Psionic Bestiary09/26/2003


Aleithian Dwarves
The Legend of Sardior, Part 2



This month we build upon the foundation of the Legend of Sardior with a new race of psionic dwarves known as Aleithians. We also delve a little into the church of Sardior by bringing you two new prestige classes for those chosen worthy of Sardior's knowledge. To round it all out we have eighteen new powers usable by the chosen.

Aleithian Dwarves

Aleithian, 1st-Level Warrior
Medium Humanoid (Dwarf)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (+6 banded mail, +2 heavy steel shield), touch 10, flat-footed 18
Base Attack/Grapple: +1/+1
Attack: Dwarven waraxe +1 melee (1d10/x3)
Full Attack: Dwarven waraxe +1 melee (1d10/x3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 90 ft., dwarf traits, psionics
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 10, Con 13, Int 12, Wis 10, Cha 6
Skills: Craft (crystalwork) +4, Craft (metalwork) +4, Listen +4, Spot +4
Feats: Alertness
Environment: Any underground
Organization: Solitary, patrol (5-8), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), warband (30-100, plus 1 3rd-level sergeant per 10 warriors, 1 5th-level lieutenant per 25 warriors, and 1 7th-level captain), or clan (100-400 plus 30% noncombatants plus 1 3rd-level sergeant per 10 warriors, 1 5th-level lieutenant per 25 warriors, 1 7th-level captain per 100 warriors, and 1 leader of 9th-13th level)
Challenge Rating: 1/2
Treasure: Standard coins, double goods, standard items
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0

The being stands as tall as a dwarf, though it has a leaner build. Its skin tone is pale gray with a purple hue, and its eyes are steel gray. Its hair is purplish black in hue, and the being possesses an elaborate mustache with moderate beard.

Aleithians are a deep-dwelling race of psionic dwarves.

They live far underground as deep dwarves do, but they have isolated themselves even further at the behest of Aleithilithos, one of the Thanes of Sardior. Sardior's influence through the thane has changed the physiology of the aleithian dwarves. Aleithians are similar in height to regular dwarves and weigh the same even though they have a leaner build. Their skin tone is pale gray with a purple hue, and their eyes are usually steel gray. Their hair color ranges from purplish black to white, and they favor elaborate mustaches with moderate beards. Their dress is functional and blends in with their normal environment.

As a race, aleithians have a deep joy when working with gems and crystal. They value items made with gems moreso than typical dwarves. This is apparent in their architecture and their mines.

Aleithian dwarves speak Dwarven, Undercommon, and Draconic. Those who have started to venture to the surface are taking the time to learn Common.

COMBAT

Aleithians are well versed in the art of Underdark fighting tactics. Their use of the environment combined with their skill at making siege-style traps makes assaulting them a difficult undertaking. In combat, they use psions for support, and many clans boast units of psychic warriors in their ranks.

Aleithian Dwarf Traits (Ex): Aleithian dwarves possess the following racial traits.

  • +2 Constitution, +2 Intelligence, -4 Charisma.
  • Medium size.
  • A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Darkvision out to 90 feet.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. An aleithian dwarf who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching and can use the Search skill to find stonework traps as a rogue can. An aleithian dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • +2 racial bonus on Will saves against psionics, including psionic combat. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on Fortitude saving throws against poison.
  • Aleithian dwarves receive a +2 racial bonus on Craft skills related to crystal, metal, or stone. (These bonuses are included in the stat block.)
  • Light Sensitivity: Aleithians are dazzled in bright sunlight or within the radius of a daylight spell.
  • Psionics (Sp): 3/day -- ectoplasmic repair, finger of fire. Manifester level 1st; save DC 1d20 + key ability modifier + power level.
  • Attack/Defense Modes (Sp): 3/day -- ego whip/empty mind.
  • Automatic Languages: Dwarven and Common. Bonus Languages: Draconic, Terran, and Undercommon.
  • Favored Class: Psion or Psychic Warrior; determined at character creation.

Aleithian History

Long ago, a dig team of Rokehold deep dwarves tunneled into the temporary lair of Aleithilithos, a thane of Sardior. The dwarves were initially terrified of the immense dragon and fled. This amused Aleithilithos, for he had come to the place to ponder the task set before him by Sardior. He had not planned on company, but realized the dwarves were the answer to his dilemma. Why else would they have come all this way?

Aleithilithos informed Sardior of his solution, which was accepted. Sardior made an agreement with Moradin through Dumathoin, which made the Rokehold clan of dwarves his caretakers. In exchange, Sardior provided a few secrets about Moradin's enemies.

The Rokehold clan was given a portal to the Demiplane of Ectoplasm. Sardioran agents taught them how to make the best use of the demiplane: stable mines, crystalworking, how to utilize ectoplasm, and so on. In return, they were required to keep the demiplane free of intruders. The clan took to the demiplane, as one would expect from dwarves. Over the centuries, they created a massive network of tunnels and unknowingly began to change physically.

Then about two hundred years ago, Aleithilithos returned to the dwarves of the Roke. He congratulated them on completing their duty. He made some further explanations, then closed the portal. He also told them to prepare to return to the surface, since their skills would be needed soon. The aleithians have since begun the migration to the surface, and they have started to make contact with the other races.

Aleithian Dwarf Player Characters

Players may wish to play an aleithian dwarf. If allowed by the DM, aleithian dwarf PCs have the following racial traits:

Aleithian Dwarf Player Characters

  • +2 Constitution, +2 Intelligence, -4 Charisma.
  • Medium size.
  • Base speed 20 feet (4 squares).
  • Darkvision 90 feet.
  • Stonecunning, as above.
  • +2 racial bonus on Will saving throws against psionics, including psionic combat.
  • +2 racial bonus on Fortitude saving throws against all poisons.
  • Aleithian dwarves receive a +2 racial bonus on Craft skills related to crystal, metal, or stone. (These bonuses are included in the stat block.)
  • Psionics (Sp): 3/day -- ectoplasmic repair, finger of fire. Manifester level 1st; save DC 1d20 + key ability modifier + power level.
  • Attack/Defense Modes (Sp): 3/day -- ego whip/empty mind.
  • Light Sensitivity (Ex): Aleithians are dazzled in bright sunlight or within the radius of a daylight spell.
  • Automatic Languages: Dwarven and Common. Bonus Languages: Draconic, Terran, and Undercommon.
  • Favored Class: Psion or Psychic Warrior; determined at character creation.

About the Authors

Mark A. Jindra has been a fan of Dungeons & Dragons for the past 25 years and has organized RPGA Network events for many conventions and game days, including Origins and Winter Fantasy. In 1998 he landed his dream job as a web developer for Wizards of the Coast and is currently the developer of the D&D website. Mark has authored or coauthored various tournaments for the RPGA Network, and he also coauthors the monthly Mind's Eye feature on the Wizards of the Coast website.

Scott Brocius has been "kicking around" with the D&D game since being introduced to it 1980. He's been an RPGA member for several years and has helped organize and run RPGA events for several conventions, including Origins. The new edition of D&D has renewed his love for and interest in the game. Scott also coauthors the monthly Mind's Eye feature on the Wizards of the Coast website.

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