Fiendish Codex I - Hordes of The Abyss
Fiendish Codex I - Hordes of The Abyss
Fiendish Codex I - Hordes of The Abyss
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THE OBYRITH DEMONS — Form of Madness (Sp): Obyriths appear in
The strange and horrific obyriths are primeval forms so noxious and horrific that those within 60
demons from eons past. They wrought chaos and feet of an obyrith who observe it are subject to mad-
evil upon the multiverse before the advent of intelli- ness. When a creature first encounters an obyrith, it
gent life on the Material Plane. Their forms are must attempt a Will save (DC 10 + 1/2 the obyrith’s
hideous to behold, rarely if ever incorporating ele- HD + the obyrith’s Cha modifier). Failure indicates
ments possessed by mortal creatures. Obyriths that the victim is afflicted with some permanent
dwell only in the most remote corners of the Abyss. form of madness or insanity. The kind of malady
Their kind has been in decline since the rise of and its duration depends on the obyrith. A creature
tanar’ri in the Abyss, although a few tenacious that makes a saving throw against an obyrith’s form
examples continue to make their presences known of madness is immune to that particular effect for
on key layers. 24 hours. Blindness is no protection against an
Obyrith Traits: An obyrith possesses the fol- obyrith’s form of madness—their presence is an
lowing traits (unless otherwise noted in a creature’s affront to all five senses. This is a mind-affecting
entry). a b i l i t y. Chaotic evil outsiders are immune to an
—Immunity to poison and mind-affecting spells obyrith’s form of madness. The insanity caused by
and abilities. an obyrith’s form of madness ability is permanent
—Resistance to acid 10, cold 10, electricity 10, in most cases, but can be removed by greater restora-
and fire 10. tion, heal, limited wish, miracle, or wish.
— Fast Healing: All obyriths have fast healing —True Seeing (Su): An obyrith is under the constant
(DMG 293); the exact amount is indicated in the effect of true seeing. This effect cannot be dispelled.
specific creature’s entry. —Telepathy.
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Environment: An aspect of Baphomet usually chaotic evil.
makes his home in some kind of maze that is com-
plex enough that intruders have great difficulty TYPICAL TREASURE
while the aspect moves easily through the passages. An aspect of Baphomet always has some kind of magi-
This is true whether the aspect is on Baphomet’s cal glaive, but it rarely has anything else of value. It
home layer of the Abyss or on the Material Plane on might have some healing potions as well.
some mission.
ASPECTS OF BAPHOMET IN EBERRON
Typical Physical Characteristics: An aspect
Dungeon Masters using Baphomet in the EBERRON set-
of Baphomet looks like a large minotaur that is covered
ting can have him live on Lamannia, the Twilight
in black fur rather than brown. Its redly glowing eyes
Forest, where he sends aspects to Eberron when cults
and the bloodstains on it horns proclaim its fiendish
spring up that worship him. Aspects can be found in
nature, and the wicked-looking glaive in its hand pro-
the Eldeen Reaches as well as Lamannia and the
claims its ability to dish out punishment.
Demon Wastes.
ASPECT OF BAPHOMET LORE
ASPECTS OF BAPHOMET IN FAERÛÛN
Characters with ranks in Knowledge (the planes) can
When used in a F O R G O T T E N R E A L M S c a m p a i g n ,
learn more about the aspect of Baphomet. When a char-
Baphomet and his aspects live in the Abyss, but they
acter makes a skill check, the following lore is revealed,
are not confined to any specific locations on Faerûûn.
including the information from lower DCs.
Cults worshiping Baphomet arise in rural areas, usually
DC Result near forests or hills, and the aspects are more common
18 This is a manifestation of Baphomet, the demon there than anywhere else.
prince of beasts. The PC can learn all of his outsider
23
traits.
Aspects of Baphomet are very like minotaurs in how
ASPECT OF DAGON
they fight, charging and using their horns in addition to This large creature with the head of a great fish can instill
their glaives.
horror almost beyond imagination within a viewer. Only
28 Aspects of Baphomet can be hurt fully only by weap-
ons of cold iron that are powered by goodness. such fiends as Juiblex are worse. An aspect of Dagon’s head
extends downward into a somewhat shapeless lower body that
SOCIETY sprouts a storm of writhing tentacles. The two longest ten-
An aspect of Baphomet is a rowdy brawler that loves tacles have five-fingered talons at their ends. The aspect’s head
the companionship of like-minded fiends. It usually is a mask of bestial intelligence and translucent razor-sharp
spends time with vrocks, glabrezu, and mortal barbar- teeth.
ian or ranger worshipers of Baphomet. They may
have some fiendish or half-fiend minotaurs with ASPECT OF DAGON CR 9
them as well. CE Large outsider (aquatic, chaotic, evil, extrapla-
A l i g n m e nt : Aspects of Baphomet are always nar, obyrith)
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TANAR’RI SUBTYPE
Most demons encountered outside of the Abyss are —Immunity to electricity and poison.
tanar’ri. The most populous of the demon sub- —Resistance to acid 10, cold 10, and fire 10.
types, the tanar’ri form the largest and most diverse —Summon (Sp): Tanar’ri share the ability to
group of demons. They are the unchallenged mas- summon others of their kind (the success chance
ters of the Abyss at this time. The first tanar’ri were and kind of tanar’ri summoned are noted in each
forged from the souls of the first humanoids drawn monster description). Between their arrogance and
to the Abyss. Most tanar’ri incorporate humanoid disdain for owing favors to one another, however,
features into their forms as a result of their close tanar’ri are often reluctant to use this power until
ties to the mortal realm. they are in obvious peril.
Tanar’ri Traits: A tanar’ri has the following traits —Telepathy.
(unless otherwise noted in a creature’s entry).
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Init +4; Senses darkvision 60 ft.; Listen +16, out by using a light slashing or piercing weapon
Spot +16 after dealing 20 points of damage to the stom-
Languages Abyssal, Aquan; telepathy 100 ft. ach (AC 16). Once the creature exits, muscular
action closes the hole; another swallowed oppo-
AC 22, touch 9, flat-footed 22
nent must cut its own way out.
(–1 size, +0 Dex, +13 natural)
Form of Madness (Su) Anyone within 60 feet of
hp 112 (9 HD); fast healing 5; DR 10/cold iron and
an aspect of Dagon must make a Will save
good
(DC 17). Failure indicates the creature devel-
Immune mind-affecting spells and abilities, poison
ops an overwhelming fear of the ocean and its
Resist acid 10, electricity 10, fire 10
depths. As long as the ocean is in sight, the
Fort +14, Ref +6, Will +10
creature is distracted with fear and takes a –4
Speed 30 ft. (6 squares), swim 60 ft. penalty on Will saving throws and all attack
Melee 2 tentacles +15 (1d6+7) and rolls against creatures with the aquatic
bite +13 (1d8+3) subtype. On the first round of combat against
Space 10 ft.; Reach 10 ft. (15 ft. with tentacles) a creature with the aquatic subtype, the char-
Base Atk +9; Grp +20 acter must make a DC 17 Will save or be para-
Atk Options Combat Expertise, Combat Reflexes, lyzed with fear for 1d6 rounds. This condition
improved grab, constrict 1d6+7, swallow whole can be cured by a heal, greater restoration, m i r a-
c l e, or wish spell. A creature that makes this
Abilities Str 24, Dex 10, Con 26, Int 14, Wis 18, Cha 16
save is immune to the aspect of Dagon’s form
SQ amphibious, form of madness, obyrith traits
of madness for 24 hours. This is a mind-affect-
(see above)
ing fear effect that does not affect chaotic evil
Feats Combat Expertise, Combat Reflexes,
outsiders. The save DC is Charisma-based.
Improved Initiative, Multiattack
Skills Bluff +15, Diplomacy +7, Disguise +3 (+5
An aspect of Dagon is a mid-level manifestation of the
acting), Escape Artist +12, Intimidate +15,
Knowledge (religion) +14, Knowledge (the demon lord of the same name. Dagon is fully detailed
planes) +14, Listen +16, Move Silently +12, in Fiendish Codex I: Hordes of the Abyss.
Sense Motive +16, Spot +16, Survival +4 (+6 on
STRATEGIES AND TACTICS
other planes), Swim +19, Use Rope +0 (+2 with
The aspect of Dagon moves into melee as soon as pos-
bindings)
sible. He then selects a target for swallowing and tries
Amphibious (Ex) Although an aspect of Dagon is to swallow that target before attacking others. The
aquatic, he can survive indefinitely on land. aspect of Dagon divides his attacks among as many foes
Constrict (Ex) An aspect of Dagon deals 1d6+7 points as he can reach, trying to hold off and grapple all of
of damage with a successful grapple check, in them. He prefers to fight in the water, where his foes
addition to damage from his tentacle attack. are usually hampered and he is not. He never runs
Improved Grab (Ex) To use this ability, an aspect of from a fight, and Dagon thinks nothing of making
Dagon must hit an opponent of Medium or more aspects if he needs them. To Dagon, aspects are
smaller size with a tentacle or bite attack. He can
disposable, and they know it.
then attempt to start a grapple as a free action
without provoking an attack of opportunity. If he SAMPLE ENCOUNTERS
wins the grapple check with a tentacle attack, the Aspects of Dagon are frequently encountered alone,
aspect of Dagon establishes a hold and can since they are fearsome creatures that other demons
constrict. If he wins the grapple check with a bite avoid when possible. Any minions that an aspect of
attack, he establishes a hold and can try to swal-
Dagon has with him are aquatic demons, sea hags, kuo-
low the opponent in the following round.
toa, or other sea monsters.
Swallow Whole (Ex) An aspect of Dagon can try to
EL 10: An aspect of Dagon and a covey of three sea
swallow a grabbed opponent of Medium size or
hags is seeking out a great magical treasure in a sunken
smaller by making a successful grapple check.
vessel or city.
The swallowed creature takes 1d6+7 points of
bludgeoning damage and 1d6 points of acid EL 14: An aspect of Dagon leads a force of two 7th-
damage per round from the aspect of Dagon’s level kuo-toa barbarians, a 7th-level kuo-toa cleric, a
stomach. A swallowed creature can cut its way 7th-level kuo-toa wizard, and a kraken in an attack of
6
revenge on a floating surface town or seaside town. chaotic evil.
DC
19
Result
This is a manifestation of the ancient demon lord
ASPECT OF
Dagon, Prince of the Darkening Depths. DEMOGORGON
24 An aspect of Dagon is an obyrith demon, an older kind
of demon with different powers than tanar’ri demons. Almost 15 feet high, this bizarre creature has two baboon-
This reveals all obyrith traits, except the specifics of the like heads perched atop long snakelike necks. Its body is ser-
creature’s form of madness. pentine, with two tentacles where arms would be and a
29 An aspect of Dagon chases down opponents and swal-
forked tail.
lows them whole.
24 An aspect of Dagon causes a mad fear of water and sea
creatures in anyone within 60 feet of itself. This insanity ASPECT OF DEMOGORGON CR 9
is permanent once contracted. CE Large outsider (chaotic, evil, extraplanar,
tanar’ri)
SOCIETY Init +7; Senses darkvision 60 ft.; see invisibility
Only obyrith demons spend a lot of time with aspects always (as spell caster level 11th); Listen +21,
of Dagon. The aspects are as disgusting as their master, Spot +21
and they drive anything else around them mad. Languages Abyssal, Common; telepathy 100 ft.
Aspects of Dagon are seen in other layers of the Abyss AC 23, touch 12, flat-footed 20; Dodge
as messengers or ambassadors to other demon princes. (–1 size, +3 Dex, +11 natural)
Dagon is fond of sending an aspect to open a new con- hp 104 (11 HD); DR 10/cold iron and good
tact with a demon prince, to see if the other is planning Immune electricity, poison
some trick. On the Material Plane, aspects of Dagon are Resist acid 10, cold 10, fire 10
avoided like the plague that they are. Even worshipers Fort +12, Ref +10, Will +12
of Dagon don’t actually want to be in his presence, or
Speed 35 ft. (7 squares)
the presence of his aspect.
Melee 2 tentacles +15 (1d6+5)
A l i g n m e nt : Aspects of Dagon are always
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Space 10 ft.; Reach 10 ft. Dual Actions (Ex) An aspect of Demogorgon, like
Base Atk +11; Grp +19 Demogorgon himself, takes 2 rounds’ worth of
Atk Options Combat Reflexes actions in any given round. For instance, he
Special Actions dual action, gaze could take two standard actions and two move
actions, or he could take two full-round actions.
Abilities Str 21, Dex 16, Con 21, Int 20, Wis 21, Cha 20
Gaze (Su) Any creature within 30 feet of the aspect
SQ tanar’ri traits
of Demogorgon must make two successful DC
Feats Alertness, Combat Reflexes, Dodge, Improved
20 Will saving throws each round at the begin-
Initiative
ning of his turn, the first save against the aspect
Skills Concentration +19, Craft (alchemy) +19, Diplo-
of Demogorgon’s beguiling gaze and the second
macy +21, Jump +19, Knowledge (arcana) +19,
save against his confusing gaze. Creatures can
Knowledge (history) +19, Knowledge (nature) +19,
avoid the need to make saving throws by avert-
Knowledge (the planes) +19, Listen +21, Search
ing their eyes or wearing a blindfold (MM3 0 9 ) .
+19, Sense Motive +19, Spellcraft +7, Spot +21,
The aspect of Demogorgon can actively target
Survival +5 (+7 aboveground natural settings, +7
foes with his beguiling gaze and confusing gaze,
on other planes, +7 following tracks, +9 following
in which case each gaze requires a standard
tracks in aboveground natural settings, +9 follow-
action to activate. Thanks to his dual actions
ing tracks on other planes), Swim +19
ability, Demogorgon can use both gazes in the
8
same round. He must split these gaze attacks demon lord himself. His body is apelike, and his necks
between two targets to gain their effects. and tail snakelike.
Beguiling Gaze: The gaze attack of the aspect of
Demogorgon’s left head is the equivalent of a ASPECT OF DEMOGORGON LORE
charm monster spell (DC 20; CL 9) with a range of Characters with ranks in Knowledge (the planes) can
30 feet. learn more about the aspect of Demogorgon. When a
Confusing Gaze: The gaze attack of the aspect character makes a skill check, the following lore is
of Demogorgon’s right head is the equivalent revealed, including the information from lower DCs.
of a confusion spell (DC 20; CL 9) with a range
of 30 feet. DC Results
21 The creature is a manifestation of the foul demon
prince Demogorgon, the self-styled Prince of Demons.
An aspect of Demogorgon is a mid-level manifestation 26 Though not mighty in combat, an aspect of Demogorgon
of the demon lord of the same name. Demogorgon is moves quickly because it can take twice the actions that
fully detailed in Fiendish Codex I: Hordes of the Abyss. any other creature can take in a round of combat.
31 Meeting the gaze of an aspect of Demogorgon poses
SAMPLE ENCOUNTERS great danger. If you do, you might become confused or
fall under the monster’s control.
An aspect of Demogorgon shows more willingness to
enter melee than Demogorgon himself, but the aspect SOCIETY
still prefers to use his great speed or gaze attacks to head Aspects of Demogorgon serve the Prince of Demons
off an attacker or reach an objective without combat. He like any other demon does, and so they have no special
makes full use of his dual actions in combat, usually status within Demogorgon’s realm. Outside of it, they
combining movement with a full attack action or gaze. serve as his special agents. Aspects of Demogorgon
His natural weapons, and any weapons he wields, are always remain in the company of other demons,
considered chaotically and evilly aligned for the pur- though these demons may not always be tanar’ri.
pose of overcoming damage reduction. Alignment: Aspects of Demogorgon are always
An aspect of Demogorgon usually does not have chaotic evil.
underlings at its beck and call, but it sometimes travels
with some allies to help it accomplish a particular goal. TYPICAL TREASURE
EL 9: Cults of Demogorgon like to summon aspects Though they don’t possess anything of their own,
to receive living sacrifices on behalf of Demogorgon. aspects of Demogorgon are often sent with valuables as
The aspect usually takes more than expected, however, presents to those demon princes with whom Demogor-
which may cause the player characters some problems. gon is negotiating. The Prince of Demons plays the
For instance, a cult meeting in a basement could go political game very well, forming alliances as well as
horribly awry. After the aspect decimates the cultists epic rivalries and hatreds. Thus, an aspect of Demogor-
and discovers it cannot return home, he could make his gon may carry jewels, precious magic items, or exquis-
way into a city looking for sacrifices. itely wrought artwork when it travels.
EL 12: An aspect of Demogorgon and two vrocks are
sent to rally a group of troglodyte worshipers of ASPECTS OF DEMOGORGON
Demogorgon. The player characters learn of this plan IN EBERRON
and can move to head it off. Should you wish to use aspects of Demogorgon within
your game, player characters may find that they spend
ECOLOGY a lot of their time on Shavarath, the Battleground,
As outsiders, the aspects don’t need to eat or sleep. fighting devils and other demons to maintain
They have little in the way of ecology. Demogorgon Demogorgon’s power base. On Eberron itself, they are
creates them fully formed when he needs them. usually found in swampy places such as the Shadow
En v i ro n m e nt: Aspects of Demogorgon live on Marches or Q’Barra, or under the seas where the ixitxa-
the Infinite Layers of the Abyss at Demogorgon’s chitl live and prey upon others.
palace. Because of Demogorgon’s status in the Abyss,
aspects of Demogorgon are found more often in the ASPECTS OF DEMOGORGON
Abyss at large than aspects of other demon lords. IN FAERÛÛN
Typical Physical Characteristics: An aspect If you’re thinking of using aspects of Demogorgon in
the FORGOTTEN REALMS, you may want them to live in
of Demogorgon looks like a smaller version of the
9
the Abyss, unless a cult calls them in for a purpose. Fraz-Urb’luu can attempt to summon 1 vrock or
They also work with powerful lizardfolk or troglodyte 1d4 babaus with a 40% chance of success. This
clerics of Demogorgon, usually in places “holy” to the ability is the equivalent of a 4th-level spell.
Prince of Demons. These demons gain a +4 enhancement bonus
to Strength and Constitution due to the aspect
of Fraz-Urb’luu’s Augment Summoning feat.
ASPECT OF
FRAZ-URB’LUU An aspect of Fraz-Urb’luu is a mid-level manifestation
This 12-foot monstrosity is covered in short, pale blue fur. In of the demon lord of the same name. Fraz-Urb’luu is
contrast, two large black wings extend from its back, and its fully detailed in Fiendish Codex I: Hordes of the Abyss.
tail ends in a black razor-sharp point. Its face looks small
because of its large ears and its large, tooth-filled mouth. It
STRATEGIES AND TACTICS
The aspect of Fraz-Urb’luu prefers to let others do the
glares with hatred in its black eyes at everything it sees.
fighting for him, and he uses his summoning powers as
ASPECT OF FRAZ-URB’LUU CR 7 soon as a combat seems likely. When he has enough
CE Large outsider (chaotic, evil, extraplanar, allies, he uses his illusion spell-like ability to confuse
tanar’ri) opponents. Lacking his master’s ability to summon
Init +5; Senses darkvision 60 ft.; Listen +15, demon lord aspects, he must rely on his own strength
Spot +15 even more and, though unwilling, can take care of him-
Languages Abyssal, Common; telepathy 100 ft. self in a melee.
AC 23, touch 12, flat-footed 20 SAMPLE ENCOUNTERS
(–1 size, +3 Dex, +11 natural) An aspect of Fraz-Urb’luu does not care to encounter
hp 85 (9 HD); DR 10/cold iron and good other beings if he has his choice. However, accidents
Immune electricity, poison
happen, so an aspect of Fraz-Urb’luu rarely travels
Resist acid 10, cold 10, fire 10
alone.
Fort +11, Ref +9, Will +9
EL 9: An aspect of Fraz-Urb’luu and a succubus seek
Speed 30 ft. (6 squares), fly 50 ft. (average) to undermine the efforts of another demonic aspect,
Melee 2 slams +11 (1d6+3) and and they run afoul of adventurers before they can
tail +9 (1d8+1) strike.
Space 10 ft.; Reach 10 ft. EL 10: An aspect of Fraz-Urb’luu and three babau
Base Atk +9; Grp +16 assassins attempt to eliminate a good cleric and pin the
Special Actions summon tanar’ri deed on some other demonic aspect. The player charac-
Spell-Like Abilities (CL 9th): ters have a chance to unravel this scheme either during
At will—greater teleport (self plus 50 lbs. only) the attempt or are called in shortly after the first
3/day—persistent image (DC 22), summon monster IV attempt.
(CE or NE creatures only)
1/day—summon monster V (CE or NE creatures only) ECOLOGY
Abilities Str 16, Dex 16, Con 20, Int 18, Wis 16, As outsiders, the aspects don’t need to eat or sleep.
Cha 24 They have little in the way of ecology. Fraz-Urb’luu cre-
SQ tanar’ri traits ates them fully formed when he needs them.
Feats Augment Summoning, Multiattack, Power En v i ro n m e nt : Aspects of Fraz-Urb’luu revel in
Attack, Spell Focus (conjuration) deception, and they live in places that are always a lot
Skills Bluff +19, Concentration +17, Diplomacy +17, more than they appear. This is especially true of Fraz-
Disguise +19 (+21 acting in character), Intimidate Urb’luu’s own realm in the Abyss, Hollow Heart.
+21, Knowledge (arcana) +16, Knowledge (the When sent to the Material Plane, the aspects try to
planes) +16, Listen +15, Search +10, Sense keep a low profile so that they can surprise foes if
Motive +15, Spellcraft +18 (+20 to decipher spells needed.
on scrolls), Spot +15, Survival +3 (+5 on other Typical Physical Characteristics: Aspects of
planes), Use Magic Device +19 (+21 scrolls) Fraz-Urb’luu have small faces atop very large, muscled
Summon Tanar’ri (Sp) Once per day, an aspect of bodies, and they appear as smaller versions of the
demon lord himself. They weigh over 1,000 pounds.
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ASPECT OF FRAZ-URB’LUU LORE now that their master has been freed and has returned.
Characters with ranks in Knowledge (the planes) can Aspects of Fraz-Urb’luu spend time with any other
learn more about the aspect of Fraz-Urb’luu. When a demons in the vicinity (except those loyal to
character makes a skill check, the following lore is Yeenoghu) and try not to make enemies.
revealed, including the information from lower DCs. Alignment: Aspects of Fraz-Urb’luu are always
chaotic evil.
DC Result
19 The creature is a manifestation of Fraz-Urb’luu. The PC TYPICAL TREASURE
can learn all of his outsider traits.
24 Fraz-Urb’luu is known as the Prince of Deception, and
An aspect of Fraz-Urb’luu carries items that assist it
his aspects have some ability to deceive as well. They with summoning, or that summon additional creatures.
also rely on summoned monsters for support. Aside from wands of summon monster, these may include
29 Monsters summoned by an aspect of Fraz-Urb’luu are bags of tricks and decks of illusion.
more powerful than the usual specimen.
ASPECTS OF FRAZ-URB’LUU
SOCIETY IN EBERRON
Aspects of Fraz-Urb’luu don’t leave the Abyss unless
If used in your E B E R R O N campaign, aspects of Fraz-
called by some mortal or sent by the demon prince.
Urb’luu are native outsiders in Eberron and can be
They prefer the comfortable feeling of Hollow Heart,
1
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found in the Demon Wastes and Khyber. out provoking an attack of opportunity. If he
wins the grapple check, he establishes a hold
ASPECTS OF FRAZ-URB’LUU and can constrict or attempt to engulf.
IN FAERÛÛN Amorphous (Ex) Bludgeoning weapons and
If used in a FORGOTTEN REALMS campaign, aspects of impact damage deal no damage to an aspect of
Fraz-Urb’luu rarely, if ever, make an appearance in Juiblex. He can slip through spaces that other-
Faerûûn unless called by a mortal wizard or cleric. wise could accommodate a creature no larger
than Tiny because of his jellylike substance.
ASPECT OF JUIBLEX
An aspect of Juiblex is a mid-level manifestation of the
A glistening cone of slime and jelly rises to a height of 10
demon lord of the same name. Juiblex is fully detailed
feet before you. It is striped in veins of black and green, and
in Fiendish Codex I: Hordes of the Abyss.
its red eyes glow from ever-shifting positions within the
slimy body. A pair of pseudopods writhe and twitch in your STRATEGIES AND TACTICS
direction. An aspect of Juiblex closes to melee as soon as possible.
He uses his pseudopods among as many different
ASPECT OF JUIBLEX CR 8
CE Large outsider (chaotic, evil, extraplanar, tanar’ri) attackers as possible or he concentrates on the most
Init +3; Senses blindsight 60 ft., darkvision 60 ft.; dangerous one. His goal is to survive and destroy as
Listen +13, Spot +13 much as possible.
Languages Abyssal, Common; telepathy 100 ft.
SAMPLE ENCOUNTERS
AC 22, touch 12, flat-footed 19 Aspects of Juiblex prefer to work alone or with oozes,
(–1 size, +3 Dex, +10 natural) but sometimes they have tanar’ri as allies or minions.
hp 84 (8 HD); DR 10/cold iron and good EL 13: Juiblex finds himself forced to make an
Immune acid, , bludgeoning damage, electricity alliance with another demon prince, and he sends an
Resist fire 10 aspect of Juiblex along with a succubus for the negotia-
Fort +12, Ref +9, Will +8 tions. The aspect is guarded by two vrock demons and
Speed 30 ft. (6 squares), climb 30 ft. accompanied by two black puddings. The player char-
Melee 2 slams +13 (1d8+6 plus 1d6 acid) acters find out about the meeting and have a chance to
Space 10 ft.; Reach 10 ft. intercept this party on the way.
Base Atk +8; Grp +18
Atk Options Combat Expertise, Combat Reflexes, ECOLOGY
improved grab, constrict 1d6+6 plus 1d6 acid As outsiders, the aspects don’t need to eat or sleep.
They have little in the way of ecology. Juiblex creates
Abilities Str 23, Dex 16, Con 23, Int 14, Wis 15, Cha 10 them fully formed when he needs them.
SQ amorphous, tanar’ri traits Environment: Aspects of Juiblex live on Juiblex’s
Feats Combat Expertise, Combat Reflexes,
plane in the infinite layers of the Abyss. When found
Improved Natural Attack (slam)
on the Material Plane, they tend to be close to a wor-
Skills Bluff +11, Climb +14, Diplomacy +4, Hide +10,
ship site dedicated to the Faceless Lord.
Intimidate +13, Knowledge (arcana) +13, Know-
Typical Physical Characteristics: An aspect
ledge (dungeoneering) +13, Listen +13, Move
Silently +14, Sense Motive +13, Spellcraft +4, of Juiblex is a smaller version of Juiblex himself, so it
Spot +13, Survival +2 (+4 when underground), has an amorphous oozy body. It typically “stands” 10
Swim +17 feet tall, but it can be almost any shape. Green and black
veiny striations show through its slimy pus covering.
Constrict (Ex) The aspect of Juiblex deals 1d6+6
points of damage plus 1d6 points of acid ASPECT OF JUIBLEX LORE
damage with a successful grapple check, in Characters with ranks in Knowledge (the planes) can
addition to damage from his slam attack. learn more about the aspect of Juiblex. When a
Improved Grab (Ex) To use this ability, the aspect character makes a skill check, the following lore is
of Juiblex must hit an opponent of Large or revealed, including the information from lower DCs.
smaller size with his slam attack. He can then
attempt to start a grapple as a free action with-
1
2
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3
DC Result Fort +18, Ref +9, Will +13
18 The creature is a manifestation of the Faceless Lord, Weakness vulnerable to fire
Juiblex. The PC can learn all of his outsider traits.
23 The aspect can constrict opponents, and he burns foes Speed 40 ft. (8 squares)
with acid. Melee +1 frost cold iron maul +23/+18/+13
(2d8+16/X3 plus 1d6 cold) or
SOCIETY Ranged rock +13 (2d6+10)
Nothing wants to hang around with Juiblex or any of
Space 10 ft.; Reach 10 ft.
his aspects, though some creatures do for power-gain- Base Atk +12; Grp +26
ing reasons. Juiblex himself does not seek any society, Atk Options Awesome Blow, Cleave, Improved Bull
preferring to destroy powerful tanar’ri instead of talk- Rush, Power Attack
ing with them. Aspects are much the same. They often Special Actions rage, rock throwing
seek the company of oozes, puddings, and slimes.
A l i g n m e nt : Aspects of Juiblex are always Abilities Str 31, Dex 12, Con 30, Int 14, Wis 16,
chaotic evil. Cha 16
SQ rock catching, tanar’ri traits
TYPICAL TREASURE Feats Awesome Blow, Cleave, Improved Critical
An aspect of Juiblex does not carry anything that anyone (maul), Power Attack, Weapon Focus (maul)
would consider to be treasure. Any treasure found would Skills Climb +23, Concentration +25, Intimidate
have to be carried or worn by allies or minions. They +18, Jump +23, Knowledge (the planes) +17,
would typically be armed with magic weapons. Listen +18, Search +17, Spot +18, Survival +18
(+20 following tracks, +20 on other planes, +22
ASPECTS OF JUIBLEX IN EBERRON following tracks on other planes), Swim +21
Aspects of the Faceless Lord rarely make an appearance Possessions +1 Large frost cold iron maul
on Eberron, but they might be found in Khyber. They Rage (Ex) Once per day, the aspect of Kostchtchie can
are usually on Shavarath working toward Juiblex’s goals. enter a state of frenzy exactly like the barbarian
rage ability. In this state, the aspect of
ASPECTS OF JUIBLEX IN FAERÛÛN Kostchtchie’s Strength and Constitution increase
The Faceless Lord has little interest in Faerûûn, except by 4 and his morale bonus on Will saves increases
where Zuggtmoy has an interest. If you wish to intro- by 2. His Armor Class gains a –2 penalty.
duce aspects of Juiblex to your FORGOTTEN REALMS cam- Kostchtchie remains in his rage for 13 rounds and
paign, perhaps sometimes some appear near locations he becomes fatigued when he leaves his rage.
where cults of Zuggtmoy are gaining strength, to oppose His statistics are presented to include his rage. If
them and lessen the Lady of Fungus’s powers. Other- he is not raging, then the aspect of Kostchtchie’s
wise, they live in Juiblex’s mad realm in the Abyss. statistics change as follows:
AC 19, touch 10, flat-footed 18
ASPECT OF hp 150
Fort +16, Will +11
KOSTCHTCHIE Melee +1 frost cold iron maul +21/+16/+11
From around a mound of snow strides a 16-foot-tall giant (2d8+13/X3 plus 1d6 cold) or
whose skin looks more like ice than flesh. His malformed face Ranged rock +13 (2d6+8)
is a mask of bestial rage, and he swings a huge maul with Grp +24
wild abandon. Abilities Str 27, Con 26
Skills Climb +21, Concentration +23, Jump +21,
ASPECT OF KOSTCHTCHIE CR 10 Swim +19
CE Large outsider (chaotic, cold, evil, extraplanar, Rock Throwing (Ex) The aspect of Kostchtchie can
tanar’ri) hurl rocks of 40 to 50 pounds each (Small
Init +1; Senses darkvision 60 ft.; Listen +18, Spot +18 objects) up to five range increments of 120 feet.
Languages Abyssal, Giant; telepathy 100 ft. Rock Catching (Ex) The aspect of Kostchtchie can
catch Small or Medium rocks (or projectiles of
AC 17, touch 8, flat-footed 16 similar shape). Once per round, if he would
(–1 size, +1 Dex, +9 natural, -2 raging) normally be hit by a rock, the aspect of Kostchtchie
hp 174 (12 HD); DR 10/good can make a Reflex save (DC 15 Small or DC 20
Immune cold, electricity, poison
1
4 Resist acid 10, fire 10
Medium) to catch it as a free action. If the projec-
tile provides a magical bonus to hit, the DC is An aspect of Kostchtchie is a mid-level manifestation
increased by that amount. He must be aware of of the demon lord of the same name. Kostchtchie is
the attack to make a rock catching attempt. fully detailed in Fiendish Codex I: Hordes of the Abyss.
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ECOLOGY ASPECTS OF ORCUS IN FAERÛÛN
As outsiders, the aspects don’t need to eat or sleep. Dungeon Masters should consider the idea that aspects
They have little in the way of ecology. Orcus creates of Orcus come to Faerûûn only when called by power-
them fully formed when he needs them. ful wizards or cults of Orcus. Otherwise, they spend
Environment: Like all tanar’ri, aspects of Orcus most of their time in the Abyss, working toward
live in the Infinite Layers of the Abyss. When encoun- increasing Orcus’s power.
tered away from the Abyss, they have the extraplanar
subtype. ASPECT OF PALE NIGHT
Typical Physical Characteristics: Aspects of
Before you shimmers a diaphanous sheet billowing in some
Orcus appear as slightly smaller versions of Orcus him-
unknown wind. It has a strange attractiveness about it, and
self. They lack the tail of the original, but are extremely
as the sheet moves you can perceive beneath it a lithe female
scary nonetheless. An aspect of Orcus is 12 feet tall and
form, like an elf or human woman. The edges of the sheet
weighs 1,000 pounds.
billow up, hinting at but never giving a clearer view of the
ASPECT OF ORCUS LORE figure beneath.
Characters with ranks in Knowledge (the planes) can
ASPECT OF PALE NIGHT CR 7
learn more about the aspect of Orcus. When a charac- CE Medium outsider (chaotic, evil, extraplanar,
ter makes a skill check, the following lore is revealed, incorporeal, obyrith)
including the information from lower DCs. Init +7; Senses darkvision 60 ft., true seeing;
Listen +5, Spot +17
DC Results
Languages Abyssal, Common; telepathy 100 ft.
19 The creature is a manifestation of Orcus, the demon
prince of undead. The PC can learn all of his outsider AC 23, touch 23, flat-footed 16; Dodge, Mobility
traits.
(+7 Dex, +6 deflection)
24 Its wand is a less powerful version of the infamous
wand of Orcus, which can deal death with a single blow. hp 68 (9 HD); fast healing 5; DR 10/cold iron and
29 It can see invisible all the time, and only good cold good
iron weapons can strike for full effect. Immune mind-affecting spells and abilities, poison
Resist acid 10, cold 10, electricity 10, fire 10
SOCIETY Fort +9, Ref +13, Will +11
Aspects exist to do the will of the demon lord that cre-
ated them. They usually are accompanied by undead, or Speed fly 50 ft. (perfect) (10 squares); Spring Attack
sometimes other tanar’ri, but are as often found alone Melee incorporeal touch +16 (1d6 Cha damage)
Base Atk +9; Grp —
on some mission for their dread prince.
Atk Options Combat Reflexes
A l i g n m e nt : Aspects of Orcus are always
Special Actions truth beneath the veil
chaotic evil.
Abilities Str —, Dex 25, Con 16, Int 17, Wis 20,
TYPICAL TREASURE Cha 23
Aspects of Orcus carry only one thing at all times: SQ incorporeal (MM 315), obyrith traits (see sidebar)
their wands of Orcus. These are powerful but danger- Feats Combat Reflexes, Dodge, Mobility, Spring
ous treasures that corrupt those who try to wield Attack
them. Skills Bluff +18, Diplomacy +24, Hide +19, Intimidate
+20, Knowledge (arcana) +15, Knowledge (nobility
ASPECTS OF ORCUS IN EBERRON and royalty) +15, Knowledge (the planes) +15,
If used in an E B E R R O N campaign, aspects of Orcus Perform (song) +18, Search +15, Sense Motive
spend most of their time on Shavarath, because they +17, Spot +17, Survival +5 (+7 on other planes, +7
live to fight the forces of other demon princes to following tracks, +9 following tracks on other
expand Orcus’s power. Occasionally one is seen in planes)
Khyber or the Demon Wastes. Very rarely one may
Charisma Damage (Su) An aspect of Pale Night
make an appearance in Karrnath, called by a sect of
causes 1d6 points of Charisma damage each
the Blood of Vol to aid in the plans of that evil time she hits with her incorporeal touch attack.
organization. On each such successful attack, she gains 5
temporary hit points.
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Truth Beneath the Veil (Su) Like Pale Night herself, the Typical Physical Characteristics: Aspects of
true form of an aspect of Pale Night is one of such Pale Night are always covered by a billowing shroud,
unimaginable horror that reality itself refuses to like their mistress. They look exactly like her at first
accept it. Thus, the aspect of Pale Night does not glance. Only when someone raises the shroud can he
have a form of madness like other obyriths. Its true tell the difference.
form is hidden by its shroud. Anyone who attempts
to part the shroud to get a better look at the aspect ASPECT OF PALE NIGHT LORE
must make a DC 20 Fortitude save. Success indi- Characters with ranks in Knowledge (the planes) can
cates that the creature’s mind simply fails to learn more about the aspect of Pale Night. When a
process what it sees before a new shroud automat- character makes a skill check, the following lore is
ically wraps around the aspect’s incorporeal body. revealed, including the information from lower DCs.
Failure indicates that for a brief moment, the char-
acter views the truth and is immediately rendered DC Results
comatose and stricken with total amnesia. Even if 19 The creature is a manifestation of the Mother of Demons,
the coma and amnesia effects are dispelled, the Pale Night. The PC can learn all of her outsider traits.
24 This is an obyrith demon, a representation of an ancient
character cannot remember what he or she saw race of demons. This reveals all obyrith traits.
under the shroud. The save DC is Charisma-based. 29 Aspects of Pale Night steal the life force and personality
of a victim with but a touch.
An aspect of Pale Night is a mid-level manifestation of
the demon lord of the same name. Pale Night is fully SOCIETY
detailed in Fiendish Codex I: Hordes of the Abyss. A lot of demons can be found in Pale Night’s realm, and
aspects of Pale Night associate freely with these
STRATEGIES AND TACTICS demons. Sometimes an aspect of Pale Night is seen in
An aspect of Pale Night has one means of attacking: other parts of the Abyss, and generally the other
doing Charisma damage. If forced into melee, an aspect demons leave it alone. In other parts of the Abyss,
of Pale Night uses Spring Attack to deliver Charisma- aspects of Pale Night associate only with those they
damaging attacks to a single character until that character must. Aspects of Pale Night are virtually never seen on
falls unconscious, and then moves to a new target. The the Material Plane.
aspect chooses fighter types to attack first because these A l i g n m e nt : Aspects of Pale Night are always
types of foes tend to have low Charisma anyway, and her chaotic evil.
attacks bypass their major defenses. When using Spring
Attack, an aspect of Pale Night can spring back into a TYPICAL TREASURE
solid object for the cover it provides between attacks. An aspect of Pale Night carries no treasure. In a partic-
ularly dangerous area, one might wear some kind of
SAMPLE ENCOUNTERS ghost touch armor, but aspects of Pale Night eschew
An aspect of Pale Night is usually encountered alone. In weapons of all kinds and rely on their own abilities.
such cases, she is intent on some business for her mis-
tress. She prefers incorporeal companions, but few incor- ASPECTS OF PALE NIGHT
poreal demons exist, so her options are usually limited. IN EBERRON
Aspects of Pale Night do not associate with undead. If used in an EBERRON campaign, Pale Night’s realm is
on Xoriat, the Realm of Madness, where she commands
ECOLOGY the allegiance of pseudonatural creatures. Some say she
As outsiders, the aspects don’t need to eat or sleep. is the mother of all pseudonatural creatures. Her few
They have little in the way of ecology. Pale Night cre- aspects remain on Xoriat, since virtually no one on Eber-
ates them fully formed when she needs them. ron wants to summon anything from this mad realm.
Environment: Pale Night and her aspects live in
Pale Night’s realm, a single bone castle on the 600th ASPECTS OF PALE NIGHT
layer of the Abyss. They rarely appear elsewhere, and IN FAERÛÛN
Pale Night rarely creates aspects. She does not get Dungeon Masters should consider the idea that aspects
involved much in the affairs of the Material Planes, pre- of Pale Night are virtually never seen in Faerûûn; even
ferring to keep to herself or sire some new race of calling one rarely works. The horror that is Pale Night
demonic creatures. (and her aspects) is rejected by Faerûûn and its gods.
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ASPECT OF PAZUZU An aspect of Pazuzu is a mid-level manifestation of the
demon lord of the same name. Pazuzu is fully detailed
This tall and well-muscled man has sharp talons for feet, and
in Fiendish Codex I: Hordes of the Abyss.
these talons scrape the ground as it approaches. Its hawklike
head somehow also appears to have the features of a hand- STRATEGIES AND TACTICS
some human. His hooked beak is full of small, sharp teeth. An aspect of Pazuzu always possesses a magic
Four black, feathered wings rise from its back, and smoke rises greatsword with some nasty special power, and he
from them as if they were constantly smoldering. enters combat more than ready to use this weapon. He
makes use of Spring Attack against melee fighters and
ASPECT OF PAZUZU CR 8
CE Medium outsider (chaotic, evil, extraplanar, full attack sequences against archers and spellcasters.
obyrith) An aspect of Pazuzu loves to fight in the sky, where it
Init +6; Senses darkvision 60 ft., true seeing; Listen has a decided advantage.
+15, Spot +15
Languages Abyssal, Auran, Common; telepathy
SAMPLE ENCOUNTERS
Aspects of Pazuzu fight with, and against, any sort of
100 ft.
demons.
AC 23, touch 16, flat-footed 17; Dodge, Mobility EL 10: Two aspects of Pazuzu challenge some good
(+6 Dex, +7 natural) flying creatures for dominance.
hp 86 (9 HD); fast healing 5; DR 10/cold iron and EL 11: An aspect of Pazuzu and its succubus lover are
good enjoying each other’s company in a remote airy loca-
Immune electricity, mind-affecting spells and abili- tion, accompanied by a single vrock to protect them.
ties, poison
Resist acid 10, cold 10, fire 10 ECOLOGY
Fort +11, Ref +12, Will +9 As outsiders, the aspects don’t need to eat or sleep.
Speed 30 ft. (6 squares), fly 60 ft. (good); Spring They have little in the way of ecology. Pazuzu creates
Attack them fully formed when she needs them.
Melee +2 greatsword +15/+10 (2d6+8/17–20) and Environment: Aspects of Pazuzu spend most of
2 talons +8 (1d6+2) their time in the aerial realm that is Pazuzu’s, and thus
Base Atk +9; Grp +13 they are flying most of the time. They don’t like to be
grounded, though they like to visit anywhere in the
Abilities Str 18, Dex 22, Con 21, Int 18, Wis 16,
Abyss that strikes their fancy (except for some of the
Cha 19
really disgusting layers and those without sky). On the
SQ Aura of servile avians, obyrith traits
Material Plane, they choose tree-based lairs or floating
Feats Dodge, Improved Critical (greatsword),
Mobility, Spring Attack ones if they can find them.
Skills Balance +8, Bluff +16, Diplomacy +14, Disguise Typical Physical Characteristics: An aspect
+16 (+18 acting in character), Gather Information of Pazuzu looks like Pazuzu himself. Typically one is
+10, Hide +18, Intimidate +18, Jump +6, Knowledge about 7 feet tall and weighs 500 pounds.
(religion) +16, Knowledge (the planes) +16, Listen
+15, Move Silently +18, Sense Motive +15, Spot
ASPECT OF PAZUZU LORE
+15, Survival +3 (+5 on other planes), Tumble +18 Characters with ranks in Knowledge (the planes) can
Possessions +2 greatsword learn more about the aspect of Pazuzu. When a character
makes a skill check, the following lore is revealed,
Aura of Servile Avians (Su) All evil-aligned crea- including the information from lower DCs.
tures with a natural fly speed feel a strange
bond of attraction to an aspect of Pazuzu. DC Results
Before such a creature takes any hostile action 19 The creature is a manifestation of Pazuzu, the demon
against the aspect of Pazuzu, it must make a lord of the lower skies. The PC can learn all of his
outsider traits.
DC 18 Will save. Failure indicates that the crea-
24 Aspects of Pazuzu heal very quickly, and they use
ture’s attack fails and its action is wasted. This movement to their advantage in combat.
aura extends to a radius of 120 feet. The saving 29 Evil flying creatures cannot attack aspects of Pazuzu.
throw is Charisma-based.
2
4
2
5
SOCIETY Immune electricity, plant traits
Aspects of Pazuzu are found in the company of flying Resist cold 10, fire 10
demons and other flying creatures. They prefer the Fort +12, Ref +7, Will +8
company of vrocks, and they avoid water-based demons Speed 30 ft. (6 squares), climb 20 ft.
such as Demogorgon and oozy ones like Juiblex. Melee 2 pseudopods +11 (2d6+5) and
Pazuzu has no enemies in the Abyss, and neither do the 2 claws +8 (1d6+2)
aspects, but they have definite preferences. Sometimes Space 10 ft.; Reach 10 ft.
they take succubi as lovers, in the same way that Pazuzu Base Atk +7; Grp +16
sometimes takes Malcanthet as a lover. Atk Options Combat Expertise, Power Attack,
A l i g n m e nt : Aspects of Pazuzu are always improved grab, constrict 2d6+5, engulf
chaotic evil.
Abilities Str 20, Dex 14, Con 24, Int 18, Wis 16, Cha 14
TYPICAL TREASURE SQ plant traits, tanar’ri traits
An aspect of Pazuzu always has a magic greatsword of Feats Combat Expertise, Improved Initiative,
Power Attack
some kind. It might also have some minor consumable
Skills Bluff +12, Diplomacy +4, Hide +8, Intimidate
magic. Aspects of Pazuzu rarely carry wealth for the
+14, Knowledge (dungeoneering) +14, Know-
sake of show.
ledge (nature) +14, Knowledge (religion) +14,
ASPECTS OF PAZUZU IN EBERRON Knowledge (the planes) +14, Listen +13, Move
When used in an EBERRON campaign, Pazuzu’s realm is Silently +12, Search +14, Spot +13, Survival +3
(+5 aboveground natural settings, +5 on other
on Shavarath, and his aspects are closely involved in
planes, +5 following tracks, +7 following tracks in
the unending battles that take place there. Pazuzu
aboveground natural settings, +7 following tracks
maintains control of the skies, and with it control of
on other planes), Use Magic Device +12
battlefields.
Constrict (Ex) The aspect of Zuggtmoy deals 2d6+5
ASPECTS OF PAZUZU IN FAERÛÛN points of damage with a successful grapple
If you want to include Pazuzu in your F O R G O T T E N check, in addition to damage from her pseudo-
REALMS campaign, Pazuzu’s aspects live in the Abyss, pod attack.
but make frequent trips to Faerûûn when they know Engulf (Ex) The aspect of Zuggtmoy can absorb a
they can find innocents to corrupt. Pazuzu often sends grappled creature into her body provided it is size
an aspect to render the assistance that someone has Medium or smaller. In order to engulf a creature,
asked of him. the aspect of Zuggtmoy need only win a new grap-
ple check against her already grappled foe. Each
ASPECT OF ZUGGTMOY round, fungal enzymes eat away at the engulfed
victim and deal 1d2 points of Constitution
Before you stands a foul creature that is only coincidentally damage. A creature drained to 0 Constitution is
humanoid from the waist up. All in all, this creature is a mass absorbed completely by the aspect of Zuggtmoy.
of fungal growths. The top half has grown into the form of an Any gear the creature might have had is exuded
attractive human woman, while the lower half is a roiling out of her body at this time. An engulfed creature
mass of fungi and tentacles. The creature’s skin is a swirl of is considered grappled while the aspect of
purple and black and gray and blue that could bring bile into Zuggtmoy is not. An engulfed creature can
the back of the throat of even the most indomitable of beings. attempt to cut its way free with any light slashing
or piercing weapon by dealing 20 points of
ASPECT OF ZUGGTMOY CR 6 damage (AC 15, DR 10/good). Once the creature
CE Large outsider (chaotic, evil, extraplanar, exits, muscular action closes the hole; another
tanar’ri) engulfed opponent must cut its own way out.
Init +6; Senses darkvision 60 ft.; Listen +13, Spot +13 Improved Grab (Ex) To use this ability, an aspect of
Languages Abyssal, Common, Terran; telepathy Zuggtmoy must hit an opponent of any size with
100 ft. a pseudopod attack. She can then attempt to
AC 21, touch 11, flat-footed 19 start a grapple as a free action without provoking
(–1 size, +2 Dex, +10 natural) an attack of opportunity. If she wins the grapple
hp 81 (7 HD); DR 10/good check, she establishes a hold and can constrict.
2
6
2
7
If she successfully grapples a Medium or smaller character makes a skill check, the following lore is
target, she can attempt to engulf that target the revealed, including the information from lower DCs.
next round.
Plant Traits Although she is an outsider, an aspect of DC Results
Zuggtmoy gains many of the traits of a plant crea- 17 The creature is a manifestation of the Demon Lady of
Fungus, Zuggtmoy. The PC can learn all of her outsider
ture. She is immune to poison, paralysis, poly-
traits.
morph, sleep effects, and stunning, and she is not 22 The most fearsome thing about this creature is that she
subject to critical hits or sneak attack damage. can engulf foes and absorb them.
An aspect of Zuggtmoy is a mid-level manifestation of 27 The creature has many immunities, including some
the demon lord of the same name. Zuggtmoy is fully enjoyed by plants.
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extra 1d8 points of damage (if it is of Medium size). For head of the most powerful gaming fan organization in
Large creatures, the extra damage is 2d6 points; for the world. He served as head of the RPGA ®® Network
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. for almost seven years, overseeing the creation of the
This feat only works when the creature makes a L I V I N G GR E Y H A W K ™ and L I V I N G F O R C E ™ c a m p a i g n s ,
charge. It does not work when the creature is mounted. among other achievements. Eventually, he returned to
If the creature has the ability to make multiple attacks private life in Reno, Nevada, where he spends as much
after a charge, it can only apply this extra damage to time as possible with his wife, new son Owen, and
one of those attacks. many pets.
He is still involved in writing, organizing conven-
ABOUT THE AUTHOR tions, and playing, and he models proteins for the Bio-
chemistry Department of the University of Nevada,
Ro b e rt Wi e s e entered the gaming hobby through
Reno.
the Boy Scouts and progressed from green recruit to
2 9