Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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Shadowmasters,<br />
a.k.a. the<br />
Malaugrym<br />
“Those Who Walk in Shadow”<br />
CLIMATE/TERRAIN: Any (Demiplane <strong>of</strong> Shadow)<br />
FREQUENCY: Very Rare<br />
ORGANIZATION: Clan<br />
ACTIVITY CYCLE: Any<br />
DIET: Omnivore<br />
INTELLIGENCE: Average to Genius<br />
TREASURE: R (personal), H (lair)<br />
ALIGNMENT: Chaotic evil<br />
No. APPEARING: 2d6<br />
ARMOR CLASS: 3<br />
MOVEMENT: 12<br />
HIT DICE: 5+5<br />
THAC0: 15<br />
No. OF ATTACKS: 1<br />
DAMAGE/ATTACKS: By weapon or spell<br />
SPECIAL ATTACKS: Surprise<br />
SPECIAL DEFENSES: Immune to poison,<br />
silver/magical weapons needed to hit<br />
MAGIC RESISTANCE: 25%<br />
SIZE: M<br />
MORALE: Champion (15)<br />
XP VALUE: 2,000<br />
The Shadowmasters, also known as the Malaugrym,<br />
are a clan <strong>of</strong> shape-shifting humans who make<br />
their home in the Castle <strong>of</strong> Shadows on the Demiplane<br />
<strong>of</strong> Shadow. Further, they travel to Toril whenever<br />
they can. There they seek to use their shapechanging<br />
powers to dominate and rule all the<br />
Realms.<br />
These beings have total control <strong>of</strong> their bodies<br />
and can change or “morph” portions <strong>of</strong> body, and<br />
can appear literally as any living thing-perhaps as a<br />
horrible nonhumanoid creature. The only nonmagical<br />
way to tell a malaugrym is by the golden light<br />
that shines in its eyes. DMs should make Wisdom or<br />
appropriate pr<strong>of</strong>iciency checks with penalties suitable<br />
to the circumstances.<br />
Combat: Malaugrym are strong, sturdy creatures,<br />
their shape-shifting powers granting them amazing<br />
fortitude. They regenerate one hit point per round<br />
after being damaged. They are also immune to poison<br />
and only silver or magical weapons harm them.<br />
(Silver weapons do maximum damage with any successful<br />
hit and they do not regenerate wounds inflicted<br />
by silver weapons.) One reason human<br />
malaugrym have such high HD and AC ratings is<br />
that they tend to constantly shift their shapes as<br />
combat evolves, even to the point <strong>of</strong> moving their<br />
internal organs out <strong>of</strong> their normal positions-making<br />
it extremely difficult to strike a killing blow<br />
against them.<br />
They can fight with weapons normally-some are<br />
powerful members <strong>of</strong> PC classes (unlimited advancement<br />
as humans; none but the leader <strong>of</strong> the clan can<br />
cast gate or other interplanar magic)-or can fight<br />
using tentacles or pseudopods. Malaugrym receive a<br />
number <strong>of</strong> attacks in this manner as per their class<br />
and level, and a typical spiked tentacle or pseudopod<br />
does damage as a long sword (1d8/1d12).<br />
Habitat/Society: The malaugrym are led by one<br />
called the Shadowmaster. This malaugrym is usually<br />
the most powerful mage in the clan. Intrigue and<br />
one-upsmanship are realities for the malaugrym as<br />
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