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Deep Glaurantby Robert J Schwalb
Large Monstrous Humanoid
7d8+7 (38 hp)
+1 (+1 Dex)
20 feet, Swim 20 feet, Fly 30 (Poor)
16 (+1 Dex, +5 natural)
2 claws +12 melee, bite +7 melee, or 2 Bastard Swords +10/+4/+10 melee
claws 1d6+4, bite 1d6+4, bastard sword 1d10+4 and 1d10+2/19-20
5 ft. by 5 ft./ 10 ft.
Rake 2d6+4, Spell-like abilities
Darkvision 60 ft.
Fort+3, Ref+6, Will+6
Str 19, Dex 13, Con 12, Int 6, Wis 12, Cha 11
Climb+14*, Hide+6, Listen+6, Move Silenlty+6, Search+3
Ambidexterity*, Track*, Two Weapon fighting
Solitary or Pair
Standard (magic items only)
Always Chaotic Evil
by character class
These wicked predators dwell in the deep caverns of the Underdark. They are named for their gulping call, which emanates from their throats when excited. However, when alone and stalking their prey, they are eerily silent.
Glaurants are massive scaly demonic figures, complete with wings and horns. Standing over eight feet tall, each of their four limbs end in iron hard black talons, which aids them in their ability to climb. Their horns, however, are not immobile, as they are used to protect the Glaurants ears (+2 racial bonus to save against sonic attacks) and help navigate through narrow corridors.
The Glaurant is a relentless combatant, only abandoning its prey when threatened with death. Although they have an impressive array of natural attacks, most Glaurants favour engaging in combat with two weapons (usually masterwork at least). All Glaurant receive the ambidexterity and track feats for free as a ranger.
Rake (Ex): If the Glaurant scores two successful claw attacks against one opponent, it automatically inflicts an additional 2d6+4 points of damage from its rear claws.
Spell-like abilities (Sp): At will- Deeper Darkness as a 7th level Sorcerer, centred on self only.
Skills: The Glaurant has a +10 racial bonus to climb checks.
Deep Glaurant Characters: The Glaurants favoured class is the Ranger.