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226<br />
<strong>The</strong> males of the Lorgreln tend to shave their heads bald,<br />
while the females let their hair grow long. <strong>The</strong> males are<br />
also unique among elvenkind in that some of them can<br />
grow facial hair.<br />
Millennia of exposure to cold-wrought iron has had a<br />
profound effect on the innate spell abilities most drow<br />
enjoy. <strong>The</strong> Lorgreln are simply not capable of them<br />
any longer, though they do retain other benefits, such as<br />
darkvision. Additionally, it seems the magic-bane qualities<br />
of cold iron have made the iron drow even more resistant to<br />
magic than their brethren.<br />
<strong>The</strong> Lorgreln have an extremely orderly, martial society,<br />
and are among the finest warriors of the Underdeep. <strong>The</strong>y<br />
no longer relate well with their drow cousins, but enjoy<br />
strong relations with the duergar, the grey dwarves.<br />
Combat<br />
<strong>The</strong> iron drow are extremely militaristic and orderly. Every<br />
male child receives training as a fighter, and the warrior<br />
class simply does not exist in their society because it is<br />
their society.<br />
<strong>The</strong> iron drow focus much less on ambush and stealth than<br />
do other drow, preferring to meet their enemies face to face<br />
and relying on their superior strength, training and spell<br />
resistance to defeat their foes. <strong>The</strong>y commonly fight in<br />
formation, several ranks deep behind a shield wall.<br />
Lorgreln Traits (Ex): <strong>The</strong> Lorgreln have retained some of<br />
the traits of the drow, but have lost others due to their long<br />
use of cold-wrought iron.<br />
� Males: +2 Strength, -2 Constitution, +2 Intelligence, +2<br />
Charisma Darkvision out to 120 ft.<br />
� Females: +2 Intelligence, +2 Charisma<br />
� Spell resistance equal to 15 + class levels<br />
� Immunity to sleep spells and effects, and a +2 racial<br />
saving throw bonus against enchantment spells or<br />
effects.<br />
� +2 racial bonus on Listen, Search and Spot checks. A<br />
Lorgreln who merely passes within five feet of a secret<br />
or concealed door is entitled to a Search check to notice<br />
it as if he were actively looking for it.<br />
� Weapon Proficiency: A Lorgreln is automatically<br />
proficient with the short sword, long spear and heavy<br />
crossbow. This trait replaces the drow’s weapon<br />
proficiencies.<br />
� Magical Handicap: <strong>The</strong> long years of exposure to<br />
cold-wrought iron has made learning and casting<br />
magic difficult for the iron drow. <strong>The</strong>y can take most<br />
spellcasting classes, but always lag one level behind in<br />
spellcasting (a 3 rd level iron drow wizard will have spell<br />
abilities of a 2 nd level wizard). Lorgreln cannot become<br />
sorcerers.<br />
� Light Blindness: Abrupt exposure to bright light (such<br />
as sunlight or a daylight spell) blinds Lorgreln for one<br />
round. On subsequent rounds, they are dazzled as long<br />
as they remain in the affected area.<br />
� Favoured Class: Fighter. This trait replaces the drow’s<br />
favoured class.<br />
� Level Adjustment: +2<br />
Morgoshe<br />
Medium Monstrous Humanoid (Aquatic)<br />
Hit Dice: 3d8+3 (16 hp)<br />
Initiative: +2<br />
Speed: 30 ft. (6 squares), swim 40 ft.<br />
Armour Class: 17 (+1 Dex, +6 natural), touch 11, flatfooted<br />
16<br />
Base Attack/Grapple: +3/+5<br />
Attack: Claw +5 melee (1d4+2) or longspear +5 melee<br />
(1d8+2) or sling +5 ranged (1d4)<br />
Full Attack: Longspear +5 melee (1d8+2) and bite +3<br />
melee (1d3); or 2 claws +5 melee (1d4+2) and bite +3<br />
melee (1d3); or sling +5 ranged (1d4)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Blood drain, ink sack, rake 1d6<br />
Special Qualities: Blindsense 30 ft., darkvision 60 ft.,<br />
light blindness<br />
Saves: Fort +4, Ref +5, Will +5<br />
Abilities: Str 14, Dex 14, Con 12, Int 12, Wis 14, Cha 8<br />
Skills: Hide +5*, Listen +5*, Profession (hunter) +4,<br />
Search +4, Spot +5*, Survival +2*, Swim +14<br />
Feats: Great Fortitude, Multiattack<br />
Environment: Underground aquatic<br />
Organization: Solitary, pair, claw (5-10), hand (11-20 plus<br />
1 3 rd level fighter), band (20-80 plus 100% noncombatants<br />
plus 1 3 rd level fighter and 1 4 th level cleric per 20 adults)<br />
Challenge Rating: 3<br />
Treasure: Standard<br />
Alignment: Usually neutral evil<br />
Advancement: By character class<br />
Level Adjustment: +3<br />
<strong>The</strong> humanoid has scaly skin, mottled with dozens of<br />
dark, muted colours. It stands about six feet tall, with<br />
unnaturally long arms. Its hands and feet are large and<br />
built for swimming, and are tipped with sharp claws. Its<br />
two enormous eyes are milky white, save for a dot of a<br />
black pupil in the centre. Its mouth is round, ringed with<br />
sharp teeth. A scaly ridge runs from the top of its head to<br />
the small of its back.