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2005-09-12, 04:49 PM
Gladreon qualities
* * *“Gladreon” is a title for the good aligned outsiders that help and aid the Tarothim. *Generally gladreons can be found acting as messengers or warriors for the Lords of Purity.
Death Ward (Su): All gladreons are permanently affected by a Death Ward as if it was cast by a caster of equal level to the gladreon’s hit dice. *This effect can be dispelled, but the gladreon can activate it again on its next turn as a free action.
Immunities (Ex): All gladreons are immune to petrification and disease.
Magic Circle against Evil (Su): All gladreons are surrounded by a continual magic circle against evil as if cast by a caster of equal level to the gladreon’s hit dice. *This effect can be dispelled, but the gladreon can activate it again on its next turn as a free action.
Resistances (Ex): Olngards, Glathrorn have a +4 to Fortitude saves vs. poison. Gisharorn and Ulagrorn have a +4 to Will saves vs. Illusion. *Blanks have a +4 to Reflex saves vs. breath weapons.
Tongues (Su): All gladreons can speak with any creature that has a language as if employing the spell tongues as cast by a 14th level sorceror. *This ability is always active.
Vision (Ex): All gladreons have darkvision 100ft range.

Medium-Size Outsider (Fire, Good)
Hit Dice: 10d8+20 (65hp)
Initiative: +3 (Dex)
Speed: 30ft (chainmail) base 40ft.
AC: 23 (+2 Dex, +4 Natural, +5 Chainmail, +2 Shield)
Attacks: +3 Longsword +15/+10 melee; or by other weapon +13/+8 melee or +14/+9 ranged
Damage: +3 Longsword 1d8+5; or by other weapon +5
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Battlecry; Spell-like abilities; Immolation
Special Qualities: Damage Reduction 15/+2; SR 14; Rage; Weapon Enhancement; gladreon qualities; fire subtype
Saves: Fort +11, Ref +11, Will +9.
Abilities: Str 15, Dex 16, Con 15, Int 11, Wis 10, Cha 14.
Skills: Balance +15, Climb +9, Heal +7, Intimidate +9, Jump +14, Knowledge (religion) +7, Listen +7, Ride +9, Spot +7, Wilderness Lore +7.
Feats: Power Attack, Cleave, Combat Reflexes
Climate/Terrain: Any land and Underground
Organisation: Solitary, pair (2), squad (3-5) or hearthguard (6-16)
Challenge Rating: 9
Treasure: no coins, 50% goods, standard items
Alignment: usually Chaotic Good
Advancement: 11-20 HD (Medium-size)
* * * * * * * * *21-30 HD (Large)

Olngards are gladreon servitors of Thomar, the barbarian god of fire, appearing as heavily-muscled barbarian warriors, dressed in chainmail and carrying +3 Longswords and large shields. *Their hair is always red or blonde and sometimes little wisps of flame can be seen running across their skin or through their hair.
* * *Olngards mostly live in or around Glurn, taking part in the festivities and adventures that are to be found in Ysgard. *They also serve as Thomar’s ambassadors and messengers to the other powers of theTarothim, Ysgard and Muspelheim. *When not directly serving Thomar or relaxing at Glurn, Olngards can be found scouring the planes for evil to combat.
* * *Olngards speak Common, Elven and Giant, but can communicate freely using their Tongues quality (see below).

* * *By and large Olngards prefer a decent, stand-up fight. *In combat they will enhance their weapons with Flaming Burst power and use their Battlecry, during which time they will probably Rage. *After this they will charge into close combat with their enemies, relying on their defenses and use of Power Attack to make this first charge devastating. *If an Olngard feels seriously pressed it will Immolate and attempt to break free from combat so that it can use its flaming powers on its enemy. *If these flame powers weaken its enemy sufficiently, the Olngard will leap back into the fray, if not, then Olngards are not above retreating to call more of their kind or to seek help from other Good-aligned creatures that may be nearby.
Battlecry (Su): Twice per day, an Olngard may utter its Battlecry, a staggering bellow of such a ferocious nature that any hearers within 60 ft. must succeed with a Fortitude save (DC 20) or be stunned for 1d4+1 rounds.
Spell-like Abilities: At will – Burning Hands, Bless, Detect Undead, Detect Evil, Endurance, Continual Flame, Flare, Flaming Sphere. 2/day – Wall of Fire, Flame Arrow. 1/day – Fireball These abilities are as the spell cast by a 10th level sorcerer (save DC 10 + spell level)
Immolation (Ex): Olngards can Immolate at will, surrounding themselves in billowing flames which do not harm the Olngard or any of its equipment. *These flames do 1d4 points of flame damage to any creatures within 5ft. of the Olngard and 2d4 points of flame damage to any creatures that strike the Olngard. *Combustible items within 5ft. of the Olngard will be set alight by this flame and flammable materials will be ignited. *Olngards do not like to use this ability as it is seen as a tactic of last resort among them and thus any Olngard using it will lose status in the eyes of its peers.
Rage(Ex): Olngards may Rage in the same manner as a Barbarian of 10th level
Weapon Enhancement (Su): An Olngard has the ability to impart the enchantment Flaming Burst to any weapon it is using, for as long as the Olngard is using it.
Gladreon Qualities: Death Ward, Immune to petrification and disease, Magic circle against evil, +4 Fort save vs. poison, Tongues, 100ft. range Darkvision.
Fire Subtype(Ex): Immune to fire, double damage from cold except on a successful save.

Medium-sized Outsider (Law, Good)
Hit Dice: 8d8 + 12 (48 hp)
Initiative: +0
Speed: 30ft.
AC: 14 (+4 natural)
Attacks: Slam +7 melee
Damage: Slam 1d6+1
Face/Reach: 5ft. by 5ft./5ft
Special Attacks: Spells, Spell-like abilities.
Special Qualities: Damage Reduction 15/+1, SR 28, Detections, Spell Absorption, Gladreon Qualities
Saves: Fort +8, Ref +6, Will +11.
Abilities: Str 11, Dex 10, Con 14, Int 22, Wis 20, Cha 14.
Skills: Alchemy +11, Appraise +11, Concentration +13, Decipher Script +11, Intuit Direction +10, Knowledge (Arcana) +15, Knowledge (Religion) +15, Knowledge (Architecture) +15, Knowledge (History) +15, Knowledge (Nature) +15, Knowledge (The Planes) +15, Knowledge (Monsters) +15, Scry +11, Spellcraft +14, Spot +10.
Feats: Scribe Scroll, Brew Potion, Empower Spell, Enlarge Spell, Quicken Spell, Silent Spell, Spell penetration, Craft Wondrous Item, Craft Wand, Craft Magic Arms and Armour.
Climate/Terrain: Any land and Underground
Organization: Single or pair (2)
Challenge Rating: 8
Treasure: No coins, no goods, items*2
Alignment: Always Lawful Good
Advancement: 9-16 HD (Medium-size)

Gisharorn are the gladreon servitors of Thielith, the god of knowledge. *Their form is that of ancient and venerable humanoids, mostly elven or human, dressed in white toga-like robes. *The eyes of a Gisharorn give away its otherworldly nature however, being pure white and glowing faintly blue when the Gisharorn is in a highly emotional state.
Gisharorn spend their time tending to the library of Thielith, making magic items or wandering the planes in search of new lore to take to the library of Koragrorn. *When a Gisharorn is encountered, it will normally have several magic items with it, these being the fruits of its own labours, or donations to the cult of Thielith. *Gisharorn do not scruple to use these items if forced into combat.
Gisharorn can speak any language.

* * *In combat, Gisharorn prefer to weaken foes with spells and spell-like powers, relying on any allies, such as mortal servants of Thielith, to keep them safe from direct attack. *If hard pressed or surprised in combat, Gisharorn will use any defensive or mobility spells they have to increase the distance from their opponents so that they can consider tactics and lay down withering fire with destructive spells.

Spells: Gisharorn can cast arcane spells as a 16th level wizard (save DC=16 + spell level)
Spell-like Abilities: At Will – Detect Chaos, Detect Evil, 1/day- Commune, Detect Thoughts, Holy Aura, Legend Lore, 2/day- Divination, Identify, 3/day- Find the Path, Locate Person, Locate Object.
Detections (Su): Gisharorn can automatically Detect Magic, Undead and Secret Doors as if using the requisite spells at 16th caster level. *These powers operate permanently and can be dispelled. *The Gisharorn, however, can reinstate the powers as a free action in its next combat round.
Spell Absorbtion (Ex): Any time that a spell is cast at a Gisharorn and it successfully saves, the Gisharorn may attempt a Will save against the spell’s original DC. *If this second save is successful, the Gisharorn absorbs the power of the spell. *If the Gisharorn has a free spell slot of the level of the spell it may keep the spell in that slot until it reaches the library of Koragrorn, at which time the Gisharorn copies the spell into the books of Thielith’s library. *If the Gisharorn does not have a free spell slot it can regain one hit point for every level in the absorbed spell. *This hit point gain can only take the Gisharorn back up to its full hit points and not beyond.
Gladreon Qualities Death Ward, Immune to Petrification and Disease, Magic Circle against Evil, +4 Will save vs. Illusion, Tongues, 100ft. range Darkvision

Ulagrorn (Healing Spirit)
Type Medium-sized Outsider (Good, Incorporeal)
Hit Dice: 6d8+12 (39)
Initiative: +1 (+1 Dex)
Speed: 30ft., fly 50ft. (good)
AC: 15 (+1 Dex, +4 Blurring)
Attacks: Incorporeal touch +3 melee
Damage: Incorporeal touch 1d2.
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Divine spell use, Spell-like abilities
Special Qualities: Blurring, Incorporeal, Regeneration 5, Gladreon Qualities.
Saves: Fort +3, Ref +4, Will +13.
Abilities: Str -, Dex 13, Con -, Int 19, Wis 26, Cha 11.
Skills: Concentration +6, Diplomacy +10, Heal +20 (but see below), Hide +11, Knowledge (Religion) +14, Listen +18, Search +14, Spot +18.
Feats: Maximise Spell, Spell Penetration.
Climate/Terrain: Any land and Underground
Organization: Single, pair or Chapter (3-8 )
Challenge Rating: 5
Treasure: Nil
Alignment: Always Good
Advancement: * ** *Medium Size ** * *6-12 HD
* * * * * *Large ** * * * * *13-18 HD

Ulagrorn are gladreons which spend their time healing those hurt either physically or spiritually. *Since they are spirits of healing they are tied to Regirmane, the god of health. *They appear as shimmering matrices of white, coral and lemon coloured beams of light. *When they are aroused, they flash scarlet and emerald pulses across their surfaces.
* * *Ulagrorn travel the planes, looking for sites of disease or pain. *They then heal those who are wounded and move on. *They do not heal indiscriminately and make free use of their divine spells to determine those that deserve healing, this being those who serve good or at least are not actively evil. *Ulagrorn often accompany other gladreons on quests, healing them when such is needed.
An Ulagrorn can only use its Heal skill to aid another, since it has no corporeal hands with which to staunch blood etc. *It can use its full skill to diagnose disease, recognise poisons and deduce information from wounds.

* * *If an Ulagrorn is ever forced into combat, it will normally use its defensive divine magic to flee. *If enraged, Ulagrorn will attack with any offensive spells they happen to have memorised. *Ulagrorn, however, are only enraged by two things: undead and disease spirits. *Since both of these can be damaged by healing spells, an Ulagrorn has no compunction about blasting them with healing until they are destroyed.
Divine Spell Use(Sp): Ulagrorn can cast spells as an 11th level cleric with access to the Good, Healing and Protection domains.
Spell-like Abilities(Sp): At Will – Detect Poison, Detect Undead, Deathwatch. 1/day – Legend Lore, Mass Heal. 2/day – Cure Critical Wounds, Prayer. *5/day – Cure Light Wounds, Detect Evil, Remove Disease. All these abilities are cast as if by a cleric of *a level equal to twice the Ulagrorn’s hit dice (Save DC= 18 + spell level).
Blurring(Ex): An Ulagrorn’s matrix of lights blurs and shifts around itself, making it very difficult to target and imparting a +4 Blurring bonus to AC.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons or magic with a 50% chance to ignore any damage from a corporeal source. *Can pass through solid objects at will and own attacks pass through armour. *Always moves silently.
Regeneration(Ex): Unholy attacks and Inflict Wounds spells deal normal damage to an Ulagrorn. Since Ulagrorns are formless, they cannot lose limbs or body parts. *If an Ulagrorn is divided somehow then the smaller part dissipates in sparkling lights and the larger part then regenerates in 4d20 minutes.
Gladreon Qualities: Death Ward, Immune to Petrification and Disease, Magic Circle against Evil, +4 Will save vs. Illusion, Tongues, 100 ft. range Darkvision.

Glathrorn (Knights Triumphant)
Medium-sized Outsider (Good, Law)
Hit Dice: 14d8+50 (113 hp)
Initiative: +3 (dex)
Speed: 50 ft., fly 90 ft.(good)
AC: 35 (+3 dex, +12 {+4 full plate armour}, +4 {+2 large shield},+6 natural)
Attacks: +3 heavy lance +24/+19/+12 melee; or +3 Holy lawful longsword +24/+19/+12 melee.
Damage: +3 heavy lance 1d8+9; or +3 Holy lawful longsword 1d8+9
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Triumphant shout of Law, Holy Presence.
Special Qualities: Divine spell-use, Gladreon powers, Spell-like powers, Paladin Abilities, SR 15, Damage Reduction 10/+2.
Saves: Fort +15, Ref +15, Will +13.
Abilities: Str 23, Dex 16, Con 16, Int 12, Wis 22, Cha 20.
Skills: Balance +14, Climb +17, Concentration +14, Craft (weaponsmith) +12, Diplomacy +16, Heal +17, Knowledge(religion) +12, Listen +17, Ride +17, Search +12, Spot +17.
Feats: Blind Fight, Mounted Combat, Ride-By Attack, Spirited Charge, Improved Critical (heavy lance).
Climate/Terrain: Any land or aerial and underground
Organization: Single, pair, Company (2-5), Warband (6-15) or Platoon (25-35)
Challenge Rating: 15
Treasure: Standard plus Magic arms and armour..
Alignment: Always Lawful Good
Advancement: by Character Class

Glathrorn, or Knights Triumphant, are gladreon servitors of Torariel, the god of paladins and justice. *Some are manifest from the will of Torariel himself but many are loyal paladins or warriors of the Knight of Justice who have been rewarded after their deaths for leading exemplary lives of honour and bravery. *A glathrorn appears as a noble knight clad in shining plate armour and carrying a large metal shield of scintillating gold. *All knights triumphant are armed with heavy lances and longswords. *All of a glathrorn’s arms and armour are enchanted to some degree, that shown above being merely a sample. *Glathrorn are normally encountered mounted upon their noble steeds, the Taridrarg, unless they have to venture underground or some other place that the steed cannot go.
Glathrorn undertake quests at the behest of Torariel and can be found seeking items or righting wrongs across the outer planes. *It is also posssible that Knights triumphant can be found aiding powerful adventurers of good alignment.


The main battle tactic of the Glathrorn is that of the mounted charge. *The Knights of Torariel are likely to enter combat sending their Holy Presence before them to unsettle the enemy. *They then charge into battle on their winged steeds, striking the foe with their heavy lances. *Any that drop their opponents will then utter a Triumphant Shout of Law and sweep out their longswords. *While these engage the enemy, the others will wheel for another charge, staying in formation to strike telling blows against the foe. Glathrorn make full use of their clerical spells before the battle, casting resistances on their mounts and any mortal allies and using Dispel Magic and spells such as Cure Blindness to remove any enemy magical or supernatural effects. *With their paladin abilities, Glathrorn can tell those who are most steeped in evil among the enemy and will make these a priority target.
If, for any reason, a Knight triumphant is separated from his mount, he will use his own flying movement to continue the battle from his best vantage, often couching his lance and carrying out flying charges at the enemy.

Holy Presence (Su) : Three times per day, at will and as a free action, a Glathrorn can invoke the power of Torariel to send its holy presence in front of itself in th area of effect of a *cone 100 ft. long with a width at the end of 60 ft. *Any evil creatures in this area suffer a morale penalty of –3 on all to hit and saving throw rolls. *If the creature fails a Will save of 18 then it is becomes panicked with respect to the Glathrorn. *This effect lasts for 2d8 combat rounds.
Triumphant Shout of Law (Su) : *After a Glathrorn has dropped an enemy in combat, it can utter a Triumphant Shout of Law. *This is done as a move equivalent action which does not provoke an attack of opportunity. *The Triumphant Shout of Law has a radius of 50 ft. from the Glathrorn and deals 1d4 *sonic damage to all Chaotic Good entities, 2d4 sonic damage to all Chaotic Neutral entities and 4d4 sonic damage to all Chaotic Evil entities in this area. *Allies of the Glathrorn are allowed a Fort save of 15 to reduce this damage by half. *Any entities dropped by a Triumphant Shout of Law do not entitle the Glathrorn to another use of this power.
Divine Spell Use (Sp) : All Glathrorn have the spellcasting abilities of a 14th level cleric with access to the domains of Good, War and Law
Spell like Powers (Sp) : At Will – Shield of Faith, Spiritual Weapon, Resistance. 1/day – Holy Sword, Holy Word. 2/day – Blade Barrier, Cure Serious Wounds, Lesser Restoration. *5/day – *Gentle Repose, Shield Other, Slow. All these abilities are cast as if by a paladin of *a level equal to that of the Glathrorn (Save DC=15 + spell level).
Paladin Abilities : All Glathrorn have access to the paladin class features of Detect Evil, Lay on Hands, Aura of Courage, Smite Evil, Remove Disease and Turn Undead as if used by *a 14th level paladin. *Any Glathrorn which gains levels in the paladin class adds these new levels to this to determine the levels of the above abilities.
Gladreon Qualities : *Death Ward, Immunities, Magic Circle vs. Evil, +4 Fort save vs poison, Tongues, Darkvision 100ft.

Taridrarg (Mounts of the Knights Triumphant)
Large Magical Beast
Hit Dice: 8d10+24 (68hp)
Initiative: +3 (Dex)
Speed: 60 ft., fly 140 ft. (average)
AC: 16 (-1 size, +3 dex, +4 natural)
Attacks: Horn +11 melee, 2 hooves +6 melee
Damage: Horn 1d8+5, hoof 1d6+3
Face/Reach: 5 ft. by 10 ft./5ft.
Special Attacks: Nil
Special Qualities: Scent, spell-like abilities
Saves: Fort +12, Ref +11, Will +7.
Abilities: Str 20, Dex 17, Con 18, Int 12, Wis 15, Cha 15.
Skills: Listen +15, Sense Motive +10, Spot +15, Wilderness Lore +6.
Feats: Great Fortitude, Iron Will, Lightning Reflexes.
Climate/Terrain: Temperate and warm mountains, hills and forest.
Organization: Solitary or mated pair.
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Lawful Good
Advancement: 8-16HD (Large), 16-24HD (Huge)

Taridrarg are mighty, noble winged unicorns, originally created by Torariel to be the steeds of his most loyal servants. *Generally they are white in colour but pure black taridrarg have been reported. *The typical taridrarg stands 7 ft. high at the shoulder and weighs 2,000 pounds. *The wingspan is 20 ft.
Taridrarg live in most of the lands of the world, nesting on high ledges when they breed. *These noble beasts only ever have one foal at a time and lavish it with love and affection for the first two years of its life. *They are so devoted to their young that if the foal is threatened in that time then the parents gain a +1 anger bonus to all to hit and damage rolls made while defending their youngster. *Taridrarg are prized as steeds by mortal paladins and others, but do not suffer themselves to be ridden by just anyone. *They will use their divination spells upon prospective riders and sometimes set them tasks to complete before the taridrarg becomes a mount. *Taridrarg will always consent to be the mount of a Glathrorn.
Taridrarg speak Common, Elven and Celestial

* * *Taridrarg will attack with horn and hoof when in combat. *If ridden by a rider they have consented to carry, they will attempt to obey the rider’s instructions. *Taridrarg prefer to strike opponents with a horn charge if possible, using their horns like lances to attempt to impale their foes (see Charging p. 124 in the Player’s Handbook)

Spell-like abilities All Taridrarg can use the following spell-like abilities; At will – Detect Evil, Detect Magic. 4/day – Delay Poison, Discern Lies. 1/day – True Seeing. *These function as if cast by a cleric of the taridrarg’s hit dice in level.