Post by Talon on Jan 24, 2009 23:36:29 GMT -6
Aberrations generally all have bizarre anatomies, strange abilities, alien mindsets, or any combination thereof. All aberrations have darkvision out to 60 feet. As a group, they have no other special abilities or immunities.
• Aboleths are a race of malevolent, eel-like aberrations with potent psionic abilities. Aboleths are some of the most ancient beings in existence.
• beholder is a large aberration normally found in the Underdark. These large, orb-like beings have ten eye-stalks and one central eye, each containing powerful magic. They are xenophobic (fear of strangers) yet vicious creatures, beholders are quick to attack enemies, including anyone it deems not "like themselves"
• carrion crawler is a large, pale yellow and greenish aberration whose appearance is akin to a 3' (0.9m) to 4' (1.2m) long centipede. Crawlers possess eight long tentacles protruding from the sides of their heads, allowing them to stun prey. While usually eating a diet of carrion, as the name suggests, they are also known to kill live creatures.
• elder brain is the final stage of the mind flayer life cycle. The elder brain lives in a brine filled pool in the center of a mind flayer city, where it guides its community by filling them with dark dreams of illithid domination. Although its intellect is of godlike proportions, its only physical attack is by using its tendrils to lash out or grapple an opponent. Therefore mind flayers protect their elder brain by securing it in a well protected cave inside the city. Its strong mind-affecting powers stem from the brains of long dead mind flayers making up the vicious mass of the elder brain. Being composed of many brains as energy source for its intellect it can communicate telepathically.
• Nyths are creatures very similar to will-o'-wisps (ghostly lights) and the two species can communicate and have been known to ally with each other. Nyths are often mistaken for wisps but some northern barbarians can supposedly tell the two apart, naming nyths "wildfire" and thinking them to be evil spirits. Nyths have a slightly wider range of coloration than wisps. Nyths do not feed on negative emotions as wisps do but instead eat their prey like most predators. They have a natural ability to shoot magic missiles from their bodies and, while they can extinguish their glow like a wisp (but only for a short time and not if they fire a missile which causes their body to glow even brighter), they prefer to hide in the light of the sun.
• Phaerimm are evil mages who would gladly erase all other beings from existence. The fact that they have not yet done so is probably attributable to the fact that they would lack serviceable slaves to torture for sport if they did. Phaerimms communicate with one another by varying the wind speed around their bodies and with other creatures by means of telepathy. They understand Common and several other languages.
• sharn are adept and monstrous sorcerers who serve the alliance of deities known as the Pentad—the elven deities Corellon Larethian and Sehanine Moonbow, the dwarven god Dumathoin, and the human deities Mystra and Oghma. The sharn are composed of a variety of different races, including elves, dwarves, humans, and centaurs, of fallen civilizations that willingly underwent magical transformations to turn themselves into sharn that they may better preserve their civilizations’ lore. The sharn also prevent abuses of magic and fight against corruptions of the Weave.
• Death tyrants are a truly reprehensible undead form of beholders, similar to zombies that retain some innate magical abilities. They are often used by powerful wizards as guardians; almost never being encountered near other beholders, who find them abhorrent.
• Eyeballs are tiny (8-inch wide), four-stalked, wild beholderkin. They often serve as familiars for evil spellcasters. They have 360-degree vision and can see with darkvision up to 60' (18 m).
• gauth, sometimes referred to as a lesser beholder, is a 4' (1.42m) wide beholderkin that feeds on magic as well as flesh. They have six eyestalks, one of which is used to drain magic from items, along with four feeding tendrils that sprout from the top of its body. The most obvious feature of a gauth is that its central eye, which stuns and affects the viewer's mind, is surrounded by a ridge of flesh and many small eyes used for sight. A gauth is a rapacious and tyrannical creature that seeks to exact tribute from anything weaker than itself, and often attacks adventurers merely to acquire their wealth.
• Overseers are the most dangerous of the beholderkin. Rivaling the power of a hive mother, an overseer resembles nothing more then a large mass of flesh, or a tree with mouths on its trunk and eyes on its branches.
• Spectator is an extraplanar form of beholderkin with four eyestalks. Somewhat mild and even-tempered, they have even been known to form friendships with other creatures, a trait that no other beholderkin or true beholder ever displays.
• Alhoons, also known as illithiliches, are magic-using outcasts from mind flayer societies who have defied the ruling elder-brains, to achieve lichdom. Alhoons combine powerful wizardry and sorcery with their innate skill at psionics to become a new threat to the established order of the Underdark and beyond. Their skin possesses none of the wet, smooth, slimy texture of living illithids, instead appearing dry, wrinkled, and cracked due to the powerful magic resistance that has prevented a perfect conversion to lichdom. Alhoons are ignored, feared, and hated by mortal illithids due to their rejection of the illithid circle of life, culminating with the physical and psychic merging with an Elder Brain.
• illithid, also called the mind flayer, is an evil and sadistic being, humanoid in appearance, but with a four-tentacled octopus-like head. These beings are feared throughout the Underdark for their telepathic abilities and usually are not without two or more slaves, mentally bound, to each individual mind flayer. Although they cooperate to achieve a goal, they will back away at the first sign that it is not something that will be self-profitable. They are capable of speaking Undercommon, but prefer telepathic communication and will attempt to mentally dominate any non-slave, non-illithid they meet. They feed on the brains of sentient creatures and are thus feared. Their natural psionic abilities also make them respected in the eyes of the drow, beholders, and duergar, the other dominant races of the Underdark.
• Illithid Body Tamer is a special prestige class of the illithids that focuses on martial skill over psionic prowess. Illithid Body Tamers follow a discipline called the "Tamer Creed" which says that only a potent military force will ensure Illithid society's future existence. They maintain that only by abstaining from psionics will they strengthen their considerably frail bodies sufficiently enough to become accomplished fighters.
• Banelar nagas are evil, nagalike creatures whose mastery of spells and magic items makes them deadly opponents. A banelar naga has a snakelike body covered in dark, purple-green scales and an oversized humanoid head. Its eyes are green-white and glistening with malice, and tiny tentacles grow in a ring about its mouth. Its brown tail ends in a wicked-looking stinger. Although its tentacles are too weak to wield weapons, they can be used to wear, manipulate, or carry minor items such as rings, keys, wands, and bits of food. Banelar nagas can breathe air or water with equal ease. Due to racial traits the banelar is highly resistant, but not immune, to petrification spells or abilities. Banelar nagas speak Common, Draconic and Orc with their horrid, hissing voices.
• bone naga is a skeletal undead creature created from a naga by a spellcaster (usually of its own race). A create undead spell can produce a bone naga from any naga subject less powerful than its creator.
• dark naga is a naga subspecies that looks like a large purple snake or eel with a barbed stinger at the end of its tail and a human face. Dark nagas can speak Common and Infernal. They like to plot with other creatures of evil alignment so that they can gather wealth more easily.
• Faerûnian ha-naga is a massive and powerful naga lord, often worshiped by spirit nagas as a god. It prefers to make its lair in the ruins of ancient civilizations, preferably one that it has personally brought low. It usually establishes its nest in a former center of society, such as a temple, a throne room, or a coliseum. In this place, the ha-naga gathers together the treasures of the lost society piling up art, fine jewelry, and the recorded history of the civilization as tributes to its own devastating prowess.
• Iridescent nagas spend their lives wandering the land in search of new discoveries and hidden beauty. They favor ancient, overgrown ruins that have been transformed into places of wild splendor as temporary lairs. Usually iridescent nagas are chaotic good aligned.
• Nagas are a race of intelligent snake-like immortals with widely differing abilities and alignments. They resemble giant snakes, some with humanoid heads and some with more snake-like heads, both of which have a certain amount of spell casting power. They have also been known to eat the flesh of humans, orcs, and other races. Nagas were created, along with yuan-ti, by the reptilian Creator Race, the sarrukh.
• Naga overlords are evil masterminds who operate in secret, usually behind cults of devoted followers. They seek to enslave lesser races and use them to dominate whole communities. Naga overlords tend to be extremely vain, power-hungry, and obsessed with negating any threats to their safety and comfort. Many even exhibit powerful god complexes.
• nagahydra is a serpentine monster with five heads, each of which can unleash a devastating barrage of spells. This fearsome predator haunts the depths of ancient forests, hunting lesser beings for food.
• Spirit nagas are the most powerful type of naga. They have a human female head on a snake body and are spell-casters.
Animals
• A dire wolf is a dire version of a grey wolf. They are encountered individually, or in packs of between five and eight creatures. They are found in any non-aquatic or non-desert environment. Grey or black in color, dire wolves are about eight' (2.4m) long, and weigh around 700lb (318kg). They have a good sense of smell. They also are good listeners, and their bodies have adapted to be easily hidden and quiet. Their eyes are slightly stronger than those of humans. Dire wolves fight in packs, surrounding a foe, and flanking it to gain the upper hand. Their only attack is their bite, but they are quite capable of pulling enemies to the floor once they have bitten hold of them.
• Dolphins are plentiful in the waters of Abeir-Toril. They can be found in the Bay of Dancing Dolphins in Dambrath where they can be seen performing the Dance of the Dolphins. They are the allies of the aquatic elves and particularly old and intelligent dolphins can be found living with them in Myth Nantar.
• The diatryma is a large, flightless bird, native to the Underdark. The gigantic flightless bird is about 8 ft tall. It has a thick neck and sports a deadly and powerful hooked beak. Jarlaxe keeps a diatryma feather in his hat.
• Rothé are herd animals and one of the primary livestock of humans in Faerûn's northern areas and of the drow of the Underdark below. They resemble musk oxen, and have three different sub-species. The Axe of Mirabar, the militia of the city of Mirabar, rides rothé in the winter. Deep Rothé--This sub-species communicates with magical flashing lights in the Underdark. Ghost Rothé-- These rothé are larger than average, and are white with magical abilities that grant them transportation and silence.
• In the murky depths of the great rivers of Chult, the Aldani, or "Lobster Men" hold court. They appear as man-sized lobsters, though only those who travel to the bottom of the Olung will ever see them, since the aldani never leave the water; they swim like lobsters, but walk upright on two manlike legs. Their faces vaguely resemble men encased in armor, though their eyes extend upon long stalks. The aldani live in groups of 1-20, within a very specific area of the river. They patrol their borders jealously, often accompanied by swarms of 2-20 piranha.
• frenzy dog is a magical transformation of almost any other animal, created by the special create frenzy dog spell, used by the druids of Chondalwood to protect their environment. The spell that creates these creatures is barely known outside this forest, and the druids use it sparingly, creating a pack of only around a dozen frenzy dogs at one time, wary of their ability to ruin forest environments if left unchecked. A frenzy dog gains a certain amount of magical intelligence, but only enough for hunting. The frenzy dog is around 4 feet (1.2m) tall at the shoulder and has black coat with tan and white swirls. It has a face similar to a pit bull. It has a protrusion of 7" (18cm) bony spikes from its neck that has the appearance of a spiked collar.
• snake-dog is a cross-breed of a venomous snake and a dog domesticated by the yuan-ti and living in the jungles of Chult. It is not clear whether or not it is a true descendant of the dog, but it is likely that they are the creation of a wizard rather than a natural evolution. Some of these snake-dogs also live in the Vilhon Reach area, again in yuan-ti company, but they do not survive in city-like environments, requiring moisture and water in which to swim regularly. Snake-dogs are around 2 feet (0.6m) tall at the shoulder, with an elongated body and a snake-like tail. Its body is about 4 feet (1.2m) long and its neck the same length again. It has an elongated, flattened snake-like head except for the ears. The snake-dog can unhinge its own jaw to allow it to swallow larger objects than would normally fit, and has rows of sharp fangs. It is covered in snake-like jungle-colored scales which help its disguise in a jungle environment.
• badger mouse is a mouse-like rodent roughly the size of a badger. They are native to the Duskwood and are most abundant during the Spring, when the ash wheat is in good supply. The badger mice are preyed upon by puff adders.
• winter wolf is an intelligent version of a wolf and inhabits cold regions such as tundra or cold forests. It grows to about eight feet (2.4m) in length, four and a half feet (1.4m) at the shoulder, and weighs around 450 pounds (204kg). They usually have blue eyes. Winter wolves live in packs of around three to five, sometimes working together with evil creatures like frost giants. They speak Giant and Common, and have darkvision to sixty feet (18.3m) as well as low-light vision.
Constructs
• Golems are an amalgam of several types of magically created constructs. They are tough, fearsome combatants with incredible defenses. Although they move like living creatures, they are merely animated objects, giving them several advantages and disadvantages in battle. As constructs, golems are innately immune to a number of attacks; among these are mind-altering, poison, sleeps, paralysis, stunning, disease and death effects as well as most spells. They never tire, get confused or distracted and possess both low-light and darkvision. Because they are mindless, golems lack much in the way of creativity and initiative. The creator of a Golem is typically a wizard or a cleric, both of whom have control over the creature. Due to the process involved in creating a Golem, in which an elemental from the Plane of earth is bound against its will into the Golem's body, the control of certain golems has a chance of being voided in proportion to the length of time that it is used in combat.
• Clay Golems: Clay golems are created by clerics. While in combat, there is a cumulative chance as the battle progresses that the golem will be possessed by a chaotic evil spirit. If this happens, control over the golem is lost and it will attack the closest living creature.
• Crystal Golems: Crystal golems are constructed from dagger-like shards of purple crystal and are surprisingly resilient given their fragile appearance. They can throw these crystals at their foes as missile weapons.
• Flesh Golems: These golems are created from human remains. If control over the Flesh Golem, is lost it goes berserk, attacking allies and enemies both.
• Iron Golems: Iron golems are among the strongest type of golem and never revoke the control of those who created them.
• Rimefire Golems: Rimefire golems are powerful beings made of living ice that are thuggish and have little regard for their own well-being.
• Sand Golems: Sand golems are incredibly evasive constructs that are more intelligent than most golems and can transform into storms of sand.
• Stone Golems: Golems of stone are twice as powerful as those of flesh. They are highly resistant to attacks because of their stone composition. They do not revoke their creators control like Flesh and Clay Golems.
• Crawling claw These constructs are masses of amputated left humanoid hands.
• Homunculus small constructs are created to aid spellcasters.
• Helmed Horror is an animated construct often found as a guardian. A helmed horror is an empty suit of armor, with purple magical light flickering between the joints. They often carry a great sword and a heavy crossbow.
• King of Shadows (originally known only as the Guardian) was a dark creature who was both born of the Illefarn empire, as well as the reason for its destruction.
• Retriever is a mindless construct created by foul sorcery to be warriors and servants for more powerful demons of the Abyss. They specialize in retrieving lost or desired objects, runaway slaves, and enemies and bringing them back to its master. A retriever appears as a giant spider, which stands twice as tall as a human, with forelegs that end in large cleavers. Its body is about the size of an ox, and its four bulbous eyes gleam malevolently. These eyes are capable of producing magical ray attacks that deal fire, cold, electricity, and petrifaction to an enemy.
• Walking statues are mighty constructs built for the defense of holy temples, ancient vaults and the most important cities, castles and fortresses of Waterdeep. They often serve as ethereal guardians that attack other ethereal creatures approaching its guarded area. They are unswervingly loyal to their instructions or orders, carrying them out to the best of their abilities. Unlike most constructs, walking statues are free-willed, thinking creatures who can reason, learn and remember. They might stand still for centuries at a time remaining endlessly vigilant, but all the while they are deep in thought. Walking statues can understand Common and Draconic, but will only speak if commanded to do so by its creator, or any whom it recognizes as an authority.
• Warforged are a rare race of humanoid constructs constructed through powerful rituals. Warforged average between 6' and 6'6" and are made up of bulky, metallic or stone bodies that weigh roughly 270-300 lbs. Extremely powerful and endurable warforged are able fighters. Unlike most constructs, warforged are fully self-aware and maintain mental faculties on par with elves, humans, or similar races.
• Dragons (or wyrms) are very powerful and magical creatures. There are several types of dragons, the most common of which are chromatic and metallic which are evil and good respectively. They are an ancient race. Few species that still exist can claim longer lineage. Dragons were the bane of the creator races of Toril; their line is so old, they had their own realm during the first recorded exploits of the elves. Today, the dragons of Toril are nearly all recluses or at the very least deceptive to their true nature, living amongst other species in polymorphed form.
• Elementals are the purest form of what non-scientific peoples consider the basic building blocks of matter. They are intelligent, self-aware entities that are made up of the matter of their home plane. They can be summoned to any plane of existence, except the plane of concordance to their element. For example, summoning a Fire Elemental to the Elemental Plane of Water would take more magical power than mortals can conceivably wield.
• Fey are usually humanoid in form, and are typified as having supernatural abilities and a connection to nature or to some other force or place. The language of the fey is called sylvan. Fey, or faeries, are creatures of any size, shape, texture or smell, that exemplify and inhabit natural wonder. They go by many names, like “Green Folk”, “Fair Folk”, “People of Peace” (ie: Brownies, Drow, Elves, Satyrs, etc..)
• Humanoid is a type of creature. Humanoids are any creature shaped generally like a human (two arms, two legs, one head, or a humanlike torso, arms and head), medium or smaller in size, with few or no supernatural or extraordinary abilities. Most humanoids can speak, and usually have well-developed societies. Humanoids are similar in form to monstrous humanoids and giants, but are treated as a different type of creature.
• immortal is a creature native to the Astral Sea in origin, such as deities or devils. Creatures that arrived there from elsewhere but now dwell there, such as the githyanki, are not considered immortals however. (ie: Lolth, Errtu, etc)
• Magical beasts are similar to ordinary animals in many ways, but usually have a higher intelligence, and possess supernatural or extraordinary abilities. All magical beasts have darkvision out to 60 feet as well as low-light vision. As a group, they have no other special abilities or immunities. (ie: Chimera, basilisk, etc)
• Monstrous humanoids are differentiated from humanoids by their monstrous or animalistic features. Not all of them are technically "humanoid" in body form. They often have different types of supernatural or extraordinary abilities. All monstrous humanoids have darkvision out to 60 feet (20m). As a group, they have no other special abilities or immunities. (ie: Centuar, doppelganger, etc)
• Outsiders are at least partially composed of the essence, if not material, of a plane other than the Prime Material Plane. All outsiders have darkvision out to 60 feet. As a group, they have no other special abilities or immunities. (ie: deities, genies, etc)
• Shadow creatures: ghosts, nitemares, wraiths, shades
• Undead: liches, ghouls, vampires, zombies
• Aboleths are a race of malevolent, eel-like aberrations with potent psionic abilities. Aboleths are some of the most ancient beings in existence.
• beholder is a large aberration normally found in the Underdark. These large, orb-like beings have ten eye-stalks and one central eye, each containing powerful magic. They are xenophobic (fear of strangers) yet vicious creatures, beholders are quick to attack enemies, including anyone it deems not "like themselves"
• carrion crawler is a large, pale yellow and greenish aberration whose appearance is akin to a 3' (0.9m) to 4' (1.2m) long centipede. Crawlers possess eight long tentacles protruding from the sides of their heads, allowing them to stun prey. While usually eating a diet of carrion, as the name suggests, they are also known to kill live creatures.
• elder brain is the final stage of the mind flayer life cycle. The elder brain lives in a brine filled pool in the center of a mind flayer city, where it guides its community by filling them with dark dreams of illithid domination. Although its intellect is of godlike proportions, its only physical attack is by using its tendrils to lash out or grapple an opponent. Therefore mind flayers protect their elder brain by securing it in a well protected cave inside the city. Its strong mind-affecting powers stem from the brains of long dead mind flayers making up the vicious mass of the elder brain. Being composed of many brains as energy source for its intellect it can communicate telepathically.
• Nyths are creatures very similar to will-o'-wisps (ghostly lights) and the two species can communicate and have been known to ally with each other. Nyths are often mistaken for wisps but some northern barbarians can supposedly tell the two apart, naming nyths "wildfire" and thinking them to be evil spirits. Nyths have a slightly wider range of coloration than wisps. Nyths do not feed on negative emotions as wisps do but instead eat their prey like most predators. They have a natural ability to shoot magic missiles from their bodies and, while they can extinguish their glow like a wisp (but only for a short time and not if they fire a missile which causes their body to glow even brighter), they prefer to hide in the light of the sun.
• Phaerimm are evil mages who would gladly erase all other beings from existence. The fact that they have not yet done so is probably attributable to the fact that they would lack serviceable slaves to torture for sport if they did. Phaerimms communicate with one another by varying the wind speed around their bodies and with other creatures by means of telepathy. They understand Common and several other languages.
• sharn are adept and monstrous sorcerers who serve the alliance of deities known as the Pentad—the elven deities Corellon Larethian and Sehanine Moonbow, the dwarven god Dumathoin, and the human deities Mystra and Oghma. The sharn are composed of a variety of different races, including elves, dwarves, humans, and centaurs, of fallen civilizations that willingly underwent magical transformations to turn themselves into sharn that they may better preserve their civilizations’ lore. The sharn also prevent abuses of magic and fight against corruptions of the Weave.
• Death tyrants are a truly reprehensible undead form of beholders, similar to zombies that retain some innate magical abilities. They are often used by powerful wizards as guardians; almost never being encountered near other beholders, who find them abhorrent.
• Eyeballs are tiny (8-inch wide), four-stalked, wild beholderkin. They often serve as familiars for evil spellcasters. They have 360-degree vision and can see with darkvision up to 60' (18 m).
• gauth, sometimes referred to as a lesser beholder, is a 4' (1.42m) wide beholderkin that feeds on magic as well as flesh. They have six eyestalks, one of which is used to drain magic from items, along with four feeding tendrils that sprout from the top of its body. The most obvious feature of a gauth is that its central eye, which stuns and affects the viewer's mind, is surrounded by a ridge of flesh and many small eyes used for sight. A gauth is a rapacious and tyrannical creature that seeks to exact tribute from anything weaker than itself, and often attacks adventurers merely to acquire their wealth.
• Overseers are the most dangerous of the beholderkin. Rivaling the power of a hive mother, an overseer resembles nothing more then a large mass of flesh, or a tree with mouths on its trunk and eyes on its branches.
• Spectator is an extraplanar form of beholderkin with four eyestalks. Somewhat mild and even-tempered, they have even been known to form friendships with other creatures, a trait that no other beholderkin or true beholder ever displays.
• Alhoons, also known as illithiliches, are magic-using outcasts from mind flayer societies who have defied the ruling elder-brains, to achieve lichdom. Alhoons combine powerful wizardry and sorcery with their innate skill at psionics to become a new threat to the established order of the Underdark and beyond. Their skin possesses none of the wet, smooth, slimy texture of living illithids, instead appearing dry, wrinkled, and cracked due to the powerful magic resistance that has prevented a perfect conversion to lichdom. Alhoons are ignored, feared, and hated by mortal illithids due to their rejection of the illithid circle of life, culminating with the physical and psychic merging with an Elder Brain.
• illithid, also called the mind flayer, is an evil and sadistic being, humanoid in appearance, but with a four-tentacled octopus-like head. These beings are feared throughout the Underdark for their telepathic abilities and usually are not without two or more slaves, mentally bound, to each individual mind flayer. Although they cooperate to achieve a goal, they will back away at the first sign that it is not something that will be self-profitable. They are capable of speaking Undercommon, but prefer telepathic communication and will attempt to mentally dominate any non-slave, non-illithid they meet. They feed on the brains of sentient creatures and are thus feared. Their natural psionic abilities also make them respected in the eyes of the drow, beholders, and duergar, the other dominant races of the Underdark.
• Illithid Body Tamer is a special prestige class of the illithids that focuses on martial skill over psionic prowess. Illithid Body Tamers follow a discipline called the "Tamer Creed" which says that only a potent military force will ensure Illithid society's future existence. They maintain that only by abstaining from psionics will they strengthen their considerably frail bodies sufficiently enough to become accomplished fighters.
• Banelar nagas are evil, nagalike creatures whose mastery of spells and magic items makes them deadly opponents. A banelar naga has a snakelike body covered in dark, purple-green scales and an oversized humanoid head. Its eyes are green-white and glistening with malice, and tiny tentacles grow in a ring about its mouth. Its brown tail ends in a wicked-looking stinger. Although its tentacles are too weak to wield weapons, they can be used to wear, manipulate, or carry minor items such as rings, keys, wands, and bits of food. Banelar nagas can breathe air or water with equal ease. Due to racial traits the banelar is highly resistant, but not immune, to petrification spells or abilities. Banelar nagas speak Common, Draconic and Orc with their horrid, hissing voices.
• bone naga is a skeletal undead creature created from a naga by a spellcaster (usually of its own race). A create undead spell can produce a bone naga from any naga subject less powerful than its creator.
• dark naga is a naga subspecies that looks like a large purple snake or eel with a barbed stinger at the end of its tail and a human face. Dark nagas can speak Common and Infernal. They like to plot with other creatures of evil alignment so that they can gather wealth more easily.
• Faerûnian ha-naga is a massive and powerful naga lord, often worshiped by spirit nagas as a god. It prefers to make its lair in the ruins of ancient civilizations, preferably one that it has personally brought low. It usually establishes its nest in a former center of society, such as a temple, a throne room, or a coliseum. In this place, the ha-naga gathers together the treasures of the lost society piling up art, fine jewelry, and the recorded history of the civilization as tributes to its own devastating prowess.
• Iridescent nagas spend their lives wandering the land in search of new discoveries and hidden beauty. They favor ancient, overgrown ruins that have been transformed into places of wild splendor as temporary lairs. Usually iridescent nagas are chaotic good aligned.
• Nagas are a race of intelligent snake-like immortals with widely differing abilities and alignments. They resemble giant snakes, some with humanoid heads and some with more snake-like heads, both of which have a certain amount of spell casting power. They have also been known to eat the flesh of humans, orcs, and other races. Nagas were created, along with yuan-ti, by the reptilian Creator Race, the sarrukh.
• Naga overlords are evil masterminds who operate in secret, usually behind cults of devoted followers. They seek to enslave lesser races and use them to dominate whole communities. Naga overlords tend to be extremely vain, power-hungry, and obsessed with negating any threats to their safety and comfort. Many even exhibit powerful god complexes.
• nagahydra is a serpentine monster with five heads, each of which can unleash a devastating barrage of spells. This fearsome predator haunts the depths of ancient forests, hunting lesser beings for food.
• Spirit nagas are the most powerful type of naga. They have a human female head on a snake body and are spell-casters.
Animals
• A dire wolf is a dire version of a grey wolf. They are encountered individually, or in packs of between five and eight creatures. They are found in any non-aquatic or non-desert environment. Grey or black in color, dire wolves are about eight' (2.4m) long, and weigh around 700lb (318kg). They have a good sense of smell. They also are good listeners, and their bodies have adapted to be easily hidden and quiet. Their eyes are slightly stronger than those of humans. Dire wolves fight in packs, surrounding a foe, and flanking it to gain the upper hand. Their only attack is their bite, but they are quite capable of pulling enemies to the floor once they have bitten hold of them.
• Dolphins are plentiful in the waters of Abeir-Toril. They can be found in the Bay of Dancing Dolphins in Dambrath where they can be seen performing the Dance of the Dolphins. They are the allies of the aquatic elves and particularly old and intelligent dolphins can be found living with them in Myth Nantar.
• The diatryma is a large, flightless bird, native to the Underdark. The gigantic flightless bird is about 8 ft tall. It has a thick neck and sports a deadly and powerful hooked beak. Jarlaxe keeps a diatryma feather in his hat.
• Rothé are herd animals and one of the primary livestock of humans in Faerûn's northern areas and of the drow of the Underdark below. They resemble musk oxen, and have three different sub-species. The Axe of Mirabar, the militia of the city of Mirabar, rides rothé in the winter. Deep Rothé--This sub-species communicates with magical flashing lights in the Underdark. Ghost Rothé-- These rothé are larger than average, and are white with magical abilities that grant them transportation and silence.
• In the murky depths of the great rivers of Chult, the Aldani, or "Lobster Men" hold court. They appear as man-sized lobsters, though only those who travel to the bottom of the Olung will ever see them, since the aldani never leave the water; they swim like lobsters, but walk upright on two manlike legs. Their faces vaguely resemble men encased in armor, though their eyes extend upon long stalks. The aldani live in groups of 1-20, within a very specific area of the river. They patrol their borders jealously, often accompanied by swarms of 2-20 piranha.
• frenzy dog is a magical transformation of almost any other animal, created by the special create frenzy dog spell, used by the druids of Chondalwood to protect their environment. The spell that creates these creatures is barely known outside this forest, and the druids use it sparingly, creating a pack of only around a dozen frenzy dogs at one time, wary of their ability to ruin forest environments if left unchecked. A frenzy dog gains a certain amount of magical intelligence, but only enough for hunting. The frenzy dog is around 4 feet (1.2m) tall at the shoulder and has black coat with tan and white swirls. It has a face similar to a pit bull. It has a protrusion of 7" (18cm) bony spikes from its neck that has the appearance of a spiked collar.
• snake-dog is a cross-breed of a venomous snake and a dog domesticated by the yuan-ti and living in the jungles of Chult. It is not clear whether or not it is a true descendant of the dog, but it is likely that they are the creation of a wizard rather than a natural evolution. Some of these snake-dogs also live in the Vilhon Reach area, again in yuan-ti company, but they do not survive in city-like environments, requiring moisture and water in which to swim regularly. Snake-dogs are around 2 feet (0.6m) tall at the shoulder, with an elongated body and a snake-like tail. Its body is about 4 feet (1.2m) long and its neck the same length again. It has an elongated, flattened snake-like head except for the ears. The snake-dog can unhinge its own jaw to allow it to swallow larger objects than would normally fit, and has rows of sharp fangs. It is covered in snake-like jungle-colored scales which help its disguise in a jungle environment.
• badger mouse is a mouse-like rodent roughly the size of a badger. They are native to the Duskwood and are most abundant during the Spring, when the ash wheat is in good supply. The badger mice are preyed upon by puff adders.
• winter wolf is an intelligent version of a wolf and inhabits cold regions such as tundra or cold forests. It grows to about eight feet (2.4m) in length, four and a half feet (1.4m) at the shoulder, and weighs around 450 pounds (204kg). They usually have blue eyes. Winter wolves live in packs of around three to five, sometimes working together with evil creatures like frost giants. They speak Giant and Common, and have darkvision to sixty feet (18.3m) as well as low-light vision.
Constructs
• Golems are an amalgam of several types of magically created constructs. They are tough, fearsome combatants with incredible defenses. Although they move like living creatures, they are merely animated objects, giving them several advantages and disadvantages in battle. As constructs, golems are innately immune to a number of attacks; among these are mind-altering, poison, sleeps, paralysis, stunning, disease and death effects as well as most spells. They never tire, get confused or distracted and possess both low-light and darkvision. Because they are mindless, golems lack much in the way of creativity and initiative. The creator of a Golem is typically a wizard or a cleric, both of whom have control over the creature. Due to the process involved in creating a Golem, in which an elemental from the Plane of earth is bound against its will into the Golem's body, the control of certain golems has a chance of being voided in proportion to the length of time that it is used in combat.
• Clay Golems: Clay golems are created by clerics. While in combat, there is a cumulative chance as the battle progresses that the golem will be possessed by a chaotic evil spirit. If this happens, control over the golem is lost and it will attack the closest living creature.
• Crystal Golems: Crystal golems are constructed from dagger-like shards of purple crystal and are surprisingly resilient given their fragile appearance. They can throw these crystals at their foes as missile weapons.
• Flesh Golems: These golems are created from human remains. If control over the Flesh Golem, is lost it goes berserk, attacking allies and enemies both.
• Iron Golems: Iron golems are among the strongest type of golem and never revoke the control of those who created them.
• Rimefire Golems: Rimefire golems are powerful beings made of living ice that are thuggish and have little regard for their own well-being.
• Sand Golems: Sand golems are incredibly evasive constructs that are more intelligent than most golems and can transform into storms of sand.
• Stone Golems: Golems of stone are twice as powerful as those of flesh. They are highly resistant to attacks because of their stone composition. They do not revoke their creators control like Flesh and Clay Golems.
• Crawling claw These constructs are masses of amputated left humanoid hands.
• Homunculus small constructs are created to aid spellcasters.
• Helmed Horror is an animated construct often found as a guardian. A helmed horror is an empty suit of armor, with purple magical light flickering between the joints. They often carry a great sword and a heavy crossbow.
• King of Shadows (originally known only as the Guardian) was a dark creature who was both born of the Illefarn empire, as well as the reason for its destruction.
• Retriever is a mindless construct created by foul sorcery to be warriors and servants for more powerful demons of the Abyss. They specialize in retrieving lost or desired objects, runaway slaves, and enemies and bringing them back to its master. A retriever appears as a giant spider, which stands twice as tall as a human, with forelegs that end in large cleavers. Its body is about the size of an ox, and its four bulbous eyes gleam malevolently. These eyes are capable of producing magical ray attacks that deal fire, cold, electricity, and petrifaction to an enemy.
• Walking statues are mighty constructs built for the defense of holy temples, ancient vaults and the most important cities, castles and fortresses of Waterdeep. They often serve as ethereal guardians that attack other ethereal creatures approaching its guarded area. They are unswervingly loyal to their instructions or orders, carrying them out to the best of their abilities. Unlike most constructs, walking statues are free-willed, thinking creatures who can reason, learn and remember. They might stand still for centuries at a time remaining endlessly vigilant, but all the while they are deep in thought. Walking statues can understand Common and Draconic, but will only speak if commanded to do so by its creator, or any whom it recognizes as an authority.
• Warforged are a rare race of humanoid constructs constructed through powerful rituals. Warforged average between 6' and 6'6" and are made up of bulky, metallic or stone bodies that weigh roughly 270-300 lbs. Extremely powerful and endurable warforged are able fighters. Unlike most constructs, warforged are fully self-aware and maintain mental faculties on par with elves, humans, or similar races.
• Dragons (or wyrms) are very powerful and magical creatures. There are several types of dragons, the most common of which are chromatic and metallic which are evil and good respectively. They are an ancient race. Few species that still exist can claim longer lineage. Dragons were the bane of the creator races of Toril; their line is so old, they had their own realm during the first recorded exploits of the elves. Today, the dragons of Toril are nearly all recluses or at the very least deceptive to their true nature, living amongst other species in polymorphed form.
• Elementals are the purest form of what non-scientific peoples consider the basic building blocks of matter. They are intelligent, self-aware entities that are made up of the matter of their home plane. They can be summoned to any plane of existence, except the plane of concordance to their element. For example, summoning a Fire Elemental to the Elemental Plane of Water would take more magical power than mortals can conceivably wield.
• Fey are usually humanoid in form, and are typified as having supernatural abilities and a connection to nature or to some other force or place. The language of the fey is called sylvan. Fey, or faeries, are creatures of any size, shape, texture or smell, that exemplify and inhabit natural wonder. They go by many names, like “Green Folk”, “Fair Folk”, “People of Peace” (ie: Brownies, Drow, Elves, Satyrs, etc..)
• Humanoid is a type of creature. Humanoids are any creature shaped generally like a human (two arms, two legs, one head, or a humanlike torso, arms and head), medium or smaller in size, with few or no supernatural or extraordinary abilities. Most humanoids can speak, and usually have well-developed societies. Humanoids are similar in form to monstrous humanoids and giants, but are treated as a different type of creature.
• immortal is a creature native to the Astral Sea in origin, such as deities or devils. Creatures that arrived there from elsewhere but now dwell there, such as the githyanki, are not considered immortals however. (ie: Lolth, Errtu, etc)
• Magical beasts are similar to ordinary animals in many ways, but usually have a higher intelligence, and possess supernatural or extraordinary abilities. All magical beasts have darkvision out to 60 feet as well as low-light vision. As a group, they have no other special abilities or immunities. (ie: Chimera, basilisk, etc)
• Monstrous humanoids are differentiated from humanoids by their monstrous or animalistic features. Not all of them are technically "humanoid" in body form. They often have different types of supernatural or extraordinary abilities. All monstrous humanoids have darkvision out to 60 feet (20m). As a group, they have no other special abilities or immunities. (ie: Centuar, doppelganger, etc)
• Outsiders are at least partially composed of the essence, if not material, of a plane other than the Prime Material Plane. All outsiders have darkvision out to 60 feet. As a group, they have no other special abilities or immunities. (ie: deities, genies, etc)
• Shadow creatures: ghosts, nitemares, wraiths, shades
• Undead: liches, ghouls, vampires, zombies