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ILLUJAN

BY

CLAUDIO POZAS

ILLUJAN LORD Large Monstrous Humanoid Hit Dice: 7d8+28 (59 hp) Initiative: +7 Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft. Armor Class: 22 (1 size, +3 Dex, +10 natural), touch 12, flat-footed 19 Base Attack/Grapple: +7/+16 Attack: Masterwork falchion +12 melee (2d6+7/1520) or bite +11 melee (2d4+2 plus poison) Full Attack: Masterwork falchion +12/+7 melee (2d6+7/1520) and bite +6 melee (2d4+2 plus poison) and tail +6 melee (1d8+2) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 1d8+5, improved grab, poison, spell-like abilities, spells, spit poison Special Qualities: Blindsense 30 ft., darkvision 60 ft., immunity to poison, low-light vision, scent, spell resistance 16 Saves: Fort +8, Ref +10, Will +10 Abilities: Str 20, Dex 17, Con 18, Int 19, Wis 16, Cha 17 Skills: Bluff +9, Climb +13, Concentration +14, Craft or Knowledge (any one) +8, Hide +6*, Knowledge (arcana) +9, Listen +10, Move Silently +7, Search +7, Spellcraft +9, Spot +10, Survival +7*, Swim +13 Feats: Great Fortitude, Improved Initiative, Iron WillB, Lightning ReflexesB, Power Attack Environment: Temperate or warm forests, marshes, and underground. Organization: Solitary, pair, cadre (36 plus 424 illujan spawn), or city (10100 plus 2d4 illujan spawn and 4d4 slaves per illujan) Challenge Rating: 8 Treasure: Double standard Alignment: Any evil Advancement: By character class Level Adjustment: +8 The creature has the body of a constrictor snake and a mostly serpentine head, complete with scaly hood, but it also has a humanoid torso and a pair of arms. It carries a massive, curved sword in its scaly hands. Illujan are powerful and ancient spellcasters, said to

descend from some lost or rarely venerated snake god. Whatever the truth of their origin, the illujan themselves are now the object of worship, corrupting the weakwilled into distorted versions of themselves and turning able-bodied humanoids into slaves. Combat Illujan lords rush their opponents, constricting armored foes while cutting unarmored ones to shreds. If sheer strength isnt working, they rely on their impressive magical powers. Constrict (Ex): An illujan lord deals 1d8+5 points of damage with a successful grapple check. Improved Grab (Ex): To use this ability, an illujan lord must hit with its tail attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Constitution. The save DC is Constitution-based. Spell-like Abilities (Sp): At willanimal trance (DC 15), calm animals (DC 14), detect poison; 3/daydominate animal (DC 16), suggestion (DC 16), summon natures ally III (constrictor or Large viper snakes only); 1/daystoneskin. Caster level 7th. The save DCs are Charisma-based.

Spells: An illujan lord casts spells as a 7th-level sorcerer. If the illujan gains levels in sorcerer, those levels stack with this base spellcasting ability, so that an illujan with 2 class levels of sorcerer casts spells as a 9th-level sorcerer. Typical sorcerer spells known (6/7/7/5; save DC 13 + spell level): 0acid orb, daze, dancing lights, flare, mage hand, message, touch of fatigue; 1stmagic missile, mage armor, ray of enfeeblement, shield, true strike; 2nddaze monster, Mells acid arrow, scorching ray; 3rddisplacement, haste. Spit Poison (Ex): An illujan lord can expectorate a glob of poison once every 1d4+1 rounds, to a maximum range of 20 feet; this is treated as a ranged touch attack with no range penalty. The illujan can use its poison spittle against a grappled foe without provoking attacks of opportunity. Contact, Fortitude DC 17, initial damage blindness for 1d4+2 rounds/secondary damage 1d6 Constitution. The save DC is Constitution-based. Skills: An illujan lord has a +8 racial bonus on Climb checks. The illujan can always take 10 on Climb checks, even if rushed or threatened.

ILLUJAN SPAWN Through cross-breeding and mystical manipulation, the illujan have learned to create a monstrous cross between themselves and the humanoids that populate the surface world (and most of the Netherdeep). These illujan spawn often become spies for their sires, and often form hunting parties to acquire more slaves to serve in the hidden illujan temples. SAMPLE ILLUJAN SPAWN This lithe humanoid seems human at first, but its vestigial viper-like fangs and reptilian pupils betray a monstrous heritage. Tiny, almost invisible scales cover parts of its body. This example of an illujan spawn uses as the base creature a 4th-level human fighter with the following ability scores: Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 8.

An illujan lord has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on Swim checks, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Illujan lords gain a +4 racial bonus on Hide checks in areas of dense undergrowth. They gain a +2 racial bonus on Survival checks when tracking by scent.

Illujan Spawn 4th-Level Human Fighter Medium Monstrous Humanoid (Augmented Humanoid) Hit Dice: 4d10+12 (34 hp) Initiative: +8 Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft. Armor Class: 18 (+4 Dex, +1 natural, +2 armor, +1 shield), touch 14, flat-footed 14 Base Attack/Grapple: +4/+7 Attack: Masterwork scimitar +9 melee (1d6+5/1820) or mighty composite longbow +8 ranged (1d8+3/x3) Full Attack: Masterwork scimitar +9 melee (1d6+5/1820) or mighty composite longbow +8 ranged (1d8+3/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Spit poison, spell-like abilities Special Qualities: Darkvision 60 ft., immunity to poison, low-light vision Saves: Fort +7, Ref +7, Will +4 Abilities: Str 16, Dex 19, Con 16, Int 10, Wis 16, Cha 8 Skills: Climb +11, Handle Animal +6, Hide +10, Jump +10, Listen +7, Move Silently +10, Ride +11, Swim +11, Spot +7 Feats: AlertnessB, Improved InitiativeB, Lightning Reflexes, Stealthy, Weapon Focus (scimitar)B, Weapon Specialization (scimitar)B Environment: Warm to temperate forests, marshes and underground

Organization: Solitary Challenge Rating: 6 Treasure: Standard Alignment: Usually evil Advancement: By character class Level Adjustment: +3 Combat Spell-Like Abilities: 3/daydisguise self, detect poison; 1/dayanimal trance (DC 11), suggestion (DC 12). Caster level 4th. Spit Poison (Ex): Once every 1d6+1 rounds, up to 3 times per day; 10 feet, touch +8 ranged; Fortitude DC 15, initial damage blindness for 1d4 rounds/secondary damage 1d4 Constitution. Possessions: Leather armor, masterwork light steel shield, masterwork scimitar, mighty (+3) composite longbow, 20 arrows. CREATING AN ILLUJAN SPAWN Illujan spawn is an inherited template that can be applied to any humanoid (referred to hereafter as the base creature). An illujan spawn uses all the base creatures statistics and special abilities except as noted here. Size and Type: The creatures type changes to monstrous humanoid. Do not recalculate base attack bonus or saves. Size is unchanged. Hit Dice: Same as the base creature. Speed: The illujan spawn gains a climb speed of 20 ft. and a swim speed of 20 ft. If the base creature already had a faster climb speed or swim speed, use the base creatures value for that mode instead. Armor Class: Natural armor improves by +1. Special Attacks: An illujan spawn retains all the special attacks of the base creature and also gains those described below. Spell-Like Abilities: 3/daydisguise self, detect poison; 1/dayanimal trance, suggestion. Caster level equals total HD. Save DC = 10 + spell level + the spawns Charisma modifier. Spit Poison (Ex): An illujan spawn can expectorate a glob of poison once every 1d6+1 rounds, to a maximum range of 10 feet; this is treated as a ranged touch attack with no range penalty. It can spit poison a maximum number of times per day equal to its Constitution modifier (minimum 1/day). The spawn can use its poison spit-

tle against a grappled foe without provoking attacks of opportunity. Contact, Fortitude DC = 10 + half of the spawns HD + the spawns Con bonus; initial damage blindness for 1d4 rounds/secondary damage 1d4 Constitution. The save DC is Constitution-based. Special Qualities: An illujan spawn retains all the special qualities of the base creature and also gains 60-foot darkvision, immunity to poison, and low-light vision. Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Wis +4. Skills: An illujan spawn gains a +4 racial bonus on Hide and Move Silently checks and a +2 racial bonus on Listen and Spot checks. An illujan spawn has a +8 racial bonus on Climb checks. The spawn can always take 10 on Climb checks, even if rushed or threatened. An illujan spawn has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on Swim checks, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Environment: Same as the base creature, plus temperate or warm forests, marshes, and underground. Challenge Rating: Same as the base creature +2 (minimum 3). Alignment: Change to usually evil. Level Adjustment: Same as base creature +3.

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