AVARIL


CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary [family group]
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Genius (18)
TREASURE: Nil
ALIGNMENT: Any good
NO. APPEARING: 1 (3 if mated pair with young)
ARMOR CLASS: -2
MOVEMENT: 30, Fl 48 (B, even if mounted)
HIT DICE: 10+10
THAC0: 9
NO. OF ATTACKS: 3 (4)
DAMAGE/ATTACK: 3-8/3-8/(3-18 or 2-12/2-12)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better to hit; see below
MAGIC RESISTANCE: 25%
SIZE: L (6’ at shoulder)
MORALE: Fanatic (18)
X.P. VALUE: 16,000

     The Avaril are quasi-divine beings of rare beauty. Owing their very existence to the blessed intervention of the House of Light, the Avaril remain steadfast and devoted servants to this day.

     At first glance, they appear as winged unicorns, but are far lovelier than that. The silken coat of the Avaril is the white of virgin snow, while their great wings sparkle with the iridescence of ground pearls. Their unicorn-horns and pegasi-hooves are made of living alabaster, and their manes, tails, and tufts behind the hooves all bear the gleam of the finest silver. Male Avaril sport silver beards, and soft, gentle eyes of sky blue. Females have no beards, and their eyes are a lovely shade of lavender. The overall contours of the Avaril body match those of a sleek but powerful racehorse.

     Unfortunately, too many parts of the Avaril’s body are also raw materials for a long list of magical items, and this fact has raised an ugly dichotomy. Even though the Avaril are one of the House of Light’s most beloved agents, they are also Minarra’s quintessential trophy animal to many an unsavory character. A reasonably intact Avaril carcass can easily fetch 10,000 g.p. or more in horn, hooves, and other body parts.

     Grimly aware of their status as walking treasure chests, many Avaril live much of their lives in other physical forms. Through their innate ability to polymorph self, they are often encountered as unicorns, pegasi, white horses, and even humans or elves. A polymorphed Avaril remains a very handsome creature, though most are wise enough to "corrupt" their appearance with a few obvious though minor physical flaws. A transformed Avaril also takes on something of the assumed form’s tastes and attitudes, though never enough to override their true nature. Although most find it uncomfortable to do so, Avaril can maintain their altered state indefinitely.

     Despite this superb ability to blend into the background, Avaril are not cowards. Quite the contrary—any Avaril worth the name will stand and fight when Evil threatens or Good must make a bold and powerful presence. That these majestic and brilliant agents of righteousness could be almost anywhere is a comforting thought to the persecuted and fearful of the world.

     Avaril may be of any good alignment, with roughly equal numbers of lawful, neutral, and chaotic individuals. They speak their own language and those of unicorns and pegasi. All Avaril speak Common, and many speak elven and possibly gnomish.

Combat: An Avaril in melee is a terrible opponent, with all of its natural weapons striking at a +2 to hit.

     On the ground, they strike with their horns and both forehooves. Each hoof strikes once per round inflicts 3-8 (1d6+2) points on a hit, while the horn can strike either once or twice per round. A single horn attack is a lunge to impale, inflicting 3-18 points of damage on a hit, while the double attack is through a raking, side-to-side motion, causing 2-12 points of damage on a hit. Avaril can divide the raking horn attacks between two opponents if desired. If an Avaril charges to impale, the damage is 4-32 points on a hit. (Note that a charge precludes hoof attacks for that round.)

     Avaril cast as both 11th level wizards and 11th level priests. Their magic resistance is 25%, and Avaril are immune to any magical attacks that affect the mind or will. In addition to their normal spells, all Avaril possess the following at the 11th level of ability: detect evil, detect magic, remove curse, know alignment, and detect lie.

     In the air, Avaril are Maneuverability Class B and can strike only with their forehooves; this is rarely done, however, since aerial spellcasting is far more effective.

     Like their unicorn ancestors, Avaril can sense a potential threat at a distance of 360 yards (360 feet if in a structure or underground), and can also teleport at that distance. A favorite combat tactic is to teleport straight up into the air, giving the Avaril the option of fleeing or strafing with spells.

     Avaril are surprised only on a roll of 1, and move so silently that they have a -4 bonus to all surprise rolls. They are immune to all poisons and all forms of paralyzation.

     Polymorphed Avaril have limited combat options, as they can only employ the physical attacks available to the form they are in. For example, an Avaril in unicorn form can use its horn and forehooves in combat, but only as a unicorn can employ them, and only for the damage a unicorn could inflict. But regardless of form, Avaril retain their own hit points and saving throws. Polymorphed Avaril not in humanoid form cannot use their clerical and arcane spells, though they can still teleport and use their innate divination powers.

     An Avaril in human or elven form can wield weapons effectively, but only if trained to do so (40% chance, with the Avaril attacking as 4th to 10th level clerics.) Avaril shun armor and shields as unnatural and unnerving encumbrances. If forced to attack barehanded in humanoid form, Avaril strike with both fists per round as 5th level fighters for 1d4+6 points of real (not subdual) damage. If in humanoid form, an Avaril can employ all of its spellcasting and innate magical abilities.

Habitat/Society: Deep at heart, Avaril are social creatures, but given their reputations as resources to be exploited, they rarely keep the company of their own kind. The only common exception to this rule is when Avaril come together to reproduce.

     Avaril mate and raise their young only in the most untamed and isolated reaches (as far as the New Races are concerned). Avaril females bear single foals, and rarely give birth more than twice in their lifetimes. Both parents tend to the young Avaril for the century it takes for them to mature. Avaril can live up to 2000 years and remain in the best of health, but when death is near, the body fails in but a few short weeks.

     There are as many Avaril personalities as there are Avaril. While all share a love of beauty, a courageous heart, and a spirit that defies the Darkness, Avaril are very individualistic in their tastes, desires, and outlooks on life.

     In keeping with this individuality, Avaril live a myriad of lifestyles. Some find sanctuary in herds of pegasi, where they often assume the role of defenders and leaders. Others might share a secluded sylvan glade with a unicorn and help keep it free of those who would wish it harm. Some have even been known to infiltrate herds of wild horses and even ranches in order to "patrol" their chosen homelands.

     But the most gregarious—and adventurous—of Avaril live their lives hidden in the communities of the New Races. Many of these Avaril become professional "men" and "women", and have noteworthy careers in academia, architecture, engineering, and law. Others have turned to the fine arts, and a handful have chosen to pursue the Arcane Arts as the New Races do. Avaril in possession of spellbooks and scrolls can employ them as would any other 11th level wizard. (Avaril in humanoid form usually refrain from casting clerical spells, since it is a dead giveaway that they are not what they seem.)

     While most of these Avaril lead very public lives, they tend to keep people at arm’s length. Only a chosen few are allowed into an Avaril’s private life, and only a tiny handful of intimates ever learn of the Avaril’s true form. It is not uncommon for an Avaril to feign old age or even death "when the time comes", and retire to forge a new identity elsewhere.

     Then there are the Avaril of Song and Story, who openly choose a human or elf as an adventuring partner, a mounted warrior in combat, or even as a lover. Romantic liaisons between mortals and Avaril produce no offspring and are rarely long term—though there are exceptions. But the affairs themselves are often the stuff of legend…

Origins: The origins of the Avaril are revealed in the latter pages of the Astarith. Indeed, it is one of the rare tales of beauty and wonder in the Fourth Book’s bloodsoaked narrative.

    It all began with the deep and abiding friendship of the unicorn Palimé and the pegasus stallion Surinai. Both served as mounts to powerful clerics of the House of Light, and had survived many a campaign together. Their respect for each other was profound, and their affection ran even deeper. One evening, while their companions were busy planning their next campaign, the two enchanted beasts were left alone in Palimé’s grove.

     Seizing the rare opportunity to relax, the unicorn decided to take her guest on a moonlight stroll through her domain. Without a word being spoken, the two found ways to express their delight in each other’s company…a casual wink, a gentle nuzzle, a joyous twitch of the tail. The two began a game of hide-and-seek, and though Palimé could have easily lost her pursuer, she always left enough of a trail for Surinai to follow.

     The two came to an open meadow and, despite the possible danger, began to cross. But it was not an ogre or a troll that found them—it was a very desirable young woman resting upon a moss-encrusted stone, staring down at the two with sad, thoughtful eyes. Surinai wedged himself protectively between Palimé and this strange, alluring woman.

     "’Tis the saddest of fates," the lady murmured to herself, "to be so much in love and yet be separated by such a trifling thing as flesh." The lady sat up and graced the beasts with a smile so warm and genuine that Surinai lowered his hard, suspicious stare. Seeing the pegasus relax, the lady lowered herself to the earth and reached out to the two, stroking their muzzles as if they were her closest companions in all the world.

     "Do you wish to love each other?" the lady asked simply.

     "Yes…we do," Palimé replied without hesitation, her neck under Surinai’s chin. The pegasus said nothing, but nibbled on the unicorn’s ear in silent assent.

     "Then do so, with all your hearts and with my blessing. Cast aside thy flesh, and become as one." With those words, the True Goddess Lohrianna melded the forms of unicorn and pegasus into two creatures, male and female, of loving beneficence and imposing magnificence. They became the Avaril, which means "beloved" in the sacred tongue of Istari.

     "Go now, my friends. Bring forth more of your noble kind, and teach them well the ways of the House of Light. Take your place at the side of the Radiant Wyrm, and serve him with all the love and courage of your forebears."

     Palimé and Surinai, unicorn and pegasus no longer, took their leave of the True Goddess and returned to their mortal companions. They gladly did Lohrianna's bidding and much more…and in the fullness of time, their firstborn daughter would join the ranks of the Divine as Alviani the Intercessor.