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Homebrew Campaign Setting - Shifting Kingdoms (comments very welcome, please)

(If this is in the wrong forum, I apologize.)

On this thread, I will post a homebrew campaign setting over the next month or two.

Please comment!


General outline:

I History

II New Magic
A Spells
1. Ktar's Decay (Sor/Wiz 1)
2. Arbun's Wordtwist (Brd 3, Sor/Wiz 4)
3. Tidal Wave (Drd 8, Sor/Wiz 8)
4. Ktar's Cometary Wrath (Sor/Wiz 9)​

B Magic Items

III New Monsters
1. Lycaon, Gnoll Baron
2. The Arbiters and their Servants
a. Arbiters (CR 32-33)
b. Enigma Walker (CR 1)
c. Devouring Shade (CR 9)
d. Luminous Sentry (CR 9)
e. Agent of Harmonious Disharmony (CR 9)​
3. Windscreamer (CR 5)
4. Army of Frozen Chaos
a. Soldier of Frozen Chaos (CR 1)
b. Knight of Frozen Chaos (CR 5)​
5. Volcanic Tree
a. Volcanic Sapling (CR 1)
b. Volcanic Tree (CR 5)​
6. Vulcanusaurus (CR 8)
7. Outermost
a. Outermost Serf (CR 1)​
b. Outermost Taskmaster (CR 5)​
c. Outermost Spy (CR 5)​


Character Options
A. Races
B. New Feats
C. New Prestige Classes

Geography

Planes

Deities


THE HISTORY OF TELLURA (Part I)


==== Before Mortals === (up to -1.1 million KC)
At one point, the cosmos was merely Anake, a formless mass of geometric forms colliding, splitting, and growing. Law and chaos, good and evil, fire, earth, air and water, all were so closely mixed that nothing changed. Out of this primeval state awoke the Arbiters. No one now knows whether they were born out of the cosmos or were created by some higher being beyond the known planes. Three Arbiters were born – one good, one evil, and one neutral. Soon the Arbiters began to compete in shaping the cosmos to their ends. Between them, the fifteen major planes were created, last among them the Material plane world of Tellura.

At some point, after the shaping of the cosmos but before the coming of the Weil, the Arbiters created servants for themselves. Some speculate that these beings were altered from existing species, while others suggest they were created anew. Some theorist wizards have even suggested that the servant forms might be ancestral to their normal analogues.

Either the earliest of the servants of the Arbiters, or some of the first native sentient minds, gained power and became deities. These beings existed in a state of reduced power, diminished but immortal, until mortals came in significant numbers to worship the deities. The Arbiters do not command the deities; nor do the deities have any power over the Arbiters. The Arbiters, however, know that even “immortal” deities can be slain or fade from neglect, and that they alone are truly immortal.

==== First Mortals === (-1.1 million to -4,000 KC)
The first of the humanoid races to achieve a culture were the Weil. While all the other humanoid races of Tellura have waxed in power and culture over time, the Weil have dwindled drastically in body, mind, and civilization. The first Weil were as tall as a human and broader-shouldered, a mighty race, keen in mind as well. Over the many millennia they have declined, due to the curse of Relch. Even now many in Tellura wonder at the extreme antiquity of the Weil – their empire held a continent a million years before humans, elves, or dwarves could make a stone knife. That culture was incredible in its beauty, with architecture thin, light and exceedingly strong, poetry and song beautiful beyond a modern imagining, rulership fair, just, and rarely harsh. Sadly, few relics and no written records remain from those days, so great was the catastrophe of their ending.

==== Beginning of Humans, Elves and Dwarves === (-4,000 to -150 KC)
After untold millennia the Weil empire began to shrink. In the lands at its edges sprung up the other humanoid races – humans in the isles of the Far Southwest, dwarves in the mountains of Eidrhelm, and elves in the Northern Forest. These races met and began to intermingle. It is said that the first gnomes appeared at this time, deriving from elven and dwarven parents. Even with the decline of the Weil empire’s power and beauties, the world of Tellura dwelt in harmony, despite the incursions of evil dragons and monsters from beyond the Crescent Sea.

==== The Alien Wars ===(-150 to 4 KC)
But the Arbiter of Evil was not satisfied with these occasional raids. It allied with Relch, a deity of evil and insanity from beyond the Fifteen Planes, and led Relch and its lesser cousins Htalk and Frehn into the world of Tellura. With them they brought the Outermost, shape-shifting, silvery beings enslaved many ages ago. For a century and a half most of the world lived in fear. The resistance movements and outright wars lasted a century and a half, with all the greatest champions of the humanoid races going to battle, and all being crushed. All but the last – Ktar the Great, the mightiest of wizards. He cleverly attempted to draw the alien gods into all-out war with the native gods. Finally, Relch devoured Eth the Golden, a demi-god of wealth. (Some believe that Ktar encouraged Relch to do this, but there is no proof.) The resulting fury of the gods gave Ktar his chance. He caught Htalk nearly unaccompanied and battled it over the sea for two days, Htalk growing as they fought. Htalk dripped lava from a dozen wounds, which spilled into the sea and formed the Volcanic Isle and the goblins, and they fought still. Finally, Ktar succeeded in banishing Htalk beyond the Fifteen Planes, into Anake. He later trapped Frehn, weakened from the battle of the gods, within a magical gem. (This is the event from which Tellura's main calendar, Ktar's Count, is based.) The native gods banished Relch, the only remaining alien deity. Sadly, just as Relch vanished, he laid a deadly curse upon the Weil, dooming them to dwindle and be reduced to dwarfed versions of their former selves, wandering in the wild. Sometime after this war, Ktar disappeared into the planes, not to be seen again for more than 1,200 years.

====Settlement of Golnhavn and Eidrhelm === (4 to 200 KC)

After the end of the Alien Wars, humans, elves, and dwarves flourished, though the Weil on the continent continued to decline. Ships were built capable of crossing the Crescent Sea, and humans migrated northeast, settling first in Golnhavn and later in more eastern Eidrhelm.
In Eidrhelm, skirmishes and small wars with the dwarves led eventually to a more paranoid attitude toward non-human humanoids. However, eventually, in 197 KC, the Treaty of Eidrhelm was signed, in which all the mountain country north of the Feud River (named for these wars) was given to the dwarves. Elves migrated southwest from the continent, settling in the deep forests of northern Golnhavn. This raised little protest, as the human inhabitants feared those forests.

In 200 KC, 22,000 humans lived in Eidrhelm, along with 5,000 dwarves and 780 gnomes. 27,000 humans, 3,000 elves, and 2,000 Weil lived in Golnhavn.

==== Development of Civilizations === (200 to 850 KC)

Over the next six or seven centuries, both islands developed a culturally rich Bronze and later Iron Age feudalism supported by the rich low-lying plains, though Eidrhelm was always somewhat less centralized (perhaps due to the mountains preventing easy travel and enforcement). Around 400 KC, humans were able to discover the dwarven secret of iron smelting, and the production of simple steel. Gnomes in Eidrhelm, always marginalized in dwarven society, flourished by serving as traders between dwarven and human communities. They became a race of travelers and merchants. Many learned the arts of sailing, to trade with Golhavna and other lands. At this time, the first dwarven clerics appeared, having learned from humans. Dwarves were historically very simple and unformalized in religious matters. The access to healing spells greatly lengthened the life expectancy and increased the dwarven population greatly. Thus, huge cities were built and dug, until many of the mountains of Eidrhelm were hollow. Some dwarves sailed overseas in human or gnomish ships to establish colonies in the wild mountains of the Continent.

In 675 KC, a serious epidemic of soulchill broke out in Eidrhelm. This deadly supernatural disease weakens both body and spirit, and it is resistant to ordinary cures. Over 25,000 humans died of the disease, almost 10% of the population, before effective spells were distributed by clerics. Due to their separate society, despite increased trade, very few dwarves died of the disease. Most gnomes avoided infected regions and were therefore also safe.

Then, Estan, noble of Goria, conquered several of the other small feudal kingdoms in Golnhavn after they had conspired unsuccessfully to rob him of lands. These lands were officially consolidated in 846 KC. Thus was the foundation laid for an unified Golnhavnan nation. The elves remained independent in their cold northern forest.

Three years later Belara united the nation of Eidrhelm after the model of Estan, and founded his own dynasty.

In 850 KC, 450,000 humans lived in Eidrhelm, along with 126,000 dwarves and 12,400 gnomes. 520,000 humans, 89,000 elves, and 5,400 Weil lived in Golnhavn.
 
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====The Golden Age === (850 to 1,045 KC)
Both Eidrhelm and Golnhavn flourished. Estan I eventually married a female astral deva, Otibana. Therefore, the royal line of Golnhavn contained celestial blood. Eight kings ruled Eidrhelm and seven ruled Golnhavn while the Golden Age lasted. In this period, lasting just under two centuries, the two island nations grew closer together. The feud with the dwarves was now definitively settled, and an agreement was signed defining the boundary between human and elven lands. The gnomes were now accepted more freely into dwarven society (though still not as equals). Ships were built that could sail farther than any before. Arbun the arch-bard led two expeditions to the far north of the Continent, discovering the Icegouge Mountains and their odd races of monsters. On his second expedition, he used ships enchanted with the (newly developed) airship spell. The first explorations of the Volcanic Isle were made, though many died beneath the fangs of its inhabitants. Ironically, it would be one of these explorations that spelled the end of the Golden Age. An explorer whose name is not now remembered awoke some evil which had remained on the Volcanic Isle since it had formed from Htalk's blood. Some believe the Arbiter of Evil guided him. A gateway to the Pit of Dread opened, and evil came forth. A swarm of demons descended on hapless Eidrhelm, the nearest center of population. The armies of both islands came to war, but by the time the Golnhavnan army arrived, a huge demon had already slain Belara VIII and established itself as the Ever-Burning, lord of Eidrhelm. The demonic forces quickly decimated the remaining Eidrhelmin forces and turned on the Golnhavnans. The battle was terrible, and both sides suffered heavy losses. Finally it ended, in a victory for neither side. Too few demons remained to attack Golnhavn, but Eidrhelm was firmly under demonic control. Swiftly the demons began hunting and slaying humans for sport, inventing new torments, and dominating the people with fear and deadly whims. Golnhavn sat, watching the developments. It is believed by many that about this time Ktar may have returned from the planes; but to others this is merely a myth.

==== The Current Age === (1,045 KC and on)

The demons continued to torment humans and dwarves and war among themselves. Despite the utterly unreliable nature of demons, the Ever-Burning seems secure in his power simply due to his immense personal strength and ability. No challenger could defeat him. Neither the Arbiters nor the deities have acted; some of the more wild speculators among wizards and sages believe that some evil being has possession of the Stone of Frehn and has discovered some way to use it to prevent intervention.
 
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New Magic: Part 1: Spells

Are these spells balanced?


NEW SPELLS

Ktar's Decay
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: One solid object or normal plant
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You decay an object, inflicting 1d4 damage + 1 point per caster level (maximum 1d4+5). This damage ignores hardness. This can affect normal plants, but not plants which are creatures.

It is believed that Ktar the Great developed this spell in his younger days, to foil assassins by decaying their daggers.


Arbun's Wordtwist
Transmutation
Level: Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 15-ft.-radius emanation centered on you
Duration: 1 min./level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text

This spell causes magical speech to be twisted into gibberish. When Arbun's wordtwist is cast, all creatures in the area (except you) cannot cast spells using verbal components or activate command word-operated items. In addition, you and any allies in the area gain effective sonic resistance 5 for the duration of the spell. Any nonmagical forms of speech are completely unaffected.

The famed bard and explorer Arbun created this spell to help resist the attacks of windscreamers.

Tidal Wave
Evocation (Water)
Level: Drd 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: One 10-ft. cube per caster level
Duration: Instantaneous
Saving Throw: Reflex half; Fortitude special
Spell Resistance: No

This spell essentially teleports a large quantity of water from the nearest significant body of water to just above the heads of every creature in the area. Such creatures take 1d6 damage per caster level (maximum 15d6), but a Reflex save is allowed for half damage. Any creature failing its Reflex save must make a Fortitude save or be knocked prone.

Airship
Transmutation
Level: Sor/Wiz 9, Clr 9
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: One ship or boat of Gargantuan or smaller size
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You enchant a ship or boat of Gargantuan size or smaller (under 64 feet long) so that it can fly at a speed of 40 feet. The captain or pilot of the boat must make a Profession (sailor) check (DC 10, +5 per 10 mph of wind speed) or the boat has clumsy maneuverability. If he succeeds, the boat has average maneuverability.

This spell can be made permanent with a permanency spell and a cost of 4,000 XP.

Ktar's Cometary Wrath
Evocation (Acid, Cold)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When you cast this spell, the targeted area is rent by cataclysm. A miniature poisonous comet plummets into the area, spraying ice and corrosive gases about. Any creature in the area takes 1d8 damage per caster level (maximum 20d8), but a Reflex save is allowed for half damage. Half of this damage is acid damage, and half of it is cold damage.
 
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NEW MAGIC ITEMS: Specific Weapons
These weapons are almost always made with exactly the attributes listed.

Filthrazor
Filthrazor is a +1 scimitar. It allows the wielder to cause filth fever (as the contagion spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the contagion effect must be invoked in the same round that the scimitar strikes.
Moderate necromancy; Market Price: 8,315 gp; CL 5th; Craft Magic Arms and Armor, contagion.

Blizzardblade
Blizzardblade is a +2 longsword in most areas. However, if in a region of arctic climates, or any environment where the temperature is beow freezing, it functions as a +3 longsword.

These swords were first designed by Arbun in preparation for his arctic expeditions.

Moderate evocation; Market Price: 13,315 gp; CL 9th; Craft Magic Arms and Armor, sleet storm.

NEW MAGIC ITEMS: Artifacts

Armor of Arbun (major artifact)

This is the armor given to the arch-bard Arbun before one of his explorations by the deity Sonicha. It grants the wearer resistance to cold and physical blows.

This is a +5 greater cold resistance invulnerability chain shirt. In addition, the wearer can cast cone of cold once per day as a spell-like ability at 20th caster level.

CL: 21st.

Stone of Frehn (major artifact)


This huge black gem, as large as a man's fist, contains a significant portion of the power of the alien deity Frehn, master of rot and decay. Any non-evil creature possessing or using the stone receives two negative levels. These never result in actual level loss, but cannot be removed in any way (including restoration spells) while the stone is used or possessed. The stone gives its user a +6 bonus on all saves against disease as long as it is in his personal possession. In addition, a possessor of the stone can make Charisma checks to unleash its other powers. Attempting to use a power is a standard action. A successful Charisma check against the listed DC activates the spell-like ability. The powers are: contagion (DC 13), poison (DC 13), empowered blight (DC 15), and finger of death (DC 17). Finally, the possessor of the stone can make a DC 20 Charisma check top unleash the stone's plague power. The possessor takes 1d6 points of Strength damage whether or not the check was succesful. If it succeeds, every creature except the possessor and his allies within 300 feet is affected by the contagion spell.

CL: 21st.
 

Monsters #1 - Lycaon, Gnoll Baron!

Lycaon, Gnoll Baron
Size/Type: Medium Humanoid (Gnoll)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Battleaxe +4 melee (1d8+2/×3) or shortbow +2 ranged (1d6/×3)
Full Attack: Battleaxe +4 melee (1d8+2/×3) or shortbow +2 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flurry of blows
Special Qualities: Darkvision 60 ft., regeneration 1
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 15, Dex 10, Con 15, Int 8, Wis 11, Cha 8
Skills: Listen +5, Spot +6
Feats: Alertness, Power Attack
Environment: Warm plains
Organization: Solitary, pets (1 plus 2-5 dire rats), or troupe (1 plus 3-18 gnolls)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1

Lycaon is a white-furred gnoll. He carries a huge, bloodstained axe. He oversees a small group of gnolls and tame dire animals in north-central
Golnhavn. He has superior power to an ordinary gnoll.

Though Lycaon could not stand up to determined heroes, he terrorizes small towns composed of peasants.

Combat

Flurry of Blows (Ex): Lycaon may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity Lycaon might make before her next action.
This ability is identical to the monk class feature, except that Lycaon can use any weapon with a flurry of blows.

Regeneration (Ex): Fire and acid deal normal damage to Lycaon.
 

Khisanth the Ancient said:
Are these spells balanced?


NEW SPELLS

Ktar's Decay
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: One solid object or normal plant
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You decay an object, inflicting 1d8 damage + 1 point per caster level (maximum 1d8+5). This damage ignores hardness. This can affect normal plants, but not plants which are creatures.

It is believed that Ktar the Great developed this spell in his younger days, to foil assassins by decaying their daggers.

That is a pretty mighty spell for first level since it can easily destroy magical items too. Ok, gettin a will save is good but I would suggest to either raise the spell-level or drop the damage potential a bit.

The other spells seemed well made and balanced.
 


(Yes, these guys are way powerful. They're meant to be roughly the equivalent of lesser deities.)



The Arbiters are powerful beings, older than the gods and equivalent in power. They shaped the planes from the primal star-stuff of Anake, and they constantly attempt to give their alignment the advantage. Thus, a kingdom will grow under the protection of one Arbiter, but another Arbiter will send threats against it.


The Arbiters have a variety of powers common to all three, as well as unique abilities.
All three Arbiters share the following traits:
. Native Subtype: Arbiters are considered to be native outsiders on any plane, because they had a hand in shaping all planes.
. Maximum hit points
· Immunity to three energy types, disease, poison, sleep, paralysis, and death effects, and effects that alter their form (such as polymorph and petrification).
· Spell resistance 43
· Damage reduction 15/epic
· Darkvision 150 ft.
· Gain a +6 competence bonus on all class skills.
· Aura of Apathy (Su): All foes within 30 feet of the Arbiter suffer a –2 penalty to one or more skill checks.
· Rebirth (Ex): If an Arbiter is ever killed in combat, the most powerful servant of that Arbiter slowly becomes the new Arbiter for that alignment over a period of 10 years.
· Arbiter Senses (Su): Arbiters automatically see invisibility. Any Arbiter knows the alignment of all creatures within 5 miles, regardless of protections from divination. As a standard action, an Arbiter can read all thoughts, even the deepest secrets, of any one creature within 5 miles.
. Arbiters are immune to disease, poison, sleep, paralysis, and death effects, and effects that alter their form (such as polymorph and petrification).
· Arbiters speak all languages.
. Create Matter (Sp): Once per day, an Arbiter can create objects made of plant matter (such as wood or flaxen rope) as a minor creation spell, except that the duration is instantaneous and the objects created are non-magical in nature. Once per year, an Arbiter can create up to 100 gold pieces value of metal or metal objects.



Arbiter of Evil
Large Outsider (Evil, Native)
Hit Dice: 42d8+462+60 (711 hp)
Initiative: +1
Speed: 80 ft.
Armor Class: 42 (-1 size, +1 Dex, +9 deflection, +9 natural, +14 +5 full plate), touch 19, flat-footed 41
Base Attack/Grapple: +42/+58
Attack: Nightthunder +49* melee (2d6+27*); or touch +53 melee touch (energy drain)
Full Attack: Nightthunder +49/+44/+39/+34* melee (2d6+27*); or touch +53 melee touch (energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, howl of doom, remove from existence, spell-like abilities
Special Qualities: Arbiter senses, aura of apathy, darken, darkvision 150 ft., DR 15/epic and good, fast healing 8, immune to acid, cold, and electricity, shield of darkness, SR 43
Saves: Fort +36, Ref +30, Will +36
Abilities: Str 34, Dex 13, Con 20, Int 20, Wis 24, Cha 28
Skills: Bluff +60, Climb +38, Craft (weaponsmithing) +43, Concentration +36, Escape Artist +32, Hide +47, Intimidate +59, Jump +33, Knowledge (arcana, history, the planes) +56, Listen +58, Move Silently +47, Search +53, Sense Motive +59, Spot +58, Use Magic Device +55
Feats: Ability Focus (howl of doom, remove from existence), Cleave, Craft Magic Arms and Armor, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (heavy mace)
Epic Feats: Damage Reduction, Epic Reflexes, Epic Toughness (x3), Epic Will
Environment: Any land or underground (Plane of Death)
Organization: Solitary
Challenge Rating: 32
Treasure: Standard
Alignment: Always neutral evil
Advancement: -

*Modified for Power Attack.

The Arbiter of Evil is about 10 feet tall. It weighs just over 1,000 pounds. The Arbiter of Evil speaks Abyssal, Celestial, Common, Draconic, Infernal, and Undercommon in a voice that sounds like the eruption of a volcano and the grinding of a glacier.

The Arbiter of Evil resembles a very tall humanoid wrapped in a robe of utter blackness. Its face is covered by the cowl. Its hands are unnaturally long. Its form appears to be only partially solid, dissolving into curls of shadow at its edges.

The Arbiter of Evil, like the other two Arbiters, existed before the current arrangement of the planes and is older than any of the currently worshiped deities.

As the embodiment of evil, if the Arbiter of Evil were ever to be slain, the force of evil in the universe would decrease greatly until a new Arbiter appeared.


COMBAT

The Arbiter of Evil will simply strike down any offending creature with its remove from existence power. If a foe manages to resist this, the Arbiter will release its howl of doom and sling spell-like abilities. If forced into melee combat, it will either use its mace Nightthunder or drain the victim’s life.

Energy Drain (Su): The Arbiter of Evil’s touch attack inflicts three negative levels. The Fortitude save to remove a negative level is DC 39. The save DC is Charisma-based.

Howl of Doom (Su): Three times per day, the Arbiter of Evil can release the essence of evil in a mighty, ear-shattering howl. This howl deals 25d10 points of sonic damage (Fort DC 43 half) in a 90-foot cone. The save DC is Constitution-based.

Remove from Existence (Su): The Arbiter of Evil can utterly destroy creatures. The Arbiter can affect one creature within 1 mile of itself. Even deities may be affected, but they gain a bonus to their saving throws equal to their divine rank. The victim gets a saving throw (Fort DC 41); if it succeeds, the victim takes 6d10 damage instead. If the victim fails its save, it is annihilated completely in a flash of violet light. Even true resurrection cannot restore a creature killed in this manner; this requires miracle or wish. The Arbiter of Evil can only attempt to remove a specific creature once. If a creature saves against this effect (or is restored to life), it is forever immune to removal from existence. The save DC is Charisma-based.

Spell-like Abilities: At will – aid, align weapon, break enchantment, detect magic, flaming sphere, fly, greater dispel magic, greater teleport (self plus 100 pounds of objects only), haste, inflict critical wounds, Ktar’s decay, mage armor, magic missile, protection from good, restoration, unholy blight, unholy word. 3/day- harm, horrid wilting. 1/day- wish. Save DC 19 + spell level, caster level 30th.


Aura of Apathy (Su): Creatures near the Arbiter of Evil despair and become hopeless. The –2 penalty applies to all skill checks.

Darken (Su): Any nonmagical light source within 120 feet of the Arbiter is automatically extinguished, as are magical light sources created by 5th-level or lower spells.

Shield of Darkness (Su): The Arbiter of Evil gains a deflection bonus to AC equal to its Charisma bonus.

Possessions: Nightthunder, the Arbiter’s mace, is a +6 unholy thundering heavy mace. The Arbiter wears a suit of Large +5 full plate.

Arbiter of Good
Large Outsider (Good, Native)
Hit Dice: 42d8+462+60 (711 hp)
Initiative: +1
Speed: 80 ft.
Armor Class: 42 (-1 size, +1 Dex, +9 deflection, +9 natural, +14 +5 full plate), touch 19, flat-footed 41
Base Attack/Grapple: +42/+58
Attack: Hallowblade +49* melee (2d6+27*); or touch +53 melee touch (positive energy)
Full Attack: Hallowblade +49/+44/+39/+34* melee (2d6+27*); or touch +53 melee touch (positive energy)
Space/Reach: 10 ft./10 ft.
Special Attacks: Positive energy, shout of the righteous, spell-like abilities, terror of evil
Special Qualities: Arbiter senses, aura of apathy, banish darkness, darkvision 150 ft., DR 20/epic, fast healing 8, immune to fire, cold, and electricity, shield of glory, SR 43
Saves: Fort +36, Ref +30, Will +36
Abilities: Str 34, Dex 13, Con 20, Int 20, Wis 24, Cha 28
Skills: Bluff +60, Climb +58, Craft (armorsmithing) +43, Concentration +36, Escape Artist +32, Hide +27, Intimidate +39, Jump +53, Knowledge (arcana, history, the planes) +56, Listen +58, Move Silently +47, Search +53, Sense Motive +59, Spot +58, Use Magic Device +55

Feats: Ability Focus (shout of the righteous, terror of evil), Cleave, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Run, Weapon Focus (longsword)
Epic Feats: Damage Reduction, Epic Reflexes, Epic Toughness (x3), Epic Will
Environment: Any land or underground (Plane of Life)
Organization: Solitary
Challenge Rating: 32
Treasure: Standard
Alignment: Always neutral good
Advancement: -

*Modified for Power Attack.

The Arbiter of Good is about 10 feet tall. It weighs just over 1,000 pounds. The Arbiter of Good speaks Abyssal, Celestial, Common, Draconic, Infernal, and Sylvan in a voice that sounds like the sweetest bird songs and the chuckle of a mountain stream.

The Arbiter of Good resembles a very tall humanoid surrounded in a vibrant light and a musical sound. Its form appears to be only partially solid, dissolving into pulses of light at its edges.

The Arbiter of Good, like the other two Arbiters, existed before the current arrangement of the planes and is older than any of the currently worshiped deities.

As the embodiment of good, if the Arbiter of Good were ever to be slain, the force of good in the universe would decrease greatly until a new Arbiter appeared.



COMBAT

The Arbiter of Good will simply strike down evil creatures with its terror of evil power. If a foe manages to resist this, the Arbiter will release its shout of the righteous and sling spell-like abilities. If forced into melee combat, it will either use its sword Hallowblade or use its positive energy touch (if facing undead).

Positive Energy (Su): The touch of the Arbiter of Good heals living creatures of 7d10 points of damage and inflicts 7d10 points of damage on undead.

Shout of the Righteous (Su): Three times per day, the Arbiter of Good can release the essence of good in a mighty, ear-shattering war cry. This shout deals 25d10 points of sonic damage (Fort DC 43 half) in a 90-foot cone. The save DC is Constitution-based.

Terror of Evil (Su): The mere sight of the Arbiter of Good can kill evil creatures. Any evil creature within 180 feet of the Arbiter of Good must make a Fortitude save (DC 41); if it succeeds, the victim takes 6d10 damage instead. If the victim fails its save, it is annihilated completely in a flash of golden light. Even true resurrection cannot restore a creature killed in this manner; this requires miracle or wish. This ability can only affect a specific creature once. Even deities may be affected, but they gain a bonus to their saving throws equal to their divine rank. If a creature saves against this effect (or is restored to life), it is forever immune to terror of evil.. The save DC is Charisma-based.

Spell-like Abilities: At will – aid, align weapon, bless, break enchantment, cure critical wounds, detect magic, flaming sphere, fly, greater dispel magic, greater teleport (self plus 100 pounds of objects only), haste, holy smite, holy word, mage armor, magic missile, protection from evil, restoration. 3/day- heal, sunburst. 1/day- wish. Save DC 19 + spell level, caster level 30th.

Aura of Apathy (Su): Foes near the Arbiter of Good feel the weight of their evil deeds. The –2 penalty applies to all skill checks.

Banish Darkness (Su): The Arbiter of Good sheds light as full daylight in a 120-foot radius. This light dispels magical darkness created by 5th-level or lower spells.

Shield of Glory (Su): The Arbiter of Good gains a deflection bonus to AC equal to its Charisma bonus.

Possessions: Hallowblade, the Arbiter’s sword, is a +6 holy mighty cleaving longsword. The Arbiter wears a suit of Large +5 full plate.


Arbiter of Neutrality
Large Outsider (Extraplanar, Native)
Hit Dice: 42d8+462+60 (711 hp)
Initiative: +1
Speed: 80 ft.
Armor Class: 42 (-1 size, +1 Dex, +9 deflection, +9 natural, +14 +5 full plate), touch 19, flat-footed 41
Base Attack/Grapple: +42/+58
Attack: Rebalancer +49* melee (2d6+27* plus 1d6 fire and 1d6 cold); or touch +53 melee touch (stun)
Full Attack: Rebalancer +49/+44/+39/+34* melee (2d6+27* plus 1d6 fire and 1d6 cold); or touch +53 melee touch (stun)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chord of the balance, spell-like abilities, spells
Special Qualities: Arbiter senses, aura of apathy, darkvision 150 ft., defensive annihilation, dispelling aura, DR 15/epic and evil, fast healing 8, immune to fire, cold, and electricity, shield of balance, SR 43
Saves: Fort +36, Ref +30, Will +36
Abilities: Str 34, Dex 13, Con 20, Int 20, Wis 24, Cha 28
Skills: Bluff +60, Climb +38, Craft (alchemy) +43, Concentration +36, Escape Artist +32, Hide +47, Intimidate +59, Jump +33, Knowledge (arcana, history, the planes) +56, Listen +58, Move Silently +47, Search +53, Sense Motive +59, Spot +58, Use Magic Device +55
Feats: Ability Focus (chord of the balance, defensive annihilation), Cleave, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Run, Weapon Focus (battleaxe)
Epic Feats: Damage Reduction, Epic Reflexes, Epic Toughness (x3), Epic Will
Environment: Any land or underground (Plane of Balance)
Organization: Solitary
Challenge Rating: 33
Treasure: Standard
Alignment: Always neutral good
Advancement: -

*Modified for Power Attack.

The Arbiter of Neutrality is about 10 feet tall. It weighs just over 1,000 pounds. The Arbiter of Neutrality speaks Abyssal, Celestial, Common, Draconic, Infernal, Sylvan, and Undercommon in a voice that sounds like deep seas muttering.

The Arbiter of Neutrality resembles a very tall humanoid surrounded in a cloud of pale green mist. Its form appears to be only partially solid, dissolving into whispers of fog at its edges.

The Arbiter of Neutrality, like the other two Arbiters, existed before the current arrangement of the planes and is older than any of the currently worshiped deities.

As the embodiment of neutrality, if the Arbiter of Neutrality were ever to be slain, the force of neutrality in the universe would decrease greatly until a new Arbiter appeared.



COMBAT

The Arbiter of Neutrality’s defensive annihilation power will generally eliminate attackers. If a foe manages to resist this, the Arbiter will release its horn of the balance and sling spell-like abilities and spells. If forced into melee combat, it will enhance its abilities with spells and use its axe Rebalancer.

Defensive Annihilation (Su): Any creature inflicting damage on the Arbiter of Neutrality must make a Fortitude save (DC 41); if it succeeds, the victim takes 6d10 damage instead. If the victim fails its save, it is annihilated completely in a flash of green light. Even true resurrection cannot restore a creature killed in this manner; this requires miracle or wish. This ability can only affect a specific creature once. If a creature saves against this effect (or is restored to life), it is forever immune to defensive annihilation. The save DC is Charisma-based.

Chord of the Balance (Su): Three times per day, the Arbiter of Neutrality can release the essence of neutrality in a mighty, ear-shattering note. This sound deals 25d10 points of sonic damage (Fort DC 43 half) in a 90-foot cone. The save DC is Constitution-based.


Spell-like Abilities: At will – aid, align weapon, bane, bless, break enchantment, cure critical wounds, detect magic, flaming sphere, fly, greater dispel magic, greater teleport (self plus 100 pounds of objects only), haste, inflict critical wounds, lesser globe of invulnerability, mage armor, magic missile, restoration. 3/day- harm, heal, tidal wave. 1/day – wish. Save DC 19 + spell level, caster level 30th.

Spells: The Arbiter of Neutrality casts spells as a 13th-level sorcerer. Save DC 19 + spell level, spells per day 6/6/6/6/6/6/4.

Aura of Apathy (Su): Foes near the Arbiter of Neutrality feel profoundly tired. The –2 penalty applies to all skill checks.

Dispelling Aura (Su): The Arbiter of Neutrality banishes magic in a 120-foot radius. This effect ends spell effects of 3rd level or lower.

Shield of Balance (Su): The Arbiter of Neutrality gains a deflection bonus to AC equal to its Charisma bonus.

Possessions: Rebalancer, the Arbiter’s axe, is a +6 frost flaming battleaxe. The Arbiter wears a suit of Large +5 full plate.
 
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Servants of the Arbiters

The Arbiters have a variety of servants who travel the worlds and planes. Some spend their time gathering information, while others serve to enforce the Arbiters’ commands.
All Servants of the Arbiters share the following traits:
· Fire resistance 10
· Darkvision 90 ft.
· Gain a +2 racial bonus on Sense Motive checks.
· Aura of Apathy (Su): All foes within 30 feet of the servant suffer a –2 penalty to one or more skill checks.

Enigma Walker
Medium Aberration
Hit Dice: 3d10+3 (19 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 14 (+1 Dex, +1 natural, +2 leather armor), touch 11, flat-footed 13
Base Attack/Grapple: +3/+3
Attack: Touch +4 melee touch (poison); or light mace +3 melee (1d6)
Full Attack: Touch +4 melee touch (poison); or light mace +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Aura of apathy, darkvision 90 ft., fire resistance 10, resistant to poison
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 10, Dex 13, Con 12, Int 11, Wis 10, Cha 13
Skills: Diplomacy +7, Listen +8, Sense Motive +8, Spot +8
Feats: Alertness, Weapon Focus (touch)
Environment: Any land or underground
Organization: Solitary or task force (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral (good, neutral, or evil)
Advancement: 4-6 HD (Medium)

Enigma walkers stand about 5 ½ feet tall and weigh just over 120 pounds. They speak Common and Draconic.

An enigma walker resembles a completely featureless-faced humanoid, grayish-blue in color. Its empty, four-fingered hands gesture constantly, and its speech appears to issue from no particular part of its body. Despite these oddities, those in its presence tend to feel calm, sleepy, and apathetic, as if a magical force radiated from the being.

The biology of enigma walkers is a puzzle even to the learned. Few have been captured for dissection, and dissections so far have revealed no recognizable organs. It is currently accepted that the enigma walker is merely a collection of cells, with no organization into tissues and organs. While it is unknown how such a simple organism can display the level of intelligence exhibited by the enigma walker, many believe that the answer may lie in the probability that these creatures were purposefully designed. Their strange bodily construction gives it great ability to recover from burns and envenomation. The skin of an enigma walker secretes a poison which has a soporific effect on most living creatures. This poison is densest on its hands and can be used as an attack.


All three Arbiters are served by enigma walkers, and all three Arbiters have an equal number. Enigma walkers appear to be those servants of the Arbiters most closely connected to the Material Plane. Of all the varieties of Arbiter servants, only they are true natives of the Material. Their main role appears to be that of spies, negotiators, and occasionally handlers of goods considered contraband by an Arbiter and thus stolen.



COMBAT

When entering combat, a good enigma walker will use its mace only in a life-threatening situation or if facing creatures obviously immune to poison. Otherwise, it will rely on its soporific touch, preferring not to inflict permanent harm. Neutral enigma walkers will use whichever attack form seems more practical, while evil ones will use whichever seems likely to inflict the greater suffering.


Poison (Ex): Touch, Fort DC 12, initial damage 2d4 Wis, secondary damage 1d4 Dex.

Aura of Apathy (Su): Creatures near an enigma walker become sleepy. The –2 penalty applies to Bluff and Diplomacy skill checks.

Resistant to Poison (Ex): An enigma walker, due to its unusual anatomy, gains a +2 bonus on Fortitude saves against poison.


Devouring Shade
Huge Outsider (Evil, Extraplanar)
Hit Dice: 12d8+84 (138 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 23 (-2 size, +1 Dex, +5 deflection, +9 natural), touch 14, flat-footed 22
Base Attack/Grapple: +12/+27
Attack: Bite +19 melee (2d8+8)
Full Attack: Bite +19 melee (2d8+8), 2 claws +14 melee (1d8+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Howl of torment, improved grab, magic fang, swallow whole
Special Qualities: Aura of apathy, darkvision 90 ft., DR 5/magic, fire resistance 10
Saves: Fort +13, Ref +9, Will +10
Abilities: Str 26, Dex 13, Con 24, Int 6, Wis 15, Cha 21
Skills: Listen +19, Search +17, Sense Motive +4, Spot +19, Survival +17
Feats: Ability Focus (howl of torment), Alertness, Run, Weapon Focus (bite, claw)
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 13-18 HD (Huge); 19-24 HD (Gargantuan)

A devouring shade is about 19 feet long and 8 ½ feet tall at the highest point of its back. It weighs just over 8,000 pounds. Devouring shades speak Abyssal, Common, and Infernal in voices that hold the deepest imaginable chill of remorse.

A devouring shade resembles a hugely bloated, half-formed bear, utterly black in color. Its swollen, clawed paws continually catch at the air, and its massive jaws drip crystals of black ice. Its form appears to be only partially solid, dissolving into curls of shadow at its edges. The huge head of a devouring shade is dominated by its vast jaws, capable of swallowing a horse whole.

Devouring shades are not native to the Material Plane and therefore have no natural role in the life of that plane. It is not known how devouring shades were created. The main theory is that they are an extreme mutation and corruption of shadow mastiffs, but other sages argue that they are simply embodiments of the Arbiter’s will, just as its Bodyguard is. Their alien nature gives them great resistance to harm.

Devouring shades, being utterly evil, serve only the Arbiter of Evil. Their main role is to capture creatures, but they are also used to demoralize foes on the battlefield and to track down and eliminate foes.

COMBAT

A devouring shade will attempt to consume any living creature. If a mission requires it to capture a being alive, the creature will be held immobile in the stomach. The devouring shade’s digestion of the creature’s essence is not fatal, and the Arbiter or its higher-ranking servants can restore the creature’s consciousness if necessary.

Howl of Torment (Su): Once per day, a devouring shade can release its constant agony in a mighty, ear-shattering howl. This howl deals 3d10 points of sonic damage (Fort DC 23 half) in a 30-foot cone. The save DC is Constitution-based.

Improved Grab (Ex): When a devouring shade hits a creature up to one size smaller with a bite attack, it may make a grapple check as a free action without making a touch attack roll or provoking an attack of opportunity.

Magic Fang (Sp): A devouring shade’s bite and claw attacks are permanently affected by magic fang (caster level 12th).

Swallow Whole (Ex): A devouring shade can swallow a grappled creature up to one size smaller than itself with a successful grapple check. Swallowed creatures suffer 1d4 points of Charisma damage per round as the shade digests their essence. A swallowed creature may escape with a grapple check or cut its way out by inflicting 25 points of damage to the shade’s stomach (AC 14) with a Tiny piercing or slashing weapon or a natural weapon. After one creature exits, muscular action closes the hole; other swallowed creatures must cut their own way out. A Huge devouring shade’s stomach can hold 1 Large, 4 Medium, 16 Small, or 64 Tiny or smaller creatures.

Aura of Apathy (Su): Creatures near a devouring shade despair and become hopeless. The –2 penalty applies to Concentration, Listen, and Spot skill checks.

Luminous Sentry
Large Outsider (Extraplanar, Good)
Hit Dice: 12d8+72 (126 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 22 (-2 size, +5 deflection, +9 natural), touch 13, flat-footed 22
Base Attack/Grapple: +12/+25
Attack: Slam +20 melee (2d6+8)
Full Attack: 4 slams +20 melee (2d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Shout of victory, spell-like abilities
Special Qualities: Aura of apathy, darkvision 90 ft., DR 5/magic, fire resistance 10, shed light
Saves: Fort +13, Ref +8, Will +10
Abilities: Str 26, Dex 11, Con 22, Int 6, Wis 15, Cha 21
Skills: Listen +19, Search +17, Sense Motive +4, Spot +19, Survival +17
Feats: Ability Focus (shout of victory), Alertness, Lightning Reflexes, Run, Weapon Focus (slam)
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral good
Advancement: 13-18 HD (Large); 19-24 HD (Huge)

A luminous sentry is about 9 ½ feet tall. It weighs just over 700 pounds. Luminous sentries speak Celestial, Common, and Sylvan in voices that sound like clear flutes.

A luminous sentry resembles a tall, strong humanoid with four arms, golden-ivory in color. Its form appears to be solid and staid, like a noble statue.

Luminous sentries are not native to the Material Plane and therefore have no natural role in the life of that plane. It is not known how luminous sentries were created. The main theory is that they are humanoids enhanced by holy magic, but other sages argue that they are directly created by the Arbiter.

Luminous sentries, being universally good, serve only the Arbiter of Good. Their main role is to guard important locations, holy relics, and the strongholds of powerful good beings, but they are also used to attack evil foes directly.

COMBAT

A luminous sentry will not attempt to harm any living creature that is not interfering with the object or place it is guarding (unless it is sent on a military mission). If it is required to fight, it releases its shout of the righteous before entering combat.

Shout of the Righteous (Su): Three times per day, a luminous sentry can release a mighty war cry. This shout deals 3d10 points of sonic damage (Fort DC 23 half) in a 30-foot cone. The save DC is Constitution-based.
Spell-like Abilities: 3/day – bless, daylight, magic weapon.

Aura of Apathy (Su): Creatures near a luminous sentry are lulled into relaxation. The –2 penalty applies to Concentration, Search, and Sense Motive skill checks.

Shed Light (Su): A luminous sentry sheds light as a torch.

Agent of Harmonious Disharmony
Large Outsider (Extraplanar)
Hit Dice: 12d8+72 (126 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 22 (-2 size, +5 deflection, +9 natural), touch 13, flat-footed 22
Base Attack/Grapple: +12/+25
Attack: Greataxe +20 melee (2d8+8)
Full Attack: Greataxe +20/+15/+10 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Shout of victory, spell-like abilities
Special Qualities: Aura of apathy, darkvision 90 ft., DR 5/magic, fire resistance 10, SR 19
Saves: Fort +13, Ref +8, Will +10
Abilities: Str 26, Dex 11, Con 22, Int 6, Wis 15, Cha 21
Skills: Listen +19, Search +17, Sense Motive +4, Spot +19, Survival +17
Feats: Ability Focus (shout of victory), Alertness, Lightning Reflexes, Run, Weapon Focus (greataxe)
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: 13-18 HD (Large); 19-24 HD (Huge)

An agent of harmonious disharmony is about 8 ½ feet tall. It weighs just over 800 pounds. Agents speak Celestial, Common, and Infernal in voices that sound like clear flutes.

An agent of harmonious disharmony resembles a huge, strong humanoid, broad and stocky. They are a greenish color. Its form appears to be solid and staid, like a noble statue.

Agents of harmonious disharmony are not native to the Material Plane and therefore have no natural role in the life of that plane. It is not known how agents of harmonious disharmony were created. The main theory is that they are constructs somehow given full life and mortal flesh, but other sages argue that they are directly created by the Arbiter.

Agents of harmonious disharmony, being universally neutral, serve only the Arbiter of Neutrality. Their main role is to preserve the balance by guarding stable kingdoms and realms and attacking unbalancing ones.

COMBAT

An agent of harmonious disharmony will fight eagerly if combat is part of its mission, but otherwise will not enter combat unless threatened.

Shout of Victory (Su): Three times per day, an agent of harmonious disharmony can release a great war cry. This shout deals 3d10 points of sonic damage (Fort DC 23 half) in a 30-foot cone. The save DC is Constitution-based.

Spell-like Abilities: 3/day – mage armor, magic weapon, resistance.

Aura of Apathy (Su): Creatures near an agent of harmonious disharmony feel the essential balance of the universe. The –2 penalty applies to Listen, Spot, and Search skill checks.
 

Windscreamer
Size/Type: Medium Elemental (Air)
Hit Dice: 6d8+12 (39 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 40 ft. (perfect)
Armor Class: 21 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d6+3)
Full Attack: 2 claws +8 melee (1d6+3) and bite +5 melee (1d4+1) and 2 rakes +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swoop
Special Qualities: Darkvision 60 ft., elemental traits, DR 5/magic, resistance to cold 5
Saves: Fort +4, Ref +10, Will +2
Abilities: Str 17, Dex 20, Con 14, Int 6, Wis 11, Cha 11
Skills: Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Multiattack, Weapon Focus (claw)
Environment: Any cold land
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: —

These predators resemble blue, half-vaporous winged panthers with huge claws. They hunt the far north of Tellura, especially the Icegouge Mountains. A windscreamer is about 7 feet long and weighs about 30 pounds due to its nonsolid nature.

COMBAT

Windscreamers swoop upon their prey, shrieking fiercely.

Swoop (Ex): If a windscreamer in flight attacks an opponent on the ground, it gains a +1 bonus to the attack rolls for its claw attacks. (This bonus has not been factored into the above stat block.)
 
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Into the Woods

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