Gilandras

Gilandras was a hero of the elves. Most elf cultures claim them as one of their own, but no one knows his cultural origins.

Gilandras was the greatest among the hunters of the elves. He had defeated the great
dragon when it had threatened the elves, and he was known far and wide among the elven  races and the animals. He would spend years roaming the forest of the world (elves live  for close to 2000 years at this point in history ). one night, under the starlight he hears a  beautiful voice flowing among the trees and in a starlit field he see the most beautiful elf.

He begins to sing with her and when she becomes aware of him she leaves. He hunts after her but he can find no tracks. after a year of searching he once again hers the singing and follows to a small waterfall where she sings and dances along the rivers edge. When he joins her in song, this time she does not run, but instead welcomes him to the dance. They spend many months together singing and dancing, telling stories under the stars, but she always leaves him in the morning to rejoin him again at night. after a while, Gilandras offers her his love. at this, she begins to cry. he does not understand, why she is saddened by this, but she turns and he sees the truth in her eyes. she is not an elf, but in actuality Lunare, the goddess of nature. even though he is long lived, he is still mortal and she a diety so she can not love him back in the same way. so he picks up his bow and marches off to the west, following the bright red star that fills the west in autumn. he never returned and the elves now call that star (actually it is a planet, but thats another story) the star of lost love. and in the western sky,  when the star of lost love begins to move up in the sky, three stars rise up from the western horizon that are the bow of the hunter, forever chasing after his unattainable love.

Glimmer Worm

Glimmer Worm

Challenge Rating: 2

Size: M

Type: Vermin

Initiative: +1

 

Defense

Hit Points: 38 (3 HD)

Armor Class: 15, touch 11, flat-footed 14 ( +1 DEX, +4 natural )

Saves: Fort +6 Ref +0 Will +1

Weaknesses:

 

Offense

Speed: 15’, climb 20’

Base Attack: +2

Melee: Bite +5 (1d8+3)

Ranged: –

Special Attacks: Filament, Pull, Hold

Sanity Effects: First Encounter 0/1d3

 

Statistics

Abilities: STR 17, DEX 12, CON 17, INT -, WIS 10, CHA 4

Skills: Acrobatics +1, Athletics +3,  Awareness +2, Endurance +3, Knowledge -, Persuasion -, Spellcraft -, Survival +3, Thievery +1 (+3 to hiding or moving silently)

Talents: 2 points or recommended: Alertness, Stealthy

Special Qualities: –

 

Ecology

Environment: Any underground

Organization: Solitary, or pair

 

Treasure: Incidental

 

Filament

A glimmer worm drapes its lair with silk-like filaments. The strands are thin and transparent, needing a DC 20 perception check to see them. A creature who accidentally touches a glimmer worm’s filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 20 Acrobatics check. A filament has 10 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A glimmer worm can have up to twelve filaments at a time.

 

Pull

Once a target is stuck in a filament, the glimmer worm reels the target into its maw. It must succeed at a Heroic Action (STR vs STR) to pull the target at 30’ per round towards its mouth.  A glimmer worm has a +4 racial bonus on Heroic Actions made using its Pull special attack. The Glimmer Worm gets a single bite attack the same round if it successfully pulls the target to its mouth.

 

Hold

A target that is successfully pulled to the Glimmer Worm loses its DEX bonus to AC. Each round while held, a trapped adventurer may attempt a Heroic Action (STR vs STR) on their turn to try and free themselves.

 

Gnoll

Gnoll

Challenge Rating:1

Size: Medium

Type: Humanoid

Initiative: +0

 

Defense

Hit Points: 11 (2HD)

Armor Class:15, touch 10, flat-footed 15  (+1 natural, +2 leather armor, +2 heavy steel shield)

Saves: Fort +4 Ref +0 Will +0

Weaknesses: –

 

Offense

Speed: 30ft

Base Attack: +1

Melee: Battleaxe +3 melee (1d8+2/×3)

Ranged: shortbow +1 ranged (1d6/×3)

Sanity Effects: –

 

Statistics

Abilities: STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8

Skills: Acrobatics +0, Athletics +2,  Awareness +1, Endurance +1, Knowledge -2, Persuasion -2, Spellcraft +0, Survival +0, Thievery +0

Talents: One point or recommended: Over-Extended Attack

Special Qualities: Darkvision 60ft

Ecology

Environment: Warm Plains

Organization: Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level and 5-8 hyenas), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 7-12 hyenas; underground lairs also have 1-3 trolls)

Treasure: Standard

 

Goblin

A small two creature looks at you through marble like eyes. It’s skin is an unhealthy pale color of something that sees little sun, and its hair and nails are yellow. Its leather armor smells of dead animals and it raises a wickedly notched blade menacingly.

Goblin

Challenge Rating: 1/3
Size: Small
Type: Goblinoid
Initiative: +1

Defense
Hit Points: 5 hp (1d8+1)
Armor Class: 15 (+1 size, +1 DEX, +2 leather armor, +1 shield
Saves: Fort +3 Ref +1 Will -1

Offense
Speed: 30’
Base Attack: +1
Melee: Mace +1 (1d6)
Ranged: Spear +2 (1d6)
Special Attacks: –

Statistics
Abilities: STR 11, DEX 13, CON 12, INT 10, WIS 8, CHA 6
Skills: +1 Acrobatics, Athletics, +3 Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, +2 Thievery
Talents: Alertness
Special Qualities: Darkvision 60’

Ecology
Environment: Any
Organization: Single, Gang 4-9, band 10-100

Treasure: Standard

Goblin, Arnach

Creature Compendium Hardbound Book
Spider Goblin by Michael Bielaczyc

Arnach Goblin (Spider Goblin)

Arnach goblins stand about three-and-a-half feet tall, and are spindly and skeletal in appearance. Despite this, they are actually quite strong, capable of climbing along the large trees of the forest with alarming agility and speed. Their large eyes allow them excellent site in the dark woods, and their thin, cruel mouths are filled with sharp, translucent teeth.

Resembling the spiders they love to raise, the arnach goblins share many of the same traits as their more common goblin cousins.

—Etahn

Goblin, Arnach 

  • Challenge Rating: 1/2
  • Size: Small
  • Type: Fey (Athelesian)
  • Initiative: +3

Defense

  • Hit Points: 5 (1HD: 1d8 + 1)
  • Armor Class: 16, touch 14, flat-footed 13 (+2 armor, +3 DEX, +1 size)
  • Saves: Fort +3 Ref +3 Will -1

Offense

  • Speed: 30 ft., climb 30 ft.
  • Base Attack: +1
  • Melee: Carapace blade +2 (1d4 + 1 plus poison)
  • Ranged: Short bow +4 (1d6 plus poison)
  • Special Attacks: Poison Use, Spider Sac Arrows

Statistics

  • Abilities: STR +1, DEX +3, CON +1, INT +0, WIS -1, CHA -2
  • Skills: Acrobatics +5, Athletics +1, Awareness -1, Endurance +1, Knowledge +0, Persuasion -2, Spellcraft +0, Survival -1, Thievery +5
  • Talents: One point or recommended: Agile
  • Special Qualities: Expert climber 

Ecology

  • Environment: Forest, underground 
  • Organization: Solitary, pair, hunting party, or clan (3–12)
  • Treasure: Standard

Special Abilities

Expert Climber

An arnach goblin can climb and swing through the treetops with a skill that borders on the impossible. In effect, an arnach goblin is treated as if it is under a perpetual non-magical version of spider climb in regards to vegetation, rock walls, or cliff faces. This ability gives a +4 bonus to Acrobatics and Athletics checks dealing with any climb-related skill checks.

Spider Goblins 2 by Michael Bielaczyc

Poison Use 

Arnach goblins are skilled in the use of poison and never risk accidentally poisoning themselves. They favor the poison of the death’s eye spider. This poison can be applied to both the arrows and swords of the goblins

Death’s Eye Spider Poison—injury; save Fort DC 12; frequency 1/round for 2 rounds; effect 1 STR damage, cure 1 save.

Spider Sac Arrows

Goblins can use special arrows that replace the standard arrowhead with a large spider sac. Upon a successful ranged attack, these arrows deal 1 point of damage and unleash a swarm of spiderlings upon the target. Brushing off the spiders requires a standard action to completely remove the spiderlings and sac. Doing so disperses the swarm.

If a character attempts to perform an action prior to wiping off the spiders, the following penalties are suffered: spellcasting or concentrating on spells while covered in spiders require a Spellcraft check (DC 12 + mana cost). Using a skill that involves patience and concentration, or attempting an attack, requires a DC 12 Will save. The spider swarm deals an automatic 1 point of damage to any creature whose space it occupies at the end of their move, with no attack roll needed.

Mount

Arnach Goblins often ride Death’s Eye spider mounts into battle.

Goblins

See Goblin

A diminutive creature, these small beings are as plentiful as humans, but tend to keep their numbers in check by infighting among tribes. They are descendants from the true fey, but they have lost their fey magic, instead being creatures of petty jealousy and violence.

 

Gonzali Merchant Family

The Gonzali Family come from the southern part of Ish, the port town of Merata. They run most of the merchandise from Ish into the Westlands. They also own a large portion of the Oriilot farms along the river.

Gorgalug

Gorgalug

Gorgalugs, often called “tank slugs” by adventurers, are large creatures who live within the dark caverns and deep recesses of the earth. They burrow through solid stone by two means of acid production: some from a gland under its mouth which it can spit precisely up to 30 feet, and the other secreted from pores all over the Gorgalug’s body. They will normally make a lair in a giant cavern and attract prey by using a scented oil secreted from their bodies.

 

Gorgalugs enjoy hitting their prey with their acid split and watching as the victim squirms in pain before devouring it.

Gorgalug

Challenge Rating: 6

Size: Large

Type: Aberration

Initiative: +1

 

Defense

Hit Points: 90 (HD)

Armor Class: 18, touch 10, flat footed 16 (+1 dex, +8 natural armor, -1 size)

Saves: Fort +10 Ref +3 Will +9

Weaknesses: —

 

Offense

Speed: 30’, burrow 10’

Base Attack: +7

Melee: 2 Slams +12 (1d6+4)

Ranged: Acid Spit +8 (2d4+2 Acid Damage for 2 rounds)

Special Attacks: Acid Spit

Sanity Effects: –

 

Statistics

Abilities: STR 20, DEX 13, CON 21, INT 10, WIS 10, CHA 6

Skills: Acrobatics +1, Athletics +5,  Awareness +2, Endurance +5, Knowledge +0, Persuasion -3, Spellcraft –, Survival +0, Thievery +1

Talents: 4 points or recommended: Alertness, Blind Fight, Great Fortitude, Toughness

Special Qualities: +3 Thievery for stealth in lair, Pungent Scent, Acid Immunity, Dissolve Stone, Armor Shell

 

Ecology

Environment: Underground

Organization: Solitary

 

Treasure: None

 

Acid Immunity

Gorgalugs are immune to all forms of acid, both mundane and magical.

 

Acid Spit  

Every 2 rounds a Gorgalug can shoot a glob of acid from a gland under its mouth towards a victim. This acid is the same as what the Gorgalug uses to burrow through the ground. It does 2d4+2 damage for two rounds. The acid is solid enough to not splash, so creatures nearby are at no risk of splash damage. Reflex DC 20 no damage.

 

Pungent Scent  

Gorgalugs secrete an oil which smells of rotting meat. This is used to draw prey, but can also warn adventurers of the Gorgalug.

 

Dissolve Stone

A Gorgalug can use its powerful acid to burrow through solid rock. It first makes small openings for it to begin burrowing, typically by spitting acid from a special gland under its mouth, which it also uses to attack unsuspecting adventurers.

 

It then secretes an acid similar to its spit (but much more concentrated) from various pores all over its body. As it squeezes its body into those small cracks and crevices, the acid dissolves the surrounded stone, creating larger paths and tunnels through the earth.  In this manner, a Gorgalug can burrow through the ground at a speed of 5 feet per hour.

 

Armor Shell

A Gorgalug can curl into a tight ball, shielding itself from attacks with its armored plating along its backside. These armored plates are stronger than most metals found in the world, and increase its AC by 25. The shell itself has the following stats: hardness 10, hit points 80, Break DC of 27. A Gorgalug can stay in this state for up to 2 weeks without need of food or water.

 

Gorgalug, Adolescent

 

Gorgalug, Adolescent

Challenge Rating: 3

Size: Large

Type: Animal

Initiative: +1

 

Defense

Hit Points: 30 (3d8 +12)

Armor Class: AC 16, touch 10, flat footed 16 (+1 dex, +6 natural armor, -1 size)

Saves: Fort +7 Ref +3 Will +5

Weaknesses: –

 

Offense

Speed: 20 ft’

Base Attack: +3

Melee: Slam +6 (1d6+3)

Ranged: Acid Spit +1 (Acid 1d4-1 for 2 rounds)

Special Attacks: Space 10’, Reach 10’

Sanity Effects: –

 

Statistics

Abilities: STR 16, DEX 12, CON 18, INT 10, WIS 10, CHA 6

Skills: Acrobatics +1, Athletics +3, Awareness +2, Endurance +4, Knowledge -, Persuasion -3, Spellcraft, Survival +4, Thievery +1

Talents: Two points or recommended: Alertness, Blind Fight

Special Qualities: +3 Thievery for stealth in lair, Pungent Scent, Acid Immunity, Dissolve Stone, Armor Shell

Ecology

Environment: Underground

Organization: Single or pair

 

Treasure: None

 

Special Abilities

Acid Immunity: Gorgalugs are immune to all forms of acid, both mundane and magical.

 

Acid Spit: Every 2 rounds a gorgalug can shoot a glob of acid from a gland under its mouth

towards a victim. This acid is the same as what the gorgalug uses to burrow through the ground. It does

1d4+1 damage for two rounds. The acid is viscous enough that it does not splash, so creatures nearby

are at no risk of splash damage. Reflex DC 12 no damage.

 

Dissolve Stone: A gorgalug can use its powerful acid, which it spits from a special gland under its mouth, to burrow through solid rock.

 

Armor Shell: A gorgalug can curl into a tight ball, shielding itself from attacks with its armored plating along its backside. These armored plates are stronger than most metals found in the world, and while in a ball, increase its AC by 12. The shell itself has the following stats: hardness 10, hit points 40, Break DC of 27. An adolescent gorgalug can stay in this state for up to 1 week without need of food or water.