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ILLUJANBY CLAUDIO POZAS
ILLUJAN LORD
Large Monstrous Humanoid
Hit Dice: 7d8+28 (59 hp)
Initiative: +7Speed: 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, poi-son, spell-like abilities, spells, spit poison
Special Qualities: Blindsense 30 ft., darkvision 60 ft.,
immunity to poison, low-light vision, scent, spell resist-
ance 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 illu-
jan spawn), or city (10100 plus 2d4 illujan spawn and
4d4 slaves per illujan)
Challenge Rating: 8
Treasure: Double standard
Alignment: Any evilAdvancement: 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 themselv
are now the object of worship, corrupting the weak-
willed into distorted versions of themselves and turnin
able-bodied humanoids into slaves.
Combat
Illujan lords rush their opponents, constricting armored
foes while cutting unarmored ones to shreds. If sheerstrength 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 lo
must hit with its tail attack. It can then start a grapple
a free action without provoking an attack of opportunit
If it wins the grapple check, it establishes a hold and c
constrict.
Poison (Ex): Injury, Fortitude DC 17, initial and secon
ary 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/daydom
nate 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.
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Spells: An illujan lord casts spells as a 7th-level sorcer-
er. 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 mis-
sile, mage armor, ray of enfeeblement, shield, truestrike; 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 spit-
tle against a grappled foe without provoking attacks of
opportunity.
Contact, Fortitude DC 17, initial damage blindness for
1d4+2 rounds/secondary damage 1d6 Constitution. Thesave 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.
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 dis-
tracted 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
Through cross-breeding and mystical manipulation, th
illujan have learned to create a monstrous cross betwe
themselves and the humanoids that populate the surfac
world (and most of the Netherdeep). These illujan spaw
often become spies for their sires, and often form hunt
ing parties to acquire more slaves to serve in the hidde
illujan temples.
SAMPLE ILLUJAN SPAWN
This lithe humanoid seems human at first, but its vestig
al viper-like fangs and reptilian pupils betray a mon-
strous heritage. Tiny, almost invisible scales cover par
of its body.
This example of an illujan spawn uses as the base crea
ture a 4th-level human fighter with the following abilit
scores: Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 8.
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/+7Attack: 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 range
(1d8+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit poison, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to poi-
son, low-light vision
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 16, Dex 19, Con 16, Int 10, Wis 16, ChaSkills: 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 an
underground
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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 crea-
tures statistics and special abilities except as noted here.
Size and Type: The creatures type changes to mon-
strous 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 modifi-
er (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 1
rounds/secondary damage 1d4 Constitution. The save
DC is Constitution-based.
Special Qualities: An illujan spawn retains all the spe
cial qualities of the base creature and also gains 60-fo
darkvision, immunity to poison, and low-light vision.
Abilities: Increase from the base creature as follows: S
+2, Dex +4, Con +2, Wis +4.
Skills: An illujan spawn gains a +4 racial bonus on Hi
and Move Silently checks and a +2 racial bonus on
Listen and Spot checks.
An illujan spawn has a +8 racial bonus on Climb chec
The spawn can always take 10 on Climb checks, even
rushed or threatened.
An illujan spawn has a +8 racial bonus on any Swimcheck to perform some special action or avoid a hazar
It can always choose to take 10 on Swim checks, even
distracted or endangered. It can use the run action whi
swimming, provided it swims in a straight line.
Environment: Same as the base creature, plus temper
or warm forests, marshes, and underground.
Challenge Rating: Same as the base creature +2 (min
mum 3).
Alignment: Change to usually evil.
Level Adjustment: Same as base creature +3.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Counter Collection: Gold - Illujan Copyright 2004, Fiery Dragon Productions, Inc.; Written and illustrated by Claudio Pozas
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