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Drow Sorcerer
These dreaded, evil creatures were once part of the community of elves that still roam the world's forests. Now these dark elves inhabit black caves and winding tunnels under the earth, where they make dire plans against the races that still walk beneath the sun, on the surface of the green earth. Drow have black skin and pale, usually white hair. They are shorter and more slender than humans, seldom reaching more than 5 feet in height. The drow's world is one in which violent conflict is part of everyday life. It should not be surprising then, that most drow encountered, whether alone or in a group, are ready to fight. Drow wear finely crafted, non-encumbering, black mesh armor. Most drow carry a long dagger and a short sword of adamantite alloy, sometimes coated with poison that renders a victim unconscious, unless he rolls a successful saving throw. Drow move silently and have superior vision. All dark elves receive training in magic, and are able to use spells and spell-like abilities to enhance their combative edge. Perhaps it is the common use of magic in drow society that has given the dark elves their incredible resistance, which is widely spoken about and feared throughout the lands.

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Lizard Man
Lizard men are savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and, in less hostile areas, by fishing and gathering. Adult lizard men stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tones range from dark green to gray to brown, and their scales give them a flecked appearance. Their tails average 3 to 4 feet long and are not prehensile. Lizard man garb is limited to strings of bones and other barbaric ornament. In combat, lizard men fight as unorganized individuals. If they have equality or an advantage over their opponents, they tend toward frontal assaults and massed rushes. When outnumbered, overmatched, or on their home ground, however, they become wily and ferocious opponents. Snares, sudden ambushes, and spoiling raids are favored tactics in these situations. While individually savage in melee, lizard men tend to be distracted by food (such as slain opponents) and by simple treasures, which may allow some of their quarry to escape. They occasionally take prisoners as slaves, for food, or to sacrifice in obscure tribal rites.

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Wraith
The wraith is an evil undead spirit of a powerful human that seeks to absorb human life energy. These horrible creatures are usually seen as black, vaguely man-shaped clouds. They have no true substance, but tend to shape themselves with two upper limbs, a torso, and a head with two glowing red eyes. This shape is a convenience born from the habit of once having a human body. The touch of a wraith does damage in two ways. First, the chilling effect of the touch inflicts a modest amount of damage, even to creatures immune to cold. Second, such a hit drains its victim's Constitution down making them progressively weaker and therefore easier prey. While the chilling damage can be healed normally, the Constitution loss remains until magically restored. Wraiths are immune to normal weapons. An attack with such a weapon merely passes through its body with no effect. Silver weapons cause only half normal damage. Magical weapons inflict their full damage, causing a black vapor to boil away from the body of the wraith. A wraith slowly regains its full hit points if left alone for at least a week (recovering one point every eight hours). Like most undead, wraiths are immune to sleep, charm, hold, death and cold-based spells, poison, and paralyzation.

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Shadow
Shadows are shadowy, undead creatures that drain strength from their victims with their chilling touch. Shadows are 90% undetectable in all but the brightest of surroundings (continual light or equivalent), as they normally appear to be nothing more than their name would suggest. In bright light they can be clearly seen. As shadows exist primarily on the Negative Material Plane, they have the ability to drain the life force of their victims. The chilling touch of a shadow inflicts damage to its victim as well as draining one point of Strength. Lost Strength points return after a certain amount of time has passed. If a human or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent suffers a grisly fate of instant death. Shadows are immune to sleep, charm, and hold spells and are unaffected by cold-based attacks.

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Ormyrr
Some sages believe these seldom-glimpsed creatures are natives of another plane or world who have somehow found their way to Faerun. An ormyrr is pale mushroom white to dun in color, with a purplish underbelly. It looks like a giant upright worm with two pairs of arms projecting from a powerful torso, topped by a fang-mouthed, frog-like head. Ormyrr give an overall impression of great strength, and can wield weapons with all four arms without getting tangled up in their own attacks. Ormyrr fight with their long-taloned hands, or use them to hurl missiles. If they can get them, ormyrr like us use slings, weighted nets, military forks or tridents, and then cast these aside to attack foes with four blades at once when in close. They dislike spellcasters, and will begin a fray by hurling things at an opponent who obviously has magic, to disable that foe first. Some ormyrr wear necklaces of the linked skulls of creatures they've slain; adventurers are warned that the braincases are often used to store sling stones and other small weapons or items (such as caltrops or darts).

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Iron Golem
An iron golem is twice the height of a normal man, and weighs around 5000 pounds. It can be fashioned in any stylized manner although it almost always is built displaying armor of some sort. The iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderously smooth gait at half the speed of a normal man. Each step causes the floor to tremble, unless it is on a thick, solid foundation. It has an immense strength for the purposes of lifting, throwing or breaking objects. The iron golem is immune to any weapon, except those of +3 or better enchantment. Magical electrical attacks will slow it for 3 rounds, and magical fire attacks actually repair 1 hit point of damage for each hit die of damage it would have caused. All other spells are ignored.

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Naga (Guardian & Dark)
Possessing high intelligence and magical abilities, naga are snake-like creatures with human heads. The cold-blooded naga have glittering scales and grow to an adult length of 10 to 20 feet. Their lidless eyes are bright and wide, almost luminescent, and their spines are armored with sharp triangular extensions that grow in a line from the napes of their necks to the tips of their tails. Wise and patient, these creatures can stay still for hours but move swiftly when alarmed. They favor resting in a semi-aware state that conserves their energy and makes them very hard to surprise.

Surrounded with a flowery sweet scent, the guardian naga is marked by green-gold scales, silvery spines, and flashing golden eyes. It is so called because its lawful good nature makes it a perfect sentinel over a like-aligned being's treasure or some evil. The guardian naga can spit poison at an individual attacker at up to 30 feet away, and have the ability to use divine spells as is they were clerics.

Dark naga, the evil cousin to the guardian naga, tend to be black, purplish-black, or very dark blue in hue, and their crested heads and smooth, almost invisible scales make them look like gigantic eels more than snakes. Dark naga have natural ESP powers, a (non-poisonous) bite and a poisonous tail-sting capable of inducing a drugged sleep. The most feared ability of dark nagas is their power to wield magic. Dark naga are immune to the effects of all known (normal and magical) acids, venoms, and poisons.

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Dragon-Kin
These creatures are rumored to be very distant cousins of dragons. Most dragon-kin live wild and this type is known as tribal dragon-kin. The Cult of the Dragon has managed to get control over a few tribes and as such has managed to impose more discipline and greater combat skill to those dragon-kin it has taught. Dragon-kin have developed bi-pedal humanoid characteristics, but they still possess dragon like face and wings, claws, a tail, horns, and a sort of mane/beard that dragons seem to have. Their coloration is usually a dark reddish brown.

When engaged in combat, all dragon-kin can detect magic users and tend to target them first. They are especially fond of stealing magical items and weapons from their foes' grasp. Dragon-kin prefer aerial combat to ground, and thereby relish in employing swoop attacks and dives. When forced to ground, they favor either claws or weapons to missile weapons (polearms are an especial favorite of the dragon-kin tribes). Dragon-kin are also especially adept at ambushes and using their environments to their advantage.

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Gargoyle
Gargoyles are ferocious predators of a magical nature, typically found amid ruins or dwelling in underground caverns. Gargoyles attack anything they detect, regardless of whether it is good or evil, most of the time. They are fond of torturing prey and harassing adventurers. These winged creatures are excellent fighters with up to four attacks per round. Their combination of horns, claws, and bite can inflict sizable damage upon their foes, while their naturally tough hide protects them from victim's attacks.

Counting on their appearance as sculptures of some sort, gargoyles sit motionless around the rooftop of a building, waiting for prey to approach. When the victim is close enough, the gargoyles suddenly strike out, attempting only to injure the victim rather than to kill it all at once (to a gargoyle, inflicting a slow, painful death is best). Gargoyles live in small groups with others of their kind, interested in little more than finding other creatures to hurt. In gargoyle society Margoyles are the leaders and masters of their kin. Dwelling mostly in dank caves or underground areas, the margoyle is larger and more fierce than its cousin, and are only 20% likely to be seen when against stone, as their skin texture appears so convincing so as to render them almost invisible to naked eye.

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Ghoul
Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human, but have become horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.

Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans (including dwarves, half-elves, and halflings, but excluding elves) to become rigid unless the afflicted party is lucky. Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul packs always attack without fear. These creatures are subject to all attack forms except sleep and charm spells. They can be turned by priests of any level.

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Orc
Orcs are a species of aggressive mammalian carnivores that band together in tribes and survive by hunting and raiding. Orcs believe that in order to survive they must expand their territory, and so they are constantly involved in wars against many enemies: humans, elves, dwarves, goblins, and other orc tribes.

Orcs vary widely in appearance, as they frequently crossbreed with other species. In general, they resemble primitive humans with grey-green skin covered with coarse hair. Orcs have a slightly stooped posture, a low jutting forehead, and a snout instead of a nose, though comparisons between this facial feature and those of pigs are exaggerated and perhaps unfair. Orcs have well-developed canine teeth for eating meat and short pointed ears that resemble those of a wolf. Orcish snouts and ears have a slightly pink tinge. Their eyes are human, with a reddish tint that sometimes makes them appear to glow red when they reflect dim light sources in near darkness. This is actually part of their optical system, a pigment which gives them infravision. Male orcs are about 5˝ to 6 feet tall. Females average 6 inches shorter than males. Orcs prefer to wear colors that most humans think unpleasant: blood red, rust red, mustard yellow, yellow green, moss green, greenish purple, and blackish brown. Their armor is unattractive besides -- dirty and often a bit rusty.

Orcs speak Orcish, a language derived from older human and elvish languages. There is no common standard of Orcish, so the language has many dialects which vary from tribe to tribe. Orcs have also learned to speak local common tongues, but are not comfortable with them. Some orcs have a limited vocabulary in goblin, hobgoblin, and ogre dialects. Orcs are constantly in battle, believing life to be a series of war torn battles for might and supremacy.

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Cult Mage
The Cult of the Dragon is a mysterious sect that dates back farther than many can remember. Its members, fanatics seeking power and death to their opponents, worship evil dragons, claiming them to be the rightful rulers of the universe. Through their evil machinations, they lure dragons into their clutches by offering them the promise of immortality through undead. Indeed many Cult followers have "grown" dragon-like appendages and exhibit strange mannerisms that pattern after their draconic patrons.

Cult mages are perhaps some of the most vile and devious wizards in existence…spending their life searching for new ways to cause pain and torment to their enemies. Capable of astounding feats, they usually work closely with the fighters in their group to provide the maximum efficiency to their tactics. Cult mages can come from any ilk…human, elf, half-elf, although half-orc, dwarf, and halfling are an oddity to see in the Cult's service. Regardless, Cult forces are smart, deadly, and cunning, three very dangerous qualities to have in an enemy en mass.