The Armory

Armor, Items, Magic
  and Weapons

FAQ
Hints & Tips
Monster Compendium
Strategy Guides
Walkthroughs

 
 
The Pit

        

Monsters

Aasimar

Aasimar, tieflings' opposite number, are the children of celestials - the inhabitants of the Upper Planes - and mortals. They carry a spark of goodness in their very flesh, yet some of them turn away from their heritage. Though they are generally paragons of virtue, one shouldn't trust them without reserve.
Advocate

An advocate is one who devotes him - or herself to the study of Sigil's laws, making sense of the labyrinthine structure of legalities that hold the city together. They can represent a person in a court of law, draw up legacies (also called "wills"), and perform other tasks that mark one's citizenship in a society.
Bariaur

Half-man, half-goat, all attitude. The bariaur are rough-and-tumble warriors of a nomadic race, a straightforward people with a zest for life. From what you've seen, they tend to keep to themselves.
Black Abishai

An abishai is one of the least forms of the baatezu, a race of lawful fiends that seeks to impose cruel tyranny on the face of evil. A black abishai is the lowest of the abishai, ranking below the green and the red forms. They are the infantrymen and skirmishers of the Blood War; they are malicious and compared to the rest of the baatezu race, not terribly clever.
Collector

Collectors are the pathetic remnants of humanity, cast adrift in the Hive. They scrape together an imitation of life by collecting the dead who accumulate in the streets of the Hive Ward and dragging them to the Mortuary in exchange for money from the Dustmen. You know they've gathered your body from the streets on occasion...
Cornugon

One of the highest-ranking levels of baatezu in all Baator, cornugons are those who have ascended through the ranks of their fellows by way of countless generations of betrayal, self-sacrifice, deception, and all manner of vices. Covered with tiny horns, wearing a huge pair of wings, and heavily-muscled, they look like stupid creatures and often play on that to their advantage - they are, in fact, deeply intelligent creatures, and there's no telling how deep their schemes might run.
Cranium Rat

Individually, cranium rats are little more than your ordinary garbage rats with the slight addition of pulsing, exposed brains on their skulls. Get them in a group, though, and they become much more dangerous - their proximity to other cranium rats creates a hive mind that grows more powerful with the addition of every rat. Their intelligence can rapidly increase to godlike level, and they gain spells and other fearsome mental abilities - and it's only by slaying numerous individual rats that you can weaken the hive mind. Best to avoid them, if at all possible.
Curst Guard

The lawmen of Curst are brutal and often unfair. They're tools of the local strongman, Tovus Giljaf, in keeping the people of Curst miserable and plotting.
Dabus

The dabus are the servants of the Lady of Pain, the enigmatic ruler of Sigil. They float above the ground and speak in rebuses, symbols strung together to spell out words. They tear down walls and construct streets under the unspoken command of the Lady. There's something about them that strikes you as wrong.
Dustman, Female

The "Dustmen" are the caretakers of the Mortuary, a huge morgue filled with bodies. The faction seems to be a pretty somber bunch, rarely showing expression or interest in anything. They seem intent only upon taking care of all the dead bodies that come into the Mortuary, cataloguing them, preparing them, then burying them... somewhere.
Dustman, Male

The "Dustmen" are the caretakers of the Mortuary, a huge morgue filled with bodies. The faction seems to be a pretty somber bunch, rarely showing expression or interest in anything. They seem intent only upon taking care of all the dead bodies that come into the Mortuary, cataloguing them, preparing them, then burying them... somewhere.
Gehreleth

Gehreleths are the outcast fiends of the planes, savage fighters who create themselves from the bodies of the dead that litter Carceri's spheres. They're universally feared and despised, and for good reason. Best to stay away from them - if you can't do that, make sure you've got a weapon that'll drive them off.
Ghoul, Female

The walking dead come in many shapes and sized. This particular shape and size is that of a carrion eater, a thing that survives by eating the flesh and bones of the living and dead alike. A ghoul is a savage creature, with few scruples and even less intelligence. Fortunately, they're easily disposed of.
Ghoul, Male

The walking dead come in many shapes and sized. This particular shape and size is that of a carrion eater, a thing that survives by eating the flesh and bones of the living and dead alike. A ghoul is a savage creature, with few scruples and even less intelligence. Fortunately, they're easily disposed of.
Giant Skeleton

These skeletons are made from the bones of giants and given a semblance of life through necromacy. Although these skeletons have no ligaments or musculature, their joints are bound with iron bolts and their bones are reinforced with leather straps and cords wound beneath their armor. These skeleton's size belies their great speed and their skill with their great swords.

The archaic armor and weapons these skeletons use do not look like they have suffered from age, and their blades are razor-sharp. It is possible that thier armor is cleaned daily by one of the Mortuary workers.

Skeletons suffer less damage from any slashing or piercing weapons. Crushing weapons, such as clubs and hammers, inflict normal damage.
Githzerai

The githzerai are the long-seperated kin of the githyanki, and where their former brethren are cruel and vicious, the githzerai are quiet and reserved, burning with a passion that drives them far beyond what most mortals are capable of. They dwell in Limbo, in the ever-shifting seas of Chaos, making thier fortress homes impregnable against the attacks of the natives of that plane. They speak in metaphors and legends, and carry themselves with a quiet nobility.
Glabrezu

Of all the tanar'ri - demonic fiends that inhabit the Abyss of chaos and evil - few are as cunning as the doglike glabrezu. These are the chosen tempters of mortal minds, offering power and knowledge beyond the ken of even the most knowledgeable. Of course, this knowledge comes with a price. They're also brutal warriors, among the most dangerous creatures you have encountered. Tread carefully, both in body and mind.
Godsman

Yet another of the factions of Sigil, the Godsmen are also known as "The Believers of the Source." They believe that all creatures have the potential for godhood within them, that all of life is a test, and that every step is a lesson. Their relentless optimism makes them fairly popular. They make thier homes in the Great Foundry in the Lower Ward, crafting some of the finest metalwork in the planes.
Godsman Guard

The Godsman guards are very devoted to their jobs. They're also very cagey about what's going on in the Foundry.
Greater Shadow

The skeletal shadows that have taken the plave of the first shadows you saw seem to be far more dangerous. Their elongated limbs end in vicious claws, and they swarm like insects.
Green Abishai

An abishai is one of the least forms of the baatezu, a race of lawful fiends that seeks to impose cruel tyranny on the face of evil. A green abishai is the second rank of the abishai, ranking above the black and below the red. They are the infantrymen and skirmishers of the Blood War; they are malicious and compared to the rest of the baatezu race, not terribly clever.
Grillig

These pack creatures are cowardly on their own, preferring to hunt only with their brethren nearby. They attack with their hind feet, slashing their enemies with razor-sharp claws. They appear to be immune to edged weapons...
Gronk

The gronk is a stupid, burly creature, stupidly aggressive. They tend to be docile until thier territory is invaded, and unfortunately, by the time you see one, you've probably invaded its territory. Best to avoid combat with these. They appear to be immune to crushing weapons.
Harlot

A sad fact of life: Often, the only way a woman has to survive is by selling her body and mind to males desperate for companionship and release. It's an unfortunate commentary on the Hive that so many prostitutes litter its streets.
Harmonium

Another of Sigil's factions, the Harmonium credo is "Live right." Unfortunately for others, this credo often translates to "Live like we do, or else." They believe firmly in the rule of law, and thus they serve as the enforcers of Sigil's streets. Their red armor helps them to stand out on the city streets.
High Threat Construct

These constructs are the more powerful creatures inhabiting the modron maze. They come in two varieties, one more powerful than the other. They're both more powerful than the light drone, and they're both dangerous enough that you should keep an eye out for them.
Huge Thug

Some folks are just born large. Some of them use their abnormal physique to intimidate others and travel through life terrorizing those who are smaller. They tend to favor brawn over brains, and sadly, too often they get away with it.
Larval Worm

These are not the pleasant earthworms that emerge from the ground after a heavy rain. They are slimy, massive creatures that feed on carrion, their mouths lined with sharp teeth that can tear the arm off a strong man or the head from a child.
Lemure

The least of the hordes of the lawful evil baatezu, lemures are the incarnate spirits of the truly evil. They are used as ballista-fodder for the Blood War, and are barely intelligent. You need magic weapons or holy items to hurt them, it seems, for their gelatinous flesh seals behind any wounds you might inflict.
Lesser Vargouille

Horrid creatures from the Lower Planes, vargouilles are disembodied heads grown wings. Their bite is lethal, and worse, the victims of said bite are likely to become vargouilles upon their death. Though the vargouilles are not too dangerous in single combat, they flock to a fight and can prove deadly to an unprepared traveler. Those who would travel in dark places and catacombs should be wary.
Lim-Lim

These innocuous insects appear to be little more than giant fleas. However, they can be trained, and seem loyal to their owners. How far that loyalty extends is worth investigating.
Low Threat Construct

The light drones don't present much of a threat - they've been built to establish a baseline for "wandering adventurers." Still, they're annoying and petty.
Merchant

In all places, in all times, there seem to be merchants. Their desperate grubbing for money and material gain is pathetic, yet their greed mirrors the commerce of the human soul. In Sigil, as in other places, they sell whatever anyone else is willing to buy.
Mercykiller

One of the most frightening factions of Sigin, the Mercykillers - the Red Death - are relentless in their pursuit of justice. They believe that without justice, there can be no truth. They have appointed themselves the guardians and executioners of true justice in across the multiverse. Their only redeeming grace is that they apply their justice to all things, including themselves, and do not enforce unjust laws. Their fanatic devotion is unnerving, but it can be used against them.
Modron

The embodiments of perfect order, modrons hail from the Gear-Plane of Ultimate Law - Mechanus. They adhere to a strict caste system, a system so perfect that they cannot comprehend the castes not immediately adjacent to theirs. Their unified mind is so perfect that they have no sense of self of individuality. They have no ambition, no emotion, and exist only to carry out the order of their superiors.

Of course, in any system there are bound to be imperfections. It's possible for a modron to grow an identity and go rogue. You have no idea how this might happen.
Nupperibo

A bare step above the lemure in the baatezu food chain, the nupperibo is a practically mindless, blubbery lump of flesh that contains the pure essence of law and evil. Driven on by the cruel whips of thier supervisors, a group of them can form a battle wave that can wash effortlessly over an opponent. Apparently, the nupperibo can only be harmed by magical or holy weapons.
Red Abishai

An abishai is one of the least forms of the baatezu, a race of lawful fiends that seeks to impose cruel tyranny on the face of evil. A red abishai is the highest of the abishai, ranking above the green and the black forms. They are the infantrymen and skirmishers of the Blood War; they are malicious and compared to the rest of the baatezu race, not terribly clever. The red abishai is one step down from promotion to a higher form of baatezu.
Shadow

These shadows are pale, effeminate wraiths who draw themselves up from the ground quietly. They strike without warning, and seem to be more bloodhound than warrior.
Skeleton

These skeletons have been given a semblance of life through necromancy. Although these skeletons have no ligaments or musculature, their joints are bound with thin metal bolts and their bones appear bound with leather straps and cords wound beneath their armor. Skeletons suffer less damage from and slashing or piercing weapons. Crushing weapons, such as clubs and hammers, inflict normal damage.
Small Thug

In any society, there are going to be people who can't live by the laws society lays down. Maybe they feel downtrodden and oppressed. Maybe they're driven to the streets because they have no other options. Maybe they're just resentful. Whatever the cause, quite a large number of them choose to slip into a life of crime, living by preying off others. You've done it yourself. It doesn't mean you like it any better when they're trying to prey on *you*.
Sohmien

You were first alerted to the sohmien by the thundering of their hooves. Four-legged creatures of pure evil, the sohmien have the body of a horse and a head out of nightmare. Their spiked shoulders make them additionally threatening. They seem to travel in carnivorous herds.
Thokolas

Thokolas are dull and brutish humanoids. Their bodies are covered with a brown, almost-furry skin, and their jutting jaws do a poor job of hiding their misshapen teeth. They are warriors, and find no greater joy than in bloodshed. It is probably best to avoid angering them.
Tiefling, Female

The Lower Planes spits evil across the cosmos, infecting everything it touches. Sometimes it swallows people. When they come back, they come back with the Lower Planes stamped across their faces and their souls, and sometimes they come back bearing children. A child who has been touched by the Lower Planes is called a tiefling, and it's scarred from birth. Being born with a soul that's unquestionably tainted with evil will do that. The reaction a tiefling earns while growing up scars it still further. Tieflings tend to be loners, steering clear of trust and friends, living their own lives. When they do trust, they do it sparingly and only over a long period of time - and it's rare that they'll ever show it.
Tiefling, Male

The Lower Planes spits evil across the cosmos, infecting everything it touches. Sometimes it swallows people. When they come back, they come back with the Lower Planes stamped across their faces and their souls, and sometimes they come back bearing children. A child who has been touched by the Lower Planes is called a tiefling, and it's scarred from birth. Being born with a soul that's unquestionably tainted with evil will do that. The reaction a tiefling earns while growing up scars it still further. Tieflings tend to be loners, steering clear of trust and friends, living their own lives. When they do trust, they do it sparingly and only over a long period of time - and it's rare that they'll ever show it.
Angry Townsperson, Female

These townspeople are angry and suspicious, wearing an outer shell of protective blades to reflect the barriers to their hearts. Their appearance reflects their reality.
Angry Townsperson, Male

These townspeople are angry and suspicious, wearing an outer shell of protective blades to reflect the barriers to their hearts. Their appearance reflects their reality.
Townsperson, Female

The most miserable of all the miserable folk of Sigil, they have sunk as far as they can. Death would be a solace to most of them. They do what they must to survive, no matter how base that existence might be.
Townsperson, Male

The most miserable of all the miserable folk of Sigil, they have sunk as far as they can. Death would be a solace to most of them. They do what they must to survive, no matter how base that existence might be.
Trelon

Ordinarily, you'd think beetles would be small things you could crush with your boot. You wouldn't credit them with intelligence. You certainly wouldn't credit them with a sadistic streak. At least, you wouldn't until you saw the trelons. These hissing beetle things live in the dark, and they have a marked penchant for pain. They seem to be a breed of Lower Planar creature, because there's a palpable evil in them.
Tricha

These bird-like creatures are docile things that flock together in the Outlands. They appear to be friendly, but what happens when they get riled is another question entirely. You wonder how they'd taste.
Trigit

Ravel's Black-barbed Maze is said to hold the legendary night hag herself - but in the centuries that she's been gone from Sigil, she's had the opportunity to alter her personal maze. Seeds fell from her hair as she traveled through the maze, and the peculiar energies of the maze spawned these creatures - the trigits. They're essentially sentient trees, and they seem to have a hunger for blood.
Trocopotaca

Trocopotacas are big, white crocodilian creatures that prefer the damp. They live in the catacombs under Sigil's street, fighting the vargouilles and Collectors foolish enough to venture into their lairs. They are a legend among the mothers of the Hive, used to frighten children and criminals alike into sumbission. They exist. They're nasty.
True Shadow

These shadows are much like the other two kinds of shadows you have encountered, but they're armed with brutal claws and a fierce dedication to your death. Alone, they're dangerous - but they usually hunt in packs and so become deadly.
Tuscampa

These monsters seem to be native to the prison plane of Carceri. Their huge tusks deliver a painful ripping to those unfortunate enough to be in the way, and their natural armor plating seems to protect them from bludgeoning attacks. They don't seem to be very intelligent, but what they lack in wits they make up for in brawn. More's the pity.
Upper Class Townie, Female

Power and wealth create privilege, a private law, for those who know how to use them properly. When used correctly, they can create more wealth and power, and keep a perpetuating cycle that shuts out the less fortunate and sometimes victimizes them.

In Sigil, what this means is that you'll run into a supercilious breed of human whose experience tends to be limited by what is 'right' and 'proper'. This woman is a fine example of that.
Upper Class Townie, Male

Power and wealth create privilege, a private law, for those who know how to use them properly. When used correctly, they can create more wealth and power, and keep a perpetuating cycle that shuts out the less fortunate and sometimes victimizes them.

In Sigil, what this means is that you'll run into a supercilious breed of human whose experience tends to be limited by what is 'right' and 'proper'. This man is a fine example of that.
Wererat

Lycanthropy is a sickness passed on by the bite of an infected creature, turning the unfortunate victim into a 'were-beast', a creature that is half-human, half-beast. There are a number of creatures that pass along this disease, some of them quite noble, others fearsom and awe-inspiring. The rat is neither of these, and its lycanthropic cousins are the skulkers of the were-world, the hiders in shadow, the despised. Their personalities all seem to reflect this.
Wizard

Some people devote themselves to a life of the blade, thinking with their thews. Others pursue a more larcenous career, letting their fingers do their talking. Still more pursue no special vocation, plodding dully through the tedium of their daily lives. That's not the wizard. The wizard seeks to understand and funnel the energies of the multiverse through his body, learning the secrets of existence and twisting them to achieve his own ends. They are dangerous foes, for they understand much and seek to comprehend still more. Some of them are mere hedge-wizards. Some achieve true greatness. All of them are potential threats.
Zombie, Female

Zombies are mindless corpses animated by necromancy. Unlike skeletons, zombies still have a great deal of flesh attacked to thier frame, and this is both an advantage and disadvantage... it makes them tougher and stronger than skeletons, but at the same time, rigor mortis hinders their movement, making them much slower than a normal human bieng.

Although zombies move and attack very slowly, their great strength becomes apparent when they catch a target. Their blows are capable of killing a normal human bieng with a single punch.
Zombie, Male

Zombies are mindless corpses animated by necromancy. Unlike skeletons, zombies still have a great deal of flesh attacked to thier frame, and this is both an advantage and disadvantage... it makes them tougher and stronger than skeletons, but at the same time, rigor mortis hinders their movement, making them much slower than a normal human bieng.

Although zombies move and attack very slowly, their great strength becomes apparent when they catch a target. Their blows are capable of killing a normal human bieng with a single punch.


        

Hall of Speakers | Armory | Civic Festhall | The Dark of... | About... | Resources | Home