Hardened outcasts and runaways who scrape a living in a volcanic wasteland, ambushing prey with bone weapons and poisons their haughty city-born masters scorn.
The exiles, whom the doomwardens call 'outlanders', scrape out a life in the outer reaches of the ash-and-fire valley. Their ancestors were runaway slaves, strayed travelers and banished criminals, and they endure in a volcanic hell where little else can, fighting daily for water, food and shelter. Most are human, though one in six is a dwarf, elf or half-elf; as a shortcut, give dwarves +2 hit points and +2 damage and improve elves' Armor Class by 2, or use normal racial ability adjustments for unique characters.
Half of any band are typical fighters of 2nd level using the parenthetical statistics. Of the remainder, 50% are rangers, 10% preservers, and psionicists and clerics account for 20% each. Unique exiles range from 3rd through 12th level, use the doomwarden roll for exceptional abilities, and have just 2% per level of owning a magic item suited to their profession. Any exile may carry the same table of wild talents as the doomwardens.
They improvise: bone or stone weapons, hide armor (AC 6) or plain skins (AC 9), large shields of wicker or hide. They fight with clubs, spears and bows and brew type O, A and B poisons. Masters of their home ground, they hunt superbly and give opponents -1 on surprise rolls.
The ruined land can feed only small tribes of 24 to 36. The mightiest, wisest warrior leads, but any chief may be challenged at any time and is replaced once he leads badly. By the same hard rule, the old and sick are sent away once they drag the tribe down.
More: Monsters starting with A · Dark Sun monsters · All monsters A-Z
Related: Amazon [Human] · Bone-Caller [Human] · Corisande Malveaux [Unique Cursed Human] · Doomwarden [Dark Sun] · Dragonslayer [Human] · Dreamwild Nomad [Human] · Dreamwild Shaman [Human] · Human · Human [Birthright] · Human [Dark Sun] · Human [Dragonlance] · Human [Kara-Tur]
| Climate/Terrain | a valley of ash and fire |
|---|---|
| Frequency | Uncommon |
| Organization | Tribal |
| Activity Cycle | Any |
| Diet | Omnivore |
| Intelligence | Varies (Average) |
| Treasure | Nil |
| Alignment | Any (Chaotic neutral) |
| No. Appearing | 2d6 |
| Armor Class | 10 (6) |
| Movement | 12 |
| Hit Dice | Varies (2d10) |
| THAC0 | Varies (19) |
| No. of Attacks | Varies (1) |
| Damage/Attack | By weapon (1d6-1) |
| Special Attacks | Psionics, magic use |
| Special Defenses | Nil |
| Magic Resistance | Nil |
| Size | M (5-7') |
| Morale | Steady (11) |
| XP Value | 175 |
| Level | Dis/Sci/Dev | Attack/Defense | Score | PSPs |
|---|---|---|---|---|
| 2 | 1/0/1 | nil/nil | 9 | 20 |
Wild Talent: Roll 1d12.1: danger sense; 2: ballistic attack; 3: adrenalin control; 4: displacement; 5: graft weapon; 6: ESP; 7: invisibility; 8: dimension door; 9 through 12: no significant talent.