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Eye on Dark Sun

The Six-Fingered Sign


By Rodney Thompson
Illustration by Bernadette Carstensen
The people of Athas are no strangers to hardship; their world threatens daily to burn out their lives. Yet these stout souls harbor fear, superstition, and paranoia, especially during the appearance of the sixfingered signa symbol that can cast whole city-states into turmoil. The icon, which resembles an oversized, sixfingered hand, shows up scratched into doors, burned onto walls, or drawn in the sands of Athas. When painted, it is yellow or black. No one would ever claim to know where the six-fingered sign comes from, and anyone caught drawing the symbol would be castigated for inviting bad luck. Consequently, the six-fingered sign has a reputation for appearing mysteriously, as a portent of supernatural forces heralding approaching disaster, both natural and supernatural. The six-fingered sign is one of the few superstitions that recur throughout the varied cultures of the citystates, and most denizens of the Tyr Region recognize it as a bad omen. For some, it is a warning, urging them to take action in hopes of avoiding calamity. For others, it is an indicator that it is already too late: The community has been marked for disaster. Those who believe that salvation is still possible will attempt to divine how to avert the coming disaster. Some make offerings or sacrifices to their deified sorcerer-kings; others embark on violent rampages or stir up riots, interpreting the sign to mean that they must drive out or slay a person or group to stave off calamity. Despite its commonly held supernatural origins, the sign is frequently the work of more mundane troublemakers. A disgruntled shopkeeper might scrawl it on a competitors door and then incite a mob to deal with the rival before danger strikes. A templar might pay agents to paint it on the walls of a suspected Veiled Alliance haven, ensuring that no bystanders will interfere when he or she raids the place. It is sometimes painted on the tents of dunetraders who cheat their customers, carved into the sides of slavers caged wagons, or burned into the doors of recently arrived travelers believed to have brought trouble with them.

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Origins of the Six-Fingered Sign


The mark that commoners scrawl into the walls of their enemies homes is a pale echo of the potent and rare glyph that it imitates. Only the sorcerer-kings know the signs true origins, and they dare not let that knowledge spread. Long ago, when the sorcerer-kings were still solidifying control of their city-states, a powerful preserver from Balic named Balodoro stood against the defiling tyrants. So great was the threat posed by the preserver that the sorcerer-kings set their squabbles aside and brief ly united to destroy him. Upon his death, the preserver uttered a powerful curse upon his enemies, saying that his hand would reach forward through time, and that everything it touched would be purged from the world by his vengeance. Balodoros words are long forgotten, and the magic he used to cast his curse has dwindled; yet, its embers occasionally fan to flame once again. When they do, a true six-fingered sign appears.

had gone wrongand was shocked to find that the six-fingered sign appeared nowhere within. It is said that in the days before the mad king Daskinor closed the gates of Eldaarich, a strange rider came to the city, demanding (and, surprisingly, obtaining) an audience with the sorcerer-king. During the interview, the rider handed Daskinor a scroll bearing the six-fingered sign. The sorcerer-king sealed the city a few days later.

Mark of Six Fingers


Few are foolish enough to tattoo the six-fingered sign on their bodies. Indeed, most tattooists refuse to ink the symbol on anyone, and those who bear the mark

are shunned by society as outcasts or madmen. However, rumors persist of creatures that have awoken to find the six-fingered sign branded or tattooed in their f lesh. Appearances of this mark of six fingers herald a supernatural occurrenceperhaps a fragment of Balodoros curse resurfacing to shape the course of events. Whatever else it might signify, the mark is a sure sign that its bearer will be embroiled in events involving magicand perhaps not in a good way. Some bearers view the mark of six fingers as no better than a death sentence, although a few embrace it as a sign that they are chosen to be a part of important events. In fact, some believe the mark of six fingers signifies a sheltering hand, meant to see them through

USing thE Sign


Because the six-fingered sign is both a superstitious device used by commoners and a symbol of actual power, you can use it in your campaign in a variety of ways. Here are a few examples, ranging from flavor to the basis of entire adventures. Unwelcome Visitors: The party members, arriving in a city-state for the first time, awaken in the night to the clamor of a mob outside their inn. Someone has scrawled the six-fingered sign on the inn door, and a mob has gathered to put the adventurers out of the city. The characters must defuse the situation and then determine who scrawled the sign, and why that person or people want the party run out of town. A Warning to Be Heeded: While visiting a city-state, the adventurers discover that the six-fingered sign has appeared on the doors of six houses, each belonging to a templar. When the marked templars begin dying mere days after the signs appear, the sorcerer-king cracks down on the citizens, hoping the brutality will instill sufficient fear in the culprits to deter further attacks on templars. When six-fingered signs appear on the doors of the sorcerer-kings servants, the characters must discover who is using the symbol to mark their victims and decide whether to end their violent campaign or join them in their rebellion. The True Sign: The adventurers uncover a cache of magic items and other valuables, including a scroll containing the true history of the six-fingered sign and a way to harness its power to bring back Balodoro. The characters must visit sites where the true six-fingered sign has appeared and use the scrolls ritual to draw in the signs power. Unfortunately for the party, this means finding a way into sealed Eldaarich and discovering a means of traveling safely to and from Kalidnay in the Gray. Once six remnants of his power have been collected, Balodoroa powerful ally in the fight against any sorcerer-kingis reborn.

Rumored Appearances
The true six-fingered signthe remnant of Balodoros revengehas appeared several times over the last few centuries. Each time, it brought destruction and death, or madness and chaos. Below are two stories about the six-fingered sign and the disasters associated with its presence. Templar Thakok-An of Kalidnay attempted to aid her sorcerer-king, Kalid-Ma, in his transformation ritual by using a ceremony from his forbidden texts. Preparing to sacrifice her family atop his ziggurat, she drew the six-fingered sign on each of their foreheads, as the texts instructed. Later, after the ensuing calamity had marooned Kalidnay in the Gray, Thakok-An searched the texts to discover what

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upcoming danger. Whatever the truth might be, the mark is the latent power of Balodoros curse given form, and the powers it grants derive from him. When the danger in question passes, the mark of six fingers fades away, leaving no trace.

Mark of Six Fingers

Level 6 Rare

Your skin bears the six-fingered sign, a brand showing a hand with six splayed fingers. Alternative Reward: Echo of Power 1,800 gp Property: You gain a +4 item bonus to Intimidate checks when the mark of six fingers is visible. Power (Encounter): Minor Action. Effect: By placing your hand upon the flat surface of an unattended object, you can brand the six-fingered sign into that surface, whatever its composition. Power (Daily): No Action. Trigger: You roll a natural 1 on an attack roll or a saving throw. Effect: Reroll the triggering roll and use the second result. Once before the end of the encounter, you can use a free action to force an enemy within 10 squares of you that you can see to reroll an attack roll (before damage is rolled) and use the second result.

Rodney Thompson is an RPG designer at Wizards of the Coast, originally from Chattanooga, Tennessee. His credits for the Dungeons & Dragons game include Monster Manual 3, the Dark Sun Campaign Setting, Heroes of the Fallen LandsTM, Heroes of the Forgotten KingdomsTM, and Monster VaultTM.

About the Author

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Eye on Dark Sun

The Eye of Abalach-Re


By Rodney Thompson
Illustration by Drew Pocza
The sorcerer-queen of Raam is considered to be amoral and callous. Many believe that her neglect of her office and her refusal to rule her city-state with any forcefulness borders on cruelty. Ambition and cunning are words rarely used to refer to Abalach-Re, and observers expect the queens rule to be toppled at any moment. However, those who think Abalach-Res mind has been dulled by years of self-indulgence are lulled into the same complacency that has thwarted many of her enemies. Few remember the tale of the Eye of Abalach-Re, but those who do often relate it as a warning to others not to underestimate the sorcerer-queen. Centuries ago, before the fall of Kalidnay, the sorcerer-queen of Raam hatched a plan to destroy the reigning Dragon of Tyr so that she could complete her transformation and become the new Dragon. To that end, she took one of the greatest jewels in her treasury, a diamond said to be the size of an overgrown potion fruit, and began enchanting it so that it would poison the dragon with the same defiling magic the Dragon used to sustain itself. Thanks to this enchantment, the gem turned into the object known as the Eye of Abalach-Re, the only purpose of which was to destroy the most powerful creature on Athas. Tales of the Eye tend to embellish the great sacrifices and dark magic that went into enchanting the gem. But these exaggerations contain an element of truth. Abalach-Re designed the enchantment by experimenting on the people of her city until she had created a spell that corroded the life force of a defiler in the same way that defiling magic corrodes the life force of the natural world. It is said that the templars who aided her in the research were killed, but some believe that the only way the story of the Eye could have become known was if one or more of those templars had escaped. If that is the case, knowledge of the spells creation might be found in an obscure location where a mansabdar or a kuotagha once lived in exile from Raam. With the enchantment complete, Abalach-Re sent a group of skilled kuotagha to infiltrate Ur Draxa, the fortress city at the center of the Valley of Dust and Fire in the Sea of Silt that also serves as the Dragons abode. The kuotagha entered the city

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and spread word among its citizens that Kalid-Ma of Kalidnay was preparing a special sacrifice in tribute to the Dragon of Tyr in a temple under construction in the Great Alluvial Sand Wastes north of Kalidnay. The goal was to sow the seed of a rumor that would lure the Dragon to the place where the Eye was waiting. The builder of the temple was not Kalidnay but Abalach-Re, who installed dozens of slaves inside the place as bait when the construction was finished. Inside the temple rested the Eye. Despite the queens efforts at deception, however, the Dragon was not fooled. The Dragon called forth a great storm that swept over the temple, burying it in the sands of the desert. The Eye of Abalach-Re was lost, and the sorcerer-queen dared not attempt to recover it lest she be implicated in the plot to destroy the dragon. Years passed, and the Eye of Abalach-Re faded into legend, forgotten by all but the sorcerer-queen and a few diligent sages and researchers. Those who do know of the Eye consider it one of the great lost treasures of the world, an artifact of legend that will bring wealth and power to anyone who finds it. Treasure hunters across Athas seek out the Eye, and whenever a rumor of its location arises, everyone from nobles to merchant houses launches an expedition.

T he T emple of The e ye
The temple in which Abalach-Re placed the Eye was a simple structure, a purported place of sacrifice to the Dragon of Tyr. The storm that the Dragon called forth so consumed the structure, however, that it has been lost to the world ever since. Over the years, the sands of Athas shift and roil, and from time to time the Temple of the Eye or a part of it is exposed. It rarely stays so for long before the windblown sand buries the place again. More confusing, it appears that the temple moves, because anyone who finds it once seemingly never finds it in the same spot again. In truth, it is the landmarks around the temple that shift, with dunes rising and falling and the shifting sand erasing any tracks in the area and confusing everyones sense of direction. Nothing supernatural is at work. Abalach-Re built the Temple of the Eye hastily, and therefore the temple is small by the standard of other structures built by the sorcerer-kings. It was originally a two-story edifice above the ground, with a third subterranean level that included a teleportation circle used by Abalach-Res templars during the construction. During the Dragons onslaught, parts of the upper two floors collapsed and the interior of the structure filled with sand. When the temple is exposed, the sand dunes still lead right up to walls and flow into the entrances, and in some cases only the upper floor is accessible. Of course, the temple was not empty when it was buried by the dragons sandstorm. Inside were dozens of slaves, as well as a few mansabdars whom Abalach-Re wanted to be rid of. Those slaves have become undead creatures, including zombies and raaigs, so that any who accidentally stumble upon the temple seldom escape those perils. The Eye of Abalach-Re is not only hidden in the desert sands, its

guarded by the restless dead that rose up because of the sorcerer-queens machinations.

ShaqaT BeeTleS
Since the fall of Kalidnay, another kind of creature has taken up residence in the Temple of the Eye: the shaqat beetle. These three-inch-long insects have strong mandibles and barbed legs, enabling them to clamp onto and cling to animals and other prey. Shaqat beetles are native to the region around Kalidnay. After that city-states destruction, the beetles became carriers of a rare form of psionic parasite. It is thought that agents of the Shom merchant house infected the beetles with cerebral parasites intentionally.

Lore
Nature DC 20: Shaqat beetles are large insects identifiable by their orange carapaces with black stripes. Although shaqat beetles are no more harmful than other desert vermin in most ways, they are carriers of a cerebral parasite that can sap the strength of psionic practitioners and slowly burn out their minds. Shaqat beetles are native to scrub plains and mud flats, but they can quickly migrate to other regions when attached to animals.

Encounters
Shaqat beetles are mindless creatures with a strong survival instinct. They can be encountered in remote, deserted regions of Athas, whereas civilized areas have ways of warding against the pests. Shaqat beetles might burrow up out of the sand during a skirmish, attracted by the sounds of battle above, or might be incidental passengers latched onto mekillots or erdlus.

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Shaqat Beetle Swarm Level 13 Lurker

Medium natural beast (swarm) XP 800 HP 102; Bloodied 51 Initiative +16 AC 27, Fortitude 25, Reflex 26, Will 22 Perception +13 Speed 8, burrow 4 Tremorsense 5 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks

Shaqat Beetles in Combat


Shaqat beetles prefer to remain hidden and then leap out at their prey. A swarm might try to close the distance to a target by burrowing underground, then emerging from underneath the creature. Shaqat beetles latch onto their prey with large mandibles that secrete a numbing and mind-dulling agent. When a creature tries to brush off or rip away a swarm of these creatures, the results are bloody and painful.

Rodney Thompson is an RPG designer at Wizards of the Coast, originally from Chattanooga, Tennessee. His credits for the Dungeons & Dragons game include Monster Manual 3, the Dark Sun Campaign Setting, Heroes of the Fallen LandsTM, Heroes of the Forgotten KingdomsTM, and Monster VaultTM.

About the Author

Traits

Swarm The swarm can occupy the same square as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for a Tiny creature.

Cerebral Parasites
Shaqat beetles carry a rare psionic affliction commonly known as cerebral parasites. These tiny organisms feed on psionic energy, and when they infect a host they can quickly siphon off that energy, leaving the victim .

Standard Actions m Latch On F At-Will

Attack: Melee 1 (one creature); +18 vs. AC Hit: The swarm grabs the target (escape DC 20). Until the grab ends, the target takes ongoing 10 damage. The target takes 10 damage when the grab ends. M Infected Bite (disease, poison, psychic) F At-Will Attack: Melee 0 (one creature grabbed by the swarm); +16 vs. Fortitude Hit: 1d4 + 8 damage plus 4d10 poison and psychic damage. Miss: Half damage. Effect: At the end of the encounter, the target makes a saving throw. On a failure, the target contracts cerebral parasites (stage 2).

Cerebral Parasites

Level 13 Disease

These tiny specks of psionic energy are nearly invisible to the naked eye. Stage 0: The target recovers from the disease. Stage 1: While affected by stage 1, the target loses 1 newly regained power point after each short or extended rest. Stage 2: While affected by stage 2, the target loses 1 power point each time it uses its own power points to augment a psionic power. The lost points can be regained normally. Stage 3: While affected by stage 3, the target loses 1 power point each time it uses its own power points to augment a psionic power. The lost power points can be regained normally. Furthermore, after each short or extended rest, the target loses a healing surge unless it spends 4 power points. Stage 4: While affected by stage 4, the target loses all of its power points and cannot regain them by any means. Only a Remove Affliction ritual can remove the disease at this stage. Check: At the end of each extended rest, the target makes an Arcana check if it is at stage 1, 2, or 3. 13 or Lower: The stage of the disease increases by one. 1419: No change. 20 or Higher: The stage of the disease decreases by one.

Move Actions Jump F At-Will

Effect: The swarm jumps up to 2 squares. If the swarm ends this jump in the same square as another creature, it gains combat advantage against that creature until the end of the current turn. Skills Stealth +17 Str 4 (+3) Dex 22 (+12) Wis 15 (+8) Con 18 (+10) Int 2 (+2) Cha 4 (+3) Alignment unaligned Languages none

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Eye on Dark Sun

The Ravenous
By Rodney Thompson
Illustration by Todd Harris
Magic brought the world of Athas to ruin and transformed its gluttonous wielders in ways both great and terrible. The successful spellcasters among the power-mad gorged themselves on arcane lore and evolvedfirst into sorcerer-kings and then partly into dragons. Other dabblers in the arcane that succumbed to the temptation of easy power suffered more dire consequences. For these unenviable souls, defiling magic became a part of their being; far from raising them to new heights, it warped them physically and mentally into something debasedand ravenous. The ravenous are defilers consumed by the very magic that they wield. Whatever made them human or elf, dwarf, or other racehas been consumed and replaced by the need to defile until nothing living remains anywhere on Athas. Their ravaged bodies bear the marks of constant exposure to defiling magic, which has burned away their flesh in patches and left them hideous and gaunt. The people of Athas unfortunate enough to meet the ravenous might mistake them for undead creatures, such as liches or death knights, but they would be wrong; the ravenous still live. The sorcerer-kings regard the creatures hunger for corruption as contemptible and dangerous; consequently, they keep the ravenous at arms length. Some arcane tyrants will employ ravenous as agents if the creatures retain enough of their minds to operate at near-normal levels. Others, such as Andropinis of Balic and Lalali-Puy of Gulg, refuse to associate with the creatures and have declared them outlaws. The more self-aware among the ravenous sense their remaining time slipping away as the power they wield consumes their minds. They seek to make the most of their remaining days and are willing to take incredible risks to achieve their goals. Some ravenous seek revenge on someone they blame for their statea mentor or a templar that pushed them to use defiling magic, for examplewhile others seek a way to slake their thirst for defiling and keep from sacrificing more of themselves.

L ore
Arcana DC 20: The ravenous are created by prolonged exposure to defiling magic. Whereas the sorcerer-kings mastered this arcane energy and used it to transform themselves into demigods, the ravenous wielded defiling recklessly, without proper control, and paid the price. The defiling merged with them to become essential to their existence.

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The bodies of the ravenous are infused with defiling magic, and it sustains themat a cost. As they move through the world, the creatures feed on the life forces of plants and creatures without conscious thought. When such fodder becomes scarce, their integral defiling magic turns on them and eats away at their own flesh. Consequently, ravenous often appear skeletal, emaciated, and patchy, like gaunt, walking corpses. Contrary to appearances, however, they remain among the living. In areas abundant with life, they can sustain themselves for long stretches, never suffering the decay that withers their less fortunate brethren. The signs of a ravenous presence are unmistakable. In villages where they dwell, crops wither and die for no apparent reason, cattle become sick, and wells spoil. In city-states, on the rare occasion that a ravenous slips past the guards, neighborhoods fall victim to an inexplicable illness that leaves residents emaciated and malnourished. Such citizens can count themselves fortunate compared to townspeople infected with the uncontrollable hunger of the ravenous. Such thralls arise from creatures caught in the vicinity of a powerful burst of defiling magic unleashed by a ravenous. Their hunger to again experience the sensation of defiling subsequently drives them to follow the ravenous that created them.

Ravenous Sorcerer
The bulk of the ravenous on Athas began as spellcasters. Known collectively as sorcerers, these powerful magic users cast spells that drain life
Ravenous Sorcerer Level 13 Elite Artillery XP 1,600
Initiative +7 Perception +9

energy and use it for power. Ravenous sorcerers prefer to incapacitate their enemies from a distance and then close in to finish them off with their withering grasp.
A Life-Draining Burst (cold, necrotic) F Recharge 56 Attack: Area burst 1 within 20 (creatures in the burst); +18 vs. Fortitude Hit: 4d6 + 4 cold and necrotic damage. Effect: If at least one creature takes damage from this attack, the sorcerer gains 25 temporary hit points.

Traits

Medium natural humanoid HP 196; Bloodied 98 AC 27, Fortitude 24, Reflex 27, Will 25 Speed 7 Resist 10 necrotic Saving Throws +2; Action Points 1

Triggered Actions

O Defiling Aura (necrotic) F Aura 1 Any living creature that ends its turn in the aura takes 10 necrotic damage.

Standard Actions

e ncounters
Given their appearance and corrupt qualities, the ravenous do not easily gain allies; however, the less ravaged among themwho still possess bodies capable of passing for human, elf, or whatever race birthed themmight garner allies of their ilk. In addition, the ravenous keep a few thralls that serve them in exchange for being allowed to remain in their presence.

m Withering Grasp (necrotic) F At-Will Attack: Melee 1 (one creature); +16 vs. Fortitude Hit: 2d6 + 6 necrotic damage, and the target is weakened until the end of the sorcerers next turn. r Ray of Exile (necrotic) F At-Will Attack: Ranged 10 (one or two creatures); +18 vs. Reflex Hit: 4d8 + 3 necrotic damage, and the target cannot willingly move closer to the sorcerer until the end of its next turn. R Ravenous Disintegrate (necrotic) F Encounter Attack: Ranged 10 (one creature); +18 vs. Reflex Hit: 4d8 + 4 necrotic damage. If the target is vulnerable to necrotic damage, it takes ongoing 20 damage (save ends). Miss: Half damage. If the target is vulnerable to necrotic damage, it takes ongoing 10 damage (save ends). Second Failed Saving Throw: The target dies.

Ravenous Defiling (necrotic) F Recharge when first bloodied Trigger: The sorcerer misses an enemy with an attack. Effect (Free Action): Enemies within 3 squares of the sorcerer take 15 necrotic damage, and the sorcerer rerolls the triggering attack roll. Special: At the start of any of its turns, the sorcerer can lose 25 hit points to recharge this power. Skills Arcana +17 Str 10 (+6) Dex 13 (+7) Wis 16 (+9) Con 14 (+8) Int 22 (+12) Cha 10 (+6) Alignment chaotic evil Languages Common

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Ravenous Champion Level 13 Elite Soldier

Medium natural humanoid XP 1,600 HP 252; Bloodied 126 Initiative +11 AC 29, Fortitude 27, Reflex 24, Will 23 Perception +8 Speed 7 Immune immobilized, slowed; Resist 10 necrotic Saving Throws +2; Action Points 1 O Defiling Aura (necrotic) F Aura 1 Any living creature that ends its turn in the aura takes 10 necrotic damage. Defilers Grasp (necrotic) The champion deals 1d10 extra necrotic damage on attacks made against immobilized or prone creatures. m Longsword (weapon) F At-Will Attack: Melee 1 (one or two creatures); +18 vs. AC Hit: 4d8 + 3 damage. M Defilers Mark (weapon) F At-Will Attack: Melee 1 (one creature); +18 vs. AC Hit: 4d8 + 3 damage, and the target is slowed until the end of the champions next turn. Effect: The target is marked by the champion until the end of the champions next turn. A creature marked by the champion also has vulnerable 10 necrotic. M Champions Rebuke (teleportation) F At-Will Trigger: A creature marked by the champion and within 3 squares of it uses an attack power that does not include the champion as a target. Effect (Opportunity Action): The champion teleports up to 3 squares to a square adjacent to the triggering creature and uses longsword against it. Ravenous Defiling (necrotic) F Recharge when first bloodied Trigger: The champion misses an enemy with an attack. Effect (Free Action): Enemies within 3 squares of the champion take 15 necrotic damage, and the champion rerolls the triggering attack roll. Special: At the start of any of its turns, the champion can lose 30 hit points to recharge this power. Str 23 (+12) Dex 16 (+9) Wis 14 (+8) Con 14 (+8) Int 14 (+8) Cha 10 (+6) Alignment chaotic evil Languages Common Equipment longsword

Ravenous Champion
Soldiers, warriors, and other martially trained creatures that fell victim to the ravenous hunger, champions are masters of melee combat who have been augmented by magic to make them more deadly.

The Ravenous in Combat


At the start of battle, the ravenous send forth their thralls as cannon fodder to soak up enemy attacks. Ravenous champions then pick out the weakest enemies and cull them, while ravenous sorcerers provide support from a distance.

Traits

Ravenous Thrall
Ravenous thralls are sickly humans, elves, dwarves, and other humanoid creatures that have been tainted by the hunger of a ravenous. Ravenous thralls remain autonomous, but their addiction to the presence of their defiling masters keeps them on a short leash.
Ravenous Thrall Level 13 Skirmisher
XP 800 Initiative +10 Perception +6

Standard Actions

Rodney Thompson is an RPG designer at Wizards of the Coast, originally from Chattanooga, Tennessee. His credits for the Dungeons & Dragons game include Monster Manual 3, the Dark Sun Campaign Setting, Heroes of the Fallen LandsTM, Heroes of the Forgotten KingdomsTM, and Monster VaultTM.

About the Author

Medium natural humanoid HP 134; Bloodied 67 AC 27, Fortitude 27, Reflex 24, Will 25 Speed 6 Resist 10 necrotic

Designer Rodney Thompson Developer Tanis OConnor Editor Nicholas Gerbis Producers Christopher Perkins, Greg Bilsland Art Directors Kate Irwin, Jon Schindehette Illustrator Tom Harris Graphic Production Erin Dorries

Traits

Triggered Actions

Swarming Grasp A creature grabbed by the thrall takes a 2 penalty to skill checks made to escape the grab for each ravenous thrall adjacent to it. m Bone Battleaxe (weapon) F At-Will Attack: Melee 1 (one creature); +18 vs. AC Hit: 3d10 + 5 damage. M Clutching Grab F At-Will Attack: Melee 1 (one creature); +16 vs. Fortitude Hit: 3d10 + 5 damage, and the target is grabbed (escape DC 20). M Bring Low F Encounter Attack: Melee 1 (one creature grabbed by a creature other than the thrall); +18 vs. AC Hit: 4d10 + 10 damage. Miss: Half damage.

Standard Actions

Move Actions

Rapid Advance F At-Will Effect: The thrall moves up to its speed + 4 but must end this movement adjacent to an enemy. Str 15 (+8) Dex 15 (+8) Wis 10 (+6) Con 22 (+12) Int 11 (+6) Cha 16 (+9) Alignment unaligned Languages Common Equipment bone battleaxe
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