šHgeocities.com/area51/vault/6396/monster15.htmloocities.com/area51/vault/6396/monster15.htmlelayedxĖŽÕJ’’’’’’’’’’’’’’’’’’’’ČĄįœ%VOKtext/html_¾%V’’’’b‰.HSun, 19 Apr 1998 19:44:07 GMT Mozilla/4.5 (compatible; HTTrack 3.0x; Windows 98)en, *ĖŽÕJ%V Shadow World Horrors Awnshegh & Monster Theme

Shadow World Horrors

by Peter "Dragon" Hodge

The cataclysmic explosion at Mount Deismaar saw far more than the rise of new gods to replace the old, who had destroyed themselves in a last ditch effort to stop Azrai, Lord of Shadow, from conquering the Cerilian peoples. Bloodlines, awnsheghlien, the powerful Anuirean Empire - all these, and much more, were a direct result of the events at Mount Deismaar. However, in the glut of changes that swept over Cerilia in the years and decades immediately after Deismaar, one particular development went almost unnoticed - the sudden discovery of a dark, parallel world known now as the Shadow World. That the Shadow World had existed before Deismaar is an established fact, as the folk we know as halflings can readily attest, having once been natives of that cold, eerie world that exists forever in a deep twilight. The halflings had already begun to cross over into Cerilia in the years before Deismaar, fleeing an unstoppable being they called the Usurper. How exactly these early halflings bridged the barrier between Cerilia and the Shadow World is unknown. The halflings themselves claim to have forgotten, although they still possess the apparently innate ability to see into and even move briefly through the Shadow World.

When the gods surrendered their lives at Deismaar to destroy Azrai, the resulting divine explosion affected far more than the physical landscape of Cerilia (although its effect on the land was vast, causing the Deismaar range itself to blown to pieces and powerful earthquakes affected most of Cerilia). The magical barrier between the Cerilia and the Shadow World, called the Evanescence by those scholars who are aware of its existence (of which there are very few, although the elven wizards of Tuarhievel know far more than any human scholar), was tremendously weakened. Although the Evanescence healed itself within a few years, any number of Shadow World creatures, mainly undead, but other beasts as well, were able to enter Cerilia. In modern times, mighty magic indeed is needed to breach the Evanescence, and these breaches, or rifts, are typically very short lived as the Evanescence regenerates quickly. However, there are some places in Cerilia where the damage caused by the Deismaar explosion was so great that the rifts were not able to heal totally. Some sages suggest that other factors must have been involved to prevent the Evanescence from totally reforming, and speculation as to what exactly these factors were is wide and far-ranging. Whatever the reasons, it is enough to know that in the wild lands of Cerilia, where neither human nor elf holds sway, rifts to the Shadow World exist. Some are only open on certain occasions, like the Anuirean festival the Eve of the Dead, and some only when particular actions are performed. When these rifts are open, undead and other horrors are free to cross into this world.

Among the more horrific inhabitants of the Shadow World are a group of creatures that are formed from the very essence of the Shadow World itself. These terrifying beings are creations of the evil entity known as the Cold Rider. Although none of these creatures have actually been seen in Cerilia itself, that time may not be far off, as the Evanescence has been gradually weakening over the centuries since Deismaar. Explanations to why this weakening is occurring are many and varied. Some suggest that the damage inflicted by the Deismaar explosion was in fact fatal, just not immediately so, while others think that the Cold Rider (or some other being) is actively working to permanently bring down the Evanescence and make Cerilia and the Shadow World as one. With increasing numbers of undead appearing in Cerilia's wild lands (and sometimes even in not so wild places), it is surely only a matter of time before many other horrors, like the creatures described below, begin to cross into Cerilia, bringing death and destruction with them.

Shadow World Creation, Fhurl

CLIMATE/TERRAIN: Any/Any
FREQUENCY: Very Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Non (0)
TREASURE: Nil
ALIGNMENT: None
NO. APPEARING: 1-12
ARMOUR CLASS: 4
MOVEMENT: 9
HIT DICE: 3+3
THACO: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d10/1d10
SPECIAL ATTACKS: hug
SPECIAL DEFENSES: +1 weapon to hit, spell immunities
MAGIC RESISTANCE: 15%
SIZE: M (6 1/2' tall)
MORALE: Fearless (20)
XP VALUE: 650

The fhurl is the elite foot soldier of the Cold Rider's forces. It appears to be very similar to a shadow, but has a definite solid, three dimensional form. It has no features, however, and is perhaps best described as a humanoid shaped "nothing", as if a piece of the world was simply missing. A fhurl is actually a portion of the essence of the Shadow World, and is strongly connected to its creator - the Cold Rider. This connection allows the Cold Rider to "see" what the fhurl does if he so wishes (this is uncommon however, as the Cold Rider has more useful creatures he can see through). The creature's hands end in three inch "claws" that are capable of tearing through metal. Like all of the Cold Rider's Shadow World creations, the fhurl is very difficult to see in poor light, and is totally silent at all times. In moon light (or its equivalent), targets of the fhurl have their surprise rolls penalised by -2. In total darkness, surprise is automatic. In full daylight (or its equivalent), however, the fhurl is at a disadvantage, suffering -2 on all its attack rolls and saving throws as well as losing its immunity to non-magical weapons. Also, the Cold Rider cannot "see" through a fhurl when it is exposed to full daylight.

The fhurl is totally non-intelligent and it needs to be directed by another being (usually a more powerful Shadow World creation). If not so directed, the fhurl continues at whatever task it was last set to, or if that is not possible, it does nothing at all, even if it is attacked.

Combat: In combat, the fhurl attacks in a straightforward manner, preferring to go directly after its targets (as determined by the Cold Rider). It attacks with its two deadly claws, each of which inflicts 1d10 points of damage. Wounds caused by the fhurl can not be healed by any regeneration magics or abilities (such as a troll's natural regeneration or a ring of regeneration). Cure light, serious, and critical wounds and heal work normally as does natural healing. If both claws hit the same creature in the same round, the fhurl can enfold its victim in a bone-crushing hug, which causes 2d6 points of damage. A fhurl can continue to hug for 2d6 points of damage each round until it is killed, decides to let go or its victim succeeds in a successful Strength/Muscle check and breaks free of the fhurl's grasp. These creatures are slightly cold to the touch, but not enough to cause harm, even during a 'hug'.

The fhurl is immune to all mundane and even silver weapons. In addition, it is unaffected by any spells and psionics that target the mind (a psionicist can not even contact a fhurl).

Habitat/Society: These creatures often operate in packs of any up to a dozen in number, although 6-8 is more common. They are able, through the control of a more intelligent being, to work together to bring larger or more dangerous opponents, even though they themselves lack intelligence. The fhurls also usually form a significant part of any of the Cold Rider's forces.

Ecology: A fhurl can only have an adverse effect on the ecology around it, and they never carry any valuables. Their bodies simply dissipate when killed, leaving nothing behind.

Shadow World Creation, Drakūn

CLIMATE/TERRAIN: Any/Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: None
NO. APPEARING: 1
ARMOUR CLASS: 2
MOVEMENT: 9, Fl 18 (C)
HIT DICE: 10
THACO: 11
NO. OF ATTACKS: 4 or 6
DAMAGE/ATTACK: 1d8(x2)/2d10/2d4 or 1d8(x4)/2d10/2d4
SPECIAL ATTACKS: Chilling, death explosion, snatch
SPECIAL DEFENSES: +1 weapon to hit, spell immunities, item disintegrate
MAGIC RESISTANCE: 25%
SIZE: G (30' body, 25' tail, 80' wingspan)
MORALE: Fearless (20)
XP VALUE: 12,000

The drakūn is one of the more powerful creatures "created" by the being known as the Cold Rider. This creature, and others of its ilk, is actually a portion of the Shadow World itself. The drakūn looks like a three dimensional silhouette, an outline containing a featureless nothing. The drakūn resembles a small Cerilian dragon, with reptilian head, long neck and an even longer tail, except that it has a much larger wingspan than would a dragon of similar size.

The creature is completely silent and almost impossible to see in the dark (it registers as very cold to infravision due to its chilling capabilities). In moonlight, the drakūn's victims have -2 penalty on their surprise rolls, and surprise is automatic in complete darkness. In full daylight (or its equivalent), however, the drakūn is at a disadvantage, suffering -2 on all its attack rolls and saving throws as well as losing its immunity to non-magical weapons. Also, the Cold Rider cannot "see" through a drakūn when it is exposed to full daylight.

Combat: The drakūn is a very fearsome opponent to face in combat. It attacks physically with two claws (1d8 damage each) and a deadly bite (2d10 damage) every round. In addition, if the creature is airborne, it can attack with its rear claws as well (1d8 damage each). The drakūn radiates an intense cold and any being wounded by it, must make a successful saving throw vs paralysation or take a further 1d6 points of cold damage. The drakūn can pick up any M or smaller sized creature on a successful claw attack (the victim receives normal claw damage). There is a 35% chance for each arm to be pinned (roll separately for each arm), which may prevent the victim from attacking the drakūn, depending on the weapon being used (obviously, if all arms are pinned, the victim will be unable to wield any weapon). If at least one arm is disabled, spells that requires somatic or material components are impossible to cast. Thereafter, the victim suffers automatic claw damage each round. The victim can be transferred to the mouth with a successful attack roll (+2 to the roll if the victim's arms are pinned) where automatic bite damage is caused every round. In both cases (claw or mouth), the victim receives no saving throw to avoid the extra cold damage. Either type of hold can be broken with a successful Strength/Muscle check (at -4 if the victim is trying to break free of the drakūn's mouth). Also if the drakūn takes more than 15 points of damage from a single hit it will release anyone held in its claws or mouth (so it can concentrate on the being who just badly hurt it!).

The drakūn can also attack enemies to its rear and sides with its tail. A successful hit indicates that the drakūn has coiled its tail around its target and does 2d4 points of constriction damage each round. There is a 50% chance that the victim has his or her arms pinned. A successful Strength/Muscle check (one is allowed each round) at -1 (or -3 if the victim's arms are pinned) breaks the drakūn's hold as does a single hit to the tail which inflicts more than 8 points of damage - treat the tail as AC 4.

The drakūn can only hit by weapons of +1 or more enchantment. In addition any mundane metal item touching the drakūn must make saving throw vs disintegration or be destroyed (silver and pure iron items are immune to this effect, as are enchanted metals). The intelligence of this being is so alien in nature that it is completely immune to all mind affecting spells and psionics (it can in no way be contacted by a psionicist). When a drakūn is killed the magics that sustain its form are released in blast of cold. Every creature within 20 feet of a drakūn when it dies suffers 2d8 points of cold damage. A saving throw vs paralysation reduces this damage to half. A drakūn can see all invisible, ethereal, displaced or otherwise hidden creatures within 60' normally. It can also see polymorphed or shape changed creatures for what they really are. It has infravision to a range of 120'.

Habitat/Society: The drakūn usually sees service as killing machine, a task which it is more than suitable for. It is directly controlled by the Cold Rider and can act as that beings eyes. When searching for a particular target, the drakūn will ignore any other creatures it encounters (unless its search is interfered with). These creatures are usually encountered singly, appearing only in groups when accompanying a larger force of Shadow World creations and undead. If two (or more) drakūns do cross paths outside of a Cold Rider "army", they will totally ignore each other.

Ecology: A drakūn contributes nothing useful to any ecology around it. As its "body" is destroyed upon their death, there is no part of a drakūn that can be used for any purpose. If one was captured "alive", an incredibly unlikely event, about the only use it would have would be as metal disposer.

Shadow World Creation, Masren

CLIMATE/TERRAIN: Any/Any
FREQUENCY: Very Rare
ORGANIZATION: Any
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Exceptional (15-16)
TREASURE: Nil
ALIGNMENT: None
NO. APPEARING: 1-4
ARMOUR CLASS: -2
MOVEMENT: 15, Fl 18 (B)
HIT DICE: 9+11
THACO: 13
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1d8(x2)/1d6(x2)/1d12
SPECIAL ATTACKS: dismemberment, cold breath, force blast, item disintegration
SPECIAL DEFENSES: +2 weapon to hit, spell immunity
MAGIC RESISTANCE: 40%
SIZE: L (8 1/2' tall)
MORALE: Fearless (20)
XP VALUE: 16,000

The masren is one of the most deadly creatures produced by the Entropy. It is similar to the fhurl in appearance but stands about two feet taller and has two separate 6 foot tails, the end foot of each being covered in small barbs. It is, like the fhurl, a featureless nothing. As with the other creations of the Entropy, a masren is at an advantage in poor or no light.

All victims of this creature are at -2 to surprise rolls in moonlight or its equivalent and surprise is automatic in no light. Like the drakūn, the masren registers very cold to infravision, but even more so. Any of its victims using infravision when it attacks suffer no penalties to their surprise rolls. In full daylight (or its equivalent), however, the masren is at a disadvantage, suffering -2 on all its attack rolls and saving throws as well as losing its immunity to non-magical weapons. Also, the Cold Rider cannot "see" through a masren when it is exposed to full daylight.

Combat: Perhaps the most lethal creature the Cold Rider has created, the masren is a fearsome spectacle in combat. The Cold Rider has a much stronger link to these creatures than any of his other Shadow World creations, and it also has a terrifying degree of intelligence and efficiency. A masren will almost always attempt to attack with surprise. Once in combat, a masren simply rips into its nearest opponent with two claw attacks (1d8 damage each) and a dangerous bite attack (1d12 damage) as well as lashing out with its two barbed tails (1d6 damage each). Any claw or bite attack that is natural 20 will sever an arm (or equivalent limb) of its target. On an even roll of a d6, the right arm is severed, while an odd number results in the loss of the left arm. The arm is severed at the shoulder and the victim takes an extra 2d10 points of damage and must make a system shock roll or become unconscious. The victim loses 1d6 hit points each round until the flow of blood is staunched (a task that requires the continual attention of an ally).

In addition to its devastating physical attacks, the masren has several special abilities with which to defeat its opponents. The first of these is its ability to breathe a cone of cold, 30' long and 10' wide at the far end. Any creature caught within the blast is subject to 2d10 points of cold damage. A saving throw vs paralysation reduces this damage to half. Also, any items actually exposed to the intense cold must make a saving throw vs cold or suffer damage appropriate to the item in question. The masren's second magical attack is a potentially lethal one, although it does no actual physical damage. The attack is the ability to disintegrate any inanimate item that the masren manages to grasp. It grasps an item on a successful attack roll (it can only do this with one claw every round). If it succeeds, the item must make a successful saving throw vs disintegration or be destroyed. Magical items gain +1 to the saving throw for every plus and separate special ability the item has. The claw attack does no damage to the owner of the item even if the masren is attempting to destroy armour or something the victim is wearing. The masren's last special attack is only used when the creature is hard pressed (when reduced to a third of its initial hit points). It can unleash a blast of pure force that affects everything within 40 feet. Any creatures in the area must make a saving throw vs breath weapon or take 4d8 points of damage from the blast and be thrown 20 feet away (no saving throw to avoid) from the masren. All items carried by victims, and all other loose items in the area, must make a saving throw vs crushing blow or be badly damaged (but not necessarily destroyed). The masren can only use this ability once every 24 hour period.

The masren is immune to all weapons of less than +1 enchantment and is also immune to all spells and psionics that affect the mind (this creature can not even be contacted by a psionicist) thanks to the totally alien nature of its thought processes.

Habitat/Society: The masren is often found in control of large groups of lesser Cold Rider creations and undead. However, they are sometimes used as assassins and kidnappers. Very few people can withstand the attack of a masren. The Cold Rider is very strongly connected to each of his masren and is immediately aware of the death of any of them, even if the Cold Rider was not watching through the masren at the time of its death. The Cold Rider knows where the masren was killed and the manner of its death. He does not, however, learn who killed the masren. Masrens can only be encountered in groups when they are with a Cold Rider army or when the Cold Rider specifically wants them to (not very common as the Cold Rider has not created very many of these dangerous creatures - yet).

Ecology: Like all of the Cold Rider's Shadow World creations, the masren has only adverse effects on its surroundings and has no useable body parts (its form dissipates upon being killed).


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