manifest, they appear as elemental beasts with the properties of their inhabited lands.

Spirits of the land communicate only with druids and clerics, although, if they wish, they can speak the language of any creature that inhabits their land feature.


Spirit of the Land
CREATURE 20

RARE
HUGE
ELEMENTAL
INCORPOREAL
SPIRIT
+36; darkvision, blindsight (precise) 120 feet, truesight
Common, Petran, Pyric, Susurran, Thalassic, Wild Song; truespeech
Acrobatics +38, Deception +34, Diplomacy +34, Intimidation +34, Nature +41, Stealth +38, Survival +38
-5+10+10+6+11+6
45 +39 +36 +36
460; death effects, disease, paralyzed, poison, precision, unconscious; all 22 (except force, ghost touch, or void) double resistance vs. non-magical)
Altered Weather (aura, primal) A spirit of the land can reshape the weather within 2 miles of it, with the effect of the control weather ritual centered on the spirit of the land and based on its emotional state.
Naturally Invisible The spirit of the land is always invisible, though when it takes a hostile action of any kind, it is hidden instead of undetected until the start of its next turn, as the vague outline of its humanoid form is faintly visible for a short period of time.
50 feet, fly 100 feet
spectral fist +36 (agile, finesse, magical),
4d8+20 spirit and elemental infusion
Primal Innate Spells DC 42, attack +34; heal (×3), primal phenomenon (×3), regenerate (×3); energy aegis, nature's enmity, summon plant or fungus; moment of renewal, punishing winds, unfettered movement; tangling creepers;earth bind (at will); entangle; detect magic, read auratruespeech, truesight
Elemental Assault The spirit of the land has used elemental infusion; (primal) The spirit of the land lashes out in a 30-foot emanation. Creatures in this area take 6d10 damage (type varies per elemental infusion), subject to a DC 42 basic Reflex save.
Elemental Infusion The spirit of the land calls upon all the elements that make up their being and chooses one. They empower their Strikes with the element, dealing an extra 1d6 damage of the listed type. These benefits last until the spirit of the land uses this ability again. Air 1d6 electricity; earth 1d6 bludgeoning; fire 1d6 fire; water 1d6 bludgeoning.
Elemental Manifestation (primal) A spirit of the land can inhabit a Huge section of terrain (earth, plant, water) to temporarily assume a physical form made of those elements. The spirit of the land loses the incorporeal trait and natural invisibility for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the spirit of the land can't use this ability again for 1d4 rounds. While in their elemental manifestation, the spirit of the lands’ AC increases to 48 and they gain 100 temporary Hit Points. They lose their immunity to precision damage and all their resistances. Their melee Strikes deal slashing, piercing and bludgeoning damage, respectively, instead of spirit damage.
Elemental Phase (move, primal) The spirit of the land is in their elemental manifestation; As the Stride action, but the spirit of the land can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain.

Squark

The squark is a millennia old monstrosity from Athas‘ past. None know whence it originally came or how old it truly is but is apparently wandered into the waters of what would become Athas‘ Last Sea some time before the Mindlords sealed that place off from the rest of the world. The creature‘s age, therefore, must be reckoned, at the very least, to be nearing ten thousand years.

Its body is that of a monstrous shark, with a great cluster of ten tentacles where the shark‘s rear fins and tail would be. Its jaws are filled with jagged teeth, and two of its tentacles, which are larger than the rest, are lined with wicked barbs.

The squark has no natural enemies (except, perhaps, the Mindlords), but it thankfully needs very little food to survive. Extremely intelligent, it prefers instead to roam the deeps of the Last Sea, pondering eon-old mysteries or slumbering in its subterranean lair, buried in the bedrock beneath the ocean floor.

The squark‘s body is just over 20 feet long, but its tentacles stretch out a further 60 feet. It weighs 200 tons. The creature is a bloody crimson from tentacle tip to snout, save for its pinkish suckers and black eyes.

The squark’s Lair

The squark lives in dark depths of the last sea. Its cavernous lair is flooded and buried in Marnita's bedrock.









Squark
CREATURE 21

RARE
GARGANTUAN
ABERRATION
AMPHIBIOUS
+34; blood scent, darkvision, scent (imprecise) 100 feet
Common, Thalassic; telepathy 100 feet, (can't speak any language)
Athletics +41, Intimidation +35, Nature +40, Stealth +38
+10+5+7=4+6+5
Blood Scent The squark can smell blood in the water up to 5 miles away.
45 +38 +34 +33; +1 status to all saves vs. magic
500; controlled, emotion, frightened, paralyzed; cold 10, mental 20, poison 20
Altered Weather (aura, primal) A squark reshapes the weather within 2 miles of it, with the effect of the control weather ritual centered on the squark and based on its emotional state, at the GM’s discretion. If the squark dies, the weather returns to normal immediately.
Reactive Strike
10 feet, swim 50 feet
arm +41 (reach 40 feet, magical),
4d8+24 bludgeoning plus Grab
tentacles +41 (reach 60 feet, agile, magical),
4d6+24 bludgeoning plus Grab
jaws +41 (reach 20 feet, deadly d12, magical,
4d10+24 piercing plus Grab
Constrict 4d6+24 bludgeoning, DC 44. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air.
Ink Cloud The squark emits a cloud of black, venomous ink in an 80-foot emanation. This cloud has no effect outside water. Creatures inside the ink cloud are exposed to squark ink poison and are undetected while inside the cloud. The squark can’t use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute.
Jet (move) The squark moves up to 280 feet in a straight line through the water without triggering any reactions.
Ravenous Embrace The squark makes up to four arm Strikes, each with a different arm and against a different target. The squark then makes a jaws Strike against one creature that it grabbed during Ravenous Embrace. Each arm Strike counts separately for the squark's multiple attack penalty, but the penalty doesn't increase until the squark has made all its arm Strikes; the jaws Strike uses the multiple attack penalty as normal.
Squark Ink (poison) The squark is immune to this poison. DC 43 Fortitude; 10 rounds; 5d6 poison damage and sickened 1 (1 round); 6d6 poison damage and sickened 2 (1 round);
Swallow Whole (attack) Huge, 4d10+20 bludgeoning, Rupture 50

Ssurran

Ssurrans are nomadic, humanoid reptiles. Some are raiders while others are simple hunters. As lizard men of the desert, they have adapted to the heat of the Athasian day and are active even during the blazing mid-day heat.

Ssurrans roam Athas, seeking shelter and food. There have been cases when multiple tribes have joined together against a common threat. These multitribal groups are led by a council of elders formed from the shaman/leaders of each tribe. Ssurrans are strict carnivores. They prefer the flesh of halflings, but prey upon any living thing they find. Ssurrans are nomadic creatures, and they generally stay in one area for only a few weeks before moving on.

Ssurrans have few natural enemies, but many acquired ones. They prey on human, demihumans and humanoid settlements whenever possible. If they capture many these creatures, ssurrans hold a great feast and sacrifice the rest to their obscure gods Ssurran eggs are inedible, as is their flesh, but their skin is sometimes worked as scale armor.


Ssurran
CREATURE 1

MEDIUM
HUMANOID
SSURRAN
+7
Iruxi
Acrobatics +5, Athletics +6, Survival +5
+3+2+3-1+2+0
Desert-Adapted Ssurrans are well-adapted to heat and deserts. They treat environmental heat as if it was one step less severe.
bone spear, wooden shield (Hardness 3, HP 12, BT 6)
16 (18 with shield raised) +8 +7 +5
21
Shield Block
25 feet
jaws +7, 1d6+3 piercing
claw +7 (agile), 1d4+3 slashing
bone spear +7, 1d6+3 piercing
bone spear +7 (thrown 20 feet), 1d6+3 piercing
Desert Stride A ssurran ignores natural difficult terrain in the desert.





Ssurran Leader
CREATURE 5

MEDIUM
HUMANOID
SSURRAN
+13
Common, Iruxi
Athletics +10, Plane of Fire Lore +11, Intimidation +11, Religion +13, Stealth +8
+3+2+2+0+4+2
Desert-Adapted Ssurrans are well-adapted to heat and deserts. They treat environmental heat as if it was one step less severe.
+1 striking bone spear, wooden shield (Hardness 3, HP 12, BT 6), religious symbol of fire
22 (24 with shield raised) +11 +9 +13
63
Shield Block
25 feet
jaws +12, 1d6+5 piercing
claw +12 (agile), 1d4+5 slashing
bone spear +13, 2d6+5 piercing
bone spear +13 (thrown 20 feet),
2d6+5 piercing
Primal Prepared Spells DC 23, attack +13 dream message, fireball, harm (×3; deals d10s for damage instead of d8s); create food, noise blast, spiritual armament; create water, heal, sanctuary; detect magic, guidance, prestidigitation, shield
Cleric Domain Spells DC 23, 1 Focus Point; fire ray
Channel Smite Expend a harm or heal spell; You siphon the energies of life and death through a melee attack and into your foe. Make a melee Strike and add the spell's damage to the Strike's damage. This is void damage if you expended a harm spell or vitality damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn't damaged by that energy type (such as if you hit a non-undead creature with a heal spell).
Desert Stride A ssurran ignores natural difficult terrain in the desert.

Ssurran Shaman
CREATURE 2

MEDIUM
HUMANOID
SSURRAN
+10
Common, Iruxi
Diplomacy +4, Nature +8, Ssurran Lore +6, Stealth +6, Survival +8
+2+2+1+0+4+0
Desert-Adapted Ssurrans are well-adapted to heat and deserts. They treat environmental heat as if it was one step less severe.
staff
17 +7 +6 +10
30
25 feet
jaws +8, 1d6+2 piercing
claw +8 (agile), 1d4+2 slashing
staff +8 (two-hand d8), 1d6+2 bludgeoning
Primal Prepared Spells DC 20, attack +10; charm, heal, magic fang, runic weapon, summon animal; guidance, ignition, know the way, stabilize
Druid Order Spells DC 21; (1 Focus Point) wild morph, wild shape
Desert Stride A ssurran ignores natural difficult terrain in the desert.



Stalking Horror

The stalking horror, also known as the moonbeast, is one of the most feared creatures on Athas. Few have seen one and survived to describe it. Those who escape are usually so addlebrained that their words make little sense. The only reported sightings are on clear Athasian nights when the moons are in a specific alignment. The stalking horror is believed to be the result of some ancient summoning.

The moonbeast has a large octopoid body with at least 10 tentacles. Within the circle of tentacles lies its tooth-filled maw. Some witnesses report at least three rows of needle-sharp fangs inside. Its bulbous body is covered with 36 eye stalks, each a foot long. They give the beast 360-degree vision. It can retract the stalks to protect its eyes as it oozes through tight spaces.

The tentacles are lined with hooks that it uses to grip and rend. They provide the primary means of locomotion for the beast. It reaches ahead with several tentacles and pulls its bulbous body behind it.

Its skin is a mottled gray and is covered with a slimy secretion. Both the slime and its amorphous body allow the beast to pull itself through openings as small as a human-sized doorway. Its tentacles, which can be up to 20 feet long, have the strength to tear apart buildings.












Stalking Horror (moonbeast)
CREATURE 17

HUGE
ABERRATION
+30; darkvision, see the unseen, lifesense 120 feet
Moonbeast; telepathy 120 feet
Arcana +33, Athletics +33, Deception +31, Intimidation +29, Sea Lore +33
+8+4+6+8+5+6
32 +28 +21 +21; +1 status to all saves vs. magic
310; acid, controlled, fear, mental; physical 10 (except dwarven steel)
All-Around Vision
Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 35.
Natural Invisibility A stalking horror is naturally invisible and only becomes visible when using a hostile action.
Magic Invulnerability (aura, occult) 10 feet, The stalking horror is surrounded by a dispelling globe that attempts to counteract any spell from outside the globe whose area or targets enter into the glob, as if the globe was a 3rd rank dispel magic using a +30 counteract check.
40 feet, climb 30 feet
jaws +33 (magical, reach 10 feet),
3d12+18 piercing plus consume memories
tentacle +33 (agile, magical, reach 20 feet),
3d10+18 bludgeoning plus Grab and thoughtlance
Occult Innate Spells DC 38, attack +30; agonizing despair, hypnopompic terrors, spirit blast; interplanar teleport;never mind; mind reading (at will); daze, message, telekinetic projectilesee the unseen
Consume Memories (mental, occult) When a stalking horror makes a jaws Strike against a creature, it can consume some of that creature’s memories. The target must succeed at a DC 38 Fortitude saving throw or become stupefied 1. A stalking horror regains 5 Hit Points each time it successfully consumes memories. When a stalking horror consumes memories, it learns some of the creature’s memories (subject to the GM’s discretion).
Greater Constrict 2d12+13 bludgeoning, DC 38
Squeeze A stalking horror can fit into tight spaces as if it were a Medium creature. It can move at its full Speed while Squeezing.
Tentacle Flurry The stalking horror thrashes about with its tentacles. Make a tentacle Strike against each creature within its reach. Roll only one attack roll and roll the damage only once for all targets.
Thoughtlance (curse, occult) A creature touched by the stalking horror’s tentacles, whether those tentacles deal damage or not, must attempt a DC 35 Will save, becoming slowed 1 on a failure or slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1.

Credit: Kekai kotaki

Styr

Styrs are summoned creatures from the elemental plane of earth, resembling a four-faced statue with four arms and legs that make them almost impossible to surprise. Conjurers sometimes summon a styr to watch over treasure chambers, as they are tireless and relentless, and need no food or sleep, making them exceptionally good guardians.






















Styr
CREATURE 10

LARGE
CONSTRUCT
EARTH
MINDLESS
+19; darkvision
Athletics +24
+8-1+7-5+3-5
31 (27 when broken, construct armor) +22 +15 +14
160; 10bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, void
All-Around Vision
Construct Armor Like normal objects, a styr has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a styr is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, it loses its Hardness, and its Armor Class is reduced to 27.
30 feet
stone fist +23 (agile, magical),
2d10+13 bludgeoning
Breath Weapon (fire, primal) The styr breathes a torrent of flames that deals 7d10 fire damage in a 30-foot cone (DC 26 basic Reflex save). They can't use their Breath Weapon again for 1d4 rounds.

T'Chowb

The t'chowb is a deadly creature that delights in draining the intelligence from its victims. It ordinarily dresses in loose brown robes or leggings. T'chowbs are solitary creatures, deriving their only satisfaction from the sensations that come when they drain the intelligence of their prey. A sated t'chowb is a genius and uses its newfound intelligence in whatever manner best suits it.

T‘chowbs do not possess their own language but instead use the languages of those upon whom they prey. T'chowbs can be found anywhere intelligent beings gather.
























T'Chowb
CREATURE 5

TINY
HUMANOID
T'CHOWB
+12; darkvision
Common; four other languages; telepathy 60 feet
Acrobatics +13, Deception +11, Intimidation +11, Medicine +10, Occultism +14, Society +14, Stealth +13, Thievery +13
+2+4+2+1+3+2
21 +9 +12 +15
55; controlled
20 feet
fist +23 (agile, magical),
2d4+6 bludgeoning
Occult Innate Spells DC 22, attack +14;sleep; illusory disguise, mind reading (at will); blur; daze, figment, telekinetic projectile
Witch Hexes DC 22, 1 focus point;veil of dreams
Drain Thoughts A grabbed, paralyzed, restrained, unconscious, or willing creature is within the t'chowb's reach; The t'chowb seizes a creature and consumes its memories. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is stupefied 1, and the t'chowb regains 5 HP gaining any excess as temporary Hit Points. Draining Thoughts from a creature that is already stupefied doesn't restore any HP to the t'chowb but increases the victim's stupefied value by 1. Additionally, the t'chowb views one of the victim's memories. A victim's stupefied condition value decreases by 1 every week. A victim that becomes stupefied 5 in this way is rendered comatose, becoming permanently unconscious. As long as the t'chowb lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease.

Credit: BenWooten

Tarek

Tareks are big, musclebound, hairless bipeds standing over 6 feet tall that inhabit the hilly and mountainous areas of Athas. They have square, big-boned heads with sloping foreheads and massive brow ridges. Their flat noses have flared nostrils, and their domed muzzles are full of sharp teeth. Their powerful arms are so long that their knuckles drag along the ground. Tareks have a distinct musky odor and move with jerky, awkward strides except when in combat, when they change to a graceful dance-like form. They are among the most popular combatants in the arena and are often paired with a mate.

Tareks speak their own language filled with harsh and guttural words. They are violent and aggressive and place immense value and honor in physical prowess. Tareks gather in tribes that often sustain themselves by raiding, and they are treacherous trading partners. They are constantly at war with the gith.

They disdain armor and manufacture their own weapons: the handfork (a slicing and parrying tool) and the heartpick (a bone hammer with a serrated pick on the front and a heavy flat head on the back).

Tareks hate wizardly magic in all its forms and will out of their way to destroy any caster. This hatred translates into a strong dislike for elves who often deal in the business of spell components, and they often attack elves automatically assuming dark magic follows. Earth clerics are respected as the tarek consider themselves born of the earth and hills. “Solid is the tarek, strong like the earth, and numerous as the soil,” sing the earth clerics of the tarek tribes.
























Tarek
CREATURE 1

MEDIUM
HUMANOID
TAREK
+6
Tarek
Athletics +7, Intimidation +4, Survival +4
+4+2+3-1+1+0
breastplate, javelin (4), handfork, heartpick
18 +9 +7 +4
23
Ferocity
Reactive Strike
25 feet
handfork +7 (agile, disarm), 1d6+4 piercing
heartpick +7 (fatal d10, trip), 1d8+4 piercing
fist +7 (agile, nonlethal), 1d6+4 bludgeoning
javelin +7 (thrown 30 feet), 1d6+4 piercing
Pack Attack The tarek deals an extra 1d4 damage to any creature that is within reach of at least two of the tarek’s allies.

Tarek Earth Shaman

Tarek shamans are always elemental earth clerics. Tarek shamans serve as advisers to tribal chiefs and leaders, direct the spiritual life of their tribes, teach tribal legends and traditions, and act as medicine men for their communities. They also direct the rituals and ceremonies that make up much of the tribal lifestyle.

Tarek Shaman
CREATURE 1

MEDIUM
HUMANOID
TAREK
+10
Common, Tarek
Crafting +5, Diplomacy +4, Occultism +5, Religion +7, Society +5
+3+2+1+0+4+1
handfork, religious symbol of earth
15 +2 +5 +9
19
Ferocity
25 feet
handfork +5 (agile, disarm), 1d6+3 piercing
fist +5 (agile, nonlethal), 1d6+3 piercing
Divine Prepared Spells DC 17, attack +9; harm, pummeling rubble, runic weapon; divine lance, shield, stabilize
Cleric Domain Spells DC 18, 1 Focus Point; victory cry
Pack Attack The tarek deals an extra 1d4 damage to any creature that is within reach of at least two of the tarek’s allies.































Tarek War Leader

Tarek's are led in battle by a War Chief.

Tarek War Leader
CREATURE 2

MEDIUM
HUMANOID
TAREK
+11
Common, Tarek
Athletics +8, Intimidation +6, Survival +5
+4+2+3-1+1+2
hide armor, javelin (4), handfork, heartpick
19 +11 +8 +5
32
Ferocity
Reactive Strike
25 feet
handfork +7 (agile, disarm), 1d6+4 piercing
heartpick +7 (fatal d10, trip), 1d8+4 piercing
fist +7 (agile, nonlethal), 1d6+4 bludgeoning
javelin +7 (thrown 30 feet), 1d6+4 piercing
Battle Cry (auditory, concentrate, emotion, mental) Bellowing mightily, the war leader gives themself and all tarek allies within 60 feet a +1 status bonus to attack and damage rolls until the start of the tarek war leader’s next turn.
Pack Attack The tarek deals an extra 1d4 damage to any creature that is within reach of at least two of the tarek’s allies.

Credit: Gandhi

Tari

The tari are commonly referred to as rat men by the other denizens of the Tyr region. They are small, furry humanoid scavengers, capable of thriving on food and water too polluted for humans to ingest. Hunted freely as pests, the tari are the barbaric descendants of a once thriving culture who inhabited lands to the south of the Tyr region. The tari are unimpressive creatures, roughly 5 feet tall and weighing 100 pounds. They move about as bipeds, but sometimes walk on their knuckles. Tari wear no clothing, though warriors sometimes have leather jerkins or even chitin greaves.

Tari have a high-pitched, squeaky language all their own. They can send and receive some signals that are beyond the human ear’s ability to hear. Natural cowards, they rarely attack without numbers.

The tari race once boasted a thriving culture far to the south of the Tvr region. Ythri, the legendary capital city, is now a ruin lost among the crags. Their education and knowledge were much greater than today, and their technology allowed them to build stone and concrete structures. What happened to their civilization is a mystery. The tari of the Tyr region have no written history. What remains is a collection of exaggerated myths and legends describing wondrous works.






Tari
CREATURE 1

SMALL
HUMANOID
TARI
+8; darkvision
Common, Sakvroth
Acrobatics +7, Deception +5, Stealth +7, Thievery +7
+2+4+2-1+2+0
15 +8 +11 +3
25
25 feet
fangs +8 (agile, finesse),
1d4+2 piercing
dagger +8 (agile, finesse, thrown 10ft, versatile S),
1d4+2 piercing
crossbow +8,
1d8 piercing
Cheek Pouches A tari has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The tari can remove or store an item using the Interact action. As long as the tari has at least one object in its cheek pouches, its speech is noticeably difficult to understand.
Quick Stow once per round; The tari stores one held item of light or negligible Bulk in its cheek pouches.
Swarming A tari can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space

Tembo

This creature resembles a large, hairless canine. Its four-foot-long body is covered in loose folds of light brown, scaly hide. All four legs end in razor-sharp claws, and large canines protrude from its upper jaw.

The tembo is a savage predator that will eat anything, but it prefers the children of sentient races. Tembos base themselves in a lair or den and hunt in packs throughout the surrounding wilderness. They have also been known to inhabit the ruins that lie beneath many of the large cities of the Tablelands.

In addition to their physical speed and Strength, tembos also boast psionic powers and the ability to drain the life energy of their victims. Few are those souls that can brave and endure a den of tembos.

Tembo
CREATURE 4

MEDIUM
ABERRATION
+14; darkvision, scent (imprecise) 60 feet
Acrobatics +12, Athletics +12, Stealth +11
+5+5+3+1+2+1
Chameleon Hide The tembo can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check.
21 +11 +14 +8
65
Evasion When a tembo rolls a success on a Reflex save, it gets a critical success instead.
Nimble Dodge The tembo is targeted with a melee or ranged attack by an attacker it can see; The tembo gains a +2 circumstance bonus to AC against the triggering attack.
25 feet, climb 10 feet
jaws +14, 2d6+8 piercing plus drain life
claw +14 (agile), 2d4+8 slashing
Occult Innate Spells DC 18, attack +10; blur, invisibility, phantom pain; kinetic ram (x2); daze, telekinetic projectile
Drain Life (divine, void) When the tembo damages a living creature with its jaws Strike, the tembo gains 3 temporary Hit Points, and the creature must succeed at a DC 21 Fortitude save or become drained 1. Further damage dealt by the tembo increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Pounce The tembo Strides and makes a claw Strike at the end of that movement. If the tembo began this action hidden, it remains hidden until after the attack.
Rend claw

Thrax

Victims of an ancient curse, thrax are wretched creatures that can only survive by draining water from the bodies of others, leaving them desiccated corpses. A thrax’ s appearance is quite different than what it was before "the change." Its hair darkens and its skin takes on a ruddy tinge. Its facial features develop a gaunt, angular cast and its eyes become a deep blue. The most striking change is in its hands. Each of the thrax’ s fingers grow a circular "sucker" through which it drains water from its victims.

Thrax prefer to attack creatures traveling alone. They sneak up as close as possible before attacking. If their target is part of a group, they will try and isolate the creature with stealth and their psionic powers before attacking.























Thrax
CREATURE 5

MEDIUM
THRAX
UNDEAD
+12; darkvision, lifesense 120 feet
any language it knew in life
Acrobatics +12, Athletics +13, Deception +10, Stealth +12
+4+4+2+1+2+0
21 +7 +9 +12
75 (void healing); death effects, disease, paralyzed, poison, unconscious
25 feet
fist +15 (agile),
2d6+8 bludgeoning plus Grab
Occult Innate Spells DC 19, attack +11; blur, invisibility, phantom pain; soothe (x2); daze
Drain Essence A grabbed, paralyzed, restrained, unconscious, or willing creature is within the thrax's reach; The thrax attaches their suckers onto the targeted creature to drink its blood and draw out its vital essence. This requires an Athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes drained 1, sickened 1, is exposed to Thrax's Curse, and the thrax regains 7 HP, gaining any excess HP as temporary Hit Points. Draining Essence from a creature that's already drained doesn't restore any HP but increases either the creature's drained condition value or its sickened condition value by 1 (whichever value is lesser is increased; if both values are equal, then the thrax chooses which condition to increase the value of).
A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.
Shadow Form (concentrate, arcane, polymorph, shadow) The thrax reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the thrax gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight.
Thrax's Curse (curse, polymorph) DC 22 Will saving throw. On a failure, the creature becomes stupefied 1, fatigued, and can't quench its thirst while cursed. On a critical failure, it becomes stupefied 2 instead of stupefied 1. As long as that creature remains cursed, it can't remove or decrease the value of the stupefied condition, fatigue, or quench its thirst in any way. Afflicted creatures must attempt the saving throw again every 24 hours, increasing the stupefied condition by 1 on a failure or 2 on a critical failure. If the condition ever increases past stupefied 4, they transform, body and mind, into a thrax.

Thri-Kreen

Thri-kreen are large insectoids —the least “human” of all the intelligent races of Athas. Standing 7 feet tall at the shoulder and growing about 11 feet long from end to end, they have six limbs, sandy-yellow exoskeletons, and large, multifaceted eyes. The two hindmost limbs are designed for walking and leaping, while the four forward limbs end in extremely dexterous hands.

In the Tyr Region, thri-kreen aren’t common in the city-states. They gather in packs devoted to the hunt that roam the wastes and have little understanding of human society. If encountered in a city, a thri-kreen is either a slave or attached to a group of adventurers (whom the thri-kreen has adopted as his pack). As slaves, thri-kreen are used on the farms or as laborers, though some make it to the gladiatorial pens to offer a different kind of entertainment to the crowds.

Many things make the thri-kreen strange and alien to those of the other races, not the least of which is their appearance. Add to that the fact that thri-kreen don’t sleep, that they don’t collect wealth or possessions, and that they sometimes eat other intelligent creatures, and the differences between humans and thri-kreen seem vast and imposing. When thri-kreen join up with a group consisting of members of other races, they seek to establish dominance as they do in their own packs.

Once the matter is settled, they abide by the outcome, though party members who aren’t prepared for such behavior often experience moments of genuine terror as the hulking insect-men make menacing threats to dominate the group, or “clutch.” Is it any wonder that most people fear the thri-kreen, or that they are viewed as treacherous and unreliable?

However, those who have won the trust and friendship of a thri-kreen wind up with a friend for life. The pack mentality is so ingrained in thri-kreen culture that they apply it to every situation they find themselves in. As they would in an all-thri-kreen pack, they leap to protect their clutchmates (regardless of race) whenever danger strikes, no matter the risk to themselves. The thri-kreen of the Tyr Region employ a few exotic weapons, most notably the gythka and the chatkcha. A gythka is a polearm with blades on both ends. A chatkcha is a crystalline throwing wedge. When not hunting or gathering food and water, thri-kreen spend their time making or repairing their weapons.

Thri-Kreen
CREATURE 1

MEDIUM
HUMANOID
KREEN
THRI-KREEN
+7; darkvision
Kreen
Acrobatics +7, Athletics +6 (+9 jumping), Stealth +6, Survival +7
+2+4+2+0+1-1
Chameleon Carapace The thri-kreen's carapace shifts and changes to match the surroundings. The thri-kreen gains a +2 circumstance bonus to Stealth checks to Hide.
gythka, chatkcha (3)
16 +7 +10 +4
19
30 feet
mandibles +9,
1d6+4 piercing plus thri-kreen venom
claw +9 (agile, finesse),
1d4+2 slashing
gythka +9 (agile, backswing, finesse, reach 10 feet, sweep), 1d8+2 slashing
chatkcha +9 (finesse, recovery, thrown 30 feet),
1d4+2 slashing
Leaping Charge The thri-kreen Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike, gaining a +1 circumstance bonus to its attack roll.
Thri-Kreen Venom (poison) DC 17 Fortitude; 6 rounds; 1d4 poison damage (1 round); 1d6 poison damage and enfeebled 1 (1 round); 1d8 poison damage and enfeebled 2 (1 round)

Thri-kreen Clutch Leader

The word of a clutch leader is obeyed without question or fail. Yet, the leader does not issue orders without thought, and any clutchmate can become clutchleader if powerful enough.

Thri-Kreen Clutch Leader
CREATURE 3

MEDIUM
HUMANOID
KREEN
THRI-KREEN
+9; darkvision
Kreen, Common
Acrobatics +10, Athletics +9 (+12 jumping), Stealth +9, Survival +10
+3+4+3+0+3+0
Chameleon Carapace The thri-kreen's carapace shifts and changes to match the surroundings. The thri-kreen gains a +2 circumstance bonus to Stealth checks to Hide.
gythka, chatkcha (3)
19 +9 +14 +6
43
Aura of Command (aura, emotion, mental) 30 feet. The clutch leader bolsters thri-kreen under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves.
Bravery When the clutch leader rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1.
Reactive Strike
30 feet
mandibles +12,
1d6+4 piercing plus thri-kreen venom
claw +12 (agile, finesse),
1d4+4 slashing
gythka +12 (agile, backswing, finesse, reach 10 feet, sweep), 1d8+4 slashing
chatkcha +12 (finesse, recovery, thrown 30 feet),
1d4+4 slashing
Battle Command (auditory, linguistic) The clutch leader commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step.
Leaping Charge The thri-kreen Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike, gaining a +1 circumstance bonus to its attack roll.
Thri-Kreen Venom (poison) DC 20 Fortitude; 6 rounds; 1d4 poison damage (1 round); 1d6 poison damage and enfeebled 1 (1 round); 1d8 poison damage and enfeebled 2 (1 round)

Thri-kreen Psychic Warrior

Psychic warriors strengthen their minds and bodies in equal accord, charging into the fray to deliver psionically charged blows.

Thri-Kreen Psychic Warrior
CREATURE 3

MEDIUM
HUMANOID
KREEN
THRI-KREEN
+9; darkvision
Kreen, Common; telepathy 60 feet
Acrobatics +10, Athletics +9 (+12 jumping), Occult + 9, Stealth +9, Survival +10
+2+4+2+3+2-1
Chameleon Carapace The thri-kreen's carapace shifts and changes to match the surroundings. The thri-kreen gains a +2 circumstance bonus to Stealth checks to Hide.
gythka, chatkcha (3)
19 +9 +14 +9
35
30 feet
mandibles +10,
1d6+4 piercing plus thri-kreen venom
claw +10 (agile, finesse),
1d4+4 slashing
gythka +10 (agile, backswing, finesse, reach 10 feet, sweep), 1d8+4 slashing
chatkcha +10 (finesse, recovery, thrown 30 feet),
1d4+4 slashing
Occult Innate Spells DC 17, attack +9; blur, invisibility, phantom pain; kinetic ram, runic weapon, soothe; daze, message. telekinetic projectile
Leaping Charge The thri-kreen Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike, gaining a +1 circumstance bonus to its attack roll.
Thri-Kreen Venom (poison) DC 20 Fortitude; 6 rounds; 1d4 poison damage (1round); 1d6 poison damage and enfeebled 1 (1 round); 1d8 poison damage and enfeebled 2 (1 round)

Treant, Athasian

Athasian treants are magical creatures, a mystic blending of the characteristics of a tree of life and a spirit of the land. They are virtually immortal, and act as incarnate guardians of the wilderness for which they were created. Often, they are dedicated to caring for groves of trees of life. Athasian treants are almost indistinguishable from trees. Their skin is bark, their arms are tree branches, and their facial features look like the knots on the trunk of the tree.


























Athasian Treant
CREATURE 8

HUGE
PLANT
+18; low-light vision
Common, Wildsong; speak with plants
Athletics +19, Diplomacy +16, Intimidation +16, Nature +18, Stealth +11 (+21 in forests)
+7-1+6+1+4+2
26 +20 +11 +16
150; bludgeoning 5, piercing 5; axe vulnerability, fire 10
Axe Vulnerability The treant takes 5 additional damage from axes.
25 feet
branch +19 (reach 15 feet), 2d12+7 bludgeoning
root +19 (trip), 2d8+7 bludgeoning
rock +19 (brutal, range increment 120 feet),
2d10+7 bludgeoning
Primal Innate Spells DC 26, attack +18; earthbind (at will); entangle; speak with plants
Leech Moisture The treant grows still and focuses intently on a single foe within 50 feet, draining moisture from the target's body. This deals 10d6 void damage (DC 26 basic Fortitude save). The treant can't Leech Moisture again for 1d4 rounds.
Sunder Objects When a treant damages an item or structure, it deals an additional 2d10 damage to that item or structure.
Throw Rock

Trin

The trin are the largest of the kreen species, and the most monstrous in terms of appearance and psychology. They have the claws of a mantis, and they use them as mantises do, gripping prey in a deadly embrace. Their venom extends from numbing the muscles to causing total paralysis, and many who are caught in a trin’s clutches do not survive to escape. They are nomadic carnivores that travel in packs and coordinate their hunting to take down impressive prey. Trin are cannibalistic, devouring members of other packs if they are wounded or vulnerable. Many trin prefer the meat of thri-kreen and tohr-kreen above other foods if they can get it. As such, they are considered a menace by kreen societies, having a cultural role like that of gith for humans.

Trin have a rudimentary telepathy, capable of conveying moods and images better than complex concepts. They speak Kreen, but with poor grammar and coarse inflection in the eyes of the tohr-kreen. Occasionally a lone trin may be adopted by a thri-kreen clan, but they are often mistrusted and viewed more as a pet than a peer.















Trin
CREATURE 4

LARGE
KREEN
TRIN
+11; darkvision
Kreen; telepathy 60 feet
Acrobatics +12, Athletics +12 (+15 jumping), Stealth +10, Survival +10
+5+5+3-1+2-1
Chameleon Carapace The trin's carapace shifts and changes to match the surroundings. The trin gains a +2 circumstance bonus to Stealth checks to Hide.
21 +11 +14 +6; +2 status vs. mental
19; mental 7
40 feet
mandibles +9,
1d12+5 piercing plus trin venom
leg +9 (agile, reach 10 feet),
1d10+5 piercing plus Grab
Deadly Mandibles The trin Grabs a creature with its leg. The trin pulls the creature adjacent to it, then makes a mandibles Strike against the creature.
Leaping Charge The trin Strides up to 20 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike, gaining a +1 circumstance bonus to its attack roll.
Sudden Strike On the first round of combat, creatures that haven’t acted are off-guard to the trin.
Trin Venom (poison) DC 21 Fortitude; 6 rounds; 1d6 poison damage and enfeebled 1 (1 round); 2d6 poison damage and enfeebled 2 and slowed 1 (1 round); 3d6 poison damage and paralyzed (1 round)

Tul'k

Tul‘ks are primitive, psionic humanoids that roam the mountains and hills of Athas, eking out a living where they can. Timid and withdrawn, tul‘ks rarely come into conflict with other races but make cunning foes when this does occur. Tul‘k society is tribal, and their language is basic, consisting largely of grunts, growls and hand gestures. Hand signals are generally used in battle.

The tale of the tul‘ks is a sad one, for although they appear as and live the lives of primitive humanoids, they were not always thus. Once, the tul‘ks were elves of the Dune Stalker tribe, famed throughout the eastern Tablelands. The strange powers of the mysterious Pristine Tower altered the tribe in the distant past, however, transforming them into tul‘ks. Now the degenerate remains of the Dune Stalkers make their homes where they can yet be still tormented by the vestigial memories of the people that they once were. The largest and strongest males dominate Tul‘k society – offspring of males other than the dominant one is exiled from the clan when they reach maturity (unless they can challenge the dominant male and steal his place). In general, tul‘ks are reclusive, even timid, and will only attack other humanoids in order to gain food. Amongst a tul‘k‘s favorite foods are z‘tal, erdlu and Athasian rocs.











Tul'k
CREATURE 2

LARGE
GIANT
HUMANOID
+8; darkvision
Giant
Athletics +8, Intimidation +7, Survival +8
+4+3+3-1+1+1
17 +8 +8 +5
38
30 feet
fist +11 (agile, reach 10 feet),
1d8+4 bludgeoning
head butt +11,
1d10+4 bludgeoning plus Knockdown
rock +9 (brutal, range increment 120 feet),
1d6+4 bludgeoning
Occult Innate Spells DC 15, attack +7; gouging claw, guidance, shield
Shadow Form (concentrate, arcane, polymorph, shadow) The tul'k reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the tul'k gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight.
Throw Rock

T'liz

T’liz are undead defilers whose spirits have outlived their bodies. They are extremely powerful undead who seek magical knowledge and power above all else and exist as such to continue their study of magic. They seldom associate with the living except when mortals provide suitable pawns. Because they appear much as they did in life, t’liz can move freely among the living. Their only unusual features are their skin, which is extremely pale, and their weight, which often diminishes until they become no greater than average in build. T’liz must anoint themselves with numerous oils and substances that prevent their bodies from deteriorating. They must also feast upon the life energy of the living to sustain their own energies.

T’liz may be detected in several ways. They cast no reflection or shadow and they move in complete silence. Often, t’liz have large numbers of undead serving them as minions. These minions protect their lairs, bring them living victims for their experiments, and provide them with the equipment they need for their studies.

T’liz hate other t’liz as much, if not more, than they hate the living. Viewing their own kind as rivals, they are known to engage in century-long disputes. Either out of boredom or to annoy other t’liz, they often pit their undead minions against the undead minions of other t’liz.

T’liz are known for their scheming nature. While they occasionally have dealings with the living, they do so only to further some nefarious plan of their own. They are said to dabble in politics and trade, but only if they can make their unseen presence felt as hardship upon the living.

A T’liz’ s Lair

A t'liz often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic.

Alternatively, some t'liz construct secret tombs filled with powerful guardians and traps.

Everything about a t’liz’ s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the t’liz’ s work.

T'liz
CREATURE 16

RARE
UNHOLY
MEDIUM
T"LIZ
UNDEAD
+25; darkvision
Common, Dwarven, Elven, Sakvroth
Arcana +35, Crafting +28 (can craft magic items), Deception +28, Intimidation +28, Nature +26, Stealth +26
+6+5+4+9+5+5
Living Visage While they have more than 100 HP, the t'liz appears to be a living creature. They have an automatic result of 48 on Deception checks and DCs to conceal their undead status.
greater staff of necromancy, wand of necrotize (7th)
36 +25 +28 +30; +1 status to all saves vs. vitality
225 (void healing); death effects, disease, paralyzed, poison, unconscious; cold 15, electricity 15, physical 15 (except magic bludgeoning)
Frightful Prescence (aura, emotion, fear, mental) 60 feet, DC 34
Sunlight Powerlessness A t'liz in sunlight is clumsy 2 and stunned 2.
25 feet
staff +25 (magical, two-hand d8),
1d4+6 bludgeoning
hand +30 (finesse, magical),
5d8 void plus drain life
Arcane Prepared Spells DC 41, attack +33; arctic rift, desiccate, dispel magic; eclipse burst, fly, spell turning; mislead, purple worm sting, toxic cloud; grim tendrils, illusory object, wall of ice; translocate (x2), unfettered movement; force barrage, paralyze, stinking cloud; blur, resist energy, see the unseen; enfeeble, fear, fleet step; detect magic, frostbite, message, shield, telekinetic hand
Defiling once per round; non barren terrain within 10 feet; Prior to casting a spell; The t'liz pulls in plant energy, all plants wither and die within 10 feet. The act of defiling empowers the t'liz's spells reducing the casting time by one action. Each creature in the area must attempt a DC 34 fortitude save.
The creature is unaffected.
The creature is sickened 1 until its next turn.
The creature is sickened 1.
The creature is sickened 2.
Drain Life (divine, necromancy) When the t'liz damages a living creature with its hand Strike, the t'liz gains 15 temporary Hit Points and the creature must succeed at a DC 37 Fortitude save or become drained 1. Further damage dealt by the t'liz increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Wraith Spawn (arcane) A living humanoid slain by a t'liz's hand Strike rises as an athasian wraith after 1d4 rounds. This athasian wraith is under the command of the t'liz that killed it. It doesn't have drain life or malevolent possession and becomes clumsy 2 for as long as it is under control by the t'liz. If the t'liz dies, the wraith becomes a full-fledged, autonomous athasian wraith; it regains its free will, gains Drain Life, Malevolent Possession, and is no longer clumsy.

Villichi

Villichi are a subrace of humans possessing inborn psionic talents. They are a mutation born to normal human parents which possess fully matured psionic ability at birth. No one can predict when or where a villichi child will be born.

All villichi are female and stand nearly as tall as elves, with long limbs and faces. While they appear thin (mostly due to their height), they have normal proportions for human women. Villichi are very fair skinned, and usually wear a hooded cloak to protect their vulnerable skin. It is not uncommon for them to bear psionic tattoos.

Because of the difficulty raising an inexperienced child with potent psionic abilities, they are often shunned by normal humans, although it is considered a bad omen to turn out a villichi child. When they come of age they usually move to a convent of their kind, located somewhere in the Ringing Mountains. Villichi are strong psions, and consequently, are a powerful group. Encounters with villichi are usually with an envoy, one sent to deal with a trading company or village.















Villichi
CREATURE 3

MEDIUM
HUMANOID
VILLICHI
+9
Common
Acrobatics +10, Athletics +7, Occultism +9, Stealth +10
+1+4+1+1+3+4
Light Blindness
shortbow (20 arrows), bone shortsword, leather armor
18 +6 +12 +9; +1 status vs. magic
37; mental 5
25 feet
bone shortsword +12 (agile, finesse, versatile S),
1d6+4 piercing
shortbow +12 (deadly d10, range increment 60 feet),
1d6 piercing
Occult Innate Spells DC 17, attack +9; blur, invisibility; force barrage, kinetic ram, phantom pain; daze, phase bolt, shield, telekinetic projectile

Villichi Envoy

The villichi roam widely throughout the world, for anywhere that humans live, a villichi child may be born. Envoys are sent to deal with a merchant house or village. They are also sent to retrieve a villichi child once it has come of age.

































Villichi Envoy
CREATURE 7

MEDIUM
HUMANOID
VILLICHI
+18
Aarakocran, Common, Halfling
Acrobatics +17, Athletics +13, Diplomacy +17, Intimidation +17, Occultism +15, Society +13, Survival +12
+2+6+2+2+4+6
Light Blindness
+1 composite shortbow (20 arrows), +1 striking bone shortsword, explorer's clothing
24 +12 +18 +15; +1 status vs. magic
90; mental 10
25 feet
bone shortsword +18 (agile, finesse, versatile S),
2d6+6 piercing
shortbow +18 (deadly d10, propulsive, range increment 60 feet), 2d6+6 piercing
Occult Spontaneous Spells DC 22, attack +14; modify memory, translocate; agonizing despair, enthrall, haste (2 slots); blur, invisibility, resist energy (3 slots); force barrage, kinetic ram, phantom pain (3 slots); daze, phase bolt, shield, telekinetic projectile
Psychic Daze (mental, psychic) The villichi envoy targets one creature within 120 feet and violently intrudes into their mind. The target attempts a DC 22 Will save.
The target creature is unaffected.
The target creature gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one.
The target creature takes 2d10 mental damage and gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one.
As failure, except the target's weakness to mental damage increases by 2.

Wall Walker

Wall walkers are an intelligent strain of psionic arachnids that roam the Athasian underdark, preying on those that they encounter with stealth and cunning. Instead of chitin, they have armored scales, eight clawed limbs, vicious fangs and a sharp stinger at the tip of their abdomen.

Wall walkers communicate by rubbing their limbs together, creating an eerie chorus of hums and whines that echo throughout the subterranean tunnels around the creatures‘ hives. They are often hunted for their hide, which can be made into armor and weaponry and is a favored commodity amongst the dray of Kragmorta.

Wall walkers are usually on the move as part of a life of continual hunting, but for reasons yet unknown they occasionally gather together in hives. Possibly related to their breeding cycle, the hives are fiercely defended and can grow to become a genuine menace to other races over time. Kalin are frequent foes of the wall walkers, as both species occupy the same niche in the underdark.

An adult wall walker is five feet across and weighs 120 pounds.












Wall Walker
CREATURE 3

MEDIUM
ANIMAL
+9; darkvision, web sense (imprecise) 60 feet
Acrobatics +8, Athletics +10, Stealth +10
+3+3+2-5+2-4
Chameleon The wall walker can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check.
Web Sense The wall walker can detect the vibrations of creatures touching a web that the wall walker is also touching.
19 +9 +10 +7
40
30 feet, climb 30 feet
fang +11,
1d12+5 piercing
claw +11 (agile),
1d10+5 slashing
stinger +11,
1d6+6 piercing plus wall walker venom
Wall Walker Venom (poison) DC 18 Fortitude; 6 rounds; 1d10 poison damage and enfeebled 1 (1 round); 2d10 poison damage and enfeebled 1 (1 round); 2d10 poison damage and enfeebled 2 (1 round)

Wraith, Athasian

An Athasian wraith is a noncorporeal undead capable of moving freely between the Gray and the land of the living. It can possess unliving objects of all sorts, ranging from weapons to furniture to corpses, as well as unintelligent creatures such as scorpions, insects, or slimes. Outside its host object, an Athasian wraith is barely visible, appearing only as a gray shade or a mass of churning darkness. Its form resembles its living body, but it can also assume a mist-like appearance. No matter what form a wraith takes, it can always be spotted by its glowing eyes, which range from a bright purple to blood red.

Wraiths who take human corpses as hosts fill out the dead flesh with their own misty form. When a section of the host is cut away, the same part of the wraith becomes visible. For instance, if an Athasian wraith possessed a corpse and the host’s right arm were chopped off, the wraith’s right.




















Athasian Wraith
CREATURE 6

MEDIUM
INCORPOREAL
UNDEAD
WRAITH
+14; darkvision, lifesense 60 feet
Common, Elven, Dwarven
Acrobatics +14, Intimidation +15, Stealth +14
-5+4+0+2+2+5
Lifesense (arcane) Wraiths sense the vital essence of living and undead creatures within the listed range.
24 +8 +14 +14; +1 status to all saves vs. vitality
80 (void healing); death effects, disease, paralyzed, poison, precision, unconscious; all 5 (except force, ghost touch, or vitality; double resistance against non-magical)
Reactive Strike
fly 40 feet
spectral hand +17 (finesse),
2d8+5 void plus drain life
Drain Life (arcane) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points, and the creature must succeed at a DC 23 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Inhabit Object (arcane, possession) The wraith possesses a Large or smaller unattended object within 20 feet, making it an animated object. This animated object's level can be no higher than the wraith's level – 2. This possession ends when the object is destroyed, or the wraith leaves it by using this ability again. At this point, the wraith reappears in the object's square and can't Inhabit an Object again for 1d4 rounds. If the object is destroyed, the wraith takes 5d6 force damage.
Malevolent Possession (arcane, incapacitation, mental, possession) The wraith attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 24) with an unlimited duration, except since the wraith doesn't have a physical body, they aren't unconscious, and aren't paralyzed when the effect ends, though they take 5d6 force damage if the body is knocked unconscious or killed. If the wraith took control of the target with Malevolent Possession, when the wraith departs, the target has only incoherent memories of the interval it was possessed. If a creature dies while possessed by the wraith and its corpse remains intact, the wraith can immediately inhabit the corpse (see Inhabit Object) as a reaction, in which case the corpse becomes an animated object.

Zik-trin

Zik-trin are a race bred by the zik-chil for loyalty and combat prowess. They are not a natural species, but rather are created from tohr-kreen or thri-kreen by the zik-chil in a deeply secretive and complicated ritual. Once the process is complete, the kreen is permanently changed into a zik-trin, and all memories of its former life are gone forever. Zik-trin faithfully serve the Priests of Change, the zik-chil, and obey only their orders. They are not automatons and can think and even speech (though they rarely choose to speak). It is simply that they are wholly loyal to their creators and live solely to serve them.

Zik-trin measure several feet taller and longer than the average thri-kreen and weigh proportionately more.

Zik-trin speak Thri-kreen, on the rare occasions they choose to do so.

Zik-trin'ak

Zik-trin‘ak are the elite guards, scouts, and soldiers of the Tohr-Kreen Empire. Zik-trin’ak are merciless and fearless in combat. They follow the orders of their masters and will never retreat unless ordered to. Generally, they prefer to ambush opponents, attacking them from afar before closing into melee.











Zik-trin'ak
CREATURE 5

LARGE
KREEN
ZIK-TRIN'AK
+15; darkvision
Kreen; telepathy 60 feet
Acrobatics +13, Athletics +13 (+16 jumping), Stealth +12, Survival +12
+5+5+4+2+2+0
Chameleon Carapace The zik-trin's carapace shifts and changes to match the surroundings. The zik-trin gains a +2 circumstance bonus to Stealth checks to Hide.
22 +12 +15 +9
95; controlled, fear
Reactive Strike Barb only. A zik-trin'ak gains an extra reaction at the start of each of its turns that it can use only to make a Reactive Strike. It can't use more than one Reactive Strike triggered by the same action. In addition to the normal trigger, a zik-trin'ak can make a Reactive Strike against a creature that touches it or an adjacent creature that attempts a melee Strike against it.
35 feet
mandibles +15 (reach 10 feet),
2d8+7 piercing plus zik-trin venom
barb +15,
2d4+7 piercing
claw +15 (agile, reach 10 feet),
2d6+7 slashing
kyorkcha +15 (recovery, thrown 30 feet),
1d6+7 slashing
Occult Innate Spells DC 19, attack +11; blur, invisibility, phantom pain; fear, kinetic ram (x2); daze, figment, message, telekinetic projectile
Leaping Charge The zik-trin Strides up to 20 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike, gaining a +1 circumstance bonus to its attack roll.
Zik-Trin Venom (poison) DC 22 Fortitude; 6 rounds; 1d6 poison damage and enfeebled 1 (1 round); 2d6 poison damage and enfeebled 2 and slowed 1 (1 round); 3d6 poison damage and paralyzed (1 round)

Zik-trin'ta

Zik-trin‘ta are covert scouts and secret operatives in service to the Tohr-Kreen Empire. They have been given a high degree of intellectual sophistication by their creators and display philosophical and pacifistic tendencies. This behavior is programmed by the zik-chil, who have sent the zik-trin‘ta into the Tablelands to act as observers and spies. Often regarded with awe by other kreen, zik-trin‘ta are seen as wise and noble philosophers by thri-kreen. This allows the zik-trin‘ta to gather much information and exert influence in the interests of the Empire, all in preparation for the plans of their pale priests. Zik-trin‘ta often amass lore and artifacts before returning to their homes in the Empire.






















Zik-trin'ta
CREATURE 3

LARGE
KREEN
ZIK-TRIN'TA
+9; darkvision
Kreen; telepathy 60 feet
Acrobatics +10, Athletics +10 (+13 jumping), Diplomacy +9, Stealth +9, Survival +7
+4+4+3+3+3+1
Chameleon Carapace The zik-trin's carapace shifts and changes to match the surroundings. The zik-trin gains a +2 circumstance bonus to Stealth checks to Hide.
19 +9 +12 +6
45; controlled, fear
40 feet
mandibles +10,
1d8+6 piercing plus zik-trin'ta venom
gythka +10 (agile, reach 10 feet),
1d8+6 slashing
kyorkcha +10 (recovery, thrown 30 feet),
1d6+6 piercing plus Grab
Occult Innate Spells DC 17; invisibility; fear; figment, message
Leaping Charge The trin Strides up to 20 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike, gaining a +1 circumstance bonus to its attack roll.
Zik-Trin'ta Venom (poison) DC 20 Fortitude; 6 rounds; 1d6 poison damage and off-guard (1 round); 1d8 poison damage, clumsy 1, and off-guard (1 round); 2d6 poison damage and paralyzed (1 round)

Zombie

Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest and carry the stench of decay.

Credit: WillOBrien

Salt Zombie

A shrunken, shriveled husk, this zombie has eyes set deep in its skull and dry, cracked lips. Its massive claws seem able to rend the flesh from a giant.

The salt zombie is the result of a humanoid creature dying of thirst on the Great Ivory Plain or other salt flats. They possess great hatred for the living and roam the salt flats in search of water to quench their eternal thirst.

Salt zombies appear as shriveled husks, almost like mummies, though their hands have grown to enormous claws in undeath. These semi-intelligent zombies have sunken eyes, cracked lips, and piercing fangs.














Salt Zombie
CREATURE 1

MEDIUM
UNDEAD
ZOMBIE
+6; darkvision, lifesense 100 feet
Common, can't speak
Acrobatics +5, Athletics +7, Stealth +7
+4+2+2-1+1+1
Slow A zombie is permanently slowed 1 and can’t use reactions.
15 +7 +7 +6
50 (void healing); death effects, disease, paralyzed, poison, unconscious; slashing 10, vitality 10
Ferocity
25 feet
jaws +9, 1d6+4 piercing plus Feed on Blood
claw +9 (agile), 1d4+4 slashing
Feed on Blood The salt zombie's previous action was a successful jaws Strike against the target creature; The salt zombie uses its jaws to drain blood from the creature struck. The salt zombie regains 4 Hit Points, and the creature is drained 1 until it receives healing of any kind or amount.

Thinking Zombie

A thinking zombie is a creature who has died, and its spirit cannot rest until it has completed the task. The body remains animate, and the zombie is semi-free willed, bound only by its dedication to completing its assigned duties.

Thinking zombies are easy to identify because their bodies are usually in exceptionally good condition since they reanimated shortly after death. Their eyes burn with a spark of hate for all living things and a consuming desire to complete their task and achieve final rest. Most thinking zombies are giants or half-giants as those creatures are often subject to the geas spell that creates them. They usually wear the same clothes they had in life and carry the same weapons. Any wounds they had on their body in death would betray their undead nature, as the flesh of thinking zombies does not heal even if they regain lost hit points. Those who travel freely in the day often begin to stink like rotting corpses, so most prefer to move about at night.















Thinking Zombie
CREATURE 3

MEDIUM
UNDEAD
ZOMBIE
+10; darkvision,
Common, can't speak
Athletics +9, Stealth +8, Survival +10
+5+1+4+0+1-1
Slow A zombie is permanently slowed 1 and can’t use reactions.
19 +11 +4 +7
75 (void healing); death effects, disease, paralyzed, poison, unconscious; slashing 10, vitality 10
Ferocity
25 feet
warhammer +12 (shove), 1d8+4 bludgeoning
fist +12 (agile, finesse),
1d6+4 bludgeoning plus Grab
Death Grip (arcane, death) When a thinking zombie Grabs a living creature, including a Grab to extend the effect on a grappled creature, they gain 3 temporary Hit Points, and the creature must succeed at a DC 17 Fortitude save or become drained 1. This increases the value of the creature's drained condition by 1, to a maximum of drained 4.
Zombie Spawn (arcane) Any humanoid who dies while drained by a thinking zombie rises as an autonomous zombie 24 hours after their death. You might use this opportunity to allow the player to keep playing the same character, rebuilt with the zombie archetype.

Creatures by Type

Creatures by Level

Creatures By Environment

Aquatic Creatures

Level Creatures
1 Electric Eel, Water Scamp
3 Brine Shark, Piranha Swarm
5 Living Waterfall
7 Quatoid
8 Coldmire Pond
13 Cistern Fiend
15 Water Drake
17 Rain Drake

Forest Creatures

Level Creatures
-1 Aprig, Athasian Dwarf, Kip
0 Giant Bombardier Beetle, Mul Slave
1/2 Elf Warrior, Pterran Warrior
1 Agony Beetle, Dhaot, Halfling Skirmisher, Mole Boar
2 Aprig Boar, Giant Boring Beetle, Half-Elf Druid, Halfling Rain Cleric, Poisonweed, Pterran Druid, Pterran Warrior, Pterrax, Tagster, Warthog
3 Brain Seed, Dew Frond, Lirr, Strangling Vine, Strine, Villichi
4 Blossomkiller, Fordorran, Giant Rhinoceros Beetle, Giant Warthog, Half-Elf Hunter, Half-Giant Guard, Id Fiend, Mist Stalker, Pterran Psychic, Tembo, Tigone
5 Athasian Sloth, Bloodgrass, Crystal Spider, Kirre, Mul Gladiator, Raaig, T'Chowb
6 B'Rohg, Dwarven Banshee, Half-Giant Captain, Klar, Inix, Meorty, Mul Barbarian, Wood Golem
7 Villichi Envoy
8 Athasian Treant, Feylaar, Gaj
9 B'Rohg Renegade, Morg, Spinewyrm
15 Fire Drake
17 Earth Drake, Rain Drake, Stalking Horror
18 Cloud Ray
19 Nightmare Beast
20 Spirit of the Land

Mountain Creatures

Level Creatures
-1 Athasian Dwarf, Gith, Rock Cactus, Shaqat Beetle, Sitak
0 Air Wisp, Blood Sucking Rock Cactus, Earth Wisp, Fire Wisp, Hej-Kin, Mul Slave, Screamer Beetle, Wrab
1 Agony Beetle, Air Scamp, Despairing Pall, Dhaot, Dwarven Sun Cleric, Earth Scamp, Elf Warrior, Fire Scamp, Halfling Skirmisher, Hej-Kin Priest, Hej-Kin Wizard, Tarek, Tarek Shaman
2 Aarakocra, Elf Defiler, Gith Defiler, Half-Elf Druid, Halfling Rain Cleric, Living Boulder, Nikaal Warrior, Ruve, Tagster, Tarek War Leader, Tul'K
3 Aarakocra Shaman, Belgoi, Brain Seed, Cha'Thrang, Dune Runner, Mountain Spider, Raakle, Strine, Villichi
4 Aarakocra Sky Warden, Aviarag, Dwarven Senior Guard, Flailer, Gith Tribe Leader, Half-Elf Hunter, Half-Giant Guard, Id Fiend, Living Thunderclap, Reggelid, Tembo
5 Crystal Spider, Elven Raid Leader, Kirre, Living Landslide, Living Wildfire, Minotaur Lizard, Mountain Stalker, Mul Gladiator, Raaig, Silk Wyrm, T'Chowb
6 B'Rohg, Dwarven Banshee, Half-Giant Captain, Klar, Meorty, Mul Barbarian, Striding Fire
7 Invisible Stalker, Villichi Envoy, Xorn
8 Feylaar
9 B'Rohg Renegade, Spinewyrm
12 Athasian Roc
15 Fire Drake, Water Drake
17 Earth Drake, Rain Drake
18 Cloud Ray, Sun Drake
19 Air Drake, Nightmare Beast
20 Spirit of the Land

Rocky Badland Creatures

Level Creatures
-1 Athasian Dwarf, Rock Cactus, Gith
0 Air Wisp, Bloodsucking Rock Cactus, Earth Wisp, Fire Wisp, Mul Slave
1 Air Scamp, Agony Beetle, Dhaot, Dwarven Sun Cleric, Earth Scamp, Elf Warrior, Fire Scamp, Hunting Cactus, Jozhal, Tarek, Tarek Shaman, Tari, Thri-Kreen

Rocky Badland Creatures

Level Creatures
2 Elf Defiler, Gith Defiler, Half-Elf Druid, Living Boulder, Nikaal Warrior, Spider Cactus, Tarek War Leader
3 Burnflower, Cha'Thrang, Dune Runner, Thri-Kreen Clutch Leader, Thri-Kreen Psychic Warrior, Villichi, Zik-Trin'Ta
4 Aviarag, Dwarven Senior Guard, Flailer, Fordorran, Gith Tribe Leader, Half-Elf Hunter, Half-Giant Guard, Id Fiend, Tembo, Trin
5 Crystal Spider, Elven Raid Leader, Living Landslide, Living Wildfire, Mountain Stalker, Mul Gladiator, Raaig, Silk Wyrm, T'Chowb, Zik-Trin'Ak
6 B'Rohg, Dwarven Banshee, Half-Giant Captain, Mul Barbarian, Pit Snatcher, Shadow Giant, Striding Fire
7 Invisible Stalker, Villichi Envoy, Xorn
8 Gaj
9 B'Rohg Renegade, High Drik
12 Braxat, Desert / Plains Giant
13 Greater Shadow Giant
15 Water Drake
17 Earth Drake
18 Cloud Ray, Sun Drake
19 Air Drake
20 Spirit of the Land

Salt Flat Creatures

Level Creatures
-1 Athasian Dwarf, Rock Cactus
0 Air Wisp, Bloodsucking Rock Cactus, Earth Wisp, Fire Wisp
1 Air Scamp, Dhaot, Dwarven Sun Cleric, Earth Scamp, Elf Warrior, Fire Scamp, Hunting Cactus, Salt Zombie, Thri-Kreen
2 Elf Defiler, Living Boulder, Nikaal Warrior, Sun Fox
3 Burnflower, Cilops, Dune Runner, Thri-Kreen Clutch Leader, Thri-Kreen Psychic Warrior, Villichi, Zik-Trin'Ta
4 Aviarag, Dwarven Senior Guard, Id Fiend, Trin
5 Crystal Spider, Elven Raid Leader, Living Landslide, Living Wildfire, Raaig, T'Chowb, Zik-Trin'Ak
6 B'Rohg, Dwarven Banshee
7 Invisible Stalker, Villichi Envoy, Xorn
9 B'Rohg Renegade, Dune Trapper, Gliminal
15 Fire Drake
16 Megapede
17 Earth Drake
18 Cloud Ray, Sun Drake
19 Air Drake, Nightmare Beast
20 Spirit of the Land

Sandy Waste Creatures

Level Creatures
-1 Athasian Dwarf, Rock Cactus
0 Air Wisp, Bloodsucking Rock Cactus, Earth Wisp, Fire Wisp, Mul Slave, Silt Runner
1 Air Scamp, Dagorran, Dhaot, Dune Freak, Earth Scamp, Elf Warrior, Fire Scamp, Hunting Cactus, Jozhal, Sand Cactus, Scrab, Slig, Sun Scamp, Tarek, Tarek Shaman, Tari, Thri-Kreen
2 Aarakocra, Elf Defiler, Half-Elf Druid, Living Boulder, Nikaal Warrior, Spider Cactus, Sun Fox, Tarek War Leader
3 Aarakocra Shaman, Belgoi, Burnflower, Cha'Thrang, Elven Rope, Thri-Kreen Clutch Leader, Thri-Kreen Psychic Warrior, Zik-Trin'Ta
4 Aarakocra Sky Warden, Half-Elf Hunter, Half-Giant Guard, Id Fiend, Tembo, Trin
5 Crystal Spider, Dune Reaper Drone, Elven Raid Leader, Living Landslide, Living Wildfire, Mul Gladiator, Raaig, Red Silt Horror, Sand Wolf, T'Chowb, Thrax, Zik-Trin'Ak
6 B'Rohg, Dwarven Banshee, Half-Giant Captain, Mul Barbarian, Sand Bride, Shadow Giant
7 Dune Reaper Matron / Warrior, Scrab Nest Mother, Xorn
8 Gaj
9 B'Rohg Renegade, Dune Trapper, Gliminal, Sand Mother
10 Sun Krag
12 Desert / Plains Giant, So-Ut
13 Greater Shadow Giant, Sink Worm
15 Fire Drake
16 Megapede
17 Earth Drake
18 Cloud Ray, Sun Drake
19 Air Drake, Nightmare Beast
20 Spirt of the Land

Scrub Plain Creatures

Level Creatures
-1 Athasian Dwarf, Gith, Rock Cactus
0 Air Wisp, Bloodsucking Rock Cactus, Earth Wisp, Fire Wisp, Mul Slave
1 Agony Beetle, Air Scamp, Dhaot, Dwarven Sun Cleric, Earth Scamp, Elf Warrior, Fire Scamp, Hunting Cactus, Jozhal, Tarek, Tarek Shaman, Tari, Thri-Kreen
2 Bog Wader, Elf Defiler, Gith Defiler, Half-Elf Druid, Living Boulder, Nikaal Warrior, Pterran Druid, Pterran Warrior, Spider Cactus, Tarek War Leader
3 Burnflower, Dune Runner, Thri-Kreen Clutch Leader, Thri-Kreen Psychic Warrior, Villichi, Zik-Trin'Ta
4 Aviarag, Dwarven Senior Guard, Fordorran, Gith Tribe Leader, Half-Giant Guard, Id Fiend, Pterran Psychic, Tembo, Trin

Scrub Plain Creatures

Level Creatures
5 Crystal Spider, Elven Raid Leader, Living Landslide, Living Wildfire, Mul Gladiator, Raaig, Thrax, Zik-Trin'Ak
6 B'rohg, Dwarven Banshee, Half-Giant Captain, Mul Barbarian, Shadow Giant
7 Villichi Envoy, Xorn
9 B’Rohg Renegade, Spinewyrm
12 Desert / Plains Giant, So-Ut
13 Greater Shadow Giant
15 Fire Drake
17 Earth Drake
18 Cloud Ray, Sun Drake
19 Air Drake, Nightmare Beast
20 Spirit of the Land

Sea of Silt Creatures

Level Creatures
-1 Athasian Dwarf, Rock Cactus
0 Silt Runner, Silt Spawn
1 Dhaot, Dray, Elf Warrior, Silt Kragling, Silt Scamp
2 Dray Soldier, Dray Templar, Elf Defiler, Olobigonde, Razorwing
3 Black Silt Horror, Brain Seed, Burnflower, Villichi
4 Floater, Id Fiend
5 Elven Raid Leader, Mud Fiend, Raaig, Thrax
6 Beker, Brown Silt Horror, Dwarven Banshee, Ruktoi
7 Villichi Envoy
8 Gaj
9 Gray Silt Horror
10 Silt Weird
11 White Silt Horror
12 Beasthead Giant, Desert / Plains Giant
14 Sand Vortex, Siltwretch
17 Silt Drake
18 Cloud Ray, Sun Drake
19 Air Drake



Stony Barrens Creatures

Level Creatures
-1 Athasian Dwarf, Gith, Rock Cactus
0 Blood Sucking Rock Cactus, Mul Slave
1 Agony Beetle, Dhaot, Dwarven Sun Cleric, Elf Warrior, Hunting Cactus, Jozhal, Scrab, Ssurran, Tarek, Tarek Shaman, Tari, Thri-Kreen

Stony Barrens Creatures

Level Creatures
2 Elf Defiler, Gith Defiler, Half-Elf Druid, Nikaal Warrior, Ssurran Shaman, Tarek War Leader
3 Cha'Thrang, Cilops, Dune Runner, Thri-Kreen Clutch Leader, Thri-Kreen Psychic Warrior, Villichi, Zik-Trin'Ta
4 Dwarven Senior Guard, Flailer, Fordorran, Gith Tribe Leader, Half-Elf Hunter, Half-Giant Guard, Id Fiend, Tembo, Trin
5 Crystal Spider, Elven Raid Leader, Living Landslide, Living Whirlwind, Living Wildfire, Mul Gladiator, Raaig, Silk Wyrm, Ssurran Leader, T'Chowb, Thrax, Zik-Trin'Ak
6 B'Rohg, Dwarven Banshee, Half-Giant Captain, Mul Barbarian, Shadow Giant
7 Scrab Nest Mother, Villichi Envoy
8 Gaj
9 B'Rohg Renegade
12 Desert / Plains Giant, So-Ut
13 Greater Shadow Giant
17 Earth Drake
18 Cloud Ray, Sun Drake
19 Air Drake
20 Spirit of the Land

Swamp Creatures

Level Creatures
0 Water Wisp
1 Halfling Skirmisher, Rain Scamp, Water Scamp
2 Halfling Rain Cleric
3 Bvanen
4 Id Fiend, Mist Stalker, Reggelid
5 Living Waterfall
15 Water Drake
17 Rain Drake

Verdant Belt

Level Creatures
-1 Athasian Dwarf, Rock Cactus
0 Air Wisp, Bloodsucking Rock Cactus, Earth Wisp, Fire Wisp, Mul Slave
1 Air Scamp, Agony Beetle, Dhaot, Dwarven Sun Cleric, Earth Scamp, Elf Warrior, Fire Scamp, Hunting Cactus, Jozhal, Tarek, Tarek Shaman, Thri-Kreen
2 Bloodvine, Bog Wader, Elf Defiler, Half-Elf Druid, Living Boulder, Nikaal Warrior, Poisonweed, Tarek War Leader
3 Dew Frond, Dune Runner, Strangling Vine, Thri-Kreen Clutch Leader, Thri-Kreen Psychic Warrior, Villichi, Zik-Trin'Ta
4 Blossomkiller, Dwarven Senior Guard, Fordorran, Half-Elf Hunter, Half-Giant Guard, Id Fiend, Tembo, Trin

Verdant Belt

Level Creatures
5 Bloodgrass, Crystal Spider, Elven Raid Leader, Living Landslide, Living Wildfire, Mul Gladiator, Raaig, Silk Wyrm, T'Chowb, Zik-Trin'Ak
6 B'Rohg, Dwarven Banshee, Half-Giant Captain, Mul Barbarian, Shadow Giant
7 Villichi Envoy, Xorn
9 Renegade B'Rohg, Spinewyrm
12 Desert / Plains Giant
13 Greater Shadow Giant
17 Rain Drake
18 Cloud Ray, Sun Drake
19 Air Drake
20 Spirit of the Land

Volcanic Creatures

Level Creatures
0 Fire Wisp, Magma Wisp
1 Fire Kragling , Fire Scamp, Magma Scamp, Lava Otter
5 Living Wildfire
7 Magma Silt Horror
8 Magma Scorpion
9 Firewyrm
13 Living Magma, Magma Golem
15 Fire Drake
17 Magma Drake

Underground

Level Creatures
-1 Athasian Dwarf
0 Earth Wisp, Fire Wisp, Hej-kin
1 Dhaot, Dray, Earth Scamp, Fire Scamp, Hej-Kin Priest, Hej-Kin Wizard, Tyrian Slime
2 Dray Soldier, Dray Templar
3 Dagolar Slime, Kalin, Wall Walker
4 Dark Spider Warrior, Dwarven Senior Guard
5 Dark Spider Defiler, Dark Spider Psion, Living Landslide, Living Wildfire, Raaig
6 Dwarven Banshee, Meorty
9 Dark Spider Queen
11 Rock Golem
16 Obsidian Golem






Urban Creatures

Level Creatures
-1 Athasian Dwarf
0 Mul Slave
1 Dwarven Sun Cleric, Elf Warrior, Tari
2 Elf Defiler, Nikaal Warrior, Ruve
4 Dwarven Senior Guard, Half-Elf Hunter, Half-Giant Guard
5 Elven Raid Leader, Mul Gladiator
6 Half-Giant Captain, Mul Barbarian, Pakubrazi
10 Fael

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Pathfinder 2E

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Created by Shawn Bowman

Cover Art: kerembeyit

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