D&D Fight Club01/06/2002


Alistrianna Malaugrym Duelist



Design notes: This month's creature comes from the Monsters of Faerun accessory, but don't think it belongs exclusively in the Forgotten Realms. It can be used there, but monsters from the Realms can cause just as much trouble in other game worlds. Further, its prestige class comes from Sword and Fist, making it a departure from my previous attempts to use the core rulebooks as much as possible. You don't need either of these accessories to use Alistrianna in your campaign; all the relevant text is included here.

"She" has a level of rogue to grant her access to the Perform and Tumble skills as class skills, thus lowering the levels needed to qualify for the duelist class. Her second level of rogue was added to give her the evasion ability; it seemed to fit the other abilities of the character.

Malaugrym are particularly suited to the Forgotten Realms, but they can appear anywhere. The origin or home of these creatures is not known; they seem to come fully grown and full of evil. This one favors the form of a female elf and calls herself Alistrianna. Born more dexterous than average, "she" was brought to the Material Plane years ago by a wizard who did not know any better. That wizard paid the price when Alistrianna ate him from the inside out rather than serve him. As she roams the world, she seeks always to spread destruction and evil. If she followed gods, hers would be Erythnul, God of Slaughter (or his equivalent in your campaign world). Her preferred food animal is human. Alistrianna is unlikely to serve as a secondary villain to another master villain, but acting as an independent villain she can contribute to the plans of a master villain in your campaign.

In combat, she fights in her elven form, using her duelist abilities when she has them. She can be quite flamboyant, as she has noticed that such behavior attracts the interests of humans. She also fights in monster forms, and prefers those with tentacles: bears that look like displacer beasts, giants with tentacles emerging from the sides of their bodies, plants with tentacles or vines. Alistrianna never uses her natural form. She exercises caution about getting into fights, as there are other ways to render "food animals" harmless so one can feed, but she does not fear combat.

Here we offer three versions of Alistrianna for varied challenge levels. She is presented with magic items equivalent to the value that a NPC of her level should have.

[5th-level malaugrym]/2nd-level Fighter (Elf Form) [5th-level malaugrym]/3rd-level Fighter/1st-level Rogue/2nd-level Duelist (Elf Form) [5th level malaugrym]/3rd-level Fighter/2nd-level Rogue/5th-level Duelist (Elf Form)
Challenge Rating: 6 Challenge Rating: 10 Challenge Rating: 14
Hit Dice: 5d8 + 2d10 + 7 Hit Dice: 5d8 + 3d10 + 1d6 + 2d10 + 11 Hit Dice: 5d8 + 3d10 + 2d6 + 5d10 + 15
Hit Points: 44 Hit Points: 65 Hit Points: 92
Initiative Modifier: +3 Initiative Modifier: +4 Initiative Modifier: +11
Speed: 60 ft., fly 30 ft. (perfect) [in natural form] Speed: 60 ft., fly 30 ft. (perfect) [in natural form] Speed: 60 ft., fly 30 ft. (perfect) [in natural form]
Armor Class: 21 (touch 13, flat-footed 18) Armor Class: 24 (26) (touch 14 [16], flat-footed 20 [22]) Armor Class: 27 (29) (touch 17 [19], flat-footed 20 [22])

Attacks:

  • Masterwork rapier +9 melee (1d6+1 [crit 18-20])

OR

  • Mighty (+1 Str bonus) composite longbow +8 ranged (1d8+1 [crit x3])

Attacks:

  • +1 rapier +13/+8 melee (1d6+2 [crit 18-20])

OR

  • Mighty (+1 Str bonus) composite longbow +12/+7 ranged (1d8+1 [crit x3])

Attacks:

  • +1 rapier +20/+15/+10 melee (1d6+2 [crit 18-20])

OR

  • Mighty (+1 Str bonus) composite longbow +19/+14/+9 ranged (1d8+1 [crit x3])
Face/Reach: 5 ft. x 5 ft./5 ft. Face/Reach: 5 ft. x 5 ft./5 ft. Face/Reach: 5 ft. x 5 ft./5 ft.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Spell Resistance 17
  • Immune to poison
  • Damage reduction 15/silver
  • Fast healing 3
  • Alternate Form (Su) -- Malaugryms can assume the form of any creature less that deity status, or a single object, as the shapechange spell cast by a 20th-level sorcerer. When assuming a humanoid form, a malaugrym's physical ability scores are the same as in its natural form, rather than the average for a member of that race. In any form, a malaugrym's true identity can be guessed by the golden light that glimmers in its eyes (Spot check DC 20 to notice this telltale gleam).
  • Silver Vulnerability (Ex) -- Malaugryms take maximum damage from silver weapons. A malaugrym cannot heal damage from silver weapons naturally, including with its fast healing ability. Cure wounds and like spells heal this damage normally.
  • Elven Racial Traits:
    Immune to magic sleep spells and effects
    +2 racial bonus to Will saves against enchantment spells and effects (not included in saves below)
    Low-light vision
    +2 racial bonus to Search, Spot, and Listen checks. An elf that passes within 5 ft. of a secret or concealed door is entitled to a Search check as though actively looking for it (bonuses included in skills below).

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Spell Resistance 21
  • Immune to poison
  • Damage reduction 15/silver
  • Fast healing 3
  • Alternate Form (Su) -- Malaugryms can assume the form of any creature less that deity status, or a single object, as the shapechange spell cast by a 20th-level sorcerer. When assuming a humanoid form, a malaugrym's physical ability scores are the same as in its natural form, rather than the average for a member of that race. In any form, a malaugrym's true identity can be guessed by the golden light that glimmers in its eyes (Spot check DC 20 to notice this telltale gleam).
  • Silver Vulnerability (Ex) -- Malaugryms take maximum damage from silver weapons. A malaugrym cannot heal damage from silver weapons naturally, including with its fast healing ability. Cure wounds and like spells heal this damage normally.
  • Traps
  • Sneak Attack +1d6
  • Canny Defense -- when using melee weapons, add Int modifier (+2) to AC. Loses this bonus when it loses Dex bonus to AC.
  • Precise Strike -- +1d6 damage when using one-handed piercing melee weapons. Does not work on creatures immune to critical hits or without discernable anatomies.
  • Elven Racial traits (when in elf form):
    Immune to magic sleep spells and effects
    +2 racial bonus to Will saves against enchantment spells and effects (not included in saves below)
    Low-light vision
    +2 racial bonus to Search, Spot, and Listen checks. An elf that passes within 5 ft. of a secret or concealed door is entitled to a Search check as though actively looking for it (bonuses included in skills below).

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Spell Resistance 25
  • Immune to poison
  • Damage reduction 15/silver
  • Fast healing 3
  • Alternate Form (Su) -- Malaugryms can assume the form of any creature less that deity status, or a single object, as the shapechange spell cast by a 20th-level sorcerer. When assuming a humanoid form, a malaugrym's physical ability scores are the same as in its natural form, rather than the average for a member of that race. In any form, a malaugrym's true identity can be guessed by the golden light that glimmers in its eyes (Spot check DC 20 to notice this telltale gleam).
  • Silver Vulnerability (Ex) -- Malaugryms take maximum damage from silver weapons. A malaugrym cannot heal damage from silver weapons naturally, including with its fast healing ability. Cure wounds and like spells heal this damage normally.
  • Traps
  • Sneak Attack +1d6
  • Evasion
  • Canny Defense -- when using melee weapons, add Int modifier (+2) to AC. Loses this bonus when it loses Dex bonus to AC.
  • Precise Strike -- +1d6 damage when using one-handed piercing melee weapons. Does not work on creatures immune to critical hits or without discernable anatomies.
  • Enhanced Mobility -- gets additional +4 bonus to AC against attacks of opportunity caused when it moves out of or within a threatened area.
  • Grace -- +2 competence bonus to all Reflex saves (included below)
  • Acrobatic Attack (Ex) -- when it jumps at least 5 ft. toward or down onto an opponent, or swings on a rope or similar object onto an opponent, it gains +2 to attack and damage rolls. Successful Jump check required with result at least 5 ft. If the distance given by the Jump result is greater than the distance to the foe, the duelist can limit the distance to that of the opponent as a free action.
  • Elven Racial traits (when in elf form):
    Immune to magic sleep spells and effects
    +2 racial bonus to Will saves against enchantment spells and effects (not included in saves below)
    Low-light vision
    +2 racial bonus to Search, Spot, and Listen checks. An elf that passes within 5 ft. of a secret or concealed door is entitled to a Search check as though actively looking for it (bonuses included in skills below).
Saving Throws: Fortitude +10, Reflex +7, Will +7 Saving Throws: Fortitude +10, Reflex +14, Will +8 Saving Throws: Fortitude +11, Reflex +21, Will +10
Strength: 12 Strength: 12 Strength: 12
Dexterity: 17 Dexterity: 18 Dexterity: 24
Constitution: 12 Constitution: 12 Constitution: 12
Intelligence: 15 Intelligence: 15 Intelligence: 15
Wisdom: 13 Wisdom: 13 Wisdom: 14
Charisma: 15 Charisma: 15 Charisma: 15
Skills : Bluff +10, Diplomacy +6Disguise +20, Intimidate +4 Jump +10, Listen +8, Search +4, Sense Motive +9, Spot +8, Tumble +6 Skills : Balance +9, Bluff +10, Climb +2, Diplomacy +6, Disguise +20, Intimidate +4 Jump +16, Listen +8, Perform +5, Ride (horse) +6, Search +4, Sense Motive +11, Spot +12, Tumble +10, Use Magic Device +4 Skills : Balance +14, Bluff +13, Climb +2, Diplomacy +6, Disguise +20, Hide +16, Intimidate +4 Jump +20, Listen +14, Perform +5, Ride (horse) +9, Search +4, Sense Motive +18, Spot +18, Tumble +17, Use Magic Device +5
Feats : Blind-Fight, Dodge, Expertise, Great Fortitude, Iron Will, Mobility, Weapon Finesse (rapier) Feats : Ambidexterity, Blind-Fight, Dodge, Expertise, Great Fortitude, Iron Will, Mobility, Weapon Finesse (rapier) Feats : Ambidexterity, Blind-Fight, Dodge, Expertise, Great Fortitude, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse (rapier)
Alignment: Chaotic evil Alignment: Chaotic evil Alignment: Chaotic evil
Languages: Common, Malaugrym Languages: Common, Malaugrym Languages: Common, Malaugrym
Equipment: The bonuses for these items are included in the statistics above. bracers of armor +2, boots of striding and springing, masterwork rapier, mighty (+1 Str bonus) composite longbow, potion of love, buckler shield Equipment: The bonuses for these items are included in the statistics above. bracers of armor +4,boots of striding and springing, +1 rapier, mighty (+1 Str bonus) composite longbow, buckler shield Equipment: The bonuses for these items are included in the statistics above. gloves of dexterity +6, bracers of armor +4, boots of striding and springing, cloak of elvenkind, +1 rapier, mighty composite longbow (+1), buckler shield

On Malaugryms, From Monsters of Faerun:

Malaugryms are perfect shapeshifters whose greatest delight is extending a jawed tentacle down a living captive's throat and eating him from the inside out.

Also known as shadowmasters, malaugryms are creatures of pure evil native to some alien place. Consumed with a lust for power, they hungrily await any opportunity to venture to the Material Plane to extend their dominion and acquire their favorite food. They use the Plane of Shadow to reach the Material Plane, leading to the (apparently mistaken) impression that they are actually native to that place.

In their natural form (almost never seen), malaugryms are spherical creatures about four feet in diameter, with three long, powerful tentacles tipped by razor-sharp hooks, and a beaked mouth in the center of their bodies. Three large, round, golden eyes surround the beak. Their hide is rubbery and thick, mottled brown and green in color. They possess an innate levitation ability and hover in the air, tentacles coiling in constant motion.

Malaugryms do age, but they do not seem to die of old age. Though they might otherwise be immortal, very old malaugryms are typically eliminated by younger, stronger malaugryms hungry for their place and status.

Most malaugryms have one or two forms that they prefer. In many cases they use a normal-seeming human form for day-to-day business on the Material Plane, and a more monstrous and powerful form in combat. They fight intelligently, and do not hesitate to flee a battle they are clearly losing.

About the Author

Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.

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