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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

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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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