Beruflich Dokumente
Kultur Dokumente
Play Testing
Mark Gedak
gedakm@imagewireless.ca
Magic Items
David J Jones
djjones@rpgattitude.com
Internal Art
Bradley K. McDevitt
artmann100@yahoo.com
Editing/Layout
The Le
TheLeGames@Gmail.com
(Su) Monsters: The Headless Horseman
Table of Contents
Page 34
Page 03 Monster I: Headless
All For Love, Martin Jenner Fighter, Ewan Conradie
Page 14 Page 36
A Word, Ewan Conradie Monster II: Headless
Sorcerer, Ewan
Page 15 Conradie
Goddess of Vengeance and
Death, Ewan Conradie Page 38
Monster III: Headless
Page 17 Blackguard, Ewan
Summoning a Headless Conradie
Horseman, Ewan Conradie
Page 41
Page 19 Monster IV: True
Headless Horseman Template, Headless Horseman,
Ewan Conradie Ewan Conradie
Page 25 Page 44
The Head I, Ewan Conradie Monster V: Jack-O-
Lantern Horseman,
Page 28 Ewan Conradie
The Head II (true headless),
Ewan Conradie Page 48
Campaign Options, Ewan
Page 31 Conradie Page 55
The Head III (Jack-o-Lantern), OGL
Ewan Conradie Page 49
Magic Items, David J Jones
2
(Su) Monsters: The Headless Horseman
“Are we close?”
“Barely. The ‘burgh is a sleepy old town, nothing Standing aside as the fur-clad warrior loaded
but farmers and their country ways.” another shovel, the man called Crane nodded
towards a distant figure. The woman who had
The unridden charger stumbled as the man who led accompanied them was a slender shadow in the
it tugged sharply on the rein. “They’ll have a mist, silent and still. “You’ve asked her too, then?”
graveyard, at least.”
“Not me. Hess told me, though, when we spoke of it.
Part II – Resting Place The lady wants the same as we’re giving her
The priest was a frail skeleton, almost in need of a brother.”
grave himself. When the riders roused him from his
sleep he blinked like an owl in the early morning. “You never asked me, Abraham. I’m hurt.”
Dawn had arrived, lent wings of fire by the fog, and
as he stumbled through the last rites the three “I thought you’d have told Katrina,” Abraham
lowered their companion into the ground. Mist emptied the last earth onto the grave and began
flowed over the edge like a waterfall, hiding the patting it down. “You don’t talk to me.”
crude marks of inexpert shovels.
“We speak now, do we not?”
“Good enough?” The man’s slim frame was dry of
sweat, his movements unhurried as they piled “You’re bored.”
earth upon the grave.
Crane laughed. “True enough. But you needn’t
“It’s what he wanted,” his partner replied. A worry yourself, Abraham Bones. I couldn’t care less
plethora of charms hung from his furs, chiming and what’s the manner of my disposal.”
clanking together as he worked. “A cleric’s blessing
was enough for him.” “Is that all you think of this?”
The slender man cocked his head to one side. “You “What else is it? Joseph Hess died when the Drow
discussed such things?” took his head. He’s not what we’re burying.”
“Of course, Crane. Our work is dangerous. It makes Brom Bones considered this, and then cast it aside.
sense.” “We should show our respect, in any case. It’s… the
right thing to do.”
Crane pulled on his shirt and looked back over the “It is done?” she asked as he approached, without
grave. A thin mist was creeping in to cover it. “And turning to face him.
here we are, showing respect.” He drew a knife and
scraped mud from his shovel’s blade, flicking it “Yes,” the warrior replied, admiring her lilting,
onto the fresh-dug grave. “But don’t fool yourself he doleful voice. “Crane…” He hesitated. “Crane had a
cares one whit. Dead is dead, whether the body lies few words he wanted to say.”
here or back in the dungeon where he fell. Where
his head remains, most likely stuck on some dark “Asking forgiveness of my brother, no doubt.”
elf’s trophy rack.” Brom’s blood quickened as she turned. A fine
woman, and stout-hearted too. “Poor Crane. How
Bones was staring. “He was our friend!” guilty he must feel. I shall speak to him, once he is
done. Perhaps I might lighten his burden.”
“No.” Crane tapped the burly warrior on the chest.
“He was your friend. My attachment was rather “My lady,” Brom blurted. “I had a few words of my
more practical.” own to say.”
Brom turned away, his back rigid. “If Katrina could “Then you should say them now, dear Brom, while
hear you…” my brother’s spirit lingers.”
The warrior was silent. “I’ll tell the lady it’s done.” “You clearly did not, sir. Nor can you have opened
He strode away, leaving Crane at the grave. your eyes of late, or if you did some ‘fluence must
have blinded them. I already have a companion,
and one possessing some modicum of sensitivity!”
The inn was on fire. Crane woke to the smell of suit. The landing was alive with smoke and flame,
smoke and saw the guttering red glow through the busy with the crackle of burning wood.
curtains.
“Take her, Crane!” Katrina gestured towards a
“Katrina!” Beside him, she groaned and rolled away. woman overcome by the smoke and stretched out
He felt his ardour stirring at the sight of her. on the floor. She rolled onto her back, tears
streaming from her bleary eyes. Arcane syllables
“Damn and blast,” he muttered. “Katrina! Wake tripped off her tongue and ice streamed from one
up!” outstretched hand to douse a roaring flame. “Brom!
I must check on Brom!”
“Wha…?” the woman opened bleary eyes to regard
him, halfway to consciousness. “He can look after himself!” Crane called after her,
dragging the unconscious woman awkwardly
“Wake up,” he snapped, pulling on his breeches. behind him. The door to Brom’s room blew open at
“That or burn!” Smoke was seeping into the room, Katrina’s touch. She paused, flame billowing over
billowing over and under the ill-fitting door. her head, then turned and crawled back. Crane was
halfway down the stairs with his burden.
Katrina retrieved her nightdress from the floor, her
movement slow and leaden. “Have you tried the “He must have fled!” She took hold of another fallen
stairs?” she asked dully. figure and followed her companion.
“I’ve hardly had time, woman!” Crane moved to the “Let’s do the same,” Crane reached the foot of the
door, pressing one hand against it. “It’s not too hot. stairs and lifted the woman easily onto his
We should be alright. Gather your things.” shoulders. The taproom was a ring of fire about
him, the door to the courtyard hanging open.
“I have all I need,” Katrina replied, handing him his
knife-belt. In boots and nightdress she stood, “Agreed!”
spellbook tucked under one arm. Crane’s grin was
lecherous. She seemed too tired to notice. “Let us The two headed for the door. A burning beam
go.” crashed down between them, sending fire gusting
about them. Katrina’s nightdress was charring at
Crane threw back the door and was engulfed in the edges, her face dark with soot. Crane could
smoke. He dropped and crawled. Katrina followed smell his burning hair.
“What the devil was that?” Crane hissed. Fire licked The horses galloped off into the night and the two of
at the edges of their sanctuary, while the walls of them salvaged what tack they could. As dawn
the inn groaned like a dying man. approached they stood, in soot and char-marked
clothes, and watched the stables burn. The inn was clutching her arms about her. “The wards cannot
nothing but ash and ruins. keep out the cold, however.”
“What was that rider?” Crane asked. Crane nodded and returned to tending the fire. A
frown crossed Katrina’s face and she took a seat on
“Some powerful spirit,” Katrina replied. “I heard the the log near the flames. “I hope Brom is well.”
locals speak of it. The Horseman of Sleepy Hollow.”
Crane snapped a branch, tossing the pieces into
“What does it want with us?” To that, the wizard the fire. “He deserted us, Katrina. He stole your
had no answer. brother’s horse and left us to the flames. I hope the
horseman hunts him rather than us tonight, and
Part IV – Crossed Blades hunts well.”
The fog was settling in as night fell. Through the
trees it crept, stealing up on the campsite like a “How can you say such things?” Katrina asked. A
thief. A man was crouched low in clothes much bitter wind roused the skeletal trees to life and
marked by flames, feeding wood into the fire. As the rustled the pages of her spellbook. “Long years has
fuel hissed and crackled, sending sparks high to Brom been a companion of ours. He would not
circle the clearing, Katrina appeared like a ghost leave without reason, and not with what belongs to
from the darkness. another.”
“It is done,” she said, and Crane leapt to his feet Crane retreated to his lady’s side. “You think too
wild-eyed. Dark and long-limbed trees pressed close much of him, Katrina.”
about. “My apologies, Crane. I did not mean to
startle you.” “And you too little. Brom is a good man, and a loyal
one. He would not abandon me.”
Crane slipped his knife back into its sheath. “No
matter. You’ve lain your wards?” “You? Ah, I see. How tragic. Perhaps the man is
jealous, then. Desire can drive one to do terrible
“I have.” The wizard tucked an errant tail of her things.” A shadow passed across Crane’s features.
charred nightdress into the breeches they had
salvaged from the inn’s ruin. “Tonight, at least, no “Mock him not. I cannot imagine what might have
malevolent spirit shall touch us.” She shivered, befallen him, but he is a loyal friend. Whatever
keeps him from our side must be grave indeed.”
Brom’s smile was bittersweet. “I returned to the “You know the truth, Crane. No glib words can hide
tunnels,” he said. “The home of the Drow. I thought it.” Brom moved carefully as they circled, clutching
I could prove myself a better man than you. Honour his injured side. “I’m sorry, Katrina. But he
my lady and her brother’s memory, by returning murdered your brother. He murdered Joseph.”
“Put this aside!” the wizard hissed. “Your quarrel Brom found her with the dawn. His chest was a
could be our deaths!” mess of blood and he leaned on his axe like an old
man with his stick, but he found her. “It’s gone,” he
“For now, then.” Brom moved to his saddlebags. An announced. “Took Crane’s head and left us alone.”
axe appeared, edge glinting in the moonlight. The
horseman was almost upon them. Katrina gathered “If we were to visit my brother’s grave,” Katrina
a curse. “Wait!” Brom cried, but not at her. Crane said, “what would we find?”
found the stirrups and drove Gunpowder straight at
him, knocking him aside. As the warrior crashed Gunpowder was grazing the sparse yellowed grass
down he swept Katrina up into the saddle behind nearby, but he lifted his head and came over when
him as he rode away with her. Brom whistled. “Shall we see?”
“Brom!” the wizard cried. “No,” she said. “Let him have his peace.”
~End
A Word
T
he mound of stones rose three feet above head firmly at the front of the saddle. And so, the
the plains. Around it, the cold dusk air headless horseman charged into the night.
wafted across the open grassland silently
drifting, and a few stars flickered behind Welcome to (Su) Monsters: The Headless Horseman,
shadowed clouds as the night grew deeper and a book from The Le Games detailing the origin and
darker. Out on the plain a stone from the mound background of the headless horseman, and
shifted in brief vibration before toppling off and providing a template for GMs to create their own
rolling onto the grass. The other stones moved, not headless horsemen to exact vengeance by death on
only rolling off the mound but some flew outwards their chosen victims. (Note that Headless Horseman
as if by magic. One by one they fell off, clearing the and Headless Rider is uses interchangeably in this
area beneath the mound to reveal damp brown soil book). Whether you wish to create a rider to
and a myriad of beetles and worms. torment a small village or a powerful necromancer
to challenge a city or province, the headless
The wind paused to take a look, and it didn’t need to horseman template offers a bloodthirsty undead
stare for long. Earth, soil, and stone erupted from the menace to add to your campaign. In addition, this
spot, flyng in all directions. The ground swirled and book provides plenty of suggestions on how to use
revealed in its wake a gaping hole and the silhouette headless riders in your campaign, including rituals
of a lone figure. The figure was clad in dark grays for summoning them and suggestions for plot
and old clothing long lost to time and fashion. A thick hooks. Whatever the purpose, the headless
swarthy cloak enshrouded the figure as it clambered horseman is bound to drive fear into the most
out of the hole and came to stand on the plains. The stalwartly characters.
arrival of the once buried creature was followed by a
demonic shriek – a low toned, yet ear-splitting sound --Author, Ewan Conradie
that carried into the night. An instant later a dark
black, horned black steed stood beside the lone
figure. The steed pawed the earth violently, snorting
vengeance and anger from its flaring nostrils, and
the figure bent down and picked up its head.
Mounting swiftly, the figure grasped the decapitated
assortment of strong and powerful fiendish beasts as it remained, she could find a little delight in
while doing their service with fervor and passion. what she could achieve.
But fate catches up even with immortals. Her In mortal worlds her followers and worshippers
passions had carried her beyond her mandate; her were scattered, but not dismissed. The chaos
power beyond what was acceptable. And in the following her death brought about numerous cults
blink of an eye she was killed – her head cloven devoted to the rising of so-called new gods, while
from her body by the sword of a deific assassin. Her others believed that she would return. Temples
riders were powerless to stop were abandoned; new ones were
this; they were powerless to created to other gods, and her
prevent the death of the goddess following weakened and almost
they served. And so a goddess of disappeared. Until those most
vengeance and death was slain, faithful on the mortal realms,
and the consequences of her devoid of all their power, lured
death resounded across her those living of her remaining
realm. servant riders from the corners
of her outer realm, and so learnt
Despite her death, her immortal the truth. And from the power of
essence lived on in another form, truth, the essence of the goddess
free of the constraints of this of death and vengeance came to
world and of the planes, but with life again and, in the like of her
limited power. Her essence deathly embodiment, her
remained only to serve the needs headless riders would fulfill her
of her followers, and to fulfill her purpose. For she had died by
most basic purposes. But the decapitation, and so her servants
power was not in her hands and headless riders would be
anymore. It was in the hands of like her, so that those that
her people, who could call upon witnessed the speed and horror
her essence to fulfill the ancient of these headless riders on their
desires of their dead goddess. foul mounts would know that the
And while her anguish would memory and essence of their god
torment her essence for as long lived on and remained.
for the specific misdemeanor that was originally them. Should the priest that summoned them fail
used to summon the headless horseman. to meet the headless horseman, it will attempt to
seek out the priest in question. Should it be unable
If a summoning ritual is performed where the to find the priest in question within three days
nature of the task does not fall within the goddess’ following its summoning, the headless horseman
mandate for vengeance through death, the ritual goes on a wild rampage for one day, killing as many
fails and the priest in question is stripped of his creatures as it can during that time, including, if
station and remaining power, unable to perform the found, the priest that had summoned it. Following
rites of the ritual again. While her priests are now this day, the goddess’ essence departs from the
responsible for her mandate on mortal lands and corpse and the body falls harmlessly to the ground.
the execution of it, it is still her power that they call Priests take their position as summoners of a
upon to exact vengeance through death. headless horseman very seriously, and guard their
attempts with utmost secrecy to ensure that they
Summoning a headless horseman is a complicated don’t fall victim to the headless horseman they have
ritual that takes at least a day to prepare for and summoned. Priests are also known to aid a
another night to complete the summoning itself. headless horseman in their tasks, such as
Each priest can only perform such a ritual once per supplying them with information, equipment or
month, and, given the disfavor they receive from other things useful to their task.
their goddess on failure, always ensure that they
select those tasks of vengeance carefully. The A headless horseman that successfully receives its
summoning aspects of the ritual normally take task will stop at nothing to complete it, and will
place in graveyards, any location strong in the attempt to complete its task in the swiftest time
power of death or negative energy, or nearby a possible, using all the guile and intelligence of the
recently killed creature. The locations can normally goddess’ essence to do so. Upon completion of the
easily be located, as successfully completed rituals task, a headless horseman collapses to the ground
leave behind patches of blackened earth around a as the goddess’ essence departs from it and its
mound of stone and rock covered in burnt and mount returns to the plane it came from.
darkened blood. Summoning a headless horseman using the proper
rituals is a conjuration (calling) effect and the
A headless horseman returns to the site of the headless horseman, once summoned, cannot be
ritual as soon as possible after the goddess’ essence dismissed or banished, but only destroyed by
has raised them into undeath, where they will destroying the creature’s head.
receive their task from the priests that summoned
Blindsight (Su): A headless horseman gains Fiendish Mount (Sp): A headless horseman is
blindsight to a range of 120 ft. While its head is always accompanied by an unusually strong,
exposed, it is considered to have normal vision for a fiendish heavy warhorse that serves as the
creature of its kind in addition to this ability. horseman’s mount. The mount is summoned at the
time of the headless rider’s creation, and, should it
Blindsight: the extraordinary ability to use a nonvisual sense be destroyed at a later stage, another will be
(or a combination of such senses) to operate effectively without summoned by the goddess’ essence after 1 day to
vision. Such sense may include sensitivity to vibrations, acute
scent, keen hearing, or echolocation. This ability makes
take the fallen mount’s place. During that time the
invisibility and concealment (even magical darkness) irrelevant headless horseman refrains from the execution of
to the creature (though it still can’t see ethereal creatures). This its task. The mount remains with the headless
ability operates out to a range specified in the creature horseman as long as it is actively exacting
description. vengeance and cannot be dismissed. Fiendish
• Blindsight never allows a creature to distinguish color or
visual contrast. A creature cannot read with blindsight.
Mount is a conjuration (calling) effect and is the
• Blindsight does not subject a creature to gaze attacks (even equivalent of a spell of a level equal to a third of the
though darkvision does). headless horseman’s HD (maximum 9th). A fiendish
• Blinding attacks do not penalize creatures using blindsight. mount summoned comes complete with bit and
• Deafening attacks thwart blindsight if it relies on hearing. bridle and a military saddle, granting the headless
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.
horseman a +2 circumstance bonus to Ride checks
related to staying in the saddle.
Damage Reduction (Su): A headless horseman has
damage reduction 10/magic. If a headless rider has The headless horseman’s fiendish mount is a
natural weapons, its weapons are treated as magic magical beast, and the mount further gains HD and
weapons for the purpose of overcoming damage special abilities based on the headless rider’s HD
reduction. (see the table below).
Feats: Headless horsemen gain Mounted Combat, Treasure: Standard. Treasure normally takes the
Ride-by-Attack, Spirited Charge and Toughness, form of weapons or armor the base creature was
assuming the base creature meets the prerequisites originally slain or buried with, or equipment
and doesn’t already have these feats. In addition, provided by the priest that summoned the headless
they gain Martial Weapon Proficiency (longsword), if horseman .
the base creature doesn’t already have it.
Alignment: chaotic evil or lawful evil.
Environment: Any, usually same as base creature.
Advancement: By character class
Organization: Solitary.
Level Adjustment: Given their single-minded
Challenge Rating: Same as the base creature +2. purpose, headless riders do not make suitable PC
characters.
The Head I
A headless horseman can only be permanently
destroyed by destroying its head, which it carries
with it at all times, normally within a strong leather
satchel well secured to the rider’s side. While
riding, headless horsemen prefer to expose their
heads, thereby increasing the power of their fear
aura. During melee, however, unless they are
actively wielding the head to use its Decapitated
Gaze ability, the head is stowed away. The head is
well enough secured that it cannot be disarmed by
grabbing the satchel, and the rider gains a +4
bonus on his roll to resist any attempt to grab the
head while grappling and pinned. Removing or
storing the head in its satchel is considered a move-
equivalent action for the headless horseman.
Spellcasting headless horsemen that require the
head for verbal components are adept enough to
hold the head and complete spellcasting with
material and somantic components. A headless
horseman cannot wield a weapon and cast spells
using its head at the same time.
horseman that remains without its head for more access to the following domains only: chaos, death,
than 1 hour is destroyed. The headless horseman’s destruction, and evil.
Damage Reduction and Fast Healing abilities apply
to the head separately, in addition to the body of Druids: A headless horseman druid loses its animal
the headless horseman. companion in favor of its fiendish mount, but the
latter does not gain the benefits of being an animal
The power of the goddess’ essence is strong within companion.
the head, making it tougher than most objects of its
size. The headless horseman’s head is considered a Sorcerers and Wizards: Headless horseman
tiny object (granting it a +2 size bonus to AC), with sorcerers and wizards retain their abilities as long
a hardness of 10 equivalent to steel or iron, and as they wield their heads while spellcasting.
has 30 hp due to its magical nature and power. Headless horsemen never have familiars, or
fiendish servants and the like.
Headless Horseman and Classes
Headless Horseman and Combat
Headless horsemen typically come from the
following classes: barbarian, cleric, fighter, ranger, Headless horsemen are single-minded in attempting
rogue, sorcerer or wizard. The headless horseman to get to their intended victim and slay them, using
cannot be applied to a base creature that had their abilities to gather information from the living
paladin levels. Monk headless horsemen always as well as those they have slain in the execution of
fight with special slashing monk weapons. Any their tasks. However, they are not averse to killing
class that has a requirement for verbal components and are more than prepared to strike down those
for spellcasting or singing requires that the that attempt to stop them or the more audacious
headless horseman wield the head to cast the spell that wish to hunt them. In combat they make full
or perform. Headless horsemen can have levels in use of the spell-like abilities and blindsight to give
prestige classes, and they have a preference for them a concealment advantage, and, once their
more martial prestige classes that enhance their enemies have scattered, they attempt to ride them
existing abilities and nature. down using their mounted combat feats. Stronger
opponents may be subjected to the power of their
Clerics: Headless horseman clerics lose their ability heads before they enter combat, so that they can
to turn undead and instead gain the ability to send heads rolling as they hack through those not
rebuke undead. Headless horseman clerics have paralysed.
Those headless horsemen with spellcasting abilities striking with the power of their slashing blades.
tend to use the horse’s maneuverability and speed They are ruthless in combat, but will always retreat
to keep them at a distance while they wield their if they believe their heads are threatened or if the
heads to cast their spells. Once they believe their battle is likely to place fulfilling their task in
enemies have been sufficiently weakened, they jeopardy.
close to combat, riding their enemies down and
headless horseman is created without replace its lost or destroyed head, except where the
a head, and will not return to receive horseman manages to locate its own head.
its task from the priest that
summoned it until it has found a The headless horseman template bestows on the
suitable head of its own, or, in some undead creature a number of abilities related to its
rare cases, managed to track down its head that are not present for a headless horseman
own and original head, often if the without one. The headless horseman without a
form of a skull rather than a flesh head gains the extraordinary special quality listed
covered head. In the latter scenario, below to account for the lack of head, but all other
headless horsemen are created with abilities remain as described in the template.
the knowledge of whether their heads
are still around or intact, or have been Headless (Ex): A headless horseman gains this
destroyed. The summoning priest is special quality if it was created without a head. The
aware of the nature of the summoning headless quality has the following effects:
when a headless horseman has no
head, and will return to the location of • The headless horseman loses its Decapitated
the summoning each night at midnight Gaze ability.
from the time of the summoning • The headless horseman cannot perform any
onward until met by the headless action that requires verbal components, such as
horseman once it has found a suitable speaking or casting spells.
head, or if it is in search of aid or • The headless horseman loses its Spot and Listen
equipment. skills, as these are both head dependant beyond
the range of the creature’s Blindsight ability. As
Headless horsemen of this kind that a result it loses all vision-related abilities such
search for new heads will often as low-light vision and darkvision, in addition to
decapitate as many victims as possible any hearing.
to build up a collection of heads from • The headless horseman can be destroyed by
which to choose from. For most destroying the body alone, given that it has no
headless horsemen the choice of head head, by reducing the body to less than 0 hp.
is often merely a case of finding • Despite having no head, the headless horseman
something suitably fierce and maintains its Intelligence and Wisdom scores as
grotesque. The headless horseman is
required to use a freshly cut head to
these are maintained by the power of the avoid confrontational situations, and will attempt to
goddess’ essence in the headless horseman. ride down small parties of travelers, or hunt lone
woodsman or other travelers that travel alone. In
Upon successfully finding a head or its own head, combat they generally rely more upon the speed
the headless horseman gains all the benefits of the and ability of their mounts rather than staying in
head, such as speech, hearing, the ability to read, any given location long enough to engage single
and its supernatural abilities associated with the enemies. The challenge rating of such headless
head, thus losing the special quality listed above. horsemen is the same as the base creature +1.
Headless horsemen without heads generally tend to
to become immortal, and the infusion of the Head Strike (Su): The headless horseman can use
goddess’ essence gives them one last chance to claw the vile pulsating vines that hold its jack-o’-lantern
back into sentience from the worlds beyond life. head aloft to throw the head at any foes within
These evil souls are typically drawn back to their range as a standard action. This attack requires a
bodies when the goddess’ essence raises them to ranged touch attack to hit as the vines stretch and
undeath, and for those headless horsemen that elongate up to a range of 30 ft., and the head
walk the earth for days, weeks or even months, the returns to its place following the attack.
body’s own essence becomes stronger with time. Alternatively, the headless horseman can detach
the head completely and throw it as long as it has
When destroyed, the body’s own essence, its soul, at least 1 hand free; after such an attack, the head
the power of the evil that it once held, holds on to a will always return to the rider, as if it were
part of the goddess’ essence as it departs, and uses enchanted with Returning.
that to raise itself up to become an independent
undead creature. These headless horsemen are Any creature struck by the head takes 2d6 hp fire
wanderers, with no specific purpose other than acts damage (Reflex save for half damage) as the flames
of evil and the desires of the corrupted flesh. They burning inside the head burst over the struck
use the goddess’ essence to craft heads that creature, and must also attempt a Will save or be
resemble jack-o’-lanterns, burning with flame on affected as if by a Bestow Curse spell. Any damage
the inside, encompassing their intense evil and inflicted on the head is considered damage inflicted
hatred. Vile vines twist around the head, pulsating to the creature as a whole. The save DCs are equal
as they hold it aloft and in places a few inches to 10 + ½ the headless horseman’s HD + the
above the creature’s neck. These headless headless horseman’s Charisma modifier.
horsemen are true evil, born out of vengeance,
corrupted and twisted to the darkest evil. Special Qualities:
Headless horsemen with jack-o’-lantern heads are Own Head (Ex): With its own jack-o’-lantern head
similar to those created using the headless in place, the creature loses all abilities associated
horseman template except they gain the following with having a head separated from its body. It can
special attacks and special qualities. now be destroyed by destroying the body alone, and
no longer gains the Decapitated Gaze supernatural
Special Attacks: ability. In all other regards its jack-o’-lantern head
functions like a normal head in terms of vision,
speech, hearing, etc. The headless horseman no
only), fiendish mount, fast healing 5, half-orc traits, Spell-like Abilities: 3/day – obscuring mist, detect
turn resistance, undead traits thoughts (DC 12), darkness, minor image (DC 12),
Saves: Fort +4, Refl +4, Will +4 death knell (DC 12); 1/day – fog cloud, crushing
Abilities: Str 21, Dex 15, Con -, Int 10, Wis 14, despair (DC 14), speak with dead (DC 13). Caster
Cha 10 level 3rd. The save DCs are charisma based.
Skills: Climb +4, Jump +4, Listen +6, Ride +10,
Search +4, Spot +6 Aura of Fear (Su): 20 ft., Will save DC 11 negates
Feats: Cleave, Exotic Weapon Proficiency (bastard or creatures within range affected as if by the fear
sword), Mounted CombatB, Power Attack, Ride-by- spell, caster level 3rd.
AttackB, Spirited ChargeB, ToughnessB, Weapon
Focus (bastard sword) Fiendish Mount (Sp): The headless rider’s fiendish
Environment: Any mount has the following statistics and abilities:
Organization: Solitary
Challenge Rating: 5 Fiendish Heavy Warhorse: CR -; Large Magical
Treasure: Standard Beast; HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC
Alignment: Always chaotic evil 17, touch 10, flat-footed 16; Base Atk +4; Grp +12;
Advancement: By character class Atk +7 melee (1d6+4, hoof); Full Atk 2 hooves +7
Level Adjustment: - melee (1d6+4) and bite +2 melee (1d4+2); SA Smite
good 1/day (+6 damage); SQ Damage reduction
The headless rider speaks Common and Orc. 5/magic, darkvision 60 ft., low-light vision,
resistance to cold 5 and fire 5, scent, spell
Combat resistance 11; AL NE; SV Fort +8, Refl +6, Will +5;
Str 19, Dex 13, Con 17, Int 5, Wis 13, Cha 6.
Headless riders are bloodthirsty in combat, fighting Skills and Feats: Listen +6, Spot +5; Endurance,
strong and powerfully from their mounts, and using Iron Will, Run.
their superior mounted combat skills to their Equipment: Bit and Bridle, Military saddle
advantage.
Possessions: masterwork chain shirt, masterwork
Decapitated Gaze (Su): 1/day, 30 ft., Fortitude DC heavy steel shield, masterwork bastard sword,
11 negates, paralysis 1d6 minutes. cloak of resistance +1, potion of shield of faith +2
and potion of bull’s strength.
spell-like abilities, spells (head only) even the most stalwart. The combination of rider
Special Qualities: Aura of despair, aura of evil, and mount are fierce and fearless, and the mere
aura of fear, blindsight 120 ft., damage reduction sight of its decapitated head is enough to freeze
10/magic, dark blessing, darkvision 60 ft. (head enemies in place if the undead creature’s unnatural
only), detect good, fiendish mount, fast healing 5, fear does not drive them away first.
poison use, turn resistance, undead traits
Saves: Fort +13, Refl +10, Will +11 Decapitated Gaze (Su): 1/day, 30 ft., Fortitude DC
Abilities: Str 20, Dex 15, Con -, Int 12, Wis 17, 16 negates, paralysis 1d6 minutes.
Cha 12
Skills: Climb +2, Concentration +6, Handle Animal
+6, Hide +4, Jump +2, Knowledge (religion) +4,
Listen +7, Ride +14, Spellcraft +3, Search +5, Spot Rebuke Undead (Su): The headless rider can
+7 rebuke or command undead as a 3rd level cleric.
Feats: Cleave, Improved Initiative, Improved
Sunder, Lightning Reflexes, Mounted CombatB, Smite Good (Su): Once per day the headless rider
Power Attack, Quick Draw, Ride-by-AttackB, may attempt to smite good with one normal melee
Spirited ChargeB, ToughnessB, Weapon Focus attack. It adds its +1 Charisma modifier to the
(greatsword), Weapon Specialization (greatsword) attack roll, and deals 3 points of extra damage if
Environment: Any the attack hits. If it accidentally smites a creature
Organization: Solitary that is not good, the smite has no effect, but it is
Challenge Rating: 12 still used up for the day.
Treasure: Standard
Alignment: Always chaotic evil Spell-like Abilities: 3/day – obscuring mist, detect
Advancement: By character class thoughts (DC 13), darkness, minor image (DC 13),
Level Adjustment: - death knell (DC 13); 1/day – fog cloud, crushing
despair (DC 15), speak with dead (DC 14). Caster
The headless rider speaks Common. level 10th. The save DCs are charisma based.
Aura of Evil (Su): The headless rider radiates a resistance to cold 10 and fire 10, scent, spell
strong aura of evil (see Detect Evil spell) as a 6th resistance 15; AL NE; SV Fort +11, Refl +8, Will +6;
level cleric of an evil deity. Str 21, Dex 13, Con 18, Int 7, Wis 13, Cha 6.
Skills and Feats: Listen +8, Spot +7; Endurance,
Aura of Fear (Su): 20 ft., Will save DC 16 negates Iron Will, Multiattack, Run.
or creatures within range affected as if by the fear Equipment: Bit and Bridle, Military saddle
spell, caster level 10th.
Typical Cleric Spells Prepared (4/4/3, Save DC 13 +
Detect Good (Sp): At will, the headless rider can spell level, caster level 3rd) – 0 - detect magic x2,
use Detect Good, as the spell. guidance, light; 1st - command, divine favor, inflict
light wounds*, protection from good; 2nd - bull’s
Dark Blessing (Su): The headless rider adds his strength, shatter*, spiritual weapon.
Charisma modifier as a bonus to all saving throws. *Domain Spell. Domains: Destruction (smite 1/day,
+4 attack, +3 damage) and Death (death touch
Fiendish Mount (Sp): The headless rider’s fiendish 1/day).
mount has the following statistics and abilities:
Typical Blackguard Spells Prepared (2/1, Save DC
Fiendish Heavy Warhorse: CR -; Large Animal; HD 13 + spell level, caster level 3rd) – 1st - corrupt
10d8+40; hp 85; Init +1; Spd 50 ft.; AC 21, touch weapon, doom; 2nd - inflict moderate wounds.
10, flat-footed 20; Base Atk +7; Grp +16; Atk +11
melee (1d6+5, hoof); Full Atk 2 hooves +11 melee Possessions: +2 full plate armor, +1 vicious
(1d6+5) and bite +9 melee (1d4+2); SA Smite good greatsword, cloak of resistance +2, potion of haste
1/day (+10 damage); SQ Damage reduction and potion of bull’s strength.
5/magic, darkvision 60 ft., low-light vision,
Space/Reach: 5 ft./ 5 ft. of its mount to ride its prey down, gathering heads
Special Attacks: Sharp slashing, sneak attack in order to find one that it suitable.
+3d6, spell-like abilities
Special Qualities: Aura of fear, blindsight 120 ft., Spell-like Abilities: 3/day – obscuring mist, detect
damage reduction 10/magic, evasion, fiendish thoughts (DC 13), darkness, minor image (DC 13),
mount, fast healing 5, headless, trapfinding, trap death knell (DC 13); 1/day – fog cloud, crushing
sense +1, turn resistance, uncanny dodge, undead despair (DC 15), speak with dead (DC 14). Caster
traits level 5th. The save DCs are charisma based.
Saves: Fort +1, Refl +8, Will +2
Abilities: Str 18, Dex 18, Con -, Int 14, Wis 12, Sneak Attack (Ex): The headless rider deals an
Cha 12 extra 3d6 points of damage on any successful
Skills: Balance +11, Climb +14, Disable Device +8, attack against flat-footed or flanked targets, or
Escape Artist +11, Hide +11, Jump +12, Listen – (5 against a target that has been denied its Dexterity
ranks), Move Silently +11, Open Lock +10, Ride bonus for any reason. This damage also applies to
+10, Search +10, Sleigh of Hand +7, Spot – (5 ranged attacks against targets up to 30 ft. away.
ranks), Tumble +13, Use Rope +7 (+9 to bind Creatures with concealment, creatures without a
someone) discernable anatomy, and creatures immune to
Feats: Dodge, Improved Initiative, Martial Weapon extra damage from critical hits are all immune to
Proficiency (longsword)B, Mobility, Mounted sneak attacks. Headless riders never choose to deal
CombatB, Ride-by-AttackB, Spirited ChargeB, nonlethal damage with their sneak attacks.
ToughnessB Aura of Fear (Su): 20 ft., Will save DC 13 negates
Environment: Any or creatures within range affected as if by the fear
Organization: Solitary spell, caster level 5th.
Challenge Rating: 6
Treasure: Standard Evasion (Ex): If the headless rider is exposed to
Alignment: Always chaotic evil any effect that normally allows it to attempt a
Advancement: By character class Reflex saving throw for half damage, it takes no
Level Adjustment: - damage with a successful save.
Fiendish Heavy Warhorse: CR -; Large Animal; HD Disable Device result exceeds the DC by 10 or
8d8+32; hp 68; Init +1; Spd 50 ft.; AC 19, touch 10, more, it discovers how to bypass the trap without
flat-footed 18; Base Atk +6; Grp +15; Atk +10 melee triggering or disarming it.
(1d6+5, hoof); Full Atk 2 hooves +10 melee (1d6+5)
and bite +5 melee (1d4+2); SA Smite good 1/day (+8 Trap Sense (Ex): The headless riders gains a +1
damage); SQ Damage reduction 5/magic, bonus on Reflex saves made to avoid traps, and a
darkvision 60 ft., low-light vision, resistance to cold +1 dodge bonus to AC against attacks made by
10 and fire 10, scent, spell resistance 13; AL NE; traps.
SV Fort +10, Refl +7, Will +5; Str 20, Dex 13, Con
18, Int 6, Wis 13, Cha 6. Uncanny Dodge (Ex): The headless rider retains its
Skills and Feats: Listen +7, Spot +6; Endurance, Dexterity bonus to AC even if it is caught flat-footed
Iron Will, Run. or struck by an invisible attacker. However, it still
Equipment: Bit and Bridle, Military saddle loses its Dexterity modifier if immobilized.
Trapfinding (Ex): The headless rider can find, Possessions: +1 studded leather armor, masterwork
disarm and bypass traps with a DC of 20 or longsword, ring of climbing, potion of cat’s grace
higher. It can use the Search skill to find, and the and potion of protection from good
Disable Device skill to disarm magic traps (DC 25 +
spell level of the spell used to create it). If its
Head Strike (Su): The save DC (Reflex and Will) Fiendish Heavy Warhorse: CR -; Large Animal; HD
against the headless rider’s head strike ability is 10d8+40; hp 85; Init +1; Spd 50 ft.; AC 21, touch
18. 10, flat-footed 20; Base Atk +7; Grp +16; Atk +11
melee (1d6+5, hoof); Full Atk 2 hooves +11 melee
Mimicry (Ex): The headless rider can imitate the (1d6+5) and bite +9 melee (1d4+2); SA Smite good
sounds of almost any animal found near its lair. 1/day (+10 damage); SQ Damage reduction
5/magic, darkvision 60 ft., low-light vision,
Spell-like Abilities (Green Hag): At will – dancing resistance to cold 10 and fire 10, scent, spell
lights, disguise self, ghost sound (DC 14), resistance 15; AL NE; SV Fort +11, Refl +8, Will +6;
invisibility, pass without trace, tongues, water Str 21, Dex 13, Con 18, Int 7, Wis 13, Cha 6.
Skills and Feats: Listen +8, Spot +7; Endurance, Skills: A green hag headless rider has a +8 racial
Iron Will, Multiattack, Run. bonus on any Swim check to perform some special
Equipment: Bit and Bridle, Military saddle action or avoid a hazard. It can always choose to
take 10 on a Swim check, even if distracted or
Possessions: +1 longsword, cloak of resistance +1, endangered. It can use the run action while
potion of haste and potion of displacement. swimming, provided it swims in a straight line.
Campaign Options
The headless rider can make a fearsome opponent. riders will hunt characters as they strive to end
This section aims to give GMs a few ideas and plot the influence of this goddess once and for all.
hooks that incorporate the headless rider, and • While headless riders are normally only sent
some alternatives to the template provided. after individuals or perhaps small groups or
families, it would not be unheard of for teams of
Plot Hooks and Options headless riders to band together in the
destruction of entire communities, whether
• An entire campaign can be based on the goddess towns or villages. Characters will have to
of vengeance and death, including the actions of contend with these fierce riders as they attempt
her followers before and after her death. Player to destroy whole villages. Opportunity to be
characters will have to contend with her involved in planning a village’s defences,
passionate execution of vengeance, and bring the strategic defence and much more will make for
death and destruction of her followers to heel. exciting action and roleplaying.
This may involve destruction of her temples,
prevention of killing and vengeance, and • One of the player characters may have
infiltration of their underground movements and inadvertently done something that results in a
sacred hideouts. Player characters may be sent headless rider being summoned to hunt them.
on quests that might help their respective gods Headless riders make for good recurring villains,
in obtaining information that can lead to the and can easily be used as such in this context.
killing of the goddess, or may be instrumental in
keeping her riders at bay while the deific • While the headless rider here has been
assassin strikes and kills her. Following her presented as the servant of the dead goddess’
death player characters may be required to deal essence, it does not have to be used in this
with the number of cults that arise in her wake manner. Headless riders can be frequent undead
and the chaos that ensues, and may have to creatures created by necromantic spells or dark
stop attempts by her most loyal followers as they rituals, and given that they are intelligent, this
attempt to give her essence a new immortal template can easily be adapted to remove the
form, or even stop the arrival of a new and even single-minded determinism of the headless rider
more deadly god to take her place. Headless and replace it with a more intelligent and
resourceful undead villain.
Conclusions
They are the undead of legends, the foul and powerful creatures of
vengeance that hunt and kill, the appearance of one heralding the doom
of certain death. The headless riders are swift and deadly, mounted on
fiendish horses that serve them and fight alongside them, equally as evil
as their headless riders. Will your players be able to stare at the
headless rider’s head, or will they quake in fear as it approaches, or will
they succumb to its illusions and clever use of magic and be lured into a
slashing trap of death? The Headless Rider template offers you the
chance to find out. --Ewan Conradie
Magic Items
Flute of Sorrow
(Medium) These instruments are a product of the
pain and tortures from the lower plane, it is
considered a show of power to have one of these
flutes performing in royal court. There have been a
few stories of these doom flutes being played in
other locations though it is very rare and such
stories are usually second hand. It is said these
flutes can only be crafted during moments of great
sadness and loss, though what exactly this means
is a mystery. It is believed these instruments
cannot be crafted anywhere but on the lower
planes. Each person affected by this takes a -2 penalty on
attack rolls, saving throws, ability checks, skill
Each flute is crafted from the femur of a succubus; checks and damage rolls. If the Will check fails, the
at first glance it almost appears as highly polished audience cannot be affected by any further
black glass or metal, it is 18 inches in length with 8 performances of this nature for 24 hours.
holes. Around each hole is the depiction of a face in
various states of sorrow and tears. The faces are Moderate enchantment: CL 7th; Craft Wondrous
engraved into the flute and filled with a crimson Item, crushing despair, caster must be evil, caster
colored metal that is native to no more then three must be on one of the lower planes; Price 20,200
planes of the abyss. gp;
No matter how much skill the performer has with Flute of Dark Sorrow
the instrument, when a tune is played with this (Major) Where a Flute of Sorrow is rare to be seen or
flute it always will feel of sorrow and despair to the heard, this flute is even rarer still. This flute was
point it can even make the darkest of hearts shed a originally crafted by the dark sorcerer Shorath, and
tear. The audience is overwhelmed with despair based it off of the original Flute of Sorrow. It is
(Will DC 14 negates) if the performer can succeed believed only three of these flutes were ever created,
on a DC 14 Perform (wind instruments) check. two of which are still played in the demon prince’s
court. The third is missing and the prince has evil, caster must be on one of the lower planes;
offered a great reward to the demon that returns it. Price 60,500 gp;
To this end, a demonic presence is never far when
word of the missing instrument surfaces. It is Figurines of the Unholy
possible there were others created but it is Just as every adventurer worth his weight has
unknown. heard stories or perhaps even seen a Figurine of
Wondrous Power, those who seek shelter away from
They appear in all ways like the original with one the light have stories relating to a darker variety of
exception, under close inspection at the end of the figurines. Each appears to be a small statue of
flute can be found the initials RL, written in some nature, usually not even closely resembling
infernal. anything. These figurines have all the
characteristics of Figurine of Wondrous Power
When a tune is played, it is filled with unimaginable except for one detail; they only obey owners that are
suffering to such an extreme it is said even the evil. If the owner is not evil, the figurine will attack
undead can feel it. The audience is overwhelmed the moment the command word is spoken. It will
with great despair (Will DC 16 negates) if the return to figurine form only when it is slain or the
performer can succeed on a DC 16 Perform (wind person who spoke the command word is slain.
instruments) check. Each person affected by this is
fatigued and takes a -2 penalty on attack rolls, (Medium) Deep Shadows: This figurine appears to
saving throws, ability checks, skill checks and be a one inch in diameter dark metallic sphere with
damage rolls. Even if the listener makes a no distinguishable markings except three lumps.
successful will check he will be fatigued. If the Will When the command word is spoken it becomes 2
check fails, the audience cannot be affected by any shadows and 1 greater shadow (hp 19, 19 and 58).
further performances of this nature for 24 hours. If slain in combat, the figurine cannot be used
again until it has been placed in complete darkness
Fatigued: A fatigued character can neither run nor charge for one full week otherwise they can be used once
and takes a –2 penalty to Strength and Dexterity. Doing per day, for up to one hour.
anything that would normally cause fatigue causes the
fatigued character to become exhausted. After 8 hours of Moderate transmutation; CL 11th; Craft Wondrous
complete rest, fatigued characters are no longer fatigued.
Item, animate objects, caster must be evil; Price
20,500 gp.
Strong enchantment: CL 9th; Craft Wondrous Item,
crushing despair, wave of fatigue, caster must be
Five Teeth: Ghoul and Ghast Seven Teeth: Shadow, Wraith and Spectre
Strong necromancy; CL 13th; Craft Wondrous Item, Strong necromancy; CL 18th; Craft Wondrous Item,
create undead, caster must be evil; Price 54,000 gp create greater undead, caster must be evil2; Price
121,500 gp
OPEN GAME LICENSE Version 1.0a supernatural abilities or effects, logos, symbols, or
The following text is the property of Wizards of the graphic designs; and any other trademark or registered
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Product Identification:
• The following is a listing of Open Game Content: All
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Copyright information
• Pocket Sourcebooks, © 2005 The Le. Published by
The Le Games, www.TheLeGames.com
• (Su) Monsters, © 2005 The Le. Published by The Le
Games, www.TheLeGames.com
• (Su) Monsters: The Headless Horseman, © 2005 The
Le. Published by The Le Games,
www.TheLeGames.com
• Images: Some images © 2003-2005 www.clipart.com
• Images: Some images © 2003-2005 Bradley K.
McDevitt
• Image: Cover Image © 2003-2005 Margaret Coates
• Images: Character Clip Art & Color Customization
Studio Copyright 2002. Elmore Productions, Inc.;
Authors Larry Elmore and Ken Whitman, Art and
Illustrations by Larry Elmore.