Double standard Always lawful evil By character class

Environment: Area:

Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: * This substance appears in More Magic & Mayhem. t This feat appears in Lands of Mystery.

Sheer malice radiates from this white-skinned humanoid. Leathery black bat-wings unfurl from its back and two shining black horns curve back from its brow. Its arms end in long claws, and in place of feet it has polished cloven hooves.

Dreadlords, masters of trickery, deceit, and guile, take pride in the fiendish destruction they have wrought on Azeroth. Affiliated with the Burning Legion for centuries, the dreadlords — also termed nathrezim — acted as commanders of undead legions during the Burning Legion's second invasion, slaughtering thousands with their unnatural hordes. The dreadlords lost much power when several of their most influential members fell to the Forsaken armies under Sylvanas Windrunner's banner.

Now the dreadlords seem almost a myth, a story told to frighten children. People feel safer when they think the dreadlords a remote tale; some instead comfort themselves with the lie that the great Varimathras is the only surviving dreadlord. More practical sorts know that evil never truly dies and that just because they cannot see something does not mean it is not there.

Dreadlords invariably stay behind the scenes and effect change through proxies. Adventurers might go their whole lives and never realize a dreadlord has acted against them in countless, seemingly unrelated ways. Only after much exertion and investigation do the heroes uncover the dreadlord behind a plot. Even then, the task of tracking and slaying a dreadlord can overwhelm the most competent hunter of evil.

Dreadlords live in heavily fortified lairs or march at the center of an army. They most often take arcanist levels, but some dreadlords favor the physical arts of the rogue or warrior.

Dreadlords can speak with any creature that has a language.


A dreadlord engages in melee combat only when convinced he holds the upper hand. A dreadlord studies his opponent first and learns her weaknesses. Then he remains at range, unleashing his most powerful spells on his enemy.

Dominate (Su): A dreadlord crushes his opponent's will with a simple glance. This is similar to a gaze attack, except that the dreadlord must use a standard action; those merely looking at the dreadlord are not affected. Anyone the dreadlord targets must succeed on a DC 26 Will save or fall under the dreadlord's influence as though by a dominate monster spell (caster level 17th). This ability has a range of 30 feet.

Energy Drain (Su): Living creatures hit by a dreadlord's claw attack gain one negative level. The Fortitude DC to remove a negative level is 26; the save DC is Charisma-based.

Spell-like Abilities: At will—deeper darkness, detect chaos, detect good, detect magic, hold monster (DC 23), read magic, sleept (DC 19), teleport (self plus 50 pounds of objects only); 3/day—plane shift, sending, summon swarm (bats only); 1/day—dream**, nightmare** (DC 23). Caster level 17th; save DCs are Charisma-based.

t See the Alliance Player's Guide.

** See the Horde Player's Guide.

Spells: A dreadlord casts spells as a 17th-level necromancer who also gains access to the warlock spell lists. However, he gains bonus spells and determines his maximum number of prepared spells and his spell save DCs based on his Charisma score instead of his Intellect score.

Necromancer Spells (5/7/7/7/7/6/6/5/4/2; DC 18 + spell level): A dreadlord's high Charisma score and ranks in

Warcraft Dominate Mind

Spellcraft allow him to prepare 18 spells per level. Dreadlords always have the following spells prepared, among others:

1st—disguise self; 2nd—detect thoughts, invisibility, mirror image; 3rd— dispel magic, gaseous form;

4th—charm monster, confusion, detect scrying, greater invisibility, phantasmal killer; 5th—drain life, drain send, hold monster, sending, stilled and silencedgaseoits/orm; 6th—greater dispel magic, inass suggestion; 7th—greater scrying, insanity, mass hold person, spell turning; 8th—demand, mind blank; 9th—dominate monster, inass hold monster, summon monster IX, swnmon undead IX.

Summon Infernal (Sp): Once per day a dreadlord can summon 1 infernal. This ability is the equivalent of a 9th-level spell (caster level 17th).

Vampiric Aura (Su): Aconstantvampiric aura surrounds a dreadlord. This functions as the vampiric aura spell (DC 26). Caster level 17th; the save DC is Charisma-based.

Fiendish Defense (Ex): Dreadlords receive an insight bonus to their Armor Class equal to their Spirit modifier.

Spell Resistance (Su): A dreadlord has spell resistance equal to 10 + its total Hit Dice.

Medium Humanoid (Dwarf)

Initiative: +2

Armor Class: 18 (+2 Agy +4 chain shirt, +2 heavy steel shield), touch 12, flat-footed 16 Base Attack/Grapple: +0/+2


Full Attack:

Space/Reach: Special Attacks:

Special Qualities:

Saves: Abilities: Skills: Feats:

Environment: Area:


Dwarven waraxe +3 melee (1d10+2/x3) or light crossbow +2 ranged (1d8/19-20) Dwarven waraxe +3 melee (1d10+2/x3) or light crossbow +2 ranged (1d8/19-20) 5 ft./5 ft.

+1 on attack and damage rolls against Ironforge and Wildhammer dwarves

Darkvision 60 ft., fire magic affinity, resistance to fire 3, Dark Iron dwarf traits

Weapon Focus (dwarven waraxe)

Dry land and underground

Arathi Highlands, Searing Gorge

Solitary (often rogue or assassin level 5th—10th), team (2-4), squad (11-20 plus two 3rd-level

Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:

sergeants and one greater living flame), or clan (30-100 plus 30% noncombatants plus one 3rd-level sergeant per 10 adults, five 5th-level lieutenants, three fireguard destroyers, and one 8th-level chieftain) 1


Always chaotic evil By character class Use racial levels

This dwarf has pallid skin and black hair. Orange eyes burn from an impassive face.

Dark Iron dwarves are the Bronzebeard and Wildhammer dwarves' evil kin. Three hundred years ago, the Dark Iron clan split from the Bronzebeard and Wildhammer clans during the violent War of the Three Hammers. During the battles, the Dark Iron leader Thaurissan inadvertently summoned Ragnaros, a blazing and ancient elemental whose rebirth into Azeroth tore the land asunder. Ragnaros's r

g g A M c summoning destroyed the city of Thaurissan, and in its place sat a great volcano that dwarves would later name Blackrock Spire. Ragnaros bent the remaining Dark Irons to his will, and he and his new servants retreated to the safety of the Blackrock Spire's depths.

Now, the Dark Irons have returned to the surface. The Third War's devastation leaves Ironforge with few allies, and the world is ripe for a Dark Iron emergence. Their current battles are mainly against the black dragon Nefarian and his allies, who claim Blackrock Spire's upper reaches. Dark Iron forces are scattered across Khaz Modan, searching for items and slaves to help them destroy their ancient enemies.

Dark Iron dwarves physically resemble Bronzebeard dwarves, but they are less stocky and more dexterous. Their skin is pale white to sickly gray, and their hair and beards white, black, or orange. Their eyes glow with orange flame — one of many gifts from their fiery master.

Dark Iron dwarves speak Dwarven.

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