||Nil (O, R)
|No. of Attacks:
||2 or 1
||1-4/1-4 or by weapon
||Immune to poison
||L (7'+ tall)
Quaggoths are humanoids with long, shaggy, white hair covering their entire
bodies. They wear no clothing. Warlike and vicious, they roam the Underdark
looking for prey. Drow sometimes enslave them as guards and spider handlers.
Quaggoths speak a halting form of Undercommon, and can grasp only simple
concepts. More intelligent quaggoths may also speak a few words of Duergar, Drow, or
These aggressive beasts have infravision with a range of 120'. They are immune
to all poisons.
Quaggoth tribes claim a certain territory as theirs and patrol it, hunting for
food. Any detected animals or creatures (such as a party of adventurers)
invite certain attack.
Most tribes (70%) of quaggoths do not carry weapons, and attack with their
claws for 1-4 hit points of damage per hit. The remainder of quaggoth tribes carry
stone clubs or axes. Those quaggoths which are or have been drow slaves carry
superior weapons, such as steel battle axes or two-handed swords.
If a quaggoth is reduced to 25% or less of its original hit points, it enters
a berserk fury and receives a +2 bonus to its attack and damage rolls. This
rage lasts until the quaggoth dies or all enemies are dead or out of sight.
For every 12 quaggoths encountered, there will be a leader, or jald. The jald
has 3+3 Hit Dice and wears leather or skins, making it AC 5. In addition, it
gains a +1 bonus to damage rolls. Jalds direct combat; if no jald is present, the
quaggoths will fall upon their prey, whatever it is, in an unorganized manner
Any quaggoth tribe has a 20% chance of having one or two thonots. A thonot is
the quaggoth equivalent of a shaman. Instead of magic, however, thonots use
psionics. A thonot will use its abilities to aid the tribe in combat, escape, or
If quaggoths win combat, they take all bodies, including those of dead
quaggoths, to their lair and devour them.
Psychokinesis - Sciences:
telekinesis. Devotions: control flames, molecular agitation.
Psychometabolism - Sciences:
shadow-form. Devotions: cell adjustment, expansion, reduction.
Quaggoths are nomadic hunters. They change territories periodically. In each
new territory, they claim a central cave as a lair, leaving treasure with a few
guards. The rest of the tribe hunts, returning periodically to rest and change
Females are equal to males in numbers and abilities in a quaggoth tribe. For
every adult quaggoth, there will be one young. Half of these young are unable to
attack or defend; the other half have 1+1 HD and the same AC and attacks as
Thonots control what passes for religious life among quaggoths. They oversee
what few rituals there are; those rituals which are known include the daily
preparation for hunting, coming of age, and death (a brief whistling to send the
spirit away before the rest of the quaggoths eat the body).
Quaggoths can mate at any time of the year. They are not known to have any
courtship or mating rituals. Young are born about 10 months after mating. Births
are usually singular, but twins are not uncommon.
The origin of quaggoths is unknown. Some sages claim that they were once a
semi-civilized race which dominated much of the Underdark through conquest and
ritual sacrifice, until the drow, duergar, and other races broke their power.
Others speculate they had some sort of civilization on the surface and were driven
underground; this theory is supported by the quaggoths' hatred for
surface-dwelling dwarves and elves.
Quaggoths produce a few artifacts, mostly crudely carved stone items. A few
seem to be talented at making necklaces with wooden, bone, or stone beads
Quaggoths fear no creature. Though they are dangerous hunters, they are just
as often prey for other predators of the Underdark. Quaggoths can be trained as
servants and guards if captured early.