The Tome Of Drow Lore.pdf - RoseRed
The Tome Of Drow Lore.pdf - RoseRed The Tome Of Drow Lore.pdf - RoseRed
230 The Sulzthul, also known as the aquatic drow, still strongly resemble other drow, though there are enough differences that the two races can be easily distinguished from one another. Their skin, while black, gleams with mucus, and has an almost translucent quality to it. Their ears are less pronounced than those of other drow, and are flattened against the head on either side. Their hair remains white, often with a subtle tint of green, growing not just from the head of the drow but also in a ridge along the spine. Lastly, their fingers and toes are webbed at the first knuckle, giving them a slight benefit for swimming. The Sulzthul are not water breathing, still relying on air for their survival. However, the changes the aboleth wrought on them allow the aquatic drow to remain underwater for as long as 12 hours before they are forced to return to the surface to breathe. In recent generations, some Sulzthul have been born with nascent gills, a sign that the changes begun by the aboleth are continuing and that the Sulzthul are steadily becoming a more and more alien species from their origins. These gills do not make the Sulzthul a truly aquatic creature, as they are too underdeveloped to fully support breathing, but they double the amount of time a Sulzthul can spend underwater to 24 hours. The Sulzthul are extremely paranoid and xenophobic. Their long years of enslavement by the aboleth have made them intensely distrustful of outsiders, even other drow. They do not accept authority well, making governance exceptionally difficult, and would never submit to any non- Sulzthul. The Sulzthul reject all gods and all religions, believing that any entity which allowed them to suffer the fate they did is unworthy of worship. It is commonly thought that the aboleth used the lessons learned in creating the Sulzthul to go on to create the race of skum. Combat In combat, the Sulzthul use their aquatic nature to its best advantage against land-based enemies. They prefer weapons with reach in such encounters, using them to pull their enemies into the water and drown them there. The Sulzthul are at a disadvantage against most aquatic creatures, and prefer to fight them with overwhelming numbers. Damage Reduction (Ex): The skin of the Sulzthul is thicker and tougher than the skin of their land-based cousins, granting them damage reduction of 1/-. Poison (Ex): The Sulzthul have learned to create a number of deadly poisons from the creatures that share their aquatic environment, and use them frequently against their foes. Sulzthul Traits (Ex): The Sulzthul have retained many of the traits of the drow, but have some additional abilities gained from their transformation by the aboleth. � +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma � Darkvision out to 120 ft. � Spell resistance equal to 11 + class levels � Spell-Like Abilities: Sulzthul can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire, water breathing (self only). Caster level equals the Sulzthul’s class levels. � Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. � +2 racial bonus on Listen, Search and Spot checks. A Sulzthul does not possess the elven ability to make a Search check when passing within 5 ft. of a secret or concealed door. A Sulzthul has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Sulzthul also have a +4 racial bonus to Hide, Listen and Spot while in the water, which works in addition to their base elven bonus to Listen and Spot. � Weapon Proficiency: A Sulzthul is automatically proficient with the short spear, the sling and the trident. This trait replaces the drow’s weapon proficiencies. � Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Sulzthul for one round. On subsequent rounds, they are dazzled as long as they remain in the affected area. � Water Dependence: Sulzthul cannot remain outside the water for long before their skin begins to dry, causing first irritation, then pain. After one hour, the skin begins
to dry. At the end of the second hour, irritation from the dryness causes the Sulzthul to take a –1 penalty on all rolls. At the end of the third hour, the Sulzthul begins to take 1 hp of damage for every hour he remains outside the water. � Favoured Class: Ranger. This trait replaces the drow’s favoured class. � Level Adjustment: +2 Shangu Medium Aberration Hit Dice: 8d8 + 16 (52 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armour Class: 17 (+2 Dex, +5 natural), touch 12, flatfooted 15 Base Attack/Grapple: +6/+9 Attack: Claw +9 melee (1d8+3) or glaive +10 melee (1d10+4) Full Attack: Claw +9 melee (1d8+3) and bite +4 melee (1d6+1) or glaive +10 melee (1d10+4) Space/Reach: 5 ft./5 ft. Special Attacks: Paralyse, terrify Special Qualities: Spell resistance 12 Saves: Fort +4, Ref +4, Will +7 Abilities: Str 16, Dex 14, Con 14, Int 12*, Wis 12, Cha 17 Skills: Hide +7, Intimidate +7, Jump +5, Listen +5, Move Silently +7, Search +5, Spot +5 and Survival +5 Feats: Improved Initiative, Run, Weapon Focus (glaive) Climate/Terrain: Underground Organisation: Solitary, pair, clutch (5 to 8 individuals) or hunters (10 to 20 individuals) Challenge Rating: 6 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +7 * A shangu has no natural intelligence beyond the level of an animal, but rather gains all his intelligence from the creature that hosted him while he was in the worm stage of his development. This creature stands about seven feet tall and, though humanoid, has a vaguely saurian appearance. Its head is elongated and scaly. Its jaws are filled with serrated teeth and the jaw itself can unhinge to swallow larger prey. Its eyes seem to have no discernible pupils or irises, instead appearing as a mottled swirl of colours. The digits of its hands have three joints. These terrible creatures of the Underdeep are often simply called Devourers. Once little more than animal predators, they have become a highly intelligent, rigidly ordered society. They prefer to work flesh and bone rather than stone and metal, and much of their war gear and structures are living organisms forged from the meat of slaves taken from other Underdeep races. The life cycle of the shangu is divided into three stages, the egg, the worm and the adult. Of the three, the adult stage is the only one in which the shangu is intrinsically dangerous, having access to its powerful physical attacks and supernatural abilities, but it is the worm stage that makes these creature so infamous. The egg of a shangu is a soft-shelled thing about the size of a human fist. After it is laid by a female shangu, it must be kept in liquid until it matures and hatches; a process that takes about a month. From the egg, the worm emerges. In its worm stage, a shangu is a sightless worm about a foot in length, with soft, slimy skin. At this stage of its life, the shangu is an unintelligent parasite, incapable of defending itself. In order to mature into an adult, the worm must be introduced to a host creature, which must be mammalian. The worm enters the host creature through the mouth or any other large orifice. Once inside, it attaches itself to the victim’s nervous system and begins to feed. This process awakens the worm’s intelligence, and from this point forward, it directs the actions of the host creature. The worm remains in the host for three months, growing quickly as it matures into the humanoid form of an adult. The body of the host begins to waste away during this time, as the worm consumes it from within, and by the second month, the body is usually distended and twisted by the increasing size of the parasite within it. The species of the host has no effect on the development of the physical form of the shangu; however the shangu’s intelligence as an adult will be identical to that of the host creature it inhabited as a worm. At the end of the three months, the adult shangu emerges from the ravaged body of its host and, as its first act, consumes the creature that harboured it. Upon emerging, the shangu is usually no more than two or three feet tall, but over the course of the next six months, the creature will grow to its full stature. Combat Shangu are deadly foes in combat, whether attacking armed or merely with their natural weapons. Furthermore, adult shangu have the power to paralyse opponents with a thought or terrify them with merely a glance. Shangu prefer to attack using surprise, leaping upon their foes in a well-coordinated assault from at least two sides. They use their supernatural abilities to incapacitate all the foes they 231
- Page 182 and 183: 180 Normal: When you climb any surf
- Page 184 and 185: 182 Normal: Normally drow have spel
- Page 186 and 187: 184 feat, unless you leave the rang
- Page 188 and 189: 186 Drow Magic and Equipment In the
- Page 190 and 191: 188 A Final Word on Boneforging Bon
- Page 192 and 193: 190 Scrolls Roll Effect 1-16 Scroll
- Page 194 and 195: 192 Rods, Staves and Wondrous Items
- Page 196 and 197: 194 Wave Conjuration [Acid] Level:
- Page 198 and 199: 196 If the victim makes his initial
- Page 200 and 201: 198 opponent, and are quite capable
- Page 202 and 203: 200 effect, is considered normal in
- Page 204 and 205: 202 Vile Infestation (Lesser) Conju
- Page 206 and 207: 204 is 20 for the Fortitude save to
- Page 208 and 209: 206 A soulburner dagger has a +4 en
- Page 210 and 211: 208 tool and resource at their disp
- Page 212 and 213: 210 Boneforged weapons have the sam
- Page 214 and 215: 212 of drow warriors that the dark
- Page 216 and 217: 214 Price List for Slaves Race Base
- Page 218 and 219: 216 for a skilled slave and the cos
- Page 220 and 221: 218 Special Qualities: Camouflage,
- Page 222 and 223: 220 Combat The druuge prefers to at
- Page 224 and 225: 222 Hulurn Medium Animal Hit Dice:
- Page 226 and 227: 224 Kanahraun (The Feral Drow) (Rul
- Page 228 and 229: 226 The males of the Lorgreln tend
- Page 230 and 231: 228 Skills: A morgoshe has a +8 rac
- Page 234 and 235: 232 can before slaying those who re
- Page 236 and 237: 234 The Kanahraun Reavers Medium Hu
- Page 238 and 239: 236 to his remaining Pact brothers,
- Page 240 and 241: 238 Sithil Hwerzel Sulzthul male, S
- Page 242 and 243: 240 Equipment: Leather armour, long
- Page 244 and 245: 242 hand, mending, open/close, pres
- Page 246 and 247: 244 Alertness, Diehard, Endurance,
- Page 248 and 249: 246 magic, haste, lightning bolt, s
- Page 250 and 251: 248 The human wizard Terlessa was s
- Page 252 and 253: SAVING THROWS COMBAT BONUSES CHARAC
- Page 254 and 255: HEAL RATE PER DAY MAGIC ITEMS SPELL
- Page 256 and 257: 254 An Overview of the Drow 14 Bone
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to dry. At the end of the second hour, irritation from the<br />
dryness causes the Sulzthul to take a –1 penalty on all<br />
rolls. At the end of the third hour, the Sulzthul begins to<br />
take 1 hp of damage for every hour he remains outside<br />
the water.<br />
� Favoured Class: Ranger. This trait replaces the drow’s<br />
favoured class.<br />
� Level Adjustment: +2<br />
Shangu<br />
Medium Aberration<br />
Hit Dice: 8d8 + 16 (52 hp)<br />
Initiative: +6<br />
Speed: 40 ft. (8 squares)<br />
Armour Class: 17 (+2 Dex, +5 natural), touch 12, flatfooted<br />
15<br />
Base Attack/Grapple: +6/+9<br />
Attack: Claw +9 melee (1d8+3) or glaive +10 melee<br />
(1d10+4)<br />
Full Attack: Claw +9 melee (1d8+3) and bite +4 melee<br />
(1d6+1) or glaive +10 melee (1d10+4)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Paralyse, terrify<br />
Special Qualities: Spell resistance 12<br />
Saves: Fort +4, Ref +4, Will +7<br />
Abilities: Str 16, Dex 14, Con 14, Int 12*, Wis 12, Cha 17<br />
Skills: Hide +7, Intimidate +7, Jump +5, Listen +5, Move<br />
Silently +7, Search +5, Spot +5 and Survival +5<br />
Feats: Improved Initiative, Run, Weapon Focus (glaive)<br />
Climate/Terrain: Underground<br />
Organisation: Solitary, pair, clutch (5 to 8 individuals) or<br />
hunters (10 to 20 individuals)<br />
Challenge Rating: 6<br />
Treasure: Standard<br />
Alignment: Usually lawful evil<br />
Advancement: By character class<br />
Level Adjustment: +7<br />
* A shangu has no natural intelligence beyond the level<br />
of an animal, but rather gains all his intelligence from the<br />
creature that hosted him while he was in the worm stage of<br />
his development.<br />
This creature stands about seven feet tall and, though<br />
humanoid, has a vaguely saurian appearance. Its head is<br />
elongated and scaly. Its jaws are filled with serrated teeth<br />
and the jaw itself can unhinge to swallow larger prey. Its<br />
eyes seem to have no discernible pupils or irises, instead<br />
appearing as a mottled swirl of colours. <strong>The</strong> digits of its<br />
hands have three joints.<br />
<strong>The</strong>se terrible creatures of the Underdeep are often simply<br />
called Devourers. Once little more than animal predators,<br />
they have become a highly intelligent, rigidly ordered<br />
society. <strong>The</strong>y prefer to work flesh and bone rather than<br />
stone and metal, and much of their war gear and structures<br />
are living organisms forged from the meat of slaves taken<br />
from other Underdeep races.<br />
<strong>The</strong> life cycle of the shangu is divided into three stages,<br />
the egg, the worm and the adult. <strong>Of</strong> the three, the adult<br />
stage is the only one in which the shangu is intrinsically<br />
dangerous, having access to its powerful physical attacks<br />
and supernatural abilities, but it is the worm stage that<br />
makes these creature so infamous.<br />
<strong>The</strong> egg of a shangu is a soft-shelled thing about the size<br />
of a human fist. After it is laid by a female shangu, it must<br />
be kept in liquid until it matures and hatches; a process that<br />
takes about a month. From the egg, the worm emerges. In<br />
its worm stage, a shangu is a sightless worm about a foot<br />
in length, with soft, slimy skin. At this stage of its life, the<br />
shangu is an unintelligent parasite, incapable of defending<br />
itself. In order to mature into an adult, the worm must be<br />
introduced to a host creature, which must be mammalian.<br />
<strong>The</strong> worm enters the host creature through the mouth<br />
or any other large orifice. Once inside, it attaches itself<br />
to the victim’s nervous system and begins to feed. This<br />
process awakens the worm’s intelligence, and from this<br />
point forward, it directs the actions of the host creature.<br />
<strong>The</strong> worm remains in the host for three months, growing<br />
quickly as it matures into the humanoid form of an adult.<br />
<strong>The</strong> body of the host begins to waste away during this time,<br />
as the worm consumes it from within, and by the second<br />
month, the body is usually distended and twisted by the<br />
increasing size of the parasite within it. <strong>The</strong> species of the<br />
host has no effect on the development of the physical form<br />
of the shangu; however the shangu’s intelligence as an adult<br />
will be identical to that of the host creature it inhabited as<br />
a worm.<br />
At the end of the three months, the adult shangu emerges<br />
from the ravaged body of its host and, as its first act,<br />
consumes the creature that harboured it. Upon emerging,<br />
the shangu is usually no more than two or three feet tall,<br />
but over the course of the next six months, the creature will<br />
grow to its full stature.<br />
Combat<br />
Shangu are deadly foes in combat, whether attacking<br />
armed or merely with their natural weapons. Furthermore,<br />
adult shangu have the power to paralyse opponents with<br />
a thought or terrify them with merely a glance. Shangu<br />
prefer to attack using surprise, leaping upon their foes in a<br />
well-coordinated assault from at least two sides. <strong>The</strong>y use<br />
their supernatural abilities to incapacitate all the foes they<br />
231