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ContentsIntroduction . . . . . . . . . . . . . . . . . . . . .4
How to Use this Book
in Your Campaign . . . . . . . . . . . .5
What You Need to Play . . . . . . . . . .6
Chapter 1: Races of the East . . . . . . .8
Elf, star . . . . . . . . . . . . . . . . . . . . . . .9
Gnoll . . . . . . . . . . . . . . . . . . . . . . . .10
Hagspawn . . . . . . . . . . . . . . . . . . . .12
Spirit folk . . . . . . . . . . . . . . . . . . . .13
Taer . . . . . . . . . . . . . . . . . . . . . . . . .14
Volodni . . . . . . . . . . . . . . . . . . . . . .15
Age, Height, and Weight . . . . . . .16
Chapter 2: Prestige Classes . . . . . . . .18
Aglarondan Griffonrider . . . . . . . .18
Black Flame Zealot . . . . . . . . . . . .21
Durthan . . . . . . . . . . . . . . . . . . . . . .22
Master of the Yuirwood . . . . . . . .24
Nar Demonbinder . . . . . . . . . . . . .25
Nentyar Hunter . . . . . . . . . . . . . . .28
Raumathari Battlemage . . . . . . . . .29
Runescarred Berserker . . . . . . . . . .31
Shou Disciple . . . . . . . . . . . . . . . . . .32
Talontar Blightlord . . . . . . . . . . . .34
Telflammar Shadowlord . . . . . . . .36
Thayan Slaver . . . . . . . . . . . . . . . . .37
Chapter 3: Regions and Feats . . . . . .40
Character Regions . . . . . . . . . . . . .40
Altumbel Region . . . . . . . . . . . .41
Gnoll Region . . . . . . . . . . . . . . . .41
Shou Expatriate Region . . . . . .41
Star Elf Region . . . . . . . . . . . . .41
Taer Region . . . . . . . . . . . . . . . . .41
Volodni Region . . . . . . . . . . . . . .41
Wizards’ Reach Region . . . . . . .42
New Feats . . . . . . . . . . . . . . . . . . . .42
Battle Jump . . . . . . . . . . . . . . . . .42
Craft Contingent Spell . . . . . . .42
Draw from the Land . . . . . . . . .43
Ettercap Berserker . . . . . . . . . . .43
Explosive Spell . . . . . . . . . . . . . .43
Extended Rage . . . . . . . . . . . . . .43
Fortify Spell . . . . . . . . . . . . . . . .43
Great Stag Berserker . . . . . . . . .43
Ice Troll Berserker . . . . . . . . . . .44
Improved Grapple . . . . . . . . . . .44
Long Reach . . . . . . . . . . . . . . . . .44
Owlbear Berserker . . . . . . . . . . .44
Rashemi Elemental
Summoning . . . . . . . . . . . . . . .45
Snow Tiger Berserker . . . . . . . . .45
Transdimensional Spell . . . . . . .45
Vremyonni Training . . . . . . . . .45
Wolf Berserker . . . . . . . . . . . . . .45
Woodwise . . . . . . . . . . . . . . . . . . .45
Chapter 4: Magic and Spells . . . . . . .46
Secrets of the East . . . . . . . . . . . . .46
Circle Magic . . . . . . . . . . . . . . . .46
Contingent Spells . . . . . . . . . . . .46
Place Magic . . . . . . . . . . . . . . . . .47
Rune Magic . . . . . . . . . . . . . . . . .47
The Shadow Weave . . . . . . . . . .47
New Spells . . . . . . . . . . . . . . . . . . . .47
Abolish Shadows . . . . . . . . . . . . .47
Animate Dread Warrior . . . . . .48
Ball Lightning . . . . . . . . . . . . . .48
Beltyn’s Burning Blood . . . . . . .48
Bladebane . . . . . . . . . . . . . . . . . . .48
Decastave . . . . . . . . . . . . . . . . . . .48
Fiendform . . . . . . . . . . . . . . . . . .49
Force Orb . . . . . . . . . . . . . . . . . .49
Ghorus Toth’s Magnetism . . . .49
Greenfire . . . . . . . . . . . . . . . . . . .50
Ilyykur’s Mantle . . . . . . . . . . . .50
Improved Blink . . . . . . . . . . . . .50
Improved Mage Armor . . . . . .51
Low-Light Vision . . . . . . . . . . .51
Nybor’s Gentle Reminder . . . . .51
Nybor’s Stern Reproof . . . . . . .51
Recitation . . . . . . . . . . . . . . . . . .52
Sinsabur’s Baleful Bolt . . . . . . . .52
Snilloc’s Snowball . . . . . . . . . . . .52
Soul Scour . . . . . . . . . . . . . . . . . .52
Sphere of Ultimate
Destruction . . . . . . . . . . . . . . .52
Superior Darkvision . . . . . . . . . .53
Watchware . . . . . . . . . . . . . . . . .53
Chapter 5: Magic Items . . . . . . . . . .54
Magic Items . . . . . . . . . . . . . . . . . .54
Weapons . . . . . . . . . . . . . . . . . . .54
Wondrous Items . . . . . . . . . . . . .56
Minor Artifacts . . . . . . . . . . . . .57
Special Materials . . . . . . . . . . . .58
Chapter 6: Monsters . . . . . . . . . . . . .59
Blightspawned . . . . . . . . . . . . . . . . .59
Blooded One . . . . . . . . . . . . . . . . . .60
Dread Warrior . . . . . . . . . . . . . . . .62
Hag, Bheur . . . . . . . . . . . . . . . . . . .62
Hag, Shrieking . . . . . . . . . . . . . . . .65
Hag, Hagspawn . . . . . . . . . . . . . . . .65
Juju Zombie . . . . . . . . . . . . . . . . . . .66
Nilshai . . . . . . . . . . . . . . . . . . . . . . .67
Orglash . . . . . . . . . . . . . . . . . . . . . .68
Shadow-Walker . . . . . . . . . . . . . . . .70
Spirit Folk . . . . . . . . . . . . . . . . . . . .71
Taer . . . . . . . . . . . . . . . . . . . . . . . . .72
Telthor . . . . . . . . . . . . . . . . . . . . . . .74
Thomil . . . . . . . . . . . . . . . . . . . . . . .75
Troll, Fell . . . . . . . . . . . . . . . . . . . .77
Troll, Ice . . . . . . . . . . . . . . . . . . . . .78
Troll, Mur-zhagul . . . . . . . . . . . . .79
Uthraki . . . . . . . . . . . . . . . . . . . . . .79
Volodni . . . . . . . . . . . . . . . . . . . . . .80
Chapter 7:
Adventuring in the East . . . . . . . .82
Organizations of the East . . . . . . .82
The Blightlords . . . . . . . . . . . . . .82
The Church of Kossuth . . . . . . .83
The Circle of Leth . . . . . . . . . . .83
The Nine Golden Swords . . . . . .83
The Red Wizards of Thay . . . . .84
The Shadowmasters
of Telflamm . . . . . . . . . . . . . .84
The Simbulmyn . . . . . . . . . . . . .85
The Sons of Hoar . . . . . . . . . . . .85
The Wychlaran . . . . . . . . . . . . . .85
Dungeons in the
Unapproachable East . . . . . . . . .86
Wilderness Encounters . . . . . . . . .87
Encounter Chance . . . . . . . . . . .87
How to Use the Tables . . . . . . .88
Group Descriptions . . . . . . . . . .88
Chapter 8: Aglarond . . . . . . . . . . . . .95
Geographic Overview . . . . . . . . . . .95
Major Geographic Features . . . . . .96
Altumbel . . . . . . . . . . . . . . . . . . .96
Dragonjaw Mountains . . . . . . . .96
The Fang . . . . . . . . . . . . . . . . . . .98
Tannath Mountains . . . . . . . . . .98
Umber Marshes . . . . . . . . . . . . .98
The Wizards’ Reach . . . . . . . . . .99
The Yuirwood . . . . . . . . . . . . . .100
People of Aglarond . . . . . . . . . . .101
Races and Cultures . . . . . . . . . .101
Life and Society . . . . . . . . . . . .102
Adventurers . . . . . . . . . . . . . . .103
Politics and Power . . . . . . . . . . . .103
History of Aglarond . . . . . . . .104
Government . . . . . . . . . . . . . . .106
Enemies . . . . . . . . . . . . . . . . . .106
Cities and Sites . . . . . . . . . . . . . . .107
Delthuntle . . . . . . . . . . . . . . . . .107
Emmech . . . . . . . . . . . . . . . . . .107
Furthinghome . . . . . . . . . . . . .108
Glarondar . . . . . . . . . . . . . . . . .108
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Relkath’s Foot . . . . . . . . . . . . .109
Spandeliyon . . . . . . . . . . . . . . . .110
Velprintalar . . . . . . . . . . . . . . .111
Heroes and Monsters . . . . . . . . . .112
Chapter 9: The Great Dale . . . . . . .113
Geographic Overview . . . . . . . . . .113
Major Geographic Features . . . .114
The Dale . . . . . . . . . . . . . . . . . .114
Firward Mountains . . . . . . . . .114
Forest of Lethyr . . . . . . . . . . .116
Rawlinswood . . . . . . . . . . . . . . .118
People of the Great Dale . . . . . . .119
Races and Cultures . . . . . . . . . .119
Life and Society . . . . . . . . . . . .120
Adventurers . . . . . . . . . . . . . . .121
Politics and Power . . . . . . . . . . . .121
History of the Great Dale . . .121
Government . . . . . . . . . . . . . . .122
Enemies . . . . . . . . . . . . . . . . . .122
Cities and Sites . . . . . . . . . . . . . . .123
Bezentil . . . . . . . . . . . . . . . . . . .124
Denderdale . . . . . . . . . . . . . . . .125
Evrelthed’s Hill . . . . . . . . . . . .125
Kront . . . . . . . . . . . . . . . . . . . . .125
Mavalgard . . . . . . . . . . . . . . . . .125
Mettledale and
Spearsmouth Dale . . . . . . . .126
Uthmere . . . . . . . . . . . . . . . . . .126
Heroes and Monsters . . . . . . . . . .127
Chapter 10: Rashemen . . . . . . . . . .128
Geographic Overview . . . . . . . . . .128
Major Geographic Features . . . .130
Ashenwood . . . . . . . . . . . . . . . .130
Ashanath . . . . . . . . . . . . . . . . . .130
Erech Forest . . . . . . . . . . . . . . .131
The High Country . . . . . . . . . .132
Lake Ashane . . . . . . . . . . . . . . .133
Lake Mulsantir . . . . . . . . . . . .133
Lake Tirulag . . . . . . . . . . . . . . .133
The North Country . . . . . . . . .134
The Running Rocks . . . . . . . . .134
Urlingwood . . . . . . . . . . . . . . . .135
People of Rashemen . . . . . . . . . . .136
Races and Cultures . . . . . . . . . .137
Life and Society . . . . . . . . . . . .137
Adventurers . . . . . . . . . . . . . . .140
Politics and Power . . . . . . . . . . . .140
History of Rashemen . . . . . . .140
Government . . . . . . . . . . . . . . .141
Enemies . . . . . . . . . . . . . . . . . . .142
Cities and Sites . . . . . . . . . . . . . . .143
Citadel Rashemar . . . . . . . . . . .143
Immilmar . . . . . . . . . . . . . . . . .144
Mulptan . . . . . . . . . . . . . . . . . .145
Mulsantir . . . . . . . . . . . . . . . . .146
Shevel . . . . . . . . . . . . . . . . . . . .146
Taporan . . . . . . . . . . . . . . . . . . .146
Thasunta . . . . . . . . . . . . . . . . . .147
Tinnir . . . . . . . . . . . . . . . . . . . .147
Urling . . . . . . . . . . . . . . . . . . . .147
Heroes and Monsters . . . . . . . . . .147
Chapter 11: Thay . . . . . . . . . . . . . . .148
Geographic Overview . . . . . . . . . .148
Major Geographic Features . . . .150
The Alaor . . . . . . . . . . . . . . . . .151
Delhumide . . . . . . . . . . . . . . . . .152
Eltabbar . . . . . . . . . . . . . . . . . .152
Gauros . . . . . . . . . . . . . . . . . . . .152
High Thay . . . . . . . . . . . . . . . . .153
Lapendrar . . . . . . . . . . . . . . . . .153
Plateau of Thay . . . . . . . . . . . .153
Priador . . . . . . . . . . . . . . . . . . . .154
Pyarados . . . . . . . . . . . . . . . . . .155
Sunrise Mountains . . . . . . . . . .155
Surthay . . . . . . . . . . . . . . . . . . .156
Thaymount . . . . . . . . . . . . . . . .157
Thazalhar . . . . . . . . . . . . . . . . .157
Tyraturos . . . . . . . . . . . . . . . . .158
River Umber . . . . . . . . . . . . . . .158
People of Thay . . . . . . . . . . . . . . .158
Races and Cultures . . . . . . . . . .158
Life and Society . . . . . . . . . . . .159
Adventurers . . . . . . . . . . . . . . .162
Politics and Power . . . . . . . . . . . .162
History of Thay . . . . . . . . . . . .163
Government . . . . . . . . . . . . . . .163
Enemies . . . . . . . . . . . . . . . . . . .164
Cities and Sites . . . . . . . . . . . . . . .165
Amruthar . . . . . . . . . . . . . . . . .165
Bezantur . . . . . . . . . . . . . . . . . .166
The Citadel . . . . . . . . . . . . . . . .168
Ruins of Delhumide . . . . . . . . .168
Eltabbar . . . . . . . . . . . . . . . . . .169
Escalant . . . . . . . . . . . . . . . . . . .169
Nethentir . . . . . . . . . . . . . . . . .169
Nethjet . . . . . . . . . . . . . . . . . . .170
Heroes and Monsters . . . . . . . . . .170
Chapter 12: Thesk . . . . . . . . . . . . . .171
Geographic Overview . . . . . . . . . .171
Major Geographic Features . . . .172
Ashanath . . . . . . . . . . . . . . . . . .172
Dragonjaw Mountains . . . . . . .174
Thesk Mountains . . . . . . . . . . .175
People of Thesk . . . . . . . . . . . . . .175
Races and Cultures . . . . . . . . . .175
Life and Society . . . . . . . . . . . .177
Adventurers . . . . . . . . . . . . . . .178
Politics and Power . . . . . . . . . . . .178
History of Thesk . . . . . . . . . . .178
Government . . . . . . . . . . . . . . .179
Enemies . . . . . . . . . . . . . . . . . . .180
Cities and Sites . . . . . . . . . . . . . . .180
Fort Thesk . . . . . . . . . . . . . . . .180
Milvarune . . . . . . . . . . . . . . . . .181
Nyth . . . . . . . . . . . . . . . . . . . . .181
Phent . . . . . . . . . . . . . . . . . . . . .181
Phsant . . . . . . . . . . . . . . . . . . . .182
Tammar . . . . . . . . . . . . . . . . . .183
Telflamm . . . . . . . . . . . . . . . . .183
Two Stars . . . . . . . . . . . . . . . . .185
Heroes and Monsters . . . . . . . . . .186
Chapter 13: Border Areas . . . . . . . .187
The Sea of Fallen Stars . . . . . . . .187
The Easting Reach . . . . . . . . . .187
Sea of Dlurg . . . . . . . . . . . . . . .187
The Wizards’ Reach . . . . . . . . .188
The Alamber Sea . . . . . . . . . . .188
Giantspire Mountains . . . . . . . . .188
Mulhorand . . . . . . . . . . . . . . . . . .188
Mountains of Copper . . . . . . .188
Ganathwood . . . . . . . . . . . . . . .188
The Endless Wastes . . . . . . . . . . .189
The Golden Way . . . . . . . . . . .189
Lake of Mists . . . . . . . . . . . . . .189
Great Ice Sea . . . . . . . . . . . . . . .189
Icerim Mountains . . . . . . . . . . . .189
Narfell . . . . . . . . . . . . . . . . . . . . . .189
Bildoobaris . . . . . . . . . . . . . . . . .190
Mount Nar . . . . . . . . . . . . . . . .190
Damara . . . . . . . . . . . . . . . . . . . . .190
Trail’s End . . . . . . . . . . . . . . . .190
The Icelace River . . . . . . . . . . .191
Impiltur . . . . . . . . . . . . . . . . . . . . .191
Ilmwatch . . . . . . . . . . . . . . . . . .191
Sarshel . . . . . . . . . . . . . . . . . . . .191
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Across the wide lands of Faerûn, bards and trav-
elers tell strange tales of the Unapproachable
East, a distant land of proud barbarians, forest-
grown ruins, and dreadful wizardry. It is a world filled with
ancient mysteries and endless strife, a swirling maelstrom of
exotic beauty and hell-spawned peril, where tribes value free-
dom more than their lives and slaves groan under the worst
kind of sorcerous oppression. It is a crossroads and a battle-
ground where East meets West and today struggles to claw
itself free of the half-remembered past. So fantastic is the rep-
utation of this region in western Faerûn that in the taverns
and taprooms of a dozen western cities, skeptics greet an
unlikely tale or fanciful fable with a snort and mutter, “In the
East, perhaps!”
The story of the Unapproachable East is the roll of an-
cient empires, terrible magic, and the clash of human races
and realms. Unlike the lands of the west, where elven and
dwarven realms of great antiquity shielded the young
human kingdoms from monstrous threats, few nonhuman
realms have left their mark upon the east. Instead, ancient
human realms such as old Narfell, Raumathar, and the ear-
lier dynasties of Mulhorand and Unther have battled over
these lands for almost two thousand years, while the newer
powers of Thay, the Tuigan Horde, and the cities of the
Easting Reach continue to vie for supremacy. The battles
of old were fought with mighty magic and great armies, but
the struggle today is more often joined with deceit, guile,
and coin.
So what, precisely, is the Unapproachable East? At the sim-
plest level, it is a vast area encompassing the lands between
the Easting Reach and the Sunrise Mountains, from the Wiz-
ards’ Reach (the southern coasts of Aglarond’s peninsula) to
the Icerim Mountains of the frozen north, hard on the
boundaries of the Great Glacier. More than half a million
square miles of territory fall within its bounds, divided be-
tween five principal lands: Aglarond, the Great Dale, Rashe-
men, Thay, and Thesk (Narfell counts as part of both the
Unapproachable East and the Cold Lands of Damara and
Vaasa). Dozens of independent cities, towns, and strongholds
lie scattered in the lands between the recognized countries, al-
though any settlement in the Great Dale or Thesk could be
considered “independent” too, as those lands lack any central
government or authority.
Aglarond is renowned as the realm of the Simbul, a mighty
sorcerer-queen who has ruled the land for generations. The
Yuirwood, an ancient forest that once sheltered a powerful civ-
ilization of mysterious elves, blankets most of the peninsula,
sheltering its coastal cities from Thayan expansion. Unex-
plored ruins filled with deadly perils and wondrous magic lie
beneath the dense woods.
East of Aglarond is mighty Thay, a populous land enslaved
by the arrogant and ambitious magocracy of the Red Wizards.
Few invaders have overcome the great escarpments and dif-
ficult mountains girding the Plateau of Thay, and the secre-
tive and suspicious Red Wizards raise barriers just as
formidable to discourage travelers from venturing into their
lands. From their strongholds and estates, the Red Wizards
plot the mercantile and military domination of all the Un-
approachable East—and after that, the world.
West of Thay, in the thief-ruled city of Telflamm, the trade
road known as the Golden Way begins. For thousands of miles
it heads eastward, joining Faerûn to the fabulous lands of
Kara-Tur. Along this road lie the merchant towns that com-
prise the realm of Thesk, the crossroads of the Unapproach-
able East. A dozen years ago, the mighty Tuigan horde
attacked Thesk. A great alliance of western powers halted the
Tuigans near the city of Phsant, but Thesk is still recovering
from the devastation of the war while struggling to accom-
modate thousands of Shou who fled their far eastern home-
land before the horde.
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North of Thesk lies a thinly settled land sandwiched
between two of Faerûn’s greatest forests. The Great Dale
is a long, fertile vale running 300 miles east from the town
of Uthmere, dividing the Forest of Lethyr from the dark and
deadly Rawlinswood. Governed by a council of druids, the
independent clanholds of the Great Dale stand amid the
ancient ruins of old Narfell, a demon-haunted realm whose
dark legacy still threatens nearby lands a thousand years after
its destruction.
East of the Great Dale, across the bitter Lake of Tears, lies
the most remote land of the Unapproachable East: Rashemen.
Long the mortal enemy of Thay, Rashemen is in its own way
as unwelcoming of strangers as the realm of the Red Wizards.
Here, the famous Witches of Rashemen guard secrets of mag-
ical lore and are vigilant against the next manifestation of
Thay’s ambitions.
Each of these five different lands has its own perils and
mysteries, villains and dangers. All are bound by the accident
of geography and the memory of ancient empires, but each
conceals its own secrets and threats. For characters from other
parts of Faerûn, the Unapproachable East is inscrutable, un-
known, and alluring, a place to venture where few westerners
have traveled and explore mysteries few outsiders have pen-
etrated. For the Aglarondans, the Rashemi, and other folk
native to the East, these lands are less mysterious but still
filled with ancient perils and deadly, neverending strife.
How to Use thisBook in YourCampaignThis book gives you everything you need to explore the Un-
approachable East in your own FORGOTTEN REALMS cam-
paign. The region is a great destination for characters to
explore, and here you’ll find all the details. It’s also a good
place to set a distinctive and memorable campaign built
around a party of characters native to the East.
Chapter 1: Races of the East. This chapter introduces a
number of new races for characters native to the Unap-
proachable East: the eldritch star elves, the fierce taers, the
tormented hagspawn, the contemplative spirit folk, the savage
gnolls, and the resolute volodnis.
Chapter 2: Prestige Classes. The Unapproachable East is
home to orders of mysterious spellcasters, students of for-
bidden lore, and brotherhoods of berserkers. This chapter de-
scribes a number of prestige classes common to the region.
Chapter 3: Regions and Feats. New regional feats and a
number of general feats useful for characters native to the
East can be found in this chapter.
Chapter 4: Magic and Spells: The Red Wizards of Thay are
renowned creators of new and deadly magics, but many other
traditions of magic exist in the Unapproachable East. This
chapter presents new uses for magic and new spells.
INTRODUCTION
Ill
ust
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Aznar Thrul conjures a pit fiend
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Chapter 5: Magic Items. The Red Wizards and the vremyonni
of Rashemen are famed crafters of magic items. This chapter
presents new items forged by the people of the East.
Chapter 6: Monsters of the East. This chapter presents a
number of monsters native to lands of the East, or common
in nearby areas, including the shapechanging uthraki, the fear-
some bheur hag, the ice troll, and the alien nilshai.
Chapter 7: Adventuring in the East. In this chapter you’ll
find useful information on running adventures in the Unap-
proachable East, including encounter charts and descriptions
of some of the more notorious dungeons in the vicinity.
Chapter 8: Aglarond. This chapter describes the realm of
the Simbul, detailing Aglarond’s history, people, cities, and
notable sites.
Chapter 9: The Great Dale. This chapter explores the Great
Dale, including the great forests that flank it: the Forest of
Lethyr and the Rawlinswood.
Chapter 10: Rashemen: The Witches of Rashemen and their
mysterious land are described in this chapter, including the
vast reaches of the North Country.
Chapter 11: Thay: The realm of the Red Wizards is covered
in this chapter, including its history, people, government, and
sites of interest.
Chapter 12: Thesk: This chapter describes the crossroads of
the Unapproachable East, Thesk.
Chapter 13: The Border Areas: Many realms and features
of interest surround the Unapproachable East, including the
Endless Waste, the Icerim Mountains, and the waters of the
Sea of Fallen Stars.
What You Needto PlayThis sourcebook assumes that you own the three core rule-
books of the DUNGEONS & DRAGONS® game: the Player’s
Handbook, the DUNGEON MASTER’s Guide, and the Monster
Manual. In addition, material in this book frequently refers
to the FORGOTTEN REALMS Campaign Setting. Spells or other
items drawn from this source have the notation “(FRCS).”
We also recommend Monster Compendium: Monsters of
Faerûn. A number of the creatures described in this source-
book can be found there, listed below. If you do not have Mon-
sters of Faerûn, substitute the appropriate monster from the
Monster Manual (listed in parentheses).
Aballin (gray ooze)
Abishai (devil, barbazu)
Alaghi (ogre with chaotic good alignment)
Banedead (ghoul)
Baneguard (ghast)
Banelar (dark naga)
Beast of Malar (fiendish dire tiger)
Chosen one (bugbear)
Crawling claw (Tiny skeleton)
Curst (vampire)
Darkenbeast (wight)
Death kiss beholderkin (hydra, twelve heads)
Deep bat, night hunter (dire bat)
Deep bat, sinister (fiendish dire bat)
Dragon, brown (white dragon)
Dragon, fang (green dragon)
Dragon, song (blue dragon)
Dragonkin (gargoyle)
Dwarf, arctic (dwarf with cold subtype)
Gibberling (goblin)
Green warder (treant)
Gulguthydra (hydra, thirteen heads)
Hybsil (centaur)
Ice serpent (Large air elemental with cold subtype)
Leucrotta (fiendish dire wolf)
Meazel (bugbear Rog1)
Myrlochar (fiendish Large monstrous spider)
Nishruu (ghost)
Nyth (will-o’-wisp)
Peryton (fiendish giant eagle)
Shalarin (triton)
Spectral panther (fiendish leopard)
Surface rothé (bison)
Tressym (celestial cat)
Unicorn, black (fiendish unicorn)
Werebat (werewolf)
INTRODUCTION
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In the revised D&D core rulebooks, three skills and one feat are
renamed. In order to be consistent with the core rulebooks in
this regard, this book uses the new names given below.
Old Name New Name
Alchemy Craft (alchemy)
Pick Pocket Sleight of Hand
Wilderness Lore Survival
Sunder Improved Sunder
Also, minor changes have been made to the way two
feats work.
Two-Weapon Fighting no longer has Ambidexterity as a
prerequisite.
Weapon Finesse no longer must be applied to a particular
weapon when it is taken—a single acquisition of the feat
allows its possessor to use the feat whenever that individual
is wielding any of the weapons to which the feat applies.
Skill and feat Changes
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