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1. CAPÍTULO PRIMERO:

1.7. Fuentes

In the Battledale town of Chariton, a clutch of amphisbaenae hatched some years ago. Finding the young somewhat docile, the citizens left them alone. But after hibernating and grow-ing to immense proportions (as most specimens of the Ashaba strain do), the amphisbaenae devoured nearly all of the town’s residents, leaving Chariton a ghost town. The amphisbaenae have since moved on to the forests near the Pool of Yeven, the Deeping Stream, and Lake Sember.

Deathcoils

Huge Magical Beast Hit Dice: 11d10+14 (74 hp) Initiative: +3

Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class: 15 (–2 size, +3 Dex, +4 natural), touch 11, fl at-footed 12

Base Attack/Grapple: +11/+26 Attack: Bite +16 melee (1d8+10)

Full Attack: Bite +16 melee (1d8+10) Space/Reach: 15 ft./10 ft.

Special Attacks: Constrict 1d8+10, improved grab, poison breath

Special Qualities: Darkvision 60 ft., low-light vision, scent

Saves: Fort +8, Ref +10, Will +4 Abilities: Str 25, Dex 17, Con 13, Int 10, Wis 12, Cha 2

Skills: Balance +17, Climb +17, Hide +10, Listen +12, Spot +12, Swim +17

Feats: Alertness, Endurance, Skill Focus (Hide), Toughness

Environment: Temperate forests Organization: Solitary

Challenge Rating: 7

Treasure: Double standard Alignment: Always chaotic

evil

Advancement: 12–22 HD (Huge); 23–33 (Gargantuan) Level Adjustment: —

An immense shape slithers through the branches that form a canopy over the forest fl oor. Its dark green form is nearly invisible against the leaves, but its serpentine eyes, unblinking and yellow, track its prey with cold precision.

Many horrifi c tales tell of a single deathcoils devouring an entire party of adventurers, one by one. This mighty constric-tor snake likes to lurk on forest fringes, where wild herd animals stray from the plains to dine on tree foliage. The creature’s abil-ity to hibernate for months at a time enables it to survive even the coldest winters.

A deathcoils eats carrion, all other snakes, and fresh prey of all kinds. It even attacks its own kind on sight unless the oppo-nent is clearly larger. The smaller deathcoils usually fl ees from such a confrontation, and the aggressor rarely pursues for long.

A deathcoils is a dark green, snakelike creature with round black and brown markings that help it hide in forest settings. It can grow up to 80 feet long.

Amphisbaena

Illustration by Thom Baxa

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Combat

Deathcoils are aggressive, relentless hunters. Those that live near water often drag their prey underwater to drown it. They usually save their breath weapons for defense against numerous foes, or to slay formidable opponents.

Deathcoils have the intelligence to plan ambushes, and they often collect treasure from victims and scatter it near a cave or a good ambush area to lure prey off a trail. They have also been known to drive animals into ravines and over precipices, then leave their broken bodies for later feasting while they hunt other creatures.

Constrict (Ex): On a successful grapple check, a deathcoils deals 1d8+10 points of damage.

Improved Grab (Ex): To use this ability, a deathcoils must hit an opponent up to one size category larger than itself with its bite attack. It can then attempt to start a grapple as a free action without pro-voking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A deathcoils often drags grabbed prey underwater to drown (see page 304 in the Dungeon Master’s Guide).

Poison Breath (Ex): Twice per day, a deathcoils can breathe a 60-foot cone of poisonous gas (inhaled, Fortitude DC 16, initial damage sleep for 2d4 hours or until damage is taken, secondary damage 1d6 Con).

Skills: A deathcoils gains a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks.

A deathcoils can always choose to take 10 on a Climb check, even if rushed or threatened.

A deathcoils can use either its Strength or its Dexterity modi-fi er for Climb checks, whichever is higher.

A deathcoils has a +8 racial bonus on any Swim check to per-form some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

In the Realms

Known in forests all over Faerûn, the deathcoils is a legend-ary foe. Tales credit it with more intelligence than it really possesses, but deathcoils have deliberately sunk boats on forest rivers and pinned them down with boulders so as to create a larder of drowned victims for later dining. They commonly chase foes that have eluded or wounded them for miles, and

they often leave forests by night to attack nearby penned herds of livestock.

Certain pieces of furniture owned by Calishite satraps (and royalty across Faerûn) are covered in deathcoils skin, which re-tains its supple sheen for centuries—though its scales are both hard and slippery. Deathcoils blood is a secret ingredient of the yuan-ti osssra (see Chapter 10) known as duthlah’hass.

Dinosaur

Dinosaurs, or terrible lizards, are ancient reptilian beasts that may be related to dragons.

Among the traits that the typical preda-tory dinosaur shares with many dragons

are sharp teeth, a savage disposition, a well-developed sense of territory, and a ruthless drive to hunt. The herbivorous dinosaurs are not usually aggressive unless wounded or defending their young, but may attack if startled or harassed.

Dinosaurs most often live in rugged or isolated areas that humanoids seldom visit: remote mountain valleys, inaccessible plateaus, tropical islands, and the densest jungles.

Ceratosaur

Huge Animal

Hit Dice: 14d8+59 (122 hp) Initiative: +6

Speed: 40 ft. (8 squares)

Armor Class: 15 (–2 size, +2 Dex, +5 natural), touch 10, fl at-footed 13 Base Attack/Grapple: +10/+25

Attack: Bite +15 melee (4d8+10) Full Attack: Bite +15 melee (4d8+10) Space/Reach: 15 ft./10 ft.

Special Attacks: Rend 2d8+10

Special Qualities: Low-light vision, scent Saves: Fort +13, Ref +11, Will +6

Abilities: Str 24, Dex 14, Con 18, Int 2, Wis 15, Cha 10 Skills: Listen +9, Move Silently +8, Spot +10

Feats: Alertness, Improved Initiative, Run, Toughness, Track Environment: Warm forests

Organization: Solitary or pair Challenge Rating: 7

Treasure: None

Alignment: Always neutral

Advancement: 15–28 HD (Huge), 29–42 HD (Gargantuan) Level Adjustment: —

Deathcoils

Illustration by Wayne England

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This massive predator’s body displays its incredible strength.

Turning its head on its S-shaped neck, the creature peers through the underbrush in search of prey.

The ceratosaur derives all its nourishment from meat. When hungry, this massive predator is the bane of any creatures in its way.

Measuring between 24 and 30 feet from nose to tail, the ceratosaur walks on two strong legs and has a bulky body, heavy bones, and a massive tail. Its strong, serpentine neck supports a lizardlike head with a short horn protruding from its snout.

Its eyes are large, and it has two short brow ridges plus several bony knobs above its eyes and on the top of its head. Its arms are short, ending in four-fi ngered hands.

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OMBAT

The ceratosaur is not subtle in combat. It tries to catch prey by surprise, then relies on its speed and its powerful jaws to make the kill. If a pair of ceratosaurs is hunting together, one usually makes its presence known, causing prey to bolt into the waiting clutches of its partner.

Rend (Ex): A ceratosaur that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and shaking it to tear the fl esh. This attack automatically deals 2d8+10 points of damage.

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Like most dinosaurs, the ceratosaur is native to the jungles of Chult and is not regularly encountered anywhere else. Though many have tried at the cost of their lives, no one has yet tamed a ceratosaur.

Pteranadon

Large Animal

Hit Dice: 3d8+9 (22 hp) Initiative: +2

Speed: 20 ft. (4 squares), fl y 80 ft. (average)

Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, fl at-footed 13

Base Attack/Grapple: +2/+10 Attack: Bite +5 melee (1d8+6) Full Attack: Bite +5 melee (1d8+6) Space/Reach: 10 ft./5 ft.

Special Attacks: —

Special Qualities: Low-light vision Saves: Fort +6, Ref +5, Will +3

Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 15, Cha 11 Skills: Listen +4, Spot +6

Feats: Alertness, Flyby Attack Environment: Warm hills

Organization: Solitary, pair, or fl ock (3–12) Challenge Rating: 3

Treasure: None

Alignment: Always neutral Advancement: 6–10 HD (Large) Level Adjustment: —

Pteranadon, stegosaurus, ceratosaur

Illustration by Jim Pavelec

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This large, birdlike reptile has a long, toothy beak, a thin headcrest, sharp talons, and small claws at the joints of its leathery wings. Its eyes are large and yellow, and its scaly skin sprouts small tufts of downy feathers.

Pteranadons are large pterosaurs occasionally used as fl ying mounts.

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OMBAT

Pteranadons are fi shers, used to hunting their prey on the wing.

They do not generally like to fl y into a raging melee on the ground, but are more comfortable in the swoops and dives of aerial combat with other fl ying creatures or mounts.

Carrying Capacity: A light load for a pteranadon is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A pteranadon can drag 4,500 pounds.

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Like most dinosaurs, the pteranadon is native to the jungles of Chult and is not regularly encountered anywhere else. Some of the more powerful creatures of Chult train pteranadons to actively hunt those who would intrude on their territory.

T

RAINING A

P

TERANADON

Training a pteranadon to bear a rider requires six weeks of work and a DC 25 Handle Animal check, and an exotic saddle is needed to balance upon the creature’s back. A pteranadon can fi ght while carrying a rider, but the rider cannot also attack unless a Ride check is successful.

Stegosaurus

Gargantuan Animal

Hit Dice: 18d10+183 (264 hp) Initiative: –2

Speed: 40 ft. (8 squares)

Armor Class: 14 (–2 Dex, –4 size, +10 natural), touch 4, fl at-footed 14

Base Attack/Grapple: +13/+33 Attack: Slam +17 melee (2d6+8)

Full Attack: 2 slams +17 melee (2d6+8) and tail slap +12 melee (4d6+12)

Space/Reach: 30 ft. (long)/10 ft.

Special Attacks: Powerful charge, trample 2d6+12 Special Qualities: Low-light vision, scent

Saves: Fort +23, Ref +9, Will +8

Abilities: Str 27, Dex 7, Con 30, Int 1, Wis 14, Cha 10 Skills: Listen +14, Spot +18

Feats: Alertness, Cleave, Great Fortitude, Power Attack, Run, Skill Focus (Spot), Toughness

Environment: Warm plains

Organization: Solitary, pair, or herd (5–8) Challenge Rating: 7

Treasure: None

Alignment: Always neutral

Advancement: 19–36 HD (Gargantuan), 37–54 HD (Colossal)

This immense creature walks on four short but massive legs.

Two rows of bony plates line its back, and its tail is covered in long, bony spikes. Its head is relatively small, and its mouth ends in a powerful beak.

The stegosaurus is an immense yet stupid herbivore often found in the plains and jungles, where it feasts on grasses, plants, and leaves. These creatures are most often encountered in herds, which are vicious enough as a group that only the most brazen predators dare attack them.

The stegosaurus has a small head and a tiny brain. Its mouth is a powerful beak, and its thick legs end in round feet studded with hoofl ike claws. Its hind legs are longer and stronger than its front ones, allowing it to rear up to get at leaves high above the ground. The two rows of bony, leaf-shaped plates along its neck, back, and tail are used for the collection and dispersion of heat.

These plates give way to vicious spikes at the end of an unusually muscular tail.

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OMBAT

The stegosaurus is by and large a peaceful animal, but it is quick to defend itself from predators and hunters. When threatened, it uses its two front hooves to kick opponents while swinging its mighty tail about, catching its enemies with the vicious spikes.

Powerful Charge (Ex): A stegosaurus typically begins a battle by charging at its opponent. In addition to the normal benefi ts and hazards of a charge, this tactic allows the creature to make a single slam attack with a +17 attack bonus that deals 4d8+12 points of damage.

Trample (Ex): Refl ex DC 27 half. The save DC is Strength-based.

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Like most dinosaurs, the stegosaurus is native to the jungles of Chult and is not regularly encountered anywhere else. These fearsome creatures are hunted by many jungle creatures because they provide an abundant source of meat.

Jaculi

Medium Magical Beast Hit Dice: 6d10+15 (48 hp) Initiative: +3

Speed: 30 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class: 16 (+3 Dex, +3 natural), touch 13, fl at-footed 16 Base Attack/Grapple: +6/+9

Attack: Bite +9 melee (1d6+4) Full Attack: Bite +9 melee (1d6+4) Space/Reach: 5 ft./5 ft.

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Special Attacks: Animal trance, constrict 1d8+4 , fl ying gore, improved grab

Special Qualities: Chameleon power, darkvision 60 ft., low-light vision, scent, spring

Saves: Fort +7, Ref +8, Will +3

Abilities: Str 17, Dex 17, Con 15, Int 11, Wis 12, Cha 2 Skills: Balance +11, Climb +11, Hide +10, Jump +20, Listen +10,

Spot +10, Swim +11

Feats: Alertness, Power Attack, Toughness Environment: Warm forests

Organization: Solitary or coil (4–40) Challenge Rating: 3

Treasure: —

Alignment: Always chaotic evil

Advancement: 7–12 HD (Large)

Level Adjustment: —

A fl ash of purple through the leaves

and a faint hiss reveal the presence of a reptilian predator. Its serpentine eyes fl ash with uncanny intelligence.

Although the name jaculi is sometimes used as a collective term for tree-dwelling snakes (including the boomslang and the emerald tree boa), the jaculi of Faerûn is a particular kind of creature.

A jaculi looks like a snake with mauve to dark purple scales.

Its bony, arrowhead-shaped head is studded with stubby but sharp parallel horns that point straight forward toward its nose.

Combat

Jaculis are intelligent hunters that never forget past expe-riences. They are wise enough to attack isolated creatures, avoid falling onto pointed objects or obvious weapons, and seek out sleeping prey. A jaculi typically uses its animal trance ability to lure small birds or furred forest creatures into a nest or den, then slithers inside and uses its body to block the exit.

Against formidable foes, a jaculi begins combat by launch-ing itself from a high spot (a tree branch or even the roof of a building) for a fl ying gore attack. Should it face attacks from more than a single foe—or a hard fi ght from its chosen victim—it springs to the nearest tree and climbs out of reach.

If pursued, it jumps from tree to tree to get away, seeking a place to hide, then turns and follows its foes unseen, attacking again when conditions are advantageous.

Jaculis usually swallow small prey whole, but they can also bite and chew, savaging prey too large to swallow. Unless they are starving, they eat only prey they have killed them-selves less than two days ago. When feeding hungry young, a jaculi sometimes slays a large beast and hides in or under

the corpse to await vultures and other carrion-feeders, which it slays as well.

Animal Trance (Sp): Once per day, a jaculi can sway in place and fl ash its eyes to hold its prey motionless. This psionic ability works like the spell of the same name (caster level 12th;

save DC 9).

Constrict (Ex): On a successful grapple check, a jaculi deals 1d8+4 points of damage.

Flying Gore (Ex): A jaculi can hurl itself down on an oppo-nent like an arrow from a point 30 feet or more above. This fl ying gore attack (+10 melee) deals 1d8+6 points of piercing damage from the jaculi’s horns and does not provoke attacks of opportunity.

Improved Grab (Ex): To use this ability, a jaculi must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it estab-lishes a hold and can constrict.

If it takes 10 or more points of damage, it fl ees to seek easier prey.

Chameleon Power (Sp): At will, a jaculi can psionically change the coloration of its body as a standard action to match its surroundings, gaining a +10 circumstance bonus on Hide checks.

Spring (Ex): A jaculi can gather its coils and then launch itself in a jump. The Jump DCs for both long jumps and high jumps are halved, and no running start is required. Further-more, when jumping down, the jaculi takes damage as if it had dropped 70 fewer feet than it actually did.

Skills: A jaculi has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance, Climb, and Jump checks.

A jaculi can always choose to take 10 on a Climb check, even if rushed or threatened.

A jaculi uses either its Strength modifi er or its Dexterity modifi er for Climb checks, whichever is higher.

A jaculi has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Jaculi

Illustration by Thomas Baxa

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In the Realms

Jaculis inhabit all of Faerûn except arctic and subarctic areas.

They can roam for miles while hunting, but they usually hunt in favorite areas that they have come to know well, moving on only when food becomes scarce. Jaculis aren’t territorial; they ignore others of their kind except in the spring, when they mate.

Jaculis have very long lifespans and sometimes form wary alliances with long-lived creatures that they know they cannot defeat. With the aid of magic, jaculis can sometimes be trained as guardians.