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  • 7/27/2019 AD&D 3rd Ed. - Birthright - Conversion - Awnsheghlien

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    Awnsheglien of Cerilia:AwnsheghlienPrestige Class

    The Awnsheghlien are fearsome beings.Twisted by the dark blood of Azrai, these evilbeings were once humans, elves, dwarves, orother races. Now they are twistedmonstrosities, controlled by their dark blood.Use of this Prestige Class is limited to NPC's.

    RequirementsTo qualify to become an awnsheghlien, acharacter must fulfill all the following criteria:Race:AnyFeats:Minor Bloodline (Azrai)Special:The character must have committed

    a terrible evil act that leads them down the dark

    path. This act can even be done for the greatergood. It is the act itself that must be judged.

    Game Rule InformationAwnsheghlien have the following gamestatistics.Hit Die: d10

    Class SkillsThe Awnsheghlien can choose any ten skill tobe class skills. One or two of these skills canbe skills exclusive to some other class. Seechapter 4: Skills in the Players Handbookforskill descriptions.Pick Any 10 SkillsSkill Points at Each Level:2 + Int

    Class FeaturesThe following are the class features of the

    Awnsheghlien.Weapon and Armor Proficiency:The

    Awnsheghlien receives no additional armor orweapon proficiencies.Bloodform: At 1

    stlevel The Awnsheghlien

    gains the Bloodform feat, even if it doesnt meetthe prerequisites.Bonus Bloodline Feats: The Awnsheghlien

    gains an additional bonus Bloodline Feat atevery level. The Awnsheghlien must meet theprerequisites to acquire a feat.Long Life: The Awnsheghlien are often long

    lived creatures. At 5thlevel, the Awnsheghlien

    gains the Long Life bloodline feat.Improved Long Life: At 10

    thlevel, the

    Awnsheghlien gains the Improved Long Life

    bloodline feat.Greater Long Life: At 15thlevel, theAwnsheghlien gains the Greater Long Lifebloodline feat.

    Level Base Attack Bonus Fort Ref Will Special1 +1 2 2 2 Bloodform, Bloodline Feat2 +2 2 2 2 Bloodline Feat3 +3 3 3 3 Bloodline Feat4 +4 3 3 3 Bloodline Feat5 +5 4 4 4 Long Life, Bloodline Feat6 +6/+1 4 4 4 Bloodline Feat7 +7/+2 5 5 5 Bloodline Feat8 +8/+3 5 5 5 Bloodline Feat9 +9/+4 6 6 6 Bloodline Feat

    10 +10/+5 6 6 6 Improved Long Life, Bloodline Feat11 +11/+6/+1 7 7 7 Bloodline Feat12 +12/+7/+2 7 7 7 Bloodline Feat13 +13/+8/+3 8 8 8 Bloodline Feat14 +14/+9/+4 8 8 8 Bloodline Feat15 +15/+10/+5 9 9 9 Greater Long Life, Bloodline Feat16 +16/+11/+6 9 9 9 Bloodline Feat17 +17/+12/+7 10 10 10 Bloodline Feat18 +18/+13/+8 10 10 10 Bloodline Feat19 +19/+14/+9 11 11 11 Bloodline Feat20 +20/+15/+10 11 11 11 Bloodline Feat

    Azrai BloodlineCorruption (optional)

    The bloodline of Azrai isderived from the most vile

    and evil of gods. Azraisdivine power corrupts all itcomes in contact with.

    Any scion that possessesthe bloodline of Azrai mustfight its dark callings orsuccumb to evil. In gameterms, Azrais bloodlinemay attempt to possessthe scion to commit evilacts a number of times persession equal to thecharacters BloodlineStrength Bonus. To resistthe dark thoughts, the

    character must make aWill save vrs. a DC of 10 +the Bloodline StrengthBonus.

    The DM decides when theattempted possessionoccurs, and what actionswill be taken. The actionstaken should always be inthe characters bestinterest, to achieve somegoal or desire of thecharacter. Thepossession lasts no longerthen 1 round / BloodlineStrength Bonus.

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    The Gorgon

    Once human, Raesene the Black Prince hasbeen the Gorgon for centuries now, and his themost feared awnshegh in all Cerilia. He is amassive, giant, stony-skinned humanoid with abull-like head complete with horns, andpowerful goatlike legs with diamond-hardhooves. Everything about the Gorgon suggeststhat he is power and terror personified.

    Large Humanoid AwnsheghlienClass: Fighter 25 / Wizard 15 /

    Awnsheghlien 20Hit Dice: 25d10+200 (Fighter),

    15d4+120 (Wizard),20d10+160 (Awnsh)

    Hit Points: 741Initiative: +2 (Dex)Speed: 40 ft.AC: 30 (-1 size, +1 Dex, +13

    Kingstopper, +7 GentleWord)

    Attacks: Lifender +59/+54/+49/+44,Kick +50

    Damage: Lifender 2d6+23, Kick

    2d6+11Special Attacks:Kick; Death Gaze; Great

    Cleave; Improved Bull Rush;Power Attack; Stone Gaze;Sunder; Spells

    Special Qualities:Damage Reduction 69/+5;+45 to Poison Saves;Immune to NecromancySpells and Effects;Specialization; DevastatingCritical; Regeneration 1; SR30; Domain Spells

    Saves: Fort +41, Ref +27, Will+35Abilities: Str 32, Dex 15, Con 27, Int

    24, Wis 23, Cha 25Skills: knowledge (war) +57,

    knowledge (tactics) +57,knowledge (nobility) +27,knowledge (siege craft) +17,knowledge (bloodlines) +57,knowledge (arcana) +27,

    knowledge (religion) +17,knowledge (humanoids) +37,knowledge (politics) +37,knowledge (weaponry) +37,knowledge (torture) +47, spot+71, listen +71, jump +31,climb +31, Concentration+38, bluff +12, diplomacy+32, intimidate +47, sensemotive +27, spellcraft +27

    Feats: Endurance, Great Fortitude,Leadership, Toughness,Power Attack, Cleave, GreatCleave, Improved Bull Rush,Sunder, Weapon Focus,

    Weapon Specialization,Improved Critical

    Epic Feats: Damage Reduction (x8),Overwhelming Critical(Greatsword), DevastatingCritical (Greatsword), EpicLeadership, Epic Will,Legendary Commander

    Blood: Azrai; Bld 100Regency: 200Bloodline Feats:True Bloodline, Bloodform,

    Greater Long Life, BloodlineAlertness, Bloodmark, DivineAura, Epic Regeneration,True Damage Resistance,

    Poison Resistance, EpicResistance, True Death

    Attack (Gaze), True StoneAttack (Gaze)

    CR: 45Treasure: Kingstopper, A Gentle Word,

    LifenderAlignment: Lawful Evil

    CombatThe Gorgon is one of the most powerful

    beings in all of Cerilea. His physical strength is

    matched by very few, as is his tactical mind.He is a terrible foe.The Gorgon revels in martial combat, and

    seldom uses his Death or Stone Gaze againstblooded individuals, preferring instead to killthem with his Tighmaevril weapon and absorbtheir bloodline. He will use the gaze attackswithout moments thought against unbloodedcharacters and NPCs that assault him.Kick:This is considered a move equivalent

    action, and can be used at will. The attack ismade at +50 to an opponent. If it hits, treat as

    True Death Attack[Bloodline]

    The awnshegh can kill itsopponents instantly.Prerequisite:Bloodform,True Bloodline (Azrai)Benefit: True Death Gazeallows the Awnshegh toinstantly slay living beings

    at will. Pick a type ofattack from the followinglist:

    Gaze: by sightBreath: by breath

    weapon

    Sonic: by soundTouch: by touchBite: by bite attack

    This power is a partialaction that can beactivated at will. Alltargeted creatures with HD

    less then or equal to 1/4 ofthe Awnsheghs Bloodline

    Ability Bonus must make aFortitude Save vrs a DCequal to 10 + 1/4 of the

    Awnsheghs BloodlineAbility Bonus or drop to -10 Hit Points.

    True Stone Attack[Bloodline]

    The awnshegh can turnopponents to stone.Prerequisite:Bloodform,True Bloodline (Azrai)

    Benefit: True Death Gazeallows the Awnshegh toturn living beings to stoneat will. Pick a type ofattack from the followinglist:

    Gaze: by sightBreath: by breath

    weapon

    Sonic: by soundTouch: by touchBite: by bite attack

    This power is a partialaction that can beactivated at will. Alltargeted creatures with HDless then or equal to 1/2 ofthe Awnshegh's Bloodline

    Ability Bonus must make aFortitude Save vrs a DCequal to 10 + 1/2 of the

    Awnshegh's BloodlineAbility Bonus or be turnedto stone as per the Fleshto Stone spell in the PHB.

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    a Bull Rush (without the attack of opportunity).In addition, the attack does 2d6+11 damage.Death Gaze: This power is a partial action

    that can be activated at will. All targetedcreatures within line of sight of the Gorgon, whohave 11 or less HD must make a FortitudeSave vrs a DC of 21 or drop to -10 Hit Points.Stone Gaze: This power is a partial action

    that can be activated at will. All targeted

    creatures within line of sight of the Gorgon, whohave 22 or less HD must make a FortitudeSave vrs a DC of 32 or be turned to stone asper the spell Flesh to Stone in the PHB.Specialization: When human, Raesene was

    one of Anuires premier swordsmen. He wasskilled in many weapons, and even specializedin a few, making him a truly dangerous foe.Now, with more than a thousand years ofweapons practice and warfare, he wields nearlyevery weapon found in Cerilia as if he were aspecialist with it (only a 5% chance that theGorgon does not have Epic WeaponSpecialization and Epic Weapon Focus withany given weapon).

    Devastating Critical: The Gorgon gains thefeats Improved Critical, Overwhelming Critical,and Devastating Critical with any weapon heSpecializes in. This means that the weaponsthreat range is doubled, and on a successfulcritical hit, the opponent must make a FortitudeSave vrs a DC of 51 or die instantly.Furthermore, an additional +1d6 points ofbonus damage is dealt on a successful criticalhit. If the weapons critical modifier is x3, add+2d6 points of bonus damage instead, and ifthe multiplier is x4, add +3d6 points of bonusdamage instead. Creatures immune to criticalhits cant be affected by Devastating Critical.Spells: The Gorgon is a powerful wizard as

    well as a warrior. He normally has the followingspells memorized:Spells Prepared (Wiz 4/6/6/6/5/5/4/3/1):0 Detect Magic, Read Magic,

    Resistance x21

    st Comprehend Languages x2,

    Protection from Chaos, Protectionfrom Evil, Protection from Good,Protection from Law

    2nd

    Detect Thoughts x2, Locate Object,Obscure Object, See Invisibility x2;

    3rd

    Clairaudience/Clairvoyance, Fireballx2, Lightning Bolt x2, Tongues

    4th Detect Scrying x2, Scrying x2, Wall of

    Fire5th Dream, False Vision, Mirage Arcana,

    Teleport x26

    th Analyze Dweomer, Chain Lightning,

    Legend Lore, True Seeing7

    th Forcecage, Greater Scrying , Teleport

    without Error8

    th Protection from Spells

    Domain Spells: Domain spells require amonth of preparation and casting to complete.See page 81 of the Birthright 2

    ndEdition

    Rulebook for Details on Realm Magic. Assume

    the Gorgon has access to any Realm Spell heneeds.

    Equipment of NoteLifender: Lifender is a +6, Keen, Tighmaevril

    Greatsword. Thought to be one of the mostpowerful Tighmaevril weapons forged, it is theGorgons weapon of choice. In the Gorgonshands it has the following stats:

    To Hit: +59 / +54 / +49 / +44 Damage: 2d6+23 (One Handed), 2d6+28

    (Two Handed)

    Critical: 15-20/x2+1d6, subject must makea Fort save (DC 51) or die instantly on acritical.

    Kingstopper: This suit of +5 giant sized platemailarmor was made for the Gorgon over thirtyyears ago by the dwarven smiths of Mur-Kilad.A Gentle Word: A worn +5 tower shieldthat

    the Black Prince has possessed since beforethe battle of Deismaar.

    Spells Known

    0. Arcane Mark, DancingLights, Daze, DetectMagic, Detect Poison,Disrupt Undead,Flare, Ghost Sound,Light, Mage Hand,Mending, Open/Close,Prestidigitation, Ray

    of Frost, Read Magic,Resistance

    1. Alarm, ComprehendLanguages, DetectSecret Doors, DetectUndead, EndureElements, Hold Portal,Identify, Protectionfrom Chaos,Protection from Evil,Protection from Good,Protection from Law,True Strike

    2. Detect Thoughts,Locate Object,

    Obscure Object, SeeInvisibility

    3. Clairaudience/Clairvoyance, Fireball,Lightning Bolt,Tongues

    4. Detect Scrying,Locate Creature,Scrying, Wall of Fire

    5. Dream, False Vision,Mirage Arcana,Teleport

    6. Analyze Dweomer,Chain Lightning,Legend Lore, True

    Seeing7. Drawmij's Instant

    Summons,Forcecage, GreaterScrying , Teleportwithout Error

    8. Discern Location,Protection fromSpells.

    * Italicsindicate Spell Mastery

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    The Raven

    In almost seventy-five years, no one hasgazed upon the face of Warlord Tusilov, nowknown as the most ruthless general of

    Vosgaard, the Raven. Given the harshness bywhich he conquered the realm, many believehe has started to change into an awnshegh,though none can prove it.At times, the Raven refers to himself as theSon of Azrai, an affectation that disturbs many.Many say the Raven wields power with an easethat terrifies even the hardest of hearts.Whether Son of Azrai is an assumed title by aproud warrior or it has some shred of truth to itis unknown. The sheer hubris of this title (andthe incumbent dangers it involves) is enough toimpress even the might Gorgon.Many rumors swirl about the Raven in terms

    of evils or powers he has but keeps secret. If

    any are to be believed, the Raven can fly bynight on wings of darkness, steal bloodlinestrength from a ruler with a glance, and attack afoe with a least seven sword blows in a second!

    Medium Vos AwnsheghlienClass: Ranger 5 / Fighter 18 /

    Wizard 14 / Awnsheghlien 10Hit Dice: 5d10+30 (Rng), 18d10+102

    (Fighter), 14d4+84 (Wizard),10d10+60 (Awnsh)

    Hit Points: 479

    Initiative: +18 (+10 Dex, +8 SuperiorInitiative)

    Speed: 30 ft.AC: 22 (+6 Dex, +6 Mithril

    Chainmail)Attacks: Frostbrand +39/+34/+29/+24,

    Flametongue+40/+35/+30/+25Damage: Frostbrand 1d8+1d6(cold)+7,

    Flametongue1d8+1d6(fire)+8

    Special Attacks:Whirlwind Attack; SpringAttack; SpellsSpecial Qualities: Invulnerability; Regeneration

    1; SR 20 vrs Necromancy;Shadow Form; Travel;Deflection; Favored Enemy(human) +2, Favored Enemy(elf) +1

    Saves: Fort +32, Ref +31, Will+29Abilities: Str 20, Dex 30, Con 23, Int

    30, Wis 30, Cha 25Skills: knowledge (war) +60,

    knowledge (tactics) +60,knowledge (nobility) +30,knowledge (bloodlines) +25,

    knowledge (arcana) +50,knowledge (religion) +40,knowledge (Azrai) +55,knowledge (politics) +30,knowledge (torture) +30, hide+50, move silently +50, spot+58, listen +58, jump +20,climb +20, Concentration+36, bluff +27, diplomacy+27, intimidate +27, sensemotive +27, spellcraft +27

    Feats: Ambidexterity, CombatReflexes, Leadership,Lightning Reflexes, Dodge,Expertise, Improved Critical

    (Longsword), ImprovedUnarmed Strike, ImprovedInitiative, Deflect Arrows,Spring Attack, WeaponFocus (Longsword), WeaponSpecialization (Longsword),Whirlwind Attack

    Epic Feats: Blinding Speed, EpicLeadership, ExceptionalDeflection, Infinite Deflection,Perfect Two-WeaponFighting, Reflect Arrows,Superior Initiative, EpicWeapon Focus, EpicWeapon Specialization

    Blood: Azrai; Bld 77Regency: 100Bloodline Feats:True Bloodline, Bloodform,

    Improved Long Life,Bloodline Alertness,Heightened Ability,Invulnerability, EpicRegeneration, Shadow Form,Travel, Greater Resistance

    CR: 35

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    Treasure: Frostbrand, Flametongue,Mithril Chainmail, two +1daggers

    Alignment: Lawful Evil

    CombatThe Raven is a formidable enemy in battles of

    arms or spells. He uses the Shadows to hisadvantage and attempts to isolate and weaken

    any formidable enemies before moving in forthe kill.Invulnerability: The Raven can only be killed

    under a certain set of circumstances that areset by the DM for his campaign.Shadow Form: Once per day, the Raven and

    all his gear becomes 2-dimentional andincorporeal for up to 5 hours. Whileincorporeal, the Raven can only be harmed byother incorporeal beings, +1 or better magicweapons, or magic, with a 50% chance toignore damage from a corporeal source. Whilea shadow, the Raven moves at his normalmovement rate, but may also climb or crossany surface without hindrance, as easily as a

    shadow falls across a floor. When in shadowform, the Raven cannot effect or harm hisenvironment and always succeeds at movesilently checks.Travel: 6 times per week, the Raven may

    cast Teleport without error on himself and 33companions. This ability requires the Teleportto start and end in shadow.Reflection: The Raven can reflect any

    ranged attack (including spells that requireranged touch attacks) by making a reflex saveagainst a DC of 20 (if the ranged weapon has amagical bonus to attack, the DC increases bythat amount). If reflecting a spell, add the spelllevel to the DC to reflect the attack. Ifsuccessful, the Raven reflects the rangedattack back on the attacker at his base rangedattack bonus of +43. This is considered a freeaction for the Raven and can be performed asoften as desired in a round.Spells: The Raven normally has the following

    spells memorized:Spells Prepared (Wiz 4/7/7/6/6/5/6/3):0 Detect Magic x2, Ghost Sound x21

    st Change Self, Color Spray, Enlarge,

    Magic Missile x3, Obscuring Mist2

    nd Blur, Detect Thoughts, Fog Cloud x2,

    Scare, Web x23

    rd Dispel Magic, Fireball x2, Fly, Haste,

    Slow4th Charm Monster, Confusion,

    Hallucinatory Terrain, ShadowConjuration x3

    5th Animate Dead, Greater Shadow

    Conjuration, Shadow Evocation,transmute Rock to Mud, True Strike(Quickened)

    6th Greater Shadow Evocation, Mislead,

    Project Image, Shades x27

    th Control Undead, Delayed Blast

    Fireball, Finger of Death8

    th Protection from Spells

    Domain Spells: Domain spells require amonth of preparation and casting to complete.See page 81 of the Birthright 2

    ndEdition

    Rulebook for Details on Realm Magic. Assumethe Raven has access to any Realm Spell heneeds.

    Equipment of NoteFrostbrand: This +2 frost longsword(+1d6

    points of cold damage to each hit) does notshed any light except when the air temperatureis below 0 degrees F. Its wielder is protectedfrom fire, since the sword absorbs the first 10points of fire damage each round that thewielder would otherwise suffer.The frostbrand sword also has a 50% chance

    of extinquishing any fire into which its blade isthrust. This power extends to a 10-foot radiusand includes lasting effects such as wall of firebut excludes instantaneous effects such asfireball, meteor swarm, and flame strike.In the Ravens hands it has the following stats:

    To Hit: 43 / +38 / +33 / +28

    Damage: 1d8 + 1d6 (cold) + 7 Critical: 17-20/x2Flametongue: This +3 flaming burst

    longsword (+1d6 points of fire damage to eachhit, +1d10 points of damage on a critical strike)is crisscrossed with veins of a dark mineral.Flame bursts forth from the veins when thesword tastes blood, continuing to burn until thesword is sheathed.Its wielder is protected from ice, since the

    sword absorbs the first 10 points of ice damageeach round that the wielder would otherwisesuffer.In the Ravens hands it has the following stats:

    To Hit: +44 / +39 / +34 / +29 Damage: 1d8 + 1d6 (fire) + 8 Critical: 17-20/x2 + 1d10 (fire)

    Spells Known

    0. Arcane Mark, DancingLights, Daze, DetectMagic, Detect Poison,Disrupt Undead,Flare, Ghost Sound,Light, Mage Hand,Mending, Open/Close,Prestidigitation, Ray

    of Frost, Read Magic,Resistance

    1. Alarm, Cause Fear,Change Self, ColorSpray, ComprehendLanguages, DetectUndead, Enlarge,Hold Portal, Identify,Magic Missile,Obscuring Mist, Rayof Enfeeblement,Silent Image, Sleep,True Strike

    2. Blur, Detect Thoughts,Fog Cloud, Scare,

    Web3. Dispel Magic, Fireball,

    Fly, Haste, Slow4. Charm Monster,

    Confusion,Hallucinatory Terrain,Shadow Conjuration

    5. Animate Dead,Greater ShadowConjuration, ShadowEvocation, TransmuteRock to Mud

    6. Greater ShadowEvocation, Mislead,Project Image,

    Shades7. Control Undead,

    Delayed BlastFireball, EtherealJaunt, Finger of Death

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    RhuobheManslayerWhen Azrai came to the elves with his plan to

    destroy the humans, Rhuobhe and hundreds ofelves eagerly allied themselves with the god.

    Although the elves deserted him upon findingwhat Azrai stood for, Rhuobhe remained withthe god of evil. He was astonished that his

    fellow elves could forsake their hatred of thehumans so quickly. As a result of his loyalty,Rhuobhe was bathed in Azrais power atDeismaar. Rhuobhe Manslayer has used hispower to further his agenda of humanextermination.

    Medium Sidhelien AwnsheghlienClass: Ranger 16 / Sorcerer 15 /

    Awnsheghlien 10Hit Dice: 16d10+32 (Ranger), 15d4+30

    (Wizard), 10d10+20 (Awnsh)Hit Points: 247Initiative: +49 (+7 Dex, +42 Battlewise)

    Speed: 40 ft.AC: 26 (+4 Dex, +12 Elven Plate

    Mail +4)Attacks: Heartspiller +40/+35/+30/+25

    Winged Death+41/+36/+31/+26

    Damage: Heartspiller 1d10+9, WingedDeath 1d10+1d6+8

    Special Attacks:Improved Many Shot; Swarmof Arrows

    Special Qualities:Darkvision; Create Arrows;Arrow Immunity; SeeInvisibility; Favored Enemy(Humans) +4; Favored

    Enemy (Orogs) +3; FavoredEnemy (Goblins) +2; FavoredEnemy (Dwarves) +1; Fear;Regeneration 1; DamageReduction 42/+1; Battlewise

    Saves: Fort +23, Ref +23, Will+21Abilities: Str 20, Dex 24, Con 15, Int

    20, Wis 14, Cha 17Skills: knowledge (war) +40,

    knowledge (tactics) +40,knowledge (elves) +20,knowledge (arcana) +25,knowledge (torture) +45, hide+57, move silently +57, spot+49, listen +49, jump +10,

    climb +10, Concentration+32, bluff +25, diplomacy+25, intimidate +55, sensemotive +12, spellcraft +25

    Feats: Point Blank Shot, Far Shot,Precise Shot, Rapid Shot,Weapon Focus (Long Bow),Weapon Focus (BastardSword), Leadership, Track,Scribe Scroll, Quicken Spell,Empower Spell, Extend Spell

    Epic Feats: Distant Shot, Epic WeaponFocus (Long Bow), Epic

    Weapon Focus (BastardSword), Manyshot, ImprovedManyshot, Swarm of Arrows

    Blood: Azrai; Bld 95Regency: 100Bloodline Feats:True Bloodline, Bloodform,

    Improved Long Life,Bloodline Alertness,

    Improved Enhanced Sense,Fear, Epic Regeneration,Epic Damage Resistance,Battlewise, Detect Illusion,Weapon Immunity, ConjureWeapon

    CR: 30Treasure: Heartspiller; Winged Death;

    Angers Turning; Cloak ofElvenkind; Boots of Elvenkind

    Alignment: Neutral Evil

    Weapon Immunity[Bloodline]

    The awnshegh is immuneto a specific type ofweapon.Prerequisite:Bloodform,Great Bloodline (Azrai)Benefit: The awnshegh

    becomes impervious to aspecific type of weapon.The awnshegh takes nodamage from anyweapons of the specifictype, including magicalweapons.The awnshegh can choosefrom the following:Unarmed Attacks, Axes,Spears, Arrows, Bolts,Swords, Daggers, Darts,Hammers, Lances,Polearms,or Staffs.Special: This feat can be

    taken multiple times. Eachtime it is taken, it mustapply to a different weapontype.

    Conjure Weapon[Bloodline]

    The scion can conjure amagical weapon.Prerequisite:EpicBloodline (Any), WeaponFocusBenefit: The scion has the

    ability to conjure a magicalweapon into existence asa free action. The scioncan choose to apply thisfeat to any weapon thescion has Weapon Focusin. The conjured weaponis considered a +5 weaponfor the purpose of hittingcreatures with DamageResistance. The conjuredweapon deals anadditional +1d6 magicaldamage. The conjuredweapon can only be

    wielded by the scion, anddisappears from existenceif it loses consciousness.This feat can be used tocreate ammunition forranged weapons.Special: This feat can betaken multiple times. Eachtime it is taken, it mustapply to a different weapontype.

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    CombatWhen Rhuobhe prepares himself for combat,

    his entire realm knows it. Perhaps therestension in the air, or perhaps a faint rumbling inthe earth signals his intent. When Rhoubhedons his weapons and armor, his domain waitswith bated breath, eagerly anticipating thedestruction of Rhuobhes enemies.Improved Many Shot: As a standard action,

    Rhuobhe can fire seven arrows at a singletarget. All seven arrows use the same attackroll to determine success (with a -2 penalty onthe attack).Swarm of Arrows: As a full round action,

    Rhuobhe can fire an arrow at his full baseattack bonus at each opponent within 30 feet.Create Arrows: Rhuobe does not carry a

    quiver of arrows. He can conjure radiant bluearrows of energy at will. These arrows areconsidered +5 weapons for the purpose ofhitting creatures with Damage Resistance. Thearrows do an additional +1d6 magic damage.Arrow Immunity: The blood of Azrai has

    altered Rhuobhes skin, darkening and

    toughening it. He can no longer be harmed anyarrows or bow launched projectiles, thoughother ranged weapons can still harm him.See Invisibility: Rhuobhe can see through all

    illusions, including invisibility. He is also cursedwith abhorrence towards daylight. All actionstaken in an area with normal daylight or higheris made at a -4 penalty.Fear: Forty-two times per day, the Manslayer

    may cause fear in a single opponent hetouches as per the spell on page 203 of thePHB.Battlewise: Rhuobhe an all allies within 200

    feet that he can communicate with gain a divinebonus of +42 to their initiative rolls. This bonusonly applies if the allies are able to effectivelycommunicate tactics with Rhuobhe.Spells: The Manslayer is an experienced

    elven sorver. He possesses the ability to castthe following spells:Sorcerer Spells (Sor 6/7/7/7/6/6/6/4):

    0 Dancing Lights, Daze, Detect Magic,Detect Poison, Flare, Ghost Sound,Light, Open/Close, Read Magic

    1st

    Charm Person, Chill Touch, Jump,Magic Missile, Expeditious Retreat

    2nd

    Blindness, fog cloud, levitate, web,Darkness

    3rd

    Blink, Dispel Magic, Fly, Haste,

    Lightning Bolt4th

    Fire Shield, Ice Storm, Minor Globe ofInvulnerability, plant growth,Polymorph self

    5th

    Animate Dead, conjure Elemental,Contact Other plane, dismissal

    6th

    Disintegrate, Otilukes freezing sphere,Chain Lightning

    7th

    Prismatic Spray, Limited WishDomain Spells: Domain spells require a

    month of preparation and casting to complete.See page 81 of the Birthright 2

    ndEdition

    Rulebook for Details on Realm Magic. Assume

    the Manslayer has access to any Realm Spellhe needs.

    Equipment of NoteHeartspiller: This +4 Bastard Sword of Life

    Stealing has a chance of bestowing onenegative level on its target whenever it dealsdamage, just as if the target had been struck byan undead creature. The target is allowed a

    fortitude save against a DC equal to the amountof damage dealt to avoid the level drain. Oneday after being struck, subjects must make aFortitude save (DC 23) for each negative levelor lose a character level.In the Manslayers hands it has the following

    stats:

    To Hit: 40 / +35 / +30 / +25 Damage: 1d10 + 9 Critical: 19-20/x2Winged Death: This +3 Mighty Composite

    Bowis Rhuobhes ranged weapon of choice,built nearly a thousand years ago by his ownhand.

    In the Manslayers hands it has the followingstats:

    To Hit: +41 / +36 / +31 / +26 Damage: 1d10 + 1d6 (magic) + 8 Critical: 19-20/x2 + 1d6 (magic)Angers Turning: This +3 small wooden

    shield was finely crafted by a friend ofRhuobhes shortly before the battle of MountDeismaar.

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    The SpiderThe Spider is one of the most gruesome-

    looking awnshegh still alive today and the leastsane creature in Anuire. Its spider like frame,its cunning, madness, and its abhorrent need tokill elves and anyone who stands in its waymakes it even more repellent than it ever was

    when it was simply Tal-Qazar the Goblin King.

    Large Aberration AwnsheghlienClass: Fighter 2 / Awnsheghlien 10Hit Dice: 4d8 + 20 (Large Spider),

    10d10+50 (Awnsh)Hit Points: 136Initiative: +5 (+5 Dex)Speed: 40 ft., climb 30 ft (Web: 50 ft.,

    climb 40 ft.)AC: 22 (-1 size, +5 Dex, +8

    natural)Attacks: Claw +17/+17/+12/+12/+7/

    +7, Bite +19 melee

    Damage: Claw 1d6+5, Bite 1d8+5

    Special Attacks:Death Bite; Leap Attack;Web

    Special Qualities:Darkvision; Fear;Regeneration 1; Animal

    Affinity (Spiders); SpittleSaves: Fort +18, Ref +12, Will+7Abilities: Str 20, Dex 20, Con 20, Int

    11, Wis 10, Cha 12Skills: knowledge (riddles) +8,

    knowledge (goblins) +8,knowledge (spiders) +8, hide+11, move silently +11, spot+42, listen +42, jump +47,

    climb +17Feats: Ambidexterity; Two-WeaponFighting; Improved Two-Weapon Fighting; GreaterTwo-Weapon Fighting

    Blood: Azrai; Bld 95Regency: 10Bloodline Feats:True Bloodline; Bloodform;

    Greator Long Life; AnimalAffinity (Spiders);Invulnerability; EpicRegeneration; Bloodline

    Alertness; Enhanced Sense;Bloodline Leap; Leap Attack;True Death Attack (Bite)

    CR: 15Alignment: Chaotic Evil

    CombatThe Spider is not the most powerful Anuirean

    awnshegh, but it is still a powerful foe. With itsspider legs, it can move quickly from side toside, easily dodging attacks. Its primary attacksare its powerful claws followed by the bite of itsrazor-sharp teeth.Death Bite: This power is a partial action that

    can be activated at will by the Spider. The

    Spider can target a foe with 10 or less HD. Ona successful bite attack, the foe must make aFortitude Save vrs a DC of 20 or drop to -10 HitPoints and die.Leap Attack: As a full attack action, the

    Spider leap up to 30 feet in the air and land ona target up to 50 feet away. The Spider makesa jump check vrs a DC of 10 + the distance tothe target. If it succeeds it lands on the target

    and makes a single attack with either a claw orbite with a +2 bonus to hit and +3d6 damage.Web: As a move equivalent action, the Spider

    can cast a Web as the spell Web (pg 271 PHB).This web does not burn, and dissolves in1d20+20 hours.Fear: Forty-two times per day, the Manslayer

    may cause fear in a single opponent hetouches as per the spell on page 203 of thePHB.Animal Affinity (Spiders): At will, the Hydra

    can communicate with any arachnid nearbysuch as spiders and monstrous spiders. If theSpider is encountered within the Spiderfell, then6d6+6 Tiny Monstrous Spiders, 2d6 SmallMonstrous Spiders, and 1d6-1 MediumMonstrous Spiders will respond to the Spiderssummons.Spittle: If the Spiders life is in serious

    danger, it uses a spray of blinding spittle to aidin its escape. Once per day, as a free action,the Spider can attempt to blind 1d4+1individuals. The spider makes a touch attack atits full ranged base attack bonus (+19) against1d4+1 opponents. If successful, each target isallowed a Reflex Save against a DC of 20 orbecome Blinded (per the spell Blindness on pg180 PHB) for 1d6+1 rounds. Furthermore, thespittle does 1d6 acid damage for each round

    the target is blinded.

    Animal Affinity(Spiders)[Bloodline]

    You have a natural affinityfor communicating withspiders.Prerequisite: MinorBloodline (Azrai)Benefit: Animal Empathy

    is a class skill for thescion. The scion hasempathic communicationto a range of 60 feet withSpiders. The empathiccommunication providesthe scion a divine bonusequal their Bloodlinebonus to Animal Empathywith Spiders.

    Bloodline Leap[Bloodline]

    The scion can leap mighty

    distances.Prerequisite:MajorBloodline in Azrai, Reynir,or BrennaBenefit: The scion doesnot have the usualmaximums for jumpingdistance. For leaps ofmaximum horizontaldistance, the jump reachesits peak (one-forth thehorizontal distance) at thehalfway point.Furthermore, the scionreceives a divine bonus on

    jump checks equal to thescions Bloodline StrengthBonus.

    Leap Attack[Bloodline]

    The scion can attack withmighty leaps.Prerequisite:GreatBloodline in Azrai, Reynir,or Brenna; Bloodline LeapBenefit: The scion canmake a single leap attackas a full attack action.Treat this leap as a charge

    action (pg 124 of thePHB). The scion receivesa +2 bonus to hit, anddoes an additional damagebased on the scions size:Tiny +1d4Small +1d6Medium +2d6Large +3d6Huge +4d6

    The scion must succeed ata jump check for thisattack to succeed.

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    The HydraThe Hydra is a monstrous reptilian creature

    with multiple heads and a voracious appetite. Itwas once a large crocodile that was infectedwith the taint of Azrai at some point after the fallof Deismaar. It grew to larger proportions andconsumed a blooded scion who came to slay it,that scions head sprouted out of its gargantuan

    body, now linked with the Hydras brain. Sincethen various blooded heroes have fallen to thebeast, now evident as part of the creaturescollection of heads.

    Huge Animal (Aquatic) AwnsheglienClass: Awnsheghlien 6Hit Dice: 7d8+35 (Giant Crocodile),

    6d10+30 (Awnsh)Hit Points: 151Initiative: +1 (Dex)Speed: 20 ft., swim 30 ft.AC: 21(-2 size, +1 dex, +12

    natural)Attacks: Bite (Main Head) +21, Bite

    (Small Heads) +16/+16, TailSlap +16

    Damage: Bite (Main Head) 2d8+15,Bite (Small Heads) 1d4+7,Tail Slap 1d12+22

    Special Attacks:Power Attack; Improved GrabSpecial Qualities: Invulnerability; Unreadable

    Thoughts; Improved AnimalAffinity (Serpents); Fear;Hydrakin

    Saves: Fort +14, Ref +10, Will+8Abilities: Str 35, Dex 12, Con 20, Int 8,

    Wis 14, Cha 4Skills: hide +17, spot +7, listen +7,

    wilderness lore +3, intimidate+18Feats: Power Attack; Improved

    GrappleBlood: Azrai; Bld 47Bloodline Feats:Epic Bloodline; Bloodform,

    Long Life; Detect Life; Fear;Invulnerability; UnreadableThoughts; Improved Animal

    Affinity (Serpents)CR: 12Treasure: NoneAlignment: Chaotic neutral

    CombatFinding the Hydra is almost as difficult as

    surviving a meeting with it. It has absorbedsome intelligence and cunning from its ownprey, and it uses the swamp to avoid beingseen until it can get an easy attack on its foes.The Hydras primary attacks are bites from its

    collection of heads on one prey. Usually, onlytwo small heads and the large, central crocodilehead can bite one target and the Hydra lashesits tail at another.Invulnerability: The Hydra can only be killed

    under a certain set of circumstances that areset by the DM for his campaign.

    Improved Grab: As a full round action, theHydra can perform a grapple action against anopponent per the rules on page 137 of thePHB. If successful, on the following round andevery round the grapple is maintained , theHydra can make an attack action with its mainhead and four smaller heads. The attack withthe main head is made at +21, the four smallerheads each attack at +16.Improved Animal Affinity: At will, the Hydra

    can communicate with any reptilian creaturesnearby such as snakes and lizards. If theHydra is encountered within the Harrowmarsh,

    then 2d6+2 Snake (constrictor), 1d6 Snake(giant constrictor), and 1d4-1 Crocodile willrespond to the Hydras summons.Hydrakin: The Hydra reproduces asexualy;

    what it eats is sometimes reproduced as acomposite with traits of the Hydra and otherprey. Whenever prey is eaten, there is a 2%chance per hit-point that it will be disgorged in1d8 days as a hydrakin (See sidebar).Fear: Eighteen times per day, the Hydra may

    cause fear in a single opponent it touches asper the spell on page 203 of the PHB.

    The Hydrakin Template

    Hydrakin is a template thatcan be added to anycorporeal creature theHydra has consumed.The creatures typechanges to Awnsheghlien.It uses all the base

    creatures statistics andspecial abilities except asnoted here.Speed: The Hydrakin

    gains the ability to swim atits base speed +10.AC: Natural armor

    improves by +2 as it growsscales.Special Attacks: The

    Hydrakin retains all of thespecial attacks of the basecreature and also appliesa poison attribute to eitherits bite or claw attack

    (Hydrikin Poison, InjuryDC 12, Initial Damage 0,Secondary Damage 1d6Str).Special Qualities: A

    Hydrakin retains all of thespecial qualities of thebase creature and alsogains the following:

    Darkvision 60 feet. Immune to poison and

    disease.Saves: Same as base

    creature.

    Abilities: Increase oneof the Base creaturescorporal stats (Str, Dex, orCon) by +8, and decreaseone of the mental stats(Wis, Int, Chr) by -8.Skills: A Hydrakin has 2

    skill points plus itsIntelligence modifier.These points must bespent on the skills Spot,Listen, Hide, or Sneak.Feats: Hydrakin gain the

    Minor Bloodline (Azrai)feat and Bloodform.

    Terrain: HarrowmarshOrganization: Same asthe base creature.Challenge Rating: Sameas the base creatures +1.Alignment: AlwaysChaotic Neutral or ChaoticEvil.Advancement: Same asthe base creatures.

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    The BinmanThis grisly being is the result of a horrible

    experiment conducted over a century ago by amad wizardess from Sendoure named DanitaKusor. This creature was created by graftingvarious body parts and limbs from elves,dwarves, and humans together into one form,

    but it remained inert despite the intense magicused on it.Kusor was interrupted at her gruesome work

    by a wandering awnshegh seeking power, sheslew it with spells. As a result, she and what isnow known as the Binman each absorbedsome of the attackers fleeing birthright. TheBinman became animate, if not quite alive.

    After an initial period of adjustment, the muteBinman gained control over its body. Havingretained some basic warriors abilities, itattempted to kill Danita Kusor, but onlysucceeded in forcing her to flee for her life; shenow resides in Chimaeron as its namesakeawnshegh, the Chimaera. The Binman left

    behind the ruined tower in the Iron Peaks andheaded through Rohrmarch to Binsada.The Binman currently wanders the lands of

    Binsada, Zikala, and Sendoure, seeking a truepurpose and more power. The Binmangenerally kills anyone who threatens orchallenges it, but it also has befriended thievesand honest folk alike (though said friends arefew and far between). The Binman sometimeslends itself out as a mercenary. It has foughtagainst the invading forces of the Sphinx,helped Sendoure ward off an attack by acoalition of orog tribes from Coullabhie, and hasworked with adventurers and other

    awnsheghlien alike in short term quests ofpower and gold. Few know or can gauge howmuch power the Binman wields, and fewer stillcan guess how it will react in any givencircumstance; it is my theory that its componentparts had conflicting natures and certain partsof its past lives come to the fore at random. Itmay be this chaotic nature that protects theBinman from clashes with other bloodedcreatures, but a battle between the Binman andthe Sphinx is inevitable.

    Medium Undead AwnsheghlienClass: Awnsheghlien 3 / Barbarian 5

    Hit Dice: 2d12 (Undead) , 3d10(Awnsheg) , 5d12 (Barbarian)

    Hit Points: 84Initiative: +3 (Dex)Speed: 40 ft.AC: 22 (+3 Dex, +7 Admantine

    Breastplate, +2 Natural)Attacks: Longsword +15/+10; or

    Claws +16/+11Damage: Longsword 1d8+6, Claws

    1d3+6Special Attacks:Paralysis; Cleave; Power

    Attack

    Special Qualities:Undead; +2 Turn Resistant;SR 20 vrs Necromancy

    Saves: Fort +7, Ref +7, Will+7Abilities: Str 22, Dex 17, Con --, Int 10,

    Wis 10, Cha 8Skills: Climb +4, Hide +16,

    Intimidate +8, Jump +4,Listen +7, Move Silently +2,

    Swim +2, Wilderness Lore +2Feats: Cleave, Improved Unarmed

    Strike, Minor Bloodline,Power Attack, WeaponFocus: Unarmed, Endurance

    Blood: Azrai; Bld 15Bloodline Feats:Minor Bloodline, Bloodform,

    Blood History, Resistance,Superior Will

    CR: 8Treasure: Longsword, Adamantine

    Breastplate, Cloak ofElvenkind

    Alignment: Chaotic Neutral

    SpecialThe Binman is unpredictable in and out of

    battle. It is a chaotic being which lacks control.The Binman normally uses its Barbarian Rageability as soon as it enters combat. It tends tobe drawn toward the foe that most reminds it ofits creator. As such it will attack female magicusers that it has not befriended before anyother foe.

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    Paralysis: Those hit by the Binmans clawattack must succeed at a Fortitude save (DC14) or be paralyzed for 1d6+2 minutes. Elvesare immune to this paralysis.Undead: The Binman is immune to mind-

    influencing effects, poison, sleep, paralysis,stunning, and disease. Not subject to criticalhits, subdual damage, ability damage, energydrain, or death from massive damage.

    Blood History: Once per day, the Binmanmay add +2 to any skill that one of theindividuals his body is made of may haveknown in life. This bonus last for 20 minutes.

    The Wolf

    The Wolf is a mysterious and shy beast that israrely seen outside its current territory; its range

    of movement is know to change with theseasons and the encroachment of elven andhuman settlers, but there has been little changein its territory in decades. Wolfgaard, theofficial name for the Wolfs territory, whilemapped and referred to as a distinct andseparate domain, is simply an independentgroup of provinces under the regency andcontrol of Hjorig.The Wolf is not the fearsome beast that

    everyone suspects it is. When its hungry, itkills, preferring to kill things with lessintelligence than himself: Intelligence tends tobring out caution in the creature.The Wolf either consumed a being with Azrais

    blood or was infected in an unknown way. It isa blooded awnshegh, but all this taint has doneis increase its size and intelligence.

    Large Animal AwnsheghlienClass: Awnsheghlien 3Hit Dice: 6d8+30 (Dire Wolf), 3d10 +15

    (Awnsheg)Hit Points: 84Initiative: +3 (Dex)Speed: 60 ft.

    AC: 15 (-1 size, +3 Dex, +3Natural)

    Attacks: Bite +14/+9 meleeDamage: Bite 2d8+12Special Attacks:Trip; Spring AttackSpecial Qualities:ScentSaves: Fort +11, Ref +11, Will+9Abilities: Str 26, Dex 17, Con 20, Int 7,

    Wis 12, Cha 10

    Skills: Hide +7, Listen +7, MoveSilently +9, Spot +9,Wilderness Lore +6

    Feats: Run; Endurance; Dodge;Mobility; Spring Attack

    Blood: Azrai; Bld 17Bloodline Feats:Minor Bloodline, Bloodform,

    Bloodmark, BloodlineAlertness, Superior Will

    CR: 6Alignment: Neutral

    CombatThe Wolf uses its superior speed,

    maneuverability, and knowledge of the terrainto its advantage. Its preferred method of attackis to use Spring Attack to assault and Trip foes.Trip: When the Wolf hits with a bite attack, it

    can attempt to trip its opponent as a free actionwithout making a touch attack or provoking anattack of opportunity. If the attempt fails, theopponent cannot react to trip the Wolf.Spring Attack: The Wolf can move before

    and after a standard attack action, providingthat its total distance moved is not greater thanits speed. Moving in this way does not provokean attack of opportunity from the defender itattacks.