Contents

Features

5 Demonomicon of : Yeenoghu By Robert J. Schwalb 5 Unleash the bloodthirsty Demon Prince of Gnolls—and his many loyal followers—on your unsuspecting PCs.

17 Vor Kragal: lost City of Bael Turath By Nicolas Logue This long-dead relic of the ancient empire is rife with adventure for those willing to brave its dark streets. Sample file 70 27 Playing By Chris Sims Fully realized as a 4th Edition PC race, the warforged are here. New racial feats, rules for warforged components, and more.

36 Ashen Covenant By Devoted to the demon prince Orcus, the Ashen Covenant believes that victory for their dark lord will come only when he ascends . . . 36 as the new god of death. 68 48 The Wolves of Maldeen COLUMNS By Nicolas Logue Long ago, the legendary Maldeen stood up to champion those who could not fight for themselves. Now his order continues this 4 Editorial noble cause. 66 Campaign Classics: 55 Creature Incarnations: the Hazards of Kobolds By Gary Astleford By The deadly hazards of Athas are countless . . . but these three will get you started. 55 Sure, the is full of the little buggers, but who couldn’t use some 68 Class Acts: Wizard more kobolds? Introducing the wild mage, By vermin handler, and many more varieties. Look no further for illusionist-style wizard powers.

60 Roll vs. Role: Goblins 70 Expeditionary Dispatches: Forest of Flesh By Bruce Cordell and Chris Sims By Keith Baker Meet the Bile Spider tribe, an alchemically Enter the world of Mordain the Fleshweaver. inclined group of goblins willing to do anything for a necessary reagent. 75 Design & Development: Sample file the ’s Guide 66 By James Wyatt The author of the DMG takes us on tour of the book. On the Cover Illustration by Steve Prescott 80 Confessions of a Full-Time Wizard By Shelly Mazzanoble Shelly sits down with James Wyatt to get some inside tips on running a game.

83 RPGA Report By Chris Tulach This month, Chris covers the days of Living .

85 Ampersand 60 By Bill talks about D&D Game Day and the launch..

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364 Dragon June 2008 Same as it Ever Was?

Editor-in-Chief Chris Youngs

Senior Art Director Stacy Longstreet

Web Production Bart Carroll, Steve Winter When I was trying to come up with a title for this table. So for at least a couple of months, we’re not editorial, I was actually hoping for something more charging for a D&D Insider subscription. Graphic Design Scott Okumura, grandiose. More awe-inspiring. More . . . choir of Thanks to Dr a g o n going digital, we’ll be able to Shauna Wolf Narciso angels-like. more fully integrate all our content. Hyperlinks are Contributing Authors Gary Astleford, Keith Baker, Bruce But it seemed more important to emphasize two just the beginning. We’re exploring opportunities to Cordell, Nicolas Logue, Ari things in this space. The first is that if you’ve seen add multimedia options to the magazines—like the Marmell, Shelly Mazzanoble, past iterations of Dr a g o n Magazine, you should expect “On the Set of 4th Edition” cartoons you’ve enjoyed Mike Mearls, Chris Sims, Bill to see many familiar elements in this latest iteration— in the past few months. Furthermore, all of Dr a g o n ’s Slavicsek, Rodney Thompson, specifically, new articles in each issue that will make content will also be integrated with the D&D Com- Chris Tulach, James Wyatt your game more fun and more compelling. That pendium and other upcoming D&D Insider utilities. means new monsters, new powers, new feats, new We’re treating all Dr a g o n ’s content like we do all Developers Mike Mearls, Stephen Radney- magic items, new paragon paths, and new ways to use our printed game supplements. Everything you’ll MacFarland, Peter Schaefer it all. see in these pages makes its way through our experi- Editors Dawn Hagerman, Miranda You’ll see features you’ve come to love, like this enced, savvy developers, and our story team checks Horner, Jennifer Clarke Wilkes issue’s Demonomicon of Iggwilv article on Yeenoghu. each article for internal continuity, as well. So if you You’ll see articles that give you new race options for see it in Dr a g o n , it’s D&D canon like never before. Cover Artist Steve Prescott your next character, like “Playing Warforged.” And Perhaps our most exciting change is that we’ll be Contributing Artists Dave Allsop, Chris Burdett, you’ll see plentySample of familiar designers file in our pages offering our readers the opportunity to playtest new Eric Deschamps, Wayne England, (such as Ari Marmell, whose first 4th Edition article D&D rules before the finished content sees print. Jason A. Engle, Carl Frank, is in this issue), as well as new authors (like you, once Next month will kick off with a new class, and in the Brian Hagan, Raven Mimura you’ve read your 4th Edition core rulebooks). fall, we’ll be offering up exclusive playtest opportuni- Jim Nelson, William O’Connor, So why the question mark in the title? If ties for Player’s Handbook II. Cyril Van Der Haegen everything’s the same—I mean, digital delivery So there it is. We know the past few months aside—what’s new? It turns out, plenty. haven’t quite delivered everything we hoped. But Cartographers Sean Macdonald, Mike Schley The new Dr a g o n will be delivered almost entirely we’re confident that with our redesigned, relaunched, Director of RPG R&D Bill Slavicsek in pdf format. (I say “almost” because we’ll still put fully digital Dr a g o n , we’ll give you more than enough Web Development Mark A. Jindra columns up as Web articles as they roll out over the reasons to keep coming back each week. month.) Each week, we’ll release portions of the issue—feature articles and columns like this one— Special Thanks until we’ve released the entire thing. Then you’ll get Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter, Jennifer a monthly pdf compilation of the whole issue at the Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy Crawford, Rob end of the month. Heinsoo, Peter Lee, Julia Martin, Mike Mearls, Kim Mohan, David Oh, and did I mention these issues are free? We Noonan, Stephen Radney-MacFarland, Peter Schaefer, Stephen want you to get a taste of what we’re bringing to your Schubert, Chris Sims, Rodney Thompson, Rob Watkins, James Wyatt Demonomicon of Iggwilv

Yeenoghu, Demon Prince of Gnolls

by Robert J. Schwalb

illustrations by Jason A. Engle and Brian Hagan

There is nothing unique about the wanton violence of the Destroyer. All demons hunger for slaughter, and they all seek the end of all things. They all want to tear down the Tworks of the gods and reduce all things to ruin. Where Yeenoghu differs, however, is in his ability to turn the business of killing into a breathtaking spectacle. With Sample file him, it is a form of art—if you can stomach the screams and noxious odors issuing from the dead. Yeenoghu is special because he embodies killing. He has few ambi- tions beyond the visceral thrill of rending the soft flesh of his enemies and drinking deep the hot blood from their bodies. He craves nothing more than the utter defeat of all those who stand against him and is relentless in his pursuit of feeding the emptiness of his existence with the frantic screams of those he slays. Butchery is the provender of Yeenoghu, and his single-minded pursuit of annihilation makes him a dangerous force in the infinite layers of the Abyss.

TM & © 2008 Wizards of the Coast, Inc. All rights reserved.

June 2008 | Dragon 364 5 Demonomicon of Iggwilv

n a throne of bone, in the dim light of smoke-filled hall, surrounded by the sounds of screams and the endless grinding of the Yeenoghu and D&D wheels far below, sits the Beast of Butch- O ery. Yeenoghu, by those with the courage Yeenoghu, like Graz’zt, was one of the cre- began to fade. Although he was still favored to address him as such, is a demon prince of the Abyss. As ations of the late for the Du n g e o n s by the gnolls, he was no longer their prin- patron of the gnolls, he is worshiped as a god. As kindred & Dr a g o n s game, making him one of the first cipal god. The coup de grace, so to speak, to other fiends who carve out their own kingdoms in the demon lords mentioned in 1st Edition. From for Yeenoghu, was the loss of Doresain, the Abyss, he is a terrifying scourge, a force of destruction, and the start, Yeenoghu was an important figure, King of Ghouls. , by Andy Collins a liability to the designs and ambitions of his rivals. Few who was described as being “one of the most and Bruce Cordell, revealed Yeenoghu lost aside from other more powerful demon lords dare chal- powerful and feared” of the demon princes. the ability to command Doresain, implying lenge him or the reckless legions clambering to his banners Part of his power stemmed from the fact he either the King of Ghouls had ascended to because his forces are nigh unstoppable, and if Yeenoghu’s enjoyed the worship of the gnolls, and he also true godhood (which his rank as demigod forces could maintain coherency for more than a single enjoyed the support and homage of the King supported) or that Yeenoghu had lost so campaign, he might have emerged long ago as the true of Ghouls. , in the Manual of the much power he was fast becoming irrelevant. master of the Abyss. As history has shown, though, Yeeno- Planes, implied the demon prince controlled Fiendish Codex I: Hordes of the Abyss, by Ed ghu is his own worst enemy, and he is frequently the cause far more than one layer in the Abyss. Of par- Stark, James Jacobs, and Erik Mona, con- of his own undoing. ticular note, this book gave us the first look firms the latter explanation, describing the at Yeenoghu’s Realm, a barren salt-waste Destroyer as a “lesser demon lord,” with few Description through which Yeenoghu roamed inside his ambitions beyond seeing his chosen servants Yeenoghu combines the worst features of a gnoll and demon rolling fortress city pulled by legions of slaves thrive in the world. Even Wolfgang Baur’s in one immense form. Standing 12 feet tall, his body is under the watchful eyes of gnoll overseers. and Gwendolyn F.M. Kestrel’s Expedition to gaunt and lanky, and patches of yellow fur stained with Sample Yeenoghu faded file from the game for a time the Demonweb Pits portrays Yeenoghu as a brown spots cover him. Leprous gray skin and suppurating during the early years of 2nd Edition. In 1992 minor player in the demonic conclave, his wounds mar his body, revealing the corruption of his flesh he returned to the game in Carl Sargent’s attendance diminished by his peers. and spirit. His head is a large, anthropomorphic hyena’s, Monster Mythology. Here, Yeenoghu remained In the 4th Edition rules, Yeenoghu is again with glowing red eyes and a toothy maw from which spills a demon (tanar’ri) lord, and he was also a full- one of the few demon lords mentioned in the strings of drool. fledged god and member of the “giantish” Monster Manual. The Beast of Butchery is the Always suspicious of treachery, Yeenoghu wears armor pantheon. Deemed an interloper god, he was sole master of the gnolls, and packs of these assembled from the pieces he scavenges on the battlefield, not originally part of the pantheon, but he feral creatures roam the world in search of with bits of mail and plate held together by strips of flesh joined it later when he subverted the gnolls raid, plunder, and victims to sacrifice on their collected from his victims. His pride is his Triple Flail, an evil from their god Gorellik. Yeenoghu remained bloody altars. Yeenoghu is still a savage and weapon constructed from the bones of a god he slew during a part of the giant pantheon, but he cared bestial figure, but he has reclaimed his place the ancient wars between the deities and the primordi- nothing for the giants themselves—he just among the mighty demon lords. It’s just a als. The handle is a thighbone wrapped in the god’s torn sought the power he could steal from them matter of time before the Beast of Butchery flesh. Three chains extend from the top of the handle, each as he had from fallen Gorellik. stirs in his fetid realm and brings horrific war ending in a rusty, barbed head. When used in combat, the With 3rd Edition, Yeenoghu’s significance to the planes once more. weapon bleeds divine ichors, splashing the field with the tears and blood of the fallen deity.

June 2008 | Dragon 364 6 Demonomicon of Iggwilv

Yeenoghu Level 28 Solo Skirmisher A Crushing Grasp (minor; recharge ⚃ ⚄ ⚅ ) ✦ Force Yeenoghu Lore Large elemental humanoid (demon) XP 65,000 Area burst 2 within 20; +36 vs. Reflex; 3d10 + 10 A character knows the following information with a force damage, and the target is immobilized until the successful Arcana check. Initiative +24 Senses Perception +22; end of Yeenoghu’s next turn. Miss: Half damage and DC 15: Yeenoghu has many names, and each one darkvision, low-light vision the target is pushed up to 10 squares. Fetid Cloud (Poison) aura 5; enemies that start their reflects another facet of his cruel and savage nature. C Filthy Curse (minor; recharge ⚃ ⚄ ⚅) ✦ Psychic, turn in the aura take 10 poison damage and are necrotic Most know him as the Demon Prince of Gnolls, but slowed until the start of their next turn. Close blast 5; +32 vs. Will; 1d8 + 5 psychic damage, among the gnolls, he is called the Destroyer, and in HP 1,290; Bloodied 645; see also bloodied wrath ongoing 10 necrotic damage (save ends), and the certain circles and writings, he has been called the AC 46; Fortitude 44, Reflex 46, Will 42 target is stunned until the end of its next turn. Beast of Butchery and the Ruler of Ruin. Yeenoghu Immune disease, poison; Resist 10 variable Feint (move; at-will) is the undisputed master of the gnolls, and through (2/encounter); see MM glossary Yeenoghu can shift 3 squares. Yeenoghu gains combat them, he works his evil in the natural world. Saving Throws +5 advantage against targets he ends his move adjacent Speed 7 to until the end of his turn. DC 20: As a demon lord, Yeenoghu is a vehicle of Action Points 2 Hyena Strike destruction. Like many demon lords, Yeenoghu was ✦ m Triple Flail (standard; at-will) Weapon If Yeenoghu moves at least 3 squares from where he once a primordial, one of the shapers of creation, but Reach 2; +32 vs. AC; 2d8 + 10 damage, and the began his turn, his attacks deal an extra 3d6 damage. was transformed and awakened by the mysterious target is immobilized (save ends). Aftereffect: 15 Threatening Reach Chained God believed to lurk at the bottom of the damage. Requires Triple Flail; Yeenoghu can make opportunity Abyss. As with other demons, Yeenoghu hungers for m Bite (minor; at-will against a target hit by attacks against all creature within his reach (2 squares). carnage, but also craves power over his rivals and Yeenoghu’s Teleport (move; recharge ⚂ ⚃ ⚄ ⚅ ) ✦ Teleportation Triple Flail attack) Yeenoghu teleports up to 12 squares. the gods themselves. To this end, he goads his mortal Reach 2; +32 vs. AC; 1d8 + 10 damage, and ongoing Alignment Chaotic evil Languages Abyssal, Common servants into performing appalling acts of evil in his 5 damage (save ends). Skills Athletics +29, Insight +22, Intimidate +24, name throughout the lands. He admonishes his ser- ✦ M Ribbons of Flesh (standard; at-will) Fear Nature +22, Stealth +27 vants to show no mercy in their perpetual war—they Reach 2; Yeenoghu makes two melee basic attacks Str 31 (+24) Dex 26 (+22) Wis 16 (+17) must kill all creatures they encounter and take pris- against two different targets. Each hit target takes a Sample file Con 26 (+22) Int 21 (+19) Cha 21 (+19) oners when the beings can serve as useful thralls. –4 penalty to all attack rolls (save ends). Equipment piecemeal armor, Triple Flail DC 25: The seat of Yeenoghu’s power is a name- less layer deep in the Abyss. Known as Yeenoghu’s Yeenoghu’s Tactics If faced with several opponents at once, he spews Realm, it is a wasteland. Much of the area is parched A figure of incomprehensible power and possessed a filthy curse in Dark Speech to unman his enemies savanna covered in brittle brown grass punctuated with an almost unmatched capacity for violence, the and leave them vulnerable to his assault. by semimobile plants with poisonous barbs and Demon Prince of Gnolls flings himself into every Yeenoghu might lack the means of flight, but his choking tendrils. The skies are a sickening shade of battle. He uses his fearsome Triple Flail to tear the evil will can deflect aerial attackers. If he faces air- green, and the sun is a bloody red wound spreading flesh from his enemies and leave the mounds of the borne enemies, he pauses just long enough to wrap its crimson stain across the horizon. Bounding this dead in his wake for his scavengers and hangers-on. his opponent in bands of crushing force and then perilous realm is a vast jungle of gnarled trees with Yeenoghu begins his fights by charging his flings the foe away. The Destroyer retreats when jaundiced leaves and toxic fauna. To the north runs a enemies and lashing them with his nasty weapon. he is injured, imprisoned, or otherwise trapped. barren range of brown mountains, which are pocked He delights in the mayhem he creates as his weapon Like his rivals, he uses teleport to escape—doing so with mines where the Destroyer’s servants struggle flays not only the flesh but also the mind, since the causes him to brood and plot. When he is ready, to pull priceless ore from the monster-filled deeps. weapon’s touch rends their courage and resolve. he draws up his vast armies to mount a new assault The mountains tumble into a vast sea clotted with Yeenoghu never stays in place for long; he’s always augmented by overwhelming numbers of demons, flotillas and wreckage. Infested by ghouls, the sea moving and attacking, and he barks through it all. savage gnolls, and other bestial fiends. also has cannibals and exiles, who have been driven

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