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Legacy of the Dragons
Urgan’s Minion Medium Monstrous Humanoid Hit Dice: 3d8+3 (16 hp), dying/dead –2/–13 Initiative: +0 Speed: 30 feet AC: 17 (+4 natural, +3 hide armor), touch 10, flat-footed 17 Base Attack/Grapple: +3/+5 Attack: Greatclub +7 melee (1d10+3) Full Attack: Greatclub +7 melee (1d10+3) Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet) Special Qualities: Darkvision 60 feet, environmental adaptability, SR 16 Saves: Fort +4, Ref +3, Will +5 Abilities: Str 14, Dex 11, Con 13, Int 11, Wis 10, Cha 10 Skills: Jump +5, Spot +3 Feats: Bonded Item (greatclub), Iron Will, Weapon Focus (greatclub) Environment: Any Organization: Solitary, pair, war party (2–16 plus one 4thlevel war leader), or colony (10–100 plus four 4th-level lieutenants and one 8th-level chieftain) Challenge Rating: 2 Treasure: Standard Advancement: By character class Level Adjustment: +2 These monsters were crafted by a powerful spellcaster named Urgan to serve as his personal army. Urgan subsequently died at the hands of a rival magister, leaving his creations to fend for themselves in the world. They established several small colonies and, driven by a warped view of the world imposed on them by their creator, began attacking travelers who entered their territory. Urgan’s minions resemble a cross between a fish, a lizard, and a human. They have scaled, green skin, a large, bony frill that runs from the crown of the head to the base of the neck, and long, pointed ears. Their teeth resemble a human’s, except for their long, sharp incisors. Urgan designed his minions to be both capable in combat and resistant to his opponents’ magical abilities. He had grand plans for his creations, and in many ways they are a masterpiece of the arcane arts. In actuality, Urgan was deluded and paranoid. Many of the enemies he sought to defend himself against were merely phantoms in his mind, convenient scapegoats on whom he could blame the setbacks in his research. To Urgan, his enemies always lurked in the shadows, ready to ruin his plans. This attitude was passed down to his minions. Utilizing a version of the lore that the giants used to elevate the sibec-
cai, Urgan sought to create a race of faithful creatures that would defend him to the death and never turn against him. His minions view Urgan as a god. They regard his writings, a collection of crazed rantings peppered with profound insights into magical theory known as Urgan’s Codices, as their holy book. They painstakingly follow these precepts, and their priests use them to make many important decisions. Needless to say, this attitude leads colonies of Urgan’s minions to take aggressive, violent action against anyone perceived as a threat.
Combat In battle, Urgan’s minions prefer to use ambushes and other stealthy maneuvers to defeat their enemies. As befits a race founded on paranoia and fear, they constantly worry that their enemies possess some hidden advantage over them. They believe that quick, unexpected strikes are the best method to keep a foe off balance. The minions always fear that an enemy will track them back to their lair and destroy the entire colony. To assuage this worry, they rarely flee from combat. If they are forced to retreat, they use circuitous routes to get home or even spend a few days away from their lairs before returning. Environmental Adaptability (Ex): Urgan’s minions can survive in a wide range of environments, from subterranean caves to beneath the ocean’s waves. They have immunity to drowning and all gas attacks. They gain a +4 racial bonus to saves against poison. They need to eat and drink only onequarter the usual amount for a creature of their size. Spell Resistance (Su): An Urgan’s minion has spell resistance equal to 13 + its Hit Dice.
Urgan’s Minions Society Urgan’s minions base their society and actions solely on the principles set forth in Urgan’s Codices, which makes them violent, unpredictable, and prone to aggressive actions against nearby settlements. They blame others for the simplest predicament, from a month of poor hunting to an accident that ruins part of their lair. They see all outsiders as potential thieves and murderers. Though they rarely make unprovoked attacks, they shadow anyone who comes close to their settlements. After a few hours of watching an intruder, they can usually concoct some reason to justify an ambush against her. The priests of Urgan run the minions’ society, ruling with an iron fist based on their interpretation of the Codices. These creatures have an ingrained sense of trust toward each other and to Urgan, a trait that allows them to function as a society without devolving into absolute paranoia and mistrust. The priests make most decisions as a group, with each