VAULDRAANI


CLIMATE/TERRAIN: Subtropical to subarctic, and subterranean
FREQUENCY: Very rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Very to Exceptional
TREASURE: T (x 5) in lair
ALIGNMENT: Any evil
NO. APPEARING: 2-4
ARMOR CLASS: 1
MOVEMENT: 18, Sw 15
HIT DICE: 5 to 10
THAC0: Variable
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-8
SPECIAL ATTACKS: Poison, spell use (see below)
SPECIAL DEFENSES: Spell use (see below)
MAGIC RESISTANCE: 10% (see below)
SIZE: M to L (5-10 feet long)
MORALE: Fearless (16)
X.P. VALUE: See below

     The Vauldraani are a brutal and malicious race of intelligent serpents confined to the continent of Miren—a fact that would greatly relieve the rest of Minarra’s populace if they were aware of it. Their physical form is a far cry from the bipedal forms of their ancient ancestors, but is richly deserved nonetheless.

     The Vauldraani appear as pit vipers some five to ten feet in length, hence the nickname "Vipers." A single Viper scale is black, gray, or red, the latter two of dark and subtle shadings. The patterns formed by their scales are as unique as human fingerprints, and aid in identifying individuals.

     The Vauldraani are no lovers of sunlight. Direct exposure causes the creatures considerable discomfort, drying their skin and irritating their eyes (in combat, direct sunlight imposes a –1 penalty to hit on the creatures). If the Viper has overcast skies or thick foliage to conceal itself, however, it suffers no ill effect. The Vauldraani are denizens of the night and of the underdark, where their 90’ infravision and keen hearing are valuable assets. For reasons still unclear, the Vauldraani are highly tolerant of cold, and can withstand direct exposure to snow and icy water without undue harm. True arctic conditions, however, are as lethal to the Vipers as most other creatures.

     Vauldraani speech consists largely of serpentine hisses, precisely metered and modulated into a rich and expressive language. They can learn to speak the languages of other races, but their speech is always slow and slithery. Some adults can speak the Common of the aboveworld, and most that of the underdark.

     The Vauldraani exist to create fear and spread mayhem wherever they lair. Loyal only to themselves, they even spurn the association of other evil races. They view the whole of creation as a hostile entity, and treat the world in kind. Vicious, sadistic, and utterly without scruples, the Vauldraani are perhaps the purest form of evil in flesh that Minarra has ever endured.

     Unlike most evil sentients, Vauldraani have little use for treasure, and therefore have little interest in it. The only exception to this general apathy is a craving for magical writings, particularly scrolls and spellbooks. These the Vauldraani jealously hoard and viciously guard (saying that someone’s "going to borrow a book from the Vipers" is the same as saying that someone has a death wish). Those rare Vipers who act as guardians of the hoards of other evil beings are usually under contract, with magical writings as their preferred payment.

Combat: The Vauldraani revel in combat, and will use any excuse to lash out at their enemies if the odds are at all favorable. Still, only the most aggressive, arrogant, or inexperienced of Vipers will lunge impulsively into combat; most will carefully observe a potential opponent for a few hours to a day or two before attacking.

     Like the Mikskek, the Vauldraani are capable spellcasters, though not of the same caliber of their ancient rivals. A Viper will have the skills of either a mage or cleric—never both—of a level equal to the creature’s hit dice. Further, any spells that have casting times defined by an addition to the initiative roll (meaning most entries in the spell lists) can be cast with a –2 bonus to the stated time, though the modified casting time may never be lower than 2. Those spells whose casting time is measured in rounds or turns are cast in but two-thirds the normal time, all fractions dropped. Viper spellcasting requires verbal components only.

     Their sole physical attack is their bite; their relatively slender bodies are built for speed (MV 18), not constriction. Vauldraani can strike once per round, inflicting 3-8 (1d6+2) points of damage on a hit. A successful strike allows the Viper to inject either one of two forms of venom into its prey. The first causes severe physical enervation; a failed save results in the temporary loss of ¼ of the victim’s Strength, Dexterity, and Constitution (all fractions rounded down) for 2d6 rounds. During this time, all bonuses to attack and damage rolls, AC, hit points, etc., will be nullified whenever applicable. The other is a neurotoxin that only strikes those nerves that control the vocal cords. This renders a victim literally speechless for 2d6 rounds if a save vs. poison fails. Note that the effects of the enervating poison refer only to creatures of Size M or larger; the small animals that the Vipers prey upon are quickly slain by this venom.

     Whenever possible, Vauldraani will attempt to disengage from an envenomed opponent to strike those still free of poison. Once all opponents are poisoned, the Vipers begin a sadistic game of cat-and-mouse with their victims, ultimately using their spellcraft to finish them off. The speech paralysis is often used solely against spellcasters, while the enervation is usually reserved for warriors.

     The nature of the Vipers’ magic resistance is possibly unique. Rather than being an innate part of the creature, Vauldraani magic resistance must be consciously invoked, and has a limited duration. When a Viper rears its head to attack, it extends its cobra-hood to activate its magic resistance. Once initiated, its magic resistance lasts for one turn plus two rounds per hit die. This can be done only once per day.

     Experience points for defeated Vauldraani are based on the "Creature Experience Point Values" and "Hit Dice Value Modifiers" tables in the DMG.

Habitat/Society: The Vauldraani are a long-lived race. Most can expect to live two hundred years, combat and disease notwithstanding, and a fortunate few have seen their 300th year.

     Vauldraani culture is based upon the clan. A typical clan typically numbers 20 to 25 Vipers, and roughly a third will be juveniles. Though Vipers can be of any evil align, most are chaotic; the few lawful members are usually the clan leaders. A wise leader is careful not to be too dictatorial in its commands; accepting the unruly nature of the majority of the clan, considerable leeway is given unless their behavior endangers the clan as a whole.

     Loyalty to the clan (about the only kind most Vipers can stomach) rarely extends beyond it. Though feuding clans are common, fatalities are surprisingly rare. It is often enough for a Viper to humiliate or disgrace an opposing clan, and a lot more fun besides.

     A Viper lair, often called a "den" or "nest," is always an underground affair. Though some clans settle for natural caverns, ruined constructs are much preferred by those who can get them. Whenever possible, nests are located where a community of people to torment is within easy reach; the selected victims, however, are more often than not other evil denizens of the underdark.

     Though serpentine in form, Vauldraani do not lay eggs, nor do they breed in the numbers one would associate with reptiles. Female Vipers give live birth to their young, usually to a single offspring, though twins are fairly common and triplets are not unknown. Though the Vipers have a miserly birth rate as compared to humans, they still breed faster than their Mikskek counterparts. In ancient days, the delicate balance between the races was that of the powerful few facing the less talented many.

     Over the course of the first few decades of life, Viper young learn the basics of spellcraft and Vauldraani culture from both parents. But once a Viper has matured at eighty years or thereabouts, it must undergo a dangerous rite of passage before it can take its place in Vauldraani society.

     Small groups of two to four are sent out into the world (either above or below) to test their mettle against a band of worthy opponents, and—unfortunately—PC adventuring groups fall into this category. Each member of the group must lead an assault against the selected targets, and those that survive are granted all the privileges and responsibilities of adulthood. (In ancient days, a dozen or more Viper youths would be sent to harass a band of traveling Mikskek—a much more dangerous game.)

     The Vauldraani are notorious for their disdain of the House of Darkness and for their stubborn refusal to offer their talents to their cause. Those rare few that do willingly serve are almost always of lawful align, and are treated as pariahs by their fellows. Unless its master is among the greatest servants of Evil, such a Viper is forever shunned by its clan. The only exception to this rule is when the Viper has bound itself to an evil dragon; in this instance, it becomes something of a celebrity (just why is another matter…)

Ecology: Vauldraani are surprisingly fastidious creatures, though not out of any inherent desire for cleanliness. It is simply that clean creatures and tidy lairs are far more difficult for an enemy to detect.

     Like other reptiles, the Vipers require little in the way of food. Small animals of every kind are fodder for the Vauldraani—especially intelligent beings such as sprites, which are rare delicacies to be savored. When prey is scarce, spellcraft can provide enough nourishment to keep a clan alive through the lean times, but the Vauldraani much prefer to hunt and kill for their supper. Vipers are graceful and tireless swimmers, and will sometimes seek out fish and amphibians for a change of pace.

Origins and History: The origins of the Vauldraani are a twisted counterpoint to that of their ancient enemies, the Mikskek. Though the ancestors of both races originally fell to the sin of pride, the Vauldraani have remained contemptuous and unrepentant before the Dark Gods who first blessed and then condemned them.

     The Vauldraani were originally a loose organization of wizards and magepriests, encompassing a wide variety of races yet united by their service to the House of Darkness. Seeing great potential in its members, the Dark Gods took this odd collection of spellcasters under their wing, granting the Vauldraani ever greater powers in exchange for ever greater fealty. Within a decade, the Vauldraani were molded into an elite, disciplined Order that savaged Miren for years—that is, until the House of Light raised the Miskellyk to repel them.

     Despite the sudden emergence of a worthy rival, the arrogance of the Vauldraani remained undimmed. When at last the Miskellyk fell before them, the Vauldraani began to thirst for an even more glorious victory…and with their greatest of mortal rivals laid low, there was but one challenge left: the Gods themselves. And what better targets than their own masters…if victory could be theirs, Minarra would have itself a new and greater House of Darkness to contend with! And then the world would tremble indeed! Only those in the service of Lazev could resist this insane folly, and retired to dark and quiet places to witness the aftermath of their brethren’s recklessness.

     As the Astarith duly records in the Fourth Book, their opportunity was not long in coming. Summoned to the Caverns of Di’shaar by an Avatar of Lazev himself, the Order congregated to receive their reward for their stunning achievement. But when the God manifested his presence, Lazev found himself to be the recipient of an unexpected gift.

     The package itself was worthy of a god: a bejeweled chest of ivory and teak bound in gold and platinum. The Avatar graciously opened the chest—and was immediately blinded by the searing, beatific light of the Globe of Arynx, a holy artifact taken in combat from the Miskellyk. The chest, imbued with a powerful aura of Neutrality by a more-than-willing priestess of Daskaandolon, had concealed the purity of the artifact until the final moment. Not daring to hesitate, the Vauldraani wizards let loose with their greatest sorceries as the priests of the Overlord’s vassals intoned their most hateful prayers.

     The Avatar staggered back as drops of black blood struck the floor of the cavern.

     But as the Vauldraani prepared another volley, the Overlord began to laugh…a hideous, mocking laugh that drained their arrogance and smothered their hope. Not even bothering to raise the Ebon Scepter, the Avatar instead uttered a single phrase: "Tcharlat, come." Terrified now beyond words, the Vauldraani sensed the monstrous form of the Shadowqueen emerging from the shadows behind them, blocking their only means of escape.

     Savoring their horror, an amused Lazev got a sudden inspiration from the long, scaly neck of his only loyal vassal. Calling upon the Ebon Scepter at last, the Avatar transformed the Vauldraani into something like the crawling worms they were: they became serpents, loathsome creatures that could inspire terror in mortals, but could never hope to defy the Gods again. They would be given just enough power to do real evil in the world, but never enough to satisfy their ambitions. They would even be granted spiritual magics, oh yes—but doled out as crumbs from a banquet table eternally remembered and forever denied. The legacy of Lazev’s curse survives in a race of creatures filled with all the rage and spite that evil pours into a hollow heart.