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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

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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.

The anakore have an unusual dorsal ridge running


along their spine. This fin is actually a sensitive
organ which picks up minute vibrations traveling
through the sand. With it, they can locate a solitary
creature walking on the sand from as far away as
five miles. Anakore usually attack their foes by
burrowing underneath them, then striking from
beneath the victim with their sharp claws.

The anakore are nomadic burrowers who are


constantly moving through the sandy wastes of
Athas. It is often possible to identify an area through
which anakores have passed by the dead plants
found there – the anakores chew the roots away,
leaving the upper stalks exposed. In addition to their
diet of plant roots, the anakores also eat meat –
mekillot, inix, erdlu, elf, dwarf, halfling, and nearly
anything except kank.

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.

Baazrags are solitary creatures. Their territory


extends to a 2-mile radius from their lair. Baazrags
usually take over deserted baazrag lairs. If there is
no water readily available, Baazrags will dig until
they hit water. Deserted Baazrag lairs have been
known to save the lives of thirsty travelers because
of the well that may be found in some of them. If
there is no prey available, Baazrags can survive on
vegetation for as long as three months, or can go as
long as one month without food at all.

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.

Belgoi gather in small, nomadic tribes that


are led by the strongest member. They ruin
wherever they live, consuming everything
they can and destroying or polluting the
rest. While the tribe camps, hunting parties
scour the surrounding area for game. Belgoi
kill and eat whatever they can catch, but
they prefer meat seasoned with the terror
that a sentient creature feels when it faces
impending death.

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.

Braxat shells can be used to make excellent shields


and armor, usually crafted to create plate armor
because of the shell plating braxats have on their
backs. Because of this braxats are sometimes
hunted, but in most cases the braxat is usually
prepared for such things and the hunted ends up
becoming the hunter.

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.

These multi-armed, humanoid kin to giants are often


hunted for combat in the gladiatorial arenas of
Athas due to their strength, size, and special combat
abilities.

B’rohg communicate with one another through a


series of primitive grunts and hand signals. Because
of their low intelligence, it is impossible to teach a
b’rohg contemporary speech. It is possible to learn
the grunt and sign language of the b’rohg through
much study; however, such communication tends to
be limited to simple concepts. Psionic or magical
communication is also somewhat limited due to
their low intelligence - contact is still limited to
simple ideas.

B’rohg are a throwback to simpler times. They are


nomadic hunters and gatherers who continue to live

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.

While in the arena, renegades learn a great deal


about more sophisticated combat techniques. They
learn the benefits and use of armor, something
rarely practiced in the wild.

Renegade b’rohg tend to live solitary lives. In


encounters with other, more primitive b’rohg, the
renegade keeps his distance, ashamed of his original
capture, but also ashamed by the simplistic lives of
his kin. The only places where renegades find
universal acceptance is among the slave tribes. Once
again, among the familiar trappings of gladiatorial
companionship, but without the abuse of servitude,
renegades make excellent warriors and laborers.

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.

The sand cactus is a trapper, existing on any food


that comes along. It is unable to digest kank blood;
a cactus releases a snagged kank after one round of
blood draining. Anything else is fair game.

Hunting cacti are a pale green color. They stand 3


feet high and have a number of oval shaped pods
attached to the main trunk. They have no sensory
organs, so they rely on their psionic abilities to
detect prey.

Hunting cacti are normally found alone, although


they are occasionally found in pairs. They build no
lair, resting wherever they happen to be. They often
rest among a group of normal cacti if one is
available. Hunting cacti prefer meat, but can survive
on plants indefinitely. Although the cacti regard this
as a form of cannibalism, they prefer consuming
plants to starvation.

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.

Rock cacti are found near game trails in small


clumps of as many as 10 plants. They are non-
ambulatory and so have no territory. They have
been successfully transplanted to the gardens of Tyr,
where they keep the rodent population in check.
Rock cacti exude a perfume that is undetectable by
demihumans but attracts small rodents and
mammals. Like most plants, rock cacti rely on
insects to assist them to reproduce.

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.

Cilops seem to require no sleep and will track their


prey for weeks without stopping. Their unique object
reading ability allows them to touch an object and
then associate that object with an individual. While
they ordinarily track by scent, if they are in danger
of losing a trail, they will use an ability similar to
sensitivity to psychic impressions. This ability allows
a cilops to detect the psychic residue of its prey and
to resume tracking.

Cilops have no lairs or consistent nesting areas, but


constantly roam in search of food. They will
occasionally hunt in small packs, but there appears
to be no clear structure to the group. The cilops can
be captured and trained. The creature seems to
become familiar with its handler and can be used to
hunt individuals if it is provided a fresh trail or an
object that has been handled by the victim. Cilops
have not been successfully bred in captivity and
must be captured.

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.

Cloud rays have a broad, flattened body and flap


A single cloud ray could easily provide an entire
their huge pectoral fins to aid their psionic flight
settlement with enough meat and raw materials for
powers. They are speckled-brown on top and drab
2-3 months. The chances of this occurring are slim
olive and white underneath. Sets of ridges protect
at best. These creatures are fierce and feared for
the creatures’ eyes. They have four jetblack eyes,
good reasons. Entire villages have been reported
two mounted on each side of the snout and the
decimated by a single cloud ray on the hunt. The
other two on each side of the cranial bulge. Down
effect of the creature hovering close over buildings
the back from the bulge runs a spine that becomes
and flapping its massive wings has the same effect
a long, thin, whip-like tail that ends in an appendage
as the most deadly sandstorm. The zip alone can
known as a zip. The zip is comprised of razor-sharp,
easily destroy most buildings in a few swipes.
barbed ridges that grow at the tip of the spine. The
interior mouth or maw (20 + feet across) is lined
with row upon row of razor-sharp cartilage ridges.

The zip is also used in a complex signaling system


that is only understood by other cloud rays.

Cloud rays wander aimlessly through the Athasian


skies always searching for their next meal. On rare
occasions, they land on the ground and may be
mistaken for an outcropping of rock. Those hapless
enough to be standing on a ray when it decides to
become airborne may become its next meal. A cloud
ray has preferred diet consists of devouring other
flying creatures. They have a special fondness for
rocs, pterrax, and flying humanoids. The ray has no
true stomach, preferring to swallow prey completely
and grind the victim to liquid on its interior jaw
ridges to help aid with digestion. After a good meal,
cloud rays will sometimes psionically dream travel
while their meal digests. Cloud rays have territorial
respect for others of their species and, with very
few exceptions, do not intrude into another ray’s air
space.

Although innately psionic, cloud rays become


infuriated when a psionicist contacts them. It drives

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.

Wild crodlus form small herds of about a dozen


members, each led by a dominant female. In a given
herd, females outnumber males and are related to
one another. The dominant female's mate outranks
other males but is otherwise part of the herd. Males
leave their birth herd on reaching adulthood to seek
a mate in another herd.

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.

Drakes are mysterious creatures. Few people believe


they really exist. Even fewer have ever seen one,
and very few of those have lived to tell about the
experience. Hunting drakes is a challenge for the
foolhardy or suicidal in Athasian society. However,
on rare occasions drakes do succumb to old age or
illness and pass on. No one knows how long a
drake lives, and few of them have ever been killed.

A drake’s habitat is dictated by his home elemental


plane. Earth drakes, for instance, can find a home
virtually anywhere on Athas, but prefer rocky areas
and mountains to the open sands. Air drakes, as
well, know few limitations, and can ride the winds
from the Ringing Mountains to the Sea of Silt and
beyond - their lairs are usually high in the
mountains. Fire drakes can live in the arid sands,

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.

On initiative count 20 (losing initiative ties), the


drake takes a lair action to cause one of the

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:

 Strong winds blow within 6 miles of the


drake's lair.

 Once per day, the drake can alter the


weather in a 6-mile radius centered on its
lair. The drake doesn't need to be outdoors;
otherwise the effect is identical to the
control weather spell.

 Whenever a creature with an Intelligence of


3 or higher flies more than 30 feet in the
air within 1 mile of the drake's lair, the
drake becomes aware of the creature's
presence and location.

If the drake dies, the wind fades within 1 day.

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:

 Small earthquakes are common


within 6 miles of the drake's lair.

 Rocky fissures within 1 mile of the


drake's lair form portals to the
Elemental Plane of Earth, allowing
creatures of elemental earth into the
world to dwell nearby.

If the drake dies, these effects fade over the


course of 1d10 days.

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.

On initiative count 20 (losing initiative ties), the


drake takes a lair action to cause one of the
following effects; the drake can't use the same effect
two rounds in a row:

 Volcanic gases form a cloud in a 20-foot-


radius sphere centered on a point the drake
can see within 120 feet of it. The sphere
spreads around corners, and its area is
lightly obscured. It lasts until initiative count
20 on the next round. Each creature that
starts its turn in the cloud must succeed on
a DC 13 Constitution saving throw or be
poisoned until the end of its turn. While
poisoned in this way, a creature is
incapacitated.

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.

The region containing a fire drake's lair is warped


by the drake's power, which creates one or more of
the following effects:

 Water sources within 1 mile of the lair are


supernaturally warm and tainted by sulfur.

 Rocky fissures within 1 mile of the drake's


lair form portals to the Elemental Plane of

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.

Water drakes are pale, grey-blue in color, with a


blow hole centered in the back of their heads.
Water drakes are the slimmest of the drake family.
Their four webbed feet end in sharp, triangular
claws. Water drakes tails are thinner and flatter
than other drakes, and they provide excellent
propulsion when in water.

Water drakes are reclusive and prefer as little


contact with humanity as possible. They will avoid
intruders, but will kill without hesitation those
humanoids who trespass upon their lair. Because of
the horrors rent upon the planet by humanoids,
water drakes have absolutely no regard for such
life. Their four webbed feet help them move large  The drake conjures poisoned gas or water

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

holding onto prey, or for raking. Constitution saving throw or be poisoned


for 1 minute. A poisoned target can repeat
the saving throw at the end of each of its
turns, ending the poisoned condition on
They make their home near a deep water source, if itself on a success.
possible; many guard passages to aquafilters trapped
deep below the ground.  Creatures in the water within 60 feet of the
drake have vulnerability to psychic damage
until initiative count 20 on the next round.

On initiative count 20 (losing initiative ties), the


drake takes a lair action to cause one of the
following effects; the drake can't use the same effect
two rounds in a row:

 A strong current moves through the drake's


lair. Each creature within 60 feet of the
drake must succeed on a DC 15 Strength
saving throw or be pushed up to 30 feet
away from the drake. On a success, the
creature is pushed 10 feet away from the
drake.

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:

 The drake can alter the weather at will in a


6-mile radius centered on its lair. The effect
is identical to the control weather spell.

 Rifts within 1 mile of the drake's lair form


portals to the Elemental Plane of Water,
allowing creatures of elemental water into
the world to dwell nearby.

If the drake dies, these effects fade over the course


of 1d10 days.

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.

Erdlus make ideal herd animals because of their


temperaments and ability to survive on a variety of
foods. They can eat many forms of tough vegetation,
as well as snakes, reptiles, and insects. The eggs
that erdlus provide are an excellent source of
nutrition. A diet of erdlu eggs can keep a human or
demihuman alive for months at a time, for the eggs
are packed with a variety of nutrients and essential
vitamins. If an erdlu egg is eaten raw, it is a
substitute for one gallon of water. However, this
substitution is not perfect and can only be used
successfully for no more than one week. The meat
of an erdlu also makes an excellent meal.

In groups, erdlus instinctively flock together for


protection. If threatened, these creatures usually flee.
For short distances of no more than half a mile,
erdlus can race along at great speeds (50 feet).
Their normal walking pace is much slower (30 feet).
When escape is not possible, the flock turns and
fights as a group. They strike first with sharp beaks
(inflicting 1d6 points of damage) then rake with one
of their claws (causing 1d4 points of damage).

The hard scales of an erdlu’s wings can be


fashioned into shields or even armor (with an AC of
6), its beak can be used to make fine spearheads,
and its claws can be crafted into daggers or tools.

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.

Gaj prefer to live and hunt alone, though


they can occasionally be found in pairs.
They prefer to live in rocky areas where
their shells serve as camouflage, or in
sandy areas where they can hide
themselves from predators in a
shallow burrow, so almost every
encounter begins with an ambush by
the creature.

A gaj is a predatory insectoid creature


that feeds by draining the intelligence
of other creatures. These creatures spend their time
hunting such creatures; though they can partially
subsist on meat for up to a week.

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.

The id fiend is very much like a gila monster or


large lizard in appearance. It has a large, thick,
stocky body supported by four muscular legs. All
of the id fiends’ legs end in four clawed digits,
three pointing forward and one backward. The
torso of the id fiend usually ranges from 3 to 4
feet in length, ending in a long, tapering tail which
is often up to four feet long. The head and neck of
the id fiend measure two feet long, with its jaws
making up about one foot of that length. The id
fiends’ skin has a tough leather-like texture,
varying in color from light brown and tan, found
on specimens encountered in the desert, to a dark
olive green, found on specimens encountered in the
forests and jungles.

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.

The jhakar is a powerful reptilian predator that


resembles a bulldog in both appearance and
manner. Its fierce nature makes it a bane to
humanoids and animals alike.

The wild jhakar hunts in packs. Rarely


discriminatory about prey, a jhakar hunts man, elf
or halfling as readily as it hunts wild animals. Once
it has caught scent of their quarry, its pursuit is
relentless. It attacks in one bounding rush, emitting
a hiss, similar to a steam kettle, when its prey is in
sight.

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.

Kanks are often used as caravan mounts. They can


travel a full day at their top speed, carrying a 200-
pound passenger and 200 pounds of cargo. Kanks
make decent herd animals, but usually only elves
employ them as such. As kanks can digest almost
any sort of organic matter, they can thrive in most
terrain types. In addition, these creatures require

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.

Kes'trekel are scrawny in appearance, with black


plumage graying from the constant exposure. The
only spot of appreciable color is found on the head,
where the vivid crimson stands out like the blood it
resembles. Standing barely a foot tall on short,
taloned feet, kes'trekel are extremely vulnerable on
the ground. In the air however, their 3-foot wingspan
is more than enough to carry it aloft.

Kes'trekel communicate among themselves through


calls and guttural squawks. They do not attempt to
learn other languages.

Kes'trekel flocks are not migratory, preferring to


inhabit their particular region for centuries if the
elements allow. The nests they build in the
available crags and trees are temporary, used but
once per set of offspring.

When defending their home regions, kes'trekel


cooperate as a flock, raining a veritable torrent of
pecks and scratches upon any who dare invade.

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.

At first glance, the kirre looks like a great cat, but


upon closer examination, the differences quickly
become clear. The kirre is eight feet in length and
has eight legs, each ending in paws that sport very
sharp claws. The kirre also has large horns on
either sides of its head and a sharp barbed tail
spike often used as a weapon. The mouth of the
kirre is large and has sharp, canine teeth, which are
used mostly for tearing food that has been killed.
The kirre is a fur-covered animal with coloration
similar to a tiger (both are striped). However, where
a tiger are is striped in black and orange, the kirre
is striped in brown and grey. This coloration is
consistent all over the kirre’s body, with the
exception of its face, which is all grey.

Kirres are normally solitary creatures, until the


approach of their mating season, at which time a
male and female will join and produce offspring.
Kirre litters number from three to five young.
Kirres are mammals, and females produce milk for
their young. Young kirres survive on milk for the
first five months, at which point they begin to eat
solid food such as small forest animals and other
mammals.

Kirre are a favorite game of many hunting tribes of


races who live in the forests of Athas. The meat
from kirres is some of the finest on all of Athas,
and many seek after it. Aside from a source of food,
the kirre also has other uses when killed. The
creature’s horns can be cut off and used as
spearheads; in some cases, they can be carved into
ornate daggers. In addition, the tail of a kirre has a
sharp, bone spike at its end that can be fashioned
into either an arrowhead or a dart.

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.

The megapedes of Athas are, with the


exceptions of the Dragon and Nightmare Beasts, the
most dangerous feature of travelling across the
deserts of this harsh world.
On initiative count 20 (losing initiative ties), the
Because of their sheer size, megapedes cannot megapede takes a lair action to cause one of the
normally hide their presence. Most, however, live following effects; the megapede can't use the same
beneath the sands of the desert, only surfacing to effect two rounds in a row:
feed on unfortunate passers-by. Herds of erdlus and
 Large web spreads from megapede. Each
even kanks are among the favorite foods of
creature within 60 feet of the megapede
megapedes, though they often survive on vegetation
must succeed on a DC 15 Dexterity saving
alone for weeks on end.
throw or be restrained by webbing. As an
action, the restrained target can make a DC
15 Strength check, bursting the webbing on
When a megapede is ready to lay eggs, it will find a success. The webbing can also be
an isolated area, if possible in the rocky barrens of attacked and destroyed (AC 10; hp 20;
the Tablelands, and begin to make a cocoon in vulnerability to fire damage; immunity to
which to place its eggs. Up to three eggs can be bludgeoning, poison, and psychic damage).
placed within one cocoon, which often reaches near
60 feet in length. A cocoon will remain for four to  A cloud of swarming insects fills a 20-foot-
five weeks before bearing young megapedes. At radius sphere centered on a point the
birth, a megapede is 20 to 30 feet long, growing to megapede chooses within 120 feet of it. The
its full size within three months after birth. While cloud spreads around corners and remains
not especially protective of its cocoon, a megapede, until the megapede dismisses it as an
which has laid eggs, will fight off any creature that action, uses this lair action again, or dies.
threatens them, mostly out of instinct. The cloud is lightly obscured. Any creature
in the cloud when it appears must make on
a DC 15 Constitution saving throw, taking
10 (3d6) piercing damage on a failed save,

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

the ground in that area when the quicksand megapede's lair.

appears must succeed on a DC 15 Dexterity


 Small earthquakes are common within 1
saving throw or sink into the quicksand and
miles of the megapede's lair.
become restrained. A creature can take an
action to attempt a DC 15 Strength check, If the megapede dies, earthquakes fade over the
freeing itself or another creature within its course of 1d10 days.
reach and ending the restrained condition
on a success. Moving 1 foot in the
quicksand costs 2 feet of movement. On
initiative count 20 on the next round, the
quicksand hardens, and the Strength DC to
work free increases to 20.

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.

Nightmare beasts can be encountered in virtually


any terrain on Athas. Fortunately, there are very few
of these creatures. Some historians think that once
there were as many as a hundred of these beasts
roaming the world. Now there are believed to be
only half a dozen remaining.

Nightmare beasts only rest in their lairs for short


periods, usually no more than 6 hours at a time.
The rest of their time is spent roaming the area
near their lairs and feeding. These beasts will
normally rotate between resting and roaming in 6-
hour time periods. This activity cycle is maintained
for days and sometimes weeks at a time.

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:

 Magical darkness spreads from a point the


nightmare beast chooses within 60 feet of it,
filling a 15-foot-radius sphere until the
dragon dismisses it as an action, uses this
lair action again, or dies. The darkness
spreads around corners. A creature with
darkvision can't see through this darkness,
and nonmagical light can't illuminate it. If
any of the effect's area overlaps with an
area of light created by a spell of 2nd level
or lower, the spell that created the light is
dispelled.

 Nightmares start filling lair. Each creature


within 60 feet of the nightmare beast must
succeed on a DC 15 Wisdom saving throw
or be frighten until initiative count 20 on
the next round. A frighten target cannot use
reactions and can use its action, and any
bonus action it might have, only to make
melee attacks.

 Horrors haunt one creature that the


nightmare beast can see within 120 feet of

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.

The razorwing hides under the silt and bursts out


of the sand to slash at creatures flying above it. It is
a vicious carnivore, and packs of razorwings have
brought down creatures much larger than
themselves.

A razorwing is able to communicate with others of


its kind. It does not have a language, but uses its
power of controlled sound to communicate when
prey is nearby.

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.

Sand brides are solitary creatures, having no contact


with others of their kind. They are creatures trapped
here, and they suffer as much as their victims, if not
more. They were trapped here when a defiler
opened a rift to the negative material plane.

A sand bride roams a considerable territory, its


boundaries limited only by the sand. Sand brides do
not like to cross areas other than sand. They can
cross silt, but their movement rate is halved. They
will not move across other types of terrain. A sand
bride’s lair is usually well hidden in a pocket
beneath the sand. And though they have no use for
them, sand brides lust after the possessions of men.

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.

Scrabs live in the sandy wastes, or in the sandy


areas of the rocky barrens. They need little water,
perhaps 1/20th of what a human needs. Scrabs
also seem to get all of the liquid they need from
the blood of their victims. A scrab’s niche in the
environment is strictly that of a predator, although
scrabs are also preyed upon by the larger
creatures that inhabit the wastes.

Scrabs live in large nests tunnelled under the sand.


They produce a spittle that solidifies the sand.
Because of the ever-present sandstorms, the scrab
nest is usually located 15 feet under the surface. If
available, a rocky outcropping is used to hide and
protect the entrance. Scrabs are excellent
tunnellers, and if the nest collapses on them they
just dig it out again. A scrab can hold its breath for
up to an hour under sand and even gets a bit of
air from the surrounding sand. This is due to the
long gills through which scrabs breath. These gills
are located all along the grooves in their shells.

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.

The gray horror is perhaps the worst of the silt


The white horror is the most common, and usually
horrors. It is a sickly gray in color, and has a
the largest, of the silt horrors. Its tentacles can grow
multitude of sharp-edged tentacles. It is the most
up to 50 feet long, and it uses them to drag prey
intelligent of the horrors, and fears nothing that
below the silt.
moves.
The white horror is found anywhere in silt basins
Gray horrors are solitary, hungry, aggressive
and the Sea of Silt. They move very slowly, and
creatures. They only use their air sacs for
usually don’t make the effort. They can sense
emergencies, preferring to swim through the silt.
vibrations in the silt up to 3 miles away, and
They range far through the silt in search of prey.
gradually move towards any regular wading path
that is used. The white horror does not like the sun,
and if it must move out of the silt (to crawl over a
sunken wall, for instance) it prefers to wait for dark.

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.

Black silt horrors are a matriarchal society. The


larges; female, the clutch leader, develops
rudimentary psionic abilities that aid in capturing
prey. Black silt horrors are found in the Sea of Silt
and many smaller silt basins.

Once a year the black silt horrors of the Sea of Silt


migrate to the same spot they were born. Here, a
mating ritual lasting two weeks takes place. When
the mating season is over, the horrors separate into
their clutches and return to their home areas.

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.

Silt runners are tribal in nature, living in lairs of up


to 200 individuals. These tribes are usually based on
islands near the shores of the Sea of Silt or in a
remote desert oasis. Silt runners consider elf a

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.

Athasian sloths make no sounds that anyone else


can hear. Despite this, they seem to communicate
very well with each other, making well-coordinated
attacks.

The sloth is a territorial animal and defends its


territory fiercely. A small forest may only have one
or two families of Athasian sloths. Athasian sloths
never attack one another, and if the parents are
killed, the young sloths are likely to be adopted by
the first adult sloths they can find. Athasian sloths
prefer trees as lairs and as their method of travel.
They have very good judgement when it comes to
selecting branches that support their considerable
weight. They are very fast both in the trees and on
the ground.

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.

The face is out of a nightmare, with long, dirty


fangs and glowing red eyes. Its nose is similar to a
vestigial horn, and they have small rounded ears. Its
hearing is very poor, but its sense of smell is acute.

Rampagers are lone, fortunately very rare, creatures.


They live only to destroy the works of men.
Rampagers generally sleep during the heat of the
day, and a bold adventurer can even walk across
one without waking it. During the day a so-ut does
have the initiative modifier for its great size.

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.

Ssurrans roam Athas, seeking shelter and food.


There have been cases when multiple tribes have
joined together against a common threat. These
multitribal groups are led by a council of elders
formed from the shaman/leaders of each tribe.

Ssurrans are strict carnivores. They prefer the flesh


of halflings, but prey upon any living thing they find.
Ssurrans are nomadic creatures and they generally
stay in one area for only a few weeks before
moving on.

Ssurrans have few natural enemies, but many


required ones. They prey on human, demihuman
and humanoid settlements whenever possible. If they
capture a large number of these creatures, ssurrans
hold a great feast and sacrifice the rest to their
obscure gods Ssurran eggs are inedible, as is their
flesh, but their skin is sometimes worked as scale
armor that is resistant to fire damage.

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.

Tareks gather in tribes, building small communities


in the hills and mountains of the Tyr region. These
communities often sustain themselves by raiding,
and visitors are not welcome. Unless a group of
visitors include an obvious elemental cleric, tarek
warriors rush out to kill or drive the intruders away
In rare instances, members of a community will be
sent out to trade with merchant caravans, but few
traders will blindly conduct business with these
representatives. More often than not, such
representatives are decoys for an unseen raiding
party. More than one caravan has been taken by
surprise while negotiating a deal with tarek traders.

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.

The lives of the urban and wilderness tari are quite


different, though their tactics for the kill are
universal. Both travel in packs, but their approaches
to survival are quite different.

The urban tari are denizens of the sewers and


garbage heaps. The small, furry thieves scour the
buildings, scurrying up walls and through windows,
stealing everything they can. They are not
particularly good thieves, making a lot of noise,
upsetting tables and toppling chairs in their clumsy
approach. However, not work for children, a warrior
can earn a good living hunting tari, earning about
eight ceramic pieces a head.

The wilderness, however, is not so kind. Wasteland


tari are nomadic scavengers, scouting miles in all
directions to find the richest grounds, contending
with the desert’s other creatures for the little food
to be had.

Wilderness tari move their few belongings and


families in triangular frames of leather and wooden
poles. These frames are piled with belongings and
dragged along the ground.

The tari race once boasted a thriving culture far to


the south of the Tyr region. Ythri, the legendary
capital city, is now a ruin lost among the crags.
Their education and knowledge was much greater
than today and their technology allowed them to
build stone and concrete structures. What happened
to their civilization is a mystery. The tari of the Tyr
region have no written history. What remains is a

51
Created by Stanislav Zabielin (@auquid)
collection of exaggerated myths and legends
describing wondrous works.

Two glands set deep in the jaw produce their


disease-causing venom. Each bite produces a flow of
venom that sprays from two openings to either side
of the main canines. Retrieving the glands from
fallen tari is a difficult and dangerous task, but the
deadly properties of their contents makes them
valuable to the alchemists and bards of the cities. A
pair of tari disease glands can bring as much as 12
ceramic bits in the larger cities.

Occasionally, tari use pack animals, such as inix or


crodlu. Corralling such a beast can take an entire
pack and cost many tari lives. Tari animal handlers
are very rare, but can become very important to the
wilderness packs.

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.

In addition to their physical speed and strength,


tembo also boast psionic powers and the ability to
drain the life energy of their victims. Few are those
souls that can brave and endure a den of Tembo.

Tembo are universally hated and despised because


of their preference for young humanoids. Tembo are
famous for sneaking into nomadic camps to drag off
Elven children, for skulking about Dwarven villages
prowling for untended toddlers, even for sneaking
into populated cities to snatch noble babes from
their cradles.

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.

The thrax is humanoid in appearance with a ruddy


tinge to its skin. It has dark hair and pointed ears,
but it will never be mistaken for an elf. Its features
are gaunt and angular, and the eyes of a thrax are
a deep blue, like a pool of water. The thrax is a
muscular creature; it has long thin arms and fingers
that end in small suckers.

The thrax is an unfortunate creature that can be


found anywhere. Since the corpse of a thrax victim
is unmistakable, thrax are not common in cities or
villages, at least not for long. They usually leave as
soon as they discover their curse, or else they are

hunted down and wiped out. Outside the villages,


they lead solitary anguished lives. The thrax
remembers what he was like before the change, but
he cannot help himself. He is driven to try to
survive. At first, the new thrax may even retain his
original alignment, perhaps resolving to feed on
animals instead of intelligent beings. However, the
curse continues to work, and after a few months,
feeding is the only thing that matters. He also
begins to hate those who have not suffered his
curse, especially humans and demi-humans.

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

Silt Runner Leader


Nest Mother
Tarek
So-ut
Tari Chieftain

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)

Creatures Challenge (XP)


Gray Horror
Rock Cactus 1/8 (25 XP)
Gith 1/4 (50 XP)
Kes’trekel 1/4 (50 XP)
Megapede Tari 1/4 (50 XP)
Ssurran Warrior 1/2 (100 XP)
Tari Animal Handler 1/2 (100 XP)
Kank 1 (200 XP)
Nightmare Beast Scrab 1 (200 XP)
Tari Chieftain 1 (200 XP)
Baazrag 2 (450 XP)
Crodlu 2 (450 XP)
Cloud Ray Gith Captain 2 (450 XP)
B’rohg 3 (700 XP)
Cilops 3 (700 XP)
Ssurran Leader 3 (700 XP)
Fire Drake Tembo 3 (700 XP)
Hunting Cactus 4 (1,100 XP)
Water Drake
Thrax 4 (1,100 XP)
Id Fiend 5 (1,800 XP)
Gaj 6 (2,300 XP)
Nest Mother 7 (2,900 XP)
Air Drake
So-ut 7 (2,900 XP)
Braxat 9 (5,000 XP)
Nightmare Beast 19 (22,000 XP)
Earth Drake Cloud Ray 21 (33,000 XP)
Fire Drake 22 (41,000 XP)
Water Drake 22 (41,000 XP)
Earth Drake 24 (62,000 XP)

Creatures Challenge (XP)


Rock Cactus 1/8 (25 XP)
Creatures Challenge (XP)
Gith 1/4 (50 XP)
Rock Cactus 1/8 (25 XP)
Jhakar 1/4 (50 XP)
Gith 1/4 (50 XP)
Ssurran Warrior 1/2 (100 XP)
Kes’trekel 1/4 (50 XP)
Gith Captain 2 (450 XP)
Silt Runner 1/4 (50 XP)
Belgoi 3 (700 XP)
Tari 1/4 (50 XP)
B’rohg 3 (700 XP)
Ssurran Warrior 1/2 (100 XP)
Ssurran Leader 3 (700 XP)
Tari Animal Handler 1/2 (100 XP)
Hunting Cactus 4 (1,100 XP)
Kank 1 (200 XP)
Id Fiend 5 (1,800 XP)
Scrab 1 (200 XP)
Renegade B’rohg 5 (1,800 XP)
Silt Runner Leader 1 (200 XP)
Gaj 6 (2,300 XP)
Tarek 1 (200 XP)
Braxat 9 (5,000 XP)
Tari Chieftain 1 (200 XP)
Cloud Ray 21 (33,000 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)

Creatures Challenge (XP) Creatures Challenge (XP)


Rock Cactus 1/8 (25 XP) Hej-kin 1/8 (25 XP)
Gith 1/4 (50 XP) Rock Cactus 1/8 (25 XP)
Kes’trekel 1/4 (50 XP) Gith 1/4 (50 XP)
Tari 1/4 (50 XP) Jhakar 1/4 (50 XP)
Ssurran Warrior 1/2 (100 XP) Kes’trekel 1/4 (50 XP)
Tari Animal Handler 1/2 (100 XP) Ssurran Warrior 1/2 (100 XP)
Kank 1 (200 XP) Gith Captain 2 (450 XP)
Tarek 1 (200 XP) B’rohg 3 (700 XP)
Tari Chieftain 1 (200 XP) Ssurran Leader 3 (700 XP)
Gith Captain 2 (450 XP) Id Fiend 5 (1,800 XP)
Pterrax 2 (450 XP) Renegade B’rohg 5 (1,800 XP)
Belgoi 3 (700 XP) Nightmare Beast 19 (22,000 XP)
B’rohg 3 (700 XP) Cloud Ray 21 (33,000 XP)
Ssurran Leader 3 (700 XP) Fire Drake 22 (41,000 XP)
Hunting Cactus 4 (1,100 XP) Water Drake 22 (41,000 XP)
Id Fiend 5 (1,800 XP) Air Drake 23 (50,000 XP)
Renegade B’rohg 5 (1,800 XP) Earth Drake 24 (62,000 XP)
So-ut 7 (2,900 XP)
Braxat 9 (5,000 XP)
Nightmare Beast 19 (22,000 XP)
Cloud Ray 21 (33,000 XP)
Fire Drake 22 (41,000 XP)
Water Drake 22 (41,000 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)

Creatures Challenge (XP)


Rock Cactus 1/8 (25 XP)
Kes’trekel 1/4 (50 XP)
Tari 1/4 (50 XP)
Tari Animal Handler 1/2 (100 XP)
Tari Chieftain 1 (200 XP)
B’rohg 3 (700 XP)
Cilops 3 (700 XP)
Hunting Cactus 4 (1,100 XP)
Id Fiend 5 (1,800 XP)
Renegade B’rohg 5 (1,800 XP)
Gaj 6 (2,300 XP)
Megapede 18 (20,000 XP)
Cloud Ray 21 (33,000 XP)
Fire Drake 22 (41,000 XP)
Water Drake 22 (41,000 XP)
Earth Drake 24 (62,000 XP)

58
Created by Stanislav Zabielin (@auquid)

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