The Underdark
The region known as the Underdark is a
vast network of caverns that stretches primarily beneath the core
Interranuic landmasses (Capitol/Ghed, the Hordelands, Doria and
Alfland). The known Underdark does not open up into Pallin, Iiso or
the Saqqa desert, and the one access point to Raevel was closed off
by a fairly recent earthquake. There are legends that suggest the
existence of a tunnel, accessible from the Underdark, that goes as
far as New Pallin or the Far World, but no one has thus far found
said entrance.
The Underdark is a practical necessity for the Dark Wrath, as its
numerous openings throughout Ghed, the Hordelands and Doria allow for
ease of deployment in regions of major conflict. The races of the
Underdark are also excellent sources of reinforcement and protection
for underground supply lines for the Dark Wrath, and all of the
Underdark's major settlements have given their pledges of allegiance
to the Dark Council.
Geopolitical Background
Though they are several nations, the creatures of the Underdark are effectively united into one singular geographic entity by their alliance with the Dark Wrath. As such, all intra-Underdark enmities are dissolved under the terms of the alliance, and all enemies of the Wrath are also enemies of the Underdark (and vice versa).
Internal Background
The Underdark of Kulm is unique among such places in the multiverse, in that Kulm's deep dark place has absolutely no presence of good races at all. The Svirfneblin and good Dwarves were forced closer to the surface ages ago, and those are traditionally the only holdouts of goodness in underdark environments.
This is not to suggest that evil has completely united the Underdark: in-fighting was commonplace before the arrival of Tristan Dragonbane, who introduced (first to the Drow of Zhanduril) the idea of the alliance of the Dark Wrath. With Zhanduril's Matron Mothers believing the Wrath to be a part of the Will of Lolth, other Underdark powers quickly signed on (for fear of being the target of a new Drow offensive, bolstered by powerful surfacer allies).
The Underdark nations each retain their sovereignty. The following kingdoms of the Underdark are presently recognized officially as part of the Dark Wrath's alliance:
- Zhanduril, Empire of the Drow. Ruled by House Everhate's Matron, Ardulae, the city state of Zhanduril is the most powerful Drow city of Kulm's Underdark. Of all the Drow holdings, it sits closest to the sealed surface entrance in Alfland -- which, according to legend, is where the Drow of Kulm first descended into the dark millennia ago. Zhanduril is by far the most cosmopolitan of the Underdark's cities, and for centuries has been an important economic and diplomatic center for all nations under the surface. It is currently the most vital center for trade and contact with other Dark Wrath powers.
- Traugoan, the Dark Dwarven Republic. Long ago, the Derro and Duergar forged an alliance for mutual survival. Both races were at war with each other, as well as with the Drow, Illithids, Beholders, Kuo-Toa, Svirfneblin and Deep Dwarves. When they reconciled with each other (on the basis of nothing other than their common dwarfness) and founded the city of Traugoan, they created one of the Underdark's most powerful forces. Since joining forces, the Dark Dwarves have forced the Svirfneblin and Deep Dwarves to the surface, helped to force the Kuo-Toa to flee for their race's survival into the Atalantaic Ocean, and have fought the Drow, Illithids and Beholders to a stalemate in multiple confrontations throughout their history. Traugoan is ruled by a Senate, elected by the various Duergar and Derro strongholds within Dark Dwarven territory. It is arguably one of the most democratic nations on Kulm, as every citizen of the nation is enfranchised and represented in the Senate.
- Abstemious, Realm of the Illithids. Ruled by a conclave of Elder Brains, Abstemious is the hub of Illithid society in Kulm's Underdark. Situated beneath the Hordelands, Abstemious is an important ally to Thalgor Icefist, who is a member of the Dark Council and is currently working to dethrone the presiding Warchief of the Blacktooth clan. An illithid named Xelorren acts as Abstemious' Prime Diplomat, a political position beneath the conclave of Elder Brains whose job it is to represent the interests of the Illithids among other humanoids (since the Elder Brains judge somewhat correctly that it is less off-putting to deal with a humanoid Illithid than it is to deal with a gigantic cerebral mass floating in a brine pool).
- Kaggash, the Hive of the Beholders. The Kaggash Hive is actually the descendent of three (or more) Beholder Nations who ended the generations-long feuding among Kulm's various Beholder ethnicities by merging together. Now, the Kaggash believe themselves to be the most perfect of all Beholders in the multiverse, and vow to (eventually) get around to destroying all other Beholders everywhere. For a Beholder society, Kaggash is surprisingly egalitarian. Individuals who display ability and capability are elevated to positions of power and influence, whether they are common Beholders, Elde Orbs, Beholder Magi or Hive Mothers. The current Hivelord is a Beholder named Xiccapoctuhl, who (like Xelorren of the Illithids) is allied with Thalgor Icefist of the Hordelands.
- Ilxenariam, Domain of the Ixzan. The Ixzan are descendents of Ixitxachitl from the Atalantaic who were persecuted for their worship of Ilxendren and banished from the oceans ages ago (now, though, both Ilxendren and Demogorgon are worshipped equally by the Ixitxachitl -- go figure). The Ixzan came to the Underdark, and thanks to an adaptation that allows them to survive in freshwater, have become one of the dominant regional powers. From their capital of Ilxenariam, the Ixzan control vast swaths of the Underdark's lake regions. A three-way war with the Aboleth and Kuo-Toa helped to push the Kuo-Toa into exile long ago, and conflict with the Aboleths continued to rage until the arrival of the Dark Wrath. Owing to their heritage as pilgrims, the Ixzan of Kulm are a strict theocracy dedicated to glorifying Ilxendren.
- Skummerekus, Kingdom of the Aboleth. The Aboleth are large, slimy psionic fish-monsters. Sounds scary, huh!? The Kingdom itself is a twisted, amphibious rendition of a traditional feudal monarchy: the majority of the population within an Aboleth city is comprised of either enslaved humanoids/humans/demihumans or a special slave race called Skum (who vaguely resemble humanoid fish). These are the serfs, who live to serve their Aboleth masters -- the landed aristocracy. At the top of it all is the Savant-King, a powerful spellcasting monarch who rules for life and whose offspring inherit the throne.

The Drow are one of the most famous of the races of any world's Underdark region. They are renowned for their cruelty, their power and their enigmatic beauty, and the Drow of Kulm are no exception to this standard.
Ability Score Adjustments: +2 Dexterity, +1 Intelligence, -2 Charisma, -1 Constitution.
Class Restrictions:
Multi-Class Allowances: Fighter-Mage, Fighter-Thief, Mage-Thief, Fighter-Mage-Thief.
Kit Allowances: The kits below are drawn from the Complete Book of Elves and the Complete Fighter's and Thief's Handbooks.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Drow move on land at rate 12.
Bonus Languages: Drow, Undercommon.
Special Advantages:
Infravision: 90' range.
Magic Resistance: Drow Elves begin play with a flat 50%
magic resistance. At each level after 1st, this increases by 2%, to a
maximum of 80%. In addition, Drow receive a +2 bonus to save against
all forms of magic.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Drow have a +1 bonus to hit with Long
and Short Swords, and Heavy, Light and Hand Crossbows.
Drow Stealth: Drow impose a -4 penalty to an enemy
surprise check, but only if the Elf is wearing non-metal armor and
the rest of his party is either similarly stealthy (that is,
possessing a similar Stealth racial ability) or else 90' away.
Spell-like Powers: 1/day, Drow can cast Dancing Lights,
Faerie Fire and Darkness. At 4th level, Drow gain the ability to
additionally use Levitate, Know Alignment and Detect Magic, also
1/day each. In addition, Drow priests can cast Clarivoyance, Detect
Lie, Suggestion and Dispel Magic 1/day.
Special Disadvantages:
Light Sensitivity: Drow lose their Stealth abilities
when exposed to sunlight or the light from a Continual Light spell.
Their Dexterity is also reduced by -2 in such light, and to-hit rolls
are made with a -2 penalty. Opponents save vs. Drow spells with a +2
bonus when the caster is suffering from his light sensitivity. When
the Drow is in darkness but his opponents are in light, he retains
his Dexterity and stealth but still suffers an attack penalty.
Power Loss: Drow who migrate to the surface world
gradually lose their spell-like powers the longer they are away from
the Underdark. Player Characters are assumed to possess the Blessing
of Spiders, which negates this power loss.
Reputation: Other Elves hate the Drow. Drow suffer at
least a -4 reaction penalty when dealing with other Elves.
Experience Penalty: In order to advance, Drow Elves
require an additional 20% of the experience points required at each
new level.
The Dark Dwarves of Traugoan are comprised of two distinct Dwarven races: the gray Duergar, and the pasty albino Derro. They came together and founded the Republic out of sheer desperation, as both races were foundering under a combined assault from multiple Underdark races of both good and evil alignment. Since Traugoan's founding, the Dark Dwarves have become a power to be reckoned with in the Underdark.
Ability Score Adjustments: Duergar: -2 Charisma, +1 Constitution. Derro: +1 Dexterity and Intelligence, -1 Strength and Wisdom.
Class Restrictions:
Multi-Class Allowances:
Kit Allowances: From the Complete Books of Fighters, Dwarves, Humanoids, Wizards, Thieves and Priests.
Hit Dice: By class.
Natural Armor Class/Move Rate:
Bonus Languages:
Special Advantages:
(Duergar)
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Infravision: 120 foot range.
Racial Enmities: When attacked by Ogres, Trolls,
Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Stealth: Duergar impose a -2 penalty to an enemy
surprise check, but only if the rest of his party is either similarly
stealthy (that is, possessing a similar Stealth racial ability) or
else 90' away. Duergar receive a +2 bonus to their own surprise
rolls.
Special Immunities: Gray Dwarves, in addition to the
standard Dwarven resistances, are immune to paralysis, illusion and
phantasm spells, and to magical poisons.
Spell-like Powers: 1/day each, Enlarge (as a wizard
twice the character's level) and Invisibility.
Mining Detection: When within 10', Dwarves can detect
the following information about their subterranean surroundings:
|
Detect Grade/Slope in Passage |
1-5 on 1d6 |
|
Detect New Tunnel/Passage Construction |
1-5 on 1d6 |
|
Detect Sliding/Shifting Walls or Rooms |
1-4 on 1d6 |
|
Detect Stonework Traps, Pits and Deadfalls |
1-3 on 1d6 |
|
Determine Approximate Depth Underground |
1-3 on 1d6 |
(Derro)
Magic Resistance: Derro have a magic resistance of
30%.
Infravision: 30 foot range.
Keen Hearing: All Derro begin play with the Blind
Fighting proficiency as a bonus.
Weapon Affinities: Derro have bonus proficiency with
daggers, and all Derro carry ornamental ritual daggers called Secari.
Derro of all classes are trained in the use of the spiked buckler and
aklys (hooked throwing club), such that any Derro character may
become proficient in them regardless of class.
Racial Enmities: Derro gain a +1 bonus to hit Humans,
and up to three other races selected by the player. When attacked by
Ogres, Trolls, Ogre-Magi, Giants or Titans, Derro gain a +4 AC
bonus.
Mining Detection: Derro have the same mining detection
abilities as their Duergar kin.
Special Disadvantages:
(Duergar)
Magic Item Failure: Due to their non-magic natures,
Dwarves have a 20% chance to fail whenever they attempt to activate a
magical item.
Experience Penalty: In order to advance, Duergar Dwarves
require an additional 20% of the experience points required at each
new level.
Light Sensitivity: Duergar Dwarves lose their Stealth
abilities when exposed to sunlight or the light from a Continual
Light spell. Their Dexterity is also reduced by -2 in such light, and
to-hit rolls are made with a -2 penalty. In situations where a
Duergar is in darkness but his opponents are in bright light, the
Duergar loses no dexterity or stealth but attacks with a -1
penalty.
Reputation: Duergar suffer from historically bad
relationships with other Dwarven races, such that other dwarves react
to Duergar with a -3 penalty.
(Derro)
Magic Resistance: A Derro's magic resistance is
effective against both harmful and beneficial spells.
Experience Penalty: In order to advance, Derro Dwarves
require an additional 30% of the experience points required at each
new level.
Light Sensitivity: Derro Dwarves are nauseated by direct
sunlight touching their skin, losing 1 hit point per hour of exposure
and suffering -2 to all combat rolls, defensive adjustments and
saving throws while so exposed. All spells and magical powers that
duplicate prolonged sunlight (such as Continual Light) have this same
effect, though the common Light spell, flashes of bright light, and
normal bonfires, torches and lanterns do not.
Reputation: Derro are so hated and feared for their
cunning and magical power that other races react to them with a -3
penalty.

Beholders, also known as "Eye Tyrants" and "Orbs of Many Eyes,"
are one of the most feared monster races in all the multiverse. They
are a ruthless, xenophobic and inherently genocidal race that is as
likely to wage war on other varieties of Beholders as they are to
wage war on other sentient races.
The Kaggash nation of Kulm is actually an amalgamation of several
different Beholder nations who, like the Dark Dwarves, banded
together in antiquity for mutual defense and the betterment of their
race as a whole. The constant warring between upwards of six to nine
distinct Beholder nations, both in the Underdark regions and in
Kulmspace, had reduced the Beholder population substantially. It was
an Elder Orb philosopher named Kagg who first saw that the Beholder
race was well on its way to its own ruin, and so he negociated a
truce among the other Beholder nations, to unify them under his
leadership as the Kaggash Nation.
This uncharacteristically enlightened move should not be taken for
more than it is, however. For immediately after the unification of
the Kaggash Beholders, they declared that their purpose was to
eradicate the Beholders on all other worlds apart from Kulm (as
obviously only those found on Kulm are the true and perfect specimens
of the Beholder race -- all others are an insult to the glory of the
Great Mother).
The Kaggash are aided in their sacred mission of racial purity by the
like-minded lower beings of the Dark Wrath.
Ability Score Adjustments: +4 Constitution, +1 Intelligence, -1 Wisdom, -2 Dexterity, -4 Charisma.
Class Restrictions:
Multi-Class Allowances: None
Kit Allowances: None.
Hit Dice: All Beholders take 1d8 hit points/level, to a
maximum hit point total (before Con adjustment) of 75 hit points. Of
a Beholder's hit point total, 2/3 are located in the main body, while
the remaining 1/3 is in its central eye. A Beholder can only
withstand the loss of 2/3 of its main hit point total before entering
"at death's door" status.
Each of a Beholder's eyestalks have 1d8+4 hit points, which are
separate from a Beholder's main hit point total. (roll once and apply
the result to each of a beholder's stalks)
Thus, when a player records a Beholder character's hit points, it is
useful to note each separate body part's hit points separately. Note
that attacks which do not specifically target a Beholder's eyes (such
as breath weapons or area-effect spells) do damage only to the
Beholder's main body. Constitution adjustments affect only the main
body's hit points.
Natural Armor Class/Move Rate: 0 (body), 7 (central eye), 2 (eyestalks); Beholders fly at speed 3 (B).
Bonus Languages: Beholder, Undercommon.
Special Advantages:
Eye Powers: The signature ability of Beholders. Each of
a Beholder's eleven eyes has a different power. A Beholder can only
use a limited number of eyepowers per round, equivalent to the number
of attacks available to a member of a warrior class, and each eye
power requires a successful attack roll (and, in most cases, the
victim is entitled to a saving throw). The eyes' powers are outlined
below:
Natural Attack: In addition to their eyestalks, a Beholder can bite once a round for 2d4 damage. Beholders cannot bite in the same round that they are using their eye powers.
Special Disadvantages:
Eye Vulnerability: The central eye and eyestalks of a
Beholder are extremely vulnerable; when destroyed in battle, the
Beholder loses the associated eye-power. Each destroyed member can be
regenerated, though a Beholder can only regenerate one lost
member/week. When members regenerate, they regain their full hit
point total, as rolled at the Beholder character's creation. If
damaged but not destroyed, Beholder eyes must be healed magically, or
heal naturally by way of rest (or by way of a Healing proficiency).
Any healing skills used on Beholders are divided three ways between
the body, central eye and eyestalks (all eyestalks are healed as a
single unit).
No Weapons: Beholders do not get weapon proficiencies of
any kind. Not that they could use weapons anyway, seeing as how they
have no hands.

This naturally blind race of humanoids are the favored thrall-warriors of the Illithids. So valued are they by their Illithid masters, that some of them hold positions of prominence within the Dark Wrath military hierarchy. Player Character Grimlocks are assumed to be among these.
Ability Score Adjustments: +1 Dexterity, -3 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief, Fighter-Shaman.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. Grimlocks take +2 bonus hit points at first level.
Natural Armor Class/Move Rate: 6; Grimlocks move on land at rate 12.
Bonus Languages: Grimlock, Undercommon.
Special Advantages:
Naturally Blind: Grimlocks have no visual senses, but
their keen hearing and smell allow them to perceive their
surroundings out to 20' just as well as if they could see. Their
blindness renders them entirely immune to all spells which require
vision to be effective, including phantasmal force, invisibility,
darkness, mirror image, and et cetera.
Stealth and Senses: Grimlocks gain a +1 bonus on
surprise rolls due to their keen senses, and impose a -1 penalty on
enemy surprise rolls due to the same.
Endurance: All Grimlocks save as though they were four
levels higher.
Morale Boost: Grimlock characters of 3rd level and
higher have the ability to grant a +1 bonus to the morale of any NPC
Grimlocks they are fighting alongside. This effect is cumulative with
multiple champion Grimlocks present.
Special Disadvantages:
Sensitive Ears/Noses: Loud, continuous noise (such as an
Audible Glamer spell), or strong smelling substances (snuff, strong
perfumes) which are inhaled by a Grimlock or thrown into their faces,
partially "blind" them. Grimlocks affected in such a way have their
perceptive range reduced to 10', and they suffer a -2 penalty to
Armor Class and attack rolls.

The Illithids are widely feared, on Kulm and other worlds, for a
variety of reasons. In part, they are feared for their mastery of
mental disciplines -- in particular magic and psionics. They are also
feared for their hideous inhuman appearances, their armies of
mind-controlled slaves and their armadas of powerful Spelljamming
warships. One would be remiss to not mention that they are also
feared because their diet consists of the brains of other
sentients.
The Illithids of Abstemious are one of the major powers of Kulm's
Underdark. With Kaggash and Zhanduril, Abstemious is closely allied
with the Icefist Clan of the Hordelands, and therefore is a member of
the Dark Wrath.
Ability Score Adjustments: +4 Intelligence, -6 Charisma.
Class Restrictions:
Multi-Class Allowances: Psionicist-Wizard, Psionicist-Priest, Psionicist-Lich
Kit Allowances: Mind Flayers have several very specific "Castes" that they must belong to. These are outlined below.
Hit Dice: By class. Illithids get +8 bonus hit points at first level.
Natural Armor Class/Move Rate: 5; Illithids move on land at rate 12.
Bonus Languages: Undercommon. Illithids can communicate telepathically.
Special Advantages:
Infravision: 480' range, in total darkness.
Magic Resistance: All Illithids possess innate magic
resistance equal to 10% per level, to a maximum of 90%.
Psionic Powers: All Illithids possess psionic ability
(see below). They are so gifted in the use of their mental powers,
that all Illithid power score checks have a +2 bonus. When
determining an Illithid's PSP pool, they always double their
adjustments based on ability scores.
Multi-Classing: The common Illithid is a single-classed
Psionicist. Because all Illithids are dependent upon their mental
powers, Illithid wizards, priests and liches must function as
multi-classed characters, with some modification: such characters
require separate experience totals to keep track of their Psionic and
class-based levels, but they track their saving throws, attack rolls
and hit points based on their non-psionic class.
Mind Blast: A powerful mental attack, affecting an area
projected in a cone out from the Illithid's mind 60' long and 20'
wide at the far end. All within the cone must make a save vs. wands
or be stunned for 3d4 rounds. At lower levels, the Illithid's blast
is somewhat weaker, and so the save against the Mind Blast is
modified (1st-2nd levels: +4 to victims' saves; 3rd-4th levels: +3 to
save; 5th-6th levels: +2 to save; 7th level: +1; 8th level: No
adjustment).
Natural Attacks: When unarmed, Mind Flayers can attack
with their tentacles, giving them four attacks/round. Each tentacle
does 1d2 damage and holds a victim; holding tentacles can be removed
with a bend bars/lift gates roll (or an opposed attack roll, for
creatures without strength ratings). When all four tentacles have
latched onto a victim, the Illithid has secured the victim's head and
may attempt to feed, removing the victim's brain in 1d4 rounds.
During this time, tentacles can still be removed, and if the Illithid
is reduced to below 50% of its maximum hit points it does not have
the strength to subdue and eat a struggling victim.
The Creeds: Illithid society revolves around membership
in Creeds, which are organizations that espouse a philosophy within
Mind Flayer society, and also often perform some task or other that
is useful to Illithidkind.
Special Disadvantages:
Light Sensitivity: As ambient light increases, Illithid
infravisual range diminishes, up to just 15' in direct sunlight.
Outside of that range, Illithids are effectively blind and unable to
see.
Psionic Cascade: Because of how heavily reliant
Illithids are on their psionic energy, they can seriously damage
their neural pathways when that energy is depleted. Every time an
Illithid's PSPs reach 0 (ZERO!), it compounds the risk of permanent
neuro-psionic damage.
Other Psionic Maladies: Illithids are immune to most
mundane diseases that afflict humans, demihumans and humanoids, but
they have their own uniquely Illithid diseases to worry about,
centered around their reliance upon psionics use.
Everybody Hates You!: Yes, it's true. You're a
brain-eating jerk and lots of people are gonna hold that against you
-- don't ask me why, that's just how some people roll. Worst of all
are those pesky Gith races -- talk about never letting go -- but in
general people are gonna be really creeped out whenever they're
around you. And that goes for your allies as much as enemies.
Notes on Illithid origins, the Illithiad, and the Astromundi Cluster

The Ixzan are an offshoot of the Ixitxachitl, who fled to the
Underdark generations ago due to religious persecution, as they were
the first among the Ixitxachitl to embrace the worship of Ilxendren.
They would not have survived long in the Underdark had they not
mutated to be able to breathe in freshwater.
But they didn't stop there! Eventually the whole race evolved lungs,
so they could survive in water and out of water. Then they kept
mutating, and still mutate to this day, such that there is an
entirely separate segment of their population that are mutants.
Ability Score Adjustments: Ixzan take a +1 bonus to Constitution and Intelligence, and a -2 penalty to Dexterity.
Class Restrictions:
Multi-Class Allowances: Vampire-Cleric*, Vampire-Priest*, Vampire-Mage.
*Ixitxachitl Vampires who multi-class as Priests can reach higher Priestly levels, dependent on Wisdom: 9th level with 14-15 Wisdom, 10th level with 16-17, 11th level with 18 Wisdom and 12th level with 19 or higher Wisdom.
Kit Allowances: The kits below are drawn from the Complete Books of Fighters and Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 4; Ixzan swim at rate 12, and slither on the ground at rate 3.
Bonus Languages: Ixitxachitl, Undercommon.
Special Advantages:
Natural Attacks: Ixzan can attack naturally 1/round with
either a bite (2d4 damage) or a tail sting (1d8 damage). At 4th
level, the damage of both attacks improves (3d4 for biting, 1d10 for
stinging). Ixzan warriors can use their multiple attacks/round to
employ combinations of tail/bite attacks.
Tail Grapple: Ixzans' tails can wrap around M-sized or
smaller opponents and hold them in place with an effective strength
equal to the character's score +4.
Magic Resistances: Ixzan have a bonus to save against
Elemental Water spells and Illusions based on their constitution
scores. Ixzan spellcasters are immune to the effects of Silence
spells, since they do not vocalize while casting.
Flat Fish!: Ixzan take half damage from blunt weapons,
unless they are of +3 or better enchantment.
Mutation: Ixzan who take up the Devilfish racial class
may, at the player's discretion, roll for a mutation. Devilfish
characters may only have one mutation.
Special Disadvantages:
Large Size: Ixzan have a wingspan of 2' per level of
experience, reaching a fully mature size of 8' at 4th level. Thus, at
4th level, they become size L and take damage as large creatures.
Inhuman Form: Ixzan never gain weapon proficiencies,
since they have no limbs with which to use weapons. They can still
manipulate some tools, switches and objects by using their prehensile
tails. Ixzan can also never wear normal armor, though they can wear
rings and bracers on their tails (one of each) and horns (rings only,
one on each horn). They have no way to effectively wear amulets,
necklaces and pendants. Obviously, boots and gloves are out of the
question.


The Noble Skum are a breed of creature unique to Kulm's Underdark.
They are an expression of the Aboleth lords of Skummerekus' desire to
interact with the rest of the world on a level similar to that of
their humanoid neighbors.
The Skum themselves are genetic creations of the Aboleth, designed
for servitude. In a manner of speaking, the same could be said for
Noble Skum: they are creatures who are bred solely for the purpose of
serving as temporary hosts for an Aboleth's psionic essence.
In appearance, Noble Skum resemble a crossing of Aboleth and Skum.
Their heads have three red eyes, aligned vertically along their
faces, and in place of arms the Noble Skum have four writhing
tentacles. When not under the psionic possession of an Aboleth, Noble
Skum typically stand inert and lifeless, for they are bred without
much in the way of higher functions of their own.
As mere vessels, Noble Skum possess the same class abilities as the
Aboleth who controls them. Most common Aboleth are represented by
Noble Skum who are Fighter-Psionicists, though some Aboleth are
Psionicist-Priests. The powerful Savant Aboleth are represented by
Noble Skum who are Wizard-Priests. Savants are always devotees of the
Blood Queen -- the patron goddess of all Abolethkind.
Ability Score Adjustments: Aboleths take a +1 to both Wisdom and Intelligence, and suffer a -5 to Charisma due to their alien features. The Noble Skum's body can be custom-bred by an Aboleth to enhance any one physical attribute (+1 to Strength, Constitution or Dexterity). Unfortunately, the Noble Skum body does nothing to help the Aboleth's abysmal Charisma score.
Class Restrictions:
Multi-Class Allowances: Fighter-Psionicist, Psionicist-Priest, Wizard-Priest. All Aboleth in Noble Skum bodies are multi-classed (see below).
Kit Allowances: None.
Hit Dice: By class. An Aboleth's true body is 8 hit dice (Savant Aboleth are 12 hit dice). The Noble Skum takes +2 bonus hit points at first level.
Natural Armor Class/Move Rate: 7; Skum move on land at rate 6 and swim at rate 15. The Aboleth's true body has AC 4, crawls on land at rate 3 and swims at rate 18.
Bonus Languages: Aboleth, Undercommon. In addition, Noble Skum may communicate telepathically with other Skum or Aboleth within 30 yards.
Special Advantages:
Infravision: 90' range.
Immunities: Noble Skum are immune to charms and attempts
at mental influence, since the Noble Skums' bodies do not truly house
the intelligence that controls them.
Tentacles: Noble Skum can attack four times in a round
with their tentacles, each one striking for 1d4 damage. In addition,
their tentacles allow them to wield multiple weapons and shields;
each pair of tentacles may wield a one-handed weapon and shield or a
two-handed weapon. If a Skum wishes to wield more than one one-handed
weapon in a pair of tentacles, the creature sustains offhanded
penalties.
Savant Aboleth: Noble Skum who are classed as
Wizard-Priests (of the Blood Queen) are the vessels for Savant
Aboleth, who, after 7th Level, are able to create special Glyphs, in
addition to their normal spell complements.
Two bodies: The Noble Skum is only a vessel for an
Aboleth that resides in the Aboleth dominion of Skummerekus. As such,
it needn't fear the death or destruction of its Skum body. Should the
Noble Skum be destroyed, the Aboleth awakens from its stasis. It
takes the Aboleth 1d6 days per experience level to create and
psionically inhabit a new Noble Skum body. And then there is the
inconvenience of having that new body find a way to reclaim its
corpse (with all of its adventuring gear) and rejoin its
companions.
Special Disadvantages:
Mandatory Multiclassing: Aboleth in Noble Skum bodies
are always multi-classed, as either Fighter-Psionicists, or
Psionicist-Priests. Savant Aboleth in Noble Skum bodies are always
multi-classed Wizard-Priests, and as Priests are always devoted to
the Blood Queen.
Aboleth Body: While the Noble Skum travels, its Aboleth
body is potentially in danger. The Aboleth body lies in stasis while
its psionic essence is contained within the Noble Skum. Should the
Aboleth body be destroyed while its essence inhabits the Noble Skum,
the character must roll a System Shock check. Failing that, the Skum
dies horribly as its connection with its original body is severed.
Succeeding System Shock, the Skum merely suffers 8d4 damage and
lapses into unconsciousness for a number of turns equal to its
Aboleth body's hit dice total (8 turns for common Aboleth, 12 for
Savants). Should the Skum body be destroyed, and the Aboleth unable
to create a new one, the character must adventure as an Aboleth from
that point onward. Noble Skum forced back into their Aboleth bodies
retain all of their class-based abilities, but use the Hit Dice and
hit points of their Aboleth forms.
"Savant" My Ass!: Savant Aboleth have difficulty
channelling some types of spells, and this handicap carries over into
the possessed Noble Skum body. Aboleth cannot, first of all, use any
type of fire-based or fire-affecting magic. They also find Necromancy
somewhat challenging, and are unable to cast spells higher than 4th
level from this school (and those they can cast, their foes have a +2
bonus to save).

The Yochlol are the Handmaidens of Lolth -- Lolth's proxies and
immortal servants. They often are found meddling on the Prime
Material Plane, sent by Lolth or summoned by her priests to serve the
Drow race in this way, or that way, or whatever. They have four
different forms which they can assume. Their natural form is similar
to a Roper in appearance, being a large upright and rock-like mass,
with a single red eye and eight powerful tentacles. They can also
assume the form of a beautiful woman of either human or elven
appearance (most Yochlol choose a Drow form when serving Lolth on the
Prime Material). And they can also take the form of a giant black
spider, and are also able to assume gaseous form (as a stinking
cloud).
On Kulm, there are a healthy number of Yochlol who reside within the
Drow city of Zhanduril, in service to the Priesthood there. It is
fitting that, as members of the Dark Wrath, the Drow contribute their
own dark servants of their own dark god to the greater cause of all
of Kulm's Dark Gods.
Ability Score Adjustments: +2 Dexterity, +1 Intelligence, -2 Charisma, -1 Constitution.
Class Restrictions:
Multi-Class Allowances: None.
Kit Allowances: None.
Hit Dice: By class. At first level, a Yochlol takes +6 bonus hit points.
Natural Armor Class/Move Rate: By form:
Bonus Languages: Drow, Tanar'ric, Undercommon.
Special Advantages:
Infravision: 240' range.
Spell-like Powers: Darkness 15' radius, Teleport w/o
Error, Charm Person, Spider Climb, Stone Shape, Web.
Resistances: Yochlol take half-damage from cold or
magical fire. They also have a flat 50% magic resistance.
Immunities: Yochlol are completely immune to gas,
poison, electricity and normal fire. They can be harmed only by +2 or
better (or cold-wrought iron) weapons.
Natural Attacks: In their natural form, Yochlol have
eight attacks per round, slashing with their tentacles for 1d4 damage
each. In spider form, Yochlol can attack 1/round with a bite, dealing
1d8 damage (save vs. poison or die!... from poison!).
Gaseous Form: In gaseous form, Yochlol manifest as a
stinking cloud (per the spell) roughly 10' tall and 5' in diameter.
In this form they can't use any physical attacks or spell-like
powers, but Yochlol psionicists can use their psionic skills. In gas
form Yochlol are immune to all physical damage, and can be injured
only by magical cold, magical fire or magic missiles.
Special Disadvantages:
Wind: While in gaseous form, a gust of wind spell
inflicts 6d6 damage to a Yochlol, and a wind walk spell slays the
gassy Yochlol instantly with no saving throw or magic resistance
check.
Lolth's Wrath: Just don't piss off the giant
spider-lady. It's never a good idea. Okay?
Experience Penalty: In order to advance, Yochlol require
an additional 20% of the experience points required at each new
level.