Monday, April 27, 2026

The Last Unicorn - Lady Amalthea


Size/Type:
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +4/+6
Attack: Horn +7 melee (1d8+2)
Full Attack: Horn +7 melee (1d8+2) and 2 hooves +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Sorrow of Ages
Special Qualities: Darkvision 60 ft., low-light vision, scent, spell resistance 16, Immortal Awareness, Aura of Fading Wonder, Unfading Purity, wild empathy +10
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 14, Dex 17, Con 15, Int 10, Wis 21, Cha 24
Skills: Diplomacy +11, Listen +12, Move Silently +10, Sense Motive +12, Spot +12, Survival +5 (+7 following tracks)
Feats: Alertness, Dodge
Environment: Temperate forests (solitary, unique)
Organization: Solitary (unique)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral good
Advancement:
Level Adjustment:

She stands as something the world has not entirely forgotten how to remember - a creature of perfect stillness and quiet certainty. Her coat is a luminous white, untouched by time or hardship, and her mane drifts as though stirred by a wind that exists only for her. Her eyes are clear and impossibly deep, reflecting not innocence, but awareness - the calm, enduring awareness of something that has never needed to question what it is.

There is no fear in her, no urgency, no hesitation. She does not startle, does not flee, and does not press forward with aggression. She simply moves, each step placed with effortless precision, as though the world itself subtly aligns to accommodate her passage. Even when she is still, she feels present in a way that unsettles - not because she is strange, but because she is certain.

Yet that certainty carries a weight. There is a stillness within her that listens outward into absence, a quiet awareness that never quite ceases. There are no others. No distant presence. No hidden kin waiting beyond the edge of perception.

She does not search.

She already knows.

Spell-Like Abilities: At will - detect evil (as the spell), detect magic; 3/day - cure light wounds, greater teleport (self plus 50 pounds of objects only); 1/day - neutralize poison. Caster level 5th. Save DCs are Charisma-based.

• Sorrow of Ages (Su): Any creature within 30 feet who becomes aware that The Last Unicorn is the final member of her kind must succeed on a DC 18 Will save or be overwhelmed by profound existential grief. Failure results in the creature being shaken for as long as it remains within range and for 1d4 rounds thereafter. Creatures who fail by 5 or more are instead staggered for 1 round. This is a mind-affecting effect. A creature that remains within the aura for at least 1 minute and fails the save takes a –2 penalty on saves against emotion effects for 24 hours.

• Immortal Awareness (Ex): The Last Unicorn instinctively knows whether any others of her kind exist. This sense cannot be blocked, fooled, or suppressed by any means. She knows she is alone. She is also able to detect other immortals, even if disguised by illusion, shape changed, polymorphed, etc.

• Aura of Fading Wonder (Su): Within 60 feet of The Last Unicorn, magic feels distant and softened, as though the world is slowly forgetting how to believe in it. Illusion and enchantment spells cast by others take a –1 penalty to their save DCs. Healing effects restore +1 additional hit point per die when used to alleviate suffering. Creatures who do not believe in magic must succeed on a DC 15 Will save to perceive her true form; on a failure, she appears to be nothing more than an unusually graceful horse.

• Unfading Purity (Su): The Last Unicorn is immune to any effect that would alter her alignment or corrupt her essential nature, including charm and compulsion effects. She cannot be turned toward evil, nor can her identity be erased by such means. This ability does not protect against physical transformation effects such as polymorph. However, while transformed, her true nature persists beneath the effect and may reassert itself if the effect is broken.

Lore:

There was a time when creatures like her were not singular. They did not gather in herds, nor did they need to, for they were never bound by number or presence in the way mortal things are. They existed just beyond certainty, glimpsed only by those who still possessed the capacity to see without needing to understand. To such eyes, they were not wonders, but quiet truths - not rare, only unnoticed, woven into the edges of a world that once remembered how to wonder.

They moved through that world without disturbance, leaving no mark that could be followed, no trace that could be claimed. A unicorn was not something one encountered so much as something one briefly perceived, like a reflection that lingered just long enough to be known and then was gone. In those moments there was no fear, no desire to possess, only a quiet recognition that something existed beyond the limits of certainty, and that this was enough.

But something changed. Whether through the slow erosion of belief, the tightening hold of reason, or the quiet influence of something more deliberate, the world began to close itself to what it could not define. The uncertain became unwelcome, and what was unwelcome began to fade. Not suddenly, nor with spectacle, but with a patient absence that left no wound behind, only the quiet correction of a reality that no longer made room for them.

One by one, her kind vanished. There were no remains, no echoes, no final moments to mark their passing. Even memory proved unreliable, slipping from truth into story, and from story into doubt. Where a unicorn had once been, there was no emptiness, only the unsettling sense that nothing had ever been there at all. The world did not mourn them, for it no longer remembered them clearly enough to know that it should.

She remained. Why she alone endured is unknown, and perhaps unknowable. Yet there came a moment, subtle and absolute, when there were no others left to sense, no distant presence to answer her own. In that silence, she came to understand something no unicorn had ever needed to know - not loneliness, for that implies hope, but something far quieter and more complete. Finality.

Lady Amalthea

Female human (unique being) Aristocrat 1
Size/Type: Medium Humanoid (Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: Dagger +0 melee (1d4/19–20)
Full Attack: Dagger +0 melee (1d4/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision (suppressed), Fading Memory, Awakened Mortality, Residual Grace
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 10, Dex 12, Con 12, Int 10, Wis 15, Cha 18
Skills: Diplomacy +8, Sense Motive +8, Listen +6, Spot +6, Perform (sing) +8
Feats: Skill Focus (Diplomacy)
Environment: Temperate forests, courts, or places of quiet refuge
Organization: Solitary or with companions
Challenge Rating: 1
Treasure: Standard (often minimal personal possessions)
Alignment: Neutral good
Advancement:
Level Adjustment:

Languages: Common, Sylvan (fragmentary, often forgotten)
Possessions: Simple dress, cloak, small personal token (often symbolic rather than valuable), dagger

Special Qualities

• Fading Memory (Su): Each day Lady Amalthea remains in human form, she must succeed on a DC 15 Will save or lose clarity of her true nature. Each failure imposes a cumulative –1 penalty on Knowledge (nature), Sense Motive, and Will saves against charm effects as her certainty erodes. After three failed saves, she no longer consciously remembers being a unicorn, though fragments may resurface under extreme emotional stress. These penalties are removed if she returns to her true form.

• Awakened Mortality (Ex): Lady Amalthea experiences fear, love, doubt, and longing with overwhelming intensity. When subjected to strong emotional stimuli (DM’s discretion), she must succeed on a DC 15 Will save or become shaken for 1d6 rounds. However, this sensitivity grants her a +2 bonus on Diplomacy and Sense Motive checks.

• Residual Grace (Su): Though diminished, traces of her true nature remain. Lady Amalthea gains a +2 sacred bonus to saving throws against disease, poison, and despair effects. Creatures within 10 feet of her gain a +1 morale bonus on saving throws against fear effects, though they may not understand why.

• Lost Perfection (Ex): Lady Amalthea is treated as a normal humanoid for the purposes of spells and effects. She can be charmed, frightened, injured, or killed as any mortal creature. She no longer benefits from spell resistance or any form of supernatural immunity.

Physical Description

Lady Amalthea appears as a young woman of striking, almost unnatural beauty, her features fine and symmetrical in a way that feels more discovered than born. Her pale hair falls softly around her face, often catching light in a way that seems almost deliberate, and her eyes are clear but distant, as though focused on something just beyond the visible world.

Her movements lack the unconscious confidence of most mortals. There is a slight hesitation to them, a softness that suggests she is still learning the weight and limits of her own body. She does not fully inhabit space the way others do - as though part of her expects the world to move aside for her and is quietly surprised when it does not.

There is something fragile in her presence. Not weakness, exactly, but unfamiliarity - as though she is experiencing everything for the first time and has no defenses against it.

Lore

Lady Amalthea is not truly human, though she may come to believe that she is. She is the result of a transformation born of desperation, when a being of perfect certainty was forced into a form defined by doubt, limitation, and time. The magic that created her did not simply change her body - it imposed humanity upon something that had never needed to understand it.

At first, the change is only surface-deep. She retains her calm, her distance, her quiet certainty. But as time passes, that certainty begins to erode. Emotion seeps in where none existed before - fear at danger, sorrow at loss, and most dangerously, attachment. These feelings do not come gradually or gently; they arrive all at once, overwhelming in their intensity.

Memory becomes the battlefield. What she was does not vanish immediately, but it begins to fade, not through force, but through irrelevance. The more she feels as a human, the less sense her former existence makes to her. The idea of being something untouched by time becomes distant, abstract, and eventually, unbelievable.

And that is the true danger.

Not that she was transformed.

But that she might forget there was ever anything to return to...

From The Last Unicorn (1982)

Ben Holiday - King of Landover


Male Human Expert 4/Fighter 3


Hit Dice: 4d6+8 plus 3d10+6 (47 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 chain shirt, +2 Dex, +2 heavy steel shield), touch 12, flat-footed 16
Base Attack/Grapple: +5/+6
Attack: Longsword +8 melee (1d8+1/19–20)
Full Attack: Longsword +8 melee (1d8+1/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Leadership Presence, King’s Resolve, Resourceful Mind, Favored by the Land
Saves: Fort +6, Ref +3, Will +7
Abilities: Str 12, Dex 14, Con 14, Int 16, Wis 12, Cha 16
Skills: Appraise +12, Bluff +13, Diplomacy +16, Gather Information +13, Intimidate +10, Knowledge (local) +11, Knowledge (nobility and royalty) +10, Profession (banker) +13, Sense Motive +12
Feats: Negotiator, Iron Will, Leadership, Skill Focus (Diplomacy), Weapon Focus (longsword)
Environment: Temperate forests and settled lands (Landover or similar realm)
Organization: Solitary, with retinue (2–12 followers plus advisors)
Challenge Rating: 6
Treasure: Standard (plus royal regalia)
Alignment: Lawful Good
Advancement: By character class
Level Adjustment:
Languages: Common
Possessions: Masterwork longsword, chain shirt, heavy steel shield, signet ring of kingship, royal cloak, assorted legal and financial documents, 150 gp

Special Qualities:

• Leadership Presence (Ex): Ben Holiday gains a +2 competence bonus on Diplomacy and Sense Motive checks when dealing with subjects, allies, or those aware of his status as a ruler. This bonus increases to +4 when negotiating matters involving governance, law, or resource disputes.
• King’s Resolve (Ex): Once per day, Ben may reroll a failed Will save. He must take the second result, even if it is worse.
• Resourceful Mind (Ex): Ben may use Intelligence instead of Wisdom for Sense Motive and Gather Information checks.
• Favored by the Land (Su): While within a domain he rightfully rules, Ben gains a +1 morale bonus on attack rolls, saving throws, and skill checks.

Physical Description:

Ben Holiday is a man in his mid-to-late thirties with a lean, practical build and the bearing of someone still growing into authority rather than born to it. His dark brown hair is kept short and functional, often falling slightly out of place, and his face is usually clean-shaven or marked by a faint stubble from long, demanding days. His eyes are sharp and constantly attentive, carrying the habit of measuring people and situations with quiet, analytical focus. He dresses in well-maintained but unadorned armor, favoring a chain shirt and simple cloak that suggest rank without indulging in excess. There is little outward grandeur to him, yet when he speaks or holds his ground, a steadiness emerges that makes it clear - whether he fully believes it or not - this is a man others will follow.

Lore:

Ben Holiday was not born into power, but into structure - contracts, negotiations, and the rigid logic of a professional life rooted in law and finance. His understanding of the world was once governed by reason and predictability, until personal loss shattered that foundation and left him searching for something beyond calculation. His purchase of the kingdom of Landover was not ambition, but an act of desperate reinvention, a gamble placed on the possibility that somewhere, life could begin again under different rules.
What he discovered was not escape, but responsibility in its rawest form. Landover was fractured, distrustful, and shaped by the failures of those who had come before him seeking ease rather than duty. Ben’s early rule was marked by uncertainty and resistance, as he struggled to reconcile his logical instincts with a world that refused to behave logically. Yet where others abandoned the burden, he remained, learning not by mastery, but by persistence.
In time, Ben Holiday became something rare - a ruler forged not by destiny or lineage, but by decision. He does not command through fear or mystique, but through consistency and resolve. Those who follow him do so not because he is the strongest, but because he does not turn away when things become difficult. In a realm defined by magic and unpredictability, his greatest strength remains profoundly human: the refusal to abandon responsibility once it has been accepted.

From Magic Kingdom for Sale - Sold! (1986)

Jason - Leader of the Argonauts


Male Human Fighter 5 / Expert 2


Hit Dice: 5d10+2d6+14 (51 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 breastplate, +2 Dex, +2 shield), touch 12, flat-footed 16
Base Attack/Grapple: +6/+8
Attack: Longsword +9 melee (1d8+2/19–20) or javelin +8 ranged (1d6+2)
Full Attack: Longsword +9/+4 melee (1d8+2/19–20) or 2 javelins +8 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leadership presence
Special Qualities: Heroic resolve, sailor’s instincts, divine favor (minor)
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 16
Skills: Balance +6, Climb +8, Diplomacy +11, Intimidate +7, Knowledge (geography) +6, Knowledge (nobility) +6, Profession (sailor) +10, Sense Motive +6, Swim +10
Feats: Leadership, Weapon Focus (longsword), Iron Will, Skill Focus (Diplomacy), Endurance
Environment: Any coastal or maritime
Organization: Solitary or with Argonaut crew (15–40 sailors and warriors)
Challenge Rating: 6
Treasure: Standard (includes masterwork longsword, breastplate, heavy steel shield, cloak, navigational tools)
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment:
Languages: Common, one regional dialect (GM’s choice)
Possessions: Masterwork longsword, heavy steel shield, breastplate, 4 javelins, cloak of rank, signet ring of lineage, navigational charts, sea-worn pack, 75 gp

Special Abilities:

• Leadership Presence (Ex): Jason gains a +2 circumstance bonus on Diplomacy and Intimidate checks when addressing groups of at least 5 individuals. Allies within 30 feet who can see and hear him gain a +1 morale bonus on Will saves against fear.
• Heroic Resolve (Ex): Once per day, Jason may reroll a failed saving throw against fear or enchantment effects. He must take the second result.
• Sailor’s Instincts (Ex): Jason gains a +2 bonus on Balance, Profession (sailor), and Swim checks. These bonuses double while aboard a ship.
• Divine Favor (Su): Jason is subtly favored by higher powers (often interpreted as Hera). Once per day, he may gain a +1 luck bonus to attack rolls, saves, and skill checks for 5 rounds.

Physical Description:

Jason is a broad-shouldered man in his early prime, bearing the look of a seasoned traveler rather than a pampered noble. His hair is sun-lightened and worn longer than courtly fashion would dictate, often tied back loosely. His face carries the marks of wind, salt, and strain - a man shaped by long voyages and hard choices. His armor is functional rather than ornate, bearing scratches and wear from real combat rather than ceremony.

His eyes are steady and searching, often fixed on horizons rather than people, as though he is always measuring distance - not just across land or sea, but toward destiny itself. When he speaks, however, that distance collapses; his voice carries clarity and conviction that draws others inward.

Lore:

Jason is the rightful heir to a stolen throne, raised in exile and tempered by hardship rather than privilege. Unlike many legendary heroes, his strength lies not in overwhelming might, but in his ability to inspire and unify. He is the kind of man who gathers greatness rather than embodies it alone - assembling the Argonauts not through force, but through belief.

His voyage for the Golden Fleece is as much a test of endurance and leadership as it is of combat. Jason survives encounters that would destroy lesser men - harpies, hostile kings, divine trials - not because he is the strongest in the room, but because he refuses to yield when others would falter.

There is, however, a quiet tension in his tale. Jason’s success is never entirely his own. The gods watch him, guide him, and at times manipulate the path before him. Whether he is a chosen hero or merely a useful instrument remains an open question - one that lingers beneath every triumph.

In the end, Jason represents a particular kind of heroism: not the unstoppable force, but the man who stands anyway. The one who leads not because he is destined to win, but because others would be lost without him.

From Jason and the Argonauts (1963)

Darkness - Legend


Large Outsider (Evil, Extraplanar)

Hit Dice: 20d8+160 (250 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 35 (-1 size, +5 Dex, +21 natural), touch 14, flat-footed 30
Base Attack/Grapple: +20/+34
Attack: Claw +29 melee (2d6+10)
Full Attack: 2 claws +29 melee (2d6+10) and gore +27 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of Despair, Command Darkness, Corrupting Touch, Dominate Will, Spell-Like Abilities
Special Qualities: Damage Reduction 15/good and silver, Darkvision 120 ft., Immunity to cold and fear, Resistance to fire 20, Spell Resistance 30, Regeneration 10 (good-aligned weapons), Unholy Resilience, Vulnerability to Light
Saves: Fort +20, Ref +17, Will +21
Abilities: Str 30, Dex 20, Con 26, Int 22, Wis 24, Cha 30
Skills: Bluff +33, Concentration +31, Diplomacy +35, Intimidate +37, Knowledge (arcana) +29, Knowledge (religion) +29, Listen +30, Sense Motive +30, Spot +30
Feats: Cleave, Combat Reflexes, Improved Initiative, Power Attack, Quicken Spell-Like Ability (darkness), Multiattack, Ability Focus (Dominate Will)
Environment: Any land or underground (especially shadowed realms)
Organization: Solitary or with corrupted fey and fiendish servants
Challenge Rating: 18
Treasure: Standard (often includes powerful cursed artifacts)
Alignment: Always Chaotic Evil
Advancement: 21–30 HD (Large), 31–40 HD (Huge)
Level Adjustment:

Description:

Darkness manifests as a towering, horned figure of terrible majesty, his form equal parts physical perfection and infernal nightmare. His crimson flesh gleams like polished stone, every contour sculpted with unnatural symmetry, while vast black horns sweep upward from his skull in a crown-like arc. His presence is overwhelming - not merely because of his size, but because of the oppressive awareness that he is watching, judging, and wanting.

Shadows gather unnaturally around him, clinging to his body and stretching outward in defiance of any light source. Even in full illumination, the world seems dimmer in his presence, as though brightness itself recoils from him. His voice is smooth, resonant, and dangerously persuasive, carrying the weight of absolute certainty.

There is a calculated duality to Darkness. Though immensely strong, he does not rely on brute force alone. He is patient, philosophical, and deeply fascinated with the corruption of purity. Violence is merely one expression of his will - his true power lies in temptation, manipulation, and inevitability.

Special Attacks:

Aura of Despair (Su): Creatures within 30 feet must succeed on a DC 28 Will save or take a -2 penalty on attack rolls, saves, ability checks, and skill checks. This is a mind-affecting fear effect. The save DC is Charisma-based.

Command Darkness (Su): Darkness can control and reshape shadows within 100 feet as a swift action. This functions as deeper darkness at will. In addition, he may grant himself concealment (20% miss chance) or total concealment (50%) as a free action once per round as shadows bend to his will.

Corrupting Touch (Su): Melee touch attack deals 2d6 Constitution damage (Fort DC 28 half). A creature reduced to 0 Constitution by this ability rises in 1d4 rounds as a shadow under Darkness’s control.

Dominate Will (Su): As a standard action, Darkness may dominate a creature as per dominate monster (CL 20th, Will DC 30 negates). Creatures affected by his Aura of Despair take a -4 penalty on this saving throw.

Spell-Like Abilities: At will - darkness, deeper darkness, detect good, detect thoughts, suggestion (DC 26); 3/day - blasphemy, unholy aura, fear (DC 25), greater dispel magic; 1/day - power word stun, mass suggestion (DC 28). Caster level 20th. Save DCs are Charisma-based.

Special Qualities:

Unholy Resilience (Su): Darkness adds his Charisma modifier as a bonus to all saving throws (included above).

Regeneration (Ex): Darkness regenerates 10 hit points per round. Good-aligned weapons deal normal damage. If reduced to 0 hit points, Darkness dissolves into shadow and reforms in 1d10 days unless destroyed within an area of pure, overwhelming light.

Vulnerability to Light (Ex): In bright natural sunlight or within the area of a daylight spell, Darkness takes a -4 penalty to attack rolls, saving throws, and Armor Class, and his regeneration is suppressed. If exposed to intense, concentrated light (such as a unicorn’s horn or equivalent artifact), he takes 5d6 points of damage per round and cannot regenerate.

Lore:

Darkness is not simply a fiend, nor a ruler of any conventional infernal hierarchy. He is the embodiment of an idea - the inevitable corruption of innocence when it is placed under strain. Where demons revel in chaos and devils in tyranny, Darkness represents something more absolute: the quiet, patient certainty that purity cannot endure forever.

Scholars and occult philosophers have long debated his origin. Some claim he emerged from the deepest layers of the Lower Planes, while others insist he predates them entirely - a metaphysical counterweight to creation itself. In these rarer theories, Darkness is not born, but called into being whenever light becomes too pure, too unchallenged.

His fascination with mortals is deeply selective. He is drawn to innocence, beauty, and virtue, not out of admiration, but out of purpose. To corrupt such things is, to him, an act of cosmic significance. The fall of a single pure soul is more meaningful than the destruction of entire cities steeped in vice.

Legends consistently tie his presence to the destruction or corruption of unicorns and other embodiments of purity. Whether literal or symbolic, the pattern is unmistakable - where innocence stands at its peak, Darkness will arrive to test it, and more often than not, to claim it. 

From Legend (1985)

Sunday, April 26, 2026

Dar - Beastmaster of Aruk


Male human Ranger 8 / Barbarian 2


Hit Dice: 8d8+16 plus 2d12+4 (70 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 armor), touch 13, flat-footed 14
Base Attack/Grapple: +9/+12
Attack: Longsword +12 melee (1d8+4/19–20) or dagger +12 ranged (1d4+3/19–20)
Full Attack: Longsword +12/+7 melee (1d8+4/19–20) or 2 daggers +12/+12 ranged (1d4+3/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage 1/day, favored enemy (humans +4, monstrous humanoids +2)
Special Qualities: Animal empathy, wild empathy +11, link with companions, share senses, Beast Sight, uncanny dodge, fast movement, track, endurance
Saves: Fort +10, Ref +9, Will +4
Abilities: Str 16, Dex 16, Con 14, Int 10, Wis 15, Cha 12
Skills: Handle Animal +14, Survival +13, Listen +11, Spot +11, Hide +10, Move Silently +10, Climb +9, Jump +9
Feats: Track, Endurance, Two-Weapon Fighting, Quick Draw, Alertness
Environment: Temperate plains and forests
Organization: Solitary or with companions (Ruh, Sharak, Podo)
Challenge Rating: 9
Treasure: Standard
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment:
Languages: Common

Possessions: Leather armor, longsword, bandolier of throwing daggers, beastmaster amulet (bird-men), travel gear

Physical Description:

Dar is a tall, powerfully built man with sun-darkened skin and long, unkempt brown hair that falls past his shoulders. His face is rugged and angular, marked by a constant alertness in his eyes, as if he is always listening to something unseen. His movements are fluid and predatory, more akin to a hunting animal than a trained soldier. He dresses in worn leather armor and simple furs, practical and weather-beaten, with little regard for ornamentation beyond the strange amulet gifted to him by the bird-men.

Lore:

Dar’s life began in violence and prophecy, torn unnaturally from his mother’s womb by dark magic and reborn through the body of a beast. This unnatural birth forever tied his soul to the animal world, granting him a rare and uncanny bond with creatures both wild and tame. Raised in the quiet village of Emur, he grew as a hunter and warrior, unaware of the destiny that stalked him from afar.

The destruction of his village at the hands of the Jun horde shattered whatever simple life he might have led. Left as the sole survivor, Dar did not seek comfort or refuge - he sought vengeance. His journey to Aruk was not one of heroism at the outset, but one of raw, burning retribution. Yet along that path, he gathered companions not through command, but through connection. Beasts came to him not as tools, but as allies.

Dar’s greatest strength lies not in steel or rage, but in his ability to see through the eyes of others - literally and figuratively. Through an instinctive and unexplained gift, he can perceive the world through his animal companions, sharing their senses across distance. This ability makes him an unparalleled scout and hunter, capable of coordinating movement and action with eerie precision.
Though offered a throne after the fall of Maax, Dar refused power. Kingship, to him, is a cage no different than slavery. He belongs not to cities or crowns, but to the wild places of the world, walking a path defined by instinct, loyalty, and the quiet call of the untamed.

• Beast Sight (Ex): Dar can perceive the world through the senses of his bonded animal companions. As a standard action, Dar may shift his awareness into any one of his companions (Ruh, Sharak, or Podo) within 1 mile. While using Beast Sight, Dar perceives through the chosen creature’s senses (including vision, hearing, and scent, if applicable) as if he were physically present in that creature’s space. While Beast Sight is active, Dar’s own body is considered blinded and deafened, and he is treated as flat-footed. He retains awareness of his general condition but cannot perceive his immediate surroundings. Ending Beast Sight is a free action that can be taken at any time, even outside his turn. Dar may maintain Beast Sight for up to 10 minutes per Ranger level per day (80 minutes total), which need not be consecutive. Switching from one companion to another requires a new standard action and counts against this duration. Beast Sight only functions if the companion is on the same plane and within range. If the companion moves beyond 1 mile, the effect immediately ends. Effects that block line of effect (such as solid barriers thicker than 1 foot of stone or 3 feet of earth) disrupt the connection at the DM’s discretion. This ability does not grant control over the companion’s actions, but Dar may issue empathic commands via his link ability as normal. If the companion is stunned, unconscious, or killed, the effect immediately ends, and Dar must succeed on a DC 15 Fortitude save or be dazed for 1 round from the sensory backlash.

Ruh, Black Panther Companion
Large animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: 40 ft., climb 20 ft.
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake (1d6+2)
Special Qualities: Low-light vision, scent, link with Dar, share senses
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 12, Cha 6
Skills: Hide +8, Move Silently +8, Spot +6, Listen +6, Climb +12
Feats: Alertness, Weapon Focus (claw), Improved Initiative
Environment: Warm forests
Organization: Companion
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–12 HD (Large)
Level Adjustment:
Languages:
Possessions:
Physical Description: Ruh is a massive black panther with sleek, shadow-dark fur that seems to swallow light. His eyes gleam with sharp intelligence, and his movements are almost unnaturally silent.
Lore: Ruh is more than a hunting beast - he is Dar’s shadow in living form. Their bond is deep and instinctive, forged not through training but mutual understanding.
In battle, Ruh is a terror of speed and precision, striking from concealment and dragging prey to the ground before it can react.
Through their shared senses, Ruh often acts as Dar’s forward eyes, scouting terrain or stalking enemies long before Dar himself arrives.

Sharak, Golden Eagle Companion
Small animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 10 ft., fly 80 ft. (average)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/–2
Attack: Talons +5 melee (1d4–1)
Full Attack: Talons +5 melee (1d4–1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, keen sight, link with Dar, share senses
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 8, Dex 17, Con 12, Int 2, Wis 14, Cha 6
Skills: Spot +12, Listen +6
Feats: Alertness, Flyby Attack
Environment: Temperate mountains
Organization: Companion
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Small)
Level Adjustment:
Languages:
Possessions:
Physical Description: Sharak is a broad-winged golden eagle with piercing eyes and a regal bearing, his feathers gleaming even in dim light.
Lore: Sharak serves as Dar’s eyes in the sky, capable of surveying vast distances in moments.
Their bond is particularly strong, with Dar often relying on Sharak’s vision to navigate or locate enemies.
Among the bird-men, Sharak’s presence marked Dar as something sacred or chosen.

Kodo, Ferret Companion (Deceased Heroically)
Tiny animal
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 20 ft., climb 10 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/–11
Attack: Bite +6 melee (1d3–2)
Full Attack: Bite +6 melee (1d3–2)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision, scent, link with Dar, share senses
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 6, Dex 19, Con 10, Int 2, Wis 12, Cha 6
Skills: Hide +14, Move Silently +10, Climb +8, Listen +5, Spot +5
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Companion
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Tiny)
Level Adjustment:
Languages:
Possessions:
Physical Description: Kodo is a small, quick-bodied ferret with bright, mischievous eyes and restless energy.
Lore: Kodo was one half of a cunning and thieving pair, often retrieving small objects or creating distractions.
Despite his size, Kodo showed remarkable bravery, ultimately sacrificing himself to bring down Maax.
His death marked one of the few moments where Dar’s composure truly broke.

Podo, Ferret Companion
Tiny animal
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 20 ft., climb 10 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/–11
Attack: Bite +6 melee (1d3–2)
Full Attack: Bite +6 melee (1d3–2)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision, scent, link with Dar, share senses
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 6, Dex 19, Con 10, Int 2, Wis 12, Cha 6
Skills: Hide +14, Move Silently +10, Climb +8, Listen +5, Spot +5
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Companion (with offspring)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Tiny)
Level Adjustment:
Languages:
Possessions:
Physical Description: Podo is similar in appearance to Kodo, though slightly leaner, with a sharper, more cautious gaze.
Lore: Podo remains with Dar after the fall of Aruk, carrying on the clever and curious nature of the pair.
She has since given birth, and her instincts have shifted toward protection as much as mischief.
Even so, she remains an invaluable scout and infiltrator in Dar’s travels.

From The Beast Master (1982)

Hundra


Female human Barbarian 12

Size/Type: Medium Humanoid (Human)
Hit Dice: 12d12+36 (114 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (10 base, +3 Dex, +4 armor, +1 natural), touch 13, flat-footed 15
Base Attack/Grapple: +12 / +16
Attack: Longsword +17 melee (1d8+6/19–20) or spear +16 melee (1d8+4/x3)
Full Attack: Longsword +17/+12/+7 melee (1d8+6/19–20) or spear +16/+11/+6 melee (1d8+4/x3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Rage 4/day, Power Attack, Cleave
Special Qualities: Fast movement, uncanny dodge, improved uncanny dodge, trap sense +4, damage reduction 2/—
Saves: Fort +14, Ref +7, Will +6
Abilities: Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 11
Skills: Climb +18, Jump +18, Survival +15, Intimidate +13, Ride +11, Spot +10, Listen +10
Feats: Power Attack, Cleave, Improved Initiative, Endurance, Diehard, Iron Will
Environment: Temperate plains and wilderness
Organization: Solitary
Challenge Rating: 11
Treasure: Standard (primarily weapons, minimal coinage)
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment:
Languages: Common
Possessions: Masterwork longsword, hunting spear, hardened leather armor, fur cloak, travel gear, tribal tokens of her fallen people

Physical Description:

Hundra is a tall, powerfully built woman with a striking, primal presence. Her body bears the scars of countless battles - not ornamental but earned through survival. Her hair is long, wild, and often unbound, moving like a banner in the wind, while her eyes carry a fierce intensity tempered by a deep, unspoken grief. She dresses in practical leathers and furs, reinforced for combat but never cumbersome, allowing her full mobility in battle. Her movements are efficient, predatory, and confident, like one who has lived her entire life on the edge of violence.

Lore:

Hundra is the last survivor of a slaughtered tribe of warrior women, raised in a culture that rejected weakness and revered strength above all else. From childhood, she was trained not only to fight, but to endure - to live in a world where mercy was rare and survival was earned daily. When her people were annihilated by male raiders, she became something more than a warrior; she became a living remnant of a lost way of life, carrying its ideals whether she wished to or not.

Her journey is defined not just by vengeance, but by conflict - internal as much as external. Raised to distrust and despise men, Hundra is forced by circumstance to confront the very people she was taught to hate. This tension creates a constant undercurrent in her decisions, as instinct and necessity war within her. She is not naive, nor easily swayed, but she is capable of growth - though it comes slowly, painfully, and always on her own terms.

In combat, Hundra is relentless and direct. She favors aggressive engagement, using her physical strength and endurance to overwhelm opponents rather than relying on finesse. Her rage is not mindless, but deeply rooted - a controlled eruption of fury that fuels her strikes and hardens her resolve. She fights like someone who has nothing left to lose, which often makes her more dangerous than trained soldiers or disciplined knights.

Despite her harsh worldview, Hundra is not cruel. She possesses a buried sense of justice, shaped by her upbringing but softened by her experiences. She protects the weak when it aligns with her values, though she would never describe herself as a hero. At her core, she is a survivor navigating a world that no longer resembles the one she was born into - and trying, whether she admits it or not, to decide what comes next.

From Hundra (1983)

Red Sonja


Medium Human Barbarian 8 / Fighter 4

Alignment: Chaotic Good
Initiative: +3
Senses: Listen +8, Spot +8
Languages: Common
AC: 20 (+3 Dex, +6 armor, +1 deflection)
HP: 108 (12 HD; 8d12 + 4d10 + 36)
Fort: +12, Ref: +7, Will: +5
Speed: 40 ft. (8 squares)
Base Attack/Grapple: +12 / +16
Attack: Masterwork longsword +17 melee (1d8+6/19–20)
Full Attack: Masterwork longsword +17/+12/+7 melee (1d8+6/19–20)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Rage 2/day, Power Attack, Cleave
Special Qualities: Fast Movement, Uncanny Dodge, Trap Sense +2
Abilities: Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 13
Skills: Climb +14, Jump +14, Ride +10, Intimidate +9, Survival +10, Balance +8, Tumble +8
Feats: Power Attack, Cleave, Weapon Focus (longsword), Weapon Specialization (longsword), Dodge, Mobility, Improved Initiative
Environment: Warm deserts, ruins, and wild frontiers
Organization: Solitary or with companions (rare)
Challenge Rating: 12
Treasure: Standard (masterwork longsword, scale armor, bracers of defense +1, assorted gemstones)
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment:
Possessions: Masterwork longsword, scale armor (treated as chain shirt), bracers of defense +1, boots, cloak, belt pouch with coins and gems

Physical Description:

Red Sonja is a striking warrior with long, flame-red hair and a physique honed by constant battle and hardship. Her build is powerful without excess, every movement efficient and controlled, reflecting years of combat experience. Her skin bears the faint marks of past wounds, though none diminish her presence - if anything, they add to the impression of someone who has survived what would have ended others. Her armor is minimal and practical, crafted to protect vital areas while allowing complete freedom of motion. Her gaze is intense and unwavering, often carrying a simmering fury just beneath the surface.

Lore:

Red Sonja’s life was forged in violence, and from that crucible she emerged as something more than a mere survivor. In the wake of profound personal loss, she was granted formidable martial prowess by a mysterious and otherworldly force. This gift came with a binding condition - she would never yield herself to any man unless he could defeat her in fair combat. This oath became a cornerstone of her identity, shaping not only her relationships but her understanding of strength, autonomy, and worth.

She walks the world alone more often than not, a wanderer in lands plagued by cruelty, ambition, and dark magic. Kings and tyrants rise and fall around her, but Sonja remains constant - a blade moving through the chaos, answering only to her own code. She does not seek out causes or crowns, yet she is frequently drawn into conflicts where power is abused and the helpless are crushed beneath it. In such moments, her intervention is swift and decisive.

Though she is capable of forming alliances, Sonja keeps others at a careful distance. Trust is not given freely, and companionship is often temporary, born of necessity rather than desire. Those who fight beside her may earn her respect, but few ever truly know her. Her independence is absolute, and any attempt to control or possess her is met with immediate and often violent resistance.

Beneath her hardened exterior lies a complex and guarded humanity. She is not without compassion, but it is tempered by experience and expressed through action rather than words. Red Sonja does not fight for glory, nor does she revel in violence - she fights because the world demands strength, and she refuses to be broken by it.

From Red Sonja (1985)

Prince Colwyn - Heir of the Fire Mares

Male human Fighter 6 / Ranger 4

Hit Dice: 6d10+4d8+20 (78 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +6 armor, +1 natural), touch 12, flat-footed 17
Base Attack/Grapple: +10/+12
Attack: +1 longsword +14 melee (1d8+3/19–20)
Full Attack: +1 longsword +14/+9 melee (1d8+3/19–20) and masterwork dagger +12 melee (1d4+1/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Favored enemy (magical beasts +2), combat style (Two-Weapon Fighting)
Special Qualities: Wild empathy +6, endurance, track
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 14, Dex 14, Con 14, Int 10, Wis 13, Cha 12
Skills: Climb +10, Handle Animal +8, Jump +10, Knowledge (nature) +5, Listen +9, Ride +10, Survival +9, Spot +9
Feats: Weapon Focus (longsword), Power Attack, Endurance, Two-Weapon Fighting, Iron Will
Environment: Any land
Organization: Solitary or with companions (4–8 allies of mixed classes)
Challenge Rating: 9
Treasure: Standard (plus the Glaive)
Alignment: Chaotic good
Advancement: By character class
Level Adjustment:
Languages: Common
Possessions: +1 chainmail, +1 longsword, masterwork dagger, cloak, travel gear, signet of rulership, the Glaive

Physical Description:

Colwyn is a young man in his early twenties, standing just over six feet tall with a lean, hardened physique shaped by hardship rather than training halls. His dark hair hangs to his shoulders in loose, unkempt strands, often damp from sweat or rain, framing a face marked by equal parts resolve and exhaustion. His eyes are sharp and restless, carrying the weight of recent loss and the constant pressure of pursuit.

His armor is practical rather than ceremonial - a suit of chainmail worn from use, bearing minor damage, scratches, and signs of hurried repair. He moves with the alertness of someone who expects danger at any moment, his posture balanced between noble upbringing and battlefield instinct. Though clearly of royal blood, there is little softness left in him; whatever comfort once defined his life has long since been stripped away.

Lore:

Prince Colwyn is the heir to a divided kingdom, a man thrust into legend not by ambition, but by circumstance. On the day meant to unite rival realms through marriage, catastrophe strikes - his bride is taken, his allies scattered, and his world thrown into immediate chaos. From that moment forward, his life becomes a relentless pursuit across hostile lands and uncertain alliances.

Colwyn does not lead in the traditional sense. He gathers companions not through command, but through shared struggle. Thieves, warriors, mystics, and outcasts find themselves drawn into his path, bound not by loyalty to a crown, but by belief in his refusal to yield. He is not yet a polished ruler, nor a master strategist, but his persistence and clarity of purpose hold others together when reason alone would fail.

Central to his legend is the Glaive, an ancient weapon of unknown origin that responds not to strength, but to will. It is difficult to control, demanding focus and intent to guide its deadly path. In many ways, it reflects Colwyn himself - unrefined, unpredictable, but capable of extraordinary precision when driven by unwavering purpose.

Over time, Colwyn becomes something greater than his title suggests. His journey is not one of conquest, but of transformation. Through hardship, loss, and constant resistance, he evolves from a prince defined by duty into a leader defined by endurance, becoming a symbol of defiance in the face of overwhelming darkness.


The Glaive

Aura: Overwhelming evocation and transmutation
Caster Level: 20th
Slot:
Price: — (artifact)
Weight: 5 lb.

DESCRIPTION

The Glaive is a five-bladed, star-shaped throwing weapon of alien and ancient design, its edges impossibly sharp and its motion guided as much by thought as by physical force. Though it can be held in hand, it is not meant for conventional melee combat; its true function is revealed only when cast.

The Glaive functions as a +3 returning throwing weapon with a range increment of 40 feet. It ignores all forms of damage reduction except DR/epic and DR/—. On a successful hit, it deals an additional 4d6 points of force damage. This damage is not subject to resistance or immunity to energy types.

To wield the Glaive properly, the user must succeed on a DC 18 Wisdom check as a full-round action to focus their intent before making an attack. On a failure, the Glaive veers off course and misses all intended targets, though it still returns at the end of the wielder’s turn. A creature specifically attuned to the Glaive gains a +4 bonus on this check.

When successfully cast, the Glaive may strike up to five targets, provided each target is within 15 feet of another in the chain. The wielder makes a single attack roll and compares it against each target’s Armor Class. Damage is resolved separately for each creature struck. A single creature cannot be struck more than once per throw.

As a standard action, the wielder may instead direct the Glaive against a single target. In this case, the Glaive gains a +4 insight bonus on the attack roll and ignores cover and concealment (except total cover). If the attack hits, the target must succeed on a DC 20 Reflex save or be staggered for 1 round.

The Glaive automatically returns to the wielder’s hand at the end of their turn, regardless of distance, provided it remains on the same plane. If separated across planes, it reappears in the wielder’s grasp at the next dawn.

If wielded by a creature with a Wisdom score lower than 10, the Glaive functions only as a masterwork throwing weapon and loses all supernatural properties.

LORE

The Glaive is not a weapon forged in any traditional sense. Its origins lie beyond mortal craft, drawn from a place where form and intent exist as one. Legends speak of a mountain that was not truly stone, but a manifestation of cosmic force - a place where fire burned without fuel and shapes could be called into existence through will alone. From this place, the Glaive was taken, not created.

Its unusual structure has long puzzled scholars and mystics alike. Five blades, perfectly balanced and rotating in flawless harmony, yet never losing cohesion or direction. Those who have witnessed its flight often describe it not as a thrown object, but as something released into motion, as though it already knows its path before it leaves the wielder’s hand.

Throughout recorded history, the Glaive appears only in times of great upheaval. It does not remain tied to bloodlines or kingdoms, nor is it passed through inheritance. Instead, it finds individuals - often those standing at the threshold of transformation - and binds itself to their struggle. It serves not merely as a weapon, but as a catalyst, marking the moment where a person must rise beyond themselves or be consumed by failure.

Many have sought the Glaive, believing it to be a tool of ultimate power. Most have failed. The weapon does not respond to ambition alone; it demands clarity of purpose and strength of will. Those who attempt to command it without understanding find it slipping from their control, its power inaccessible. In this way, the Glaive acts as both instrument and judge.

CONSTRUCTION

Requirements: Craft Epic Magic Arms and Armor, telekinesis, blade barrier, greater magic weapon, limited wish
Cost: — (artifact)

From Krull (1983)

Willow Ufgood


Male Halfling Wizard 1

Initiative: +2
Senses: Listen +2, Spot +2
Languages: Common, Halfling
AC: 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 armor [padded])
hp: 5 (1d4+1)
Fort: +1
Ref: +2
Will: +3
Speed: 20 ft. (4 squares)
Base Attack/Grapple: +0/-5
Attack: Dagger +2 melee (1d3-1/19-20)
Full Attack: Dagger +2 melee (1d3-1/19-20) or sling +3 ranged (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Halfling traits
Abilities: Str 8, Dex 14, Con 12, Int 15, Wis 13, Cha 10
Skills: Concentration +5, Craft (herbalism) +6, Knowledge (arcana) +6, Profession (farmer) +5, Spellcraft +6, Use Magic Device +4
Feats: Spell Focus (Transmutation), Magical Aptitude
Environment: Temperate hills or rural settlements
Organization: Solitary, with family, or village (Nelwyn community)
Challenge Rating: 1
Treasure: Standard (mostly mundane tools, minor scrolls, simple charms)
Alignment: Neutral Good
Advancement: By character class
Level Adjustment:
Spells Prepared (CL 1st; concentration +5)
0 (3/day): detect magic, prestidigitation, read magic
1st (1/day): charm person

Spellbook: detect magic, ghost sound, mage hand, mending, prestidigitation, read magic, expeditious retreat, charm person
Possessions: Padded armor, dagger, sling with 10 bullets, spell component pouch, herbal kit, carved charms and talismans, worn satchel with simple personal effects

Physical Description:

Willow Ufgood is a short, broad-featured halfling with a perpetually earnest and slightly anxious expression. His dark, thick hair tends toward disorder no matter how often it is pushed back, and his clothing consists of simple, practical village garments in muted earth tones. His cloak is worn and patched, and small pouches hang from his belt alongside carved fetishes, bits of bone, and polished stones believed to carry minor protective significance. His hands show the wear of farm labor, though they are often occupied with nervous gestures or the handling of small charms.

Willow’s posture is modest and somewhat withdrawn, especially in the presence of larger folk, but there is a quiet attentiveness in the way he observes the world around him. His eyes are alert and thoughtful, betraying a mind that is constantly trying to understand forces far greater than his experience would normally allow.

Willow Ufgood is not yet a true wizard in the disciplined, scholarly sense, but rather an aspiring practitioner attempting to bridge folk traditions and formal arcane study. Within his village, his abilities are notable, granting him a position of minor respect, yet beyond that small community his magic is inconsistent and often unreliable. He understands more than he can reliably perform, a gap that defines much of his early journey.

Despite these limitations, Willow demonstrates an unusual degree of persistence. He studies what little arcane knowledge he can acquire, experiments with minor effects, and shows a particular fascination with transformation magic. His attempts frequently fall short or produce unintended results, but they reveal genuine potential that could, with guidance, develop into real competence.

Socially, Willow is kind-hearted and deeply rooted in his responsibilities to family and community. He is cautious and easily intimidated, especially when confronted by confident or imposing figures, yet he possesses a stubborn inner resolve. When circumstances demand it, he is capable of pushing past fear and acting with surprising courage.

In practical terms, Willow functions as a support-oriented caster who relies more on cleverness than raw magical output. His spellcasting is limited, forcing him to think creatively and use minor magic to influence situations indirectly. He avoids direct confrontation whenever possible, favoring distraction, misdirection, or negotiation, and when pressed into combat, he relies on distance and simple weapons rather than risking failed spellcasting under pressure.

From Willow (1988)

Richard Cypher - Seeker of Truth


Male human Ranger 5 / Fighter 4 / Seeker of Truth 3

Medium Humanoid (Human)

Hit Dice: 5d8+4d10+3d10+36 (104 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 20 (+2 Dex, +6 armor), touch 12, flat-footed 18
Base Attack/Grapple: +12/+15
Attack: Sword of Truth +18 melee (1d8+7/17–20)
Full Attack: Sword of Truth +18/+13/+8 melee (1d8+7/17–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Seeker’s Wrath, Favored Enemy (tyrants +4, monstrous humanoids +2), Power Attack
Special Qualities: Seeker of Truth bond, Wild Empathy +9, Endurance, Track, Evasion, Courage of the Just, Moral Resolve
Saves: Fort +12, Ref +9, Will +8
Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 13
Skills: Climb +10, Handle Animal +9, Heal +10, Jump +10, Knowledge (nature) +9, Listen +11, Ride +10, Sense Motive +13, Spot +11, Survival +14 (+16 tracking)
Feats: Power Attack, Cleave, Weapon Focus (longsword), Improved Initiative, Iron Will, Diehard, Endurance (B), Track (B)
Environment: Temperate forests and borderlands
Organization: Solitary or with companions (Kahlan and Zedd)
Challenge Rating: 13
Treasure: Standard (includes Sword of Truth)
Alignment: Neutral Good
Advancement: By character class
Level Adjustment:

Languages: Common, D’Haran dialect
Possessions: Sword of Truth, masterwork leather armor, cloak, travel gear, survival kit

Physical Description:
Richard Cypher stands tall with a lean, hardened frame shaped by survival and constant travel. His features are rugged, marked more by sincerity than intimidation, though his expression often carries the weight of difficult choices. His movements are efficient and grounded, lacking flourish but full of purpose. When he draws the Sword of Truth, his posture sharpens, and his presence becomes focused and intense, reflecting unwavering conviction.

Lore:
Richard Cypher was raised in isolation from magic and the wider world, developing practical skills and a grounded understanding of people and nature. His early life instilled resilience and independence, traits that later define his role as the Seeker. He did not accept his destiny easily, resisting the burden before ultimately embracing it through hardship and loss.

His journey is marked by repeated trials that force him to confront moral ambiguity and the cost of doing what is right. Rather than becoming disillusioned, these experiences refine his sense of purpose, shaping him into a figure who acts with deliberate conviction rather than blind idealism. His strength lies not only in combat, but in his refusal to abandon his principles.

Over time, Richard becomes a symbol of resistance against tyranny, challenging not only those in power but the systems that support them. His presence disrupts control through both action and example, inspiring others while drawing the attention of those who rely on fear and domination. He remains a reluctant leader, but one who accepts responsibility when it cannot be avoided.


Seeker of Truth

Prestige Class

Hit Die: d10

Requirements:
Alignment: Any Good
Base Attack Bonus: +7
Skills: Sense Motive 8 ranks, Survival 5 ranks
Feats: Iron Will, Weapon Focus (longsword)
Special: Must be chosen as the Seeker by a recognized authority or artifact

Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)

Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: No additional proficiencies

Special Abilities:
• Seeker’s Wrath (Su): +2 morale bonus vs unjust foes, +4 at 5th level, +6 at 10th level; fails vs innocents
• Discern Intent (Ex): +2 Sense Motive; free-action checks at 5th level
• Courage of the Just (Ex): +2 vs fear; allies within 10 ft. gain +1 morale bonus
• Moral Resolve (Ex): Reroll failed Will save vs mind-affecting effects 1/day, 2/day at 7th
• Truth’s Edge (Su): Ignore 5 DR vs evil, 10 at 8th level
• Unyielding Purpose (Ex): Immune to compulsions that contradict core beliefs
• Aura of Resolve (Su): Allies within 10 ft. gain +2 vs enchantments
• Seeker’s Insight (Ex): May take 10 on Sense Motive anytime
• Judgment Strike (Su): 1/day attack deals +5d6 vs evil; Will save or shaken 1d4 rounds
• Avatar of Truth (Su): Immunity to fear, constant detect evil, Wrath always applies vs evil

To Hit: As Fighter
Saves: Good Fortitude and Will, Poor Reflex


Sword of Truth

Aura: Strong evocation and enchantment; CL: 12th
Slot: — (held)
Price: 72,315 gp
Weight: 4 lbs.

DESCRIPTION

The Sword of Truth functions as a +1 keen longsword, but its true power manifests only in the hands of a creature of good alignment who acts with genuine conviction.

When wielded by a qualified Seeker, the sword grants the following abilities:

  • The wielder gains a +2 insight bonus on Sense Motive checks.

  • Against creatures the wielder believes to be unjust or evil, the sword deals an additional +2d6 damage.

  • If the target is confirmed evil, this increases to +4d6.

  • Once per day, the wielder may declare a strike as a Truth Strike, gaining a +4 bonus to hit and dealing an additional +6d6 damage against an evil target.

However, the blade enforces a cost:

  • If the wielder knowingly strikes an innocent creature, they take 2d6 points of nonlethal damage and are sickened for 1d4 rounds.

  • If the wielder acts in deliberate contradiction to their stated moral beliefs, the sword becomes a nonmagical masterwork weapon for 24 hours.

The sword cannot be willingly wielded by an evil creature; any such attempt causes the weapon to become inert.

LORE

The Sword of Truth is an artifact bound not to power alone, but to conviction. Its effectiveness depends as much on the clarity of the wielder’s purpose as on their skill in combat. The blade responds to belief, amplifying decisive action and unwavering intent.

Unlike many magical weapons, it does not impose judgment but reflects it. This makes it uniquely dangerous, as it rewards certainty regardless of whether that certainty is correct. Throughout its history, it has been wielded by individuals of varying wisdom, each shaping its legacy through their actions.

Its true nature lies in its demand for alignment between belief and action. Those who wield it must confront their own convictions, as the blade offers no guidance beyond the amplification of what already exists within them.

CONSTRUCTION

Requirements: Craft Magic Arms and Armor, detect evil, zone of truth, creator must be good-aligned
Cost: 36,157 gp + 2,892 XP

From Legend of the Seeker (2008-2010)

Lodac - Ring-Bound Sorcerer of the Seventh Curse


Male Human Sorcerer 8

Size/Type: Medium Humanoid (Human)
Hit Dice: 8d4+8 (28 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 mage armor), touch 12, flat-footed 12
Base Attack/Grapple: +4/+4
Attack: Dagger +4 melee (1d4/19–20) or ray +6 ranged touch
Full Attack: Dagger +4 melee (1d4/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spellcasting, Cursecraft, The Seventh Curse
Special Qualities: Ring Dependency, Arcane Aura of Terror
Saves: Fort +3, Ref +4, Will +7
Abilities: Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 18
Skills: Bluff +15, Concentration +12, Intimidate +15, Knowledge (arcana) +12, Knowledge (nobility) +8, Spellcraft +12
Feats: Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Heighten Spell, Eschew Materials
Environment: Any (typically swamp, ruin, or isolated keep)
Organization: Solitary or with agents (1–2 charmed or corrupted humanoids plus traps)
Challenge Rating: 8
Treasure: Standard plus Lodac’s Dragon Ring
Alignment: Chaotic Evil
Advancement: By class
Level Adjustment:
Languages: Common, Draconic
Possessions: Lodac’s Dragon Ring, blackened ceremonial robes, dagger, spell component pouch, assorted fetishes and ritual trinkets, keys to hidden chambers and cells
Spellcasting: Lodac casts spells as an 8th-level sorcerer (CL 8th; 10th while wearing his ring). Save DC = 14 + spell level (16 + spell level while wearing his ring).
Spells Known: 0 (6/day) - detect magic, ghost sound, prestidigitation, daze, touch of fatigue, mage hand; 1st (7/day) - mage armor, charm person, ray of enfeeblement, cause fear; 2nd (7/day) - mirror image, scorching ray, blindness/deafness, false life; 3rd (5/day) - bestow curse, vampiric touch, suggestion; 4th (3/day) - fear, greater invisibility
Special Attacks:
Cursecraft (Su): Any bestow curse cast by Lodac is treated as though affected by Heighten Spell (to the highest level he can cast) without increasing casting time or slot. Targets affected by one of Lodac’s curses take a –2 penalty on saving throws against Lodac’s spells for 1 minute.
The Seventh Curse (Su): When reduced to 14 hit points or fewer, Lodac immediately gains the effects of greater invisibility and false life (20 temporary hit points) for 5 rounds. This ability triggers automatically once per encounter.

Special Qualities:
Ring Dependency (Su): Lodac’s Dragon Ring is the source of his true power. While wearing it, he gains +2 caster level and +2 to spell save DCs. If he is not wearing the ring, he suffers –4 caster level (minimum 1) and cannot cast spells of 3rd level or higher.
Arcane Aura of Terror (Su): Creatures within 20 feet of Lodac must succeed on a DC 16 Will save or take a –2 penalty on attack rolls and saving throws for as long as they remain within the area. This is a mind-affecting fear effect. The save DC is Charisma-based.

Physical Description: Lodac is a tall, gaunt man whose presence carries a suffocating intensity that far exceeds his physical form. His skin is pallid and faintly waxen, as though he has long abandoned the natural rhythms of day and night in favor of candlelit study and darker pursuits. His features are sharp and severe, with hollowed cheeks and a narrow jaw that gives his face a perpetually predatory cast. His eyes are dark and unblinking, fixed upon others with a cold, appraising stillness that suggests he is always measuring their usefulness or their suffering. His robes are layered and once fine, now worn with careless arrogance, their embroidered sigils marred by scorch marks and stains. Upon his hand rests a ring of obvious importance, worn openly and without disguise, its presence both a symbol of his power and an unspoken challenge.

Lore: Lodac is an architect of suffering rather than a brute wielder of magic. His strength lies in preparation, misdirection, and the careful construction of trials designed to erode the will of those who oppose him. Rarely does he meet enemies at full strength; instead, he ensures they arrive weakened, divided, and uncertain, having already endured the layered cruelty of his designs. At the center of his power lies the Dragon Ring, an arcane focus that amplifies his innate sorcery to terrifying levels. Without it, he is diminished - still cunning, still dangerous, but no longer overwhelming. This reliance creates a critical weakness, one he guards obsessively, yet cannot conceal entirely due to the nature of its power. Lodac delights in spectacle, staging cruelty and punishment as deliberate displays meant to break resolve and reinforce his dominance. He rarely acts alone in practice, preferring to manipulate others into serving his will through enchantment, promises, or fear. By the time his agents understand their role, they are already too deeply entangled to escape, ensuring that Lodac’s influence extends far beyond the walls of his stronghold.

From: The Magic Sword (1962)

The Last Unicorn - Lady Amalthea

Size/Type: Medium Magical Beast Hit Dice: 4d10+8 (30 hp) Initiative: +3 Speed: 60 ft. (12 squares) AC: 18 (+3 Dex, +5 natural), tou...