Basic D&D |
#AP | AC | MV | HD | THAC0 | # AT | Dmg/AT | Morale | XP Value |
---|---|---|---|---|---|---|---|---|---|
Blood Hawk | 4-15 | 7 | 1, Fl 24 (B) | 1+1 | 19 | 3 | 1-4/1-4/1-6 | Steady (11) | 120 |
Boobrie | 1-2 | 5 | 15, Fl 15 (D) | 9 | 11 | 3 | 1-6(×2)/2-16 | Steady (11-12) | 2,000 |
Condor | 1-2 | 7 | 3, Fl 24 (D) | 3+3 | 17 | 1 | 2-5 | Average (8-10) | 175 |
Eagle, Giant | 1-20 | 7 | 3, Fl 48 (D) | 4 | 17 | 3 | 1-6/1-6/2-12 | Elite (13) | 420 |
Eagle, Wild | 5-12 | 6 | 1, Fl 30 (C) | 1+3 | 19 | 3 | 1-2/1-2/1 | Average (9) | 175 |
Eblis | 4-16 | 3 | 12, Fl 12 (C) | 4+4 | 15 | 4 | 1-4(×4) | Champion (15-16) | 650 (normal) 1,400 (spell user) |
Falcon | 1-2 | 5 | 1, Fl 36 (B) | 1-1 | 20 | 3 | 1/1/1 | Unsteady (6) | 65 |
Flightless | 2-20 | 7 | 18 | 1-3 | 1-2 HD: 19 3 HD: 17 |
1 | 1 HD: 1-4 2 HD: 1-6 3 HD: 1-8 |
Average (8-10) | 1 HD: 15 2 HD: 35 3 HD: 65 |
Hawk, Large | 1-2 | 6 | 1, Fl 33 (B) | 1 | 19 | 3 | 1-2/1-2/1 | Average (9) | 65 |
Owl | 1 (2) | 5 | 1, Fl 27 (D) | 1 | 19 | 3 | 1-2/1-2/1 | Unsteady (5-7) | 65 |
Owl, Giant | 2-5 | 6 | 3, Fl 18 (E) | 4 | 17 | 3 | 2-8/2-8/2-5 | Steady (11-12) | 270 |
Owl, Talking | 1 | 3 | 1, Fl 36 (C) | 2+2 | 19 | 3 | 1-4/1-4/1-2 | Champion (15) | 975 |
Raven/Crow | 4-32 | 7 | 1, Fl 36 (B) | 1-2 hp | 20 | 1 | 1 | Average (8-10) | 15 |
Raven, Huge | 2-8 | 6 | 1, FL 27 (C) | 1-1 | 20 | 1 | 1-2 | Steady (11-12) | 35 |
Raven, Giant | 4-16 | 4 | 3, Fl 18 (D) | 3+2 | 17 | 1 | 3-6 | Elite (13-14) | 175 |
Swan | 2-16 | 7 | 3, Fl 18 (D) | 1+2 | 19 | 3 | 1/1/1-2 | Unsteady (6) | 65 |
Vulture | 4-24 | 6 | 3, Fl 27 (E) | 1+1 | 19 | 1 | 1-2 | Unsteady (5-7) | 65 |
Vulture, Giant | 2-12 | 7 | 3, Fl 24 (D) | 2+2 | 19 | 1 | 1-4 | Average (8-10) | 120 |
Krynn Birds |
Emre | Kingfisher | Skyfisher | ’Wari |
---|---|---|---|---|
Climate/Terrain: | Tropical, subtropical, and temperate/Plain | Tropical, subtropical, and temperate/Plain, forest, and hill | Tropical, subtropical, and temperate/Mountain and hill | Tropical, subtropical, and temperate/Plain |
Frequency: | Rare | Uncommon | Uncommon | Rare |
Organization: | Flock | Flock | Flock | Flock |
Activity Cycle: | Day | Day | Any | Day |
Diet: | Herbivore | Carnivore | Carnivore | Herbivore |
Intelligence: | Animal (1) | Animal (1) | High (13-14) | Animal (1) |
Treasure: | Nil | Q | L,M,N,Q | Nil |
Alignment: | Neutral | Neutral | Neutral | Neutral |
No. Appearing: | 2-20 | 4-24 | 1-20 | 6-60 |
Armor Class: | 7 | 5 | 3 | 6 |
Movement: | 18, Fl 24 (C) | 1, Fl 36 (C) | 3, Fl 24 (C) | 15 |
Hit Dice: | 3 | 1 | 4 | 3 |
THAC0: | 17 | 19 | 17 | 17 |
No. of Attacks: | 1 | 1 | 1 or 2 | 2 or 1 |
Damage/Attack: | 1-4 or 2-8 | 1-4 | 3-11 or 1-6/1-6 | 1-2/1-4 or 3-12 |
Special Attacks: | Nil | Nil | Dive/Drop | Trample |
Special Defenses: | Nil | Nil | Nil | Nil |
Magic Resistance: | Nil | Nil | Nil | Nil |
Size: | M (6’ tall) | M (4-5’ tall) | S (3-4’ tall) | M (6’ tall) |
Morale: | Unsteady (7) | Unsteady (7) | Average (9) | Unsteady (7) |
XP Value: | 120 | 35 | 270 | 65 |
Mystara |
Magpie (common) |
Magpie (giant) |
Piranhabird (lesser) |
Piranhabird (greater) |
Sprackle (lesser) |
Sprackle (greater) |
---|---|---|---|---|---|---|
Climate/Terrain: | Any temperate | Any temperate | Nonarctic forest | Nonarctic forest | Temperate mountains | Temperate mountains |
Frequency: | Common | Rare | Rare | Very rare | Very rare | Very rare |
Organization: | Solitary | Solitary | Flock | Flock | Rook | Rook |
Activity Cycle: | Day | Day | Night | Night | Day | Day |
Diet: | Insectivore | Insectivore | Carnivore | Carnivore | Insectivore | Carnivore |
Intelligence: | Semi- (2) | Semi- (4) | Semi- (2) | Semi- (2) | Animal (1) | Semi- (2) |
Treasure: | See below | See below | Nil | Nil | See below | See below |
Alignment: | Neutral | Neutral | Chaotic neutral | Chaotic neutral | Neutral | Neutral |
No. Appearing: | 1d6 | 1d4 | 1d4 wings of 1d4+2 birds | 2d6 | 2d6 | 2d6 |
Armor Class: | 7 | 6 | 7 | 6 | 7 | 6 |
Movement: | 1, Fl 36 (B) | 3, Fl 33 (B) | Fl 36 (A) | Fl 36 (A) | 1, Fl 36 (B) | 3, Fl 36 (B) |
Hit Dice: | 1-2 hp | 1+1 | 1-4 hp | 2 | 1-4 hp | 2 |
THAC0: | 20 | 19 | 20 | 19 | 20 | 19 |
No. of Attacks: | 1 | 1 | 1 (per wing) | 1 | 1 | 1 |
Damage/Attack: | 1 (beak) | 1d4 (beak) | 1d4 (bite) | 1d6 (bite) | 1d3 (beak) | 1d6 (beak) |
Special Attacks: | Nil | Nil | +2 to attacks | Blood frenzy | Electricity, armor penetration | Electricity, armor penetration |
Special Defenses: | Nil | Nil | Nil | Nil | Electricity | Electricity |
Magic Resistance: | Nil | Nil | Nil | Nil | Nil | Nil |
Size: | T (2’ long) | S-M (3-5’ long) | T (1’ long) | S (2˝’ long) | T (2’ long) | S (4’ long) |
Morale: | Unsteady (6) | Average (8) | Average (8) | Average (10) | Average (8) | Average (10) |
XP Value: | 15 | 65 | 15 | 65 | 65 | 175 |
Flightless | Boobrie | Eblis | |
---|---|---|---|
Climate/Terrain: | Subtropical/Plains | Subtropical/Swamps | Subtropical/Swamps |
Frequency: | Common | Rare | Very rare |
Organization: | Flock | Solitary | Flock |
Activity Cycle: | Day | Day | Any |
Diet: | Herbivore | Carnivore | Carnivore |
Intelligence: | Animal (1) | Animal (1) | Low to exceptional (5-16) |
Treasure: | Nil | Nil | Nil (U) |
Alignment: | Neutral | Neutral | Neutral evil |
No. Appearing: | 2-20 | 1-2 | 4-16 |
Armor Class: | 7 | 5 | 3 |
Movement: | 18 | 15, Fl 15 (D) | 12, Fl 12 (C) |
Hit Dice: | 1 to 3 | 9 | 4+4 |
THAC0: | 1-2 HD: 19 3 HD: 17 |
11 | 15 |
No. of Attacks: | 1 | 3 | 4 |
Damage/Attack: | 1 HD: 1-4 2 HD: 1-6 3 HD: 1-8 |
1-6(×2)/2-16 | 1-4 |
Special Attacks: | Nil | Surprise | See below |
Special Defenses: | Nil | Immune to poison | See below |
Magic Resistance: | Nil | Nil | Nil |
Size: | S to L (2-8’ tall) | L (12’ tall) | L (8’ tall) |
Morale: | Average (8-10) | Steady (11-12) | Champion (15-16) |
XP Value: | 1 HD: 15 2 HD: 35 3 HD: 65 |
2,000 | 650 Spell user: 1,400 |
Avians, whether magical or mundane in nature, are among the most interesting creatures ever to evolve. Their unique physiology sets them apart from all other life, and their grace and beauty have earned them a place of respect and adoration in the tales of many races.
Giant eagles have exceptional eyesight and hearing and cannot be surprised except at night or in their lair, and then only 10% of the time. Far more social than normal eagles, up to 20 nests can be found in the same area, one nest for each mated pair. Giant eagles can be trained, and their eggs sell for 500 to 800 gp.
Roll | Spell | Roll | Spell |
---|---|---|---|
1 | Audible glamer | 5 | Hypnotic pattern |
2 | Blur | 6 | Spook |
3 | Change self | 7 | Wall of fog |
4 | Hypnotism | 8 | Whispering wind |
Eblis love shiny objects (like gems); even the most wise and powerful of the eblis can be bribed with an impressive jewel. An eblis community consists of 2d4 huts built from straw and grasses common to the marsh around the community. Care is taken by the eblis to make these huts difficult to detect. In fact, only a determined search of the area by a ranger or someone with the animal lore proficiency is likely to uncover the community.
All eblis secrete an oil that coats their feathers and provides them with a +1 bonus to all saving throws against fire- and flame-based attacks. Any damage caused by a fire- or flame-based attack is lessened by -1 for each die of damage.
The evil nature of the eblis is best seen in the delight it takes in hunting and killing. When an eblis spots travelers who have objects it desires for its nest, it attacks. Since the eblis is cunning, these attacks often take the forms of ambushes.
The ostrich is the largest and strongest, standing 8 feet tall and weighing 300 pounds. The animal’s small head and short, flat beak are perched atop a long, featherless neck. The ostrich fans is able to run at 40 miles per hour. If forced to fight, an ostrich uses its legs to deliver a kick that inflicts 1d8 points of damage.
The emu reaches 6 feet high and 130 pounds. Unlike those of their larger cousins, the wings of an emu are rudimentary appendages hidden beneath their coarse, hair-like feathers.
The rhea resembles a small ostrich, standing 3 feet tall and weighs 80 pounds. The differences between the two species lie in the structure of the feet and the tail feathers. Ostriches have two toes, while rheas have three, and ostriches have elegant, flowing tail plumes, while the rhea’s are far shorter. Long feathers on the bird’s sides swoop down to cover the stunted tail feathers.
Add the Kingfisher and Skyfisher
Both the emre and ’wari are ground-dwelling birds, though the emre
can become airborne for up to one turn. The emre has a plump body
covered with white feathers, a long neck, bulging blue eyes, and
thick, clawed feet. The ’wari is a bulkier version of the emre,
with bronze, gold, or blue feathers. The kingfisher has a crested
head, short legs, and a long, pointed bill; it is deep blue or
bluish gray with a white chest. The skyfisher looks like a cross
between a giant bat and a vulture, black or gray in color, with
long, dangling legs and a sharp beak.
The skyfisher is the most dangerous of these birds. It can attack with either its beak or talons, but not both in the same round. It can dive for its first attack, gaining a +2 bonus to its attack roll and doubling the damage inflicted. Each time the skyfisher hits with its claws, the victim must roll a Dexterity check to try to avoid the bird’s grip. If the victim fails the check, he is carried aloft for 1d4 rounds and then dropped. Damage from the fall is 1d6 points for each round aloft. A skyfisher drops its prey if it receives 10 points of damage. It cannot lift prey in excess of 200 pounds.
A wealth of birds inhabit the world of Mystara. This section offers a brief sampling, from the mundane but troublesome magpie to the electrifying sprackle.
Magpies are notorious for stealing bright objects. Two varieties make their home in Mystara: common and giant. The common magpie is 14 to 18 inches long from its head to the tip of its tail. The body and tail are mostly black (often shot with metallic blue, green and lavender), and the shoulders and belly are white. The giant magpie sports similar colors, but measures 3 to 5 feet from beak to tail.
The beak of the giant magpie inflicts 1d4 points of damage
If people are nearby, a magpie may swoop down to take an object without landing, and has a 30% chance of picking it up cleanly and making off without dropping it. If the bird can land unseen, however, its overall chance of success increases to 60% Stolen objects are taken to the bird’s nest.
Finding the nest in order to retrieve a lost item may be a difficult task, perhaps even perilous if the search leads to the territories of dangerous creatures. The search may also be rewarding, however, since the nest might also contain 1d6 coins (30%), 1d2 small gems (3%), a piece of jewelry/art object (3% – giant magpie only), or even a small magical item (1% – giant magpie only).
The magpie’s nest is woven of sticks, straw, and mud. Magpies often weave thorny twigs into the roof of the nest to keep predators from attacking the abode. The nest is fairly large and round,with only one entrance. A typical clutch contains 5 to 6 greenish blue or yellowish eggs.
Magpies eat insects and grain. Those dwelling in settled areas often make their nests near granaries, which offer plentiful meals of spilled grain.
According to folklore and common superstition, the number of magpies one sees at a time can help foretell the future. Seven magpies are a portent of great evil.
This vicious creature gathers in flocks that rapidly tear apart prey, much like the fish after which the piranha bird is named.
Both varietes of piranha bird (lesser and greater) are garishly colored. Individual birds may have green, blue, red, brown, black, or occasionally purple feathers – the entire spectrum of colors is usually displayed in a single flock.
Lesser piranha birds grow to a maximum of 1 foot long. Greater piranha birds, on the other hand, average over twice that length. The whistles of greater piranha birds are lower and more melodic than those of lesser piranha birds.
These creatures can fly with hummingbirdlike maneuverability. They can make sudden changes in direction, or even hover in midair. When one catches sight of a potential meal, it utters a high-pitched whistle, alerting the whole flock. These birds only attack warm-blooded creatures.
Lesser piranha birds attack in groups. A flock divides itself into one or more “attack wings” of 3 to 6 individuals (1d4+2). Each “wing” attacks as though it were a single monster, attacking with a +2 bonus and inflicting 1d4 points of damage per hit. If a flock is reduced to fewer than three piranha birds, they lose their attack bonus and must make a successful morale check or scatter.
The greater piranha birds, on the other hand, attack individually, each bite inflicting 1d6 points of damage. If half of their flock has been killed or incapacitated, they must pass a morale check or flee. If they pass, they go into a blood frenzy that gives them a +2 to all attacks.
Piranha birds reproduce every spring. Each female lays 2 to 5 eggs. She warms them until hatching, and then rejoins the hunt to feed the young. Piranha birds are especially voracious at this time – first the males, which must bring hack enough food to the nests to feed the females; then male and female alike, as they strive to feed their offspring.
A flock of piranha birds has no leader as such, hut does have a pecking order that dictates which bird gets first pick of fallen prey for itself, its mate and its young.
These creatures look verv similar to grackles, the common blackbirds from which they are descended. However, sprackles are larger and colored differently: Their feathers are coppery or reddish-brown. Moreover, these birds constantly shed little electrical sparks that make them glow in the dark. Their name is a blend of the words “spark” and “grackle”.
There are two varieties of sprackle: lesser and greater. The difference between them is simply one of size. The lesser sprackle averages 20 inches in length, while the greater sprackle grows as long as 4 feet.
An electrical charge constantly surrounds a sprackle. Even if not directed as a lightning blast, it still inflicts 1d3 (or 1d6 for greater sprackles) points of damage upon any creature that comes into contact with it. Conductive materials (such as metal swords) also carry damage to a wielder.
Sprackles fly directly toward their prey in combat, shooting their lightning blasts until they get within melee range. At that point they attack with their beaks (1d3 or 1d6 damage from the sharp beak, plus 1d3 or 1d6 electrical damage). They continue to fight until half the flock is killed or wounded, at which time they must pass a morale check or flee.
All sprackles have infravision with a range of 60 feet.
Sprackles first appeared in a place called Corran Keep, in the mountains of Mystara. Powerful magic there seems to have transformed ordinary birds into these creatures. Since their creation, sprackles have been spreading rapidly, aggressively pushing more common predatory birds out of their temtories.
Sprackles may he most commonly encountered on the forested lower slopes of mountains. As the species spreads, however, they may soon he found in many other areas.
A group of Sprackles is called a rook. They gather in extended families of two to a dozen birds, which share a large, communal nesting area (called a rookery). Rookeries are located in sheltered areas, such as the eaves of an abandoned building or under a rocky overhang. They are built of sticks and mud, and lined with downy feathers shed by the birds.
Like magpies, sprackles are attracted to shiny objects which may he valuable. Their nests might contain 2d6 coins (30%), 1d4 small gems (5%, 30% – giant sprackle), a piece of jewelry/art object (5% – giant sprackle only), or even a small magical item (2%-giant sprackle only). Also, their treasure reflects the chance that they dwell in a ruin or similar place that may contain abandoned valuables.
Lesser sprackles are insectivores, preying chiefly on larger insects and arthropods such as butterflies, centipedes, moths, spiders, and dragonflies. Greater sprackles are carnivores who more frequently dine on mice, rats, smaller birds, and sometimes giant insects, such as giant dragonflies, robber flies, and giant centipedes and spiders.
Avians, whether magical or mundane in nature, are among the most
interesting creatures ever to evolve. Their unique physiology sets
them apart from all other life, and their grace and beauty have
earned them a place of respect and adoration in the tales of many
races.
These large avians are typified by the ostrich (3 HD), emu (2 HD), and rhea (1 HD). Although they share many of the unique physiological adaptations that have enabled other avians to take wing and break the bonds of earth, they are forever chained to the surface, unable to fly.
The ostrich is a large, flightless bird that lives on the grassy plains and rolling savannas of tropical and subtropical regions. It is the largest and strongest of mundane avians, standing fully eight feet from foot to crown and weighing up to 300 pounds. The animal’s small head and short, flat beak are perched atop a long, featherless neck. When it runs, an ostrich fans out its wings for stability and employs its powerful legs to attain speeds of up to 40 miles per hour. If forced to fight, an ostrich uses its legs to deliver a powerful kick that inflicts 1d8 points of damage.
Male ostriches have black bodies with white wings and tail feathers. Females, as is typical in many animals, are far less colorful than the males, being a dull gray or brown in color. The white feathers of the male are highly prized by merchants, as they can be used in hat- and dress-making. In many parts of the world, ostrich farms are not uncommon.
Male ostriches often mate with as many as four females. Larger flocks of ostriches consist of 1d4+1 males, their mates, and their offspring. The females lay their eggs in a single nest, where they are incubated by the females by day and guarded by the males at night.
The emu is another large, flightless bird that is almost as large as the ostrich. An emu can reach a height of six feet from foot to crown and a weight of 130 pounds. Unlike those of their larger cousins, the wings of an emu are rudimentary appendages hidden beneath their coarse, hair-like feathers. An emu.s plumage is dull brown, darker on the head, neck, and along its back, while its underside is much lighter.
The rhea greatly resembles a small ostrich. Rheas average three feet in height and 80 pounds in weight. The most noteworthy differences between the two species are in the structure of the feet (ostriches have two toes while rheas have three) and the tail feathers. While the ostrich has elegant, flowing tail plumes, the rhea’s are far shorter. Long feathers on the sides of the rhea, however, swoop down to cover the stunted tail feathers. These unusual feathers, like the tail feathers of an ostrich, are sought after by fashion designers; for this reason rhea are often hunted or raised on farms. Rheas generally gather in groups of three to six individuals, though this number climbs to as many as 25 during mating season.
The rhea’s hard beak delivers a peck for 1d4 points of damage.
The boobrie is a giant relative of the stork. Its origins are lost in mists of ancient time and arcane lore. Although some scholars suggest that there is a link between the boobrie and the roc, there seems to be little that the two species have in common (apart from their great size.)
An adult boobrie stands roughly 12 feet tall and may weigh as much as 300 pounds. Although its weight may seem low for such a huge creature, it is important to remember that this animal, like most fliers, is built very light. When a boobrie is threatened or comes across a creature too powerful for it to fight, it fluffs up its feathers to look even more imposing than it already is. When it does this, a number of long feathers on the back of the boobrie’s neck become erect, making it look as though the creature were two or three feet taller.
The boobrie stands on two long, slender legs. Its feet are split into four slender toes that stretch very wide to enable the creature to move quickly through marshes and swamps. Although these legs enable the creature to run at a very high speed, they are fairly weak when used in combat. A boobrie will hunt primarily with its beak, which is shaped much like that of a heron, with a hook like that of an eagle. In addition, its powerful jaw muscles and the sharp, serrated edge of its beak give it a vicious bite.
A boobrie’s diet is largely made up of giant catfish and other large denizens of the wetlands. On occasion, though, it hunts for other prey. When times are rough, the boobrie feeds on all manner of snakes, lizards, and, if it finds them, giant spiders. Its occasional dependence on a diet of creatures that can deliver a toxic bite has, over the centuries, caused the boobrie to develop an immunity to all manner of toxins.
When a boobrie hunts, it finds a grove of tall marsh grass or similar vegetation and slips into it. Once within its hunting blind, it remains perfectly still, often for hours at a time, until prey comes within sight. Then, with a speed which seems uncanny in such a large creature, it springs forth and attacks. When employing this means of ambush, a boobrie forces its opponents to suffer a -3 penalty to their surprise rolls.
If two boobrie are encountered, they are usually (75%) a mated pair. These adult boobries always have at least 5 hit points per Hit Die. If the boobries are not adults (25% chance), they are young with 4 or fewer hit points per Hit Die.
Eblis are intelligent avians noted for their cruel nature and evil ways. Eblis stand much taller than the average human, reaching heights of up to eight feet. Their bodies look much like those of storks, with grey, tan, or off-white plumage on their bodies and sleek black necks. Their heads are narrow and end in long, needle-like beaks that are glossy black in color.
Eblis speak a language of chirps, whistles, and deep-throated hoots. While it is all but impossible for humans to duplicate, it can be understood by the trained listener. In addition, 25% of all spellcasting eblis have managed to learn a rudimentary version of common, which permits them to converse with those they encounter.
When an eblis engages in physical combat, it lashes out with its beak to peck at opponents. Eblis are very agile, which not only accounts for their excellent Armor Class, but also enables them to make up to four stabbing attacks each round.
Each community of eblis is led by one individual that has a limited spellcasting capability. Eblis of this type can cast 2d4 spells per day; eblis cast as 3rd-level spellcasters. To determine which spells are available, roll 1d8 and consult the following table. Duplicate rolls indicate that the spell may be employed more than once per day.
Eblis love shiny objects (like gems); they often decorate their homes with these. In fact, even the most wise and powerful of the eblis can be bribed with a particularly impressive jewel. When characters attempt to loot an eblis lair, note that its treasures are woven into the nest itself and thus require some effort to remove. In addition to those items that men find valuable (like coins and gems), dozens of other objects may have caught an eblis’s eye. While these may range from shards of broken glass to shiny pieces of metal from a broken suit of armor, they are always worthless. Sorting through these items in search of valuable ones can be fairly time consuming.
An eblis community consists of 2d4 huts, each of which is inhabited by a male and his mate. In addition, 30% of the huts have a single egg or chick in them as well. These huts are built from straw and grasses common to the marsh around the community. Care is taken by the eblis to make these huts very difficult to detect. In fact, only a determined search of the area by a ranger or someone with the animal lore proficiency is likely to uncover the community.
All eblis secrete an oil that coats their feathers and provides them with some protection from the elements. In addition, this oil is naturally resistant to fire, granting the eblis a +1 bonus to all saving throws against fire- and flame-based attacks. Any damage caused by a fire- or flame-based attack is lessened by -1 for each die of damage.
The evil nature of the eblis is best seen in the delight it takes
in hunting and killing. When an eblis spots travelers who have
objects it desires for its nest, it attacks. Since the eblis is
cunning, these attacks often take the forms of ambushes. There is
reason to believe, however, that the true evil behind the eblis
culture is not in the average members of the race, but in their
spellcasting leaders. Past experience has shown that common eblis
are, by and large, far less prone to evil or cruelty than their
masters. Thus many scholars have come to believe that the eblis
spellcasters acquire their power through some evil deed and are
forever warped into malefic beings.