[New Monster] Dodalize (Hyperborean Halfling)

Dodalize (Hyperborean Halfling)

Valbus the sorcerer counted out a couple of dozen silver coins and handed them to the short creature.

‘Now this is a safe crossroads?’ the sorcerer inquired.

‘Oh yes!’ replied the sprightly dodalize.

‘Well then, I bid you farewell and many thanks!’

With a nod the small half-man turned his pony back into the small grove.

A few moments later a trio of short hooded figures approached, all brandishing knives menacingly.

‘No!’ shouted Valbus. ‘You are supposed to be kindly people!’

‘Not all of us,’ whispered one of the dodalize.

Dodalize (Hyperborean Halfling)

No. Enc.: 1d4 (2d10)

Alignment: Chaotic Good (Neutral tendencies)

Movement: 90′ (30’) (30 in AS&SH)

Armor Class: 5

Hit Dice: 1+1

Attacks: 1

Damage: 1d6or by weapon

Save: MU3 (Saving Throw 14 in AS&SH)

Size: S (3 ½ feet tall on average)

Morale: 7

Hoard Class: VIIx2 (Treasure Type L, C, O, Q (x3) in AS&SH)

XP: 50

Unlike many other demi-humans in Hyperborea, the Dodalize are, for the most part, dedicated to Good and often act like wee points of Light in a bizarre world. The Hyperborean Halflings are very magically inclined and favor magical classes over even the stealthier classes of thieving. All dodalize, regardless of class, can cast Auditory Glamour and Dancing Lights once per day in addition to any other spells (these do not count against spell total). The dodalize tend to live under knolls and hillocks in small underground communities that are well hidden from the casual observer. While Good by nature the odd Hyperborean Halfling of Lawful or Chaotic Evil outlook is a menace that can appear totally harmless.

As Player Characters in Astonishing Swordsmen & Sorcerers of Hyperborea: As little points of Light these beings can be a player option with the following modifications:
Stout: +1 to Constitution, Quick: +1 to Dexterity. Clever: +1 to Intelligence or +1 to Wisdom

Class: Unlimited advancement as magic-User or any M-U subclass, Level 8 in Thief or Any Thief subclass, Level 7 in any other class or subclass.

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[New Monster] Velderag (Hyperborean Elf)

Velderag (Hyperborean Elf)

Merlak the Kimmerian fighter struck the velderag again harshly.

‘Talk, elf!’ he demanded as blood trickled out of the creature’s mouth.


‘This is not good,’ said Jorn the Kelt. ‘Leave him be.’

The Kimmerian turned to the Kelt.

‘I want to know if there are more of these things slinking around.’

Eerie music suddenly could be heard on the breeze. Jorn stepped away from the Kimmerian and the velderag. Three arrows suddenly whirred from the cover of the forest, all striking Merlak with deadly precision. A cold blade was at Jorn’s throat.

‘You live, but be party to this again and you will die,’ a voice hissed in his ear.

Velderag (Hyperborean Elf)

No. Enc.: 1d6 (2d12)

Alignment: Neutral

Movement: 90′ (30’) (40 in AS&SH)

Armor Class: 7

Hit Dice: 1+2

Attacks: 1

Damage: 1d6 or by weapon

Save: F4 (Saving Throw 15 in AS&SH)

Size: M (slight build, average height around 5’4”)

Morale: 10

Hoard Class: VII (Treasure Type A in AS&SH)

XP: 65

The Velderag are rarely seen, many believe these creatures are legends until they see a shimmering light deep in the woods at night and foolishly choose to see what is creating that ominous glow. The Hyperborean Elf lives in heavily wooded areas, their buildings are cleverly hidden in the foliage. Thought to have once been a great race, now these humanoids just want to be left alone and do not like intrusions. Adventurers are outcasts, spies or learning about the outside world.

Special: +2 save versus magic, Infrared vision, as the spell, 60′ radius, notice traps (5-6 on 1d6), +1 to hit with missile weapons, +1 to Move Silently.

As Player Characters in Astonishing Swordsmen & Sorcerers of Hyperborea: These strange elves can be a player option with the following modifications:
Physically weak: -1 to Strength, Sharp mind: +2 to Intelligence, +1 to Wisdom

Class: Unlimited advancement as Magician or Thief or any subclass, Level 7 in Cleric or Any Cleric subclass, Level 6 as Fighter or any Fighter subclass.

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[New Monster] Nasarong (Hyperborean gnome)

Not by demand….

Nasarong (Hyperborean Gnome)

The ragged group entered the shabby tavern on the edge of the Striped Gulf.

‘We don’t allow their kind in here!’ barked the innkeeper as he jerked a dirty thumb towards the shortest member of the group.
‘This little man here took down an orc warband by himself, he has earned his right to drink with us,’ one of the men said, a wizard of some sort by the looks of it.

The innkeeper grumbled then finally nodded. The six adventurers found a table and later room in the common area for the night.

The innkeeper slept well, drunk on his better mead. He didn’t notice the tiny footsteps as the Nasarong crept up to him.

‘I destroyed the orc warband by killing their war-boss in his sleep!’ hissed the eerie gnome.

The innkeeper opened an eye just as the poisoned dagger plunged into his chest.

Nasarong (Hyperborean Gnome)

No. Enc.: 1d4 (1d10)

Alignment: Neutral (Lawful Evil tendencies)

Movement: 120′ (40’) (50 in AS&SH)

Armor Class: 6

Hit Dice: 1

Attacks: 1

Damage: 1d4 or by weapon

Save: F3 (Saving Throw 14)

Size: S

Morale: 8

Hoard Class: XIV (Treasure Type Cx2 in AS&SH)

XP: 55

Very rare are the Hyperborean Gnomes, known as Nasarong, shifty and clever, these diminutive creatures plague many a town and adventuring group alike. With a bit of coaxing and the promise of a decent reward a Nasarong will work with a group of dungeon explorers. These weird little men have a natural ability to spot anomalies, traps/weak areas and veins of precious metals or gems 65% of the time while underground. In addition, Nasarong can teleport once per day up to 60′ away, either alone or with up to 120′ lbs of non-living material (i.e. cannot teleport others). Their location does not need to be visible, but the Hyperborean gnome must have been to the location they are ‘landing’ in.

As Player Characters in Astonishing Swordsmen & Sorcerers of Hyperborea: These sometimes vicious creatures can be a player option with the following modifications:
Physically weak: -2 to Strength, -1 to Constitution. Clever: +1 to Intelligence, +1 to Wisdom

Class: Unlimited advancement as Thief or any Thief subclass, Level 8 in Cleric or Any Cleric subclass, Level 7 in any other class or subclass.

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[New Spell] Eye Tracer

Eye Tracer

Stork murmured the words of a spell and stood back. A line, faint at first, appeared between himself and a bard in the small square below. As the bard looked around he made eye contact with the sneering wizard and made a run for the nearest alley.
Effortlessly Stork floated down off of the balcony using another spell and sped in pursuit, following the grey line that connect him to the bard. Minutes later he kicked open the door of a small shack and grabbed the bard by an arm.

‘Where are they?’ he demanded.

‘How-how did you find me so easily?’ the bard stammered.

‘Answer or die!’ sneered the sorcerer.

The bard began talking. Yet, as per Stork’s usual policy, he left no witnesses.

Eye Tracer (Arcane)

Level 4

Range: Line of Sight

Duration: Two turn (twenty minutes) per level of caster.

When the caster catches sight of his or her target and casts this spell a thin grey line connects the two. This line is visible only to the caster and any he or she wish to see it. This magic will twist and turn as the target moves, and will keep the two connected for the duration of the spell or until one or the other leaves the particular plane they are both on. The target receives a Save versus Spells to avoid being traced.

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[New Monster] Ranarian Fishdog

Ranarian Fishdog

Valance pounded on the door of the small shack he was renting with his fellow adventurers.

‘Open up! It’s me!’

‘Who’s me?’ came a voice from within.

‘This isn’t the time!’

‘Okay, okay,’ Chalk said as he opened the door.

Valance rushed in and bolted the door behind him. Outside a half a dozen strange creatures, looking like salmon with four long legs trotted around outside, eying the door and windows of the shack.

The priest of the Spider God poured a small pile of gems onto the lone table in the room.

‘Where’d you get those?’ Koram asked, suddenly interested.

‘From the lair of those things down by the river, I just didn’t realize they could track so well.’

Ranarian Fishdog

No. Enc.: 1d4 (1d12)

Alignment: Neutral

Movement: 120′ (40’)

Swim: 120′ (40′)

Armor Class: 7

Hit Dice: 4

Attacks: 1

Damage: 1d4+2 (bite)

Save: F4

Morale: 10

Hoard Class: XIV

XP: 55

A more minor arcane experiment than the owlbear, the Ranarian Fishdog looks like a large salmon or sturgeon with lean, muscular, dog-like legs and a mouthful of sharp teeth. With an ability to track by scent 75% of the time and to be able to swim and breathe underwater as well as on land these creatures are sought after just out of the egg to be trained as tracking animals as well as guard beasts. With an eye for shiny objects their lairs have a variety of treasure within and with a Semi Intelligence of 4 these creatures will track and reclaim stolen treasure. Fishdogs communicate with body language and facial gestures. It is rumored that a larger type of fishdog exists, with 6HD, a tougher hide (AC5) and a more vicious bite (1d6+2).

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[New Spell] Involuntary Leap

Involuntary Leap

Chasing a pair of mage-thieves through twisting alleys and along narrow back streets Chalk hurled a strange spell that caught one of the magic-users off-guard and caused a leg to become oversized and throw him off balance. Twirling on one heeling the other arcane thief threw a spell at Chalk as he approached and caught him unawares. For a moment the wizard struggle against the magic, but this time he failed and found himself leaping onto the roof of the house behind him.

As the other thief hobbled along down below and the pair of miscreants found a place to hide Chalk dusted himself off.

‘Valance was right, I should have brought him along,’ the wizard murmured to himself.

Involuntary Leap (Arcane)

Level 1

Range: 10′

Duration: Instantaneous.

A rather rudimentary spell, Involuntary Leap causes one subject within 10′ of the caster to jump 20′ (+5′ per level of caster) up and/or over that fails a Save vs Spells check (a subject can willingly leap as well, but the spell is intended to inconvenience others). This handy spell can put an enemy onto a roof, across a river, etc. Landing can be rough and will do 1d4+1 points of damage.

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[New Monster] Fireling


‘Ow!’ yelled Valance. ‘I told you we’d pay you.’

Chalk looked over to see the priest of the spider god frantically putting out a small flame on his robes as he argued with a small reddish gnome-like creature.

‘Not enough,’ the creature demanded.

‘Just pay him before he catches the whole place on fire!’ urged Chalk.

The fireling looked over at the wizard and smirked.

‘Hey, I’m trying to help you,’ protested Chalk.

Reluctantly Valance handed over more silver and gold coins along with a trio of small precious gems.

‘That’ll do!’ the fireling said as he headed towards the door.

‘And if we need you again?’ Chalk asked.

‘I’ll be at the dwarf blacksmith’s most likely,’ answered the creature.

‘Fair enough.’

Valance grumbled.

‘Need him again?!’


No. Enc.: 1 (1d6)

Alignment: Neutral

Movement: 90′ (30’)

Armor Class: 5

Hit Dice: 2+2

Attacks: 1

Damage: 1d4 or weapon

Save: F3

Morale: 8

Hoard Class: VII

XP: 40

Many scholars speculate as to the origin of firelings, the most popular notion is that these creatures are an elemental offshoot of gnomes that are obviously tied to the Plane of Fire. Appearing as ruddy skinned and somewhat dour gnomes, these hardworking creatures have the following abilities:

Protection from Fire (constant), Produce Flame (five times per day), Pyrotechnics and Fire Trap (three times per day) and Flash Fire and Wall of Fire (once per day).

This abilities make these rare creatures invaluable assets to a large number of people, including blacksmiths and adventurers and these creatures command top fees for accompanying dungeon explorers that do not contain a gnome or dwarf in them.

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