Arcana Unearthed - Legacy of the Dragons - 3.5e

Page 69

68

Legacy of the Dragons

Qualleg Large Aberration (Aquatic) Hit Dice: 8d8+24 (60 hp), dying/dead –4/–17 Initiative: +2 Speed: 30 feet, climb 20 feet AC: 25 (–1 size, +2 Dexterity, +10 natural, +4 deflection), touch 11, flat-footed 19 Base Attack/Grapple: +6/+11 Attack: Tentacle +6 melee (1d6+1) Full Attack: 2 tentacles +6 melee (1d6+1) Space/Reach: 10 feet/15 feet (Face/Reach: 10 feet by 5 feet/15 feet) Special Attacks: Manipulate enveloping liquid, spells Special Qualities: Enveloping liquid, darkvision 180 feet, enveloping liquid, wall walker, weaknesses, DR 10/magic (or 15/+2), SR 22, Saves: Fort +9, Ref +8, Will +8 Abilities: Str 13, Dex 14, Con 17, Int 17, Wis 14, Cha 16 Skills: Concentration +14, Knowledge (magic) +15, Listen +13, Spellcraft +13, Spot +13 Feats: Combat Casting, Combat Reflexes, Eidetic Memory, Expertise, Improved Trip B Environment: Any subterranean Organization: Solitary, pair, or cabal (3–12) Challenge Rating: 10 Treasure: Double standard Advancement: By character class Level Adjustment: +5 This strange creature is suspended within a mobile sphere of thick, gelatinous material that protects it from the elements and allows it to survive. Once, the quallegs possessed a mighty arcane tradition, but their glory has faded. They strive to regain their lost glory, though few of the intelligent creatures they meet can fathom their plans and motivations. The qualleg is a long, finned, fishlike beast with a single red eye that glows with a malevolent light. As it moves, the liquid that surrounds it keeps pace, allowing the qualleg to remain at its center. Quallegs are difficult for members of other races to understand and cope with. They are obviously sentient—they speak with each other in strange, keening tones and build settlements beneath the earth—but few can comprehend their motivations, desires, and plans. They appear to select goals at random, with some quallegs pursuing material wealth and others attacking trivial topics with equal vigor. Some quallegs welcome outsiders with open arms, communicating by means of halting Common or even notes scribed on parchment. Others of this race attack any intelligent creatures they encounter. To understand quallegs, one must first

piece together their origin and nature. Only then do their actions begin to make sense. First and foremost, the qualleg is a creature of magic. The liquid sphere that surrounds each one, and the creature’s fishlike body, suggests that quallegs are aquatic in nature. While they are indeed adapted to life beneath the waves, the material that surrounds them is highly infused with magical energy. Quallegs need this energy to sustain them in much the same way that other creatures require oxygen, water, and food. Quallegs originally dwelled in a realm of pure magical energy. Deep within the earth, they flooded caverns with raw magic, turning them into seething oceans of crackling energy and roaring torrents of power. They swam within this ocean, built cities, and mastered the arcane arts. In time, their methods of sustaining this realm proved unreliable. As one generation gave rise to another, the quallegs’ knowledge shrank. In an event they call the great schism, the quallegs splintered into a variety of cabals, each with a divergent view on how best to restore their race’s power. The quallegs’ realm crumbled and waned, leaving behind isolated settlements of these creatures. Quallegs today can still manipulate magical energy with skill equal to an experienced magister’s, but they are mere children compared to their ancestors. Memory of their race’s ancient glory pushes quallegs to restore that greatness. Some of the cabals have formed alliances and worked together in pursuit of short-term goals, while others have retreated far from their ancestral lands to follow their own cryptic plans. For this reason, quallegs appear to follow incomprehensible priorities. Some of them seek out powerful magic items and artifacts, while others believe that their ancestors derived power from runes, or from a strange process involving mundane rocks and water, or even from the life force of other sentient creatures. What remains consistent is that quallegs are fanatical in the pursuit of their goals.

Combat To successfully battle a qualleg, one must first contend with the magical liquid that constantly surrounds the creature. Land-based creatures risk drowning if they remain within the liquid for too long. Quallegs use this fact to their advantage, pressing into opponents and cornering them while using their spells to defend themselves until their opponents drown. Quallegs make good use of their Expertise and Improved Trip feats. Most quallegs prefer to avoid direct physical confrontation; instead, they rely on their spells to overcome their foes and tend to be conservative rather than reckless. With their long reach, quallegs use attacks of opportunity to trip their opponents, slowing their progress and forcing them to waste precious seconds. When casting spells, quallegs prefer defensive magic that boosts their armor or foils their enemies’ attacks rather than spells that deal damage.


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Monsters and Characters by CR

3min
page 159

Open Game License

5min
pages 160-162

Referenced Feats

14min
pages 155-158

Vo-Tarran

6min
pages 151-152

Veirid Runechaser

6min
pages 149-150

Paushen Pugwhistle

9min
pages 146-148

Kelberen

6min
pages 143-144

Marvalontal

3min
page 145

Denassa The Midnight Vesper

4min
pages 139-140

Domagoth the Dominator

6min
pages 141-142

Daelan Bitterslice

2min
page 138

Cralla the Dirgewife

3min
page 137

Chloris The Bloody Claw

7min
pages 135-136

Algar the Gifting Minstrel

7min
pages 129-130

Briessec-Cur

7min
pages 133-134

Zetetic

6min
pages 123-125

Witchraven

4min
pages 121-122

Bova Tel-Bera

7min
pages 131-132

Aarach

3min
page 126

Abalan the Wayward Spy

6min
pages 127-128

Wind Lord

6min
pages 119-120

Valkith (Harrid Hound

5min
pages 111-112

Vuldrog

4min
pages 117-118

Terrig

5min
pages 103-104

Tingual

5min
pages 105-106

Vallorian

14min
pages 113-116

Totem Spectre Template

7min
pages 107-108

Urgan’s Minion

5min
pages 109-110

Staj

5min
pages 101-102

Squamous Lir

5min
pages 99-100

Spirit of Sorrow

6min
pages 97-98

Spined Grappler

6min
pages 95-96

Spelleater

5min
pages 93-94

Slaughterfiend

5min
pages 91-92

Shuyarn

6min
pages 89-90

Rune Reaver

6min
pages 87-88

Rune Manifest

31min
pages 77-86

Qualleg

12min
pages 69-72

Rune Animal Template

6min
pages 75-76

Navver’s Curse

6min
pages 63-64

Mud Slime

5min
pages 61-62

Night Beast

5min
pages 65-66

Rock Ape

5min
pages 73-74

Oathstalker

6min
pages 67-68

Lastrogos (Spirit Devourer

5min
pages 59-60

Lasher Beast

6min
pages 57-58

Hypnolox

7min
pages 53-54

Kahrn

5min
pages 55-56

Hate Reaper

7min
pages 51-52

Faradian

5min
pages 43-44

Ghoul Worm

5min
pages 45-46

Elemental Scion Template

6min
pages 41-42

Grynloc

13min
pages 47-50

Dread Helminth

5min
pages 39-40

Darval

6min
pages 35-36

Dothrog

6min
pages 37-38

Briar Beast

5min
pages 29-30

Chlorthek

5min
pages 31-32

Crested Serpent

6min
pages 33-34

Bone Viper

7min
pages 27-28

Bog Salamander

4min
pages 25-26

Balthrok

6min
pages 17-18

Using This Book

5min
pages 5-6

Blade Troll

13min
pages 21-24

Arachtar

8min
pages 9-11

Akashic Seeker

5min
pages 7-8

Blade Breaker

5min
pages 19-20

Arathad

8min
pages 12-14

Arboreal Corrupter

6min
pages 15-16
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