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Awnsheglien of Cerilia:

Awnsheghlien
Prestige Class

The Awnsheghlien are fearsome beings.
Twisted by the dark blood of Azrai, these evil
beings were once humans, elves, dwarves, or
other races. Now they are twisted
monstrosities, controlled by their dark blood.
Use of this Prestige Class is limited to NPC's.

Requirements
To qualify to become an awnsheghlien, a
character must fulfill all the following criteria:
Race: Any
Feats: Minor Bloodline (Azrai)
Special: The character must have committed
a terrible evil act that leads them down the dark
path. This act can even be done for the greater
good. It is the act itself that must be judged.

Game Rule Information
Awnsheghlien have the following game
statistics.
Hit Die: d10

Class Skills
The Awnsheghlien can choose any ten skill to
be class skills. One or two of these skills can
be skills exclusive to some other class. See
chapter 4: Skills in the Players Handbook for
skill descriptions.
Pick Any 10 Skills
Skill Points at Each Level: 2 + Int

Class Features
The following are the class features of the
Awnsheghlien.
Weapon and Armor Proficiency: The
Awnsheghlien receives no additional armor or
weapon proficiencies.
Bloodform: At 1
st
level The Awnsheghlien
gains the Bloodform feat, even if it doesnt meet
the prerequisites.
Bonus Bloodline Feats: The Awnsheghlien
gains an additional bonus Bloodline Feat at
every level. The Awnsheghlien must meet the
prerequisites to acquire a feat.
Long Life: The Awnsheghlien are often long
lived creatures. At 5
th
level, the Awnsheghlien
gains the Long Life bloodline feat.
Improved Long Life: At 10
th
level, the
Awnsheghlien gains the Improved Long Life
bloodline feat.
Greater Long Life: At 15
th
level, the
Awnsheghlien gains the Greater Long Life
bloodline feat.






Level Base Attack Bonus Fort Ref Will Special
1 +1 2 2 2 Bloodform, Bloodline Feat
2 +2 2 2 2 Bloodline Feat
3 +3 3 3 3 Bloodline Feat
4 +4 3 3 3 Bloodline Feat
5 +5 4 4 4 Long Life, Bloodline Feat
6 +6/+1 4 4 4 Bloodline Feat
7 +7/+2 5 5 5 Bloodline Feat
8 +8/+3 5 5 5 Bloodline Feat
9 +9/+4 6 6 6 Bloodline Feat
10 +10/+5 6 6 6 Improved Long Life, Bloodline Feat
11 +11/+6/+1 7 7 7 Bloodline Feat
12 +12/+7/+2 7 7 7 Bloodline Feat
13 +13/+8/+3 8 8 8 Bloodline Feat
14 +14/+9/+4 8 8 8 Bloodline Feat
15 +15/+10/+5 9 9 9 Greater Long Life, Bloodline Feat
16 +16/+11/+6 9 9 9 Bloodline Feat
17 +17/+12/+7 10 10 10 Bloodline Feat
18 +18/+13/+8 10 10 10 Bloodline Feat
19 +19/+14/+9 11 11 11 Bloodline Feat
20 +20/+15/+10 11 11 11 Bloodline Feat
Azrai Bloodline
Corruption (optional)

The bloodline of Azrai is
derived from the most vile
and evil of gods. Azrais
divine power corrupts all it
comes in contact with.
Any scion that possesses
the bloodline of Azrai must
fight its dark callings or
succumb to evil. In game
terms, Azrais bloodline
may attempt to possess
the scion to commit evil
acts a number of times per
session equal to the
characters Bloodline
Strength Bonus. To resist
the dark thoughts, the
character must make a
Will save vrs. a DC of 10 +
the Bloodline Strength
Bonus.

The DM decides when the
attempted possession
occurs, and what actions
will be taken. The actions
taken should always be in
the characters best
interest, to achieve some
goal or desire of the
character. The
possession lasts no longer
then 1 round / Bloodline
Strength Bonus.
The Gorgon

Once human, Raesene the Black Prince has
been the Gorgon for centuries now, and his the
most feared awnshegh in all Cerilia. He is a
massive, giant, stony-skinned humanoid with a
bull-like head complete with horns, and
powerful goatlike legs with diamond-hard
hooves. Everything about the Gorgon suggests
that he is power and terror personified.


Large Humanoid Awnsheghlien
Class: Fighter 25 / Wizard 15 /
Awnsheghlien 20
Hit Dice: 25d10+200 (Fighter),
15d4+120 (Wizard),
20d10+160 (Awnsh)
Hit Points: 741
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 30 (-1 size, +1 Dex, +13
Kingstopper, +7 Gentle
Word)
Attacks: Lifender +59/+54/+49/+44,
Kick +50
Damage: Lifender 2d6+23, Kick
2d6+11
Special Attacks: Kick; Death Gaze; Great
Cleave; Improved Bull Rush;
Power Attack; Stone Gaze;
Sunder; Spells
Special Qualities: Damage Reduction 69/+5;
+45 to Poison Saves;
Immune to Necromancy
Spells and Effects;
Specialization; Devastating
Critical; Regeneration 1; SR
30; Domain Spells
Saves: Fort +41, Ref +27, Will+35
Abilities: Str 32, Dex 15, Con 27, Int
24, Wis 23, Cha 25
Skills: knowledge (war) +57,
knowledge (tactics) +57,
knowledge (nobility) +27,
knowledge (siege craft) +17,
knowledge (bloodlines) +57,
knowledge (arcana) +27,
knowledge (religion) +17,
knowledge (humanoids) +37,
knowledge (politics) +37,
knowledge (weaponry) +37,
knowledge (torture) +47, spot
+71, listen +71, jump +31,
climb +31, Concentration
+38, bluff +12, diplomacy
+32, intimidate +47, sense
motive +27, spellcraft +27
Feats: Endurance, Great Fortitude,
Leadership, Toughness,
Power Attack, Cleave, Great
Cleave, Improved Bull Rush,
Sunder, Weapon Focus,
Weapon Specialization,
Improved Critical
Epic Feats: Damage Reduction (x8),
Overwhelming Critical
(Greatsword), Devastating
Critical (Greatsword), Epic
Leadership, Epic Will,
Legendary Commander
Blood: Azrai; Bld 100
Regency: 200
Bloodline Feats: True Bloodline, Bloodform,
Greater Long Life, Bloodline
Alertness, Bloodmark, Divine
Aura, Epic Regeneration,
True Damage Resistance,
Poison Resistance, Epic
Resistance, True Death
Attack (Gaze), True Stone
Attack (Gaze)

CR: 45
Treasure: Kingstopper, A Gentle Word,
Lifender
Alignment: Lawful Evil


Combat
The Gorgon is one of the most powerful
beings in all of Cerilea. His physical strength is
matched by very few, as is his tactical mind.
He is a terrible foe.
The Gorgon revels in martial combat, and
seldom uses his Death or Stone Gaze against
blooded individuals, preferring instead to kill
them with his Tighmaevril weapon and absorb
their bloodline. He will use the gaze attacks
without moments thought against unblooded
characters and NPCs that assault him.
Kick: This is considered a move equivalent
action, and can be used at will. The attack is
made at +50 to an opponent. If it hits, treat as
True Death Attack
[Bloodline]
The awnshegh can kill its
opponents instantly.
Prerequisite: Bloodform,
True Bloodline (Azrai)
Benefit: True Death Gaze
allows the Awnshegh to
instantly slay living beings
at will. Pick a type of
attack from the following
list:
Gaze: by sight
Breath: by breath
weapon
Sonic: by sound
Touch: by touch
Bite: by bite attack

This power is a partial
action that can be
activated at will. All
targeted creatures with HD
less then or equal to 1/4 of
the Awnsheghs Bloodline
Ability Bonus must make a
Fortitude Save vrs a DC
equal to 10 + 1/4 of the
Awnsheghs Bloodline
Ability Bonus or drop to -
10 Hit Points.
True Stone Attack
[Bloodline]
The awnshegh can turn
opponents to stone.
Prerequisite: Bloodform,
True Bloodline (Azrai)
Benefit: True Death Gaze
allows the Awnshegh to
turn living beings to stone
at will. Pick a type of
attack from the following
list:
Gaze: by sight
Breath: by breath
weapon
Sonic: by sound
Touch: by touch
Bite: by bite attack

This power is a partial
action that can be
activated at will. All
targeted creatures with HD
less then or equal to 1/2 of
the Awnshegh's Bloodline
Ability Bonus must make a
Fortitude Save vrs a DC
equal to 10 + 1/2 of the
Awnshegh's Bloodline
Ability Bonus or be turned
to stone as per the Flesh
to Stone spell in the PHB.
a Bull Rush (without the attack of opportunity).
In addition, the attack does 2d6+11 damage.
Death Gaze: This power is a partial action
that can be activated at will. All targeted
creatures within line of sight of the Gorgon, who
have 11 or less HD must make a Fortitude
Save vrs a DC of 21 or drop to -10 Hit Points.
Stone Gaze: This power is a partial action
that can be activated at will. All targeted
creatures within line of sight of the Gorgon, who
have 22 or less HD must make a Fortitude
Save vrs a DC of 32 or be turned to stone as
per the spell Flesh to Stone in the PHB.
Specialization: When human, Raesene was
one of Anuires premier swordsmen. He was
skilled in many weapons, and even specialized
in a few, making him a truly dangerous foe.
Now, with more than a thousand years of
weapons practice and warfare, he wields nearly
every weapon found in Cerilia as if he were a
specialist with it (only a 5% chance that the
Gorgon does not have Epic Weapon
Specialization and Epic Weapon Focus with
any given weapon).
Devastating Critical: The Gorgon gains the
feats Improved Critical, Overwhelming Critical,
and Devastating Critical with any weapon he
Specializes in. This means that the weapons
threat range is doubled, and on a successful
critical hit, the opponent must make a Fortitude
Save vrs a DC of 51 or die instantly.
Furthermore, an additional +1d6 points of
bonus damage is dealt on a successful critical
hit. If the weapons critical modifier is x3, add
+2d6 points of bonus damage instead, and if
the multiplier is x4, add +3d6 points of bonus
damage instead. Creatures immune to critical
hits cant be affected by Devastating Critical.
Spells: The Gorgon is a powerful wizard as
well as a warrior. He normally has the following
spells memorized:
Spells Prepared (Wiz 4/6/6/6/5/5/4/3/1):
0 Detect Magic, Read Magic,
Resistance x2
1
st
Comprehend Languages x2,
Protection from Chaos, Protection
from Evil, Protection from Good,
Protection from Law
2
nd
Detect Thoughts x2, Locate Object,
Obscure Object, See Invisibility x2;
3
rd
Clairaudience/Clairvoyance, Fireball
x2, Lightning Bolt x2, Tongues
4
th
Detect Scrying x2, Scrying x2, Wall of
Fire
5
th
Dream, False Vision, Mirage Arcana,
Teleport x2
6
th
Analyze Dweomer, Chain Lightning,
Legend Lore, True Seeing
7
th
Forcecage, Greater Scrying , Teleport
without Error
8
th
Protection from Spells
Domain Spells: Domain spells require a
month of preparation and casting to complete.
See page 81 of the Birthright 2
nd
Edition
Rulebook for Details on Realm Magic. Assume
the Gorgon has access to any Realm Spell he
needs.

Equipment of Note
Lifender: Lifender is a +6, Keen, Tighmaevril
Greatsword. Thought to be one of the most
powerful Tighmaevril weapons forged, it is the
Gorgons weapon of choice. In the Gorgons
hands it has the following stats:
To Hit: +59 / +54 / +49 / +44
Damage: 2d6+23 (One Handed), 2d6+28
(Two Handed)
Critical: 15-20/x2+1d6, subject must make
a Fort save (DC 51) or die instantly on a
critical.
Kingstopper: This suit of +5 giant sized plate
mail armor was made for the Gorgon over thirty
years ago by the dwarven smiths of Mur-Kilad.
A Gentle Word: A worn +5 tower shield that
the Black Prince has possessed since before
the battle of Deismaar.











































Spells Known
0. Arcane Mark, Dancing
Lights, Daze, Detect
Magic, Detect Poison,
Disrupt Undead,
Flare, Ghost Sound,
Light, Mage Hand,
Mending, Open/Close,
Prestidigitation, Ray
of Frost, Read Magic,
Resistance
1. Alarm, Comprehend
Languages, Detect
Secret Doors, Detect
Undead, Endure
Elements, Hold Portal,
Identify, Protection
from Chaos,
Protection from Evil,
Protection from Good,
Protection from Law,
True Strike
2. Detect Thoughts,
Locate Object,
Obscure Object, See
Invisibility
3. Clairaudience/Clairvo
yance, Fireball,
Lightning Bolt,
Tongues
4. Detect Scrying,
Locate Creature,
Scrying, Wall of Fire
5. Dream, False Vision,
Mirage Arcana,
Teleport
6. Analyze Dweomer,
Chain Lightning,
Legend Lore, True
Seeing
7. Drawmij's Instant
Summons,
Forcecage, Greater
Scrying , Teleport
without Error
8. Discern Location,
Protection from
Spells.

* Italics indicate Spell Mastery
The Raven



In almost seventy-five years, no one has
gazed upon the face of Warlord Tusilov, now
known as the most ruthless general of
Vosgaard, the Raven. Given the harshness by
which he conquered the realm, many believe
he has started to change into an awnshegh,
though none can prove it.
At times, the Raven refers to himself as the
Son of Azrai, an affectation that disturbs many.
Many say the Raven wields power with an ease
that terrifies even the hardest of hearts.
Whether Son of Azrai is an assumed title by a
proud warrior or it has some shred of truth to it
is unknown. The sheer hubris of this title (and
the incumbent dangers it involves) is enough to
impress even the might Gorgon.
Many rumors swirl about the Raven in terms
of evils or powers he has but keeps secret. If
any are to be believed, the Raven can fly by
night on wings of darkness, steal bloodline
strength from a ruler with a glance, and attack a
foe with a least seven sword blows in a second!

Medium Vos Awnsheghlien
Class: Ranger 5 / Fighter 18 /
Wizard 14 / Awnsheghlien 10
Hit Dice: 5d10+30 (Rng), 18d10+102
(Fighter), 14d4+84 (Wizard),
10d10+60 (Awnsh)
Hit Points: 479
Initiative: +18 (+10 Dex, +8 Superior
Initiative)
Speed: 30 ft.
AC: 22 (+6 Dex, +6 Mithril
Chainmail)
Attacks: Frostbrand +39/+34/+29/+24,
Flametongue +40/+35/+30/+25
Damage: Frostbrand 1d8+1d6(cold)+7,
Flametongue 1d8+1d6(fire)+8
Special Attacks: Whirlwind Attack; Spring
Attack; Spells
Special Qualities: Invulnerability; Regeneration
1; SR 20 vrs Necromancy;
Shadow Form; Travel;
Deflection; Favored Enemy
(human) +2, Favored Enemy
(elf) +1
Saves: Fort +32, Ref +31, Will+29
Abilities: Str 20, Dex 30, Con 23, Int
30, Wis 30, Cha 25
Skills: knowledge (war) +60,
knowledge (tactics) +60,
knowledge (nobility) +30,
knowledge (bloodlines) +25,
knowledge (arcana) +50,
knowledge (religion) +40,
knowledge (Azrai) +55,
knowledge (politics) +30,
knowledge (torture) +30, hide
+50, move silently +50, spot
+58, listen +58, jump +20,
climb +20, Concentration
+36, bluff +27, diplomacy
+27, intimidate +27, sense
motive +27, spellcraft +27
Feats: Ambidexterity, Combat
Reflexes, Leadership,
Lightning Reflexes, Dodge,
Expertise, Improved Critical
(Longsword), Improved
Unarmed Strike, Improved
Initiative, Deflect Arrows,
Spring Attack, Weapon
Focus (Longsword), Weapon
Specialization (Longsword),
Whirlwind Attack
Epic Feats: Blinding Speed, Epic
Leadership, Exceptional
Deflection, Infinite Deflection,
Perfect Two-Weapon
Fighting, Reflect Arrows,
Superior Initiative, Epic
Weapon Focus, Epic
Weapon Specialization
Blood: Azrai; Bld 77
Regency: 100
Bloodline Feats: True Bloodline, Bloodform,
Improved Long Life,
Bloodline Alertness,
Heightened Ability,
Invulnerability, Epic
Regeneration, Shadow Form,
Travel, Greater Resistance
CR: 35
Treasure: Frostbrand, Flametongue,
Mithril Chainmail, two +1
daggers
Alignment: Lawful Evil

Combat
The Raven is a formidable enemy in battles of
arms or spells. He uses the Shadows to his
advantage and attempts to isolate and weaken
any formidable enemies before moving in for
the kill.
Invulnerability: The Raven can only be killed
under a certain set of circumstances that are
set by the DM for his campaign.
Shadow Form: Once per day, the Raven and
all his gear becomes 2-dimentional and
incorporeal for up to 5 hours. While
incorporeal, the Raven can only be harmed by
other incorporeal beings, +1 or better magic
weapons, or magic, with a 50% chance to
ignore damage from a corporeal source. While
a shadow, the Raven moves at his normal
movement rate, but may also climb or cross
any surface without hindrance, as easily as a
shadow falls across a floor. When in shadow
form, the Raven cannot effect or harm his
environment and always succeeds at move
silently checks.
Travel: 6 times per week, the Raven may
cast Teleport without error on himself and 33
companions. This ability requires the Teleport
to start and end in shadow.
Reflection: The Raven can reflect any
ranged attack (including spells that require
ranged touch attacks) by making a reflex save
against a DC of 20 (if the ranged weapon has a
magical bonus to attack, the DC increases by
that amount). If reflecting a spell, add the spell
level to the DC to reflect the attack. If
successful, the Raven reflects the ranged
attack back on the attacker at his base ranged
attack bonus of +43. This is considered a free
action for the Raven and can be performed as
often as desired in a round.
Spells: The Raven normally has the following
spells memorized:
Spells Prepared (Wiz 4/7/7/6/6/5/6/3):
0 Detect Magic x2, Ghost Sound x2
1
st
Change Self, Color Spray, Enlarge,
Magic Missile x3, Obscuring Mist
2
nd
Blur, Detect Thoughts, Fog Cloud x2,
Scare, Web x2
3
rd
Dispel Magic, Fireball x2, Fly, Haste,
Slow
4
th
Charm Monster, Confusion,
Hallucinatory Terrain, Shadow
Conjuration x3
5
th
Animate Dead, Greater Shadow
Conjuration, Shadow Evocation,
transmute Rock to Mud, True Strike
(Quickened)
6
th
Greater Shadow Evocation, Mislead,
Project Image, Shades x2
7
th
Control Undead, Delayed Blast
Fireball, Finger of Death
8
th
Protection from Spells
Domain Spells: Domain spells require a
month of preparation and casting to complete.
See page 81 of the Birthright 2
nd
Edition
Rulebook for Details on Realm Magic. Assume
the Raven has access to any Realm Spell he
needs.

Equipment of Note
Frostbrand: This +2 frost longsword (+1d6
points of cold damage to each hit) does not
shed any light except when the air temperature
is below 0 degrees F. Its wielder is protected
from fire, since the sword absorbs the first 10
points of fire damage each round that the
wielder would otherwise suffer.
The frostbrand sword also has a 50% chance
of extinquishing any fire into which its blade is
thrust. This power extends to a 10-foot radius
and includes lasting effects such as wall of fire
but excludes instantaneous effects such as
fireball, meteor swarm, and flame strike.
In the Ravens hands it has the following stats:
To Hit: 43 / +38 / +33 / +28
Damage: 1d8 + 1d6 (cold) + 7
Critical: 17-20/x2
Flametongue: This +3 flaming burst
longsword (+1d6 points of fire damage to each
hit, +1d10 points of damage on a critical strike)
is crisscrossed with veins of a dark mineral.
Flame bursts forth from the veins when the
sword tastes blood, continuing to burn until the
sword is sheathed.
Its wielder is protected from ice, since the
sword absorbs the first 10 points of ice damage
each round that the wielder would otherwise
suffer.
In the Ravens hands it has the following stats:
To Hit: +44 / +39 / +34 / +29
Damage: 1d8 + 1d6 (fire) + 8
Critical: 17-20/x2 + 1d10 (fire)
























Spells Known
0. Arcane Mark, Dancing
Lights, Daze, Detect
Magic, Detect Poison,
Disrupt Undead,
Flare, Ghost Sound,
Light, Mage Hand,
Mending, Open/Close,
Prestidigitation, Ray
of Frost, Read Magic,
Resistance
1. Alarm, Cause Fear,
Change Self, Color
Spray, Comprehend
Languages, Detect
Undead, Enlarge,
Hold Portal, Identify,
Magic Missile,
Obscuring Mist, Ray
of Enfeeblement,
Silent Image, Sleep,
True Strike
2. Blur, Detect Thoughts,
Fog Cloud, Scare,
Web
3. Dispel Magic, Fireball,
Fly, Haste, Slow
4. Charm Monster,
Confusion,
Hallucinatory Terrain,
Shadow Conjuration
5. Animate Dead,
Greater Shadow
Conjuration, Shadow
Evocation, Transmute
Rock to Mud
6. Greater Shadow
Evocation, Mislead,
Project Image,
Shades
7. Control Undead,
Delayed Blast
Fireball, Ethereal
Jaunt, Finger of Death
Rhuobhe Manslayer

When Azrai came to the elves with his plan to
destroy the humans, Rhuobhe and hundreds of
elves eagerly allied themselves with the god.
Although the elves deserted him upon finding
what Azrai stood for, Rhuobhe remained with
the god of evil. He was astonished that his
fellow elves could forsake their hatred of the
humans so quickly. As a result of his loyalty,
Rhuobhe was bathed in Azrais power at
Deismaar. Rhuobhe Manslayer has used his
power to further his agenda of human
extermination.


Medium Sidhelien Awnsheghlien
Class: Ranger 16 / Sorcerer 15 /
Awnsheghlien 10
Hit Dice: 16d10+32 (Ranger), 15d4+30
(Wizard), 10d10+20 (Awnsh)
Hit Points: 247
Initiative: +49 (+7 Dex, +42 Battlewise)
Speed: 40 ft.
AC: 26 (+4 Dex, +12 Elven Plate
Mail +4)
Attacks: Heartspiller +40/+35/+30/+25
Winged Death +41/+36/+31/
+26
Damage: Heartspiller 1d10+9, Winged
Death 1d10+1d6+8
Special Attacks: Improved Many Shot; Swarm
of Arrows
Special Qualities: Darkvision; Create Arrows;
Arrow Immunity; See
Invisibility; Favored Enemy
(Humans) +4; Favored
Enemy (Orogs) +3; Favored
Enemy (Goblins) +2; Favored
Enemy (Dwarves) +1; Fear;
Regeneration 1; Damage
Reduction 42/+1; Battlewise
Saves: Fort +23, Ref +23, Will+21
Abilities: Str 20, Dex 24, Con 15, Int
20, Wis 14, Cha 17
Skills: knowledge (war) +40,
knowledge (tactics) +40,
knowledge (elves) +20,
knowledge (arcana) +25,
knowledge (torture) +45, hide
+57, move silently +57, spot
+49, listen +49, jump +10,
climb +10, Concentration
+32, bluff +25, diplomacy
+25, intimidate +55, sense
motive +12, spellcraft +25
Feats: Point Blank Shot, Far Shot,
Precise Shot, Rapid Shot,
Weapon Focus (Long Bow),
Weapon Focus (Bastard
Sword), Leadership, Track,
Scribe Scroll, Quicken Spell,
Empower Spell, Extend Spell
Epic Feats: Distant Shot, Epic Weapon
Focus (Long Bow), Epic
Weapon Focus (Bastard
Sword), Manyshot, Improved
Manyshot, Swarm of Arrows
Blood: Azrai; Bld 95
Regency: 100
Bloodline Feats: True Bloodline, Bloodform,
Improved Long Life,
Bloodline Alertness,
Improved Enhanced Sense,
Fear, Epic Regeneration,
Epic Damage Resistance,
Battlewise, Detect Illusion,
Weapon Immunity, Conjure
Weapon
CR: 30
Treasure: Heartspiller; Winged Death;
Angers Turning; Cloak of
Elvenkind; Boots of Elvenkind
Alignment: Neutral Evil

Weapon Immunity
[Bloodline]
The awnshegh is immune
to a specific type of
weapon.
Prerequisite: Bloodform,
Great Bloodline (Azrai)
Benefit: The awnshegh
becomes impervious to a
specific type of weapon.
The awnshegh takes no
damage from any
weapons of the specific
type, including magical
weapons.
The awnshegh can choose
from the following:
Unarmed Attacks, Axes,
Spears, Arrows, Bolts,
Swords, Daggers, Darts,
Hammers, Lances,
Polearms, or Staffs.
Special: This feat can be
taken multiple times. Each
time it is taken, it must
apply to a different weapon
type.
Conjure Weapon
[Bloodline]
The scion can conjure a
magical weapon.
Prerequisite: Epic
Bloodline (Any), Weapon
Focus
Benefit: The scion has the
ability to conjure a magical
weapon into existence as
a free action. The scion
can choose to apply this
feat to any weapon the
scion has Weapon Focus
in. The conjured weapon
is considered a +5 weapon
for the purpose of hitting
creatures with Damage
Resistance. The conjured
weapon deals an
additional +1d6 magical
damage. The conjured
weapon can only be
wielded by the scion, and
disappears from existence
if it loses consciousness.
This feat can be used to
create ammunition for
ranged weapons.
Special: This feat can be
taken multiple times. Each
time it is taken, it must
apply to a different weapon
type.
Combat
When Rhuobhe prepares himself for combat,
his entire realm knows it. Perhaps theres
tension in the air, or perhaps a faint rumbling in
the earth signals his intent. When Rhoubhe
dons his weapons and armor, his domain waits
with bated breath, eagerly anticipating the
destruction of Rhuobhes enemies.
Improved Many Shot: As a standard action,
Rhuobhe can fire seven arrows at a single
target. All seven arrows use the same attack
roll to determine success (with a -2 penalty on
the attack).
Swarm of Arrows: As a full round action,
Rhuobhe can fire an arrow at his full base
attack bonus at each opponent within 30 feet.
Create Arrows: Rhuobe does not carry a
quiver of arrows. He can conjure radiant blue
arrows of energy at will. These arrows are
considered +5 weapons for the purpose of
hitting creatures with Damage Resistance. The
arrows do an additional +1d6 magic damage.
Arrow Immunity: The blood of Azrai has
altered Rhuobhes skin, darkening and
toughening it. He can no longer be harmed any
arrows or bow launched projectiles, though
other ranged weapons can still harm him.
See Invisibility: Rhuobhe can see through all
illusions, including invisibility. He is also cursed
with abhorrence towards daylight. All actions
taken in an area with normal daylight or higher
is made at a -4 penalty.
Fear: Forty-two times per day, the Manslayer
may cause fear in a single opponent he
touches as per the spell on page 203 of the
PHB.
Battlewise: Rhuobhe an all allies within 200
feet that he can communicate with gain a divine
bonus of +42 to their initiative rolls. This bonus
only applies if the allies are able to effectively
communicate tactics with Rhuobhe.
Spells: The Manslayer is an experienced
elven sorver. He possesses the ability to cast
the following spells:
Sorcerer Spells (Sor 6/7/7/7/6/6/6/4):
0 Dancing Lights, Daze, Detect Magic,
Detect Poison, Flare, Ghost Sound,
Light, Open/Close, Read Magic
1
st
Charm Person, Chill Touch, Jump,
Magic Missile, Expeditious Retreat
2
nd
Blindness, fog cloud, levitate, web,
Darkness
3
rd
Blink, Dispel Magic, Fly, Haste,
Lightning Bolt
4
th
Fire Shield, Ice Storm, Minor Globe of
Invulnerability, plant growth,
Polymorph self
5
th
Animate Dead, conjure Elemental,
Contact Other plane, dismissal
6
th
Disintegrate, Otilukes freezing sphere,
Chain Lightning
7
th
Prismatic Spray, Limited Wish
Domain Spells: Domain spells require a
month of preparation and casting to complete.
See page 81 of the Birthright 2
nd
Edition
Rulebook for Details on Realm Magic. Assume
the Manslayer has access to any Realm Spell
he needs.

Equipment of Note
Heartspiller: This +4 Bastard Sword of Life
Stealing has a chance of bestowing one
negative level on its target whenever it deals
damage, just as if the target had been struck by
an undead creature. The target is allowed a
fortitude save against a DC equal to the amount
of damage dealt to avoid the level drain. One
day after being struck, subjects must make a
Fortitude save (DC 23) for each negative level
or lose a character level.
In the Manslayers hands it has the following
stats:
To Hit: 40 / +35 / +30 / +25
Damage: 1d10 + 9
Critical: 19-20/x2
Winged Death: This +3 Mighty Composite
Bow is Rhuobhes ranged weapon of choice,
built nearly a thousand years ago by his own
hand.
In the Manslayers hands it has the following
stats:
To Hit: +41 / +36 / +31 / +26
Damage: 1d10 + 1d6 (magic) + 8
Critical: 19-20/x2 + 1d6 (magic)
Angers Turning: This +3 small wooden
shield was finely crafted by a friend of
Rhuobhes shortly before the battle of Mount
Deismaar.
































The Spider

The Spider is one of the most gruesome-
looking awnshegh still alive today and the least
sane creature in Anuire. Its spider like frame,
its cunning, madness, and its abhorrent need to
kill elves and anyone who stands in its way
makes it even more repellent than it ever was
when it was simply Tal-Qazar the Goblin King.


Large Aberration Awnsheghlien
Class: Fighter 2 / Awnsheghlien 10
Hit Dice: 4d8 + 20 (Large Spider),
10d10+50 (Awnsh)
Hit Points: 136
Initiative: +5 (+5 Dex)
Speed: 40 ft., climb 30 ft (Web: 50 ft.,
climb 40 ft.)
AC: 22 (-1 size, +5 Dex, +8
natural)
Attacks: Claw +17/+17/+12/+12/+7/
+7, Bite +19 melee
Damage: Claw 1d6+5, Bite 1d8+5
Special Attacks: Death Bite; Leap Attack;
Web
Special Qualities: Darkvision; Fear;
Regeneration 1; Animal
Affinity (Spiders); Spittle
Saves: Fort +18, Ref +12, Will+7
Abilities: Str 20, Dex 20, Con 20, Int
11, Wis 10, Cha 12
Skills: knowledge (riddles) +8,
knowledge (goblins) +8,
knowledge (spiders) +8, hide
+11, move silently +11, spot
+42, listen +42, jump +47,
climb +17
Feats: Ambidexterity; Two-Weapon
Fighting; Improved Two-
Weapon Fighting; Greater
Two-Weapon Fighting
Blood: Azrai; Bld 95
Regency: 10
Bloodline Feats: True Bloodline; Bloodform;
Greator Long Life; Animal
Affinity (Spiders);
Invulnerability; Epic
Regeneration; Bloodline
Alertness; Enhanced Sense;
Bloodline Leap; Leap Attack;
True Death Attack (Bite)
CR: 15
Alignment: Chaotic Evil

Combat
The Spider is not the most powerful Anuirean
awnshegh, but it is still a powerful foe. With its
spider legs, it can move quickly from side to
side, easily dodging attacks. Its primary attacks
are its powerful claws followed by the bite of its
razor-sharp teeth.
Death Bite: This power is a partial action that
can be activated at will by the Spider. The
Spider can target a foe with 10 or less HD. On
a successful bite attack, the foe must make a
Fortitude Save vrs a DC of 20 or drop to -10 Hit
Points and die.
Leap Attack: As a full attack action, the
Spider leap up to 30 feet in the air and land on
a target up to 50 feet away. The Spider makes
a jump check vrs a DC of 10 + the distance to
the target. If it succeeds it lands on the target
and makes a single attack with either a claw or
bite with a +2 bonus to hit and +3d6 damage.
Web: As a move equivalent action, the Spider
can cast a Web as the spell Web (pg 271 PHB).
This web does not burn, and dissolves in
1d20+20 hours.
Fear: Forty-two times per day, the Manslayer
may cause fear in a single opponent he
touches as per the spell on page 203 of the
PHB.
Animal Affinity (Spiders): At will, the Hydra
can communicate with any arachnid nearby
such as spiders and monstrous spiders. If the
Spider is encountered within the Spiderfell, then
6d6+6 Tiny Monstrous Spiders, 2d6 Small
Monstrous Spiders, and 1d6-1 Medium
Monstrous Spiders will respond to the Spiders
summons.
Spittle: If the Spiders life is in serious
danger, it uses a spray of blinding spittle to aid
in its escape. Once per day, as a free action,
the Spider can attempt to blind 1d4+1
individuals. The spider makes a touch attack at
its full ranged base attack bonus (+19) against
1d4+1 opponents. If successful, each target is
allowed a Reflex Save against a DC of 20 or
become Blinded (per the spell Blindness on pg
180 PHB) for 1d6+1 rounds. Furthermore, the
spittle does 1d6 acid damage for each round
the target is blinded.












Animal Affinity
(Spiders) [Bloodline]
You have a natural affinity
for communicating with
spiders.
Prerequisite: Minor
Bloodline (Azrai)
Benefit: Animal Empathy
is a class skill for the
scion. The scion has
empathic communication
to a range of 60 feet with
Spiders. The empathic
communication provides
the scion a divine bonus
equal their Bloodline
bonus to Animal Empathy
with Spiders.
Bloodline Leap
[Bloodline]
The scion can leap mighty
distances.
Prerequisite: Major
Bloodline in Azrai, Reynir,
or Brenna
Benefit: The scion does
not have the usual
maximums for jumping
distance. For leaps of
maximum horizontal
distance, the jump reaches
its peak (one-forth the
horizontal distance) at the
halfway point.
Furthermore, the scion
receives a divine bonus on
jump checks equal to the
scions Bloodline Strength
Bonus.
Leap Attack [Bloodline]
The scion can attack with
mighty leaps.
Prerequisite: Great
Bloodline in Azrai, Reynir,
or Brenna; Bloodline Leap
Benefit: The scion can
make a single leap attack
as a full attack action.
Treat this leap as a charge
action (pg 124 of the
PHB). The scion receives
a +2 bonus to hit, and
does an additional damage
based on the scions size:
Tiny +1d4
Small +1d6
Medium +2d6
Large +3d6
Huge +4d6
The scion must succeed at
a jump check for this
attack to succeed.
The Hydra
The Hydra is a monstrous reptilian creature
with multiple heads and a voracious appetite. It
was once a large crocodile that was infected
with the taint of Azrai at some point after the fall
of Deismaar. It grew to larger proportions and
consumed a blooded scion who came to slay it,
that scions head sprouted out of its gargantuan
body, now linked with the Hydras brain. Since
then various blooded heroes have fallen to the
beast, now evident as part of the creatures
collection of heads.

Huge Animal (Aquatic) Awnsheglien
Class: Awnsheghlien 6
Hit Dice: 7d8+35 (Giant Crocodile),
6d10+30 (Awnsh)
Hit Points: 151
Initiative: +1 (Dex)
Speed: 20 ft., swim 30 ft.
AC: 21(-2 size, +1 dex, +12
natural)
Attacks: Bite (Main Head) +21, Bite
(Small Heads) +16/+16, Tail
Slap +16
Damage: Bite (Main Head) 2d8+15,
Bite (Small Heads) 1d4+7,
Tail Slap 1d12+22
Special Attacks: Power Attack; Improved Grab
Special Qualities: Invulnerability; Unreadable
Thoughts; Improved Animal
Affinity (Serpents); Fear;
Hydrakin
Saves: Fort +14, Ref +10, Will+8
Abilities: Str 35, Dex 12, Con 20, Int 8,
Wis 14, Cha 4
Skills: hide +17, spot +7, listen +7,
wilderness lore +3, intimidate
+18
Feats: Power Attack; Improved
Grapple
Blood: Azrai; Bld 47
Bloodline Feats: Epic Bloodline; Bloodform,
Long Life; Detect Life; Fear;
Invulnerability; Unreadable
Thoughts; Improved Animal
Affinity (Serpents)
CR: 12
Treasure: None
Alignment: Chaotic neutral

Combat
Finding the Hydra is almost as difficult as
surviving a meeting with it. It has absorbed
some intelligence and cunning from its own
prey, and it uses the swamp to avoid being
seen until it can get an easy attack on its foes.
The Hydras primary attacks are bites from its
collection of heads on one prey. Usually, only
two small heads and the large, central crocodile
head can bite one target and the Hydra lashes
its tail at another.
Invulnerability: The Hydra can only be killed
under a certain set of circumstances that are
set by the DM for his campaign.
Improved Grab: As a full round action, the
Hydra can perform a grapple action against an
opponent per the rules on page 137 of the
PHB. If successful, on the following round and
every round the grapple is maintained , the
Hydra can make an attack action with its main
head and four smaller heads. The attack with
the main head is made at +21, the four smaller
heads each attack at +16.
Improved Animal Affinity: At will, the Hydra
can communicate with any reptilian creatures
nearby such as snakes and lizards. If the
Hydra is encountered within the Harrowmarsh,
then 2d6+2 Snake (constrictor), 1d6 Snake
(giant constrictor), and 1d4-1 Crocodile will
respond to the Hydras summons.
Hydrakin: The Hydra reproduces asexualy;
what it eats is sometimes reproduced as a
composite with traits of the Hydra and other
prey. Whenever prey is eaten, there is a 2%
chance per hit-point that it will be disgorged in
1d8 days as a hydrakin (See sidebar).
Fear: Eighteen times per day, the Hydra may
cause fear in a single opponent it touches as
per the spell on page 203 of the PHB.
The Hydrakin Template
Hydrakin is a template that
can be added to any
corporeal creature the
Hydra has consumed.
The creatures type
changes to Awnsheghlien.
It uses all the base
creatures statistics and
special abilities except as
noted here.
Speed: The Hydrakin
gains the ability to swim at
its base speed +10.
AC: Natural armor
improves by +2 as it grows
scales.
Special Attacks: The
Hydrakin retains all of the
special attacks of the base
creature and also applies
a poison attribute to either
its bite or claw attack
(Hydrikin Poison, Injury
DC 12, Initial Damage 0,
Secondary Damage 1d6
Str).
Special Qualities: A
Hydrakin retains all of the
special qualities of the
base creature and also
gains the following:
Darkvision 60 feet.
Immune to poison and
disease.
Saves: Same as base
creature.
Abilities: Increase one
of the Base creatures
corporal stats (Str, Dex, or
Con) by +8, and decrease
one of the mental stats
(Wis, Int, Chr) by -8.
Skills: A Hydrakin has 2
skill points plus its
Intelligence modifier.
These points must be
spent on the skills Spot,
Listen, Hide, or Sneak.
Feats: Hydrakin gain the
Minor Bloodline (Azrai)
feat and Bloodform.
Terrain: Harrowmarsh
Organization: Same as
the base creature.
Challenge Rating: Same
as the base creatures +1.
Alignment: Always
Chaotic Neutral or Chaotic
Evil.
Advancement: Same as
the base creatures.
The Binman

This grisly being is the result of a horrible
experiment conducted over a century ago by a
mad wizardess from Sendoure named Danita
Kusor. This creature was created by grafting
various body parts and limbs from elves,
dwarves, and humans together into one form,
but it remained inert despite the intense magic
used on it.
Kusor was interrupted at her gruesome work
by a wandering awnshegh seeking power, she
slew it with spells. As a result, she and what is
now known as the Binman each absorbed
some of the attackers fleeing birthright. The
Binman became animate, if not quite alive.
After an initial period of adjustment, the mute
Binman gained control over its body. Having
retained some basic warriors abilities, it
attempted to kill Danita Kusor, but only
succeeded in forcing her to flee for her life; she
now resides in Chimaeron as its namesake
awnshegh, the Chimaera. The Binman left
behind the ruined tower in the Iron Peaks and
headed through Rohrmarch to Binsada.
The Binman currently wanders the lands of
Binsada, Zikala, and Sendoure, seeking a true
purpose and more power. The Binman
generally kills anyone who threatens or
challenges it, but it also has befriended thieves
and honest folk alike (though said friends are
few and far between). The Binman sometimes
lends itself out as a mercenary. It has fought
against the invading forces of the Sphinx,
helped Sendoure ward off an attack by a
coalition of orog tribes from Coullabhie, and has
worked with adventurers and other
awnsheghlien alike in short term quests of
power and gold. Few know or can gauge how
much power the Binman wields, and fewer still
can guess how it will react in any given
circumstance; it is my theory that its component
parts had conflicting natures and certain parts
of its past lives come to the fore at random. It
may be this chaotic nature that protects the
Binman from clashes with other blooded
creatures, but a battle between the Binman and
the Sphinx is inevitable.


Medium Undead Awnsheghlien
Class: Awnsheghlien 3 / Barbarian 5
Hit Dice: 2d12 (Undead) , 3d10
(Awnsheg) , 5d12 (Barbarian)
Hit Points: 84
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 22 (+3 Dex, +7 Admantine
Breastplate, +2 Natural)
Attacks: Longsword +15/+10; or
Claws +16/+11
Damage: Longsword 1d8+6, Claws
1d3+6
Special Attacks: Paralysis; Cleave; Power
Attack
Special Qualities: Undead; +2 Turn Resistant;
SR 20 vrs Necromancy
Saves: Fort +7, Ref +7, Will+7
Abilities: Str 22, Dex 17, Con --, Int 10,
Wis 10, Cha 8
Skills: Climb +4, Hide +16,
Intimidate +8, Jump +4,
Listen +7, Move Silently +2,
Swim +2, Wilderness Lore +2
Feats: Cleave, Improved Unarmed
Strike, Minor Bloodline,
Power Attack, Weapon
Focus: Unarmed, Endurance
Blood: Azrai; Bld 15
Bloodline Feats: Minor Bloodline, Bloodform,
Blood History, Resistance,
Superior Will
CR: 8
Treasure: Longsword, Adamantine
Breastplate, Cloak of
Elvenkind
Alignment: Chaotic Neutral

Special
The Binman is unpredictable in and out of
battle. It is a chaotic being which lacks control.
The Binman normally uses its Barbarian Rage
ability as soon as it enters combat. It tends to
be drawn toward the foe that most reminds it of
its creator. As such it will attack female magic
users that it has not befriended before any
other foe.


Paralysis: Those hit by the Binmans claw
attack must succeed at a Fortitude save (DC
14) or be paralyzed for 1d6+2 minutes. Elves
are immune to this paralysis.
Undead: The Binman is immune to mind-
influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical
hits, subdual damage, ability damage, energy
drain, or death from massive damage.
Blood History: Once per day, the Binman
may add +2 to any skill that one of the
individuals his body is made of may have
known in life. This bonus last for 20 minutes.


The Wolf


The Wolf is a mysterious and shy beast that is
rarely seen outside its current territory; its range
of movement is know to change with the
seasons and the encroachment of elven and
human settlers, but there has been little change
in its territory in decades. Wolfgaard, the
official name for the Wolfs territory, while
mapped and referred to as a distinct and
separate domain, is simply an independent
group of provinces under the regency and
control of Hjorig.
The Wolf is not the fearsome beast that
everyone suspects it is. When its hungry, it
kills, preferring to kill things with less
intelligence than himself: Intelligence tends to
bring out caution in the creature.
The Wolf either consumed a being with Azrais
blood or was infected in an unknown way. It is
a blooded awnshegh, but all this taint has done
is increase its size and intelligence.


Large Animal Awnsheghlien
Class: Awnsheghlien 3
Hit Dice: 6d8+30 (Dire Wolf), 3d10 +15
(Awnsheg)
Hit Points: 84
Initiative: +3 (Dex)
Speed: 60 ft.
AC: 15 (-1 size, +3 Dex, +3
Natural)
Attacks: Bite +14/+9 melee
Damage: Bite 2d8+12
Special Attacks: Trip; Spring Attack
Special Qualities: Scent
Saves: Fort +11, Ref +11, Will+9
Abilities: Str 26, Dex 17, Con 20, Int 7,
Wis 12, Cha 10
Skills: Hide +7, Listen +7, Move
Silently +9, Spot +9,
Wilderness Lore +6
Feats: Run; Endurance; Dodge;
Mobility; Spring Attack
Blood: Azrai; Bld 17
Bloodline Feats: Minor Bloodline, Bloodform,
Bloodmark, Bloodline
Alertness, Superior Will
CR: 6
Alignment: Neutral

Combat
The Wolf uses its superior speed,
maneuverability, and knowledge of the terrain
to its advantage. Its preferred method of attack
is to use Spring Attack to assault and Trip foes.
Trip: When the Wolf hits with a bite attack, it
can attempt to trip its opponent as a free action
without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the
opponent cannot react to trip the Wolf.
Spring Attack: The Wolf can move before
and after a standard attack action, providing
that its total distance moved is not greater than
its speed. Moving in this way does not provoke
an attack of opportunity from the defender it
attacks.

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