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Paging Echohawk...

Echohawk

Shirokinukatsukami fan
The 1999 Club Decathlon, one of the RPGA's programs to get clubs more involved in roleplaying, produced some fine entries in the various game writing categories. In the Best AD&D Monster category, these two versions of the rusalka tied for first place. Use either, or both, in your home campaigns. The rusalka is a creature out of Russian folk lore, and we encourage you to find out more about it at your library or on the web.

Rusalka

CLIMATE/TERRAIN: River banks/Shorelines
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any (Usually at dawn or dusk, or in foggy or cloudy conditions)
DIET: None
INTELLIGENCE: High (13-14)
TREASURE: W (x rusalka's age in years)
ALIGNMENT: Chaotic Neutral - Chaotic Evil

NO. APPEARING: 1
ARMOR CLASS: 0 (8)
MOVEMENNT: 9
HIT DICE: 7
THACO: 15
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: Embrace, control water
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: M
MORALE: Champion (15-16)
LEVEL/XP VALUE: 1,000

The rusalka (plural rusalki) is the spirit of a drowning victim, usually a woman, who was murdered. Most rusalki desire revenge on their murderer, and will do all in their power to gain this revenge. This is not always easy since the spirit of the rusalka is tied to the body of water in which it was drowned. If the rusalka is successful in its quest for revenge, it will cease to be bound to the Prime Material plane and will be released to rest in peace. As time passes the rusalka's alignment shifts further and further toward Chaotic Evil. Thus, a recently manifested rusalka will retain some of the memories of its former self, but a rusalka of long standing is a being of almost purely Chaotic Evil. whose only thoughts are revenge on the one who put her here. Male rusalki are sometimes called Vodyanik.
Rusalki retain the general appearance they had in life, and anyone who knew them in life should be able to recognize them. They usually appear to be dressed in the clothing they were wearing when drowned, although the colors are washed out to a faded, watery green. They have pale complexions with a greenish tint and long greenishblond to green hair, which may appear to have water plants woven into it.

Combat: All rusalki will attempt to lure their victims to their deaths with siren songs, or tangle the nets of fishermen and overturn their boats, drowning them in a watery embrace. The song ofthe rusalka is enticing, and their forms are beautiful and welcoming, but neither their song nor their appearance have any magical allure. All those seeing a rusalka, except for the murderer, may choose to approach or to avoid them of their own free will. If the murderer of the mortal who has became a rusalka sees the rusalka, he must save vs. spell or be drawn into the rusalka's embrace.
Rusalki become semi-material upon contact with air, assuming human form. They must be in this form to embrace their victims. Rusalki are AC 0 while semi-material. and can only be struck by magical weapons (full damage), or by normal or magical fire (half damage). Rusalki can also be attacked on the Ethereal plane, where they are AC 8. Rusalki can be turned like regular ghosts, but holy water has no effect on them.
Anyone who touches or is touched by the rusalka is subject to its embrace. The rusalka's embrace pulls its victim beneath the water, causing a victim to drown unless a successful saving throw vs. breath weapon is made. The murderer must make this save with a -3 penalty. The victim may be revived if removed from the rusalka's embrace (and from the water) and some means of resuscitation is applied within five rounds of being drowned. Those who successfully avoid the embrace must also make a swimming proficiency check or a strength check to break free. The saving throw vs. breath weapon must be repeated each round until the victim either breaks free, is pulled under, or is released by the rusalka. Rusalki can control water within 10 feet; they can use waves to slow movement to 1/4 normal and increase chances of drowning by 10%.
As soon as the rusalka takes any damage, it will release any embraced victims, disappear back into the water, and reappear again 15 feet further out into the lake. Any who follow will be subject to the control water attack. Those who follow are slowed to 1/4 normal movement. They must also make a swimming proficiency check at -2 each round or be pulled under the water.
When a rusalka's hit points drop to 5% of its total, the rusalka will withdraw to the Ethereal Plane, where it will remain for 1 year gathering enough energy to re-manifest in the Prime Material Plane. If the rusalka is pursued into the Ethereal Plane it can be "killed" there, but the spirit thus released becomes a true, free-ranging ghost, and as such, it will do all in its power to seek out and destroy its original murderer.

Habitat /Society: Rusalki are found in any climate or region capable of sustaining open bodies of water, but seem to be more common in ponds, streams and small lakes of the more temperate climates. Rusalki usually appear within 5 feet of the shoreline, near the spot where they were murdered, but may appear anywhere in "their" body of water. They cannot come onto dry land, but can manifest in water as shallow as 1 inch deep, thus the occasional reports of rusalki who "walk" the shoreline or who sit by the edge of the water.

Ecology: Rusalki do not contribute to the environment in any way. Various coins and items of jewelry can often be found submerged in the shallows or covered with a layer of sediment near places where rusalki are known to appear. These items are all that is left of the rusalka's victims, and as such, increase with the passing of the years.

Rusalka

Lesser Rusalka

CLIMATE/TERRAIN: Temperate shores
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Constant
DIET: Nil
INTELLIGENCE: Low (5-7)
TREASURE: 0
ALIGNMENT: Neutral Evil

NO. APPEARING: 1-8
ARMOUR CLASS: 8
MOVEMENT: 9, Sw 12
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 3 (claw/claw/bite)
DAMAGE/ATTACK: 1d3/1d3/1d4+1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 save vs fire
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Fanatic (17-18)
XP VALUE: 250

Greater Rusalka

CLIMATE/TERRAIN: Temperate shores
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Constant
DIET: Nil
INTELLIGENCE: Average (8-10)
TREASURE: Mx2, X
ALIGNMENT: Neutral Evil

NO. APPEARING: 1
ARMOUR CLASS: 6
MOVEMENT: 9, Sw 12
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3 (claw/claw/bite)
DAMAGE/ATTACK: 1d4/1d4/1d6+1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 save vs fire
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Fanatic (17-18)
XP VALUE: 500

Rusalki are female undead who haunt bodies of water in temperate regions. A lesser rusalka is created when a female human or demi-human is drowned by either variety of rusalka. This new rusalka is then under the control of the pack leader (a greater rusalka, or the lesser rusalka with the most hit points). A new rusalka retains the physical characteristics she had in life. For example, an elf would be have a light build and pointed ears, a dwarf would be stout and have a beard. In undeath, the rusalka's skin becomes pale, bloated and slightly scaled. Her most noticeable feature is her eyes, which burn with green fire.
For every pack there is an 80% chance that one of the rusalka will be the greater variety. If a greater rusalka is present, she will always be pack leader. In her true form, a greater rusalka appears much like her lesser companions, but with tougher skin and a more intense fire in her eyes. The true form of a greater rusalka is rarely seen due to a permanent illusion surrounding her. This illusion causes the viewer to see an image of the fairest possible female that his or her mind can concoct, clad in only a robe of mist. True seeing, a gem of seeing, or a robe of eyes will allow the viewer to see the greater rusalka's true form.

Combat: The tactics of the rusalki vary depending on whether or not there is a greater rusalka in the pack. If the pack consists entirely of lesser rusalki, they will hide on land close to the water. There they will wait until someone passes nearby, at which time they will attack. Their first action will be to use their gaze attack on one creature with which they are engaged in melee. They can use their gaze attack once per day, with the effect of ray of enfeeblement as cast by a 3rd level mage. They will then proceed to attack with their sharp nails and teeth.
If a greater rusalka is in the pack, she will lure victims into the water where the others hide in waiting. She does this through the use of an audio illusion, a singing voice so sweet it would put an elven minstrel to shame. This song charms (save vs spell to negate) humanoids into approaching its source from up to 30' away. When they come into view of the greater rusalka, they see her (or rather the illusion) standing at the edge of the water. Those males not already charmed must make another save vs spell, with a -2 penalty, or be charmed as well. If unaffected by the charms, the viewer sees past the illusion and retains free will. Those charmed must follow the greater rusalka into the water. When the victim is waist-deep, the lesser rusalki surface behind the victim and attack. As their first attack, both variety of rusalki will attempt to overbear the closest victims and hold them underwater until they drown. If this fails, they will use their gaze attacks and engage in regular melee. The gaze attack ofthe greater rusalki has the effect of the spell eyebite cast by a 5th level mage using the sicken option. The greater rusalki can use their gaze attack 3 times per day, though multiple uses on the same target have no effect.
If a female human or demihuman drowns in the hands of a rusalka, she will rise as a lesser rusalka in six turns unless a remove curse is cast on the body. If a female dies by means other than drowning, she escapes the horrible fate. The pack leader eats all those who die and do not rise as lesser rusalki, including all males. lesser rusalki can be turned as 5 HD undead. Greater rusalki can be turned as 9 HD undead.

Habitat/Society: Rusalki are organized into packs of lesser rusalki led by a greater rusalka. Should the greater rusalka die, the lesser rusalka with the most hit points takes the role as leader. They all walk onto dry land and await a victim. The first humanoid to have the misfortune of coming across them is attacked. The carcass is then fed to the pack leader. After finishing her meal, the pack leader will begin transforming into a greater rusalka. None but the pack leader is allowed to eat at this strange ritual.

Ecology: No one knows where the rusalki menace came from. The most popular theory is that some girl long ago insulted a god. This god caused the girl to fall into a river and drown. She was then cursed to return as an undead. The girl was horror-stricken and she applied the same punishment to anyone who saw her, thus passing the curse along. Whatever their origins, rusalki are unnatural and are not a part of the natural ecology.
 

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Echohawk

Shirokinukatsukami fan
Bloodstone Zombie

CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVE TIME: Any
DIET: None
INTELLIGENCE: Average
TREASURE: Special
ALIGNMENT: Chaotic Evil
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVEMENT: 9
HIT DICE: 3+3
THACO: 15
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 2-7/2-7 or by weapon
SPECIAL ATTACKS: Death grip, disease
SPECIAL DEFENSES: Silver or +1 or better weapon to hit, immunity to illusion/phantasm spells
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: 20 (fearless)
XP VALUE: 420

Bloodstone zombies are initially difficult to recognize as undead. They appear to be beautiful humans and demihumans with smooth skin, sparkling eyes, and white teeth. These creatures are often able to approach their victims casually, not revealing their undead nature until they close to melee. Then their intended victims can see the Bloodstone zombies' claw like fingers and smell the stench of the grave. This type of un dead was created decades ago by an insane necromancer. The necromancer considered undead beautiful creatures, and he devoted his life to creating zombies that were as handsome as stately princes and as comely as the most shapely dancing girl. He succeeded by concocting a disease that killed its victims and brought them back to life as undead. The process also gave them a near-perfect appearance-good looks they did not have while they breathed. Unfortunately for the necromancer, he died at the claws of his lovely minions, rej;}lizing, by becoming one of their kind, that the diseI.lse he created could be passed on. Bloodstone zombies hate all life and attack whenever they deem the odds in their favor. They avoid fights with superior numbers or with fighters in heavy armor; the zombies have no desire to return to their graves.

Combat: Bloodstone zombies are very strong, with an effective Strength of 18/50. However, because their movements are not as fluid as living fighters, they cannot fully utilize their strength, hence delivering only 2-7 points of damage per claw attack. When using weapons they receive only a + 2 damage bonus.
Because Bloodstone zombies are more intelligent than other zombies, they set traps for their foes. Comely Bloodstone zombies have been known to lure unsuspecting victims into dark alleys. And handsome Bloodstone zombies, sprinkled with colognes to hide their stench, have escorted lone women to their dooms. Of course, the zombies also take the simple approach of a straightforward melee. Unlike other zombies, Bloodstone Zombies do not automatically lose initiative.
In melee, a Bloodstone zombie strikes with its claws. If both claw attacks hit, the zombie has successfully grabbed its victim in a "death grip" and can inflict its special attack. Victims are held for 1d6+1 rounds; they can break free earlier with a successful bend bars/lift gates roll. For every round a victim is held, he or she must make a saving throw versus death magic. Failure means the victim has contracted a disease carried by the Bloodstone zombie. The disease causes the victim to lose 2 points of Strength and Constitution per hour. When the victim's Strength and Constitution scores reach zero, he or she dies and will rise as a Bloodstone zombie one hour later.
Any personal items left on the victim will be carried by the newly-risen Bloodstone zombie and will be used to help hide its undead nature. Thus, treasure carried by Bloodstone zombies could range from a few coins to magical weapons.
Victims who are struck by the claws of a Bloodstone zombie, but who are not held in the death grip, also have a chance of contracting the disease, dying and returning as a zombie. These victims also must make a saving throw vs. death magic, but they receive a +4 bonus to their roll. Burning a victim who dies of the zombie disease will prevent him or her from becoming undead.
Bloodstone zombies are aware that normal weapons will not harm them. Although they are capable of using the weapons they wielded in life, they prefer to attack with their claws.
Bloodstone zombies turn as wights on the priest undead turning table.

Habitat/Society: Bloodstone zombies do not have a social order, nor do they recognize any form of government among their kind. With few exceptions, they are free-willed undead.

Ecology: Their capability to spread the Bloodstone zombie disease is their only means of continuing their species. The ease at which this disease is transmitted seems to insure the survival of their kind.
Evil clerics reportedly seek the zombies to add to their stable of undead.
 

Echohawk

Shirokinukatsukami fan
I think that's everything from the list except the saru, which I suspect was only on the list due to overenthusiastic cut/pasting ;). Pless let me know if you'd like that scanned too.
 

Shade

Monster Junkie
I think that's everything from the list except the saru, which I suspect was only on the list due to overenthusiastic cut/pasting ;). Pless let me know if you'd like that scanned too.

You noticed a theme, did you? ;)

You are correct...no need for the saru at this time. They are far too alive for this bunch. :devil:
 

Shade

Monster Junkie
A few more, please. :)

First, to finish off the oozes...
Pudding, Deadly (Dungeons and Dragons Adventure Game)

Then, the two additional giants you found...
Ogre, Mischta (Otherlands)
Ogre, Nzunta (Otherlands)

And, since I'm mainly wanting the spider dragon, you might as well grab the rest from this source...
Curotai (DLS4 - Wild Elves)
Dragon, Spider (DLS4 - Wild Elves)
Spider Horse (DLS4 - Wild Elves)
Weapon, Living (DLS4 - Wild Elves)

And since I'm missing this Dungeon...
From Dungeon #3: Ambition, Hatred, Pain, and Power

Thanks in advance!
 


Echohawk

Shirokinukatsukami fan
Ogre, Mischta

CLIMATE/TERRAIN: Tropical, subtropical, and temperate/Plains, forests, swamps, jungles, hills, and mountains
FREQUENCY: Very rare
ORGANIZATION: Family
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Varies (5-20)
TREASURE: Individual: L, M
Family: Qx5, F
ALIGNMENT: Varies, but usually neutral or lawful good
NO. APPEARING: 1-10
ARMOR CLASS: 8 (10)
MOVEMENT: 6
HIT DICE: 4 + 1
THAC0: 1 7
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 (weapon)
SPECIAL ATTACKS: +2 to damage
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SIZE: M (6' tall)
MORALE: Steady (12)
XP VALUE: Varies

Once the Mischta were the great Irda, the First Born, among the noblest and most powerful of all of the humanoid races. But pride caused the Cataclysm to strike against them, and now they are Twilight Irda.
In appearance, the Mischta are almost identical to Irda--they are tall, slender creatures, averaging six feet in height and weighing 150 pounds. Females tend to be as tall and as heavy as the males. Although slender, they are quite strong, as evidenced by their firm muscles. Their skin tones range from midnight blue to a deep sea green; midnight blue is most common. Their hair is usually black, but it can be silver or white.
The Mischta are known for their fluid, graceful movements and for their song-like voices.

Combat: Mischta hate fighting; when they do engage in combat, they suffer a -1 penalty to their attack rolls.
The Mischta have developed two special weapons: bolas and cluster bombs. Bolas are thrown up to a 25-yard range. They inflict 1d4 points of damage, and the victim must free himself (must roll a successful Dexterity check with a -2 penalty) before he can take any other action. Cluster bombs are hollowed-out eggs that contain combinations of natural herbs and poisons. These bombs, when dropped, affect all targets in a ten-foot radius and force them to roll successful saving throws vs. poison or fall victim to one of the following effects: sleep, paralysis, or blindness (depending on the type of bomb). These effects last 2d4 rounds.
The Mischta feel awkward in armor, and thus they wear it only in extreme circumstances. They prefer the lightest armor (padded) and never wear armor made from animals, such as leather.
The Mischta's relatively low Constitution makes them vulnerable to the effects of poison (-1 penalty to their saving throws).

Habitat/Society: The Mischta are ruled by a king who is descended from the great Igrane himself. The current king is the granddaughter of the king who was killed in the Cataclysm. A king retires at the age of 300, leaving his oldest offspring (either male or female) to become the new king.
Almost all the Mischta live in the tropical paradise of Selasia, though a few of them searched for lost Anaiatha and ended up settling on other islands. On Selasia, they live in intricate structures created from straw, bamboo, and palm fronds. In spite of their dwellings' elaborate designs, the Mischta will occasionally relocate when the spirit moves them.
All Mischta master the art of shapechanging by age 20, enabling them to disguise themselves as humans. A Mischta with an 18 Intelligence can learn to become a Changer Adept once he reaches the age of 100.
Learning to be a Changer Adept takes 20 years, but once the training is mastered, a Changer Adept can shapechange, as per the 9thlevel wizard spell, up to three times per day.

Ecology: The Mischta try to live in perfect harmony with nature. They never intentionally harm a living creature except in selfdefense. They are strict vegetarians.

[Table of Mischta Class/Level Limits omitted]

The initial ability rolls of the Mischta are modified by a -2 penalty to Constitution and +2 bonuses to Dexterity, Intelligence, and Charisma.

[Table of minimum and maximum ability scores omitted]
 

Echohawk

Shirokinukatsukami fan
Ogre, Nzunta

CLIMATE/TERRAIN: Tropical, subtropical, and temperate/Plains, forests, swamps, jungles, hills, and mountains
FREQUENCY: Very rare
ORGANIZATION: Family
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Varies (5-20)
TREASURE: Individual: L, M
Family: Qx5, F
ALIGNMENT: Varies, but usually neutral or lawful evil

NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVEMENT: 6
HIT DICE: 4+1
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 (weapon)
SPECIAL ATTACKS: +2 to damage
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SIZE: M (6' tall)
MORALE: Steady (12)
XP VALUE: Varies

There is a legend that the First Born, the ancient ogres, will one day rise up and try to dominate Krynn, as they did in the ancient days. Some scholars laugh at these legends; all of the ancient ogres are debased, bestial creatures.
These scholars are wrong. Hidden on remote islands are the children of the First Born, and age has only deepened their malevolence. They are the Nzunta.
The Nzunta are almost identical in appearance to Irda, their hated brethren; they are tall, slender creatures, averaging six feet in height and weighing 150 pounds. Females tend to be as tall and as heavy as the males. Although slender, they are quite strong, as evidenced by their firm muscles. Their skin tone is a deep blue, almost black, which matches the color of their hair. They have drawn faces with drooping eyelids, which give them a dispassionate look.
The Nzunta move as gracefully as the Irda and their voices are also beautiful, but in a deeper, sinister way. They wear clothing that has been tailored from animal skins; in combat they cover themselves in thick leather hides.

Combat: The Nzunta are eager fighters, but they prefer to battle their enemies with magic. Their ogre heritage and superior strength enables them to strike for 1d10 points of damage with a typical weapon attack. They often use deadly sea snake venom on their weapons (victims must roll successful saving throws vs. poison, with a -3 penalty, or die instantly. Even if the roll succeeds, the victim suffers 1d6 points of damage and is slowed for 1d4 rounds).
The Nzunta are able magicians. They have a clearer understanding of the workings of magic than most races, thus nzunta clerics and wizards gain one additional spell of the highest level they can use.
Nzunta wizards have set up a Black Robes Order. They live under their own principles and make no contact with the Towers of High Sorcery in Ansalon.

Habitat/Society: Because they have a policy of strict racial purity, the number of Nzunta are quite small; there are less than three hundred in all of Krynn. They prefer to rule through their slaves, the Orughi, while they remain behind the scenes.
All Nzunta master the art of shape-changing by the age of 20, enabling them to disguise themselves as humans. Nzunta with Intelligences of 16 or more can begin studying to become Changer Adepts at age 75. This study takes 15 years, but once mastered, Changer Adepts can shapechange; as per the 9th-level wizard spell, up to three times per day. Those with 18 Intelligences can learn to become Changer Savants once they reach the age of 150. Learning to become Changer Savants takes 75 years of intense training, but once the course is finished, Changer Savants can shapechange at will.
The Nzunta have a luxurious existence, thanks to their Orughi slaves. These ogres serve as their troops, their house servants, and their worshipers (the Nzunta believe that the other orders of ogres exist to serve and worship them). They are known for their poetry and their philosophy, but their arts and their sciences tend to be dark and brooding.
There are rumored to be several large colonies of Nzunta in space. These ogres use spelljamming engines to further their plans of conquest.

Ecology: The Nzunta have life spans of about 600 years, with 500-year-old Nzunta not uncommon. They give birth to 1d2 pure Nzunta children per century, until they reach the age of 400. There are other births, but many of these offspring have the characteristics of Orughi and are slain; unlike other ogres, the Nzunta practice strict standards of racial purity. Nzunta are meat-eaters; they eat their slaves in times of famine.

Nzunta Class /Level Limits
[snip]

The initial ability rolls of the Nzunta are modified by a -2 penalty to Constitution and +2 bonuses to Dexterity, Intelligence, and
Charisma. The minimum and maximum ability scores for Nzunta are as follows:
[snip]
 

Echohawk

Shirokinukatsukami fan
CUROTAI

CLIMATE/TERRAIN: Subterranean caverns
FREQUENCY: Rare
ORGANIZATION: Family
ACTIVITY CYCLE: Nocturnal
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 12
HIT DICE: 6+6
THAC0: 13
NO. OF ATTACKS: 4
DAMAGE/ATTACK: By weapon type +3
strength bonus
SPECIAL ATTACKS: N i l
SPECIAL DEFENSES: Parrying
MAGIC RESISTANCE:Nil
SIZE: L (9’ tall)
MORALE: Steady (12)
XP VALUE: 2,000

When Jiathuli, Handmaiden of Takhisis, first ensnared the Kagonesti in her web, she decided to change them into her own image. Just as she changed drow that displeased her into driders, she transformed Kagonesti into abominations, six-armed giants disposed toward evil and servitude. She named them the curotai (drow for "guardians of an important person"). Curotai resemble normal Kagonesti, except that they have three torsos, stacked on top of each other. Each torso has two arms, typically armed with
a weapon and a shield.

Combat: Curotai have 18/01 strength. They can attack with their six arms with a dramatic effect in melee. Twice per melee round, they may block an attack that would otherwise strike them; this includes missile attacks, such as arrows, flaming oil, etc. Thus they nullify two successful attacks against them per melee round. They are weapon specialist fighters, hence their multiple attacks.

Habitat/Society: Curotai are slaves. They have a fanatical loyalty to Jiathuli and do anything she says. They do not attack drow or spiders, but they automatically attack anything else.
Curotai are held in captivity by the willstone of Jiathuli; if this stone is wrested from Jiathuli or destroyed, the curotai will revert to normal Kagonesti.

Ecology: Curotai have acquired a spider's dietary habits, existing on meat, preferably live.
 


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