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Deep Glaurant

by John Walter Biles

Deep Glaurants are a race of four-armed, clawed, stony Entropic humanoids which live in the Shadowdeep under the Five Shires, clustering around sources of Blackflame. They form city-states in the deeps, fighting intruders and each other for command of their deep caverns and precious Blackflame. Some of them are very skilled engineers, and they enjoy creating traps for enemies to stumble into and they are very good at exploiting natural hazards against their foes. They have small wings from their shoulders, good enough for gliding but not for true flight. They often use their four sets of claws to scramble up a cliff face, then glide down to bomb dive foes to open an attack.

Deep Glaurants can see through the darkness created by any Deep Glaurant. Any Halfling with training in use of Blackflame can also see through this darkness, as it’s made out of a very mild form of blackflame.

Deep Glaurant Warrior Level 8 Skirmisher
Large Elemental humanoid (Entropic, Blackflame) XP 350
Initiative +7 Senses Perception +8, Darkvision
HP 90; Bloodied 45
AC 22; Fortitude 21, Reflex 19, Will 18
Resist Blackflame 10
Speed 6; Swim 6; Glide 8*; Climb 4, Burrow 3
m Claws (standard; at-will) | Weapon
Reach 2; +13 vs. AC; 1d8+5
Four-Armed (standard; at-will) | Weapon
The Deep Glaurant may take 2 Claws attacks at the same or different targets.
Dive Bomb (standard; at-will if gliding)
The Glaurant takes a standard move, possibly attracting opportunity attacks, then attacks at +11 vs. Reflex, inflicting 3d8+5 and knocking its target prone. If it misses, however, it ends up prone in a random empty square adjacent to its target.
Evade Terrain (Move; Refresh 5-6)
With a little help from his wings in jumping, the Deep Glaurant half-flies, half-runs, taking a normal move which ignores any penalties for difficult terrain.
Darkness (Minor, Refresh 5-6) | Arcane, Blackflame, Zone
Close Burst 3; This zone now plunges into darkness, offering total concealment, until the start of their next turn. Sustain Minor: This makes the darkness last another turn, but their power cannot refresh so long as they sustain a use of it.
Alignment Evil Languages Common, Deep Speech
Skills Acrobatics +14, Dungeoneering + 11, Perception +11, Thievery +14 (just for setting and disarming traps and hazards)
Str 20 (+9) Dex 17 (+7) Wis 14 (+6)
Con 18 (+8) Int 14 (+6) Cha 8 (+3)
Equipment -- Trap-setting equipment

* A Glaurant must climb at least two squares off the ground in order to glide. Each round, the Glaurant drops one square towards the ground at the end of its move. It can deliberately glide downwards during its move if it chooses.

Deep Glaurant Warriors use their many movement options to strike and escape from foes, slowly harassing them and trying to lure them into traps and hazards (which they bypass with their Thievery and Evade Terrain abilities).

Deep Glaurant Heavy Warrior Level 10 Brute
Large Elemental humanoid (Entropic, Blackflame) XP 500
Initiative +9 Senses Perception +7, Darkvision
HP 129; Bloodied 64
AC 22; Fortitude 22, Reflex 21, Will 19
Resist Blackflame 10
Speed 6; Swim 6; Glide 8*; Climb 4, Burrow 3
m Claws (standard; at-will) | Weapon
Reach 2; +13 vs. AC; 2d6+5
Four-Armed (standard; at-will) | Weapon
The Deep Glaurant may take 2 Claws attacks at the same or different targets.
Rend (Immediate Reaction; Refresh 5-6)
If he hits the same target with both attacks from Four-Armed, he does +2d6 more damage.
Gorgon Rush (standard; Refresh 4-6)
The Glaurant takes a standard move, ignoring difficult terrain but not opportunity attacks, then attacks: +11 vs. Reflex, 4d6+5 and push target 4 squares; he may follow the target, remaining adjacent to it at the end of the push.
Darkness (Minor, Refresh 5-6) | Arcane, Blackflame, Zone
Close Burst 3; This zone now plunges into darkness, offering total concealment, until the start of their next turn. Sustain Minor: This makes the darkness last another turn, but their power cannot refresh so long as they sustain a use of it.
Alignment Evil Languages Common, Deep Speech
Skills Athletics +15, Dungeoneering + 12, Endurance +14, Thievery +11
Str 21 (+10) Dex 18 (+9) Wis 14 (+7)
Con 19 (+9) Int 14 (+7) Cha 8 (+4)
Equipment -- Trap-setting equipment

Deep Glaurant Heavy Warriors focus on closing on foes (usually by a Gorgon Rush), then hacking them into pieces. They often work with Skirmishers, who will draw a foe within range of their Gorgon Rush, but also exploit Darkness to sneak up close to foes. They also like difficult terrain, as it makes it harder for foes to flee them.

Deep Glaurant Blackflame Hurler Level 9 Artillery
Large Elemental humanoid (Entropic, Blackflame) XP 400
Initiative +9 Senses Perception +6, Darkvision
HP 78; Bloodied 39
AC 22; Fortitude 22, Reflex 21, Will 19
Resist Blackflame 10
Speed 6; Swim 6; Glide 8*; Climb 4, Burrow 3
m Claws (standard; at-will) | Weapon
Reach 2; +16 vs. AC; 1d8 +5 Blackflame and 5 ongoing Blackflame damage
r Sphere of Blackflame (standard; at-will) | Arcane, Blackflame
Ranged 10/20; +16 vs. AC; 2d6+5 Blackflame Damage
Immolate (standard; Refresh 5-6)
Ranged 10/20; +14 vs. Fortitude; 3d10+5 Blackflame Damage and 5 ongoing Blackflame Damage (save ends)
Burst of Blackflame (standard; Refresh 5-6)
Burst 1 within 10 squares; +14 vs. Fortitude; 2d6+5 Blackflame Damage and slow (save ends)
Darkness (Minor, Refresh 5-6) | Arcane, Blackflame, Zone
Close Burst 3; This zone now plunges into darkness, offering total concealment, until the start of their next turn. Sustain Minor: This makes the darkness last another turn, but their power cannot refresh so long as they sustain a use of it.
Alignment Evil Languages Common, Deep Speech
Skills Athletics +12, Dungeoneering + 13, Endurance +13, Thievery +16 (For setting Traps and disabling them; Thievery +11 for any other use)
Str 16 (+7) Dex 20 (+9) Wis 14 (+6)
Con 18 (+8) Int 12 (+5) Cha 10 (+4)
Equipment -- Trap-setting equipment

Deep Glaurant Blackflame Hurlers have learned enough about Blackflame to blast people with it; they prefer to operate with some other Deep Glaurants who can cover them while they lay down blasts.

Deep Glaurant Champion Level 13 Soldier
Large Elemental humanoid (Entropic, Blackflame) XP 800
Initiative +10 Senses Perception +13, Darkvision
HP 132; Bloodied 66
AC 29; Fortitude 27, Reflex 25, Will 25
Resist Blackflame 15
Speed 6; Swim 6; Glide 8*; Climb 4, Burrow 3
m Claws (standard; at-will) | Weapon
Reach 2; +20 vs. AC; 2d8+6 and 6 damage to another foe adjacent to the first
Hurl Rock (standard; at-will) | Weapon
Ranged 5/10; +18 vs. AC; 1d10 + 8
Leaping Charge (standard; Refresh 5-6) | Weapon
The Deep Glaurant takes a standard move which is a wing-assisted leap, then attacks with +20 vs. AC; 4d8+6 and target is knocked prone.
Disarming Blow (standard; Refresh 5-6) | Weapon
+18 vs. Fortitude; 2d6+6 and the target’s weapon is knocked out of his hands and flies 4 squares in a random direction.
Feign Retreat (standard; Refresh 5-6)
The Deep Glaurant moves up to 6 squares, which can trigger opportunity attacks but avoids any hazards or traps, then Burst 1 within 10 squares; +18 vs. Will; pull targets six squares. Victims will be subject to any hazards or traps along the way.
Darkness (Minor, Refresh 5-6) | Arcane, Blackflame, Zone
Close Burst 3; This zone now plunges into darkness, offering total concealment, until the start of their next turn. Sustain Minor: This makes the darkness last another turn, but their power cannot refresh so long as they sustain a use of it.
Alignment Evil Languages Common, Deep Speech
Skills Athletics +17, Dungeoneering + 15, Endurance +16, Perception +13, Thievery +15
Str 22 (+12) Dex 14 (+8) Wis 14 (+8)
Con 20 (+11) Int 18 (+10) Cha 18 (+10)
Equipment -- Trap-setting equipment

Deep Glaurant Champions typically lead marauding bands of Deep Glaurants. They are expert trap setters and explorers and very skilled at exploiting the terrain to their benefit.

Deep Glaurant Encounters:
Level 11: (2800 XP)
1 13th level Deep Glaurant Champion
1 10th level Deep Glaurant Heavy Warrior
2 9th level Deep Glaurant Blackflame Hurlers
2 8th level Deep Glaurant Warriors

Level 9: (2050 XP)
1 10th level Deep Glaurant Heavy Warrior
2 9th level Deep Glaurant Blackflame Hurlers
2 8th level Deep Glaurant Warriors