dar Origo Liber

dar inth'Larnpov

Being a Treatise on the Creatures of Vermé

Dragon Hordling

These tormented creatures were created through the use of magic talismans first crafted during the Kahl'drago Karg.

Hordling Talismans

Hordling talismans are ancient artifacts once held by the most ancient and powerful dragons, hidden secretly by powerful magics. None of these talismans are now known to exist upon the mortal world. These objects, once imbued with powerful magics known only to the dragons lords of old, were the primary tool used to convert humans, elves, orcs, and other races into the twisted and tormented creatures called dragon hordlings. Once created, the hordlings were forever enslaved to the holder of the talisman. If the holder of a talisman dies, the hordlings enslaved to the talisman enter a state of semiconsciousness, having no mental contact to receive instructions. If the talisman itself if destroyed, the hordlings are released from their enslavement.

Restoring hordlings

Creatures converted to the form of any hordling sub-type may be restored to their former selves through a complicated, and expensive, process involving the destruction of the talisman used to convert them, casting of numerous spells, such as restoration, resurrection, and remove curse.

Black Hordling

 

Frequency:Very rare
No. Encountered:2d6
Size:M (5-1/2 ft-tall)
Move:90 ft., flying 120 ft.
Armor Class:3
Hit Dice:3+1
Attacks:2 or by weapon
Damage:1d4/1d4/1-2
Special Attacks:Breath weapon
Special Defences:Nil
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Average (low)
Alignment:Chaotic evil
Level/XP:3/105+3 per hp
 

Black hordlings will attack either through two clawing attacks and a bite, or by weapon type. The bite of a black hordling is 75% likely to result in infection (save vs. poison at +2). A missed saving throw means the area of the body which has been bitten will become swollen and painful to the touch. Left untended, such a wound will turn gangrenous within 1 week, requiring the affected tissue to be amputated. A neutralize poison spell will negate the effects of the infection.

Weapons preferred by them are short bladed weapons, such as daggers, short swords, axes, etc.

They also have a breath similar to that of a black dragon, except that it is far less potent. They may use this weapon three times per day. It is a stream of acidic spittle 10 ft. long with a 1 ft. base. The damage suffered by this breath weapon is 1d6. With a successful save vs. breath weapon, damage suffered is halved.

Description: Black dragon hordlings resemble bipedal black dragons. Their ties to black dragons is not as apparent as in other dragon hordling species. They have wings which span fully 9 ft. when extended. They also have a tail of approximately 2 ft-long. Black hordlings retain much of their former race's physical attributes, though their skin is dead black, with a blueish sheen. The skin of the black hordling is thick, resembling cured leather.

Blue Hordling

 

Frequency:Very rare
No. Encountered:1d6
Size:M (5 ft-tall)
Move:60 ft., flying 90 ft.
Armor Class:1
Hit Dice:4+1
Attacks:2 or by weapon
Damage:1d4/1d4/1d4
Special Attacks:Breath weapon
Special Defences:Nil
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Average (high)
Alignment:Lawful evil
Level/XP:4/155+4 per hp
 

Blue hordlings will attack either through two clawing attacks and a bite, or by weapon type. The bite of a black hordling is 75% likely to result in infection (save vs. poison at +2). A missed saving throw means the area of the body which has been bitten will become swollen and painful to the touch. Left untended, such a wound will turn gangrenous within 1 week, requiring the affected tissue to be amputated. A neutralize poison spell will negate the effects of the infection.

Blue hordlings will attack either through two clawing attacks and a bite, or by weapon type.

Weapons preferred by them are all missile weapons that can be thrown by hand; daggers, axes, clubs, darts, slings, etc.

They also have a breath similar to that of a blue dragon, except that it is far less potent. They may use this weapon three times per day. It is a cone of of highly charged static electricity, 10 ft. long with a 1 ft. base. The damage suffered by this breath weapon is 1d4. Victims of less than 4 HD who fail their saving throw vs. breath weapon will be stunned for 1d4 rounds. Stunned victims will be made captive if possible. With a successful save vs. breath weapon, damage suffered is halved.

Description: Blue dragon hordlings resemble bipedal blue dragons very closely. Their ties to blue dragons will be readily apparent. They are covered head to toe in thick blue-black scales (thus armor class 1). They have wings which span fully 12 ft. when extended. They also have a tail of approximately 3 ft-long. Aspects of their former race can be distinguished if checked closely (i.e., a half-elf's long pointed ears, and slender digits; a half-orc's brutish features and pig-like snout; etc.).

Brass Hordling

 

Frequency:Very rare

No. Encountered:3d4
Size:M (6 ft-tall)
Move:90 ft., flying 120 ft.
Armor Class:2
Hit Dice:3+1
Attacks:2 or by weapon
Damage:1d4/1d4/1-2
Special Attacks:Breath weapon
Special Defences:Nil
Mgic Resistance:Standard
Lair Probability:30%
Intelligence:Average (high)
Alignment:Chaotic good (neutral tendencies)
Level/XP:3/105+3 per hp
 

Brass hordlings will attack either through two clawing attacks and a bite, or by weapon type.

Weapons preferred by them are all sword types.

They also have a breath similar to that of a copper dragon, except that it is far less potent. They may use this weapon three times per day. It is a cone of sleep-inducing gas 10 ft-long with a 1 ft-base. The sleeping effect lasts for 6 rounds. With a successful save vs. breath weapon, the sleeping effects are negated.

Description: Brass dragon hordlings resemble bi-pedal red dragons very closely. Their ties to red dragons will be readily apparent. They are covered head to toe in thick red scales (thus armor class 1). Tufts of hair (remnants of their original selves) will protrude through these scales in sickly patches. They have wings which span fully 10' when extended. They also have a tail of approximately 4' in length. Aspects of their former race can be distinguished if checked closely (i.e., a half-elf's long pointed ears, and slender digits; a half-orc's brutish features and pig-like snout; etc.).

Copper Hordling

 

Frequency:Very rare
No. Encountered:1d10
Size:M (5-1/2 ft-tall)
Move:60 ft., flying 120 ft.
Armor Class:3
Hit Dice:4+1
Attacks:2 or by weapon
Damage:1-3/1-3/1d4
Special Attacks:Breath weapon
Special Defences:Nil
Magic Resistance:Standard
Lair Probability:35%
Intelligence:Average
Level/XP:4/155+4 per hp
 

Copper hordlings will attack either through two clawing attacks and a bite, or by weapon type.

Weapons preferred by them are all sword types (except short swords and two-handed swords), scimitars, and daggers.

They also have a breath similar to that of a copper dragon, except that it is far less potent. They may use this weapon three times per day. It is a cloud of slowing gas 10 ft-long with a 1 ft-base. The slowing effect reduces a victim's movement by 50% for 6 rounds. With a successful save vs. breath weapon, the slowing effects are negated.

Copper hordlings prefer hot, dry climates.

Description: Copper dragon hordlings resemble tanned humans. Their ties to copper dragons become apparent only in close proximity. Their skin is metallic and coppery colored, and their eyes golden, and cat-like. Their hair resembles copper wire, and is supple and usually worn in long, straight braids. They have wings which span fully 8 ft. when extended. They also have a tail of approximately 2 ft-long.

Green Hordling

 

Frequency:Very rare
No. Encountered:2d6
Size:M (6 ft-tall)
Move:60 ft., flying 120 ft.
Armor Class:4
Hit Dice:4
Attacks:2 or by weapon
Damage:1-3/1-3/1-3
Special Attacks:Breath weapon
Special Defences:Nil
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Average
Alignment:Chaotic evil
Level/XP:3/105+3 per hp
 

Green hordlings will attack either through two clawing attacks and a bite, or by weapon type. The bite of a green hordling is 40% likely to result in infection (save vs. poison at +2). A missed saving throw means the area of the body which has been bitten will become swollen and painful to the touch. Left untended, such a wound will turn gangrenous within 1 week, requiring the affected tissue to be amputated. Any curing spell/potion will negate the effects of the infection.

Weapons preferred by them clubs and club-like weapons, including maces, morning stars, bo-sticks, quarter staves, etc.

They also have a breath similar to that of a green dragon, except that it is far less potent. They may use this weapon three times per day. It is a chlorine gas 10 ft-long with a 1 ft-base. The damage suffered by this breath weapon is 1d6. With a successful save vs. breath weapon, damage suffered is halved.

Green hordlings prefer to dwell in densely forested regions.

Description: Green dragon hordlings resemble bipedal green dragons very closely. Their ties to green dragons will be readily apparent. They are covered head to toe in small green scales. Their entire bodies are absolutely hairless They have wings which span fully 10 ft. when extended. They also have a tail of approximately 3 ft-long. Aspects of their former race can be distinguished if checked closely (i.e., a half-elf's long pointed ears, and slender digits; a half-orc's brutish features and pig-like snout; etc.).

Red Hordling

 

Frequency:Very rare
No. Encountered:3d4
Size:M (5 ft-tall)
Move:90 ft., flying 120 ft.
Armor Class:1
Hit Dice:4+1
Attacks:2 or by weapon
Damage:1d4/1d4/1d4
Special Attacks:Breath weapon
Special Defences:Nil
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Average (low)
Alignment:Chaotic evil
Level/XP:4/155+4 per hp
 

Red hordlings will attack either through two clawing attacks and a bite, or by weapon type. The bite of a red hordling is 50% likely to result in infection (save vs. poison at +2). A missed saving throw means the area of the body which has been bitten will become swollen and painful to the touch. Left untended, such a wound will turn gangrenous within 1 week, requiring the affected tissue to be amputated. Any curing spell/potion will negate the effects of the infection.

Weapons preferred by them are all sword types (except short swords and two-handed swords), scimitars, daggers (which they throw as missiles, and are sometimes (40%) poisoned), and spiked clubs (treat as morning stars).

They also have a breath similar to that of a red dragon, except that it is far less potent. They may use this weapon three times per day. It is a cone of fire 10 ft-long with a 1 ft-base. The damage suffered by this breath weapon is 2d4. With a successful save vs. breath weapon, damage suffered is halved.

Red hordlings do not tolerate cold climates well.

Description: Red dragon hordlings resemble bipedal red dragons very closely. Their ties to red dragons will be readily apparent. They are covered head to toe in thick red scales (thus armor class 1). Tufts of hair (remnants of their original selves) will protrude through these scales in sickly patches. They have wings which span fully 10 ft. when extended. They also have a tail of approximately 4 ft-long. Aspects of their former race can be distinguished if checked closely (i.e., a half-elf's long pointed ears, and slender digits; a half-orc's brutish features and pig-like snout; etc.).

White Hordling

 

Frequency:Very rare
No. Encountered:3d6
Size:S (4-1/2 ft-tall)
Move:90 ft.
Armor Class:7
Hit Dice:3+1
Attacks:2 or by weapon
Damage:1-3/1-3/1-2
Special Attacks:Breath weapon
Special Defences:Nil
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:3/105+3 per hp
 

White hordlings will attack either through two clawing attacks and a bite, or by weapon type. The bite of a red hordling is 25% likely to result in infection (save vs. poison at +2). A missed saving throw means the area of the body which has been bitten will become swollen and painful to the touch. Left untended, such a wound will turn gangrenous within 1 week, requiring the affected tissue to be amputated. Any curing spell/potion will negate the effects of the infection.

Weapons preferred by them are short swords, scimitars, and daggers (which are sometimes (40%) poisoned), and spiked clubs (treat as morning stars).

They also have a breath similar to that of a white dragon, except that it is far less potent. They may use this weapon three times per day. It is a cone of frost 10 ft-long with a 1 ft-base. The damage suffered by this breath weapon is 1d4. With a successful save vs. breath weapon, damage suffered is halved.

White hordlings do not tolerate hot climates well.

Description: White dragon hordlings resemble pale-skinned, short humans or half-elves, which they can be mistaken for 45% of the time. Their ties to white dragons will be less apparent than those of features of other hordlings. They have wings which span fully 5 ft. when extended (due to the small size of the white hordling's wings, they are not capable of flight). They also have a tail of approximately 2 ft-long.

Mineral Dragon

There are two strains of mineral dragon; crystal and metal. These creatures originated from the Elemental Plane of Earth, and were brought to the Prime Material Plane by the demigod Ruakkslyth Ruaakgaan; patron of earth elementals, and lord of the Elemental Plane of Earth.

As with other dragon types, there are some traits that are generally common to all dragons, no matter the color or alignment. And this remains true with the mineral varieties.

If issued with a formal challenge, a mineral dragon will sometimes agree to fight until subdued rather than to the death. The GM will rule about the likelihood of a dragon's acceptance and the conditions that apply, since these will depend on the nature of the challenge and the alignment of the dragon.

Just as other species, mineral dragons (excluding juveniles) radiate an aura of awe and fear (as the 4th level magic user spell) affecting creatures of less than 5th level unless they save vs magic.

None of the mineral dragon species are capable of casting magical spells.

Bittersalt Dragon

 

Juvenile
0-125 yrs
Adult
126-350 yrs
Ancient
351-450 yrs
Frequency:RareRareVery rare
No. Encountered:1d41d41d4
Size:Large (12 ft. long)Huge (24 ft. long)Huge (30 ft. long)
Move:60 ft., burrowing 10 ft. 90 ft., burrowing 30 ft. 50 ft., burrowing 20 ft. 
Armor Class:876
Hit Dice:4+15+16+1
Attacks:333
Damage:1-3/1-3/1d41d4/1d4/3d41d4/1d4/2d4
Special Attacks:See belowSee belowSee below
Special Defences:See belowSee belowSee below
Magic Resistance:StandardStandardStandard
Lair Probability:80%65%90%
Intelligence:LowAverageVery
Alignment:True neutralTrue neutralTrue neutral
Level/XP:3/110+4 per hp4/230+6 per hp5/345+8 per hp
 

Bittersalt dragons inhabit the hot dry regions of the Southern Continent deserts. These crystaline behemoths detest moisture in any form, and will go to great lengths to avoid it. Requiring no water to sustain themselves throughout the long span of their lifetimes, bittersalt dragons venture forth from their secret caves only to locate prey to feed themselves, and their young.

Bittersalts are reclusive, and would rather hide within their lair if it's possible to avoid contact with other creatures. But neither will they shy away from combat if faced with hostile action. The lair of the bittersalt dragon will be extraordinarily dry. The material the bittersalt prefers to burrow into will have a very high salt content, and the very air of the lair will drain moisture from those items and creatures entering into the complex. Where two dragons are encountered, they will be a mated pair. Where more than two are encountered, they will be a mated pair and offspring.

Bittersalts usually (80%) are known to speak, and sometimes will (30%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.

Bittersalt dragon breath is a cloud of dehydrating saline gas, 75 ft long and 5 ft wide. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day. Juveniles do not have the ability of this breath weapon.

The breath weapon is also highly corrosive to exposed, non-magical metals. Metals so exposed will develop large patches of rust within 24 hours of exposure. Unless properly cleaned, the rusty patches will completely degrade the metal within 1 week, rendering the item uterly useless.

Bittersalt dragons prefer to dwell amid epsomite and similar minerals with high salt contents. (see http://www.minerals.net/mineral/sulfates/epsomite/epsomite.htm for details on the mineral compounds)

Treasure: (For a typical individual) 5d6x1,000 cp (25%), 1d100x1,000 sp (40%), 1d6x10,000 gp (55%), 5d10x100 pp (25%), 1d100 gems (75%), 1d4x10 jewelry (25%), 4 magic items plus 1 scroll (15%).

Dogtooth Dragon

 

Juvenile
0-150 yrs
Adult
151-400 yrs
Ancient
401-500 yrs
Frequency:Very rareRareVery rare
No. Encountered:1d41d41d4
Size:Large (15 ft. long)Huge (30 ft. long)Huge (36 ft. long)
Move:40 ft., burrowing 40 ft.60 ft., burrowing 40 ft.50 ft., burrowing 30 ft.
Armor Class:543
Hit Dice:6+17+18+1
Attacks:333
Damage:1d4/1d4/1d41d6/1d6/2d61d4/1d4/3d6
Special Attacks:See belowSee belowSee below
Special Defences:See belowSee belowSee below
Magic Resistance:StandardStandardStandard
Lair Probability:80%55%80%
Intelligence:LowVeryHigh
Alignment:True neutral (good tendencies)True neutral (good tendencies)True neutral (good tendencies)
Level/XP:4/225+8 per hp6/550+10 per hp6/900+12 per hp
 

Dogtooth dragons inhabit rocky mountain caves, located at high altitudes. These calcium-based dragons have an affinity for stones rich in iron, manganese, and zinc which serve as the dragons' primary food source. For this reason, dogteeth are sometimes venerated by those who mine these minerals. Some communities are know to make offerings to dogteeth known to inhabit a given region in an effort to improve their mining efforts.

Dogteeth enjoy the company of dwarves and gnomes. Often times, a dogtooth lair will have several individuals from these two races as permanent companions. Where two dragons are encountered, they will be a mated pair. Where more than two are encountered, they will be a mated pair and offspring.

Dogteeth usually (85%) are known to speak, and sometimes will (25%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.

Dogtooth dragon breath is a cloud of calcified stone fragments, 100 ft long and 5 ft wide. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day. Juveniles do not have the ability of this breath weapon.

Dogteeth greatly prize high quality steel, and items made from such metal. Gifts of these items can influence a dogtooth's friendship.

Dogtooth dragons prefer to dwell amid calcium-based minerals with high iron content. (see http://www.minerals.net/mineral/carbonat/calcite/calcite.htm for details on the mineral compounds)

Treasure: (For a typical individual) 5d6x1,000 cp (25%), 1d100x1,000 sp (40%), 1d8x20,000 ep (55%), 1d6x10,000 gp (55%), 5d10x100 pp (25%), 1d100 gems (75%), 1d4x10 jewelry (25%), 4 magic items plus 1 scroll and 1 potion(15%).

Loadstone Dragon

 

Juvenile
0-200 yrs
Adult
201-450 yrs
Ancient
451-600 yrs
Frequency:Very rareVery rareVery rare
No. Encountered:1-31-31-3
Size:Large (15 ft. long)Huge (36 ft. long)Huge (40 ft. long)
Move:40 ft., burrowing 20 ft.90 ft., burrowing 40 ft.60 ft., burrowing 20 ft.
Armor Class:432
Hit Dice:6+18+19+1
Attacks:333
Damage:1d4/1d4/1d61d6/1d6/3d61d4/1d4/3d8
Special Attacks:See belowSee belowSee below
Special Defences:See belowSee belowSee below
Magic Resistance:StandardStandardStandard
Lair Probability:80%65%90%
Intelligence:AverageVeryHigh
Alignment:True neutralTrue neutralTrue neutral
Level/XP:5/345+8 per hp6/900+12 per hp7/1,100+13 per hp
 

Arguably the most powerful of the mineral dragon species, loadstone dragons inhabit large cavern complexes in nearly any climate, save for the most extreme conditions. Loadstone dragons crave all forms of metal which are magnetically sensitive, such as iron and steel. Such metals comprise a great deal of the creatures' diet, in addition to large animals.

Loadstones enjoy the company of humans, and often times (55%), a loadstone lair will have 4d10 humans residing within its complex permanently. Such humans are not captive, and are free to come and go as they please. Such humans will view the loadstone as a highly regarded lord, and are fiercely devoted to the dragon. Where more than 20 humans are to be found in the lair, one will be a 6th to 8th level magic user, and one will be a 7th to 9th level lyrist veteran. Where two dragons are encountered, they will be a mated pair. Where more than two are encountered, they will be a mated pair and offspring. Loadstone dragons will only ever take a single mate during its long lifetime.

Loadstones nearly always acquire the ability of speech (95%), and frequently (55%) will be found asleep. If the dragon is asleep, there is a 3 in 6 chance that it will awaken in the presence of adventurers, for the loadstone is a light sleeper, with an acute sense of hearing. This sense of hearing also means that it difficult to surprise a loadstone dragon (1 in 6).

The hide of the loadstone contains a low magnetic charge, and metal weapons striking the creature are likely to become stuck, unless the attacker makes a saving throw vs. STR at +4 is made with each successful hit against the dragon.

Loadstone dragon breath is a cloud of magnetically charged air, 100 ft long and 5 ft wide. Unlike other dragons, this breath weapon does not actually deal damage to the victims. However, any metallic item within the range of the breath weapon will become magnetically charged. The result causes any metal items (armor, weapons, etc) within 20 ft. of other items so charge to be drawn irresistibly together. A victim's saving through against this charge (save vs. breath weapon) indicates a breaking of the magnetic draw. Those failing the saving throw are locked with other charged victims for a number of turns 2x the dragon's hit dice. The dragon may use this breath weapon up to three times per day. Juveniles have half the effective range and duration of the breath weapon.

The loadstone dragon will use the time to interrogate victims so captured. If satisfied that no threat will come from the captives, or if the dragon sees an opportunity to benefit itself, it will allow the breath weapon to dissipate. Otherwise, victims may be consumed (1 on d10), imprisoned (2-8 on d10), or enslaved (9-10 on d10).

Loadstone dragons greatly prize arcois and magically endowed metals above all other treasures.

Loadstone dragons prefer to dwell amid magnetically charged stones in nearly any climate save the far extremes of hot and cold temperatures. (see http://www.minerals.net/mineral/oxides/magnetit/magnetit.htm for details on the mineral compounds)

Treasure: (For a typical individual) 1d100x1,000 sp (40%), 1d8x20,000 ep (25%), 1d6x10,000 gp (35%), 5d10x100 pp (25%), 5d20x100 ap (65%), 4 magic (metal) armor and (metal) weapons (50%), 2 magic items plus 4 scrolls and 4 potions (15%).

Pyrite Dragon

 

Juvenile
0-175 yrs
Adult
176-400 yrs
Ancient
401-550 yrs
Frequency:RareRareVery rare
No. Encountered:1d61d61d6
Size:Large (12 ft. long)Huge (24 ft. long)Huge (30 ft. long)
Move:60 ft., burrowing 30 ft.90 ft., burrowing 60 ft.60 ft., burrowing 40 ft.
Armor Class:645
Hit Dice:5+16+17+1
Attacks:333
Damage:1-3/1-3/1d41d4/1d4/2d61-3/1-3/2d4
Special Attacks:See belowSee belowSee below
Special Defences:See belowSee belowSee below
Magic Resistance:StandardStandardStandard
Lair Probability:60%45%75%
Intelligence:Average (high)VeryHigh
Alignment:Neutral goodNeutral goodNeutral good
Level/XP:4/160+6 per hp5/345+8 per hp6/550+10 per hp
 

The pyrite dragon is a unique creature in several ways, one which is that it is the only known intelligent creature known to be utterly sexless. The pyrite dragon gives birth to live young three times during its long life. Generally, these occur between the ages of 170 to 200 years, again between the ages of 300 and 350 years, and should it live that long, again between 500 and 550. Dragons birthed during this last stage are known as 'royals'.

Pyrite dragons are talkative individuals found to be capable of speech quite often (90%), and sleep frequently (45%). If the dragon is asleep, there is a 2 in 6 chance that it will awaken in the presence of adventurers. Where more than one dragon is encountered, they will be an adult (or ancient) individual and its offspring.

Pyrite dragon breath is a stream of molten gold ore, 50 ft long and 2 ft wide at its terminus. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day. Juveniles do not have the ability of this breath weapon. The molten ore is less then 25% gold, as a large amount of the detritus stone in its diet makes up the breath weapon. Properly extracted, 3d6 pounds of pure gold can be retrieved from each use of the pyrite dragon's breath weapon.

Pyrite dragons prize gold above all other treasures, and can usually be bribed quite easily with large gifts of gold coins. But in addition to gold coin, the pyrite dragon also values intelligent speech and debate with other creatures of differing species. Presented with an opportunity to speak and learn of other creatures, the pyrite dragon will certainly keep even potentially deadly enemies alive in order to engage in such conversations.

Gold ore makes a significant portion of the pyrite dragon's diet. The pyrite dragon will only consume its horde of gold coin where insufficient quantities of ore are not present.

Pyrite dragons prefer to dwell amid veins of gold ore, and generally only within regions where temperatures remain within 40˚ to 90˚ year round. (see http://www.minerals.net/mineral/sulfides/pyrite/pyrite.htm for details on the mineral compounds)

Treasure: (For a typical individual) 1d100x500 sp (25%), 1d6x10,000 ep (25%), 1d12x10,000 gp (45%), 5d6x100 pp (25%), 4 magic armor and weapons (50%), 2 magic items plus 4 scrolls and 4 potions (15%), any 6 jewelry (25%).

Royal pyrite dragon: This individual is extraordinarily rare, occurring only once in a millennium. When a royal is born, it will be twice the size, and do double the damage of other pyrite dragons. It is rare that royals will ever be encountered upon the prime material plane, as they are returned to the Elemental Plane of Earth immediately upon birth. When encountered upon the Prime Material Plane, they will be an ancient dragon, acting specifically on behalf of the demigod Ruakkslyth Ruaakgaan. Adult and ancient royal pyrite dragons are Exceptionally intelligent. When on the Elemental Plane of Earth, royal pyrite dragons are the nobles of Ruaakgaan's court.

Sulphur Dragon

 

Juvenile
0-100 yrs
Adult
101-250 yrs
Ancient
251-350 yrs
Frequency:Rare Rare Very rare
No. Encountered:1d41d41d4

Size:Large (10 ft. long)Huge (22 ft. long)Huge (28 ft. long)
Move:40 ft., burrowing 10 ft.60 ft., burrowing 40 ft.60 ft., burrowing 20 ft., flying 180 ft.
Armor Class:654
Hit Dice:5+16+17+1
Attacks:333
Damage:1-3/1-3/1d41d4/1d4/3d41d4/1d4/2d4
Special Attacks:See belowSee belowSee below
Special Defences:See belowSee belowSee below
Magic Resistance:StandardStandardStandard
Lair Probability:80%65%90%
Intelligence:LowAverageVery
Alignment:True neutral (evil tendencies)True neutral (evil tendencies)True neutral (evil tendencies)
Level/XP:4/160+6 per hp5/345+8 per hp6/550+10 per hp
 

The adult sulphur dragon is the only mineral dragon to achieve the ability of flight. This ability is lost when the dragon enters its ancient years, as its body continues to grow, but its wings (already small for a creature of its size) do not.

Sulphur dragons inhabit rocky lowland caves, located near streams and rivers rich in the mineral which is their namesake. Sulphur dragons must consume copious amounts of the sulphur mineral daily. Additionally, the dragon has an appetite for deer and similar fauna. Therefore, the sulphur dragon lair will also be located near such food sources. Sulphur dragons will avoid extremes of heat, and fire-based attacks may cause the sulphur dragon (35%) to retreat.

The lair of a sulphur dragon cannot be mistaken for anything other than what it is. The pungent odor of dragon's abode permeates the air for miles around. The entrance to a sulphur dragon lair will be littered with the skeletons and partially eaten carcasses of its prey. Where two dragons are encountered, they will be a mated pair. Where more than two are encountered, they will be a mated pair and offspring.

Sulphur dragons usually (75%) are known to speak, and frequently will (35%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.

Sulphur dragon breath is a spray of sulphurous stomach acid, 100 ft long and 5 ft wide. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount). The dragon may use this breath weapon up to three times per day. Juveniles do not have the ability of this breath weapon.

The sulphur dragon has an affinity for large birds of prey in its diet, and can frequently be influenced by gifts of such meats.

Sulphur dragons prefer to dwell amid volcanic-based minerals. (see http://www.minerals.net/mineral/
elements/sulfur/sulfur.htm for details on the mineral compounds)

Treasure: (For a typical individual) 5d6x1,000 cp (25%), 1d100x1,000 sp (30%), 1d8x20,000 ep (35%), 1d6x10,000 gp (45%), 5d10x100 pp (15%), 2d20 gems (55%), 1d4x5 jewelry (25%), 4 magic items plus 1 scroll and 1 potion(15%).

Uraninite Dragon

 

Juvenile
0-75 yrs
Adult
76-150 yrs
Ancient
151-200 yrs
Frequency:Very rareVery rareVery rare
No. Encountered:2d62d62d6
Size:Large (10 ft. long)Huge (20 ft. long)Huge (26 ft. long)
Move:60 ft., burrowing 30 ft.90 ft., burrowing 40 ft.45 ft., burrowing 10 ft.
Armor Class:876
Hit Dice:5+16+17+1
Attacks:333
Damage:1-3/1-3/1d41d4/1d4/2d41-3/1-3/2d4
Special Attacks:See belowSee belowSee below
Special Defences:See belowSee belowSee below
Magic Resistance:StandardStandardStandard
Lair Probability:80%65%90%
Intelligence:LowAverage (low)Average (high)
Alignment:True neutral (evil tendencies)True neutral (evil tendencies)True neutral (evil tendencies)
Level/XP:4/230+6 per hp5/345+8 per hp6/550+10 per hp
 

The uraninite dragon, though the smallest and arguably weakest of the mineral dragons, remains nonetheless, indirectly, the most deadly.

Uraninite dragons are solitary scavengers. Where two dragons are encountered, they will sometimes (25%) be a mating pair. Such a pair remain together only as long as the mating process takes, which is a brief and violent affair, always resulting in a battle between the male and female partners, and usually (65%) resulting in the death of the male dragon, which are generally smaller than the female of the species. Otherwise, where more than one is encountered, they will be a clutch of offspring, which remain together until they enter adulthood.

Uraninite dragons prefer to eat the dead and rotting carcasses of animals rather than to risk getting harmed in unnecessary combat, which they avoid when possible. Freshly butchered meat is greatly prized by the uraninite dragon, and they be bribed with suitable offerings of fresh meat.

Ancient uraninite dragons will nearly always (80%) be female, as few males ever survive long enough to attain this age group. Ancient males will always carry the scars of their battles with females. As such, their hides will be ripped, scarred, and torn (which they carry as a source of pride, as the scars speak of their verility). Often, these creatures will be missing eyes, tails, teeth, and other bits of their bodies due to their many encounters with females of the species.

Adult and ancient male uraninite dragons will always consume juvenile males when they are encountered. Females abandon their clutch of eggs within 36 hours of having laid them. Such clutches will be buried beneath a pile of rocks and gravel deep within an underground cavern.

Uraninite dragons rarely (35%, this rises to 45% in ancient individuals) are known to speak, and are not usually (15%) found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.

Uraninite dragon breath is a cloud of radioactive vapors, 100 ft long and 5 ft wide. It does 3d6 damage (but a save vs dragon breath halves this amount). Victims failing a saving throw will continue to loose an additional 1d8 damage every turn until a cure disease or neutralize poison spell are cast upon them. Further, the victim will permanently loose 1 point of STR every turn following the initial attack, unless a cure disease or neutralize poison spell are cast upon them. The dragon may use this breath weapon up to three times per day. Juveniles may only use the breath weapon once per day, and do so at half the range and area of effect, and inflict half the damage. Strength loss does not occur as a result of the juvenile breath weapon.

The blood of the uraninite dragon can be easily made into a slow-acting poison. Victims of uraninite poisoning loose 1 hp damage per day, and 1 point of STR per week from a single application. Loss of hp and STR continues until a cure disease or neutralize poison spell are cast upon the victim.

Uraninite dragons rarely will amass a great amount of treasure, and they do not typically establish a long term lair.

Though uraninite dragons can generally be bribed with large quantities of freshly butchered meat, it remains to be said that uraninite dragons are not to be trusted.

Uraninite dragons prefer to dwell amid dense, radioactively charged stones in any climate. (see http://www.minerals.net/mineral/oxides/uraninit/uraninit.htm for details on the mineral compounds)

Treasure: (For a typical individual) 5d6x500 cp (15%), 1d100x500 sp (20%), 1d4x20,000 ep (25%), 1d4x10,000 gp (35%), 5d6x100 pp (15%), 1d20x2 gems (40%), 1d4x5 jewelry (15%), 2 magic items (10%).

Deep Dwarf

 

Frequency:Rare
No. Encountered:2d4 (band); 20d8 (lair)
Size:S (4 ft-tall)
Move:60 ft.
Armor Class:3
Hit Dice:2+1
Attacks:1
Damage:1d6 or by weapon type
Special Attacks:See below
Special Defenses:See below
Magic Resistance:Standard
Lair Probability:45%
Intelligence:Average
Alignment:True Neutral (evil tendencies)
Level/XP:2 / 20+3 per hp
 

Deep dwarfs are sturdily built humanoids who live in clans somewhat smaller than their surface-dwelling cousins. They typically make their homes in large cavern complexes deep underground, which they only rarely leave to visit surface lands. Deep dwarfs are led by higher level leader types as follows:

  • For every 20 dwarfs: 2nd to 6th level fighter (1d6, 1 = 2nd level, 2-6 = level)
  • If over 50 dwarfs: 1 6th level fighter (chief) & 1 4th level fighter (lieutenant)
  • If over 100 dwarfs: 1 fighter/cleric (of 3rd to 6th level as fighter and 4th to 7th level as cleric)
  • If over 150 dwarfs: 1 8th level fighter, 1 7th level fighter, 1 6th level fighter/ 7th level cleric
  • If encountered in their lair: 2d6 fighters (2nd to 5th level), 2d4 fighter/clerics (2nd to 4th level), females (30% total of males) and young (10% total of males)

Higher level fighters and fighter/clerics have a 5% chance (per level) of having magic armor or weapons.

Deep dwarfs are typically armored in chain mail and carry shields. Deep dwarfs are also known for manufacturing a style of leather armor from the hides of xorns (one of the deep dwarfs bitterest enemies), which has an armor class equal to that of standard plate mail. 10% of all deep dwarfs encountered will be equipped with such armor. Axes and hammers are their weapons of choice. Deep dwarfs receive a +1 on to hit rolls vs deep gnomes, illithids (mind flayers), and xorns due to their intense hatred of these races. When in melee with giants, trolls, and ogres, these opponents must fight at -4 due to their size and the skill of dwarfs in fighting such opponents.

Deep dwarfs do not use missile weapons of any type, although they are adept at hurling small stones, which they can do at a range of 150 ft., and inflict 1d4 DAM, at a rate 3/round.

Deep dwarfs are a hardy people, and save vs poison and magic as if they were 4 levels higher than their actual level. Deep dwarfs have infravision to 120 ft and are excellent miners. They speak goblin, gnome, and kobold in addition to their own tongue.

Description: Deep dwarfs have a dark grey to greyish tan colored skin tone. Unlike other types of dwarfs, deep dwarfs have no body hair whatsoever, and instead, wear intricate tatoos over their entire body. It is not uncommon for deep dwarves to go about completely unclothed (AC 7). The clothing common to the deep dwarfs is made from the hides and skins of subterranean-dwelling creatures. Cloth and fabric is never worn by a deep dwarf.

When encountering a group of clothed deep dwarves, it will be very nearly impossible to discern males apart from females.

Treasure: Individual 2d4x4 gp; lair 8d4x1,000 g.p. (35%), 1d20x100 p.p. (40%), 1d4x20 gems (50%), 1d20 jewellery (25%), any 4 magic items (15%).

Evil excretion

 

Size:S–L (see below)
Move:See below
Armor Class:8
Hit Dice:See below
Attacks:1
Damage:See below
Special Attacks:See below
Special Defenses:None
Magic Resistance:Standard
Rarity:Very rare
No. Encountered:1 (see below)
Lair Probability:Nil
Intelligence:Semi-
Alignment:Neutral
Level/XP:2 / 20+2 per HP
3 / 30+2 per HP
4 / 40+2 per HP
5 / 50+2 per HP
6 / 60+2 per HP
7 / 70+2 per HP
 

Evil excretions are magically created, animated mucous, which appears as a purple/gray-colored slime. The excretion is sensitive to the relative 'goodness' inherent in some creatures and objects, and will drop on unsuspecting adventurers. The excretion will always attack lawful good creatures first, followed by chaotic good, neutral good, lawful neutral, true neutral, chaotic neutral, neutral evil, lawful evil, and chaotic evil in that order of preference.

Evil excretions are guardians of a sort, created by the evil cleric as a trap to protect specific areas or items. Typically, the excretion appears on the roof within a passage or room. But they are also at times disguised or covered so that they may appear upon a floor, within a wall, in a chest, or similar places that require its protection. The creation of the excretion requires 500 g.p. and 1 week per HD for the magics involved to animate and imbue the slime with its unusual life essence. The excretion lives for 1 week per HD before the creature's magically imbued life essence dissipates, and the excretion breaks down into a relatively harmless acidic liquid.

The relative strength of the excretion created is dependent on the level of the cleric. In any case, the cleric must be of at least the 4th level of experience.

Refer to the table below to determine an excretion’s size and strength;

 

Excretion strength
Cleric levelSizeMoveHDDAM
4S (2 ft. dia.)20 ft.2+11-3
5S (4 ft. dia.)16 ft.3+11d4
6M (5 ft. dia.)13 ft.4+11d6
7M (6 ft. dia.)10 ft.5+11d8
8M (7 ft. dia.)7 ft.6+11d10
9L (10 ft. dia.)5 ft.7+11d12

A successful hit indicates that the excretion has attached itself to the victim.

The attack of an evil excretion is based on its contact with the skin of its victim. The attack of the excretion is always made as if against an unarmored opponent (DEX bonuses if any, apply). Although, the excretion will always seek out the least protected part of a victim’s body. Therefore, any exposed flesh will be its target. However, the enzymes of the creature can dissolve non-magical armors as indicated below;

 

Padded;1 round
Leather/studded leather/ring mail;2 rounds
Chain;3 rounds
Scale mail/plate mail;4 rounds

Evil excretions cannot dissolve magical armors, but it will seek out chinks and seams to squeeze through.

Weapon-based attacks against the excretion do not harm the creature. Attacks with edged weapons simply divide the creature momentarily, and blunt weapons simply splash the creature in a 5 ft-diameter (creatures within the area of effect have a chance of being struck by the splashed excretion as though being attacked themselves). Fire, cold, and electrical attacks do normal damage, and will keep the excretion at bay until it can find a means of attacking by avoiding attacks against it.

Divided excretions will always seek to rejoin itself before making another attack. All non-magical weapons made of wood or metal coming into contact with an evil excretion will be destroyed and rendered useless within 3 rounds unless cleaned by fire, cold, or electrical shock.

Once the excretion comes into contact with the exposed flesh of the victim, it begins dissolving the victim at a rate indicated by the damage it inflicts. The excretion, once attached, can only be removed by burning, freezing, electrocuting, or cutting the flesh of limb from the victim. Half of all damage inflicted on the excretion once it has attached itself is transferred to the victim.

A dispel magic spell will destroy the creature.

Stone and all creatures from the elemental plane of earth are impervious to the effects of the evil excretion. They will also avoid extremes of temperature (fire and ice), although they can travel through water, as an oil slick.

Treasure: Nil

Oozes, Slimes, and Jellies

 

Corrosive PuddingAcid SlimeGolden JellyUmber Jelly
Size:S to M
(5 ft to 8 ft-diameter)
SL
(9 ft to 12 ft-diameter)
M
Move:60 ft0 ft90 ft (see below)30 ft
Armor Class:6948
Hit Dice:1027+146
Attacks:101 or 2 (see below)1
Damage:3d8Nil5d4 or 2d4/2d4
(see below)
3d4
Special Attacks:Dissolve wood and metalSee belowSee belowNone
Special Defenses:See belowSee below+1 or better
weapon to hit
See below
Magic Resistance:StandardSee below10%Standard
Rarity:UncommonRareRareUncommon
No. Encountered:1 or 1d41d611-3
Lair Probability:NilNil35%Nil
Intelligence:Non-Non-AverageNon-
Alignment:NeutralNeutralNeutralNeutral
Level/XP:7 / 1,500 + 13/HP4 / 610 + 2/HP6 / 750 + 10/HP3 / 160 + 6/HP

Corrosive Pudding: This monster is composed of single cells that scavenge, or hunt, in underground areas. It can flow through narrow openings and travels equally well on walls or ceilings as it does floors. The monster's many tiny mouths, and saliva, do 3d8 HP damage per melee round to exposed flesh. To get at flesh it can dissolve materials as follows; 2 in. of wood (at the monster's diameter) in 1 round; chainmail in 1 round; and plate mail in 2 rounds. For each magical plus of armor 1 melee round is added to the dissolution of these materials. When struck the monster breaks into two or more parts, each able to deliver the same amount of damage as the larger entity, as the same amount of small mouths can be brought to bear. The use of lightning will have the same effect. The monster is unaffected by cold, though fire does normal damage. Though this monster is usually black, it's color can vary to grey, brown, or white.

If the monster has 10-20 HP then it is 5 ft-diameter, 21-40 HP would equal a 6 ft-diameter, and from 41-60 are 7 ft-diameter, while anything over that is the 8 ft-diameter pudding. As aforementioned, all sizes do the same damage.

Treasure: Nil.

Acid Slime: These unusual plant-like growths are found in subterranean caverns and passages. Though they do not move, they grow, albeit slowly, feeding on animal, vegetable and metallic substances. They are sense vibrations and will drop upon passing creatures from above.

Acid slime will attach itself to a victim's flesh, and in 1d4 rounds turn the victim into an acid slime. It eats away wood slowly, consuming 1 in-thickness in an 6 turns. Acid slime eats metal quickly, dissolving plate armor in 3 melee rounds.

The acid can be scraped off quickly, excised, frozen, or burned. A cure disease spell kills slime. Other forms of attack — including weapons or spell — do not damage the slime.

Treasure: Nil.

Golden Jelly: This monstrous amoeba is far more dangerous than the umber jelly to which it is related. The only clues to its presence are a faint odor of blooming mustard plants and its translucent yellowish-brown color. A golden jelly attacks by striking with a pseudopod formed of its acidic substance. The monster exudes a poisonous vapor with a 10 ft-radius, which causes victims to become lethargic and move at half-normal speed unless they make a successful saving throw against poison each round they are within the area of effect. These toxic effects last 2 rounds for every round one fails a saving throw. This large creature is able to divide itself into 2 smaller, faster halves (move 120-180 ft). Each is capable of attacking as well, but each has only half the hit points of the whole. A golden jelly can, for example, flow into a room, divide itself into halves which are able to attack independently and simultaneously, and then form itself into a torus-shape in order to surround a pillar which its prey has climbed.

It cannot move through small spaces, however, and it cannot move along ceilings as an umber jelly can.

Golden jelly is impervious to normal weapons and electrical attacks and magic missiles cause it to grow. The golden jelly gains hit points equal in number to the damage rolled. Cold causes only half damage; other attack forms are normal.

Treasure: Although not unintelligent, golden jelly is not known to value treasure of any sort. Of course, it is possible that some treasure might remain after a victim has been devoured.

Umber Jelly: This jelly is another form of a giant amoeba that is less dangerous, though akin to the golden jelly. They move by seeping about, preferring dark dungeons, and hunting any form of flesh or cellulose to consume. They excrete fluids that can dissolve flesh, their preferred food, at the rate of 3d4 HP per round of exposure. Their nebulous form allows them to flow through small spaces, and move as easily on walls and ceilings as they do on floors. Using lightning on this monster will divide it into one or more smaller creatures, each doing half the damage of the whole. All other forms of attack have normal effects.

Treasure: Nil.

Orc

Two sub-species of orc exist within the campaign setting; goblinesque and orgre. Both species are off-shoots of the original yyrch (see dar ahn'Rheen for additional details).

Goblinesque Orc

 

Frequency:Uncommon
No. Encountered:2d6 (band); 20d10 (lair)
Size:M (5 ft-tall)
Move:90 ft.
Armor Class:6
Hit Dice:1
Attacks:1
Damage:1d6 or by weapon type
Special Attacks:Spell use in some individuals
Special Defenses:None
Magic Resistance:Standard
Lair Probability:35%
Intelligence:Average (high)
Alignment:True Neutral (evil tendencies)
Level/XP:1 / 10+1 per hp
 

Goblinesque orcs are tribal creatures, and will bully or make war upon any neighbouring tribe if possible. They will only unite with other tribes if their force is strong enough to be able to control the leaders of those tribes.

Goblinesque orcs do not suffer under direct sunlight, however, their infravisional capability is less than that of other orcs, ranging a mere 40 ft.

Wandering goblinesque orc war-parties are led by a captain and his personal guards (3d4). These orcs fight as 2HD creatures, and have AC5, 1d6+10HP, and do 1d8+1 damage, or damage by weapon type. Such parties will sometimes (30%) be accompanied by goblinesque magician. This will be a 2 HD creature, will have AC 5, and do 1d6+1 damage, or damage by weapon type, and will be a second level magic user.

Present in the tribe's lair will always the goblinesque orc chief, shaman, and wizard. The chief and his personal guards (4d6) fight as 3HD creatures, and have AC4, 1d6+14HP, and do 2d4+1 damage, or damage by weapon type. The shaman will fight as a 2HD monster, will have AC 6, will do 1d6+1 damage or by weapon type, and cast spells as a fifth level cleric. The goblinesque wizard will fight as a 2HD monster, will be AC6, will do 1d6 damage or by weapon type, and cast spells as a fourth level magic user.

Goblinesque orcs do not share the same enmity towards elves as do other orcs.

Goblinesque orcs are less skilled miners and cavers than others of the orcish races. They have the ability to note new or unusual constructions underground only 25% of the time, and to spot sloping passages just 15% of the time.

Goblinesque orcs speak orc, goblin, hobgoblin, and the common speech of man. Goblinesque wizards are 25% likely to speak 1 or 2 additional languages as well.

Their lairs generally will be above-ground communities of rough huts and buildings. These communities will usually be built close to cliffs that contain complexes of caverns that will be used by tribal leaders. Where such communities are not located near to such cliffs that will house a cavern complex, and small underground tunnel system will have been dug beneath the community.

Goblinesque orcs will maintain a stable of goblins and/or kobolds as slaves. Such slaves will do most of the tunnel and excavating for the goblinesque tribe.

Description: Goblinesque orcs are only slightly less filthy and disgusting than their standard orc cousins retaining the typical brown to brownish-green colored skin tone. Their hair is a bristling nest of black or dark brown. They wear a patch-work of rusty and misused armor. They are on average more intelligent and shorter than other orcish races. They have an average lifespan of 50 years. Those individuals having high CHA attributes (more than 10), can sometimes (50%) pass themselves off as half-orcs.

Treasure: Individuals 2d6 gp; Lair 1d12x1,000 cp (50%), 1d6x1,000 sp (40%), 1d6x1,000 gp (30%), 1d6 gems (25%), 1d3 jewellery (20%), 2d4 potions (40%), 1d4 miscellaneous magic (15%)

Orgre Orc

 

Frequency:Uncommon
No. Encountered:5d10
Size:M (7+ ft-tall)
Move:60 ft.
Armor Class:4
Hit Dice:2
Attacks:1
Damage:1d10, or by weapon type
Special Attacks:Berserk
Special Defenses:None
Magic Resistance:Standard
Lair Probability:35%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:2/30+1 per hp
 

The most primitive of the orcish races, orgre orcs are fiercely tribal creatures, resembling short ogres, and are quick to anger. They will only unite with other tribes on single missions where their take of treasure or slaves is ensured.

Orgre orcs suffer under direct sunlight, as do standard orcs, and fight at -1 when caught out in it. However, they have excellent vision in the dark, and can see well even in total darkness. They have infravision with a range of 90 ft.

Orgre orc war-parties are led by a captain and his personal guards (3d6). These orcs fight as 3HD creatures, and have AC3, 1d6+10HP, and do 1d12+1 damage, or damage by weapon type + 2HP damage. Such parties will sometimes (30%) be lead by 1-3 ogres.

Present in the tribe's lair will always be the orgre orc chief and his personal body guard. The chief and his personal guards (3d6) fight as 4HD monsters, and have AC2, 1d8+16HP, and do 3d4 damage, or damage by weapon type +2HP damage. The chief will be of Average (low) INT.

Orgre orcs share the same enmity towards elves as do standard orc races. However, orgre orcs also hate other orc races (including half-orcs) beyond all other creatures (elves included). This hatred results in a berserking attacking against other orcs, granting the orgre orc a +1 TH and +1 DAM. This attack extends to elves as well. This strength however can be used against the orgre orc, as it is 75% likely that the orgre orc will be unable to control this rage, charging into a situation that may be patently obvious to others to be a set-up against the orgre orc.

Orgre orcs are skilled miners and cavers, however, they are not artisans. So, although they have the ability to note new or unusual constructions underground 35% of the time, and to spot sloping passages 25% of the time, their constructions will be crude.

Orgre orcs speak their own primitive form of the orcish tongue, and are unable to learn additional languages. The chief however will be able to communicate with other orc races, and will sometimes (50%) be able to speak the common speach of man.

Lairs will always be below-ground complexes of a confused system of caverns and tunnels. Typically, an orgre complex will comprise a large central chamber surrounded by a dozen or so smaller chambers that house the chief, and his captains and bodyguards.

Orgre orcs will always have a stable of humans as slaves. Such slaves are always treated with the utmost cruelty, and receive daily rations of beatings and verbal abuse. Occaisionally, even dwarves and half-elves may be found as slaves within the orgre tribe. Elves are always killed outright, and halflings and gnomes do not typically survive long within the orgre community due to their dimminutive stature.

Description: Orgre orcs are huge muscle-bound brutes. Their skin is a mottled patchwork of dark brown on dark red. Most individuals are covered in battle scars, open sores, and cancerous growths. Orgre orcs will rarely be found wearing armor of any type, and frequently rage into battle naked. They have no body hair. They have an average lifespan of 35 years.

Treasure: Individuals 1d6 cp; Lair 1d6x1,000 cp (50%), 1d4x1,000 sp (40%), 1d4 gems (25%)

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