In the Dungeons & Dragons fantasy role-playing game, the alkilith is an outsider, a demon of the tanar'ri breed. They are sentient blobs of abyssmal pollution and corruption that are used by Demon Lords for missions in the most dangerous and inhospitable regions of the Abyss.
Typical physical characteristics
An alkilith appears as a shivering blob of phosphorescent green corruption surrounded by a cracked, leathery coating that constantly oozes, secretes, hardens, and splits open. Dark, swollen eye-globules dot the surface of its body. Though alkiliths are at least as large as a human, they can shape their amorphous bodies to fit through cracks as small as 1 inch wide. There seems to be no upper limit to an Alkilith's size however; planar travelers tell stories of alkiliths the size of lakes in the deepest reaches of the Abyss. Despite their gelatinous shape, alkiliths can move at a respectable speed.
Society
Even among demons there are those that disgust and terrify; the alkilith is one of these. A shapeless horror used by demon lords for missions in regions most other demons would hesitate to venture into, the alkilith is despised and feared by most other demons. Alkiliths thrive in the foulest and most inhospitable places in the Abyss. They are pollution and corruption made sentient and hatefully alive.
Many alkiliths serve the demon lord Juiblex.
Combat
Alkiliths can attack up to four times a round with pseudopods of acidic slime. These hideous creatures take great pleasure in corrupting and polluting their environs, and they have been known to ignore attackers for a chance to corrupt a pool of fresh water.
In addition to the acidic pseudopods, an alkilith can assume the form of a cloud of noxious green vapor that damages those within it.
Alkiliths also have numerous spell-like abilities, the ability to command oozes, and once per day, they can summon a hezrou.
Typical physical characteristics
An alkilith appears as a shivering blob of phosphorescent green corruption surrounded by a cracked, leathery coating that constantly oozes, secretes, hardens, and splits open. Dark, swollen eye-globules dot the surface of its body. Though alkiliths are at least as large as a human, they can shape their amorphous bodies to fit through cracks as small as 1 inch wide. There seems to be no upper limit to an Alkilith's size however; planar travelers tell stories of alkiliths the size of lakes in the deepest reaches of the Abyss. Despite their gelatinous shape, alkiliths can move at a respectable speed.
Society
Even among demons there are those that disgust and terrify; the alkilith is one of these. A shapeless horror used by demon lords for missions in regions most other demons would hesitate to venture into, the alkilith is despised and feared by most other demons. Alkiliths thrive in the foulest and most inhospitable places in the Abyss. They are pollution and corruption made sentient and hatefully alive.
Many alkiliths serve the demon lord Juiblex.
Combat
Alkiliths can attack up to four times a round with pseudopods of acidic slime. These hideous creatures take great pleasure in corrupting and polluting their environs, and they have been known to ignore attackers for a chance to corrupt a pool of fresh water.
In addition to the acidic pseudopods, an alkilith can assume the form of a cloud of noxious green vapor that damages those within it.
Alkiliths also have numerous spell-like abilities, the ability to command oozes, and once per day, they can summon a hezrou.
In the Dungeons & Dragons fantasy role-playing game, the Feytouched are Fey. They are one step down from Half-Fey (which are the offspring of a human or giant crossbred with a Fey) and another human or giant (therefore, Feytouched are sort of half-half-Fey, or quarter-Fey).
Physical Description
Feytouched are a widely varied group of beings -- some are wispy and beautiful, while others are ugly and brutish. Some resemble elves, with pointed ears and almond-shaped eyes. Others look more like trolls, with warty skin and disproportioned limbs. Regardless, all feytouched have at least one feature or characteristic that is out of the norm -- vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example. Despite their actual appearance, all feytouched are highly charismatic beings that draw attention wherever they go.
Society
The fey are known for their curiosity (some would say obsession) with humanoids and giants, and sometimes a fey falls in love with one of these creatures. A resulting offspring of a Fey and a human or giant is a Half-Fey. If such a Half-Fey mates again with another human or giant, the offspring is the slightly more removed from their Fey heritage creature described here.
Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to Feytouched and consider them distant cousins.
Combat
Feytouched rarely think of combat as something serious. They enjoy toying with their opponent, but can become truly enraged when things turn against them. They are usually baffling and erratic in combat.
Feytouched like most fey first try to avoid combat by using their charm person ability. If that fails, they will fend off attacks until they can safely flee.
In addition to this, Feytouched are also immune to mind-effecting effects and spells. Aside from this, they have no other special abilities or things that could gain them the upper hand in what are generally quick and simplistic fights.
Physical Description
Feytouched are a widely varied group of beings -- some are wispy and beautiful, while others are ugly and brutish. Some resemble elves, with pointed ears and almond-shaped eyes. Others look more like trolls, with warty skin and disproportioned limbs. Regardless, all feytouched have at least one feature or characteristic that is out of the norm -- vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example. Despite their actual appearance, all feytouched are highly charismatic beings that draw attention wherever they go.
Society
The fey are known for their curiosity (some would say obsession) with humanoids and giants, and sometimes a fey falls in love with one of these creatures. A resulting offspring of a Fey and a human or giant is a Half-Fey. If such a Half-Fey mates again with another human or giant, the offspring is the slightly more removed from their Fey heritage creature described here.
Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to Feytouched and consider them distant cousins.
Combat
Feytouched rarely think of combat as something serious. They enjoy toying with their opponent, but can become truly enraged when things turn against them. They are usually baffling and erratic in combat.
Feytouched like most fey first try to avoid combat by using their charm person ability. If that fails, they will fend off attacks until they can safely flee.
In addition to this, Feytouched are also immune to mind-effecting effects and spells. Aside from this, they have no other special abilities or things that could gain them the upper hand in what are generally quick and simplistic fights.
The Loxo are a fictional race in the Dungeons & Dragons fantasy role-playing game. They are of the Monstrous humanoid creature type. Loxo resemble humanoid elephants. They are named after a gigantic Quadling farmer in Ruth Plumly Thompson's Speedy in Oz.
Loxos appear as bipedal, humanoid elephants of roughly orc or ogre size. Their skin is bluish-gray and wrinkled with rough, sparse hair. Loxos, unlike an actual elephant, have two trunks. Both of these trunks end in three finger-like digits and they can use them as arms.
Loxo are seminomadic and peaceful clansfolk with a tribal culture which is a hybrid of Southern Asian and African real-life cultures. They inhabit warm plains.
Loxo are true neutral in alignment.
Loxo in the Forgotten Realms
In the Forgotten Realms campaign setting, Loxo inhabit the African savannah-like grassland in the south known as the Shaar. Though usually peaceful, they war with the centaurs, Wemics and Thri-Kreen which also dwell there.
Trivia
The name Loxo comes from the genus for African elephants, Loxodonta
Loxos appear as bipedal, humanoid elephants of roughly orc or ogre size. Their skin is bluish-gray and wrinkled with rough, sparse hair. Loxos, unlike an actual elephant, have two trunks. Both of these trunks end in three finger-like digits and they can use them as arms.
Loxo are seminomadic and peaceful clansfolk with a tribal culture which is a hybrid of Southern Asian and African real-life cultures. They inhabit warm plains.
Loxo are true neutral in alignment.
Loxo in the Forgotten Realms
In the Forgotten Realms campaign setting, Loxo inhabit the African savannah-like grassland in the south known as the Shaar. Though usually peaceful, they war with the centaurs, Wemics and Thri-Kreen which also dwell there.
Trivia
The name Loxo comes from the genus for African elephants, Loxodonta
In the Dungeons & Dragons fantasy role-playing game, Gelf Darkhearth is the gnomish deity of entropy and revenge. He was introduced in the Races of Stone supplement book.
In many campaign settings, the gnome pantheon of gods consists of the leader Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun, Segojan Earthcaller, and Urdlen (others might be present in specific settings). Gelf Darkhearth, along with The Glutton, Ril Cleverthrush and Sheyanna Flaxenstrand, being introduced in a supplemental book, are not considered canon to the pantheon.
Description
Gelf is Garl Glittergold's brother, and rarely have two brothers been more bitter rivals. Gelf, depicted as a gray-skinned dwarf with a black beard, takes obsessive delight in opposing everything his brother attempts. This compulsion puts Gelf in the tragic position of tearing down the gnome society he loves, just to thwart Garl Glittergold. Gelf isn't evil, but he feels compelled to destroy everything Garl holds dear. Gelf is an angry, sorrowful deity, and he attracts followers of similar temperament. The reason for Gelf's attitude and rivalry with Garl is not known, but it is possibly because they both covet the Gnomish goddess of love Sheyanna Flaxenstrand. Gelf's holy symbol is a black anvil that is splt in two, set against a murky purple background. His favored weapon is the warhammer.
Worship
Clerics
Would-be clerics of Gelf are individually recruited by senior clerics who sense kindred spirits. Those who follow Gelf are rebels so committed to their cause that they would do anything to defeat the authorities they despise.
Prayer
Gelf's prayers are often wordless ululations -- long strings of vowel sounds. To nonbelievers, they sound like gibberish, but the exact order of sounds has meaning to the faithful.
Temples
Gelf's temples aren't hidden, but they are out of the way and placed so that Gelf's worshipers aren't seen coming and going. Most gnomes know where to find a temple to Gelf (assuming one is nearby), but few can think of a reason to go there.
Rites
Many of Gelf's rites seek to bestow a curse or ill will on a nonbeliever. Few are known outside the fairly insular circle of Gelf's worshipers -- with one exception: Almost every gnome warrior knows the Rite of the Adroit, a brief group ceremony that steels the minds of gnomes to the chaos of war.
Quests
If someone has hatched a plot against one of Garl Glittergold's temples -- or against a thriving gnome community -- Gelf Darkhearth is probably behind it. He takes particular glee in using Garl's faithful against him, duping adventurers into doing his bidding.
Herald and Allies
The herald of Gelf is a 20th-level fiendish gnome rogue. His allies are succubus demons, green slaadi, and death slaadi.
In many campaign settings, the gnome pantheon of gods consists of the leader Garl Glittergold, as well as Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Nebelun, Segojan Earthcaller, and Urdlen (others might be present in specific settings). Gelf Darkhearth, along with The Glutton, Ril Cleverthrush and Sheyanna Flaxenstrand, being introduced in a supplemental book, are not considered canon to the pantheon.
Description
Gelf is Garl Glittergold's brother, and rarely have two brothers been more bitter rivals. Gelf, depicted as a gray-skinned dwarf with a black beard, takes obsessive delight in opposing everything his brother attempts. This compulsion puts Gelf in the tragic position of tearing down the gnome society he loves, just to thwart Garl Glittergold. Gelf isn't evil, but he feels compelled to destroy everything Garl holds dear. Gelf is an angry, sorrowful deity, and he attracts followers of similar temperament. The reason for Gelf's attitude and rivalry with Garl is not known, but it is possibly because they both covet the Gnomish goddess of love Sheyanna Flaxenstrand. Gelf's holy symbol is a black anvil that is splt in two, set against a murky purple background. His favored weapon is the warhammer.
Worship
Clerics
Would-be clerics of Gelf are individually recruited by senior clerics who sense kindred spirits. Those who follow Gelf are rebels so committed to their cause that they would do anything to defeat the authorities they despise.
Prayer
Gelf's prayers are often wordless ululations -- long strings of vowel sounds. To nonbelievers, they sound like gibberish, but the exact order of sounds has meaning to the faithful.
Temples
Gelf's temples aren't hidden, but they are out of the way and placed so that Gelf's worshipers aren't seen coming and going. Most gnomes know where to find a temple to Gelf (assuming one is nearby), but few can think of a reason to go there.
Rites
Many of Gelf's rites seek to bestow a curse or ill will on a nonbeliever. Few are known outside the fairly insular circle of Gelf's worshipers -- with one exception: Almost every gnome warrior knows the Rite of the Adroit, a brief group ceremony that steels the minds of gnomes to the chaos of war.
Quests
If someone has hatched a plot against one of Garl Glittergold's temples -- or against a thriving gnome community -- Gelf Darkhearth is probably behind it. He takes particular glee in using Garl's faithful against him, duping adventurers into doing his bidding.
Herald and Allies
The herald of Gelf is a 20th-level fiendish gnome rogue. His allies are succubus demons, green slaadi, and death slaadi.