And by that I mean everything!!! In D&D, nothing is safe!
The Moatia are a race of short old men with yellow skin who walk with a limping gait. All of them are powerful sorcerers who live alone deep within the forests and warn away any intruders with markposts made from bones. They are often wicked and cruel, but are also very skilled healers who have medicine and powders to cure any ailment in existance. They never provide services for free though, and the prices they demand can be very steep or appaling. Moatia don’t use any weapons or attack with their hands, but fight entirely with their magic. They remind me quite a lot of central European witches in their behavior and role.
The Night Men are a race of humans from outside the Three Lands, but all of them are savage and deformed, but almost nothing is known about them other than that they sometimes cross the river at night and raid villages on the southern border. When they attack, they always do so in large hordes, and are usually led by a very powerful sorcerer or shaman. These raiders destroy villages and take large numbers of captives, which they take back to their jungles to be sacrificed in ancient ruined temples. Some people think that they are evil spirits or actually animals that have been transformed into human-like shapes.
The Obia is a spirit in the shape of a large leopard or jackal that serves sorcerers and witches as a guardian or to abduct people and bring them to them. Either to become their wives or for other unspeakable purposes. An obia can grasp a victims in its mouth without hurting them and then run off into the night at very great speed leaving barely any traces. Only the greatest hunters have any chance of tracking them down and find the place where the victims are held. Defeating the sorcerer and his obia guardian is a whole different story altogether.
I reviewed Spears of the Dawn a few weeks ago, and it’s a nice little setting I recommend to anyone with interest in non-European influenced fantasy campaigns. I also really love the new classes and magic system based on Basic D&D that work much better for spellcasters in a Sword & Sorcery setting than standard clerics and wizards. But in addition to all that, Spears of the Dawn also has a short and very nice collection of monsters, which made me want to make another Fantasy Safari post.
As part of the funding campaign, all the art from the book was given away freely, which is always very nice when doing this series.
Spears of the Dawn by Sine Nomine Publishing, 2013; 11 pages of monsters.
Eloko are a race of tiny people who look just like humans but have grass instead of hair and wear clothes made from leafs. However, there is nothing endearing about these little guys, as they like to eat humans. Lone hunters are a welcome meal for groups of eloko, but they have a particular taste for the flesh of women. Before they reveal themselves to their prey, they make their presence known by the ringing of tiny bells, which have the ability to cloud the thoughts of any human to the point where they will simply stand around motionless while being devoured alive. If someone can resist the mind numbning ringing of their small bells, eloko are still much more dangerous than their small size makes them look and a single one fights about as well as a fully grown crocodile. In groups they can be a real threat to small parties of adventurers.
The Eternal are probably my favorite monster of Spears of the Dawn and the major antagonists of the setting. When their evil kingdom was facing defeat by the five other realms of the Three Lands, they turned to dark magic to make themselves immortal. After their death, a magic ritual made their bodies return to a state of unlife, where they need to neither eat, drink, sleep, or even breath. Nor do they bleed and they are impossibly to truly destroy. Stabbing wounds don’t harm them at all and the only way to really harm them is to break their bones or chop off their limbs. While they are able to exist deep in the deserts or underground without any food or water forever and can not be killed by weapons, their unliving nature also makes them unable to heal as they are still corpses. The only way to restore their mangled bodies after suffering the effects of injuries, blasting sand, and the blazing sun is to feed on human flesh. And that already tells you pretty much everything you need to know to understand why they are such a terrifying menace on the Three Lands. They are a lot like vampires in many ways, but also distinctively different creatures. They do not have to feed on humans, but if they do not the ravages of time and the environment quickly take a heavy toll on their dead flesh. They are not harmed by sunlight and in fact nothing can really destroy them. The only way to deal with them permanently is to decapitate them so they are unable to feed and heal their injuries, but even when burned to ash and their bones are ground to dust, their immortal spirits remain, unable to gain a new body or truly die. And like vampires, many eternal sorcerers know the old rituals and can raise the corpses of their enemies to be their slaves forever. Spears of the Dawn is an interesting setting in itself, but the Eternal are what really is selling it to me. They are somewhat similar to an idea I had for my Ancient Lands settings, and I got a whole number of new ideas I want to include from the Eternal. Continue reading “Fantasy Safari: Spears of the Dawn, Part 1.”
The phaerimm were weird, but the Sharn are even weirder. They are large black creatures with three eyeless heads and three arms that each end in three hands with three fingers and an eye in each palm. Like that phaerimm, they are powerful sorcerers but also clerics and they can create three small portals through which they can stick their hands to cast spells at targets behind walls, around corners, or similar situations. To make things worse, sharn are always under the effect of the haste spell, which under the rules version of this book allows them to cast two spells every round. Not surprisingly, these creatures are so alien that they are immune to any magic that manipulates their minds or changes their bodies. A somewhat unusual quirk is that no magic can change the shape of another creature to look like a sharn. Why that is the case seems to be simply an oddity of the universe. While the sharn are both very weird and alien, they are thankfully not really evil and they also hate the phaerimm. In fact it was the sharn who created the magical barrier that trapped the phaerimm under the Anauroch desert. These guys are some really trippy stuff. They first appeared with the phaerimm in the sourcebook Anauroch, which I didn’t know was actually written by Ed Greenwood himself. It’s strange that they have such a tiny presence in the Forgotten Realms. I only ever saw them in this monster book and the Return of the Archwizards novels, which are about the return of the Netherese Empire from the Plane of Shadow, which got the phaerimm all rilled up.
The Sivs are a race of frog people similar to the classic bullywugs, but also very different. While bullywugs are primitive savages, the sivs are as smart as humans and usually Lawful Evil, and even have training as monks. I’m not sure if there’s a kung-fu toad style. They also have the ability to run on the surface of water, which is very kung-fu indeed. It all looks like a quite intriguing idea, but sadly there isn’t really any useful description to how they behave and what they want.
The Tall Mouther is classic old-school D&D weirdness. It’s a big head with a big maw and six arms, covered in blue fur. Otherwise it’s a bit like an ogre and especially loves to eat halflings.
The Helmed Horror is probably one of my favorite monsters of my favorite monster book. I first saw these guys in Baldur’s Gate back in ’99, and they were terrifyingly strong. Good times. On first glance, the helmed horror is simply an animated suit of armor. But like many monsters in this book, it’s made into something much more interesting by giving it a small handful of magic abilities. Compared to true golems, it is relatively weak. But golems in Dungeons & Dragons are absolute terror beasts, so this guy is still amazingly dangerous. The main ability of a helmed horror is that it can make the blade of any weapon it holds burst into flame, covered in magic ice, or charged with lightining. It really only increases its damage by 1d6 points of damage, but it’s still an impressive looking effect that immediately tells everyone they mean business. They can also see any invisible creatures, which makes them great guardians for wizards. In addition to being made of full plate armor and difficult to hit, they are also have all the immunities of constructs and are enchanted to be completely immune to three specific spells. Usually those will be classic attack spells like fireball or lightning bolt, and while casting a spell that affects everything in a large area on a single enemy is not particularly effective, there aren’t that many other spells that can really hurt helmed horrors to begin with. As constructs, they are already immune to almost all illusions, enchantments, and necromancy spells. Disabling a helmed horror other than by hacking it to pieces is quite the challenge. Fot added fun, it also has the spells air walk and feather fall, which make it almost impossible to use the terrain against it. Pits and barriers won’t stop it at all, and even though being a heavy suit of armor, a helmed horror is just as fast as any ordinary human. It’s a fucking Terminator.
The Hybsil is one of the rare fey creatures in D&D 3rd edition, which for some reason never got much love beond the dryad, nymph, pixie, and satyr. Hybsils look like a small deer with the upper body of a small human or halfling with short antlers on their head. Though individually they are quite weak and vulnerable, they usually live in groups of several dozens and their high speed combined with their reliance on bows and arrows can make them formidable opponents. They also have the magical abilities to move without leaving any tracks and to greatly increase the distance of their jumps, which makes them amazingly well suited for ambushs. For emergencies, they also have a few magical sleep arrows they get from pixies, which can knock out many enemies instantly. They are also lead by druids and have their own rangers and sorcerers, which makes things a lot more complicated for any potential attackers. Picking a fight with any hybsils in their forest homes is much more dangerous than it looks from seeing just one or two of these small creatures.
The Leucrotta is a dangerous predator based on sketchy descriptions of hyenas by the Romans. This creature simply runs with it and is exactly what was described. It has the body of an antelope, the tail of a lion, and the head of a badger, It is as large as a horse and has jaws that can even bite through armor. Leucrottas are intelligent creature and completely evil and violent. They simply live for killing. Quite surprisingly to many people, they also can talk and are very capable of immitating the voice of other animals and even people. These guys are some really viscious murder machines and that they are very able at climbing and jumping doesn’t make things better for anyone. Continue reading “Fantasy Safari: Monsters of Faerûn (D&D 3rd Ed.), Part 4”
The Ghaunadan is a slime creature very much unlike any other in Dungeons & Dragons. In addition to being an ooze, it also is a shapechanger that can take the form of any kind of humanoid. It is also far from mindless like other oozes and instead a highly intelligent creature. It’s slime has a paralysis effect on living creatures and it also can easily disarm enemies by pulling their weapon into its body. A ghaunadan also has a limited form of charming gaze, which gives it a significant boost to all Charisma checks against a creature it has charmed, which makes ghaunadans excelent for infilitrating humanoid cities and palaces. Ghaunadans are associated with the ancient and evil god Ghaunaur, who rules over slimes and all kind of weird Underdark creatures and is sometimes worshiped by drow. Since all his traits are basically the same in every way as those of the demon lord Juiblex, I always consider them to be actually the same being. I don’t remember seing any hint of ghaunadans in any works older than this book, so it’s quite likely that they were inspired by the Shapechangers from Star Trek: Deep Space Nine, who are mostly the same thing but can also take the shape of objects and nonhumanoid creatures.
I can’t really say anything about the Fog Giant, other than it’s a giant without special abilities who ranks in power between a stone giant and a frost giant, but is taller than either. But look at this picture! When this guy hits you, you’re paste!
The Phaerlin Giant is a creature native to the Phaerlin region of the Underdark in the Forgotten Realms, which lies under the huge Anauroch desert and was once the location of the mighty wizard empire Netheril, but is under control of the phaerimms (more on those later). Phaerlin giants look like slightly mutated stone giants and live entirely underground, which I think is a neat idea. Reminds me of grimlocks. But their stats in this book are pretty wonkey. They are probably the only creature in D&D that is size category Huge and has a Challenge Rating of 3. Like any self respecting Underdark creature they have magic resistance and being primitive and feral they can sense nearby creatures by scent. Almost 70 hit points is also nothing to laugh at, but their backs are bent so badly that they move only very slowly. And for some unexplained, but nonmagical reason, they are so terrifying that characters who fight them have to make a saving throw or suffer penalties to all their attacks and saves because of fear. This is usually an ability reserved for the most powerful beasts and inhuman abominations. Here it just seems out of place. I like the cave giant from Pathfinder a lot more. Continue reading “Fantasy Safari: Monsters of Faerûn (D&D 3rd Ed.), Part 3”
I’ve started to combine all the Fantasy Safari posts of each book in a single page and put them on an index page, which you find here and in the menu bar above. This is probably easier than searching for all the original posts separately.
More Forgotten Realms goodness:
The Chosen One is essentially a ghoul who causes temporary Constitution damage instead of paralysis. It doesn’t say why it is named that way, and only that chosen ones are made by the Red Wizards of Thay as servants. Very weak entry. (Variant Ghoul +1)
Crawling Claws, on the other hand, are awesome. They also are the other hand, as they are created only from left hands taken from dead or even living humanoids. They don’t have any special abilities or fancyful backstory. They are just animated hands that crawl around and attack people, which is cool and fun enough by itself. Creating one is only a 3rd level spell and each claw is automatically under the command of its creator. For some reason the spell is also evil, even though nothing about it indicates why. Ah well, alignment! Never made any sense, never will.
I am not sure where the idea of monsters being the creation of crazy wizards comes from, but it might very well have been Forgotten Realms. Darkenbeasts are somewhat reptilian and bat like monsters created from ordinary small animals by the Red Wizards. As their name hints at, darkenbeasts can not tollerate sunlight and after each ten minutes of exposure there is a 25% chance that the magic will end and the monster return back into an animal. In addition to being winged servants with a high resistance to magic, a wizard can also use a darkenbeast to store a spell for later. When the darkenbeast is near its master, he can retrieve the spell and aim it at whatever target he pleases, which destroyes the darkenbeast in the process. I think these are cooler than winged monkeys.
The Deepspawn had the potential to be one of the truly iconic weird monsters of Dungeons & Dragons, but somehow it remained limited to Forgotten Realms and didn’t really make any appearance after 2nd edtition. It’s on the cover of Lost Empires of Faerûn, but I think that’s it. When I first got into D&D with the Forgotten Realms campaign setting box (the 3rd edition FRCS had not been released yet), I thought that this creature was the fourth member of the exclusive group of aboleths, beholders, and illithids. But no it’s not, which is a shame. The deepspawn is a monster with a large spherical body over 5 meters in diameter and has six long tentacles. Three of the tentacles are used as arms, while the other three end in large maws full of sharp teeth. Its eyes are all over the body. The deepspawn by itself is not a terribly dangerous fighter and has only little magic abilities that would make any difference in a fight, but is completely immune to any poison and has a high resistance to magic. Its main ability is to spawn copies of any kind of living creature it has eaten, which takes between 1 and 4 day for each spawn. As a result, a deepspawn is never encountered alone but always surrounded and protected by a considerable force of other monsters it created. While the spawning ability is a bit dubious to me, I really do like its appearance and the idea that something like that would be the mastermind of a dungeon that rules over all the lesser monsters. The deepspawn got updated in Lost Empires of Faerûn, since the stats here are pretty shoddy. Size got increased from Large to Huge (which for a 5 meter sphere with long tentacles seems more correct), Strength got increased from measly 19 to 29 and Charisma bumped up from 4 to 10, which makes much more sense for something with Intelligence and Wisdom of 17. Now that looks a lot meaner, like something of this appearance should. Continue reading “Fantasy Safari: Monsters of Faerûn (D&D 3rd ed.), Part 2”
I have been given a number of interesting suggestions for more monster books, among them Creatures of Barsaive for Earthdawn and Creatures of the Dreamseed for Engel, which I am currently trying to hunt down. In the meantime, we’re going to explore Monster of Faerûn, the last Dungeons & Dragons book I have on my list of books I want to cover.
Monsters of Faerûn was one of the very early books for D&D 3rd edition and the first monster book after the original Monster Manual. The cover of the book matches the Monster Manual and not the Forgotten Realms Campaign Setting as all other Forgotten Realms books later would. It is also the only book that has the title “Monster Compendium” in it’s name. I assume it was planned to have it as a distinct product line, but all further monster books were 200+ pages hardcovers, unlike this 100 page paperback.
I started with fantasy stuff in 1999, the year before 3rd edition was released, and that start was Baldur’s Gate, the game that made BioWare the giant of Western RPGs that it had been for until recently. (Really not a fan of any of their games since Mass Effect 2, which is the best videogame of all time!) A game that just so happens to be set in the Forgotten Realms, so I had to get this book right when it came out. And even though it’s by far the smallest monster book ever released by WotC, and also just the second they made, I think this one really the best one by a far margine. When I went to get the monster pictures from the old art archive from WotCs website (they are still up, but you’ll only get there through search engines), there was barely amy that I didn’t download. And most of those that I am not going to cover here aren’t boring, but they are either beefed up versions of monsters from the Monster Manual (cloaker lord, greater doppelganger) or I already covered them when I did the 1st edition Fiend Folio (bullywug, fire newt, giant strider, gibberling, quaggoth). Truly wonderful book and almost all of the creatures can be imported to other settings without problem. I think a good dozen of them directly inspired monsters for my own Ancient Lands setting. If this book were Star Wars, it would be The Empire Strikes Back.
Monster Compendium: Monsters of Faerûn for Dungeons & Dragons 3rd Edition by Wizards of the Coast, 2001; 86 pages of monsters.
The Aballin is a type of ooze whose most distinguishing trait is that it looks just like water. It also can change between two different states, one being a thick slime, the other a water like liquid that is almost impossible to harm. It is one of the many classic creatures of the type “everything is trying to kill you”, but I think actually one of the less implausible ones. It’s just another slime like all the others, except that it has a clear color. When in its semisolid state, an aballin is quite strong and can slam enemies with considerable force. However its main mode of attack is to engulf its victim and simply drown him.
The Banedead is a variant ghoul created by clerics of the evil god Bane. One of their hands is a large claw, which also happens to be the holy symbol of Bane, and also deals 1 point of Dexterity damage. Which is not as measly as it sounds. Since it’s tied to a melee attack, there is no saving throw and there’s a good chance you’re going to encounter them in significant numbers. This can get quite bad over time, especially as banedead are not very strong otherwise and therefore likely to be fought by PCs of low-medium level. Dealing with larger numbers of them over several encounters could make for a very interesting adventure. An interesting detail of the banedead is that they are also created by priests of the Banes son Xvim, which tells us that this book was actually released before the FRCS, as from that point on Xvim is dead and Bane is back! (Variant Ghoul +1) Continue reading “Fantasy Safari: Monsters of Faerûn (D&D 3rd ed.), Part 1”
Completing the Monster Manual:
The Vargouille is a creature from before there were different creature types in D&D and eded up as an outsider in 3rd edition, even though it could just as well have been made undead like the bodak. As far as I am aware, they first appeared in the Planescape setting and they are a wonderful example of how the setting is full of things that are simultaneously silly, cool, and somewhat creepy. A vargouille is a humanoid head with a large pair of wings that has a terrifying scream that makes any creatures within 20 meters become paralyzed by fear. Their bite does very little damage, but also has a poison that makes it impossible for the target to heal any kind of injuries. But most terrifyingly, a vargouile can fly up to a paralyzed victim and give it a kiss, which starts a slow process of transformation that first makes the hair fall out, then the ears turn into large bat wings, makes it go insane, and finally causes the head to ripp off the neck and fly away as a new vargouille. Funny. But as always, some more description what you’re supposed to do with it would have been nice.
The Wight really is just a very beefed up ghoul. I like this monster and when you go into the details its background and context makes it a quite different creature. It’s still a starved corpse that sneaks around in the dark. (Variant Ghoul +1)
The Winter Wolf is a huge white wolf with who can breath icy cold and whose bite deals cold damage. Just like a color flipped hellhound. It’s bigger and tougher though, and also of human intelligence and with the ability to talk. They are not exactly masterminds, but are smart and dangerous enough to be villains in their own right who command weaker creratures as their minions. (Demon Dog +1)
And of course the Worg, because Tolkien did it. And everything that Tolkien did has to be in D&D! Its a big wolf that is slighly intelligent and evil. (Demon Dog +1)
Xills are creatures that come from the novel Voyage of the Space Beagle, which also got us the displacer beast. It’s a four armed, demonic looking humanoid, but it’s actually from the ethereal plane. Unlike most ethereal monsters, it takes a xill significantly longer to move between the ethereal and material world, which makes impossible to quickly blink in and out and avoid any retaliation by its enemies. They are very intelligent and also evil, and as a nice thouch we’re also told that groups are often led into battle by a cleric of a deity of strength and travel. Their four arms help them with wrestling their enemies and when they can get a hold, they use their poisonous bite that can paralyze for several hours. The saving throw to resist it is not too high and there’s a good chance to withstand the poison, but then the xill can just try again the next round until it works. Unlike other monster (foreshadowing!) their ability to grapple is not excessively high and they can not try to bite without grappling an enemy first, which makes the ability not too powerful, but still something that can add a nice touch to a fight. Especially when the xills want to take prisoners, which they do to implant their eggs into them. With a duration of 90 days until the eggs hatch, there is plenty of time to try to rescue those prisoners and get them help. If you make some more backstory and context for them, these could be quite interesting enemies for a campaign. Continue reading “Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 4”