Echyan Level 12 Brute
Large Natural Beast XP 700
Initiative +8 Senses Perception +6; tremorsense 20
HP 152; Bloodied 76
AC 24; Fortitude 25, Reflex 22, Will 20
Vulnerable 5 Fire
Speed 3, swim 12
Basic Melee: Bite (Standard; at-will)
+15 vs. AC; 1d8 + 6 and Secondary Attack
Secondary Attack: +13 vs. For; Target is grabbed
Melee: Suck Flesh and Blood (Minor; at-will)
Only vs. grabbed target; +15 vs. AC; 1d4 damage;
May not attack any other targets
Melee: Swallow (Standard; at-will)
The echyan attempts to swallow a bloodied Medium
or smaller creature it is grabbing; +13 vs. Fortitude;
on a hit, the target is swallowed and restrained (no save)
and takes 10 damage plus 5 acid damage on subsequent
rounds at the start of the echyan's turn. The swallowed
creature can make melee basic attacks only, and only
with one-handed or natural weapons. If the echyan dies,
any creature trapped in its gullet can escape as a move
action, ending that action in a square formerly occupied
by the echyan.
Transparent Body
The echyan is treated as Totally Concealed when in water.
Alignment Unaligned Languages
Skills Stealth +13
Str 22 (+12) Dex 14 (+8) Wis 10 (+6)
Con 22 (+12) Int 1 (+1) Cha 6 (+4)
These large, predatory sea worms live in the Crowded Sea
and, at times, in the rivers of the Ruined Kingdoms.
A typical echyan is approximately 12 feet in length and
2 feet in diameter, tapering into a flat tail. A barely
noticeable bulge around the head area houses what small
brain it possesses. It has no discernible eyes, and its skin
and flesh are translucent, making it all but invisible in the
water until it strikes. The mouth of the creature forms a
giant suction cup, lined with three rows of crystalline fangs
that help it lock onto and swallow its prey.
Combat: Echyans will prey on almost anything. They attack
from behind or underneath, detecting their victims by motion.
On a successful hit, they lock onto their prey and suck both
blood and flesh. Only one echyan will attack at a time. A
worm that is Bloodied will disengage, and another will
attempt to attack. This rotation occurs until all are damaged.
At that point, those still able to swim away will attempt to do so.
Habitat/Society: Echyans breed in the main rivers along
the coast of the Ruined Kingdoms, digging into the mud
to lay eggs which hatch in the spring. Newborn, already
four feet in length when they emerge from the mud, swim
down to the Crowded Sea. They grow quickly, spending
the summer months off the coast, following schools of
migrating fish. When possible, they also go for larger prey
such as walruses, manatees, and whales. In the winter
they return to the rivers and spawn a new generation.
Many other large creatures sometimes enter the echyan
mating grounds to feed on the exhausted worms.
Echyans have been encountered as far as the Al-Illtifat
River, and the Nogoro River hosts thousands of spawning
echyans every winter.. They feed on turtle eggs, and
other river creatures during their brief freshwater stay.
Once in the sea, they feed mostly on fish, though the
occasional worm will crawl up on the beach in search of
turtle eggs, which they particularly like. An echyan caught
on shore after dawn will burrow partially into the sand to
protect itself from the burning rays of the sun.
Ecology: Echyans are one of the more dangerous water
predators along the Zakharan coasts because of their
near-invisibility in water and powerful bite. Despite this,
most humanoid victims are those unlucky enough to
stumble across an echyan that has been stranded on
shore during the daylight. Echyans are not particularly
useful and so are left to their own devices by most races.
Enduk Trooper Level 12 Soldier
Medium Natural Humanoid XP 700
Initiative +8 Senses Perception +8
HP 124; Bloodied 62
AC 28; Fortitude 24, Reflex 22, Will 22
Vulnerable 5 Fire
Speed 6, fly 9 (clumsy)
Basic Melee: Large Bastard Sword (Standard; at-will)
+19 vs. AC; 1d10 + 6
Melee: Gore (Standard; at-will)
+19 vs. AC; 1d8 + 5 damage
Melee: Strike and Gore (Standard; at-will)
The enduk can make a Basic Melee Attack and Gore
at the same time.
Melee: Goring Charge (Standard; encounter)
The enduk makes a charge attack; +19 vs. AC; 1d8 + 5
damage and the target is knocked Prone
Alignment Unaligned Languages Enduk, Yikkarian, Midani
Skills Nature +11
Str 20 (+11) Dex 14 (+8) Wis 14 (+8)
Con 20 (+11) Int 11 (+6) Cha 14 (+8)
Equipment Large Bastard Sword
Enduk Shaman Level 14 Controller (Leader)
Medium Natural Humanoid XP 1200
Initiative +8 Senses Perception +10
HP 140; Bloodied 70
AC 29; Fortitude 28, Reflex 24, Will 27
Speed 6, fly 9 (clumsy)
Basic Melee: Staff (Standard; at-will)
+18 vs. AC; 2d8 + 3 damage
Basic Ranged: Earthen Dart (Standard; at-will)
+19 vs. AC; 2d8 + 4 damage
Close: Lightning Storm (Standard; daily) Lightning
Close Blast 7; +19 vs. Ref; 4d10 + 5 damage
Close: Healing Word (Standard; recharge 56)
Close Burst 10; The shaman heals all allies and
themselves for 1d6 +11 points of damage.
Area: Cyclonic Burst (Standard; recharge 6) Divine
Ranged 10 Burst 5; +19 vs. For.; The shaman creates
a whirlwind that inflicts 4d8 + 6 pushes all targets 5 squares
away from the center of the burst, and knocks all targets prone.
Alignment Unaligned Languages Enduk, Yikkarian, Midani
Skills Nature +14, Religion +16
Str 17 (+9) Dex 14 (+8) Wis 18 (+10)
Con 20 (+11) Int 15 (+8) Cha 18 (+10)
Equipment Staff
Enduk Battle Leader Level 12 Elite Soldier (Leader)
Medium Natural Humanoid XP 1,400
Initiative +9 Senses Perception +9
HP 254; Bloodied 127
AC 30; Fortitude 28, Reflex 23, Will 26
Saving Throws +2
Speed 6, fly 9 (clumsy)
Action Points 1
Basic Melee: Large Great Sword (Standard; at-will)
+22 vs. AC; 1d12 + 6 damage
Melee: Gore (Standard; at-will)
+22 vs. AC; 1d10 + 7 damage
Melee: Goring Charge (Standard; recharge 456)
The enduk makes a charge attack; +22 vs. AC; 1d10+ 6
damage and the target is knocked Prone
Close: Reinvigorate (Minor; daily)
Close Burst 5; The War Leader and all allies immediately
heal 1/4 of their maximum hit points plus an additional
5 points and may make saves against any ongoing effect.
Battle Cunning
All allies within line of sight of the war leader gain a
+2 to all Defenses
Alignment Unaligned Languages Enduk, Yikkarian, Midani
Skills Nature +14, Intimidate +17
Str 22 (+12) Dex 16 (+9) Wis 16 (+9)
Con 23 (+12) Int 14 (+8) Cha 20 (+11)
Equipment Great Sword
Originally from the World Pillar Mountains, these winged
minotaurs were driven from their lands and have only
recently returned.
Standing six to seven feet tall, enduks are smaller and
lighter than regular minotaurs though still very muscular.
Their bodies are covered with short fur ranging from
black to light brown. The head of an enduk resembles
that of a bull—with horns, a square muzzle, large,
heavily-lidded eyes, and a strong mouth filled with
large teeth. Long, coarse hair tufts at the throat and
shoulders, running in a
mane the back. The head of an enduk is most often
spotted and splotched with white and black, though
features such as the eyes and muzzle are highlighted
in brown.
Enduks also possess huge, powerful wings. A typical
enduk wingspan measures from eight to ten feet, and
when folded, the wings reach from the ground to one
foot over the enduk's head. Feather color varies from
white to black, including various shades of gray. The
underside of an enduk's wings usually bears a design
that they show off by spreading their wings when on
the ground. These marks tend to be genetic and can
convey information about an enduk's family.
The enduk have their own language. This guttural,
heavy dialect requires a range that few outside their
own race can command. Most enduks also know
Midani and Yikkarian, the language of the Yakmen.
Combat: Because their size and strength allows
them to wield it one-handed with full effect, the
two-handed sword is one of their favorite weapons.
Enduks prefer fighting on the ground because they
suffer a –2 penalty to all attack rolls while airborne.
Habitat/Society: The enduks have always been a
simple, trusting people with a system of deeply felt
religious beliefs. When the Yakmen entered their lands,
the enduk agreed to share the World Pillars with them.
When betrayed, the enduks fled their homeland and
relocated in the area of Rog’osto. There they sought
to both preserve their simple lifestyle and prepare to
battle for claim to the World Pillars.
The enduks put family ahead of other concerns.
Enduks take a mate for life, rarely taking a second
even if the first dies. A couple will average one child
every few years—four to six young over their lifetime
together. Normally one enduk represents the entire
extended family for purposes of organized government,
whether it is a local organization or a temporary
clan-council responsible for matters concerning all
enduks. (The last clan-council to be held was over
the matter of returning to World Pillars.) This leader
is generally an enduk who has lost a mate, or never
took one, and has embraced a more martial and
possibly religious lifestyle. Sometimes, a mated pair
will devote their lives to such pursuits, both becoming
leaders for the family.
Enduk are typically stoic creatures unless enraged.
They get along well with all other races except the
yakmen, who have possibly earned the eternal
animosity of the enduks. Their philosophy demands
an ascetic life of peasantry
Ecology: The enduks would like nothing more than
to live in peace with their neighbors, raising crops
and hunting for meat as needed. However, that
choice has been taken from them, and for the time
being, the enduks are pursuing this war with vigor.
Unless the yakmen make amends for their actions,
the violence is likely to continue until one race or
the other is destroyed.
Besides the killing, this conflict has forced the
enduks into a higher level of craftsmanship and
commerce. The enduks are natural metalsmiths,
making some of the best tools and weapons available.
Enduks do not make items specifically for trade with
other races yet, so most weapons and tools are created
for enduk physique. Still, these items are gaining a
following in the surrounding lands as trade items.
Fachan Level 11 Brute
Large Natural Humanoid XP 600
Initiative +5 Senses Perception +11
HP 137; Bloodied 68
AC 23; Fortitude 23, Reflex 19, Will 21
Speed 5
Basic Melee: Club (Standard; at-will)
Reach 2; +14 vs. AC; 3d6 + 4
Melee: Leaping Stomp (Standard; recharge 456)
Only vs. Medium or smaller targets; +12 vs. Ref;
3d8+5 and target is knocked Prone and is Dazed
until the end of the fachan's next turn.
Ranged: Hurl Rock (Standard; at-will)
Range 10/20; +12 vs. AC; 2d6 +4 damage
Alignment Chaotic Evil Languages Ogre
Skills Acrobatics +10
Str 19 (+9) Dex 10 (+5) Wis 13 (+6)
Con 17 (+8) Int 7 (+3) Cha 7 (+3)
Equipment Club, Hide Armor
This unusual creature looks grotesque even compared
to other ogres. Its vaguely humanoid body possesses
only one leg, one arm, and one eye. The leg attaches
to a special joint in the center of its pelvis, and the
arm hangs from a socket set in the middle of the
creature's chest. The fachan's eye is centered in its
face like that of a cyclops.
A fachan has dull gray skin, wiry black hair on its
head, and no body hair. Its eye is purple with a white
pupil, like an ogre's, and they tend to possess very
large ears. A fachan's heavily muscled body is actually
quite agile. They move about with a short hopping run.
Fachans have a lifespan of approximately 90 years.
They usually speak the languages of the local ogres.
Combat: In combat, fachans use clubs as weapons,
though some have discovered the usefulness of axes
or swords. Because they have only one hand, fachans
cannot use missile weapons or polearms.
If unarmed, a fachan may kick or stomp any creatures
less than 6 feet tall. Fachans can also hurl rocks.
Habitat/Society: One out of every 400 ogre births
produces a fachan, which may stay with the tribe
but usually seeks out its own kind. Fachans prey on
any creature other than ogres, showing marked
preference for the flesh of humans and demihumans.
Fachans are also prone to exceptionally cruel
behavior, directing it at anyone nearby. Only ogres
make any attempt to get along with the creatures,
only trying because of the thin bonds of kinship between them.
Sea Glutton Level 18 Solo Brute
Gargantuan Natural Beast XP 10,000
Initiative +12 Senses Perception +17; blindsight 20
HP 895; Bloodied 447
AC 32; Fortitude 34, Reflex 27, Will 29
Saving Throws +5
Speed 5, swim 9
Action Points 2
Basic Melee: Bite (Standard; at-will)
+14 vs. AC; 3d8 + 10 damage and target is
grabbed (until escape)
Melee: Tail Slap (Standard; recharge 3456)
Reach 3 Close Burst 1 around central target;
+19 vs. Ref; 4d10+10 damage
Melee: Constrict (Standard; at-will)
Affects a target the sea glutton has grabbed;
+19 vs. For.; 2d8 + 20 damage, and the target
is stunned until the end of the sea glutton's
next turn
Melee: Swallow Whole (Standard; at-will)
The sea glutton attempts to swallow a bloodied
Huge or smaller creature it is grabbing;
+19 vs. Fortitude; on a hit, the target is swallowed
and restrained (no save) and takes 15 damage
plus 5 acid damage on subsequent rounds at the start
of the sea glutton's turn. The swallowed creature can
make melee basic attacks only, and only with
one-handed or natural weapons. If the sea glutton
dies, any creature trapped in its gullet can escape
as a move action, ending that action in a square
formerly occupied by the sea glutton.
Alignment Chaotic Evil Languages
Skills Intimidate +17
Str 30 (+19) Dex 16 (+12) Wis 16 (+12)
Con 27 (+17) Int 4 (+6) Cha 16 (+12)
The sea glutton is a form of giant serpent—the kind
mariners have whispered tales of since the beginning
of ocean travel. They are most often reported lying
on top of the water, sunning themselves; provoking
one is a poor idea.
The creature has a long serpentine body covered
with dark green, glistening scales. Its underbelly is a
chalky gray. The head of a sea glutton resembles a
dragon more than an actual serpent, with a large
mouth full of sharp teeth and two protruding fangs.
All sea gluttons have a ridge of webbed spikes
running down their backs. These spikes start out
tiny on the creature's nose ridge, grow quickly to
make a large crest over its head, and then trail off
over the next 20 feet or so. The spikes can lie flat
along the back or be extended to provide protection.
Males also have a webbed fan of spikes circling their
heads. These are usually flared during fights to make
the creature's head seem larger and more threatening.
Combat: Sea gluttons provoke an attack only when
in search of food. Food consists of almost anything
under or on top of the water. The creature can
attack with both a bite and a tail slap.
Habitat/Society: Sea gluttons roam the open sea
waters, traveling alone or with a mate. Its young
are abandoned at birth and left to fend for
themselves, many falling prey to other sea creatures
during this vulnerable period. Those who survive
their first year are considered adults and can pretty
well take care of themselves. No one knows how old
or how large a sea glutton can get, though sailors
speak of one that is commonly mistaken for a small island.
Sea gluttons are most often spotted by sailing vessels
off the al-Sartan. The channel between the Archipelago
of the Great Crab and the Djinni’s Claws provides the deep
saltwater these creatures prefer and supports a large
variety of sea life on which they can feed. Though sea
gluttons do not stake out a territory, they are wary of
each other. Battles have been witnessed between two
males or two females but never between opposite
genders. Sea gluttons often hunt the surface of the water
for food, and they love to sun themselves right after a meal.
Otherwise they remain in deep water.
Ecology: Sea gluttons are possibly the most feared creature
in the Crowded Sea and almost certainly along the waters
of the Dhinni’s Claws. Their primary food staple is the echyan;
they provide a critical check in keeping down the population
of these sea worms.
Malfera Level 16 Elite Skirmisher
Large Shadow Humanoid XP 2,800
Initiative +12 Senses Perception +15; blindsight 15
HP 316; Bloodied 158
AC 30; Fortitude 28, Reflex 27, Will 28
Immune non-magical weapons, acid, poison; Vulnerable 10 radiant
Saving Throws +2
Speed 3
Action Points 1
Basic Melee: Pincers (Standard; at-will)
Reach 2; +21 vs. AC; 2d8 + 5 damage; Secondary Attack
Secondary Attack: +19 vs. AC; target is grabbed (escape ends)
Melee: Fangs (Standard; at-will) Poison
+21 vs. AC; 2d8+7 damage and
ongoing 5 points poison (save ends)
Acidic Slime Poison
Against grabbed targets only; +19 vs. For;
1d10+7 poison damage
Alignment Evil Languages All
Skills Stealth +17, Intimidate +18, Arcana +13
Str 20 (+13) Dex 18 (+12) Wis 14 (+10)
Con 22 (+14) Int 11 (+8) Cha 20 (+13)
The malfera is a foul creature sprung from the Shadowfell,
where many bad dreams are bred and released into the
minds of sleeping people.
A malfera has a large, elephantlike face and a short
prehensile trunk, flanked by large fangs. Its head is topped
by large crescent-shaped ivory horns. The chest is a mass
of slimy, short tentacles resembling tube worms, and its
long, muscular arms end in large, jagged pincers. Its black
skin is wrinkled and leathery, much like the skin of an
elephant, and it has a prominent weblike network of red
veins running all over its skin. Its eyes glow a deep crimson.
Combat: In combat, a malfera attacks with its pincers and
fangs. If a pincer successfully hits, it is possible that the
malfera can drag the victim to its chest trapping it in the
tentacles. The tentacles are coated with a thick, acidic
slime which can cause poison damage.
In addition, the noxious, rancid breath of a malfera is
equivalent to an insidious poison. Each time the malfera
succeeds with a bite attack, its victim may be poisoned
Malferas are immune to acid and poisons and can be
struck only by magical weapons.
Habitat/Society: While away from the Shadowfell, malferas
are loners. They are also rapacious and wasteful carnivores.
A malfera will often kill intelligent humanoids, eating only
the heart and leaving the rest of the body to waste and
rot. Malferas also take trophies from their victims.
Ecology: Malferas are not part of the natural world and
exist on the Prime Material only at the whim of some
powerful creature. Luckily, a malfera must return to its
hideous home once it has accomplished its mission.
The malfera is a jungle nightmare, preferring to stalk in
hot areas overgrown by jungle. These creatures are firmly
entrenched in the myths of the inhabitants of the Ruined Kingdoms.