VARAGS
Varags, also known as blood chasers, are goblinoids that are
faster, stronger, and more primitive than their kin. Less intelligent
than other goblinoids, varags have predatory cunning.
They are vicious creatures, capable of taking opponents by
surprise or by direct confrontation. Varags work as mercenary
scouts and raiders for hobgoblin warbands.
Varags' behavior is distinctly canine, the result of special
breeding. They are the magical product of commingling
hobgoblins and dire wolves. The resulting race has bred
true ever since.
Varags stand approximately
7 feet tall when fighting and weigh 320 pounds on
average. Varags move and run on all fours, in which posture
they are 3 to 4 feet high at the shoulder. Females are smaller
than males, but no less fleet of foot. Varag body language
mimics the behavior of wolves.
Varags understand Goblin but are barely able to speak.
Their primitive physiology makes forming complex words
difficult, while their low intellects leave them unable to
learn much. Many varags lack language altogether, communicating
among themselves with hand gestures, howls,
and shrieks.
In the wild, varags alternate between long periods of rest
and brief, bloody spurts of violence. A pack might slowly
cross a stretch of uninhabited
wasteland until it nears a
human settlement, then
attack with murderous
glee. Varags on the move
are easy to track by the
burning settlements,
ravaged farms, and
gnawed corpses they
leave in their wake.
Varags inhabit warm hills but can survive
in colder regions with no difficulty. They also sleep comfortably
in underground burrows, though they are not naturally
equipped to dig out such dens.
Varags require
three times the normal
intake of food
that other Medium
creatures do, in order
to maintain their great
speed and stamina.
Those that
do not meet
this nutritional
requirement
are less effective
hunters. A varag
that eats only
twice the normal
amount of a Medium
creature must spend
most of its time sleeping to
conserve energy. One whose daily intake is only that
of a Medium creature has its speed reduced to 30 feet
until it can consume adequate food.
Varag females gestate for five to six months before giving
birth to two or three children. A varag grows up quickly
and is considered an adult by the age of eight. Mothers care
for their children for half of this time. At one year of age,
a young varag already consumes the same daily amount
of food as an adult hobgoblin. Allowing male and female
varags to freely interact can be dangerous. Left unchecked,
they continually mate until their birth rates severely tax
local resources.
Hobgoblins like to use these feral goblinoids to supplement
their armies, but because of varags' high food demands,
only the wealthy can support them. If not properly cared
for, the weakened varags die off in battle or ally themselves
with more powerful hobgoblin bands that can feed them
regularly.
Hobgoblins employ varags as mercenaries. In exchange
for high-quality weapons, armor, and other treasures,
the varags serve as scouts and marauders. Varags' chaotic
nature makes them difficult to control, so hobgoblin warlords
simply allow them to run rampant. A varag pack that
accepts payment to overrun a kingdom loots farms, burns
settlements to the ground, and kills all in its path.
Varags are highly valued members of any hobgoblin
warband. They offer strong backup during battlefield
engagements and ruthlessly pursue retreating enemies.
Varags can also follow simple orders, such as the ferrying
of healing potions to wounded soldiers. They naturally
look for strong role models to guide them and offer
encouragement.
Hobgoblins are exceedingly fond of varags. Every
member of a warband knows that a varag could easily flatten
him in combat without breaking a sweat, and none take
for granted the dim-witted creatures' dependence. Varags
receive generous praise for even the smallest accomplishments
and always eat well. The creatures in turn have
developed an instinctive affection for all hobgoblins, which
they openly and unabashedly express. Varags protect hobgoblins
at all costs. Whenever one witnesses a hobgoblin
being attacked or in need of help, it immediately rushes to
aid without the slightest concern for its safety.
Varags' intense devotion wanes when food becomes
scarce. The more they are forced to provide sustenance for
themselves, the more restless they become, seeking out
other hobgoblins who can feed them. If they become desperate
enough, varags might even serve goblins and orcs. To
control the creatures' population growth and avoid overtaxing
food resources, one central and well-protected warband
keeps a stable of only female varags. Breeding occurs only
in controlled meetings when more varags are desired.
VARAG RACIAL TRAITS
-
+4 Strength, +4 Dexterity, +2 Constitution, -4 Intelligence.
-
Humanoid (goblinoid): A varag is a humanoid that has
the goblinoid subtype.
-
Medium size: Varags have no special bonuses or penalties
due to their size.
-
Varag base land speed is 60 feet.
-
Darkvision out to 60 feet.
-
Racial Hit Dice: A varag begins with three levels of
humanoid, which provide 3d8 Hit Dice, a base attack
bonus of +2, and base saving throw bonuses of Fort +1,
Ref +3, and Will +1.
-
Racial Skills: A varag's humanoid levels give it skill
points equal to 6 × (2 + Int modifier, minimum 1). Its class
skills are Jump, Move Silently, and Survival. Varags gain a +8 racial
bonus on Move Silently checks and a +4 racial
bonus on Survival checks when tracking by scent.
A varag can always choose to take 10 on Move
Silently checks, even if rushed or threatened.
-
Racial Feats: A varag's humanoid levels give it two feats. A varag
gains Run and Spring Attack as bonus feats.
-
Weapon and Armor Proficiency: A varag is automatically
proficient with simple weapons, martial
weapons, light armor, and shields.
-
+3 natural armor.
-
Scent.
-
Automatic Languages: Goblin. Bonus Languages:
Common, Draconic, Dwarven, Infernal, Giant, Orc.
-
Favored Class: Scout.
-
Level Adjustment: +2.
WINDRAZORS
In the windswept depths of Pandemonium, where icy gales
scour the endless tunnels and create a constant howling,
creatures known as windblades flit through the lightless
labyrinths, committing murder and mayhem in the name of
Erythnul, their lord and creator. Windscythes are the greater
of the windblades; windrazors the lesser.
Windrazors are the scouts and hunters of the windblades.
Vicious, bloodthirsty creatures, they travel in groups of up
to a dozen, seeking prey for themselves or sport for their
masters. Created by Erythnul, the god of slaughter, they
revel in battle and blood, constantly seeking new thrills and
levels of brutality.
Windrazors usually hunt in packs, sometimes led by windscythes
or demons in the service of Erythnul. They are also
occasionally sent to the Material Plane to guard temples of
Erythnul, where they can be found in the company of mortal
priests, bugbears, trolls, and other fell creatures. The windrazor
flight is the most common encounter.
Windblades regard the entirety of Pandemonium as their
domain and aggressively pursue intruders - everything from
the Banished (humanoids, goblinoids, and giants who have
been trapped in Pandemonium for ages) to the occasional
slaadi or fiends that attempt to carve out some of Pandemonium's
territory for themselves.
Windblades believe that they were the original manifestations
of Erythnul's will, and that they were the first to serve
his brutal whims. This belief fuels their philosophy that
Pandemonium is theirs alone, provided they can drive out
all invaders. When drawn to the mortal realm by the spells of
Erythnul's servants, they find every excuse possible to shed
mortal blood and cause death and mayhem.
In windblade society, windscythes are the lords and masters.
Windrazors are treated as something between servants
and pets. They care for the young of the windscythes, guard
the communal lairs, and patrol the tunnels and caverns
of Pandemonium against intruders and possible invaders.
Windrazors are always second-class citizens, afforded few
rights and considered of minor importance compared to their
larger cousins. They allow this system to continue, despite
their superior numbers, because they fear the power and
spellcasting abilities of the windscythe clerics.
Windrazor leaders tend to be rangers or rogues. Windrazor
clerics are virtually unheard-of; windscythes jealously
reserve for themselves the right to commune with the gods.
Similarly, very few windrazors are wizards, though windrazor
sorcerers are relatively common.
Windrazors range
in height from 3 feet to 3 feet 10 inches, weighing 38 to 52
pounds. Though both genders possess the hornlike protrusions
common to the race, male windrazors have four while
females have only two.
WINDRAZOR RACIAL TRAITS
-
+2 Strength, +4 Dexterity, -2 Intelligence, +2 Wisdom,
-4 Charisma.
-
Small size. +1 bonus to Armor Class, +1 bonus on
attack rolls, +4 bonus on Hide checks, -4 penalty on grapple
checks, lifting and carrying limits 3/4 those of Medium
characters.
-
A windrazor's base land speed is 10 feet. It has a base
climb speed of 10 feet and a base fly speed of 40 feet, with
good maneuverability.
-
Darkvision out to 60 feet. A windrazor can also see four
times as well as a human in shadowy illumination.
-
Racial Hit Dice: A windrazor begins with two levels of
outsider, which provide 2d8 Hit Dice, a base attack bonus
of +2, and base saving throw bonuses of Fort +3, Ref +3, and
Will +3.
-
Racial Skills: A windrazor's outsider levels give it skill
points equal to 5 × (8 + Int modifier, minimum 1). Its class
skills are Climb, Knowledge (the planes), Listen, Move
Silently, Spot, Survival, and Tumble. Windrazors have a +8 racial bonus on Climb checks
and can choose to take 10 on Climb checks, even if
rushed or threatened.
-
Racial Feats: A windrazor's outsider levels give it one
feat. A windrazor receives Improved Critical (claw) and
Improved Critical (bite) as bonus feats.
-
Natural Weapons: 2 claws (1d4) and bite (1d6).
-
Fearsome Critical (Ex): Whenever a windrazor scores a critical
hit, all creatures within 10 feet must succeed on a Will saving
throw or become shaken. This is a mind-affecting
fear effect. The save DC is Charisma-based.
-
Rend (Ex) A windrazor that hits with both claw attacks
latches onto the opponent's body and tears the flesh.
This attack automatically deals an extra 2d4 plus 1-1/2 Strength bonus points of
damage.
-
Automatic Languages: Auran, Windsong. Bonus Languages:
Abyssal, Common, Undercommon.
-
Favored Class: Ranger.
-
Level Adjustment: +2.
WINDSCYTHES
Windscythes are the warriors, nobles, tyrants, and priests
of the windblades. Brutish, violent creatures with a voracious
appetite for raw flesh, windscythes soar through their
domain with the bearing of royalty. Like other windblades,
they were created by Erythnul, god of slaughter, and they
exult in fulfilling his brutal desires, spreading death and
fear whenever they can.
Windscythes rarely hunt alone; they know that they are
more dangerous in numbers and more vulnerable singly.
A windscythe tries to travel with an escort of at least two
windrazors. Windscythes are frequently found in the company
of other creatures that serve Erythnul, and with them,
windscythes find their way to the Material Plane.
Windscythe leaders tend to be fighters or clerics. Some
are wizards, but these are exceedingly rare; the winds of
Pandemonium make the required study nearly impossible.
More windscythes become sorcerers, but that class is far
more common among the windrazors.
Windscythes range in height from 10 to 12 feet, weighing
from 550 to 800 pounds. Their tails add another 10 to 12 feet
to their overall length. Both genders possess the hornlike
protrusions common to the race, running the length of their
skulls. The more such horns, the older the windscythe.
WINDSCYTHE RACIAL TRAITS
-
+10 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence,
-2 Charisma.
-
Large size. -1 penalty to Armor Class, -1 penalty on
attack rolls, -4 penalty on Hide checks, +4 bonus on grapple
checks.
-
A windscythe's base land speed is 10 feet. It has a base
climb speed of 10 feet and a base fly speed of 60 feet, with
average maneuverability.
-
Darkvision out to 60 feet. A windscythe can also see
four times as well as a human in shadowy light.
-
Racial Hit Dice: A windscythe begins with eight levels
of outsider, which provide 8d8 Hit Dice, a base attack bonus
of +8, and base saving throw bonuses of Fort +6, Ref +6, and
Will +6.
-
Racial Skills: A windscythe's outsider levels give it skill
points equal to 11 × (8 + Int modifier, minimum 1). Its class
skills are Climb, Intimidate, Knowledge (the planes), Listen,
Move Silently, Spot, Survival, and Tumble. Windscythes have a +8 racial bonus on Climb checks
and can choose to take 10 on Climb checks, even if
rushed or threatened.
-
Racial Feats: A windscythe's outsider levels give it three
feats.
-
+4 natural armor.
-
Natural Weapons: 2 claws (1d6) and bite (1d8).
-
Augmented Critical (Ex) A windscythe's claws are
extraordinarily sharp. They threaten a critical hit on a
natural attack roll of 18-20, dealing triple damage on
a successful critical hit. A windscythe's claws are not
subject to effects such as keen edge that would further
improve their threat range.
-
Fearsome Critical (Ex): Whenever a windscythe scores a critical
hit, all creatures within 10 feet must succeed on a Will saving
throw or become shaken. This is a mind-affecting
fear effect. The save DC is Charisma-based.
-
Rend (Ex) A windscythe that hits with both claw attacks
latches onto the opponent's body and tears the flesh.
This attack automatically deals an extra 2d6 plus 1-1/2 Strength bonus points of
damage.
-
Automatic Languages: Auran, Windsong. Bonus Languages:
Abyssal, Common, Undercommon.
-
Favored Class: Fighter.
-
Level Adjustment: +5.
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