Mystara Compendium Miscellanea
I doubt I will get together the energy to finish volume 2 of the Mystara Adversary Compendium, just like I doubt I will get the energy to finish the advanced play guide as a single bookmarked PDF volume. So I’ve decided to release what I already wrote in individual articles. These are appearing in no specific order.
So let’s start with the Deep Glaurant:
Deep Glaurant Grade D
Defense 12, AR 3
Health 45, Speed 6 (Glide 10)
Senses Dark Vision ∞ (-1 in light)
+2 Dexterity (Stealth)
+1 Perception (Tracking)
+6 Strength (Climbing)
Melee Claws +6 (1d6+6), Rock Club +6 (1d6+9)
Favored Stunts: Disarm and Lightning Attack.
Weapon Groups: Bludgeons and Brawling
Darkness: A Glaurant may plunge an area into magical darkness by expending a minor action. This darkness consumes mundane light. This darkness lasts for 2 rounds and envelops a 10 yard area around the creature. If a magical light source is created or brought into the area, the two effects cancel each other out, until the light source exits the radius at which point it flares back into light and the darkness once again envelops everything.
Equipment: Rock Club
A deep glaurant is a large monstrous humanoid with batlike wings sprouting from its back. They have large black eyes, fanged mouths, backwards spiraling horns and scaly skin. Their name comes from the fact that they live in cave systems and underground in the Shadowdeep and make loud sounds to speak to one another over great distances.
Glaurants possess the supernatural ability to enshroud an area in magical darkness at will. In the confines of underground environs, with their ability to see flawlessly in total darkness, this makes them formidable if rare foes. Glaurants are not truly evil, but are sometimes jealous of the riches of the surface world. If encountered during the night above ground, they will be there for a reason