Da'rakenBy WOTC and edited by Brandon Stolz Large One Power Creature (Same as Dragon from 3rd Ed DnD MM) Changes:
Male Da'raken can sense Men channeling
Female Da'raken can sense Females channeling
Have the ability to sense Power Wrought Items and by holding them, may determine general ability and use of Power Wrought Items.
ElementalsBy WOTC All Size One Power Creature (Same as Elementals from 3rd Ed DnD MM)Forest ReaverBy Calvin Fort Large Shadowspawn Hit Dice: 16d8+80 (144 hp) Initiative: +4 Speed: 40 ft. Defense: 23 (+4 Dex, -1 Size, +6 Natural, +4 black plate) Attacks: Shadow-blade +21/+16/+11/+6 melee Damage: Shadow-blade 2d6+5 and disease Face/Reach: 5 ft. by 5 ft / 10 ft. Special Attacks: Shadow-blade, disease Special Qualities: Damage Reduction 5/+1, Blindsight, dark vitality, weave resistance 20, tree walk, Dark One’s Longing Saves: Fort + 14, Ref + 12, Will + 8 Abilities: Str 21, Dex 18, Con 20, Int 15, Wis 14, Chr 15 Skills: Hide + 12, Listen + 10, Move Silently + 14, Spot + 10, Concentration +14, Craft (treesinging) + 15 Feats: Latent Treesinger, Treesinger, Corrupted Tree Warden, Stealthy Climate/Terrain: Blight Organization: Solitary Challenge Code: Advancement: By character class
Just as Myrddraal are the humanlike throwback offspring of Trollocs, Tree Reavers are the throwback offspring of Ogrollocs to Ogier. Due to the low numbers of Ogrollocs, the first Tree Reaver was not born until nearly 500 years after the Age of Legends. Less then 12 have been born ever.
Tree Reavers look like tall, but graceful Ogier with black hair. Their skin is pale white like a Myrddraal, but with a slight tinge of green. Their eyes are solid black orbs with no pupils or iris. They appear as no more than a hazy mist when seen in a mirror, and they are unaffected by wind.
Tree Reavers carry the larger versions of the shadow-blades and black plate that Myrddraal carry. A Tree Reaver’s Tree Walk ability is similar to a Fade’s Shadow walk, but they step into one tree and out another.
Corrupted Tree Warden is similar to the Tree Warden feat, but instead of healing a tree a Tree Reaver can disease it, and instead of causing a tree to grow they can cause a disease in a tree to spread rapidly to other trees. The DC for spreading a disease, or blight, is equal to ¼ the height of largest tree to be inflicted, +1 for every additional 2 trees. The blight grows considerably when a Tree Reaver is in existence. A Tree Reaver that can make his way into a stedding can destroy it with a DC 30 check. No tree within a stedding can be corrupted or diseased by a Tree Reaver until the stedding has been destroyed.
Gai'AldazarBy Calvin Fort Small One Power Creature Hit Dice: 2d8+3 (12 hp) Initiative: +4 Speed: fly 120 ft. (perfect) Defense: 16 (+4 Dex, +1 Size, +1 Natural) Attacks: Claws +7, or Bite +7 Damage: Claws grab, Bite 1d3-1 Face/Reach: 5 ft. by 5 ft / 5 ft. Special Attacks: Improved Grab, Flyby Snatch Special Qualities: Low-light Vision, Sense Shadowspawn Saves: Fort +4, Ref + 6, Will + 3 Abilities: Str 8, Dex 19, Con 12, Int 6, Wis 15, Chr 8 Skills: Listen +5, Spot +7 (+15 during daylight) Feats: Weapon Finesse (claws, bite) Climate/Terrain: Organization: Solitary, Band (2 - 5), Flight (7 - 16) Challenge Code: Advancement: 3 - 5 Hit Dice (small)
Gai'Aldazar (War Eagle or Battle Eagle in the old tongue) were created during the War of Power to combat the Dark One's spies, the Shadow-linked vermin. Gai'Aldazar, despite the name, were not created from eagles. The Aes Sedai needed something fast and maneuverable, so they were created from dragonflies. Gai'Aldazar are dragonflies with a 3 to 4 ½ foot wingspan capable of speeds faster then most hunting birds. Their coloration is as varying as normal dragonflies, if a little brighter.
Being very intelligent, they could easily be trained to respond to vocal and hand commands. Very few survived the Breaking, most that did became prized pets of nobles. During the Trolloc Wars, the Dreadlords put a price on Gai'Aldazar heads and it is unknown if any survived in the Midlands after the war.
Combat: Gai'Aldazar use their speed and nimbleness to their advantage to grab their targets and get out of the way of others. Using their keen senses, they could even pick out a single shadow-linked raven hiding within a flock.
Flyby Snatch: Gai'Aldazar benefit from the Flyby Attack feat, but only when using their claw attack.Improved Grab: To use this ability, the Gai'Aldazar must hit with it's claw attack, and can only hold creatures of size tiny or smaller. They can continue flying while carrying it's victim. A Gai'Aldazar can be trained to snatch objects as easily as rats or ravens.
Sense Shadowspawn: Gai'Aldazar can sense the presence of Shadow-linked vermin within 250 feet. They can only tell the direction to the vermin at that range. If the Gai'Aldazar is within 100 feet of the vermin and has line of sight, they can pinpoint the target with a spot check (DC 25). Skills: Gai'Aldazar receive a +2 racial bonus on Spot checks, this bonus increases to +10 during the daylight.
OgrollocBy Calvin Fort Huge Shadowspawn Hit Dice: 12d8+36 (90 hp) Initiative: +2 (-2 Dex, +4 Improved Initiative) Speed: 40 ft. Defense: 9 (-2 Dex, -2 Size, +3 Natural) Attacks: Scythesword +18/+13/+8 melee, or Gargantuan Greatclub +18/+13/+8 melee Damage: Scythesword 2d4+6, Gargantuan Greatclub 2d8+9 Face/Reach: 10 ft. by 10 ft / 15 ft. Special Qualities: Damage Reduction 5/+1, Low-light vision, scent, light sensitivity, Dark One’s Longing Saves: Fort + 13, Ref + 4, Will + 4 Abilities: Str 23, Dex 6, Con 16, Int 7, Wis 10, Chr 9 Skills: Intimidate + 5, Listen + 6, Spot +4 Feats: Improved Initiative, Power Attack, Cleave, Heroic Surge Climate/Terrain: Blight Organization: Solitary, Gang (2 – 4) Challenge Code: Advancement: By character class
The Ogrolloc was an attempt to take the principle of the Trolloc and apply it to Ogier. They are fearsome warriors capable of defeating armies, but they are rarely used because they can not leave the area of Shayol Ghul for long.
These creatures are constructs created at the same time as the Trollocs and using the same principles. They stand 16 to 18 feet in height, and share the same animalistic features as Trollocs. Ogrollocs are every bit more ferocious and murderous then Trollocs as they are larger, and number Trollocs as one of their favored foods.
Ogrollocs are naturally nocturnal and dislike bright light, although they are active during daylight hours when necessary. They have no society, although rarely a powerful male will unite a small group to cause mass destruction upon anything they can find, typically a Trolloc clan.
Ogrollocs live almost as long as Ogier, but reproduce much slower. That and their solitary nature keeps their numbers down.
Combat: Ogrollocs are impatient and bloodthirsty. Although they do enjoy setting ambushes, their drive to kill usually has them attacking too early. They arm themselves with weapons taken from their Trolloc victims and trees torn from the ground.
Light Sensitivity: Ogrollocs suffer a –2 circumstance penalty on attack rolls in bright light.
Dark One’s Longing: Ogrollocs suffer from a twisted version of “the Longing” that Ogiers suffer. In game terms, an Ogrolloc must spend at least 4 days a month within 20 miles of Shayol Ghul, or lose 1 point of Constitution for every week beyond that they remain away.
Skills: Ogrollocs are fearsome to behold, they receive a +2 racial bonus to Intimidate checks. They are also difficult to destroy, and receive a +2 racial bonus to Fortitude saves.
ShadowsteedBy Calvin Fort Large Shadowspawn Hit Dice: 6d8+ 24 (51 hp) Initiative: +3 (Dex) Speed: 50 ft. Defense: 16 (-1 size, +3 dex, +4 natural) Attacks: bite +10 melee, 2 hooves +5 melee Damage: Bite 1d6+7 and Poison, Hoof 1d6+2 Face/Reach: 5 ft. x 10 ft. / 5 ft. Special Attacks: Poison Special Qualities: Low-light Vision, Scent, Shadow Walk Saves: Fort +9, Ref +6, Will +3 Abilities: Str 20, Dex 17, Con 18, Int 2, Wis 13, Chr 6 Skills: Hide +1, Listen +4, Move Silently +6, Spot +4 Feats: Endurance, Run Climate/Terrain: Organization: Challenge Code: Advancement:
Shadowsteeds are the mounts of Myrddraal, black heavy war horses bred to kill and destroy. Shadowsteeds were created to serve as steeds since most normal horses could not be trained enough to fully overcome their fear of their Myrddraal rides enough to be effective.
It was believed during the War of Power, that Shadowsteeds were created from Myrddraal, horses, and perhaps some species of snakes. Shadowsteeds have the same aversion to water, refusing to cross any running body of water that they cannot easily jump.
Combat: Shadowsteeds are very deadly and confident in combat, biting at opponents as quickly as a viper. They will not use their hooves unless commanded to or unless they feel they are in danger. Shadowsteeds rarely will accept a rider who is not a Myrddraal, and even then they may turn on their riders during combat bucking and biting. Keeping control of a Shadowsteed requires a Ride check every round (DC 25). A rider with 10 ranks of Intimidate gains a +2 synergy bonus on the ride check. Failure results in being attacked by your own mount.
Myrddraal have sometimes been know to outfit their mounts with a Black Plate similar to their own. This plate as all the properties of Myrddraal Black Plate, thus bringing the Shadowsteeds AC to 20.
Poison: Shadowsteeds have a pair of retractable fangs, similar to a snakes, that inflict a deadly poison on each bite. Any creature bitten must make a Fortitude save (DC 16). On a failed save a target takes 1d6 points of temporary Constitution damage, and must a second save 1 minute later. If the second save fails, the target takes an additional 2d6 temporary Constitution damage.
Shadow Walk: While shadowsteeds can not shadow walk themselves, when ridden by a Myrddraal the shadow walk ability of the rider will extend to the mount, allowing Myrddraal to take the shadowsteed with him.
|By Calvin Fort||By Calvin Fort|
|Small Shadowspawn||Small Shadowspawn|
|Hit Dice: 2d8+2 (11 hp)||4d8+8 (26 hp)|
|Speed: 50 ft.||50 ft.|
|Defense: 18 (+1 size, +6 dex, +1 natural)||19 (+1 size, +5 dex, +3 natural)|
|Attacks: 2 Claws +9 melee, Bite +4 melee||2 Claws +10 melee, Bite +5 melee|
|Damage: Claw 1d4, Bite 1d6||Claw 1d6, Bite 1d6+1|
|Face/Reach: 2.5x2.5/5||(Same as Vyper)|
|Special Attacks: Pounce||Pounce, Hypnotic Dance|
|Special Qualities: Frenzy, Low-Light Vision, Scent||Frenzy, Low-Light Vision, Scent|
|Saves: Fort +4, Ref +8, Will +1||Fort +7, Reflex +9, Will +2|
|Abilities: Str 10, Dex 23, Con 13, Int 4, Wis 13, Chr 6||Str 13, Dex 21, Con 14, Int 5, Wis 13, Chr 6|
|Skills: Hide +15*, Listen +5, Move Silently +11, Spot +5||Hide +17*, Listen +7, Move Silently +13, Spot +7|
|Feats: Weapon Finesse (bite, claw)||Combat Reflexes, Weapon Finesse (bite, claw)|
|Climate/Terrain:Any Land||Any Land|
|Organization: Pack (9-20)||Solitary, with Vyper pack|
|Advancement: 3-4 Hit Dice (small)||5-6 Hit Dice (small)|
Vypers are vicious, carnivorous, monsters right out of a child’s nightmare. Resembling 3 foot tall fur-covered bipedal lizards with oversized claws, far too many teeth for anything natural, pointed ears, and a pair of rear pointing horns, Vypers roam the Blight hunting and killing. It has been debated whether Vypers were created from snake and feline stock or actually were pulled into existence from Forsaken manipulated dream.
Greater Vypers are 6” taller, and can flatten their neck into a hood similar to a cobra.
Combat: Vypers hunt in packs, using their cunning to trap and flank their prey. With their speed, they can overtake most fleeing prey. Packs are commonly lead by the largest, or a Greater Vyper if one is present.
Pounce: If a Vyper leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Frenzy: A Vyper that succeeds at a bite attack will succumb to their blood lust, striking out at any now pack mates with fury. A Vyper in frenzy gains a +4 enhancement bonus to its Strength and Constitution and a +2 morale bonus on will saves but suffers a –2 penalty to Defense.
Hypnotic Dance: A Greater Vyper sways hypnoticly in combat, anyone facing it must make a will save (DC 13) or suffer a –2 penalty to attacks, weapon damage, saving throws, and skill checks for as long as they can see the Greater Vyper + 1d6 rounds. A target that successfully saves is not subject to that Greater Vyper’s dance for one day. Affected targets who leave the sight of the Greater Vyper and then return after the Dance has worn off are subject to a new saving throw at a –2 penalty.
Skills: Vypers receive a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.