The People of Izarg-Grak
The gnoll raiders, in the service of the wizard Stork, were hunting the dastardly adventurers Chalk, Koram and Valance. The hyena-headed creatures stopped just outside of a strange city that looked ancient beyond belief.
As gnolls are usually up to some mischief this warband slipped into the city quietly to investigate and, if possible, loot some treasure. The gnolls saw nothing less than many people apparently going about their business, all dressed in strange armor that looked like some type of pottery.
At dusk the humanoids attacked a lone sentry. The armored man put up a tremendous fight, certainly in fear of his life, but in the end the gnolls cracked and broke the man’s armor. Thick, black ichor oozed from the shattered ceramic armor and started to coalesce into the rough shape of a man, yet with many strange, small writhing tentacles that ran along the body. Evil white eyes, without pupils, stared with hatred as the gnolls began to yip and bark with nervous excitement, raising their weapons as the creature from within the armor howled with rage and picked its sword back up from the ground.
Many of these strange people heard the howl of rage and came running, swords and spears drawn.
Only three of the gnolls escaped the resulting massacre, which saw the ceramic-armored men turn on the strange creature that the gnolls had released and cut it down too, without showing any mercy.
The People of Izarg-Grak
No. Enc.: 1d6 (2d20)
Alignment: See below
Movement: 90′ (30′)
Armor Class: 4/7 (see explanation below)
Hit Dice: 3+3 or 1d12+3 (see below)
Damage: 1d8 or by weapon
Hoard Class: XX
Many years ago the people of Izarg-Grak fell to the worship of fell deities and shrugged off their original, nature based faith. This caused strife among the gods and finally one of the greater ancient deities brought a mighty curse down upon the people of Izarg-Grak. Now these pitiful creatures are contained in armor of hardened ceramic, and while in this armor they behave as they had when the worshiped the elder gods, as creatures of Law. However, when their armored casing takes enough damage and breaks (their armor will regenerate 1d4 hp per day unless a suit of armor is reduced to 0 hit points)) the Chaos-worshiping monstrosities are released (reducing AC from 4 to 7 and the Hit Dice of the creatures start over at 1d12+3). Rubbery, shambling monstrosities barely humanoid in appearance with tarry flesh and blank, white pupil-less eyes rage at anyone who destroys their armor and releases their Chaos-worshiping selves.
The curse of the elder deity means that the People of Izarg-Grak do not need to eat or breathe when in their armored casings, but when released these horrors are usually famished. When still in their hardened ceramic shells the People of Izarg-Grak are people of Law and order. Unfortunately their laws are very strange and sometimes conflict with strangers. This sometimes leads to strife, confusion and combat and then the cursed creature within is released if its armor is damaged beyond the point that it can regenerate.