D&D 4E Forked Thread: Al Qadim Monsters to 4e

Thanks hodag! Your work continues to be impressive. :)

The ghuls seems insanely fast. Speed 12 or 14? That's faster than a camel or horse!

Amiq Razol: The Lure of of the Deep ability seems very powerful...are there other MM monsters that can do a ranged dominate with just one roll?

Ghul Arcanist: How long does the immobilization from Paralyze with Terror last? I'm assuming it's "until the end of the ghul arcanist's next turn"? Ditto with weakened from Chilling Sphere

First, thanks for the commentary! Stuff can't get fixed if I don't notice it!
Whoops on the Ghul speed! ( I swear it said 28" in the 2e AQ MC...honest...okay maybe it didn't). The Chilling Sphere has a "save ends". Paralyze with Terror has been edited to "until end of ghul's next turn" and has been changed to "recharge 56" from "encounter"

The Amiq Razol's Dominate had a -2 on the save in 2e, and was specifically mentioned in its flavor text as being a "powerful" charm spell.
 

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Hi, Hodag :)
The reasons I thought Nasnas may be minions at higher level is, in A Dozen and One Adventures, one of the bbeg's had a force of 50 (campaign book, p 20) and that they only had 2+2 hit dice, about half of an ogre's in that edition.

A question I asked in the other 4eAQ thread was, 'which monsters do you see in the epic and paragon tiers'? Efreet are now only in the elite tier; should there be lesser djinn or should the players learn to mind their p's and q's the hard way?

I also saw that camels, elephants, giant ants and sharks are covered in the Adventurer's Vault, although I haven't seen it yet.

Jon
 

I think characters should be able to square off with common genies at the low paragon levels, so ideally each type of major genie (dao, djinn, efreet, marid) would have a couple paragon varieties and a couple epic varieties.

I just thought of something... seeing as there are "stormsoul genasi" what if a 5th tribe of genie - spirits of thunder and lightning - is released in the Great Unbinding? There's definitely precedent in Persian myth for storm demons, and I think they even had a specific name for them...

About monster requests, there were always three archetypal Arabian/Persian monsters that never got mentioned in Al-Qadim: The qareen (a type of personal demon), the huriyah (beautiful clear-eyed consorts of Paradise), and the karkadann (fierce Persian unicorn/rhinoceros). Might be fun to have a free slate for a change instead of doing conversions?
 

I just thought of something... seeing as there are "stormsoul genasi" what if a 5th tribe of genie - spirits of thunder and lightning - is released in the Great Unbinding? There's definitely precedent in Persian myth for storm demons, and I think they even had a specific name for them...

Azi Dahaka are the Persian Storm Demons I think.
 

I looked in a couple of mythology encyclopedias I have and Azi Dahaka seems to be a serpent or dragon from the Persian creation story. He (it) plotted to kill Yima, the first man or king, and was bound under Mount Demavand for his troubles.

Two storm spirits I could find were Silats, apparently storm hags originally and Pazuzu, who had bad weather along with disease as part of his powers. Neither of these seem to be likely candidates, since thy both have other connotations in the game.

Bad is the name of a singular genie responsible for weather that causes structural damage in Persian belief. Perhaps finding an Arabic translation for this word would do?

A more likely name might be Narah. This is the name of a djinn like evil spirit from Zoroastrian belief and not used in the game so far as I know.

While I was looking about, I also came across Shiqq a genie in the form of a bifurcated man (one arm, leg, and body and head split down the middle). These were said to be the parents of Nashas, which I believe to be identical with the Nasnas.

Lots of my information came from Rose's Spirits, Fairies, Leprechauns and Goblins which is a good general reference.

Jon
 

Feline Fiesta

Code:
Cat, Cheetah 	Level 2 Skirmisher
Medium Natural Beast 	XP 125
Initiative +4 	Senses Perception +8; low light
HP 42; Bloodied 21
AC 16; Fortitude 16, Reflex 15, Will 14
Speed 7
Basic Melee: Swat (Standard; at-will)
+7 vs. AC; 1d6 + 3 damage
Melee: Bite (Standard; at-will)
+7 vs. AC; 1d10+3 damage
Melee: Leap for the Throat (Standard; at-will)
+7 vs. AC; 1d6+3 damage; Secondary Attack 
Secondary Attack: +5 vs. Ref; Target grabbed; 
ongoing 5 damage per round until grab broken.
Sprint (Move; encounter)
The cheetah can increase its run speed to 16 for 
up to 4 turns. At the end of the 4 turns it is 
weakened (save ends)
Camouflage
The cheetah gains +4 to Stealth when in brush 
or grasslands
Alignment Unaligned 	Languages
Skills Stealth +9/+13
Str 12 (+2) 	Dex 17 (+4) 	Wis 14 (+3)
Con 18 (+5) 	Int 2 (-3) 	Cha 10 (+1)


Cat, Leopard 	Level 2 Elite Soldier
Medium Natural Beast 	XP 250
Initiative +3 	Senses Perception +3
HP 80; Bloodied 40
AC 20; Fortitude 17, Reflex 16, Will 14
Saving Throws +2
Speed 7, swim 2
Action Points 1
Basic Melee: Swat (Standard; at-will)
+7 vs. AC; 1d10 + 3 damage
Melee: Bite (Standard; at-will)
+9 vs. AC; 2d6+3 damage
Pounce (Standard; at-will)
On a charge the leopard may both Bite and 
Swat a target.
Combat Advantage
The leopard gains +1d6 damage on one attack 
if they have Combat Advantage
Camouflage
The leopard gains +5 to Stealth when in brush,
jungle, or grasslands
Alignment Unaligned 	Languages
Skills Stealth +8/+13; Intimidate +6
Str 16 (+4) 	Dex 14 (+3) Wis 14 (+3)
Con 16 (+4) 	Int 2 (-3) 	Cha 10 (+1)

Cat, Lion 	Level 3 Brute
Large Natural Beast 	XP 150
Initiative +3 	Senses Perception +3
HP 56; Bloodied 28
AC 15; Fortitude 17, Reflex 15, Will 15
Speed 8, swim 3
Basic Melee: Swat (Standard; at-will)
+6 vs. AC; 1d10 + 3 damage
Melee: Bite (Standard; at-will)
+6 vs. AC; 2d6+7 damage
Pounce
On a successful charge, the lion knocks the target prone
Pack Hunter
The lion gains +1 to hit for every other lion that is within 
2 spaces of the target
Alignment Unaligned 	Languages
Skills Stealth +8; Intimidate +7
Str 18 (+5) 	Dex 14 (+3) 	Wis 14 (+3)
Con 16 (+4) 	Int 2 (-3) 	Cha 12 (+2)

Cat, Marine 	Level 1 Skirmisher
Small Natural Beast 	XP 100
Initiative +3 	Senses Perception +8; low light vision
HP 30; Bloodied 15
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6, swim 4
Melee: Bite (Standard; at-will)
+6 vs. AC; 1d6 damage
Basic Melee: Claw (Standard; at-will)
+4 vs. Ref; 1d6 damage
Pounce (Standard; at-will)
On a charge the marine cat can attack twice 
with Claws
Cat's Fortune (Free; daily)
The cat gives one ally +1 to hit, damage, all defenses, 
saving throws, and all skills until the end of the encounter
Alignment Unaligned 	Languages
Skills Stealth +7
Str 4 (-4) 	Dex 16 (+3) 	Wis 16 (+3)
Con 14 (+2) 	Int 3 (-4) 	Cha 14 (+2)
Found only on sailing vessels, this rare breed of cat is 
thought to bring luck on long voyages.
 Marine cats are slightly larger and faster than normal 
cats and tend to be longer-lived as well. Most tend to 
be female, so males are both rare and valuable. Coloration 
resembles that of regular cats, with a tendency toward 
dark shades and bright eye color.

Combat: These cats attack with both front claws and a 
bite. They can be very nasty if threatened.

Habitat/Society: Marine cats leave their vessels only for 
a brief tour of the docks. Though they sometimes visit 
other ships, they never board one that has its own marine 
cat. This is simply a manner of etiquette. Marine cats meet 
each other either on the docks or if one captain brings his 
cat to "visit" the other's ship. These creatures are never 
taken by sailors from other ships, because it is very bad 
luck to steal another ship's marine cat.

On the vessel a marine cat can get into any area. Sailors 
often find their cats up in the rigging, in locked staterooms, 
or sleeping in the weapons magazines. A marine cat loves 
to generate surprise and will seek to position itself high 
enough that when a nearby person turns around he is 
staring right into the cat's unblinking eyes.
Sailors often feed their cats by hand, offering pieces of 
fish and beef from their own plates. Marine cats also hunt 
the cargo holds, feeding on rats. Strangers taking passage on 
the vessel will find themselves under constant scrutiny by the
cat, who likes change only when it is the one causing it.
Marine cats, lucky or not, do seem to protect the welfare of 
the ship. If someone is not where he is supposed to be, 
likely as not he will step on the cat's tail, causing it to cry out 
and notifying everyone nearby of his presence. When a lookout 
falls asleep, oblivious to a nearby danger, the cat may then 
decide that the man's earring makes a perfect toy.

Ecology: Marine cats feed on rats and whatever table scraps 
the sailors give them. They are an interesting addition to 
shipboard life that sailors seem to enjoy.

Cat, Tiger 	Level 4 Elite Soldier
Large Natural Beast 	XP 350
Initiative +4 	Senses Perception +9; low light vision
HP 116; Bloodied 58
AC 22; Fortitude 19, Reflex 18, Will 16
Saving Throws +2
Speed 8, swim 4
Action Points 1
Basic Melee: Swat (Standard; at-will)
+11 vs. AC; 1d10 + 4 damage
Melee: Bite (Standard; at-will)
+11 vs. AC; 2d8+4 damage
Melee: Pounce (Standard; at-will)
On a charge the tiger gains +1d6 damage to their Swat
and if successful the target is knocked prone and 
Dazed (save ends).
Strike from Surprise (encounter)
The tiger gains an additional +2 to hit if they have 
Combat Advantage
Camouflage
The tiger gains +5 to Stealth when in brush or jungle
Alignment Unaligned 	Languages
Skills Stealth +9/+14; Intimidate +8
Str 18 (+6) 	Dex 14 (+4) 	Wis 14 (+4)
Con 18 (+6) 	Int 2 (-2) 	Cha 12 (+3)

Cat, Winged Lesser 	Level 1 Skirmisher
Tiny Natural Magical Beast 	XP 100
Initiative +3 	Senses Perception +7; low light vision
HP 30; Bloodied 15
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 5, fly 8
Basic Melee: Bite (Standard; at-will)
+6 vs. AC; 1d4 damage
Melee: Claw the Eyes (Standard; at-will)
+4 vs. Ref; 1d6 damage and target blinded until 
end of winged cat's next turn.
Melee: Pounce (Standard; recharge 56)
On a charge the lesser winged cat can both Bite 
and Claw the Eyes
Strike from Surprise (encounter)
The lesser winged cat gains an additional +1 to hit 
and damage if they have Combat Advantage
Alignment Unaligned 	Languages
Skills Stealth +7
Str 2 (-4) 	Dex 16 (+3) 	Wis 14 (+2)
Con 14 (+2) 	Int 4 (-3) 	Cha 14 (+2)

Cat, Winged Greater 	Level 3 Elite Skirmisher
Large Natural Magical Beast 	XP 300
Initiative +4 	Senses Perception +8; low light vision
HP 92; Bloodied 46
AC 17; Fortitude 17, Reflex 16, Will 15
Saving Throws +2
Speed 6, fly 12
Action Points 1
Melee: Bite (Standard; at-will)
+8 vs. AC; 1d10+4 damage
Basic Melee: Swat (Standard; at-will)
+8 vs. AC; 1d6+4 damage
Pounce (Standard; recharge 56)
On a charge the greater winged cat can both Bite 
and attacks with a rake from both hind paws: 
target is grabbed; +8 vs. AC; 2d10 +4 damage
Alignment Unaligned 	Languages Midani (understood)
Skills Stealth +8
Str 18 (+5) 	Dex 16 (+4) 	Wis 14 (+3)
Con 14 (+3) 	Int 10 (+1) 	Cha 10 (+1)

The Marine Cat is from the Red Steel Monstrous Compendium, which has a bunch of Al Qadim suitable creatures in it.
 

At first I wasn't sure about leopards as soldiers, as I always thought they were more lurkers. Maybe I'm wrong? I like how you've given each cat a different feel. And the marine cat is a nice addition. Good work! B-)

Melee: Leap for the Throat (Standard; at-will)
FTW! :D

Jubelo said:
A more likely name might be Narah. This is the name of a djinn like evil spirit from Zoroastrian belief and not used in the game so far as I know.
I hadn't heard of the Narah before - nice bit of research you did. For the life of me I can't remember what the name of those storm demons is, but I think it' a type of deev.
 

Leopards and tigers prefer to attack from stealth, but they are fantastic in stand up fights. Because this is a heroic setting I wanted them to be creatures that sensible people stayed away from, thus Soldiers and Elite Soldiers to boot!

The cheetah's LEap for the Throat is because they normally kill by strangulation (jaws crushing the windpipe) rather then by crushing or tearing then the other great cats.

Like I said, the Marine Cat is from Red Steel not my idea, expect to see a few other critters from there, including a new race that has a hatred for the Yikkarians...

Glad you like the cats.
 

More Red Steel 2e to AQ 4e conversions

Code:
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.
 

Ruined Kingdoms, Corsairs and some City of Delights

Code:
Sea Wyrm 	Level 13 Solo Skirmisher
Huge Natural Magical Beast 	XP 4,000
Initiative +9 	Senses Perception +9; Tremorsense 25
HP 660; Bloodied 330
AC 29; Fortitude 29, Reflex 24, Will 26
Saving Throws +5
Speed 5, swim 9
Action Points 2

Basic Melee: Bite (Standard; at-will)
+18 vs. AC; 2d8 + 6 damage

Melee: Constrict (Standard; at-will)
Must have target Grabbed; +16 vs. For.; 4d8+6 damage; 
ongoing 10 damage (escape ends); The sea wyrm may have up 
to 1 Gargantuan or Huge, or 2 Large, or 4 Medium, or 8 Small 
targets or any combination thereof grabbed at any 
one time

Melee: Swallow (Standard; at-will)
The sea wyrm attempts to swallow a bloodied medium or 
smaller creature it is grabbing; +16 vs. Fortitude; on a hit, 
the target is swallowed and restrained (no save) and takes 
5 damage plus 5 acid damage on subsequent rounds at the 
start of the sea wyrm's turn. The swallowed creature can 
make melee basic attacks only, and only with one-handed 
or natural weapons. If the sea wyrm dies, any creature 
trapped in its gullet can escape as a move action, ending 
that action in a square formerly occupied by the sea wyrm.

Close: Breath Weapon (Standard; recharge 6) -- poison
Close Blast 6; +16 vs. For.; Target is asleep (save ends)

Alignment Unaligned 	Languages
Str 24 (+13) 	Dex 16 (+9) 	Wis 16 (+9)
Con 20 (+11) 	Int 6 (+4) 	Cha 10 (+6)

Segarran, Lesser Warrior 	Level 12 Soldier
Medium Natural Humanoid 	XP 700
Initiative +7 	Senses Perception +7
HP 120; Bloodied 60
AC 28; Fortitude 24, Reflex 21, Will 21
Speed 5

Basic Melee: Bite (Standard; at-will)
+19 vs. AC; 1d8 + 5 damage

Basic Melee: Short Sword (Standard; at-will)
+19 vs. AC; 2d6 + 5 damage

Alignment Evil 	Languages Midani, Nog
Skills Religion +12, Nature +12
Str 20 (+11) 	Dex 12 (+7) 	Wis 12 (+7)
Con 16 (+9) 	Int 10 (+6) 	Cha 10 (+6)
Equipment Short Sword, Lgt. Shield

Segarran, Lesser Archer 	Level 12 Artillery
Medium Natural Humanoid 	XP 700
Initiative +9 	Senses Perception +13
HP 94; Bloodied 47
AC 24; Fortitude 24, Reflex 23, Will 22
Speed 5

Basic Melee: Bite (Standard; at-will)
+19 vs. AC; 1d8 + 5 damage
Basic Melee: Short Sword (Standard; at-will)
+19 vs. AC; 2d6 + 5 damage

Ranged: Short Bow (Standard; at-will)
+19 vs. AC; 2d6 + 5 damage

Alignment Evil 	Languages Midani, Nog
Skills Religion +12, Nature +12
Str 18 (+10) 	Dex 16 (+9) 	Wis 14 (+8)
Con 16 (+9) 	Int 10 (+6) 	Cha 10 (+6)
Equipment Short Sword, Short Bow, 30 arrows

Segarran, Lesser Sergeant 	Level 14 Elite Soldier (Leader)
Medium Natural Humanoid 	XP 2,000
Initiative +9 	Senses Perception +14
HP 280; Bloodied 140
AC 32; Fortitude 28, Reflex 25, Will 23
Saving Throws +2
Speed 5
Action Points 1

Basic Melee: Bite (Standard; at-will)
+19 vs. AC; 1d10 + 5 damage

Basic Melee: Battle Axe (Standard; at-will)
+21 vs. AC; 2d8 + 5 damage

Religious Fury (Immediate Reaction; daily)
When Bloodied, the sergeant gains +4 damage till the 
end of the encounter

Lead the Faithful (Minor; at-will)
All allies within 6 spaces gain a +1 to hit, damage and 
defenses against one target in line of sight. The target 
can be changed every turn

Alignment Evil 	Languages Midani, Nog
Skills Religion +13, Nature +13
Str 20 (+12) 	Dex 14 (+9) 	Wis 14 (+9)
Con 20 (+12) 	Int 12 (+8) 	Cha 12 (+8)
Equipment Battle Axe, Heavy Shield

Segarran, Greater Priest 	Level 18 Controller (Leader)
Medium Natural Humanoid 	XP 2,000
Initiative +10 	Senses Perception +21
HP 172; Bloodied 86
AC 32; Fortitude 29, Reflex 28, Will 31
Speed 5

Basic Melee: Bite (Standard; at-will)
+19 vs. AC; 1d10 + 5 damage

Basic Melee: Staff (Standard; at-will)
+23 vs. AC; 1d10 + 5 damage

Ranged: Ragarra's Rage (Standard; at-will) -- Divine, 
Implement, Radiant
+2 vs. Will; 1d6 + 7 radiant damage and target is dazed 
until end of priest's next turn

Close: Curse of Ragarra (Standard; recharge 6)
Close Burst 7; +22 vs.Will; Target is Weakened (save ends)

Close: Protection of Ragarra (Standard; daily) -- Divine, Healing
Close Burst 3; You and each ally in burst gain a +2 power 
bonus to AC, and all targets gain resist 5 to all damage 
until the end of the encounter

Lead the Faithful (Minor; at-will)
All allies within 6 spaces gain a +1 to hit, damage and 
defenses against one target in line of sight. The target 
can be changed every turn

Ragarra's Transformation (Standard; at-will)
The high priest can transform into their giant reptilian form.

Alignment Evil 	Languages Midani, Nog
Skills Religion +18, Nature +18
Str 20 (+14) 	Dex 12 (+10) 	Wis 25 (+16)
Con 20 (+14) 	Int 18 (+13) 	Cha 25 (+16)
Equipment Staff

Segarran, Greater High Priest (Transformed) 	Level 22 Solo Brute (Leader)
Huge Natural Magical Beast 	XP 20,750
Initiative +14 	Senses Perception +24
HP 1,030; Bloodied 515
AC 36; Fortitude 35, Reflex 32, Will 37
Saving Throws +5
Speed 7, fly 9
Action Points 2

Basic Melee: Bite (Standard; at-will)
Reach 3; +25 vs. AC; 3d6 + 8 damage

Ranged Ragarra's Rage (Standard; at-will) -- Divine, Radiant
+2 vs. Will; 1d6 + 7 radiant damage and target is dazed 
until end of priest's next turn

Close: Protection of Ragarra (Standard; daily) -- Divine, Healing
Close Burst 3; You and each ally in burst gain a +2 power 
bonus to AC, and all targets gain resist 5 to all damage 
until the end of the encounter

Ragarra's Transformation (Standard; at-will)
The high priest can transform into their human form.

Lead the Faithful (Minor; at-will)
All allies within 6 spaces gain a +1 to hit, damage and 
defenses against one target in line of sight. The target 
can be changed every turn

Alignment Evil 	Languages Midani, Nog
Skills Religion +24, Nature +24, Arcana +24,
Str 27 (+19) 	Dex 16 (+14) 	Wis 27 (+19)
Con 22 (+17) 	Int 20 (+16) 	Cha 24 (+18)

Crypt Servant 	Level 6 Minion
Medium Natural Humanoid (undead) 	XP 62
Initiative +3 	Senses Perception +5, darkvision
HP 1; a missed attack never damages a minion.
AC 20; Fortitude 19, Reflex 15, Will 15
Immune charm, all weapons 
Speed 5

Basic Melee: Scimitar (Standard; at-will)
+11 vs. AC; damage 5

March of the Dead (Move; at will)
Ranged 8/16:one target they move directly toward; +9 vs. Will; target is Slowed (save ends)

Ranged: Tomb Touched (Move; at will)
Ranged 5/10:one target they move directly toward; target must be slowed; +9 vs. Will; target is Weakened (save ends)

Alignment Unaligned 	Languages
Str 19 (+7) 	Dex 10 (+3) 	Wis 5 (+0)
Con 15 (+5) 	Int 4 (+0) 	Cha 10 (+3)
Equipment Scimitar, Light Shield

Gawwar Samakat (Zakharan Afanc) 	Level 25 Solo Brute
Gargantuan Natural Magical Beast 	XP 35,000
Initiative +17 	Senses Perception +22; blindsight 25
HP 1,190; Bloodied 595
AC 37; Fortitude 41, Reflex 35, Will 35
Saving Throws +5
Speed
Action Points 2
Basic Melee Bite (Standard; at-will)
Reach 4; +28 vs. AC; 4d6 + 9 damage and grabbed with 
ongoing 10 damage(escape ends)
Melee: Ram (Standard; at-will)
Only against Large or larger targets; must Charge; 
+26 vs. Ref; 5d12 + 11 damage
Close: Whirlpool (Standard; encounter)
Burst 20; +26 vs. For; target is pulled 2 spaces towards 
center of burst; when target reaches center they begin 
being pulled down 4 spaces; this whirlpool once created 
last until the end of the encounter
Alignment Evil 	Languages
Str 33 (+23) 	Dex 20 (+17) 	Wis 20 (+17)
Con 30 (+22) 	Int 8 (+11) 	Cha 10 (+12)
 
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