Beruflich Dokumente
Kultur Dokumente
2
3
Contents ....................................................................................................4 Kank ............................................................................................................................. 32
Bestiary .....................................................................................................5 Kes’trekel ............................................................................................................... 33
Anakore ........................................................................................................................ 5 Kirre ............................................................................................................................. 34
Baazrag ......................................................................................................................... 6 Megapede ............................................................................................................... 35
Belgoi............................................................................................................................... 7 Nightmare Beast............................................................................................ 37
Braxat ............................................................................................................................. 8 Pterrax ....................................................................................................................... 39
B’rohg ............................................................................................................................. 9 Razorwing ............................................................................................................. 39
Renegade B’rohg .................................................................................. 10 Sand Bride............................................................................................................ 40
Cactuses ................................................................................................................... 11 Scrab ............................................................................................................................ 41
Sand Cactus ................................................................................................ 11 Nest Mother ................................................................................................ 42
Hunting Cactus........................................................................................ 11 Silt Horrors ......................................................................................................... 43
Rock Cactus................................................................................................ 12 White Horror ............................................................................................. 43
Cilops........................................................................................................................... 13 Gray Horror ................................................................................................ 43
Cloud Ray ............................................................................................................. 14 Black Horror .............................................................................................. 45
Crodlu ......................................................................................................................... 16 Silt Runner........................................................................................................... 46
Drakes........................................................................................................................ 17 Sloth.............................................................................................................................. 47
Air Drake ....................................................................................................... 18 So-ut .............................................................................................................................. 48
Earth Drake ................................................................................................ 20 Ssurrans .................................................................................................................. 49
Fire Drake..................................................................................................... 22 Tarek ............................................................................................................................ 50
Water Drake .............................................................................................. 24 Tari ................................................................................................................................. 51
Erdlu ............................................................................................................................ 26 Tembo ......................................................................................................................... 53
Gaj ................................................................................................................................... 27 Thrax............................................................................................................................ 54
Gith ................................................................................................................................ 28 Appendix A: Monster Lists .................................................... 55
Hej-kin ........................................................................................................................ 29 Stat Blocks by Challenge Rating ............................................. 55
Id Fiend.................................................................................................................... 30 Creatures by Environment ............................................................... 56
Inix ................................................................................................................................. 31
Jhakar.......................................................................................................................... 31
4
The dune freaks, or anakore, are a race of
dimwitted humanoids with bony, wedgelike heads,
small ears pressed close to the sides of their heads,
and sunken, beady eyes covered by clear
membranes to prevent sand from scratching these
delicate tissues.
5
Created by Stanislav Zabielin (@auquid)
In the broken crags and tiny caves of the barrens
lives the timid baazrag. Two feet long or less, it is
one of the smallest omnivores in the stony barren
regions. The baazrag's face is protected by a bony
covering that reaches down on either side of the
head and across the nose, with holes for the
creature’s nostrils and eyes.
6
Created by Stanislav Zabielin (@auquid)
Once a proud, evil race of fey, the belgoi
were stranded in the barrens of Athas by
the destruction of their homelands. They
came to hate the desert world and all its
residents, and they degenerated into a
madness that has led them to devour other
humanoids and despoil all they touch. Life
force literally leaks from some of the
wounds inflicted by belgoi.
7
Created by Stanislav Zabielin (@auquid)
Braxat is a huge humanoid of mixed stock, mostly a
Braxats are hunters, and they fight like them. They
combination of mammalian and reptilian; this
use psionics to disable their opponents, thereby
creature has a thick shell that covers its back and a
reducing risks to themselves. After attacking with
handful of horny protrusions on the top of its head.
psionics, braxats will move in as close as they can
The bony protrusions on a braxat’s head protect its while still being able to keep their opponents within
skull as well as being used for attacking its target. their reach. Braxats have a breath weapon as well
Braxats walk upright, are able to speak with a clear, that they can employ, but they use it as a last resort
human voice, have opposable thumbs, and are since the acid can cause their prey to become
warm‐blooded. inedible.
8
Created by Stanislav Zabielin (@auquid)
within a primitive, Stone Age culture primarily
because of their low intelligence. A b’rohg child
taken and raised in a human community is unable
to comprehend anything but primitive concepts; his
lack of intelligence makes him unable to excel.
B’rohg live in small bands comprised of 1-4 family
units called cliques. Family units consist of one
male, one or two females, and generally no more
than four total offspring. Males are dominant within
the family structure, but the most capable member
regardless of gender accomplishes tasks within a
band. The strongest in the band are primarily
hunters, while the older, weaker members and the
children are gatherers and water bearers. B’rohg
have yet to master fire, but are not afraid of it; in
fact, they are often attracted to it if they see the
distant glow. B’rohg are scavengers, and their
clothing often testifies to this fact. When clothed,
they combine animal skins with “found” or
discarded scraps of clothing and armor.
9
Created by Stanislav Zabielin (@auquid)
B'rohg that are taken to the gladiatorial games of
the city states are never allowed to win their
freedom. Despite their humanoid form, b'rohg are
considered animals by their trainers and owners,
suitable for nothing more than entertainment
through savage combat. However, low intelligence
does not equate to low cunning, and many b'rohg
have escaped their bonds to live free again in the
Athasian wilderness. However, once trained for
socalled-civilized combat, the b'rohg is no longer
suited to his original lifestyle.
10
Created by Stanislav Zabielin (@auquid)
Sand Cacti are a vile form of plant life that dwells
anywhere there is sand. It feeds on the blood of its
victims. Sand cacti are well protected; the entire
plant (except the needles) is hidden below the sand.
The body is from 5-8 feet across and about 4 feet
thick. It has many barbed needles attached to it with
long, thin, fibrous strands. The bulbous body of the
plant and the strands are sickly white, while the
needles very closely resemble the color of the sand
in the area. The sand cactus is a solitary creature,
existing wherever the sand blows.
11
Created by Stanislav Zabielin (@auquid)
Rock cacti are small, spherical plants that can be
found anywhere water is not plentiful. They are
generally brown in color, but deepen to black as
they increase their fluid storage. During spring and
summer rock cacti produce a bright yellow flower
that lasts only a few hours. The rest of the time,
rock cacti appear to be roughly spherical rocks,
about 1 foot in diameter.
12
Created by Stanislav Zabielin (@auquid)
Cilops are relentless hunters who are prized by the
templars of all the city-states for their unique
tracking abilities. The creatures look like enormous
centipedes that reach lengths exceeding 15 feet.
Their segmented bodies are long and flat and form
a hard exoskeleton. Their hooked legs allow them to
crawl onto virtually any surface and to scale walls
with ease.
13
Created by Stanislav Zabielin (@auquid)
them into a tremendous rage, and they will do
anything they can (except land) to capture and
Through the skies and clouds of Athas, slowly fly devour the offending psionicist. The Dragon is the
these deadly giants. Cloud rays can sometimes be only creature in the world that cloud rays truly fear.
seen crossing the evening sky.
14
Created by Stanislav Zabielin (@auquid)
15
Created by Stanislav Zabielin (@auquid)
Crodlu are large reptiles that roam the deserts and
scrub land in herds. Crodlu resemble large
ostriches, but their forearms end in wicked claws
and their tough, scaly hides are yellow to red, with
other colors along their sides and belly. They have
poor eyesight and an excellent sense of smell. They
can run at high speed for long periods.
16
Created by Stanislav Zabielin (@auquid)
but are always on the lookout for volcanoes or hot
springs – they’ll even set a forest on fire to bask in
Drakes are gargantuan, reptilian monsters that use the comfort of the flames for a time. Water drakes
Athas as their personal hunting grounds. Drakes are the most limited on Athas, preferring ponds and
comprise a very powerful, non-intelligent group of other bodies of water to make their homes.
creatures on Athas. However, they are not stupid. If
The drake’s actual lair is never actually an open
natural instinct, cunning, and ferocity were
space – there are few open spaces back on their
measurable, drakes would surpass many other
home planes. Drakes are more comfortable when
creatures. They are feared for their size, speed, and
surrounded, literally, with their home element. An
devastating abilities in combat, the latter due, in
earth drake, for instance, does not live in a vast
great part, to their very powerful psionics.
cavern, as one might think, but instead in a very
Many on Athas consider the drakes second only to cramped, tight space in which he barely fits - and he
the Dragon in this category. Drakes are not natives is right at home. Consequently, drake lairs are more
of Athas. The first drakes used tremendous psionic difficult to penetrate than the lairs of other large
powers to travel from their home elemental planes creatures.
to Athas, where they found a world much to their
Several of those who have seen drakes have
liking. Many generations of drakes have been born
mistaken them for the dragon itself. Rumors about
on Athas since that time. Humans and humanoids
multiple dragons are rampant through Athas - that
comprise the mainstay of their diet. They will eat
there may be several true dragons, but these are
inix and mekillots when available and erdlu if
usually dismissed. Several so-called additional
necessary. Drakes prefer the taste of carnivore flesh
dragon sightings have been discovered to be drake
to any other type of meat.
sightings instead.
17
Created by Stanislav Zabielin (@auquid)
following effects; the drake can't use the same effect
two rounds in a row:
Air drakes are the most flighty and unpredictable of
A line of strong wind 60 feet long and 10
the species, making them dangerous adversaries.
feet wide blasts from a point drake chooses
They spend most of their time soaring the Athasian
within 60 feet of it. Any creature caught in
skies.
wind must succeed on a DC 15 Dexterity
Air drakes are the longest and leanest of the four saving throw or take 10 (3d6) bludgeoning
drake types. They have folds of loose skin that damage and be pushed 15 feet away from
stretch between their front and back legs. This skin drake in a direction following the line.
unfolds when they extend their legs creating a wing
A 120-feet sphere of tornado-like winds
membrane. They have a long, lean frame and are
from the elemental plane of air appears
light of bone, contributing to their speed and agility.
centered on a point the drake chooses
Air drakes prefer their food thoroughly softened within 120 feet of it. When the sphere
before eating it. To accomplish this, a drake will appears, each Large or smaller creature
swoop, grab its prey, soar into the sky, and then within sphere that is currently flying must
drop it. Air drakes often choose crags or rocky make a DC 15 Dexterity saving throw. On a
outcroppings for “tenderizing their meat”. If the prey failed save, a creature is knocked prone and
can fly, it will take the victim aloft and dive straight then if that creature is still in the air it is
for the ground, releasing its prey and pulling up at pushed 60 feet to the ground. Gases and
the last minute. vapors are dispersed by the wind, and
unprotected flames are extinguished.
Protected flames; such as lanterns, have a
50 percent chance of being extinguished.
Air drakes do not keep a single residence. They
prefer a dozen or so safe areas. Because they move A strong wind blows around the drake.
around so much, air drakes gather and horde few Each creature within 60 feet of the drake
possessions and treasure. Often if they find an must succeed on a DC 15 Strength saving
object that pleases them, they will store it at a lofty, throw or be pushed 15 feet away from the
inaccessible location. They will leave it and return to drake and knocked prone. Gases and
visit only when the mood strikes them. Little vapors are dispersed by the wind, and
infuriates an air drake more than having one of unprotected flames are extinguished.
these precious items stolen. Protected flames; such as lanterns, have a
50 percent chance of being extinguished.
If air drake is taken by surprise in its lair, it will try
to use hurricane winds around its lair to gain
advantage over invaders with its now magnified
aerial superiority.
18
Created by Stanislav Zabielin (@auquid)
The region containing an air drake's lair is warped
by the drake's power, which creates one or more of
the following effects:
19
Created by Stanislav Zabielin (@auquid)
On initiative count 20 (losing initiative ties), the
Often mistaken for an outcropping of rock, earth
drake takes a lair action to cause one of the
drakes are by far the physically strongest of the
following effects; the drake can't use the same effect
species. The gray, black, and brown reptilian
two rounds in a row:
creature is covered with thousands of small, spiny
scales. The massive forelegs are designed for Part of the ceiling collapses above one
digging through solid stone. The hindlegs are equally creature that the drake can see within 120
as powerful and may be used for digging, but most feet of it. The creature must succeed on a
often serve as anchors. Earth drakes’ tails are short DC 15 Dexterity saving throw or take 10
but incredibly thick, which forces the monsters to (3d6) bludgeoning damage and be knocked
swagger when they walk. prone and buried. The buried target is
restrained and unable to breathe or stand
Earth drakes’ heads are wedge-shaped. The scales
up. A creature can take an action to make a
on the top of the head overlap to protect the
DC 10 Strength check, ending the buried
earholes. The creature’s eyes are inset and covered
state on a success.
by two eyelids - a soft, inner eyelid that is airtight,
and an outer, protective, scaly eyelid that is highly A tremor shakes the lair in a 60-foot radius
puncture-resistant. around the drake. Each creature other than
the drake on the ground in that area must
Earth drakes resent the encroachments of humanity,
succeed on a DC 15 Dexterity saving throw
and they especially dislike any type of permanent
or be knocked prone.
buildings. An earth drake thinks nothing of travelling
many miles in order to destroy man-made The drake creates a wall of dirt, stones, and
settlements. boulders from the elemental plane of earth
on a solid surface it can see within 120 feet
Earth drakes enjoy a battle before a meal. The more
of it. The wall can be up to 30 feet long, 30
fight a creature puts up, the better the drake will
feet high, and 1 foot thick. When the wall
enjoy eating it. Earth drakes are known to dig
appears, each creature within its area is
themselves in along trading routes for opportunities
pushed 5 feet out of the wall's space;
to do battle and dine on mekillots.
appearing on whichever side of the wall, it
wants. Each 10-foot section of the wall has
AC 13, 20 hit points, resistance to all
Whether they dig into the bedrock beneath the damage and immunity to acid, cold, necrotic,
sands of the Athasian desert or into a hillside, earth poison, and psychic damage. The wall
drakes always cover the front of their habitat with disappears when the drake uses this lair
loose dirt. This creates a collapsible front entrance action again or when the drake dies.
which the earth drake uses to defend its lair.
20
Created by Stanislav Zabielin (@auquid)
The region containing an earth drake's lair is
warped by the drake's power, which creates
one or more of the following effects:
21
Created by Stanislav Zabielin (@auquid)
Fire drakes prefer to live near natural volcanic
action or in areas where they can bask all day in
the hot Athasian sun. At night, they retreat to an
area of safety or bury themselves under the hot
sand. They do this to insulate themselves from the
cool evening air.
Fire drakes are the most evil and malicious of the Magma erupts from a point on the ground
drakes. They enjoy inflicting pain for the pleasure of the drake can see within 120 feet of it,
watching their victims writhe in agony. A fire creating a 20-foot-high, 5-foot-radius geyser.
drake’s greatest delight comes from torturing a Each creature in the geyser's area must
potential meal. make a DC 15 Dexterity saving throw,
taking 10 (3d6) fire damage on a failed
Fire drakes are large, spiny, reptilian creatures with
save, or half as much damage on a
pebble like skin. Each pebble is actually a scale.
successful one.
They are red-and-black mottled, similar in color to
the dying embers of a fire, and their skin is very The drake creates a wall of fire on a solid
glossy. Fire drakes have four legs. The front two surface within 120 feet of it. The wall can
are smaller with very sharp claws, while the back be up to 60 feet long, 20 feet high, and 1
legs are longer and thicker. foot thick, or a ringed wall up to 20 feet in
diameter, 20 feet high, and 1 foot thick. The
wall is opaque and lasts until initiative count
20 on the next round. When the wall
appears, each creature within its area must
22
Created by Stanislav Zabielin (@auquid)
make a DC 15 Dexterity saving throw. On a Fire, allowing creatures of elemental fire
failed save, a creature takes 10 (3d6) fire into the world to dwell nearby.
damage, or half as much damage on a
If the drake dies, these effects fade over the course
successful save. Wall deals 10 (3d6) fire
of 1d10 days.
damage to each creature that ends its turn
within 5 feet of wall or inside the wall. A
creature takes the same damage when it
enters the wall for the first time on a turn
or ends its turn there.
23
Created by Stanislav Zabielin (@auquid)
The water drake is the most elusive of all drakes.
This is due mostly to the hatred they hold for what
humanity has done to Athas.
quantities of sand. All four feet have sharp, around it. Each creature within 60 feet of
triangular claws designed for digging into and the drake must succeed on a DC 15
24
Created by Stanislav Zabielin (@auquid)
The region containing a fire drake's lair is warped
by the drake's power, which creates one or more of
the following effects:
25
Created by Stanislav Zabielin (@auquid)
Erdlus are large flightless, featherless birds covered
with flaky scales that range in color from pale gray
to deep red. An erdlu can weigh as much as 200
pounds and grow to a height of 7 feet. Its massive,
round body has a pair of useless wings that fold in
at its sides. A snakelike neck rises to a small round
head with a huge, wedge-shaped beak. A pair of
powerful, lanky legs extend down from the body
and end in four-toed, razor-clawed feet.
26
Created by Stanislav Zabielin (@auquid)
Gaj are carnivores and require flesh to
survive, but they also need to consume
the mental energy of other sentient
creatures to live.
27
Created by Stanislav Zabielin (@auquid)
Gith are a lanky race of reptilian humanoids that,
when erect, stand close to seven feet tall, but who
spend most of their time, bent‐over in a crouch that
makes them appear to be only five feet tall. Their
powerful legs allow them to make great leaps,
which they use to move about, walking in an
awkward waddle only when they cannot jump or
when sneaking up on prey.
28
Created by Stanislav Zabielin (@auquid)
Hej-kin are a race of vile-looking humanoids who
inhabit the natural subterranean caverns and tunnels
of Athas. Most clans make their homes in caverns adjacent to
underground streams providing the clan with an
Hej-kin have round chubby faces which are accented
adequate supply of water. Unlike many other types
by large noses and small, slanted eyes. The ears of
of subterranean dwellers, hej-kin do not dig tunnels
hej-kin are pointed, short, and covered with a thick
or caves, for doing so would disturb the earth,
fur. The skin color of hej-kin varies greatly, from
which they consider sacred.
deep red to a dark mossy green. Most hejkin clans
will usually be all of the same color skin, and most The average hej-kin clan contains four to five
tend to be reddish and orange colored. The skin of families, each consisting of three to six members. A
a hej-kin is thick and very tough, similar in texture family’s living area is usually a smaller cave
to softened leather hide. connected by tunnel to the cavern occupied by the
rest of the clan. Hej-kin mark their dwellings by
The language of the hej-kin is a combination of sign
runes on the outer cave walls.
and verbal communication. Hej-kin speak in a low-
pitched voice that resembles human mumbling in Hej-kin are omnivores, relying on both meat and
sound. Very few aboveground dwellers are familiar vegetables as sources of food. Most of their food
with the language of the hej-kin, for it is extremely comes from subterranean plants and small
difficult to learn. underground creatures.
29
Created by Stanislav Zabielin (@auquid)
The id fiend is a psionic predator whose greatest
weapon is its ability to draw images of its victims’
fears from their minds.
30
Created by Stanislav Zabielin (@auquid)
An inix is a large lizard that falls
between kanks and mekillots for sheer
size. It weighs about two tons and grows to lengths
of 16 feet. The inix’s back is protected by a thick
shell, while flexible scales cover its underside.
31
Created by Stanislav Zabielin (@auquid)
little special attention. A kank hive instinctively
organizes itself into food producers, soldiers, and
brood queens.
Kanks are large docile insects often used as mounts
by the people of the Tablelands. A black exoskeleton
of chitin covers their segmented bodies. The three
body sections are the head, thorax, and abdomen.
They weigh as much as 400 pounds, grow to
heights of 4 feet at the back, and as long as 8 feet
from head to abdomen. Around their mouths, they
have multi-jointed pincers that they can use to carry
objects, feed themselves, or fight. Six lanky legs
descend from their thoraxes. Each ends in a single
flexible claw that allows them to grip the surfaces
they walk upon.
32
Created by Stanislav Zabielin (@auquid)
The scourge of the Tablelands, kes'trekel are vile
avian creatures that feast upon desert carrion.
Although they are weak and cowardly in small
groups, kes'trekel can become a devastating force in
larger numbers.
33
Created by Stanislav Zabielin (@auquid)
The kirre is one of the more vicious animals of the
forests and jungles of Athas. Resembling a tiger in
many ways, the kirre is a beast not to be trifled
with.
34
Created by Stanislav Zabielin (@auquid)
Megapedes are colossal centipedes that
roam the sandy deserts of Athas.
Megapedes are very similar to normal
centipedes in all ways except in size. They
have a very long (100 to 150 feet),
segmented body which sports a pair of legs
nearly every two feet. These legs are five
feet in length and have flexible claws at
their ends. The body of a megapede is
covered with a fur-covered, bulbous skin
that serves as a pseudo-exoskeleton.
35
Created by Stanislav Zabielin (@auquid)
or half as much damage on a successful
one. A creature that ends its turn in the
cloud takes 10 (3d6) piercing damage. The region containing a megapede's lair is
constantly shaken by megapede underground
The megapede chooses a 10-foot-square activity, which creates one or more of the following
area on the ground that it can see within effects:
120 feet of it. The ground in that area turns
into 3-foot-deep quicksand. Each creature on Earth is much softer within 6 miles of the
36
Created by Stanislav Zabielin (@auquid)
Of all the creatures that roam the planet Athas,
none except the Dragon is as feared, or as
dangerous, as the nightmare beast.
37
Created by Stanislav Zabielin (@auquid)
it. The creature must succeed on a DC 15
Intelligence saving throw or take 10 (3d6)
Nightmare beasts live in their lairs for long periods psychic damage and stunned until initiative
of time (up to one year). After that time, they will count 20 on the next round.
roam the desert until they find a suitable area in
which to make their new lair. When a nightmare
beast settles into a new lair, it will most often settle
The region containing a nightmare beast's lair is
near ancient ruins of the former civilization that
warped by the nightmare beast's magic, which
once inhabited Athas. No matter where they make
creates one or more of the following effects:
their lairs, nightmare beasts do so in a consistent
manner. All beast lairs are very defensible and well Darkness lightly obscures the land within 6
protected. The nightmare beast will always choose a miles of the lair.
lair that is difficult to attack from both land and air.
Each creature who is sleeping within 1 mile
of the lair is having vivid nightmares.
On initiative count 20 (losing initiative ties), the If the nightmare beast dies, these effects fade over
nightmare beast takes a lair action to cause one of the course of 1d10 days.
the following effects; the nightmare beast can't use
the same effect two rounds in a row:
38
Created by Stanislav Zabielin (@auquid)
Pterrax are large pteradon-like creatures which are
capable of flight. They occupy the plains and rocky
barrens of Athas. Pterrax are sometimes
encountered near the edges of the Forest Ridge
near the Ringing Mountains, where they are
commonly used by pterrans as flying mounts.
39
Created by Stanislav Zabielin (@auquid)
The sand bride is a negative material plane creature
trapped on Athas. It uses its powers of illusion to
lure victims to a cold death. The sand bride usually
creates the illusion of an oasis, with itself as a
beautiful woman (or more rarely, a man). It feeds
on the life force of intelligent beings. The sand bride
is made entirely of sand. It has a humanoid shape
and two glowing red eyes.
40
Created by Stanislav Zabielin (@auquid)
Scrabs are small, three-sectioned, insect-like men
who live in nests in the desert. They are highly
intelligent, and some of them are even able to cast
spells. No small group of travellers is safe in the
vicinity of a scrab nest.
41
Created by Stanislav Zabielin (@auquid)
Nest mothers are the rulers of the nest. A nest
mother is a large version of a normal scrab. Nest
mother may live for as much as 40-50 years. A
clutch of eggs is laid every two years. The eldest
male present is allowed to mate with the nest
mother. Only one in a hundred of the females is
able to develop spellcasting abilities and become a
nest mother. This means that an average nest
mother produces a potential rival every eight to
sixteen years.
42
Created by Stanislav Zabielin (@auquid)
The white horror eats anything except other horrors.
It is always hungry, and usually attacks anything
Silt Horror is the name given a group of predators that comes in range. It can exist for years on one
that dwell in the sea of sand. While they vary in meal, lying dormant underneath the silt. It lives
size and color, all of them are characterized by a about 40 years, usually mating only once in its life.
large number of tentacles, and an unending hunger.
If a horror has tentacles severed, it can replace
Few are the creatures that escape once a silt horror
them at the rate of one per month.
has its tentacles around them.
43
Created by Stanislav Zabielin (@auquid)
44
Created by Stanislav Zabielin (@auquid)
The black silt horror is the smallest and most
common of the silt horrors. Resembling a black,
dusty octopus or squid with a writhing mass of
eight barbed tentacles, the black horror is obviously
related to the other horrors. It is much smaller than
other silt horrors and roams in groups called
clutches. The black silt horror aggressively hunts
anything it can catch. Large clutches have attacked
white horrors and wading giants.
45
Created by Stanislav Zabielin (@auquid)
delicacy, and in melee they alwaysattack any elves
present first. Their natural speed usually makes this
These small lizard-like men are common on Athas. easy.
They usually live the life of raiders, although
occasionally a lair will be found. Silt runners move
very quickly and have broad, flat feet. They can even
run across silt for short stretches. They hate elves
with a passion; an entire raiding party of silt
runners may turn aside from a caravan to attack a
lone elf.
46
Created by Stanislav Zabielin (@auquid)
The Athasian sloth is fast, cunning, and very
bloodthirsty. A family of sloths can eat a whole
halfling village in one night and is usually not afraid
to try. The Athasian sloth is a large creature with
brown fur. It usually has light tan and brown, or
light grey and green spots making it easy for the
sloth to blend in with the foliage of the Forest
Ridge.
47
Created by Stanislav Zabielin (@auquid)
The so-ut, or rampagers, are fierce creatures that
live only for the sake of destruction. They know no
fear and hate the things of men, like weapons and
buildings. A rampager is a huge, six-legged creature
with gray scales covering its whole body. These
scales are unusually thick and almost impossible to
cut through. The four rear legs are large round
pads, while the two front legs have claws as long
as daggers.
48
Created by Stanislav Zabielin (@auquid)
Ssurrans are nomadic, humanoid reptiles. Some are
raiders while others are simple hunters. As lizard
men of the desert, they have adapted to the heat of
the Athasian day and are active even during the
blazing mid-day heat.
49
Created by Stanislav Zabielin (@auquid)
Tareks are big, musclebound, and hairless bipeds
that inhabit the hilly and mountainous areas of
Athas. They have square, big-boned heads with
sloping foreheads and massive brow ridges. Their
flat noses have flared nostrils, and their domed
muzzles are full of sharp teeth. Their powerful arms
are so long that their knuckles drag along the
ground. Tareks have a distinct musky odor that can
be detected from as far away as 15 feet.
50
Created by Stanislav Zabielin (@auquid)
The other denizens of the Tyr region commonly
refer to the tari as ratmen. They are small, furry
humanoid scavengers, capable of thriving on food
and water too polluted for humans to ingest. Bunted
freely as pests, the tari are the barbaric descendants
of a once thriving culture who inhabited lands to the
south of the Tyr region.
51
Created by Stanislav Zabielin (@auquid)
collection of exaggerated myths and legends
describing wondrous works.
52
Created by Stanislav Zabielin (@auquid)
The tembo is a savage predator that will eat
anything, but it prefers the children of sentient races.
Tembo base themselves in a lair or den and hunt in
packs throughout the surrounding wilderness. They
have also been known to inhabit the ruins that lie
beneath many of the large cities of the Tablelands.
53
Created by Stanislav Zabielin (@auquid)
A Thrax is a dreadful creature that exists by
draining the water from its victims. The thrax is
very intelligent and is an implacable foe.
54
Created by Stanislav Zabielin (@auquid)
Black Horror
Crodlu
Gith Captain
Pterrax
Belgoi
B’rohg
Hej-kin
Cilops
Rock Cactus
Kirre
Sand Cactus
Gith
Sloth
Jhakar
Ssurran Leader
Kes’trekel
Tembo
Silt Runner
Tari
Hunting Cactus
Inix
Ssurran Warrior
Thrax
Tari Animal Handler
Id Fiend
Erdlu
Renegade B’rohg
Kank
Razorwing
Gaj
Scrab
Braxat
Anakore
Baazrag
55
Created by Stanislav Zabielin (@auquid)
Fire Drake 22 (41,000 XP)
Water Drake 22 (41,000 XP)
White Horror Earth Drake 24 (62,000 XP)
56
Created by Stanislav Zabielin (@auquid)
Anakore 2 (450 XP)
Crodlu 2 (450 XP)
Gith Captain 2 (450 XP) Creatures Challenge (XP)
B’rohg 3 (700 XP) Gith 1/4 (50 XP)
Sand Cactus 3 (700 XP) Gith Captain 2 (450 XP)
Ssurran Leader 3 (700 XP) B’rohg 3 (700 XP)
Inix 4 (1,100 XP) Kirre 3 (700 XP)
Thrax 4 (1,100 XP) Sloth 3 (700 XP)
Renegade B’rohg 5 (1,800 XP) Id Fiend 5 (1,800 XP)
Nest Mother 7 (2,900 XP) Renegade B’rohg 5 (1,800 XP)
Megapede 18 (20,000 XP) Nightmare Beast 19 (22,000 XP)
Cloud Ray 21 (33,000 XP) Cloud Ray 21 (33,000 XP)
Fire Drake 22 (41,000 XP) Fire Drake 22 (41,000 XP)
Water Drake 22 (41,000 XP) Water Drake 22 (41,000 XP)
Earth Drake 24 (62,000 XP) Earth Drake 24 (62,000 XP)
57
Created by Stanislav Zabielin (@auquid)
Creatures Challenge (XP) Creatures Challenge (XP)
Rock Cactus 1/8 (25 XP) Rock Cactus 1/8 (25 XP)
Gith 1/4 (50 XP) Kes’trekel 1/4 (50 XP)
Jhakar 1/4 (50 XP) Silt Runner 1/4 (50 XP)
Kes’trekel 1/4 (50 XP) Razorwing 1 (200 XP)
Tari 1/4 (50 XP) Silt Runner Leader 1 (200 XP)
Ssurran Warrior 1/2 (100 XP) Black Horror 2 (450 XP)
Tari Animal Handler 1/2 (100 XP) Pterrax 2 (450 XP)
Erdlu 1 (200 XP) Thrax 4 (1,100 XP)
Kank 1 (200 XP) White Horror 16 (15,000 XP)
Tarek 1 (200 XP) Gray Horror 17 (18,000 XP)
Tari Chieftain 1 (200 XP) Cloud Ray 21 (33,000 XP)
Gith Captain 2 (450 XP)
Ssurran Leader 3 (700 XP)
Hunting Cactus 4 (1,100 XP)
Thrax 4 (1,100 XP)
Id Fiend 5 (1,800 XP)
Creatures Challenge (XP)
Gaj 6 (2,300 XP)
Tari 1/4 (50 XP)
Cloud Ray 21 (33,000 XP)
Ssurran Warrior 1/2 (100 XP)
Fire Drake 22 (41,000 XP)
Tari Animal Handler 1/2 (100 XP)
Water Drake 22 (41,000 XP)
Tari Chieftain 1 (200 XP)
Earth Drake 24 (62,000 XP)
Ssurran Leader 3 (700 XP)
Renegade B’rohg 5 (1,800 XP)
58
Created by Stanislav Zabielin (@auquid)