CHITINES
The spiderlike chitines exemplify the unnatural changes that can
be incorporated into a humanoid with the aid of evil-inspired
magic. Once their ancestors were humanoid in form, but their
enforced slavery to the drow entailed more than simple execution
of duty. The drow of Ched Nasad selectively bred and magically
meddled with their slaves, incorporating ghastly
"improvements" as well as the results of fumbled experiments.
Eventually these alterations became permanent, resulting in a
race of spiderlike, four-armed humanoids that can build with
webbing in the same way that humans employ stone or wood.
Formerly found only in the northwest regions of Faerûn,
chitines have spread throughout the Underdark in the course of
their flight from their drow oppressors.
Personality: The chitines won their independence from their
former drow masters in the Year of the Creeping Fang (1305
DR), although drow inattention and boredom played a larger
role in their emancipation than active rebellion did. The most
desperate and opportunistic chitines slipped away into unguarded
passages and made their way to freedom. Those who did not seize
the opportunity to escape met a variety of bad ends under the
blades and whips of their drow masters.
The common chitine of Yathchol is a quiet craftsperson
concerned primarily with building the next web-based home,
tower, or fortification. But the legacy of the drow remains
strong in the chitines, and betrayal is expected - nay, almost
required - to survive. At best, chitines are opportunistic and
self-serving creatures; at worst, they are scheming backstabbers.
Chitines who don't find this way of life fulfilling
often leave their villages and strike out on their own, in search
of adventure.
Physical Description: A typical chitine stands just under 4
feet tall and weighs about 85 pounds. His four lean arms are
long, and each has an extra joint, allowing a greater range of
movement than most humanoids have. His face is humanlike,
but his eyes are faceted, and mandibles jut from his mouth. A
chitine has mottled gray skin, and his stringy black hair grows in
a tangle from his head, extending down his back like the mane
of a horse.
A chitine can spin various kinds of webbing through an aperture
in his belly. In addition, he constantly secretes an oil that
keeps him from becoming stuck in his own web and provides his
body with a sheen under some light sources. His palms and feet
are covered with hooks that allow him to climb up walls and
across ceilings.
The typical chitine dresses in loose robes or a tunic. The
thread for his clothing is usually spun from his own fine silk.
Relations: Chitines distrust most Underdark races on general
principles, and they absolutely refuse to work with drow except
when planning a secret, nasty surprise for their former tormenters.
A chitine is much more likely to trust upperworld races
than Underdark ones, mostly out of ignorance.
Alignment: The chitines won their freedom from the drow
through a strong streak of independence, and this trait has
manifested itself in their descendents as a chaotic nature. But
because they existed so long without values and a culture of
their own, the chitines also picked up many of the evil behaviors
of their former drow masters. For instance, chitines
cull members of their own race who are judged too weak to
survive. Those chitines who break with their villages may
learn to temper their outlooks, becoming chaotic neutral or
chaotic good.
Religion: Like their former drow masters, chitines venerate
Lolth. But since they revere her mostly out of fear, clerics of
Lolth are very rare in this race. Chitines generally leave the
Spider Queen's worship to the choldriths - the priests of their
kind. Even more spiderlike than chitines, choldriths are bloated
abominations that rule over their lesser cousins (see Choldrith).
Language: Chitines speak Undercommon. Bonus languages
most often include Abyssal, Common, and Terran.
Names: Chitine first names tend to be simple, with no more
than two syllables. Surnames are often descriptive and related to
spiders.
Male Names: Awa, Caullum, Cyten, Garlome, Kawa,
Nullum, Vald.
Female Names: Caulwen, Garwen, Neulwen, Qid, Qod,
Uelwen.
Surnames: Spinner, Lowweb, Shrouder, Backspeaker,
Drowtaker.
Adventurers: Adventuring chitines are usually those who
were exiled from their communities when sentiments such as
goodness and justice began to replace the drow-inspired callousness
that characterizes the majority of their race. Such renegade
chitines are more comfortable as members of small bands than
they are as residents of large communities. Most chitine adventurers
are simple scouts, but some become accomplished footpads
who sell their services to the highest bidder. A few rare chitines
even join bold, justice-seeking companies of upperworlders.
Regions: Small numbers of chitines are found in the northern
reaches of the Upperdark and Middledark, but the majority live
in a cluster of villages collectively known as Yathchol, which is
located beneath the Far Forest southeast of Hellgate Keep. Yathchol
is composed of at least seven villages, each with a population
of forty to sixty chitines. Virtually all chitines choose the
chitine region.
CHITINE RACIAL TRAITS
-
+2 Dexterity, +2 Constitution, +2 Intelligence, -4 Charisma.
Chitines are quick, tough, and smart, but not particularly
endearing.
-
Small size. A chitine has a +1 bonus to Armor Class, a +1
bonus on attack rolls, and a +4 bonus on Hide checks, but his
lifting and carrying limits are three-quarters of those of a
Medium character.
-
A chitine's base land speed is 30 feet, and his climb speed is
20 feet. He has a +8 racial bonus on Climb checks and can
always choose to take 10 on Climb checks even if rushed or
threatened. The hooks on his palms and feet enable him to
climb up walls and across ceilings, as if under the effect of a
spider climb spell.
-
Grappling Bonus (Ex): A chitine's four arms grant a +4 bonus
on grapple checks, which makes him as good a grappler as a
Medium creature.
-
Difficult to Disarm (Ex): Because of the hooks in a chitine's
palm, he gains a +4 bonus on his opposed check to avoid being
disarmed.
-
Sensitive to Sunlight (Ex): In sunlight or bright magical light
(such as a daylight spell), chitines are dazzled.
-
Racial Hit Dice: A chitine character begins with two levels of
monstrous humanoid, which provide 2d8 Hit Dice, a base
attack bonus of +2, and base saving throw bonuses of Fort +0,
Ref +3, and Will +3.
-
Racial Skills: A chitine's monstrous humanoid levels give him
skill points equal to 5 × (2 + Int modifier). His class skills are
Balance, Climb, Craft (trapmaking), Hide, Jump, and Move
Silently.
-
Racial Feats: A chitine character has Multiweapon Fighting as
a bonus feat. In addition, his monstrous humanoid levels give
him one feat.
-
Weapon Familiarity: A chitine may treat short swords as
simple weapons rather than martial weapons.
-
Automatic Languages: Undercommon. Bonus Languages: By
character region.
-
Favored Class: Rogue.
-
Level Adjustment: +2.
DEEP IMASKARI
Secret and few, the deep Imaskari are heirs to the lost empire of
Imaskar. One of the earliest human empires, Imaskar rose in what
is now the Dust Desert and Plains of Purple Dust. Wizard-kings of
heady power, the Imaskari were destroyed by the slaves they had
abducted from other worlds (who eventually became the folk of
Mulhorand and Unther) and the machinations of unusual creatures
of their own creation (the phaerimms). The Imaskari faded
away into history as their empire crumbled, leaving behind nothing
but mysterious ruins. A secret few, however, charged with epic wizardry,
managed to preserve themselves and their kin. Fleeing deep
into the bowels of the earth, they sealed themselves away from
both the knowledge and the recriminations of the surface world.
The deepest fissures of the earth have long hidden an ancient
secret: The descendents of the Imaskari still live. Thousands of
years of isolation combined with purposeful magical modifications
have transformed these deep Imaskari into a human subrace
adapted to life underground. The deep Imaskari have long
managed to conceal the existence of their hidden kingdom even
from other Underdark races by enforcing complete separation.
Now, however, deep Imaskari isolation is coming to an end.
The magical seal that so long protected the kingdom of Deep
Imaskar has been breached, and a few deep Imaskari have begun
to wander the deep ways of the world that their ancestors fled
long ago.
Personality: Deep Imaskari are guarded and detached, keeping
an unconscious watchfulness in all their interactions. Their one
passion is magical experimentation - their enforced isolation did
not change their basic fascination with magic and research in
arcane lore, though they have lost much of the knowledge their
race once possessed. They see all outcomes of magical research as
mere data points, so they rarely get upset when a particular
experiment turns out badly.
One sure way to gain a deep Imaskari's friendship is to gift
her with a spell she doesn't know or some other secret of arcane
lore. Deep Imaskari are fascinated with magic - how could they
not be? Their very bodies were altered by an epic spell cast long
ago to conceal their ancestors from their former slaves.
Physical Description: A deep Imaskari appears mostly
human. Her skin looks pale and stonelike, as if expertly sculpted
from the finest veined marble, though it is as soft as human skin
to the touch. (This stonelike appearance is a remnant of the magical
alteration that all the Imaskari underwent to survive in
Deep Imaskar.) Otherwise, a deep Imaskari is tall and slender -
a typical male stands between 5-3/4 and 6 feet high and weighs
around 160 pounds, and a female is about half a foot shorter and
40 pounds lighter.
Deep Imaskari typically wear elaborate greatcoats, under
which they sport elegant black shirts, trousers, and boots. They
delight in dark rings, especially magic ones.
Relations: The deep Imaskari have taken pains to keep their
existence secret from every other race of Faerûn, so they have
little real experience with humans, dwarves, and other races.
Deep Imaskari encountered outside Deep Imaskar are curious
and excited to meet members of other races, though they tend to
view humans from Unther or Mulhorand in a suspicious light.
Alignment: While the Imaskari of ancient times are generally
regarded as evil, abomination-creating, devil-dealing people
(which was probably true), the folk descended from the survivors
in Deep Imaskar are mostly neutral. The Great Seal that kept
Deep Imaskar separate from the rest of the Underdark was
opened recently to begin the process of reengaging in commerce
and communication with the world outside, not to enable any
sort of deep Imaskari conquests.
Religion: In ancient times, the Imaskari wizard-kings deemed
no gods worthy of their worship. Although the deep Imaskari
have come to venerate the oldest and most fundamental of
Faerûn's deities (including Chauntea, Grumbar, Kossuth, Mystra,
and Shar), they still have few clerics and little religious tradition.
Language: Deep Imaskari speak an ancient language known
as Roushoum, which uses the Imaskari script. Virtually no one
outside Deep Imaskar comprehends this language anymore, so
the modern deep Imaskari also study Common so that they can
better observe and interact with the world around them. Since
they don't often speak this language and have little opportunity
to hear native speakers, their Common tends to be stilted and
thickly accented. Those deep Imaskari who venture out of their
hidden kingdom usually pick up two or three other Underdark
languages, including Elven (the drow dialect), Terran, and
Undercommon.
Names: The deep Imaskari have generally retained the
naming traditions of their surface ancestors.
Male Names: Qari, Ghari, Machuruna, Anciano, Taita, Hijo,
Hawachuri.
Female Names: Sipas, Sumaqsipas, Warmi, Ususi, Hawaususi,
Nanay, Warmiwillka.
Surnames: Kinraysapa, Manaallin, Manaq'anra, Kusisqa,
Erk'etamunay, Sonqosuwa.
Adventurers: The Deep Imaskari are finished with isolation
and hiding. Having decided that they know far too little about
the world from which their ancestors took refuge, they shattered
the Great Seal that kept Deep Imaskar isolated for so
long, and a bold few ventured forth into the deepest layers of
the Underdark.
But those who choose the path of exploration do so at a cost:
They must turn their backs forever on their homes behind the
Great Seal. The location of Deep Imaskar is magically excised
from the brain of any deep Imaskari who chooses to leave, so
that even should she run afoul of mind-reading creatures (as
many have), the race's final redoubt will remain safe.
Regions: Virtually all deep Imaskari grew up in the hidden
realm of Deep Imaskar and choose that region.
DEEP IMASKARI RACIAL TRAITS
-
+2 Intelligence, -2 Dexterity. Deep Imaskari are bright and
quick to learn arcane lore, but they lack the balance and
agility of most other humanoid races.
-
Medium size. Deep Imaskari have no bonuses or penalties due
to their size.
-
A deep Imaskari's base land speed is 30 feet.
-
Low-Light Vision: A deep Imaskari can see twice as far as a
human in starlight, moonlight, torchlight, or similar conditions
of poor illumination. She retains the ability to distinguish
color and detail under these conditions.
-
Spell Clutch (Su): Because the deep Imaskari have studied
magic for ages on end, a certain facility with magic has seeped
into their blood. Once per day, a deep Imaskari can recall any
1st-level spell that she has already prepared and then cast. The
spell is then prepared again, just as if it hadn't been cast.
-
+4 bonus on Hide checks when underground: A deep Imaskari's
marblelike skin helps her hide in underground terrain.
-
Automatic Languages: Common and Roushoum. Bonus Languages:
Aquan, Dwarven, Elven, Terran, and Undercommon
(or by character region).
-
Favored Class: Wizard.
DROW
Feared and reviled throughout the Lands Above, the drow (or
dark elves) are perhaps the most numerous, powerful, and widespread
of the Underdark's native peoples. The majority of the
dark elves live in city-states ruled by various noble Houses. Each
House commands its own small army of fearless drow soldiers,
cunning wizards, and zealous priestesses, as well as large contingents
of slave soldiers, such as bugbears, ogres, and minotaurs. In
fact, half to two-thirds of any drow city's population consists of
humanoid slaves and rabble, all of whom are subject to the cruelty
and whims of any passing dark elf.
Dark elf city-states lie below dozens of surface realms, often
unbeknownst to the upperworlders who live above them. The
rulers of some drow cities prefer to leave the surface races alone
and turn their attention toward gaining power through the endless
scheming and feuding of the noble Houses. Others, however,
view the surface lands as theirs to pillage and plunder whenever
they choose.
Personality: Most drow are cruel, arrogant, and hedonistic.
Their eternal game of advancement at the expense of others,
which is encouraged by the spider goddess herself, has transformed
the dark elves into a race of scheming backstabbers eager
to increase their own stations by pulling down those ahead of
them and crushing their inferiors underfoot. Drow trust no one
and nothing, and most are incapable of compassion, kindness, or
love. Many dark elves are actively murderous and delight in the
giving of pain.
While dark elves neither honor their promises nor maintain
personal loyalties once it becomes inconvenient to do so, their
pride lends them a certain sense of style and an appreciation of
subtlety. Drow can be courteous and urbane, even to deadly
rivals. They enjoy surrounding themselves with things of beauty,
giving hardly a thought to the cost. Any drow city features
breathtaking architecture and elegant revels marked by dark and
delicious entertainments, but only a fool would lower his guard
in such an environment.
Physical Description: The skin of a drow can be any shade
from dark gray to polished obsidian. His hair can be pale yellow,
silver, or white, and his eyes can be almost any color, including
blood red.
Drow are short and slender compared to other Faerûnian
elves, but they are strong for their size. Most dark elves - especially
nobles - are strikingly handsome individuals; Lolth does
not favor meek, plain, or unassuming worshipers.
Relations: Drow regard all other races as inferior. Some they
view as potential slaves, others as deadly vermin to be exterminated.
None, however, are considered truly equal to the dark
elves. Drow maintain a grudging respect for duergar and mind
flayers, since the gray dwarves and illithids also build powerful
cities and have demonstrated the strength to stand up to
repeated assaults from the dark elves. Though they despise
humans and all other surface folk as weak creatures, the drow
save their true venom for surface elves, particularly sun and
moon elves. The dark elves hate their kinfolk with a blind passion
and seize any chance to strike at their ancient enemies.
Alignment: The great majority of drow are evil through and
through, and most tend toward the chaotic end of the lawful-chaotic
spectrum. In general, drow believe in doing what they
want to do, when they want to do it. Dark elves who turn to good
are few and far between, but such can become powerful champions
against tyranny and cruelty.
Religion: Most drow cities are dominated by priestesses of
Lolth, the Spider Queen. As the special patron and protector of
the dark elves, Lolth demands abject obedience and unflinching
ruthlessness from her followers. But for several months
now, Lolth has refused to grant any spells to her clerics and
has not answered their prayers, creating a great deal of chaos
and consternation within the drow cities.
Drow who have turned away from the Spider Queen are rare,
but they do exist. Good-aligned drow often worship Eilistraee, the
Dancing Maiden. Evil drow who choose not to subject themselves
to Lolth's tyranny may worship one of the other deities of the
drow pantheon, such as Vhaeraun or Ghaunadaur.
Languages: Drow speak Undercommon and a dialect of
Elven that features many words and constructions borrowed
from the languages of their Underdark neighbors. They also
have a unique sign language (Drow Sign) that permits silent
communication at a range of up to 120 feet. Drow Sign is not an
automatic language for drow; a dark elf character must learn it
either by designating it as one of his bonus languages or by
acquiring it normally via the Speak Language skill.
Names: Drow names often feature double letters and are usually
rather pleasing to the ear.
Male Names: Belgos, Bhintel, Elkantar, Houndaer, Kelnozz,
Malaggar, Ryltar, Szordrin, Vorn.
Female Names: Alauniira, Charinida, Drisinil, Faeryl, Ilivarra,
Irae, Myrymma, Pellanistra, Xune, Zarra.
Surnames: Dhuunyl, Filifar, Lhalabar, Pharn, Tlin'orzza,
Xarann, Yvarragh.
Adventurers: The vicissitudes of House fortunes make adventuring
an attractive profession for many drow. Some drow
adventurers forswear their race's cruel ways and seek to do good
in the world. Others remain evil, using adventuring as a means
of accumulating the power and magic necessary to avenge themselves
upon the rivals who brought them low.
Regions: Drow most often choose the drow elf region.
DROW RACIAL TRAITS
-
+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma.
These adjustments replace the high elf ability score modifiers.
-
Medium size. Drow have no bonuses or penalties due to
their size.
-
A drow's base land speed is 30 feet.
-
Immunities (Ex): A drow is immune to magic sleep spells and
effects.
-
Racial Bonuses: A drow has a +2 racial bonus on saves against
enchantment spells and effects, a +2 racial bonus on Will
saves against spells and spell-like abilities, and a +2 racial
bonus on Listen, Search, and Spot checks. A drow who merely
passes within 5 feet of a secret or concealed door is entitled
to a Search check to notice it as if he were actively looking
for the door.
-
Darkvision: A drow has darkvision out to 120 feet.
-
Spell Resistance: A drow has spell resistance equal to 11 + class
level.
-
Spell-Like Abilities: A drow with an Intelligence score of 13
or higher can use the following spell-like abilities. 1/day -
dancing lights, darkness, faerie fire. Caster level equals drow's
class level.
-
Light Blindness (Ex): Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds drow for 1 round. In subsequent
rounds, the drow are dazzled as long as they remain in
the affected area.
-
Weapon Proficiency: A drow receives Martial Weapon Proficiency
(rapier), Martial Weapon Proficiency (short sword),
and Exotic Weapon Proficiency (hand crossbow) as bonus
feats.
-
Automatic Languages: Common, Elven (drow dialect), and
Undercommon. Bonus Languages: Abyssal, Aquan, Draconic,
Drow Sign Language, Gnome, Goblin, and Kuo-Toan.
-
Favored Class: Cleric (female) or wizard (male).
-
Level Adjustment: +2.
DUERGAR
Grim and determined, the duergar (or gray dwarves) lead lives of
neverending toil in the great foundry-cities they have built in
the Underdark. The gray dwarves are nearly as widespread and
numerous as the drow, and the typical duergar realm is every bit
as strong, cruel, and wealthy as a great city of the dark elves. But
while most drow cities exist to exalt the high nobility of the dark
elves, duergar cities exist only for the manufacture of wealth
through unending labor.
Duergar are sullen, insular, and industrious, but they tend to
be better neighbors than drow and are less likely to raid surface
lands or seek out victims to torment. They are the preeminent
artisans and merchants of the Underdark, and duergar caravans
cross every corner of Faerûn miles beneath the surface. The gray
dwarves are all too willing to enslave any likely creatures that
fall into their hands, but they don't waste slaves in the sort of
cruel spectacles that the drow enjoy. Instead, the duergar simply
work their captives to death.
Personality: Though gray dwarves do display the redeeming
virtues of courage and determination, they are also avaricious,
short-tempered, sullen, violent, and ungrateful. Duergar nurse
grudges until they die and never stop counting the slights (real or
imagined) that they've received. They are inclined to believe that
might makes right, so most have no pity for those who are too
weak to defend their property or themselves against a stronger
foe. Duergar are not above launching fearsome raids to garner
the gold they love so well from their weaker neighbors.
On the positive side, duergar believe in minding their own
business (so long as others don't have anything they want) and
working hard to excel at their chosen crafts. No obstacle daunts
a gray dwarf who has settled on a goal. Duergar may not display
much loyalty to anyone other than themselves, but they never
leave a job half done.
Physical Description: The typical gray dwarf stands about 4
to 4-1/2 feet tall, but her physique is lean and hard compared
with those of her shield dwarf kin. Her skin is a dull, lifeless, gray
color, and her eyes are black and cold. A male duergar doesn't
have a wisp of hair above his ears, but he may boast a short, wiry
beard of iron-gray or black hair. The typical female duergar is
likewise bald, but a few have short-cropped hair of dull black.
Relations: Duergar are universally disliked by all other
beings, including each other. They are churlish and hateful, and
they want nothing to do with other races unless they stand to
gain something from the encounter. Of the other Underdark
races, duergar find the svirfneblin and the orogs the least irritating,
since the deep gnomes and deep orcs are also outstanding
artisans who value hard work. The gray dwarves can't stand the
drow, probably because they can sense the condescension and
mockery behind dark elf courtesy. Duergar absolutely loathe
other dwarves (particularly shield dwarves) and mind flayers
because the rest of dwarvenkind abandoned Clan Duergar to
thralldom and misery under illithid rule thousands of years ago.
(At least, that's how the gray dwarves view the incident.)
Alignment: Most gray dwarves are evil, placing little value
on the lives and property of others. They are consumed by envy
of anyone better off than themselves, and they display not a
trace of pity for those who are not as fortunate. A fair number
of duergar, wanting nothing more than to be left alone, lean
toward hardhearted neutrality, but few ever become truly good.
Religion: The patron deity of the gray dwarves is Laduguer,
the dwarven deity of toil. Duergar spend little time or effort on
any sort of religious observances because they feel that the best
way to venerate their grim god is to work. Some gray dwarves
also venerate Deep Duerra, the dwarven deity of the Invisible
Art (psionics).
Language: Gray dwarves speak Dwarven and Undercommon.
They also make use of Dethek, the rune alphabet of the dwarves.
Names: Duergar favor surnames that describe the work of
which they are so justly proud. Their given names tend to be
simple and somewhat gutteral.
Male Names: Bruthwol, Horgar, Ivar, Murgol, Thangardt.
Female Names: Brilmara, Dorthis, Olga, Ulara, Weltha.
Surnames: Coalhewer, Firehand, Goldcrown, Hammerhead,
Ironthew, Steelshadow.
Adventurers: Few gray dwarves have time for such nonsense
as adventuring. However, occasionally an individual with no
stomach for a life of unceasing toil appears in duergar society.
These rare gray dwarves often find it expedient to seek out less
hostile surroundings before their fellows decide that they're not
pulling their weight. A few gray dwarf adventurers are exiles or
fugitives who were driven out of their home cities by vicious
feuds between rival clans.
Regions: Duergar rarely stray far from the cities and forges
of their youth. Therefore, most take the gray dwarf region.
DUERGAR RACIAL TRAITS
-
+2 Constitution, -4 Charisma. These adjustments replace the
hill dwarf ability score modifiers.
-
Medium size. Duergar have no bonuses or penalties due to
their size.
-
A duergar's base land speed is 20 feet. Gray dwarves can move
at this speed even when wearing medium or heavy armor or
when carrying a medium or heavy load.
-
Immunities (Ex): Gray dwarves are immune to paralysis,
phantasms, and poison.
-
Racial Bonuses: A duergar has a +2 racial bonus on saves against
spells and spell-like abilities, a +4 racial bonus on Move Silently
checks, and a +1 racial bonus on Listen and Spot checks. She
receives a +2 bonus on Appraise and Craft checks that are
related to stone or metal and a +1 racial bonus on attack rolls
against orcs (including half-orcs) and goblinoids.
-
Darkvision: A duergar has darkvision out to 120 feet.
-
Stability: A duergar gains a +4 bonus on ability checks made to
resist being bull rushed or tripped when standing on the
ground.
-
Stonecunning: This ability grants a duergar a +2 racial bonus
on Search checks made to notice unusual stonework. A gray
dwarf who merely comes within 10 feet of unusual stonework
is entitled to a Search check as if she were actively searching,
and she can use the Search skill to find stonework traps as a
rogue can. A duergar can also intuit depth, sensing her approximate
depth underground.
-
Spell-Like Abilities: 1/day - enlarge person, invisibility. Caster
level equals twice the duergar's class level (minimum 3rd
level). These abilities affect only the duergar and whatever she
carries.
-
+4 dodge bonus to Armor Class against giants.
-
Light Sensitivity (Ex): Duergar are dazzled in bright light
(such as sunlight or a daylight spell).
-
Automatic Languages: Common, Dwarven, and Undercommon.
Bonus Languages: Draconic, Giant, Goblin, Orc, and
Terran.
-
Favored Class: Fighter.
-
Level Adjustment: +1.
GLOAMINGS
Gloamings are planetouched beings descended from natives of
Toril and the Plane of Shadow. These unusual creatures are
quite uncommon in the Underdark and extremely rare in the
surface world. Most observers can easily recognize that a gloaming
is planetouched in some fashion, but few know exactly how.
Members of other races often mistake a gloaming for some sort
of tiefling.
Gloamings are compulsive travelers, so they usually remain
strangers among other races. Their curiosity often manifests as
wanderlust, and indeed most gloamings display a great drive to
explore. Different gloamings pursue different interests and
goals, so finding more than four or five of them together for a
long time is atypical.
Personality: Gloamings are curious beings who pride themselves
on their individualism. The difficult conditions in the
Underdark quickly teach them caution and the merits of working
with others. While their inquisitiveness may lead them to
choose the adventuring life, it does not make them completely
foolish risk-takers. In a similar manner, their individuality tends
to express itself in ways that do not interfere with working with
other gloamings or members of other races.
Physical Description: A gloaming is a pale-skinned humanoid
with catlike eyes and dark, furry wings. Her skin is naturally
luminescent, and she can control its glow, choosing a degree of
illumination from none to as bright as a torch. A typical gloaming
has one or more tattoos that create interesting shading effects
when her skin glows. Her eyes have slightly oval pupils and
reflect light like a cat's. This property makes them seem almost
metallic in dim light, though in ordinary light they appear gray,
green-gray, blue-gray, or violet-gray. A gloaming's wings may be
black or any deep shade of brown or gray.
Relations: Though gloamings are rampant individualists,
almost all share similar attitudes toward a few other races - in
particular the drow, the mind flayers, and the planetouched.
Gloamings harbor a deep-seated, racial hatred of the drow.
One legend holds that the drow learned how to cast the cloak of
dark power spell only after capturing, torturing, and experimenting
on many unfortunate gloamings, and the attitude of
the latter toward dark elves tends to lend credence to this tale.
Interestingly, mind flayers often leave gloamings unmolested
unless provoked. Illithids find gloaming brains unpalatable, and
experience has shown that the luminescent, winged humanoids
make poor slaves.
Gloamings are fascinated with other planetouched races, especially
genasi and tieflings. They view such beings as kindred spirits
of interplanar descent and sometimes even call them cousins.
Aside from drow, mind flayers, and planetouched, gloamings
have no universally held opinions of other races. Likewise, no
other race has had enough contact with gloamings to form widespread
opinions or prejudices.
Alignment: Gloaming philosophies and behavior run the
gamut of possibilities, but they are usually contrary to the dominant
alignment of the area. For instance, chaotic evil communities
rarely include chaotic evil gloamings, but they might have
gloamings of any other alignment. Likewise, the gloamings
who live among mostly neutral beings are generally inclined
toward extremes of behavior on both the lawful-chaotic and the
good-evil axis.
Religion: Gloamings usually spurn organized religion or any
predetermined philosophy that dictates behavior and norms.
Thus, gloaming clerics are almost nonexistent.
Language: Gloamings speak Undercommon. Most also speak
several other languages that they have learned in their travels.
Names: Like human names, gloaming names vary greatly,
and none are truly typical. Further complicating matters is the
fact that a gloaming is called one name by his parents when he
is a child, then chooses another name for himself as an adult. It's
not unusual for gloaming names to be drawn from completely
disparate cultures.
Adventurers: Adventuring gloamings are the norm rather
than the exception. The curiosity of these creatures and their
general inability to settle in any one place for long compel many
of them to take up the adventuring life. The discoveries an
adventurer makes and the uncertainty of the profession greatly
appeal to them. Though gloamings are naturally long-lived, the
urge to travel and explore comes early, so few of them live to
reach old age.
Regions: Virtually all gloamings choose the gloaming region
regardless of where they actually live. Gloamings who have
gained knowledge and experience in Toril often turn their attention
to the planes and travel there as well.
GLOAMING RACIAL TRAITS
-
-2 Strength, +2 Dexterity, -2 Wisdom, +2 Charisma. Gloamings
are lithe but not very strong. Their exotic appearance is
appealing to many, but their curiosity sometimes makes them
choose courses of action that are less than wise.
-
Outsider (Native): Gloamings are native outsiders.
-
Small size. A gloaming has a +1 size bonus to Armor Class, a
+1 size bonus on attack rolls, and a +4 size bonus on Hide
checks, but her lifting and carrying limits are three-quarters
of those of a Medium character.
-
A gloaming's base land speed is 20 feet. A gloaming also has a
fly speed of 40 feet with average maneuverability.
-
Light Blindness (Ex): Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds a gloaming for 1 round. In
addition, she takes a -1 circumstance penalty on all attack
rolls, saves, and checks while operating in bright light. Gloamings
are eligible to take the Daylight Adaptation feat.
-
Shadow Spells: Gloamings have a racial predilection for
shadow-based spells. They cast illusion (shadow) spells at +1
caster level.
-
Racial Bonuses: A gloaming has a +2 racial bonus on saves
against illusion (shadow) spells or effects and a +4 racial bonus
on saves against psionic abilities, such as those possessed by
mind flayers or yuan-ti. She also gains a +4 racial bonus on
Move Silently checks.
-
Low-Light Vision: A gloaming can see twice as far as a human
in starlight, moonlight, torchlight, or similar conditions of
poor illumination. She retains the ability to distinguish color
and detail under these conditions.
-
Luminescence (Ex): As a standard action, a gloaming can make
her skin provide illumination equal to that produced by any
light source up to and including a torch, or she can mute the
glow altogether. A gloaming's luminescence lasts until she
chooses to change it. When a gloaming dies, her luminescence
fades to nothing over the course of 10 minutes.
-
A gloaming has Portal Sensitive as a bonus feat.
-
Automatic Language: Undercommon. Bonus Languages: By
character region.
-
Favored Class: Sorcerer.
-
Level Adjustment: +2.
GRIMLOCKS
Once grimlocks were much like other humanoid races and could
see the world around them. But after millennia of living in total
darkness, they lost their sight and found other, blunter methods
for sensing their environment. Blind but not unseeing, evil but
not unfeeling, grimlocks understand the world in a way that
other humanoids cannot.
Although grimlocks prefer to keep to themselves, their isolation
is often broken when mind flayers raid their packs for slave
fodder or, as more often happens, their mushroom fields are
razed and their water cisterns are drained by drow. Starving and
desperate, the grimlocks are then forced to raid upperworld communities
for the means to survive.
Personality: Grimlocks are direct in all their dealings, never
beating around the bush. They are deeply suspicious of other
races - sometimes violently so. But while grimlocks are prone to
snap judgments, most can change their minds readily enough if
presented with situations that warrant reconsideration, even in
matters of racial enmity. Grimlocks care more for their own
skins than they do for any principle, cause, or individual, except
for those with whom they have hunt-bonded.
A hunt-bond is a vow of mutual respect and protection.
Every grimlock forms such a bond with at least one other creature
(usually another grimlock). A grimlock considers a huntbonded
companion a close friend, and she protects that
individual's life as if it were her own.
Grimlocks appreciate beauty, but not the visual beauty that
other creatures can sense. A grimlock's heightened senses allow
him to appreciate forms, subtle vibrations in the earth, and
poetry. Like their personalities, the sculpture, music, and poetry
created by grimlocks tend to seem blunt, immediate, and raw.
Physical Description: A grimlock appears human in silhouette,
but full light reveals him as a subterranean creature whose
ancestors have been accustomed to darkness for generations
uncounted. His skin is gray, slightly scaled, and usually scarred
from unending hunts through constricted passages. A grimlock
who has been afforded special status by his pack may also have
decorative designs scarred into his hide. The single most startling
grimlock feature is the complete absence of eyes and eye sockets.
Blank skin stretches across a grimlock's upper face, giving him a
shadowed, masked visage. A muscular grimlock male or female
stands between 5 and 5-1/2 feet in height and weighs around
180 pounds.
Grimlocks wear little in the way of clothing or armor - their
skins are protection enough. However, they do sport tanned
leather belts, harnesses, and decorative bracers.
Relations: Grimlocks harbor intense distrust and hostility
toward any race other than their own. Fed on by mind flayers,
forced into slavery by both drow and illithids, and subjected
to aboleth plots of exceptional depravity, grimlocks quite reasonably
react xenophobically to other races. However, any grimlock
who wishes to venture away from his pack must overcome
these xenophobic leanings and learn to see each individual as
a potential pack member, as opposed to a racial enemy that
must be slain. A few adventuring grimlocks have achieved such
mental equilibrium, though it must be reinforced through daily
meditation to prevent instinct from taking over.
Alignment: Although upperworlders regard all grimlocks as
evil, many are actually neutral, concerned mostly with themselves
and their own survival. They see themselves and their
people as desperate survivors on the run, so they rationalize any
evils they do as necessary for their own continued existence.
Religion: Certain groups of grimlocks venerate individual
medusas as if the latter were minor deities. The gaze power of
such creatures is beyond the grimlock's ability to understand, so
it seems divine to them. More enlightened grimlocks tend to
worship Shar.
Language: Grimlocks speak a dialect of Terran and Undercommon.
Those who venture beyond their immediate packs
often choose to learn other languages of the Underdark as well.
Some learn Abyssal and other evil tongues to gain power for
themselves by making sinister deals.
Names: Grimlocks prefer to name their young after natural
elements of the underground environment. Each grimlock has a
personal name and a pack name.
Male Names: Hard Stone, Jagged Rock, Cliff Face, Cold
Water, Tunnel Runner, Heat Bringer, Stone Biter.
Female Names: Diamond Hand, Silk Cry, Smooth Pebble,
Lake Wader, Life Tender, Sigh Minder.
Pack Names: Runners, Singers, Leapers, Scalers, Climbers.
Adventurers: Grimlocks are intimately familiar with their
bounded world of rock, deep pools, chasms, and fissures. Adventuring
grimlocks often find considerable profit in waylaying
Underdark trade caravans, looting the ruins of civilizations past,
and taking on assignments for drow or mind flayer patrons.
Grimlocks who choose to move beyond the confines of their own
packs usually find the cultural shock overwhelming at first, but
still oddly gratifying in its strangeness.
Regions: Many wild grimlocks are born in an extended series
of caves that they call Fingerhome. These caverns extend
throughout the upper, middle, and lower Underdark. Most grimlocks
choose the grimlock region, but a scant few choose to live
among surface races, so they choose the regions in which their
comrades live instead.
GRIMLOCK RACIAL TRAITS
-
+4 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -4
Charisma. Grimlocks are strong, quick, and tough, but they
tend to be weak on interaction and leadership.
-
Medium size. Grimlocks have no bonuses or penalties due to
their size.
-
A grimlock's base land speed is 30 feet.
-
Immunities (Ex): Grimlocks are immune to gaze attacks, visual
effects, illusions, and other attack forms that rely on sight.
-
Blindsight (Ex): A grimlock can ascertain all foes within 40
feet as a sighted creature would. Beyond that range, it treats
all targets as totally concealed (see Concealment in the
Player's Handbook). Grimlocks are susceptible to sound- and
scent-based attacks, and they are affected normally by loud
noises, sonic spells (such as ghost sound or silence), and overpowering
odors (such as stinking cloud or incense-heavy air).
Negating a grimlock's sense of smell or hearing negates his
blindsight, but he functions as though he had the Blind-Fight
feat. If both smell and hearing are negated, the grimlock is
effectively blinded.
-
Scent (Ex): Grimlocks can detect opponents within 30 feet by
scent. Exact location is not revealed unless the opponent is
within 5 feet. A grimlock can take a move action to note the
general direction of an opponent he has detected by scent.
-
Natural Armor Bonus (Ex): A grimlock has a +4 natural armor
bonus to Armor Class because of his thick and scaly skin.
-
Racial Bonuses: A grimlock gains a +10 racial bonus on Hide
checks when in the mountains or underground. His dull gray
skin helps him hide in his native terrain.
-
Racial Hit Dice: A grimlock character begins with two levels
of monstrous humanoid, which provide 2d8 Hit Dice, a base
attack bonus of +2, and base saving throw bonuses of Fort +0,
Ref +3, and Will +3.
-
Racial Skills: A grimlock's monstrous humanoid levels give
him skill points equal to 5 × (2 + Int modifier). His class skills
are Climb, Hide, Listen, and Spot.
-
Racial Feats: A grimlock character has Martial Weapon Proficiency
(battleaxe) as a bonus feat. In addition, his monstrous
humanoid levels give him one feat.
-
Automatic Languages: Common and Undercommon. Bonus
Languages: By character region.
-
Favored Class: Barbarian.
-
Level Adjustment: +2.
KUO-TOAS
Kuo-toas are theocratic fishfolk who dwell in the deep seas and
lakes of the Underdark. The clerics of Blibdoolpoolp, called
whips, exercise iron control over the population. Second in status
to the clerics are the monks, who are known as monitors.
Much of kuo-toan life and society focuses on religion. The
church forms the center of every community, both physically
and metaphysically. Each kuo-toa city is ruled by a Sunken Council -
a group of nine high-level clerics who direct the citizens in
their religious observances. Larger kuo-toa settlements usually
have ornate churches that sponsor frequent celebrations in
honor of their mad deity, whom they call the Sea Mother. A
smaller enclave might have only a simple shrine and periodic
visits from a low-level priest.
Kuo-toas spend much of their leisure time in the spawning
pools. Young kuo-toa hatch in these sheltered pools and spend
their first year of life there. Only after their amphibian qualities
fully develop can they leave the pools to become full-fledged
members of kuo-toan society.
Personality: Kuo-toas view everyone with suspicion; in fact,
they often report real or alleged transgressions of even their own
family members to the community cleric. Justice (or at least
trial, sentencing, and punishment) follows swiftly.
Kuo-toas have a well-deserved reputation for dealing duplicitously
with other races, though the drow are a notable exception
to this rule. The typical kuo-toa has no scruples about betraying
a trust if he feels that doing so is in his best interests and not apt
to produce unwanted repercussions.
Physical Description: A kuo-toa sports fine scales of varying
pigmentation. The color varies with his mood, ranging from
dark red when he is angry to white when he is frightened. A kuo-toa's
body is shaped like that of a short, pudgy human, but his
slender arms and legs end in broad hands and distended feet that
resemble flippers. The air around a kuo-toa carries a faint odor
of rotting fish. This scent is natural but can be enhanced by
piscine perfumes of kuo-toan manufacture.
Relations: The kuo-toas maintain friendly relations with the
drow. Sometime in the far past, after the conflict of Sorath-Nu-Sum, the
kuo-toan clergy issued edicts naming all drow as
honorary kuo-toas and welcoming them into kuo-toan settlements.
The only portions of a kuo-toan settlement where drow
are forbidden are the church and the spawning pools. The kuo-toas
also tolerate the servants, slaves, and allies of the drow,
giving them the same level of access as they do the dark elves.
Exactly what prompted this expansive gesture remains a mystery,
but many drow and kuo-toa communities have since established
mutually beneficial trading practices, and mixed
settlements are not unusual.
Kuo-toas and drow share a common hatred of the svirfneblin,
and the two races frequently band together to hunt deep
gnomes. Victorious raiding parties offer svirfneblin prisoners to
the kuo-toan church for sacrifice.
Alignment: Upperworlders generally perceive kuo-toas as evil
and loathsome, and this assessment is not an unfair representation
of the Sea Mother's bloodthirsty clerics and monks. Common kuo-toas,
however, generally lack the cruelty and zeal of the theocratic
and noble classes. Such kuo-toas often follow neutral (and occasionally
even good) philosophies, forming a nonvocal majority in
most kuo-toan settlements. Because of the repressive theocracy
under which they live, nonevil kuo-toas usually remain silent, lest
their attitudes get them sacrificed to the Sea Mother.
Religion: Kuo-toa clergy are quick to root out and censure
anyone or anything they perceive as a threat. Because of the swift
and arbitrary punishments meted out by the whips, the average
kuo-toa follows the rituals of Blibdoolpoolp and fulfills the expectations
of the clergy, whether or not he feels especially pious.
The current edicts of the high priests state that Blibdoolpoolp
demands frequent sacrifices, which must be drowned in special
sacrificial pools. If the clergy feel especially benevolent, they use
prisoners or slaves (often svirfneblin) to fulfill this requirement.
If the clerics perceive their flock as less than fervent in devotion,
however, each sacrifice includes one or more kuo-toa parishioners.
Drow are never sacrificed to Blibdoolpoolp, and the
servants and slaves of the drow are usually spared as well.
Language: Kuo-toas speak Kuo-Toan, Undercommon, and
Aquan. Those who live in mixed communities with drow often
speak Elven as well.
Names: Kuo-toan given names usually mimic rushing or
dripping water in sound. Surnames are descriptive words or
phrases, often religious in nature.
Male Names: Drapood, Jopaarg, Oomkaan, Moolowik, Nilbool,
Poolidib, Poolp, Prin, Pripp, Prirr, Rripp, Rropp, Urlurg,
Vuoor.
Female Names: Bibble, Bilpl, Bilpli, Blipool, Lill, Lilli, Pliil,
Pliili, Uustra.
Surnames: Chosen, Devout, Goddessgifted, Goodhunter,
Holy, Motherblessed, Seachild, Seakin, Undrowned.
Adventurers: Kuo-toan society provides ample reasons for any
nonconformist kuo-toa to adopt the adventuring life and travel
far away from the areas controlled by the Sea Mother's clergy.
Unfortunately, kuo-toas typically face prejudice from every other
race except drow. As a result, they often join mixed-race adventuring
groups, hoping that the diversity will encourage acceptance.
Adventuring kuo-toas often make pilgrimages back home
on an annual basis to partake of the spawning pools.
Regions: Kuo-toas live in the upper and middle Underdark.
Virtually all of them choose the kuo-toa region, though the few
kuo-toas who venture to the surface are free to choose the
regions in which they dwell.
KUO-TOA RACIAL TRAITS
-
+2 Strength, +2 Constitution, +2 Intelligence, +4 Wisdom, -2
Charisma. Kuo-toas are strong, hardy, and wise, but they have
a sinister reputation.
-
Medium size. Kuo-toas have no bonuses or penalties due to
their size.
-
A Kuo-toa's base land speed is 20 feet. A kuo-toa also has a
swim speed of 50 feet.
-
Lightning Bolt (Su): Two or more kuo-toa clerics (whips) operating
together can generate a stroke of lightning every 1d4
rounds. The whips must join hands to launch the bolt but need
only remain within 30 feet of one another while it builds. The
resulting lightning bolt deals 1d6 points of damage per whip,
but a successful Reflex save halves this amount (DC 11 + highest
Wisdom modifier among the participating whips + number
of whips).
-
Adhesive (Ex): A kuo-toa uses his own body oil and other
materials to give his shield a finish almost like flypaper, capable
of holding fast any creatures or items that touch it. Any
creature that makes an unsuccessful melee attack against a
kuo-toa must succeed on a Reflex save (DC 11 + kuo-toa's Con
modifier), or the weapon sticks to the shield and is yanked out
of its wielder's grip. A creature using a natural weapon is automatically
grappled if it gets stuck. A kuo-toa requires one hour
and special materials costing 20 gp to coat a shield with adhesive,
but the secretion remains sticky for up to three days, or
until it actually catches something or someone, whichever
comes first. Successfully trapping a creature or item uses up
the adhesive, so the shield can trap no further creatures or
items until its coating is replenished. Pulling a stuck weapon
or limb from a shield requires a DC 20 Strength check.
-
Electricity Resistance 10 (Ex): Kuo-toas are naturally resistant
to electricity.
-
Immunities (Ex): A kuo-toa is immune to poison and paralysis.
-
Keen Sight (Ex): A kuo-toa has excellent vision, thanks to his
two independently focusing eyes. His eyesight is so keen that
he can spot a moving object or creature even if it is invisible
or ethereal. Only by remaining perfectly still can such objects
or creatures avoid a kuo-toa's notice.
-
Slippery (Ex): A kuo-toa secretes an oily film that makes him
difficult to grapple or snare. Webs (magic or otherwise) don't
affect kuo-toas, and they usually can wriggle free from most
other forms of confinement.
-
Light Blindness (Ex): Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds a kuo-toa for 1 round. In
addition, he takes a -1 circumstance penalty on all attack
rolls, saves, and checks while operating in bright light.
-
Amphibious (Ex): Kuo-toas can breathe both air and water
without difficulty and are capable of surviving indefinitely in
either environment.
-
Natural Armor Bonus (Ex): A kuo-toa has a +6 natural armor
bonus to Armor Class because of his scaly skin.
-
Racial Bonuses: A kuo-toa has a +8 racial bonus on Escape
Artist checks and a +4 racial bonus on Search and Spot checks.
-
Weapon Familiarity: A kuo-toa may treat pincer staffs as martial weapons
rather than exotic weapons.
-
Racial Hit Dice: A kuo-toa character begins with two levels of
monstrous humanoid, which provide 2d8 Hit Dice, a base
attack bonus of +2, and base saving throw bonuses of Fort +0,
Ref +3, and Will +3.
-
Racial Skills: A kuo-toa's monstrous humanoid levels give him
skill points equal to 5 × (2 + Int modifier). His class skills are
Craft (any), Escape Artist, Knowledge (any), Listen, Move
Silently, Search, and Spot.
-
Racial Feats: A kuo-toa's monstrous humanoid levels give him
one feat.
-
Automatic Languages: Kuo-Toan, Undercommon, and Aquan.
Bonus Languages: Common, Dwarven, Elven, and Serusan (or
by character region).
-
Favored Class: Rogue.
-
Level Adjustment: +3.
SLYTHS
Thought by some to be genasi descended from human pairings
with earth and water elementals, slyths are humanoid shapechangers
found in small numbers throughout the Underdark.
Another theory traces their origin to aboleth experimentation
with humans and derro, while one ancient legend holds that
slyths were actually created by Shar, who shaped a gelatinous
cube into a humanoid and then breathed life into it. Still another
myth tells the same tale but maintains that Chauntea created
the slyths to tend the deep places of the earth.
Although their origins remain a mystery, slyths care deeply
for the world of the Underdark and work to ensure that the
many races and species that occupy it do not defile it. Slyths are
few in number but strong in influence. They live long and make
their presence felt in many ways.
Personality: Slyths view themselves as the custodians and
caretakers of the Underdark. At peace with the natural world,
they consider it their duty to help others interact harmoniously
with the environment.
Because they maintain amicable relationships with most
races, slyths are welcome almost anywhere. In peaceful communities,
they offer advice on animal husbandry, food cultivation,
or foraging. In conflict-threatened areas, they often act as arbiters.
When feuding and raiding erupt into actual warfare, however,
the slyths refuse to take sides - they simply leave. In times of
open conflict, the slyths retreat to faraway niches that are difficult,
if not impossible, for anyone without their alternate form
to find.
Physical Description: In her humanoid form, a slyth appears
as a bald human, slightly taller than average, with softer and
more rounded features. Her skin tones can vary in color, but
brown hues are the most common. The slyth's real form is that
of an amorphous, oozelike creature whose body is midway
between a solid and a liquid. In this shape, she resembles a puddle
of syrup, mud, or oil.
Relations: In general, slyths get along well with almost all the
humanoid and monstrous humanoid races, especially svirfneblin
and orogs. Aboleths and illithids raise the ire of the slyths; in
fact, the latter have been known to go out of their way to avoid
mind flayer settlements.
Alignment: Slyths unequivocally favor neutrality. No member
of any other race has ever encountered a slyth that wasn't neutral.
Perhaps this predilection for neutrality indicates that slyths are
somehow part of nature's own essence, or perhaps it results from
their breeding or environment. Darker rumors speculate that
slyth children who incline toward obdurate alignment extremes
are abandoned, and few, if any, survive.
Religion: The deep spirituality of the slyths usually manifests
itself in the worship of one of Faerûn's gods. Chauntea, the Earth
Mother, is popular among slyths with good tendencies, and Shar
is the deity of choice for those with evil tendencies.
Language: Slyths speak Common and Undercommon. Most
speak at least one other elemental, humanoid, or monstrous
humanoid language, although many powerful slyths supplement
their linguistic expertise with magic, such as a helm of
comprehend languages or potions of tongues.
Names: Slyth names reflect their interest in nature. First
names are often onomatopoeic, resembling natural sounds of the
Underdark. A typical surname is a compound word that unifies
two aspects of the natural world.
Male Names: Drypp, Garock, Glythum, Ploawp, Rumble.
Female Names: Ffflla, Mrrwa, Ploosh, Scritch, Shooh.
Surnames: Deepflight, Glowstone, Mushroomlake, Rockridge,
Rockriver, Silentcave, Swiftlight.
Adventurers: Because slyth families typically settle in an area
and become its keepers, slyths who take up classes usually become
druids or rangers. Even slyth commoners or warriors devote
themselves to the study of animal husbandry and try to learn
more about nature. Eventually, these classed slyths leave the
community, seeking other areas that have greater need. Sometimes
a slyth travels and explores for many years before finding
a place that seems suited to her.
Regions: The slyths live in all levels of the Underdark, though
only in the lower Underdark is the population large enough to
warrant permanent settlements. Virtually all slyths choose the
slyth region.
SLYTH RACIAL TRAITS
-
-2 Strength, +2 Dexterity, +2 Wisdom. Slyths are wise in the
ways of nature and reasonably agile, but their amorphous
forms are not especially strong.
-
Medium size. Slyths have no bonuses or penalties due to size.
-
A slyth's base land speed is 30 feet. A slyth in amorphous
form (see below) has a swim speed of 30 feet.
-
Alternate Form (Su): As a standard action, a slyth can change
shape, assuming an amorphous form. Any equipment the slyth is
wearing or carrying transforms to become part of this new form.
Material armor (including natural armor) becomes worthless,
though the slyth's Dexterity bonus, deflection bonus, and any
armor bonuses from force effects (for example, from the mage
armor spell) still apply. In her amorphous form, she cannot be
flanked or stunned and she is immune to critical hits, but she
can't attack or cast spells with verbal, somatic, material, or focus
components. (This limitation does not rule out spells that the
slyth may have prepared using the metamagic feats Eschew
Materials, Silent Spell, and Still Spell.) The slyth loses all other
supernatural abilities while in amorphous form, and her magic
items cease functioning. Her amorphous form is nearly fluid and
boneless, enabling her to pass through holes or narrow openings
as small as 2 inches in diameter. Resuming her normal form is a
full-round action that does not provoke an attack of opportunity.
A slyth can remain in amorphous form for up to 10 minutes per
class level, but after resuming her normal form she cannot
change again for as long as she spent in amorphous form.
-
Water Breathing (Ex): A slyth can breathe underwater
indefinitely.
-
Immunities (Ex): Because of their shapechanging abilities,
slyths are immune to polymorphing and poison.
-
Resistances (Ex): A slyth has sonic resistance 5.
-
Racial Bonuses: A slyth has a +4 racial bonus on Disguise,
Escape Artist, and Survival checks.
-
Weapon Familiarity: A slyth may treat flutter blades as martial weapons
rather than exotic weapons.
-
Automatic Languages: Common and Undercommon. Bonus
Languages: Aquan, Elven, Gnome, and Terran (or by character
region).
-
Favored Class: Druid.
-
Level Adjustment: +2.
SVIRFNEBLIN
Silent and wary, the svirfneblin (or deep gnomes) dwell in mines
and caverns far beneath the surface of the world. While the rock
gnomes of the Lands Above are known for their boundless optimism
and cheerful mischief, the deep gnomes are suspicious and
serious creatures. Their holdings are hidden from the predatory
races that share the Underdark with them because only caution,
stealth, and cooperation with others of their kind stand between
the svirfneblin and a terrible end.
Svirfneblin are master artisans, miners, and gemcutters.
Their handiwork is prized throughout the Realms Below, and the
boldest deep gnomes are welcomed as neutral merchants among
many Underdark races. They make superior guides, scouts, and
foragers because they often know passages and portals long lost
to other races, and few can match the stealth or cunning of
svirfneblin rangers watching over their own territory.
Personality: Deep gnomes are suspicious and slow to give
their trust. They have little desire to meet new people, so most
deep gnomes appear grim, sullen, and pessimistic to others.
Anyone who takes the considerable trouble to befriend a
svirfneblin, however, usually finds him to be a loyal and
unflinching comrade whose pragmatic outlook is balanced by a
wry, self-deprecating wit.
Svirfneblin admire well-wrought metalwork and weapons, but
they love the beauty of gemstones with a passion that seems
impossible for creatures with such dour personalities. They are
diligent, industrious, and tireless in the pursuit of excellence. Deep
gnomes believe that anything worth doing is worth doing well, no
matter how long it takes or how difficult it turns out to be.
Physical Description: A deep gnome stands between 3 and
3-1/2 feet tall and weighs between 40 and 45 pounds. He is wiry
and lean, with a body as hard as a slab of stone. His skin may be
either mottled gray or dun-colored (a good match for the rock
around his home), and his eyes are either dark gray or black. A
female svirfneblin has hair the same color as her eyes, but a male
is entirely bald and beardless.
Relations: Deep gnomes are deeply suspicious of all other
races, particularly drow and kuo-toas. To a svirfneblin, a stranger
is an enemy, and the best way to deal with enemies is to avoid
them completely. Deep gnomes are most accepting of gloamings
and slyths, since these folk rarely threaten them. But they deal
very cautiously with grimlocks and orogs, having learned that
members of these races are all too willing to plunder others who
are too weak to defend themselves. Svirfneblin traders take care
to meet with merchants of other races in neutral caverns that
feature plenty of potential exits, in case a deal goes sour.
Alignment: Svirfneblin believe that their survival depends on
avoiding entanglements with other races, so they strongly favor
neutral alignments. While they rarely wish others ill, neither are
they especially willing to take risks on behalf of others.
Religion: Like most other gnomes, the svirfneblin venerate
the gnome pantheon. Their special patron is Callarduran
Smoothhands, the Master of Stone.
Language: Svirfneblin speak Gnome and Undercommon.
Those who have reason to deal with outsiders often learn Aquan,
Common, Dwarven, Elven, or Kuo-Toan as well.
Names: Svirfneblin given names sound somewhat gutteral
but are much simpler than the names adopted by their cousins in
the Lands Above. Svirfneblin surnames are descriptive and often
have to do with gems or stonework.
Male Names: Belwar, Kronthud, Durthmeck, Schneltheck,
Thulwar, Walschud.
Female Names: Beliss, Durthee, Ivridda, Lulthiss, Schnella,
Thulmarra.
Surnames: Gemcutter, Ironfoot, Rockhewer, Seamfinder,
Stonecutter.
Adventurers: While most svirfneblin have little use for
adventuring, they are without a doubt the best guides, scouts,
and pathfinders in the Underdark. Quick, clever, and stealthy,
svirfneblin have an uncanny knack for finding their way
through the bleak maze of the Underdark and avoiding dangerous
encounters along the way. A few svirfneblin find their
way into the adventuring life by serving as guides for parties
composed of other races.
Regions: Svirfneblin normally choose the deep gnome region.
SVIRFNEBLIN RACIAL TRAITS
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-2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These
adjustments replace the rock gnome ability score modifiers.
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Small size. A svirfneblin has a +1 bonus to Armor Class, a +1
bonus on attack rolls, and a +4 bonus on Hide checks, but his
lifting and carrying limits are three-quarters of those of a
Medium character.
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A svirfneblin's base land speed is 20 feet.
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Darkvision: A svirfneblin has darkvision out to 120 feet.
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Racial Bonuses: A svirfneblin has a +2 racial bonus on all
saving throws, a +2 racial bonus on saving throws against illusions,
a +1 racial bonus on attack rolls against kobolds and goblinoids,
and a +2 racial bonus on Craft (alchemy) and Listen
checks. He also receives a +2 racial bonus on Hide checks,
which improves to +4 in underground environments.
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+4 dodge bonus to Armor Class against all creatures.
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Spell Resistance: A svirfneblin has spell resistance equal to 11
+ class level.
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Stonecunning: This ability grants a svirfneblin a +2 racial
bonus on Search checks made to notice unusual stonework. A
deep gnome who merely comes within 10 feet of unusual
stonework is entitled to a Search check as if he were actively
searching, and he can use the Search skill to find stonework
traps as a rogue can. A svirfneblin can also intuit depth, sensing
her approximate depth underground.
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Spell-Like Abilities: 1/day - blindness/deafness, blur, disguise
self. Caster level equals the svirfneblin's class level. The save
DC is Charisma-based but includes a +4 racial modifier.
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Nondetection (Su): A svirfneblin continuously radiates a nondetection
effect as the spell (caster level equals the
svirfneblin's class level).
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Add +1 to the Difficulty Class for all saving throws against
illusion spells cast by svirfneblin.
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Weapon Familiarity: Svirfneblin may treat gnome hooked
hammers as martial weapons rather than exotic weapons.
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Automatic Languages: Common, Gnome, Undercommon.
Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, and
Terran. In addition, a svirfneblin can use speak with animals
as a spell-like ability once per day to speak with a burrowing
mammal (caster level 1st, regardless of the svirfneblin's
actual character level).
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Favored Class: Rogue.
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Level Adjustment: +3.
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