05/28/2003


Lords of the Lost Vale



Special thanks to Jesse Decker, editor of Dragon Magazine at Paizo Publishing, for his speedy work in making this text available.

Four New PC Races

Somewhere near the Dalelands of Faerûn exists a colony of intelligent reptilian creatures said to be from another world and championed by a great paladin hero who travels with a strange bard. Many have heard tales of these "dragonmen," but few have seen them. The stories tell of the Lost Vale, a place where these dragonfolk have a village and farm and craft just as human folk do, yet some of the dragonfolk are as big as ogres and some of the little ones can fly.

These stories are true, and they describe the saurials, a race of intelligent reptilian humanoids stranded in Faerûn by the actions of an evil deity. More intelligent than lizardfolk and inclined to be peaceful and civilized, the saurials have maintained their isolated community for nearly fifteen years, allowing few visitors and leaving only to protect their homes or acquire needed goods they cannot make themselves. That might change in the next year however, as the first generation of saurials born in Faerûn reaches maturity and becomes curious about the rest of the world. Saurial elders caution the young ones against reckless wandering, for they know the people in the outside world often fear the unfamiliar and might take offense to a talking 6-foot-tall reptile, but the saurials are not a timid people, and these cautions cannot dim the spark of life and independence that has allowed these creatures to survive and thrive despite their former enslavement by the embodiment of corruption itself.

Saurials are intelligent bipedal reptiles brought to Faerûn as slaves by the evil god Moander. With the death of that deity, they struggle to survive in a strange new world.

In Your Campaign

You don't need to play in a Forgotten Realms campaign to use saurials. You can import saurials into your campaign in a variety of ways:

  • The saurials appeared in your campaign world in much the same fashion presented here, but they freed themselves from slavery, and the PCs are the first to discover the enigmatic race.

  • Saurials are invaders from another time or plane. The flyers act as scouts, while the bladebacks and finheads form squads of brute warriors and elite strike forces. Lead by a cabal of hornheads, the saurials are bent on conquering some warm and marshy land.

  • Saurials have always existed on your world, but they were never known until recently when the depths of a huge jungle were penetrated or a new continent was discovered (perhaps by the PCs).

  • The saurials were accidentally created by a crazed druid intent on bringing a long extinct species (dinosaurs) back to life.

  • The saurials are an evolved form of lizardfolk.

  • The subraces of saurials, lizardfolk, and troglodytes are all separate civilized species like dwarves, gnomes, elves, and so on.
  • Saurials are community-minded beings from another Material Plane. Kidnapped from their homes by Moander, they were transported to a place in the Dalelands called the Lost Vale. They worked for him as slaves, corrupting and destroying the plants and creatures of the Lost Vale to suit his evil purposes. Eventually the saurials were freed when Moander was slain by the actions of a former Harper named Finder Wyvernspur (who absorbed Moander's divine energy and became a deity), a saurial paladin known as Dragonbait, and a female adventurer named Alias. Elminster suggested that the saurials remain in the Lost Vale and work to repair the damage they had caused, and they have done so, using this time to recover physically and spiritually from the treatment they suffered as slaves to Moander's will.

    The Lost Vale Tribe (as they call themselves) originally numbered 110 saurials, all of whom were adults. (Moander slew the young of the tribe.) In the years since their release, they have had many hatchings, and the tribe now numbers 485 individuals, with 104 of the original inhabitants surviving. The leader of the tribe is Grypht (NG hornhead saurial Wiz15), who has three apprentices (NG saurials Wiz3). The spiritual leaders of the community are Sweetleaf (NG bladeback saurial Clr9 of Chauntea) and Copperbloom (CG finhead saurial Clr5 of Finder Wyvernspur) and their eight acolytes (NG or CG saurials Clr2 of Chauntea or Finder Wyvernspur).

    Saurials come in many varieties, although only four are known to be in the world of Toril. They are close to the size of a human in most cases, and most have tails and clawed hands. Most saurials are green in color with patterns of yellow scales on their backs. Very rarely a pure white saurial is hatched, but there is no stigma or omen associated with this.

    Combat

    Most saurials are uncomfortable in armor, preferring the natural protection of their scales, and they usually wear little more than a loincloth and a simple loose cloak. They do not suffer any additional penalties for wearing armor, assuming that it has been modified to accommodate a tail. Most saurials are noncombatants and fight with their natural weapons if pressed. Some saurials (such as saurial adventurers) are familiar with the use of weapons. Saurial weapons tend to have shorter hilts and barbed tips, although these do not affect the abilities of the weapon. Saurials work together and coordinate attacks, although they usually do not plan strategies ahead of time unless facing an enemy they have fought before. The statistics presented below reflect a typical saurial without character levels.

    Multiple Natural Attacks

    Sometimes a creature (such as a saurial) has multiple natural attacks. The creature's primary attack (2 claw attacks, in the case of a saurial) enjoys the creature's full attack bonus and applies the creature's full Strength bonus to damage.

    All the creature's other natural attacks are secondary attacks and have a -5 penalty on the attack bonus and apply only one half the creature's Strength bonus on damage rolls. (In the case of a saurial, these penalties apply to its tail attack.)

    Should a creature with multiple natural attacks use a weapon, the weapon is always considered the creature's primary attack. All other natural attacks suffer the -5 penalty to hit and add only half the creature's Strength bonus on damage rolls, regardless of whether or not the other attacks were originally designated as primary or secondary. Thus, a saurial wielding a weapon in one hand would attack with its full attack bonus to hit and its full Strength bonus on damage rolls with the weapon. It also could attack with its other claw or its tail or both its other claw and its tail -- all those attacks would be made with a -5 penalty and add only half the saurial's Strength bonus on damage rolls.

    A creature with multiple natural attacks that only makes one of those attacks in a round makes that attack at its listed attack bonus. An attack originally designated as secondary still suffers a -5 penalty to hit.

    Saurials and other creatures with multiple attacks can take the Multiattack feat, reducing the penalty to hit with secondary natural attacks from -5 to -2. This does not change the fact that such secondary natural attacks add only half the creature's Strength bonus on damage rolls.

    There are some exceptions to these rules: The most obvious is that player character races without natural attacks follow the rules for off-hand attacks, but also some monsters, such as dragons, follow different conventions. You can easily tell the difference by looking at a creature's description in the Monster Manual. If it lists only weapon attacks, it follows the rules for off-hand attacks when making multiple attacks without a weapon (unless the creature is also a monk). If it has any nonweapon melee attacks, it follows the off-hand rules for using multiple weapons, but it follows the multiple natural attack rules whenever it uses the listed natural attacks.

    Saurial Traits

    Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws.

    In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.

    Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.

    Scent (Ex): Saurials have the scent special quality, as described in the Monster Manual.

    Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.

    Tail Reach (Ex): Hornhead saurials (and only hornheads) have 10-foot reach for attacks with their tails.

    Saurials as Player Characters

    Saurials are a peaceful and contemplative race. Although they are trying to expand their numbers, they have no desire to conquer new lands or greatly influence the world around them. Of course, individual saurials vary, and many young saurials are curious about the world they now reside in. Some of the first-generation saurials born in the Lost Vale are about to reach adulthood, and likely some will choose to explore the world around them. Their community ties make them comfortable in a group of adventurers; rarely does a saurial travel alone, especially if it cannot communicate with other creatures.

    Relations: Saurials are generally nonaggressive and content to be left alone with their own kind. They have had little contact with other races and are wary of them. They know that other creatures in Faerûn find their appearance frightening, and they often go to great lengths to remain hidden or disguise themselves when other sentient races are nearby.

    Saurials get along with open-minded people and those that respect nature. Since they have remained isolated from the other communities in the Dales, a visiting saurial is likely to react with surprise at the many shapes and colors of the other people of the world. Initial impressions of these people are likely to color the saurial's perception of that race as a whole (finheads in particular tend to act this way).

    Saurials mate for life, and if times are good, the pair can produce 1-2 eggs per year. They share the duties of protecting the eggs and caring for and training the young. Hatchlings grow as large as adults within 5 years but require another 10-15 years to reach the maturity level of an adult. Saurials have the same life expectancy and age categories as dwarves.

    Alignment: Saurials are good-natured and have an instinctive feel for how they fit into their own community. At the same time, they believe in the rights of individuals to seek out and learn what they want where they want (possibly a form of rebellion against Moander's slavery). Together these two factors make them favor good over evil. Lawful saurials tend to be exceedingly protective, while chaotic ones tend to be more aggressive. They value a balanced outlook of how good aims should be achieved and how creatures should live their lives, preferring that personal freedoms share space with the will of the majority. Their leaders are usually wise saurials with good judgment who embody this ideal.

    Saurial Lands: Saurials organize themselves into villages, with each individual learning a skill that suits them, such as blacksmithing, weaving, farming, hunting, carpentry, masonry, and so on. They build stone dwellings, each of which houses a single family, although they have been known to live in thatched huts if material or time is in short supply.

    Saurial communities usually have members of more than one subrace, and they treat each other as equals, seeing their fellow villagers primarily as saurials and only secondarily as a subrace, with each person having something valuable to contribute to the community. Members of different subraces cannot crossbreed, so a saurial house normally consists of creatures of the same subrace. Finheads are the most common type of saurial, with bladebacks and hornheads in smaller numbers because they consume more food and deliberately keep their numbers low to prevent depleting the village's resources.

    Religion: Saurials are a spiritual people, and in Faerûn most of them venerate Finder Wyvernspur. In their home world they worship other deities but have converted to the worship of equivalent deities in Faerûn. Of particular importance in saurial society is the soul singer, a type of bard preferring divination spells and thought to have a spiritual connection to the health of the tribe. The Lost Vale tribe has had an unprecedented seven soul singers hatched since their freedom from slavery.

    Language: Saurials speak Draconic, but their voices are naturally pitched too high for humanoids to hear, and they punctuate their speech with scents that define emotions. Dragons and fey can hear saurial voices (although fey don't necessarily understand Draconic) and generally understand the scent cues regardless of the vocal content of the message. Other creatures can interpret some of the common stronger scents to understand the creature's mood: brimstone means confusion, roses mean sadness, lemons mean pleasure or joy, baked bread means anger, violets mean danger or fear, honeysuckle means tenderness, wood smoke means devotion or piety, tar means victory, and ham means nervousness or worry.

    Because of the pitch difference, humanoids and most other creatures have difficulty understanding saurials. Creatures that speak Draconic can be understood by saurials, although their speech seems dull and tired compared to that of a saurial. Saurials can learn to speak languages normally (including Draconic) if they study them, although few have learned to do so. Because of the difficulty of learning the "deep tongues," saurials cannot speak the bonus languages they select (but they can understand them) unless they devote skill points to learn the languages. Saurials carve lines on sticks for written records, which are normally only used for magical writing or recording important events.

    Names: Saurial names are a combination of words in Draconic and scents. The Common names for individual saurials and the names of the subraces used among the other races are either nicknames or loose translations of their saurial name. Parents tend to choose names after physical objects or concepts rather than abstract names with no meaning. Saurials usually use the name their parents gave them among their own kind but are comfortable using an "adopted" name among other creatures that cannot speak Draconic, although they try to find a name with a similar meaning to their saurial name.

    Subraces: As a whole, saurial society works the same regardless of the majority subrace in a village. Subraces differ from each other primarily in appearance and in personal outlook. The following are the only types known to live in Faerûn, although it is possible that others might come through a portal now that a connection has been made to their home world.

    Bladebacks

    Bladeback
    Medium-Size Humanoid (Reptilian)
    Hit Dice: 2d8 (9 hp)
    Initiative: +0
    Speed: 30 ft.
    AC: 14 (+4 natural), touch 10, flat-footed 14
    Attacks: 2 claws +2 melee and tail -3 melee
    Damage: Claw 1d4+1, tail 1d3
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Special Qualities: Low-light vision, saurial traits
    Saves: Fort +0, Ref +3, Will +2
    Abilities: Str 13, Dex 11, Con 10, Int 10, Wis 11, Cha 12
    Skills: Craft (any) +2, Diplomacy +4, Jump +3
    Feats: Iron Will
    Climate/Terrain: Temperate and warm forest
    Organization: Pair, pack (3-5), or tribe (6-30)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually neutral good
    Advancement: By character class
    Level Adjustment: +2

    Personality: Bladebacks are very social and mix well with all kinds of saurials. They are the most straightforward and trusting of their kind. They work hard to understand the motives of others and are slow to forget slights and offenses. Slow to anger, they are passionate once pushed to the point of aggression. Bladebacks often become village leaders or advisors to those leaders.

    Physical Description: Taller and stockier than a human, a bladeback is built much like a half-orc. Each has a series of large sharp scales running down its spine from its head to the tip of its tail. Its tail is about as long as its body.

    Adventurers: Like most saurials, bladeback adventurers are usually motivated by curiosity about the world around them. Their trusting and open natures often get bladebacks into trouble that they must use their muscle to escape.

    Bladeback Racial Traits

    • +2 Strength, +2 Charisma: Bladebacks are naturally strong and outgoing.
    • Medium-size: As Medium-size creatures, bladebacks have no special bonuses or penalties due to their size.
    • Bladeback base speed is 30 feet.
    • Low-Light Vision: Bladebacks can see twice as far in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Favored Class: Cleric. Bladebacks are natural diplomats and have an innate spiritual talent.
    • Automatic Languages: Draconic. Bonus Languages: Common, Elven, Sylvan, and Celestial. Saurials have difficulty with other languages and although they can understand and read all the bonus languages they know, they cannot speak them without spending skill points.
    • Natural Armor: A bladeback has +4 natural armor.
    • Natural Attacks: Bladebacks can make two claw attacks and one tail attack. Claw attacks deal 1d4 points of damage plus Strength modifier; a tail attack deals 1d3 points of damage plus Strength penalty or one-half Strength bonus. See the Multiple Natural Attacks sidebar for more details.
    • Saurial Traits: Bladebacks have the cold torpor, protection from sonic attacks, vulnerability to gas attacks, and scent special qualities, as described above.
    • Base Hit Dice: Bladebacks have 2d8 Hit Dice in addition to Hit Dice from their character levels. These Hit Dice give them a starting base attack bonus of +1, Fortitude base save of +0, Reflex base save of +3, Will base save of +0, 7 skill points (class skills for these skill points are Craft, Diplomacy, and Jump), and 1 feat (usually spent on Iron Will).
    • Level Adjustment: +2. Bladebacks are more powerful and gain levels more slowly than the races in the Player's Handbook. See the Powerful Races sidebar in the Forgotten Realms Campaign Setting for more information.

    Finheads

    Finhead
    Medium-Size Humanoid (Reptilian)
    Hit Dice: 2d8 (9 hp)
    Initiative: +1
    Speed: 30 ft.
    AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
    Attacks: 2 claws +1 melee and tail -4 melee
    Damage: Claw 1d4, tail 1d3
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Special Qualities: Low-light vision, saurial traits
    Saves: Fort +0, Ref +4, Will +1
    Abilities: Str 11, Dex 13, Con 10, Int 11, Wis 12, Cha 10
    Skills: Balance +3, Craft (any) +2, Jump +3, Listen +3, Spot +3
    Feats: Alertness
    Climate/Terrain: Temperate and warm forest
    Organization: Pair, pack (3-5) or tribe (6-30)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually neutral good
    Advancement: By character class
    Level Adjustment: +2

    Personality: Alert, bright, active, curious, and emotional, finheads are good with their hands and willing to do hard work and even soldiering. They tend to believe in ultimate concepts of good, evil, and truth, and they see the world in terms of black and white.

    Physical Description: Finheads are very close in shape and proportions to humans; although they are slightly shorter than a typical human. A finhead's tail is just over half its body length, and it has a pronounced fin on its head.

    Adventurers: Finheads are enthusiastic about new tasks and adventures, and they often leap into dangerous situations before fully understanding what is going on. Even so, finheads are perceptive and think quickly on their feet, allowing them to assess situations within moments of their arrival.

    Finhead Racial Traits

    • +2 Dexterity, +2 Wisdom: Finheads have good reflexes and insight.
    • Medium-Size: As Medium-size creatures, finheads have no special bonuses or penalties due to their size.
    • Finhead base speed is 30 feet.
    • Low-Light Vision: Finheads can see twice as far in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Favored Class: Paladin. Finheads have a natural zeal and a strong sense of what is good and evil.
    • Automatic Languages: Draconic. Bonus Languages: Common, Elven, Sylvan, and Celestial. Saurials have difficulty with other languages, and although they can understand and read all the bonus languages they know, they cannot speak them without spending skill points.
    • Natural Armor: A finhead has +4 natural armor.
    • Natural Attacks: Finheads can make two claw attacks and one tail attack. Claw attacks deal 1d4 points of damage plus Strength modifier; a tail attack deals 1d3 points of damage plus Strength penalty or one-half Strength bonus. See the Multiple Natural Attacks sidebar for more details.
    • Saurial Traits: Finheads have the cold torpor, protection from sonic attacks, vulnerability to gas attacks, and scent special traits as described above.
    • Base Hit Dice: Finheads have 2d8 Hit Dice in addition to Hit Dice from their character levels. These Hit Dice give them a starting base attack bonus of +1, Fortitude base save of +0, Reflex base save of +3, Will base save of +0, 7 skill points (class skills for these skill points are Balance, Craft [any], and Jump), and 1 feat (usually spent on Alertness).
    • Level Adjustment: +2. Finheads are more powerful and gain levels more slowly than the races in the Player's Handbook. See the Powerful Races sidebar in the Forgotten Realms Campaign Setting for more information.

    Flyers

    Flyer
    Small Humanoid (Reptilian)
    Hit Dice: 2d8-2 (7 hp)
    Initiative: +2
    Speed: 20 ft., fly 50 ft. (average)
    AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
    Attacks: 2 claws +2 melee and tail -3 melee
    Damage: Claw 1d3, tail 1d2
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Special Qualities: Low-light vision, saurial traits
    Saves: Fort -1, Ref +5, Will +0
    Abilities: Str 11, Dex 15, Con 8, Int 11, Wis 10, Cha 8
    Skills: Balance +4, Craft (any) +2, Gather Information +2, Hide +6
    Feats: Flyby Attack
    Climate/Terrain: Temperate and warm forest
    Organization: Pair, pack (3-5) or tribe (6-30)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually neutral good
    Advancement Range: By character class
    Level Adjustment: +3

    Personality: Flyers are the most nervous and noisy of the saurials, and they are irritable and often irritating to others. They are more likely to flee than to fight if threatened. They love gossip and like to spend time with people interested in listening to them.

    Physical Description: A flyer is a small variety of saurial, proportioned similar to a halfling. It has a short tail and a flap of scaly skin beneath each of its arms, allowing it to fly. These primitive wings stretch from a flyer's wrist to its waist, making it difficult for a flyer to wear normal clothing, armor, or even a backpack without modifications. Flyers sometimes have an area of bold red scales around the neck.

    Adventurers: Flyers usually act as scouts and messengers in a saurial community, although the saurials' history notes several important heroes who were flyers. Flyers that become adventurers often do so by accident or out of necessity since their role in saurial society often puts them in harm's way.

    Flyer Racial Traits

    • +4 Dexterity, -2 Constitution, -2 Charisma: Flyers are graceful flyers, but they are weak and often irritating.
    • Small: As Small creatures, flyers gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
    • Flyer base speed is 20 feet. Flyers can fly at a speed of 50 feet with average maneuverability.
    • Low-Light Vision: Flyers can see twice as far in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Favored Class: Rogue. Flyers have had to rely on skill and guile to make up for their physical weaknesses compared to other creatures.
    • Automatic Languages: Draconic. Bonus Languages: Common, Elven, Sylvan, and Celestial. Saurials have difficulty with other languages and although they can understand and read all the bonus languages they know, they cannot speak them without spending skill points.
    • Natural Armor: A flyer has +4 natural armor.
    • Natural Attacks: Flyers can make two claw attacks and one tail attack. Claw attacks deal 1d3 points of damage plus Strength modifier; a tail attack deals 1d2 points of damage plus Strength penalty or one-half Strength bonus. See the Multiple Natural Attacks sidebar for more details.
    • Saurial Traits: Flyers have the cold torpor, protection from sonic attacks, vulnerability to gas attacks, and scent special traits as described above.
    • Base Hit Dice: Flyers have 2d8 Hit Dice in addition to Hit Dice from their character levels. These Hit Dice give them a starting base attack bonus of +1, Fortitude base save of +0, Reflex base save of +3, Will base save of +0, 7 skill points (class skills for these skill points are Balance, Craft [any], and Jump), and 1 feat (usually spent on Flyby Attack).
    • Level Adjustment: +3. Flyers are more powerful and gain levels more slowly than the races in the Player's Handbook. See the Powerful Races sidebar in the Forgotten Realms Campaign Setting for more information.

    Hornheads

    Hornhead
    Large Humanoid (Reptilian)
    Hit Dice: 2d8 (9 hp)
    Initiative: +0
    Speed: 30 ft.
    AC: 14 (-1 size, +5 natural), touch 9, flat-footed 14
    Attacks: 2 claws +1 melee and tail -4 melee
    Damage: Claw 1d4+1, tail 1d4
    Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. with tail)
    Special Qualities: Saurial traits
    Saves: Fort +0, Ref +3, Will +0
    Abilities: Str 13, Dex 10, Con 11, Int 12, Wis 11, Cha 10
    Skills: Craft (blacksmithing or weaponsmithing) +4, Jump +3, Knowledge (architecture and engineering) +3
    Feats: Power Attack
    Climate/Terrain: Temperate and warm forest
    Organization: Pair, pack (3-5) or tribe (6-30)
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Usually neutral good
    Advancement Range: By character class
    Level Adjustment: +2

    Personality: Hornheads tend to be careful, rational planners, choosing their words carefully and loathing taking action without the opportunity for contemplation. They have an interest in alchemy, engineering, and other mental pursuits, as well as physical tasks requiring discipline such as blacksmithing and weaponsmithing.

    Physical Description: The largest of the known kinds of saurials, a hornhead has a tail longer than its own body, sharp horns growing from its head, and a bony plate protecting its neck.

    Adventurers: Like most adventuring saurials, hornheads seek knowledge of the outside world, but hornheads are consumed by a desire to understand the particulars of the world around them, be they the laws of other cultures, the philosophical underpinnings of a religion, or the arcane secrets of new spells. A hornhead's favored class is wizard, although some choose to develop an innate talent for sorcery instead.

    Hornhead Racial Traits

    • +2 Strength, +2 Intelligence: Hornheads are strong and have sharp minds.
    • Large: As Large creatures, hornheads have a -1 size modifier to Armor Class, a -1 size modifier on attack rolls, and a -4 size modifier on Hide checks. They can use larger weapons than humans use, and their lifting and carrying limits are double those of Medium-size characters.
    • Tail Reach: Hornheads have 10-foot reach with their tail attacks.
    • Hornheads base speed is 30 feet.
    • Low-Light Vision: Hornheads can see twice as far in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Favored Class: Wizard. Hornheads have the patience and talent for wizardry (although some become sorcerers, these hornheads do not have sorcerer as their favored class).
    • Automatic Languages: Draconic. Bonus Languages: Common, Elven, Sylvan, and Celestial. Saurials have difficulty with other languages and although they can understand and read all the bonus languages they know, they cannot speak them without spending skill points.
    • Natural Armor: A hornhead has +5 natural armor.
    • Natural Attacks: Hornheads can make two claw attacks and one tail attack. Claw attacks deal 1d4 points of damage plus Strength modifier; a tail attack deals 1d4 points of damage plus Strength penalty or one-half Strength bonus. See the Multiple Natural Attacks sidebar for more details.
    • Saurial Traits: Hornheads have the cold torpor, protection from sonic attacks, vulnerability to gas attacks, and scent special traits as described above.
    • Base Hit Dice: Hornheads have 2d8 Hit Dice in addition to Hit Dice from their character levels. These Hit Dice give them a starting base attack bonus of +1, Fortitude base save of +0, Reflex base save of +3, Will base save of +0, 7 skill points (class skills for these skill points are Craft [blacksmithing or weaponsmithing], Jump, and Knowledge [architecture and engineering]), and 1 feat (usually spent on Power Attack).
    • Level Adjustment: +2. Hornheads are more powerful and gain levels more slowly than the races in the Player's Handbook. See the Powerful Races sidebar in the Forgotten Realms Campaign Setting for more information.

    Sample Character

    Dragonbait: Male finhead saurial Paladin 10 of Tyr; CR 11; Medium-size humanoid (reptilian); HD 2d8+6 plus 10d10+30; hp 131; Init +1; Spd 30 ft.; AC 21, touch 13, flat-footed 20; Atk +16 melee (1d4+5, 2 claws) and +11 melee (1d3+2, tail slap), or +19/+14/+9 melee (1d8+9/19-20, +2 flaming burst longsword) and +11 melee (1d3+2, tail slap); SA smite evil, turn undead 7/day; SQ aura of courage, detect evil, divine grace, divine health, lay on hands, low-light vision, remove disease 3/week, saurial traits; AL LG; SV Fort +17, Ref +14, Will +13; Str 20, Dex 13, Con 17, Int 14, Wis 16, Cha 18.

    Skills and Feats: Balance +3, Craft (weaponsmithing) +7, Diplomacy +9, Heal +9, Intuit Direction +5, Jump +8, Knowledge (religion) +8, Listen +8, Ride (horse) +5, Speak Language +1, Spot +8; Alertness, Cleave, Endurance, Power Attack, Weapon Focus (longsword).

    Smite Evil (Su): Once per day, Dragonbait may attempt to smite evil with one normal melee attack. He adds +4 to his attack roll and deals 10 extra points of damage. Smiting a creature that is not evil has no effect but uses the ability for that day.

    Remove Disease (Sp): Dragonbait can use remove disease, as the spell, 3/week times per week.

    Aura of Courage (Su): Dragonbait is immune to fear, magical or otherwise. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.

    Detect Evil (Sp): Dragonbait can use detect evil at will as the spell.

    Divine Grace: Dragonbait applies his Charisma bonus to all saving throws. (This modifier is already figured into the statistics given above.)

    Divine Health: Dragonbait is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

    Lay on Hands (Sp): Dragonbait can heal wounds by touch as a standard action. Each day he can cure 40 hit points. He can cure himself and can divide the curing among multiple recipients. He doesn't have to use it all at once. Alternatively, Dragonbait can use some or all of these points to deal damage to undead creatures as a touch attack.

    Saurial Traits: Dragonbait has the cold torpor, protection from sonic attacks, vulnerability to gas attacks, and scent special qualities, as described above.

    Paladin Spells Prepared (2/2; save DC 13 + spell level): 1st -- bless, bless water; 2nd -- delay poison, resist elements.

    Possessions*:+2 flaming burst longsword, cloak of resistance +3, belt of giant strength +4, bracers of armor +4, ring of protection +2, Keoghtom's ointment.

    * Note that Dragonbait's possessions follow the PC wealth total guidelines (Table 5-1: Character Wealth By Level in the Dungeon Master's Guide) instead of the NPC gear value total guidelines (Table 2-44: NPC Gear Value in the Dungeon Master's Guide).

    History: On his home world, the saurial paladin called Champion served the god of justice. On an extraplanar quest he was captured by a demon but was subsequently freed by the actions of a luck goddess and came to Faerûn. Captured by an evil group led by a sorcerer named Cassana, he was to be sacrificed to provide the soul for an artificial being, named Alias, they were creating. Somehow Alias became alive on her own -- without Champion being sacrificed. With the help of Finder Wyvernspur (who at the time was not a deity), the two escaped their captors. Alias distrusted Champion at first and threatened that if Champion made one wrong move he would be "dragonbait." Lacking the ability to speak in a language she knew, he accepted this term as his name in this world. The two eventually eliminated their captors after being captured again.

    The next adventure of this strange couple involved investigating rumors of the return of Moander, an evil god of rot and corruption that had been imprisoned for some time. They and one of the Harpers found that a group of saurials had been brought to Faerûn and enslaved to facilitate the deity's full return to the world. With magical help, they realized that Finder was key to the success of their mission. They teleported to a refuge of Finder's and found him and a halfling ally battling a beholder minion of Moander and its orc troops. With the defeat of the monsters, the group returned to the Lost Vale where the enslaved saurials were working. Using cold magic to make the saurials sluggish, the heroes defeated Dragonbait's people without serious harm on either side. Finder and an allied mage traveled to another plane and succeeded in permanently destroying Moander. Finder inherited the slain deity's divine power and became a god himself.

    Elminster encouraged the saurials to remain in the Lost Vale, and Dragonbait and Alias remained there for some time. One of their later adventures involved traveling to Westgate to acquire a powerful magic item that would help the saurials watch their borders more easily. The leaders of Westgate solicited their aid in breaking the back of the Night Masks, which controlled crime in the city. After they unraveled a complex web of payoffs, intrigue, and false identities, they defeated the leader of the Night Masks (inadvertently opening the way for one of Manshoon's clones to take over the organization a year later).

    Dragonbait and Alias returned to the Lost Vale. Dragonbait is more settled now, has learned how to speak the Common tongue, and has taken a mate, Copperbloom. He spends most of his time helping protect his people and raise his children. He is still a valiant fighter and champion of good, and he stands ready to defend his homeland and his people against threats. Although he still serves his original deity (known to Faerûnians only as "the god of justice"), Dragonbait acknowledges the Faerûnian deities and receives his divine spells from Tyr. Dragonbait might be found almost anywhere in the Dalelands, often accompanied by Alias or other saurial warriors, usually on a quest for information, resources, or aid for the saurials of the Lost Vale.

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