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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Habitat/Society: Small groups <strong>of</strong> pteramen<br />
(10-30) do not recognize a ruler, but are led by the<br />
most vocal or most powerful individual. These small<br />
groups tend to be roving bands with established territory<br />
and are normally shunned by larger, more<br />
sedentary tribes.<br />
Larger tribes are more organized, usually in a manner<br />
resembling that <strong>of</strong> other civilizations in the region.<br />
These groups tend to fare better as they’re<br />
more efficient hunters and can more effectively defend<br />
themselves from foes.<br />
Pteramen communities, regardless <strong>of</strong> size, all look<br />
alike: a collection <strong>of</strong> grass-and-leaves huts set high<br />
in thick-trunked jungle trees. Each hut usually<br />
houses a single pteramen family <strong>of</strong> 1d4 individuals.<br />
Children leave the tribe upon maturity, and <strong>of</strong>ten<br />
band together in small groups (<strong>of</strong> 10-30) until they<br />
establish a territory <strong>of</strong> their own.<br />
Ecology: Although omnivorous, most pteramen<br />
prefer freshly killed meat. Pteramen consider the<br />
meats <strong>of</strong> titanotheres, balucitheria, and axebeaks to<br />
be delicacies. They <strong>of</strong>ten fly vast distances (in pteradon<br />
form, the most efficient for long-distance<br />
flight) when their scouts locate any <strong>of</strong> the above<br />
creatures.<br />
They also consume the fruit <strong>of</strong> jungle trees and<br />
certain roots, barks, and flowers. Ironically, Chult’s<br />
true pteradons and pterodactyls <strong>of</strong>ten prey on small<br />
groups <strong>of</strong> pteramen.<br />
History: A group <strong>of</strong> several dozen pteramen<br />
joined in Kaverin Ebonhand’s assault on the Chultan<br />
city <strong>of</strong> Mezro. They even added a new tactic to<br />
their combat repertoire: dropping rocks, large<br />
clumps <strong>of</strong> burning plant material, and even incendiary<br />
or explosive liquids (such as oil <strong>of</strong> impact) on the<br />
city. Mezro’s spellcasters met this attack with fireballs,<br />
lightning bolts, and walls <strong>of</strong> force that acted as<br />
shields above important buildings, troop concentrations,<br />
and so on.<br />
Eventually, Kaverin himself was defeated by the<br />
Harper Artus Cimber, and without their leader, all<br />
the Chultan natives (most <strong>of</strong> his forces), fled back to<br />
their normal lives in the jungle.<br />
Sources: Ring <strong>of</strong> Winter, JungIes <strong>of</strong> Chult.<br />
Shadevari<br />
Creatures from ancient myth<br />
CLIMATE/TERRAIN: Any<br />
FREQUENCY: Very rare<br />
ORGANIZATION: Solitary<br />
ACTIVITY CYCLE: Any<br />
DIET: Carnivore<br />
INTELLIGENCE: Very (11-12)<br />
TREASURE: Nil<br />
ALIGNMENT: Neutral Evil<br />
No. APPEARING: 1d3<br />
ARMOR CLASS: 0<br />
MOVEMENT: 18<br />
HIT DICE: 7+7<br />
THAC0: 13<br />
No. OF ATTACKS: 3<br />
DAMAGE/ATTACKS: 1d8+2(×2)/2d4<br />
SPECIAL ATTACKS: First strike<br />
SPECIAL DEFENSES: Bat away missiles, +2 weapons<br />
or better to hit<br />
MAGIC RESISTANCE: 33%<br />
SIZE: M<br />
MORALE: Fearless (20)<br />
XP VALUE: 2,000<br />
Beasts from the long-lost past <strong>of</strong> Toril, shadevari<br />
were recently summoned to be the servants <strong>of</strong> Shadowkings.<br />
They are bipedal and covered with irongray<br />
lizard scales, with misshapen faces; two black<br />
tusks curving like scimitars from their mouths. A<br />
single, serrated onyx horn crowns their foreheads;<br />
wicked barbs sprout from their chests, arms, and the<br />
crests atop their heads; shallow depressions exist<br />
where their eyes should be to finish their ghastly<br />
faces. The beasts have retractable talons on their<br />
hands and feet.<br />
Combat: The shadevari are very quick in combat.<br />
Barring magical spells or items such as haste or a short<br />
sword <strong>of</strong> quickness, shadevari always strike first in a<br />
combat round. The beasts are hurt only by enchanted<br />
weapons <strong>of</strong> +2 or better. Any blows from<br />
lesser weapons quickly heal. Shadevari also have a<br />
chance to bat away missile weapons directed at<br />
them. For hurled missiles such as daggers, spears, or<br />
hand axes, shadevari must make a successful attack<br />
roll vs. AC5. For propelled missiles such as arrows or<br />
crossbow bolts, the roll is against AC2.<br />
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