CLIMATE/TERRAIN: Any Outer Plane                        Chrast
FREQUENCY: Uncommon
ACTIVITY CYCLE: Never Rests
DIET: Meat
INTELLIGENCE: 17-19
TREASURE: N
ALIGNMENT: Lawful Evil
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NO. OF APPEARING: 1-10
ARMOR CLASS: 4
MOVE: 12
HIT DICE: 5
THAC0:16
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d4+1/1d4+1
SPECIAL ATTACKS: Gaze
SPECIAL DEFENSES: Polymorphing 3x a day, see below
MAGIC RESISTANCE: nil
SIZE: Medium (5-6 feet)
MORALE: 14
XP VALUE: 1,000


   Chrast stand as tall as a man, they usually appear broad shouldered, and very muscular. There true form is much unlike what ever humanoid form the take. There skin is either jet black or  dark red, whatever the color it is very smooth and sleek. There eyes are like a serpent and spaced closed together. They have no nose but they make up for this by being able to sense danger. This to them is a main defense it let's them know when someone approaches them.
    On the outer planes the Chrast are servants. They have no free will of there own, rather one is not allowed. They are the slaves of the planes few are truly free of a master. Mostly they are used as guards due to there ability to sense danger. There like any other race they have there own skills some become mages and even clerics.
    In combat the Chrast are amazingly dangerous adversaries. There ability to polymorph let's them almost always get a surprise attack. There fingers end in slender claws able to pierce the toughest armors. Even magical armor can not fully protect it's owner. Besides its skill in battles the Chrast can control there opponents. If ever you look in to ones eyes it can willfully control your actions( You do get a save vs.spell)
   Chrast eat anything they can get there hands on, they are almost always hungry thought they can live long periods of time without sustenance. If chrast manage to get to the prime material planeand set up a home itcan easily be idenified by having a lack of game animals.
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CLIMATE/TERRAIN:      Any                           Grenglins(Soul assasins)
FREQUENCY:   Very Rare
ACTIVITY CYCLE: Night
DIET: Flesh
INTELLIGENCE: 10-13
TREASURE:  None
ALIGNMENT: Chaotic Evil
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NO. OF APPEARING: 1-4
ARMOR CLASS: 3
MOVE: 24
HIT DICE: 5
THAC0: 12
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d12
SPECIAL ATTACKS: Soul Drain
SPECIAL DEFENSES: Hit only by silver or + 1 weapons
MAGIC RESISTANCE: 40%
SIZE: Medium to large (5-7 1/2 feet)
MORALE:  Fearless
XP VALUE: 3,000


    The Greglins a monstrousity of nature. The world of magic was turned upside down at the apearence of wraiths, but perhaps with the apearence of the Greglin the world ofmagic was flipped a few times to many! These creatures were made from a side effect of the ICE STONE. This was astounding and fearsome for it was thought the Ice stone could only be used for good.
   These creatures are highly organized with a definate social structure, there is even rumored to be a king of all the Greglins. They are feared for there ability to steal your soul. This is unlike a wraith because they only make you undead, and with the proper spells your soul can be put a rest. When your soul is stolen by a Greglin it is permanent, unchangeble. It is a living hell on Alloryia.
   Often demons will hire them to do work for them on the prime material plane. This isbecause when they beaten by an extra plannar creature the creature is destroyed instead of being sent back! It is true they do have sorcerers among there ranks. What is more fearful is the growing number of them in the ranks of the Great liches of the North. They could be the down fall of all the races of Alloryia!
   In combat they charge armor is useless it is usually better tofight with out it, for it can providebetter agility. Few men have fought and won against the Greglins, so don't go hunting them down. Every hit does masvive damage, litteraly trying to pull your soul out of your body. If your reduced to 0 hit points your soul is lost. You do recieve asaving throw but the process of your soul being stolen can be repeated many times, it would be a miracle to survive after being reduceed to 0 hp.
    They eat nothing but they frequently kill all nearby life. There layers are identifyed by the smell ofrotting animals and humans.



CLIMATE/TERRAIN: Jungles,Mist Marsh
FREQUENCY: Common
ACTIVITY CYCLE: Day
DIET: Small Animals, fish
INTELLIGENCE: 2-3
TREASURE: nil
ALIGNMENT: Neutral
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NO. OF APPEARING:1
ARMOR CLASS: 4
MOVE: 3
HIT DICE: 1HD
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d3
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Invisibility(See Below)
MAGIC RESISTANCE: nil
SIZE: Small 4 feet in length
MORALE: 11
XP VALUE: 150



   The Glass snake is one of the one of the most cunning of all Jungle predetors. It is almost invisible because it is transparent.It's hide is a very clear crystal giving it a good armor. When attacking Crystal snake during the day there is a -3 penelaty to hit, butduring the night it is imposible to see withoutsome light to provide a glare, so there is a -6 to hit. The Glass snake will curl up and wait fo an animal to pass it by before strinking. Often an unwary adventure accidently steps on it causing it to attack.
   The snake's bite is a sleep inducing poison if you fail your saving throw you can fall asleep for 1d4 -1 hour(minimum 1 ).The snake stops attacking after all its enemies are asleep. It is not the snake you have to worry about after falling asleep it is the other jungle predetors!
   The snake also can swim in water there is a -4 to hit. The snakes second favorite food is fish sobesides just lying in wait in the jungle it will also be found in nearby rivers.
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