import Tabs from '@19h47/tabs';
const $element = document.querySelector('.js-tabs');
const tabs = new Tabs($element);
tabs.init();
{ delay: false, hash: false }
The first clue that a barracuda is in the area might be a sudden pain in the foot, as the marauder swims by and bites off a few tender toes. They are found in warm salt waters.
The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.
A dracolich can be created from any of the evil dragon subspecies. A dracolich retains the physical appearance of its original body, except that its eyes appear as glowing points of light floating in shadowy eye sockets. Skeletal or semi-skeletal dracoliches have been observed on occasion.
The senses of a dracolich are similar to those of its original form; it can detect invisible objects and creatures (including those hidden in darkness of fog) within a 10-foot radius per age category and also possesses a natural clairaudience ability while in its lair equal to a range of 20 feet per age category. A dracolich can speak, cast spells, and employ the breath weapon of its original form; it can cast each of its spells once per day and can use its breath weapon once every three combat rounds. Additionally, a dracolich retains the intelligence and memory of its original form.
Lorem ipsum dolor sit amet, consectetur adipisicing elit. Sequi id doloribus soluta minima nulla nemo rerum, eveniet dolorem earum! Similique atque, aliquam esse dolores alias minima voluptas mollitia quos nisi.
Lorem ipsum dolor sit amet, consectetur adipisicing elit. Ex, quia, sunt. Laudantium possimus vel ex nam fugit est eligendi sapiente repellat ab a. Neque saepe magni laudantium dolorem, obcaecati earum.
{ delay: 300, hash: true }
Both worker and warrior ants fight. If a warrior manages to bite, it also tries to sting for 3d4 points damage. A successful save reduces damage to 1d4. The queen has 10 HD but does not move or fight.
Ettercaps are ugly bipedal creatures that get along very well with all types of giant spiders. These creatures of low intelligence are exceedingly cruel, very cunning, and are skilled in setting traps -- very deadly traps -- much like the spiders that often live around them.
Ettercaps stand around six feet tall, even with their stooping gait and hunched shoulders. The creatures have short, spindly legs, long arms that reach nearly to their ankles, and large pot-bellies. The hands of ettercaps have a thumb and three long fingers that end in razor sharp claws. Their bodies are covered by tufts of thick, wiry, black hair, and their skin is dark and thick. Ettercaps' heads are almost equine in shape, but they have large reptilian eyes, usually blood-red in color, and large fangs, one protruding downward from each side of the mouth. The mouth itself is large and lined with very sharp teeth.
Ettercaps do not have a formal language. They express themselves through a combination of highpitched chittering noises, shrieks, and violent actions.
Cloakers are fiendish horrors, related to trappers, that dwell in dark places far beneath the surface of the earth. They generally seek to kill those who enter their lairs, unless they can think up some other, more amusing way to punish interlopers.
When a cloaker is first seen, it is almost impossible to distinguish this monster from a common black cloak. The monster's back has two rows of black eye spots running down it that look much like buttons, and the two ivory-colored claws on its upper edge can easily be mistaken for bone clasps.
When it unfurls itself and moves to attack, however, its true nature becomes all too obvious. At this point, its white underside is clear and the monster's face is fully visible. This face, with the glow of its two piercing, red eyes and the needle-like fangs that line its mouth, is a truly horrible sight. At this point, the monster also uncurls the whip-like tail at its trailing edge and begins to swish it back and forth in anticipation.
The galeb duhr is a curious boulder-like creature with appendages that act as hands and feet. These intelligent beings are very large and slow-moving. They live in rocky or mountainous areas where they can feel the earth power and control the rocks around them.
A typical galeb duhr is from 8 to 12 feet tall. When not moving it looks like part of the terrain it lives in.
Trolls are horrid carnivores found in all climes, from arctic wastelands to tropical jungles. Most creatures avoid these beasts, since trolls know no fear and attack unceasingly when hungry. Their frame appears thin and frail, but trolls possess surprising strength. Their arms and legs are long and ungainly. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. The trolls' rubbery hide is colored a moss green, mottled green and gray, or putrid gray. A writhing hairlike mass grows out of their skulls and is usually greenish black or iron gray in color. Their dull, sunken black eyes possess 90-foot infravision. Females are easily distinguished from males; they are both larger and more powerful than their male counterparts.
Jermlaine are a diminutive humanoid race that dwells in tunnels and ambushes hapless adventurers. They are known by a variety of names such as jinxkin or bane-midges.
Jermlaine appear to be tiny humans dressed in baggy clothing and leather helmets. In fact the "clothing" is their own saggy skin and pointed heads. The limbs are knottily muscled. The fingernails and toenails are thick and filthy, although the fingers and toes are very nimble. Their gray-brown, warty hide blends in with natural earth and stone. When they wear rags or scraps as clothing, such items are also camouflage colored.
At first glance the adherer seems like a mummy, with folds of off-white skin resembling filthy bandages. Adherers can be distinguished from mummies by the sour, mucilaginous smell that accompanies them. The smell comes from a resin-like secretion with adhesive properties that is constantly exuded through the pores of the adherer's skin.
The malicious crimbils are rumored to be a corrupted bloodline of wood gnomes. Few sylvan lands do not have tales of these wee folk with skin as white as moonlight and hearts as black as coal.
Frost salamanders, natives of the Paraelemental Plane of Ice, thrive in very cold places. They are sometimes found on other elemental planes and may find themselves summoned to the Prime Material Plane.
Plush golems are every parents nightmare. They are typically given as gifts to young children, usually by obnoxious aunts or uncles. Plush golems seem like ordinary stuffed animals at first, but eventually reveal their animated state of being to the children who own them. As the children treat their toy animals more and more like live creatures, the parents' frustration increases as the child insists that the toy be allowed to eat at the dinner table, go along on outings, and take part in other family activities to the nuisance of everyone.
Kytons are a race of creatures inhabiting the city of Jangling Hiter on the third layer of Baator. They are the city's constabulaly, ferreting out transgressors. A soul knows when he's being stalked by one of these monstrosities if he hears tinkling chains and an accompanying malicious titter.