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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 />

97

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