Conversion to D&D v3.5 by Cristian Simons
WHEN THE WORLD WAS RULED BY ANIMALS , the fastest stallion that ever galloped coupled with the strongest mare in the land. The pair soon drew the notice of the Powers of the Outer Planes, for the Powers knew that the pair’s f oal would be greater than any other steed that had lived. Each of the Powers wanted it, hoping to breed the foal and have its descendants bound to the essence of its Plane. The stallion remained vigilant over his pregnant mate, so ambassadors were sent, one from each of the Outer Planes, to offer a great gift and convince the sire to give up the foal at its birth. The ambassador from Mount elestia brought a bushel of the finest grain from bountiful fields. Elysium offered the foal’s weight in gold. The !rborean had composed epic verse to celebrate the birth, while the ambassador from Mechanus displayed a masterful statue of the two horses. ! visitor from "imbo lifted a wondrous eli#ir in a glass, as the representative of the $ray %aste sought to bribe the pair with rotten meats clutched in its claws. &rom the !byss came the promise to slay all the stallion’s rivals. 'aator sneered at the others, calling their offerings petty and unworthy. (t promised the foal great station and power. Only the ambassador from the Outlands had nothing to offer) it remained apart from the others and watched. *ow the stallion was proud, and he ignored the mare’s desire to accept the offerings from the +pper Planes in return for their foal. e told all the ambassadors to return with even greater offerings that he might then decide among them.
This declaration angered the ambassadors. The evil Powers conspired to take the foal, and the good Powers worried how they might protect the a nimals and still earn the foal. The Powers of the Outlands saw the upcoming conflict and found if unacceptable, so they used their abilities to ensure balance by splitting the unborn foal’s spirit nine ways, allotting to each Power a foal of its own and leaving the original foal to its parents. Thus, all the ambassadors were satisfied and returned to their native Plane. The arrogant stallion received nothing, and the mare was content to keep her offspring. --Thus were the euars of the nine Outer Planes created from a single Prime Plane foal. %hile other horse/like deni0ens of the Outer Planes 1such as the nightmare2 roam the multiverse, the euar is the steed that most often finds itself a part of the deeds of mortals. *ot only a knight or paladin but also any character in your campaign might win one of these mounts as his or her own. The euar is a horse/like species native to the Outer Planes. *ine different breeds of euar have been recorded, and from time to time they are summoned to the Prime Material Plane to act as steeds and helpers to powerful individuals. !n euar’s appearance and demeanor vary from type to type. Each is strongly aligned to the same ethos as its native plane. !n euar can speak the ommon tongue, its alignment language, and by means of the spell that summons it forth, the same racial language as the caster. The spell to summon these creatures creates a pact between a rider 1who need not be the caster2 and the euar. Each promises to look after the welfare of the other. The euar agrees to aid the rider, who in turn pledges to provide the uniue food the euar craves while upon the plane. ! lesser and greater euar are actually the same creature) the term designates how fully the creature e#ists on the Prime Material Plane. ! lesser euar still has some of its essence upon its home plane, while the greater euar has been wholly con3ured. Thus, any euar encountered upon its home plane is a greater euar. 4iding an euar has its dangers. 5hould the steed be dispelled through magic or circumstance, it immediately gallops to its home plane6with the unfortunate rider still in the saddle. !lso, a rider who has proved to be the ideal of the alignment of the euar might unwittingly convince the creature that he deserves to be taken back to the euar’s home plane. ! protection from evil7good spell or euivalent effect prevents the euar from carrying the rider off/plane.
Equar Lesser Size/Type: "arge Outsider 1alignment, E#traplanar, Euar2 Hit Die: 8d9:;9 1<= hp2) aster "evel >th I!itiati"e: :A Spee#: =B ft. 1;B suares2 Ar$%r &'ass: ;@ 1/; si0e, :A Ce#, :8 natural2, touch ;;, flat/footed ;=
Greater "arge Outsider 1alignment, E#traplanar, Euar2 >d9:?8 1@8 hp2) aster "evel ;Ath :8 8B ft. 1;A suares2 ;> 1/; si0e, :A Ce#, :9 natural2, touch ;;, flat/footed ;@
Base Atta(/Grapp'e: Atta(: )u'' Atta(: Spae/Rea*: Speia' Atta(s: Speia' +ua'ities:
:87:;<
:>7:;9
oof :> melee 1;d9:<2 A hooves :> melee 1;d9:<2 ;B ft.7= ft.
oof :;? melee 1;d9:=2 A hooves :;? melee 1;d9:=2 ;B ft.7= ft.
5ee bellow Camage reduction ;B7magic, darkvision 8B ft., immunity to petrification, disease, poison and all mind/affecting effects 1charms, compulsions, phantasms, patterns, and morale effects2, low/light vision, scent, additionally see bellow
5ee bellow Camage reduction ;B7magic, darkvision 8B ft., immunity to petrification, disease, poison and all mind/affecting effects 1charms, compulsions, phantasms, patterns, and morale effects2, low/ light vision, scent, spell resistance ;=, additionally see bellow &ort :;B, 4ef :9, %ill :9
Sa"es: &ort :9, 4ef :@, %ill :8 A,i'ities: 5tr ;9, Ce# ;=, on ;8, (nt ;?, %is ;?, ha ;A S(i''s: oncentration :;A, Ciplomacy :;A, Dump A; 1:A= with running start2, "isten :;A, 5earch :;B, 5ense Motive :;B, 5pot :;A, 5urvival :;B 1:;A on other planes and following tracks2, additionally see bellow
La!-ua-es: ommon, Plane of Origin, 4ider’s main "anguage )eats: !lertness, Endurance, 4un E!"ir%!$e!t: !ny 1Original Plane2 Or-a!izati%!: 5olitary, pair or heard 1?/92 &*a''e!-e Rati!-: < Treasure: *one A'i-!$e!t: Faries 1see bellow2
5tr AB, Ce# ;=, on ;9, (nt ;=, %is ;<, ha ;< oncentration :;8, Ciplomacy :;8, Dump A> 1:?? with running start2, nowledge 1the planes2 :;<, "isten :;8, 5earch :;<, 5ense Motive :;<, 5pot :;8, 5urvival :;< 1:;8 on other planes and following tracks2, additionally see bellow ommon, Plane of Origin, 4ider’s main "anguage, 4ider’s secondary language !lertness, Endurance, (mproved (nitiative, 4un !ny 1Original Plane2 5olitary 8 *one Faries 1see bellow2
Ha,itat/S%iety: Euars tend to travel the wide open areas on their native plane. They roam in small herds of no more than ten, lead by the strongest stallion. "awful euars mate for life. ! foal is born only once every AB years and reuires si# months of parental care as it learns to gallop and use its special abilities. !n euar has a life span of about ;BB years. More powerful deni0ens of the Planes often seek out an euar to use as a steed. *ot always is the creature willing to accept the rider. Often, in the case of the "ower Planes, a fiend captures and subdues an euar. 'ards of many Planes tell of incidents in which a summoned euar was thus accidentally released from such service and then pursued to the Prime Material Plane by the infernal deni0en. E%'%-y: On their native plane, euars gra0e on the natural plant life, though the evil euars also hunt for meat. "ike the horses they resemble, an euar consumes a great deal to keep up its stamina. Only on the Prime Material Plane are the creatures eating habits e#treme and they reuire such special diets as gold or poison to maintain their magical link to their home plane.
&%$,at: Euars can act as warhorses. !ll can be fierce in battle, attacking with their front hooves. reatures of opposing alignment are always attacked first. !n euar can gallop ba ck to its home plane at will, but it might well take any rider with it, as mentioned above. Each euar has an innate weakness as detailed in each individual’s description. The special vulnerability may not be known by its summoner) after all, such beasts rarely mention their weaknesses to anyone, even a well/known and respected individual. 5ome arcane tomes that contain the spell to summon the beasts might offer a hint. The more obvious weaknesses though, such as those of th e trothspyre and charnalbalk, soon become apparent to a rider.
&arryi!- &apaity: ! light load for a lesser euar is up to ?BB pounds) a medium load, ?B;/8BB pounds) and a heavy load, 8B;/>BB pounds. &or a greater euar the limits are up to ?>> pounds) a medium load, 9 pounds) and a heavy load, @>>/;.ABB pounds.
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Tr%t*spyre G "awful $ood "arge Outsider 1"awfull, $ood, E#traplanar, Euar2 The noble trothspyre is summoned from the verdant plains of Mount elestia. 5ome sages have marked the resemblance between the trothspyre and the unicorn. (ndeed, when seen from a distance, the two might be confused) but a trothspyre is markedly different from a unicorn, with crystalline hooves and a twisted horn rising from its brow. 5ome sages have commented that the horn is actually a symbol for the word HtruthI in an archaic language. Evil creatures tend to avert their eyes, if possible, from the sight of the horn.
Diet: The trothspyre eats only the most fine and rare of grains, which must have been blessed by a lawful good priest) each such meal costs at least =B gp. The creature will starve itself rather than eat mundane grains. The trothspyre must also spend at least four hours drinking in the sunlight every day to be sated. The trothspyre goes no more than two days without such a light/drinking before it views the pact with its ride null and void. S(i'': Cue to the healing nature of the lesser trothspyres, they have the eal skill at :;B 1:;< for the greater trothspyres2 Speia' A,i'ities .Su: (nstead of trampling with its hooves, a trothspyre can impale an enemy upon its sharp horn, delivering a :>7;d9:8 attack 1:;?7;d9:@ for a greater trothspyre2. !ny form
of undead and any chaotic evil creature suffer additional Ad8 damage from the trothspyre’s horn attack. ! trothspyre can use detect alignment at will by touching an individual with its horn. (n addition to all common euar abilities, the trothspyre has the following spell/like abilitiesJ
Lesser .Sp: ! trothspyre can cast discern lies and protection from evil twice per day and can seal wounds with a touch of its horn. This action heals only ; hp of damage, but the wound stops bleeding, even if the victim has been affected by a sword of wounding or similar effect. Greater .Sp: (n addition to the lesser trothspyre spell/like abilities, a touch of the creature’s horn can also cast a cure serious wounds once per day. ! greater trothyspyre’s rider gains protection from evil while upon the euar’s back. Speia' Wea(!ess: ! lesser trothspyre cannot e#ist on the Prime Material Plane after sundown. (t slowly fades away, returning to its rider’s location 1as long as the rider remains on the same plane2 at daybreak. The greater trothspyre remains on the plane, to its chagrin, but its *atural !rmor is reduced by < and the creature suffers a /; penalty on all attack rolls until the ne#t daybreak. T*e 0a'a#i!1s Tr%t*spyre .Su Of the euars, only the lawful good trothspyre provides a suitable mount for the paladin. (f the CM feels that the paladin has earned a special mount, he might allow a uest for a lesser or a greater trothspyre. ! paladin blessed with a lesser trothspyre warhorse receives a :; bonus to harisma while mounted atop the euar, and their combined aura is euivalent to a double strength protection from evil spell. !ttacks made by evil creatures against the paladin or his trothspyre suffer /< penalties to attack rolls, and any saving throws caused by such attacks are made with :< bonus. (n addition to the above powers, any paladin astride a greater trothspyre radiates a ?B’ radius aura of courage. The pact between paladin and trothspyre is unbreakable for as long as the paladin remains a paragon of virtue. 5hould the paladin fall from grace, the trothspyre remains with its rider for as long as the paladin endeavors to redeem himself. (f the paladin abandons his true calling, the trothspyre returns to its home plane in disgust. ! paladin who has remained honorable and faithful to his calling can coa# his trothspyre steed into foregoing its usual diet in favor of a lesser meal if fine grains are unavailable, with the understanding that the euar will dine well when the opp ortunity presents itself. ! trothspyre can live for months in this famished state but suffers a /; penalty on attack rolls and saving throws 1/A for a greater euar2 until fed well. !t any time, a paladin may heal his trothspyre’s hit points at the loss of his own. 5imilarly, a trothspyre may sacrifice any portion of its own hit points to heal its in3ured rider. The two must be in direct contact for this e#change to occur, and the one bestowing the hit points can never drop below ; hp as a res ult of the transfer. *either the trothspyre nor the paladin can heal others in this fashion) the e#change is limited to rider and mount
Gui'#$a!e G *eutral $ood "arge Outsider 1$ood, E#traplanar, Euar2 ! gildmane appears as a stout chestnut horse with a shimmering mane and ho oves of pure gold that shine in the sun. This euar lacks a tail. "egends claim that the first gildmane had a long flowing tail, but the creature angered a powerful fiend, causing havoc on the Prime Material Plane as it fled the demon’s wrath. The fiend chased the gildmane through the !stral Plane and across the spheres. (n its fury, the fiend was heedless of the track the euar was taking. Thus the euar lead the fiend into the midst of Elysium, where it was slain by the deni0ens of that good Plane. (ts final act was to grab hold of the gildmane’s long tail and tear it off. The euar rode on, and ever since then the gildmane has had no tail.
Diet: The gildmane’s peculiar diet demands worked gold 1coins, 3ewelry, etc.2, the purer the better. (t consumes ABB gp value of the metal each day. 5hould it feast upon less for more than three days, the gildmane becomes surly and considers itself released from the pact, returning to Elysium. S(i'': "esser guildmanes have the !ppraise skill at :;B and the greater guildmanes at : ;< Speia' A,i'ities .Su: 'y touching a hoof to any suspect gold, the gildmane reveals the purity of the ob3ectJ whether it is indeed gold or simply gold/painted iron or a lesser metal enchanted with the fool’s gold spell. ! rider who knowingly supplies false gold to the euar voids the pact. ! gildmane can surround itself with a golden glow that provides light as per the light spell, and it offers a :; on all saves for anyone within that AB’ radius against any form of curse or he#. ursed magical items within this aura stand revealed f or what they are and may be abandoned by their owners without fear of re turn, as if the proper spells 1re move curse, dispel magic, etc.2 or conditions necessary to lift the curse had been cast or met. This curse/breaking aura may be summoned once per day and lasts for n o more than one hour. !t any time, a gildmane can speak with an astral traveler by gently laying a hoof upon the creature’s body. Though the gildmane is said to h ave the gift to travel the !stral Plane, none has done so for centuries, perhaps fearing that the fiend that stole its tail still hunts it. !ny attempt to take a gildmane into the !stral Plane is considered a breach of the pact. (n addition to all common euar abilities, the gildmane has the following spell/like abilitiesJ
Lesser .Sp: The gildmane can grant good fortune to an individual, lending a bonus of :; 1on ;dAB2 or :=K on a single roll once per day. The euar can cast glitterdust, shield 1protecting both itself and rider2, and grater scrying 1no save allowed if the target is in the Ethereal Plane2, each once per day. Greater .Sp: The gildmane can grant e#ceedingly good fortune to an individual, allowing either a :; bonus for one minute 1;B rounds2 to all rolls or a single :? bonus to any single attempt, once per day. The euar can cast glitterdust, shield, and grater scrying 1no save allowed if the target is in the Ethereal Plane2 all twice per day.
Speia' Wea(!ess: $ildmanes attract the attention of evil creatures. !ny and all monsters of "ow intelligence 1@2 or lower must make a will saving throw 1"esser C;=, $rater C;92 every day while a gildmane is within one mile. &ailure means that the evil creature is drawn to attack the euar and its rider when within range.
)a"%!ia! G haotic $ood "arge Outsider 1$ood, E#traplanar, Euar2 nown to travel the open fields of !rborea, favonians are unafraid of the worst weather conditions. These euars consider the downpours of ma3or storms as nothing more troubling than a spring shower. They are pale horses, bluish/white or dappled gray.
Diet: ! favonian’s diet upon the Prime Material Plane is one of rain water and ancient sagas. Of all the euars, the favonian most en3oys the so ngs and antics of bards and ente rtainers, seeking out such company when the opportunity arises. 4ain water can be collected in barrels or found in puddles after a sudden downpour. &ar more difficult to find are the epic poems and songs that the euar demands be read or sung in its presence ) usually such passages must be found in old libraries or copied from the epitaphs of barrows. &ailure to provide the favonian’s food and drink for three consecutive days convinces the euar that the pact is broken, and it departs. S(i'': The favonian’s pace is so light that the lesser favonias have the Move 5ilently skill at :;; and the greater favonians at :;< Speia' A,i'ities .Su: ! rider never falls off a favonian unless the euar wishes it) even at the most grueling pace or windy conditions, a favonian’s rider is safe from being ousted from the saddle. &avonians also leave no tracks on any surface. The senses of a favonian are not hampered by heavy rain, fog, or mist of mundane or magical origin. %hen in such weather conditions, the euar can con3ure ;d? phantom steeds 1as the spell2. These phantasms identical to the favonian and may be ridden as normal phantom steeds. They also act as a mirror image spell, distracting enemies’ attacks from the real favonian. (n addition to all common euar abilities, they have the following spell/like abilitiesJ
Lesser .Sp: &avonians can cast control winds, gust of wind, and fog cloud each once a day. Greater .Sp: &avonians can cast control winds, cloudburst, gust of wind, and fog cloud all thrice per day. The euar can perform a flying gallop thrice per day, lasting one minute 1;B rounds2, during which the euar moves at normal movement rate through the air, as per the fly spell. Speia' Wea(!ess: 'ecause of their admiration 1some say even love2 for bards, these euars never attack an entertainer, even one of sinister disposition. (n dealing with such persons, they’d rather disperse the crowd and deprive the rogue of his or her audience/and thus his or her livelihood. ! favonian will come to an entertainer’s rescue, even when such action deviates from the desires of its rider. ! favonian’s rider who attacks a bard or other entertainer learns that the favonian considers this action a breaking of the pact. The favonian sternly admonishes the offender before departing the plane.
Lit*it*i' G "awfull *eutral "arge Outsider 1"awfull, E#traplanar, Euar2 The stalwart lithicthil rides through the open areas of Mechanus. !t first glance, the lithicthil appears to be a living stone statue, but its flesh simply has an odd, sculpted look to it that resembles stone.
Diet: ! lithicthil eats only worked materials6stone, wood, metal, clay, etc.6that have been enchanted in some way. 5ome are e#tremely finicky and eat only marble or wrought iron. S(i'': The lithicthil’s taste for magic and enchantments give the lesser lithicthils a 5pellcraft skill of :;B and the greater lithicthils at :;< Speia' A,i'ities .Su: Once per day, the lithicthil can increase any one attribute of its rider by ;d< points. The euar must be within ;BB feet of the rider and often chooses itself which characteristic to augment) for e#ample, a lithicthil who feels that its rider could treat it with more respect might choose to augment the rider’s harisma, even if the rider would prefer an augmented 5trength or Ce#terity. The effect lasts five rounds for a lesser lithicthil, one ; minute 1;B rounds2 for a greater. This euar can also detect enchantment at will, as per the detect magic spell, noting if an individual has been affected by any sort of spell from the 5chool of Enchantment. (n addition to all common euar abilities, the lithicthil has the following spell/like abilitiesJ
Lesser .Sp: The euar can cast remove fear once per day. Greater .Sp: The lithicthil can cast remove fear thrice a day and meld into
stone 1rider and euar both affected2 once per day. The rider is immune to fear and fear effects while astride the lithicthil.
Speia' Wea(!ess: E#posure to random magic is detrimental to this euar. (t suffers a /A penalty on all saving throws against wild magic 1and the greater lithicthil’s spell resistance does not apply to such dweomers2, and any magical item that has random effects or powers 1such as a bag of beans or a wand of wonder2 will not function normally within ;BB feet of an lithicthil) instead, the item will permanently drain itself of all magic to induce a wild surge within ;BB feet of the euar, uite possibly affecting the item’s wielder along with the lithicthil, who6in addition to suffering the effects of the surge6also suffers ;dAB hp of force damage instantly. Ne2 Ma-ia' Ite$ 3 T*e Sa##'es %4 A*' Mita The con3urer !hl Mitac was known throughout the world not so much for his tremendous magical prowess but for his many beloved daughters. %hen suitors began to visit the con3urer’s estate, !hl Mitac decided to create a wondrous dowry for each child6a gift that not only would be valued for its worth but also could br ing back swiftly any daughter who found her husband unkind. !fter many days of t oil with local craftsman and countless nights spent consulting Planar charts, !hl Mitac cast a dweomer upon several of the most finely/wrought saddles. "egend marks their number at seven, but some bards sing that there are as many as ;? enchanted saddles. 15ome sages point out that the number changes freuently, depending on the length of the song the bard wishes to sing.2 %henever any woman sits atop a saddle of !hl Mitac 1even if the saddle does not rest on a mount2, an euar of the same alignment is instantly summoned as her steed. ! pact can then be arranged between the rider and the euar. (f at the time of the summoning a normal horse had been wearing the saddle, the euar interplanarly changes places with the animal. Moderate con3uration) " >th) raft %ondrous (tem, summon lesser euar) Price =,BBB gp
Me!t*ri G True *eutral "arge Outsider 1E#traplanar, Euar2 The menthric, native to The Outlands, appears as a normal horse and can have a variety of colors, from piebald to roan. 'ut when seen out of the corner of the eye or with a true seeing spell or similar effect, the Menthric has the form of a plain/faced human dressed in non/descript clothing and shoulder/length hair. ! perceptive person might notice that the menthric casts a human’s shadow rather than a horse’s This euar is often called upon when some event upsets the balance of power in the Prime Material Plane 1for instance, during times of war, famine, and plague2.
Diet: ! menthric must feed on enchanted scriptJ magical scrolls, wi0ards’ spell books, and the like. +nfortunately, it is still vulnerable to any protective wards placed on the writing 1such as e#plosive runes, sepia snake sigil, and the like2, activated when the euar begins to eat. ! menthric reuires no less than four pages of magical script per day. (f the euar must go for three days without this food, the pact is broken. S(i'': The lithicthil’s taste for scripts give the lesser menthrics a Cecipher 5cript skill of :;B and the greater menthrics at :;<
Speia' A,i'ities .Su: ! menthric has a talent for discerning weaknesses and strengths. (f able to observe a creature for a full round, the euar can deduce whether the creature has any vulnerabilities or immunities. (f the creature should have more than one special weakness or defense, the menthric can discover them with further scrutiny, learning one such trait per round. &or instance, atop a hillcrest, a menthric and rider spy a horrid figure stumbling along the river bank. The menthric watches and notes that the creature favors its side, a sign of weakness. 'y waiting another round, the euar magically perceives that the wound was caused by fire and that flames are especially harmful to the monster. The forewarned rider readies a torch as they rush down to engage the troll. ! menthric can use detect magic at will, and can sense ho w far a character, creature, ob3ect, or area is from a condition of balance // in other words, the degree to which its alignment is removed from true *eutral. The spell gives no indication of the LdirectionL in which the alignment is removed from true *eutral, however, indicate along which a#is or a#es of alignment the variation lies. (n addition to all common euar abilities, the menthric has the following spell/like abilitiesJ
Lesser .Sp: The menthric can cast hold portal, knock, mending, and shatter once per day. Greater .Sp: The menthric can cast hold portal, knock, mending, and shatter twice per day. Once per day, the euar can cast resist energy to protect both itself and rider 1the energy chosen may include force effects and magical physical attacks2. This effect takes the form of the opposing en ergy that the attacker is using. Thus, if a red dragon breathed on a protected menthric employing its magical shield ability, most of the flames would be blocked by a suddenly appearing ring of ice and frost. The euar galloping through a blade barrier would be encircled by flying bucklers. This arcane shield lasts for one turn. Speia' Wea(!ess: ! menthric is a creature of balance, prone neither to chaotic behavior 1rash decisions2 or lawful deliberation. (t uses its own instinctive nature as a guide. owever, spells that induce such state tend to wear at the creature’s ties to the Prime Material Plane. Thus any spell with the chaotic or lawful descriptor 1or from the "aw or haos Comains2, have a =K chance per level of the spell of driving the e uar back to its home plane. This risk occurs only if the menthric’s spell resistance and saving throw roll fail. +nfortunately, the rider of a banished menthric is also sent with the euar.
0%t*err%u!e G haotic *eutral "arge Outsider 1haotic, E#traplanar, Euar2 The potherrounce is a creature of true chaos, native to the wilds of "imbo. Though always a horse in basic form, it has no true appearance) every time one looks at a potherrounce, one sees something different. Thus, the first glance might show a 0ebra, while the ne#t a draft horse with a mane of flower petals, and the ne#t glance a dappled mare with three tails. This eff ect can be uite disconcerting, and superstitious folk intensely dislike and distrust this euar and any who associate with it.
Diet: 'eing borne from the forces of chaos, the potherrounce hungers for food similar in nature. +pon the Prime Material Plane, the only meals it eats are mi#ed magical potions 1unmi#ed vials are unappealing to the euar) see Potion Miscibility Table below for the effects of mi#ing potions2. 5ince the potherrounce demands fresh concoctions, the resulting mi# can be uite volatile, and e#plosions have sometimes resulted in the demise of the rider. 5till, the potherrounce laps up the strange brew. &ailure to provide a drink of at least three different potions blended together once a week convinces the eu ar that the pact is broken
Speia' A,i'ities .Su: 'ecause of its natural environs, the potherrounce’s spell resistance is raised to ;> against wild magic and surges. !lso, a potherrounce’s senses are constantly patternweaving. Thus the euar is unaffected by such spells that generate concealment through glamer 1as blur and displacement2, and spells with the chaos descriptor. (n addition to all common e uar abilities, the potherrounce has the following spell/like abilitiesJ
Lesser .Sp: ! potherrounce can cast blink, affecting both it and rider, three times per day. The rider also receives a ABK protection from any wild magic or wild surge while mounted on the euar. Greater .Sp: Once per day the potherrounce can target a spellcaster as a standard action. The ne#t spell cast by the targeted spellcaster is then chosen at random from his7hers remaining spells for the day. The rider gains more protection from wild magic, sharing the euar’s enhanced magic resistance against such dweomers. The potherrounce can turn ethereal 1as by the Ethereal Daunt spell2 with its rider for up to one hour each day.
'ecause of the shifting appearance of the potherrounce, anyone with a full day’s e#posure to the creature must make a will saving throw 1"esser C;=, $rater C;92 or lose ; point of %isdom. 5hould such an attribute fall to B through time spent in the euar’s presence, the individual goes permanently insane 1until a restoration or limited wish spell is applied2. "ost %isdom is regained at the rate of ; point per wee k spent away from the potherrounce. D100 Result
Potion Miscibility
01
Explosion! If two or more potions are mixed together, the bystanders take damage equal to 1d6 times the sum of the caster levels of the potions involved. or example, if a potion of fly !"th level caster#, a potion of owl's wisdom !$rd level caster#, and a potion of cure light wounds !$rd level caster# are involved, the bystanders take 11d6 points of damage. %he explosion detonates in a sphere of 10 ft. radius, but a successful &eflex save '( !10 ) *um of the caster levels involved# halves the damage.
0+0$
Lethal poison results. - cloud of poison gas spreads in a 10 ft. radius. -ll within must make a successful ort save '( !10 ) *um of the caster levels involved# or die, or take 1d6 (onstitution damage if they make the ort save. (reatures immune to poison are i mmune to this result.
00/
Mild poison results. - cloud of poison gas spreads in a 10 ft. radius. -ll within must make a successful ort save '( !10 ) *um of the caster levels involved# or become nauseated and take + points of *trength and 'exterity damage. (reatures immune to poison are immune to this result.
011
Cursed mixture results. either potion works. Instead, they mix into a potion that acts as a bestow curse spell ! 6 to any attribute chosen at random# that has a duration equal to that of the hi ghest level potion involved in the mix. %he duration cannot be instantaneous, so if one of the potions has a duration of instantaneous use the duration of the other one.
1+16
Hostile monster summoned. %he vile mixture urns into a gas, and the gas urns into a monster chosen at random from the summon monster table equivalent to the highest caster level involved !and its duration in rounds#. or example, if the highest caster level is /, then a random monster from the summon monster 2II table appears and it stays for / rounds. %his monster attacks the mixer and her allies in preference to any other targets.
1/+6
Potions become conusedly mixed. 3ne potion chosen at random has the opposite effect, while the others do not function. If there is no obvious opposite effect, then the drinker is affected by a confusion spell as if cast by a caster level equivalent to the sum of the caster levels involved.
+/$6
Potions cannot be mixed. %he drinker turns bright blue, and then bright green, and then bright pink. %his change occurs every $0 seconds and lasts for the highest caster level involved, in rounds. either potion works.
$/+
Potions cannot be mixed. -ll potions are totally destroyed, and have no effect.
$/
Potions cannot me mixed. 4ost of the potions are destroyed, and have no effect except one, which functions normally.
"+
Potions can almost be mixed. 4ost of the potions work normally, except one, chosen randomly.
"$6+
Potions can almost be mixed. -ll potions function, but at half strength and half the normal duration !if the duration is longer than instantaneous#. 5alfstrength potions have all aspects of their function halved. or example, a halved potion of fly would grant fly speed of $0 ft. - halved potion of invisibility would make the drinker transparent rather than invisible !"0 concealment#. - halved potion of bull's strength would grant a )+ enhancement bonus to *trength.
6$/+
Potions can be mixed. %hey work normally, unless their effects would cancel each other out.
/$+
Potions can be mixed. 3ne potion chosen at random has the opposite effect, which i s treated as empowered by the 7mpower *pell feat. %he other potions have their normal function, but last for half the normal duration.
$/
riendly monster summoned. %his is the s ame result as 85ostile 4onster *ummoned8 above, except that the monster acts as if s ummoned by the mixer, and attacks the mixer9s enemies.
:+
Potions mix but not as expected. either potion works, but hey urn into another potion. &oll randomly on he ;otions and 3ils %able in the Dungeon Master's Guide.
:$:/
Compatible result. 3ne of the potions, chosen randomly, has its effects and duration extended 1"0 of normal. - potion of invisibility so affected would last longer but not make the drinker more invisible. - potion of bull's strength would grant a )6 enhancement bonus to *trength and last half again as l ong as normal. %he other potions fail to work.
:::
Compatible result. 3ne of the potions do no work, chosen randomly, but the other potions have their effects and durations extended 1"0 of normal !as above#.
00
Disco"ery. %he mixing of the potions creates a special effect he potions fail to work, except one chosen at random < which has its effects made permanent on the drinker. %he potion=s effect becomes a spelllike ability that is always on for the drinker.
Speia' Wea(!ess: !ny missile weapon lawfull aligned that hits is considered a confirmed critical 1#A only G unless it is a natural critical, then use the weapons multiplier2 to a potherrounce. The euar attempts to retreat from such attacks if at all possible, even if its rider demands otherwise. old spells and other forms of paralysis inflict ;d? hp damage per round on the potherrounce in addition to their usual effects, as the euar cannot freely shift its appearance under such effects.
Ba!e%urser G "awfull Evil "arge Outsider 1"awfull, Evil, E#traplanar, Euar2 &or villains, the banecourser is a grand mount. !t first glance it appears to b e nothing more than a fine black steed. lose inspection reveals its vile nature. Then one might see the odd streaks of rust and verdigris along its coat. %hen the euar opens its mouth, a serpentine tongue slips out for snake/like flicker. This euar dwells on the awful moors of 'aator, but it is more than eager to appear on the Prime Material Plane and work with evil riders. Moonlight never illuminates a banecourser, and observation of this uncanny effect is one of the means to uncover the true nature of beast.
Diet: The banecourser must fee d on deadly poisons. Many a rider has perished from accidental e#posure to the venom gathered for the euar. The euar reuires an average of =B gp of such poisons per day, or else the pact is bro ken. Speia' A,i'ities: The banecourser can detect poison by smell. %ith its flickering tongue, the creature can actually drain poison from any creature. This venom/theft can be performed upon a beast that has poison glands or sacs, thereby robbing it of such an attack. (t can even remove the venom from a poison victim’s system, perhaps inadvertently saving a life in the process. To employ this special attack, the euar must first succeed in a touch attack. Thereafter, it draws out the poison over the course of a number of rounds eual to the it Cice of a venomous creature or ;d8:; rounds for a poisoned individual 1who might well die before the poison is all removed2. Each round the banecourser spends draining the poison, the target suffers ; hp damage from the sharp tongue’s lapping. S(i'': Cue to its gullible nature the banecourser’s lesser version has the 'luff 5kill at :;B 1the greater version has a 'luff 5kill of :;<2 'anecoursers have ;AB’ infravision but are irritated by daylight, suffering of "ight 'lindnessJ !brupt e#posure to bright light 1such as sunlight or a daylight spell2 blinds the banecourser for ; round. On subseuent rounds, they are da00led as long as they remain in the affected area. This rider shares both the infravision and the sensitivity to light, unless wearing a helm, hat, or other apparatus to shield the eyes from direct light. (nterestingly, all creatures encountering the rider while he or she is in physical contact with the banecourser are affected by a charm person spell, with no saving thro w allowed. (n addition to all common euar abilities, the banecourser has the following spell/like abilitiesJ
Lesser .Sp: The banecourser allows the rider’s words to act as a suggestion spell once per day.
Greater .Sp: The euar can cast suggestion and glibness upon one of the rider’s statements once per day, with listeners suffering a /A to will saves and sense motive to detect the lie. The rider is afforded protection from good while astride the banecourser. Speia' Wea(!ess: 'anecoursers were cursed long ago by the goddess of the moon, as punishment for the euars’ taking part in the destruction of her high temple. Ever since, the banecourser has been unable to cross a line of silver 1the metal sacred to the goddess2. Though silver inflicts no harm to the euar, it irritates the euar) if the banecourser becomes trapped by a circle of silver, it departs the plane, the pact broken. Cue to the euar’s diet, a slow poison spell cast upon a banecourser acts as a slow spell, while a neutrali0e poison inflicts
R%si!a!te G *eutral Evil "arge Outsider 1Evil, E#traplanar, Euar2 Though bards praise the melodious name of this euar, truly nothing about this creature hailing from The $ray %aste is the least bit lovely. ! rosinante has the appearance of sickly, hairless horse with long rat’s tail. The eyes are unnaturally large and without pupils, looking like dead/ white orbs. The rosinante’s teeth are crooked and small.
Diet: This euar dines only upon rotten meat and tainted water, and it insists on being hand/ fed. S(i'': The lesser rosinante has its diplomacy skill reduced to :?, but both its skills, hide and m ove silently, at :;;. The greater version reduces its diplomacy to :< and the hide and move silently skills at :;<. The rosinate may use the hide and move silently skills while being ridden and the rider shares these skills. Speia' A,i'ities: (nstead of its hooves, a rosinante can attack a foe with its prehensile tail. This attack can take the form of whipping that inflicts ;d<:< hp damage 1;d<:= for a greater rosinante2, can make grapple or trip attacks, or it can grasp a medium si0ed light melee weapon 1a medium si0ed one/handed melee weapon for the greater rosinante2. The rosinante is proficient with all simple weapons and has a reach of ;Bft. This euar can detect good at will through a magical sense of smell. The euar is also immune to the effects of a stinking cloud 1and stink attacks2. (n addition to all common euar abilities, the rosinante has t he following spell/like abilitiesJ
Lesser: The rosinante can summon a swarm of rats 1as per the second/level %i0ard spell summon swarm2 up to twice a day.
Greater: %hile riderless, this euar can shapeshift into a fiendish dire rat once per day and slip through small openings no less than one foot wide. The creature may also summon ;d? fiendish dire rats once per day to aid its cause 1as by the 5 ummon Monster (( sepal2. 5uch creatures are under the complete control of the rosinante with no need for the euar to concentrate to keep the beasts in line. *ote that the area where the rats are summoned must be hospitable to such rodents, or else no ne can be called. Speia' Wea(!ess: Positive energy spells cast upon the rosinante actually harms the creature. Thus a cure light wounds inflicts damage to the creature. ! rosinante can be healed only by eating victuals affected by putrefy food and drink spell, regaining ;d9 hp per helping.
&*ar!a',a'( G haotic Evil "arge Outsider 1haotic, Evil, E#traplanar, Euar2 5traight from the !byss, the charnalbalk appears as an emaciated coal black horse with iron hooves. (ts mane is tangled and unkempt. %hen a f oal matures, the evil powers of the !byss forge a terrifying iron mask and bolt it on the creature’s head) s moldering eyes glow from slits in the helm. The 3aws of the beast stretch wide and are lined with sharp teeth and a pair of boar/like tusks.
Diet: The charnalbalk demands blood and warm flesh to dine upon, but such a meal must be from the same racial stock as the rider) sages s uggest that this euar secretly harbors ill will toward any who dare ride it and thus chooses such as its diet, One victim slaughtered per day keeps the charnalbalk content. One such meal every three days keeps the pact of the spell, though the beast may at an inconvenient time attack a member of that race 1other than the rider2 to snack upon in the meantime. S(i'': "esser charnalbalk have the (ntimidate skill at :;B and the greater charnalbalk at :;< Speia' A,i'ities .Su: (nstead of fighting with its hooves, a charnalbalk can bite an enemy with its dagger/like teeth, inflicting Ad<:< hp damage 1?d<:= for a greater charnalbalk2. (f the beast scores a critical hit it deals #? damage and it succeeds in tearing loose a hunk of flesh) whether the wound is healed through natural or magical means, the strike always leaves a nasty scar. harnalbalks have ;AB’ infravision and can inflict the effects of cause fear and ray of enfeeblement for one hour in any creature below ?rd level or ? C that meet its ga0e. ! successful saving throw 1"esser C ;=, $reater C ;92 negates this effect. (n addition to all common euar abilities, they have the following spelllike powersJ
Lesser: The euar can cast invisibility to undead 1affecting both itself and its rider2 and heat metal each once per day. Greater: The euar can cast invisibility to undead 1affecting both itself and its rider2 and heat metal each thrice per day. (t can also cast animate dead once per day, but only corpses killed by the charnalbalk can be animated.
Speia' Wea(!ess: ! lesser charnalbalk cannot e#ist on the Prime Material Plane after sunrise. (t slowly fades away at dawn, returning to its rider’s location at dusk. The greater charnalbalk remains on the plane, to its great annoyance, but its ! is reduced b y <, and the creature suffers a /; penalty on all dAB rolls. Ne2 Spe''s Su$$%! Lesser Equar .&%!5urati%!/Su$$%!i!- Le"e'J = Ra!-eJ ;=B feet. &%$p%!e!tsJ F, 5, M &asti!- Ti$eJ = min. Durati%!J ; day7level of caster Area %4 E44etJ 5ummons ; euar Sa"i!- T*r%2J *one This caster of this spell summons an euar from one of the Outer Planes. 'efore the creature agrees to assist the caster and take a rider, a pact must first be struck. The wording is not as important as the understanding 1though some tomes suggest otherwise2. (n return for caring and feeding the euar, the beast agrees to serve the caster in a single endeavor for a period not longer than the spell’s duration. ! rider must also be designated, though this need not be the caster. There are conditions in which an euar will feel that the pact has been broken. (f it is improperly fed, betrayed to an opposite alignment, or attacked by the rider or caster, it will swiftly return to its home plane. The ne#t time the con3urer attempts to summon an euar, he may well have to make amends for t he spell to work. ! con3urer can call upon only an euar of the same alignment. *o evil mage can ever summon one of the good euars, for instance. owever, an euar will accept a rider with an alignment close to its own, but the mount might prove demanding and critical of any action it deems offensive. &or e#ample, a trothspyre might consent to bear a neutral good or lawful neutral rider, but the steed will e#tol the ways of virtue and ensure that its rider commits no evil. The material component is an offering of fo od to the taste of the summoned euar. Only those that have first mastered the incantations for mount and monster summoning ( can learn this spell.
Su$$%! Greater Equar .&%!5urati%!/Su$$%!i!- Le"e'J @ Ra!-eJ ;=B feet. &%$p%!e!tsJ F, 5, M &asti!- Ti$eJ @ min. Durati%!J ; day7level of caster Area %4 E44etJ 5ummons ; euar Sa"i!- T*r%2J *one This spell is similar to summon lesser euar, and the con3urer must have knowledge of that spell before learning this one. This version creates a more powerful call to the euar. The beast is more firmly bound to the Prime Material and thus has the statistics of a greater euar. (n all other ways, this spell resembles the above.
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Types 6 Su,types Outsi#er Type !n outsider is at least partially composed of the essence 1but not necessarily the material2 of some plane other than the Material Plane. 5ome creatures start out as some other type and become outsiders when they attain a higher 1or lower2 state of spiritual e#istence. )eatures !n outsider has the following features. 9/sided it Cice. 'ase attack bonus eual to total it Cice 1as fighter2. $ood &ortitude, 4efle#, and %ill saves. 5kill points eual to 19 : (nt modifier, minimum ;2 per it Cie, with uadruple skill points for the first it Cie. Traits !n outsider possesses the following traits 1unless otherwise noted in a creature’s entry2. Carkvision out to 8B feet. +nlike most other living creatures, an outsider doe s not have a dual nature6its soul and body form one unit. %hen an outsider is slain, no soul is set loose. 5pells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. (t takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. !n outsider with the native subtype can be raised, reincarnated, or resurrected 3ust as other living creatures can be. Proficient with all simple and martial weapons and any weapons mentioned in its entry. Proficient with whatever type of armor 1light, medium, or heavy2 it is d escribed as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor. Outsiders breathe, but do not need to eat or sleep 1although they can do so if they wish2. *ative outsiders breathe, eat, and sleep. E7trap'a!ar Su,type ! subtype applied to any creature when it is on a plane other than its native plane. ! creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the e#traplanar subtype 1but would not have when on its home plane2. Every e#traplanar creature in this book has a home plane mentioned in its description. reatures not labeled as e#traplanar are natives of the Material Plane, and they gain the e#traplanar subtype if they leave the Material Plane. *o creature has the e#traplanar subtype when it is on a transitive plane, such as the !stral Plane, the Ethereal Plane, and the Plane of 5hadow. &*a%ti Su,type ! subtype usually applied only to outsiders native to the chaotic/aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments) however, if their alignments change they still retain the subtype. !ny effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. ! creature with
the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic/aligned.
E"i' Su,type ! subtype usually applied only to outsiders native to the e vil/aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments) however, if their alignments change, they still retain the subtype. !ny effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. ! creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil/aligned. G%%# Su,type ! subtype usually applied only to outsiders native to the good/aligned Outer Planes. Most creatures that have this subtype also have good alignments) however, if their alignments change, they still retain the subtype. !ny effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. ! creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good/aligned. La24u' Su,type ! subtype usually applied only to outsiders native to the lawful/aligned Outer Planes. Most creatures that have this subtype also have lawful alignments) however, if their alignments change, they still retain the subtype. !ny effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. ! creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful/aligned.