Pillian R'Elrain
Elf Ranger Level 8; CR: 7; XP: 3,200; Align: CN; Medium humanoid (elf)
Init: +4; Senses: low-light vision; Perception +14
DEFENSE: AC: 20; TAC: 15; FFAC: 16; HD: 8d10+14; HP: 62; Saves: For: +8, Ref: +11, Will: +4; +2 vs. enchantments Immune: sleep, Resist: fire 10
OFFENSE: Speed: 30 ft.; Melee: masterwork elven curve blade +13/+8 (1d10+1/18-20); Ranged: +1 longbow +13/+8 (1d8+1/x3);
Special Attacks: favored enemy (animals +2, orcs +4);
Ranger Spells Prepared: (CL 5th; concentration +6)
2nd - barkskin, cat's grace
1st - entangle (DC 12), resist energy
Statistics: Str: 13; Dex: 19; Con: 12; Int: 12; Wis: 12; Cha: 8; BAB: +8; CMB: +9; CMD: 24
Feats: Combat Reflexes, Deadly Aim, Endurance, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse
Skills: Acrobatics (D) +11, Climb (S) +9, Heal (W) +8, Knowledge (Dungeoneering) (I*) +6, Knowledge (Geography) (I*) +6, Knowledge (Nature) (I*) +8, Perception (W) +14, Ride (D) +10, Stealth (D) +14, Survival (W) +12, Swim (S) +7;
Languages: Common, Elven, Orc
Special Qualities: elven magic, favored terrain (forest +4, plains +2), hunter's bond (companions), swift tracker, track +4, weapon familiarity, wild empathy +7, woodland stride
Treasure: potion of cure moderate wounds, +1 chain shirt, +1 longbow, arrows (20), masterwork elven curve blade, +1 cloak of resistance, +1 ring of protection, 194gp
He is actually an agent to an elven cult, Vel Ath Karask, "Blade of Demons", looking to bring the Qlippoth lord into the realms. He will lead the heroes to the mountain of black snow, but then finds duergar have also found the mountain.
30 Duergar; CR: 1/3; XP: 135; Align: LE; Medium humanoid (dwarf)
Init: -1; Senses: darkvision 120 ft.; Perception +1
DEFENSE: AC: 17 ; TAC: 9 ; FFAC: 17; HD: 1d10+2 ; HP: 8 ; Saves: For: +4, Ref: -1, Will: +1 (+2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: warhammer +3 (1d8+1/x3); Ranged: light crossbow +0 (1d8/19-20);
Spell-Like Abilities: (CL 3rd)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 12 ; Dex: 9 ; Con: 15 ; Int: 10 ; Wis: 13 ; Cha: 4 ; BAB: +1 ; CMB: +2; CMD: 11
Feats: Weapon Focus (warhammer)
Skills: Intimidate +1, Stealth -3 ; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
10 Duergar, Sergeant; CR: 1; XP: 400; Duergar Fighter 2 Align: LE; Medium humanoid (dwarf)
Init: +0; Senses: darkvision 120 ft.; Perception +2
DEFENSE: AC: 16 ; TAC: 9 ; FFAC: 15; HD: 2d10+8 ; HP: 23 ; Saves: For: +6, Ref: 0, Will: +2 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: masterwork dwarven waraxe +5 (2d8+4/x3); Ranged: heavy crossbow +3 (2d8/19-20);
Spell-Like Abilities: (CL 2nd, concentration -1)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 17 ; Dex: 10 ; Con: 16 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +2 ; CMB: +5; CMD: 16 (20 vs. bull rush or trip on solid ground)
Feats: Cleave, Power Attack, Weapon Focus (dwarven waraxe)
Skills: Handle Animal +1, Perception +2, Ride -2, Survival +6; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: potions of cure light wounds (2), alchemist's fire (2), NPC Gear (banded mail, heavy crossbow [10 bolts], masterwork dwarven waraxe, 9 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
Duergar, Captain; CR: 8; XP: 4,800; Duergar Fighter 9 Align: LE; Medium humanoid (dwarf)
Init: +0; Senses: darkvision 120 ft.; Perception +2
DEFENSE: AC: 22 ; TAC: 10 ; FFAC: 20; HD: 9d10+36 ; HP: 90 ; Saves: For: +10, Ref: +4, Will: +6 (+1 vs. fear, +2 vs. spells); Defensive Abilities: bravery +2 Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: +2 dwarven waraxe +17/+12 (2d8+12/19-20/x3); Ranged: masterwork heavy crossbow +11 (2d8+1/19-20);
Special Attacks: weapon training (axes +2, crossbows +1)
Spell-Like Abilities: (CL 9th, concentration +6)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 19 ; Dex: 10 ; Con: 16 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +9 ; CMB: +13; CMD: 25 (29 vs. bull rush or trip on solid ground)
Feats: Cleave, Great Cleave, Greater Overrun, Greater Sunder, Greater Weapon Focus (dwarven waraxe), Mounted Combat, Power Attack, Vital Strike, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Skills: Climb +6, Handle Animal +3, Perception +2, Ride +8, Survival +8; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: armor training 2, slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: potions of cure serious wounds (2), thundestones (3), NPC Gear (+1 full plate, +2 dwarven waraxe, amulet of natural armor, +1 cloak of resistance, +1 ring of protection, mastwork heavy crossbow [10 bolts], masterwork dwarven waraxe, 129 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
5 Bear, Dire; CR: 7; XP: 3,200; Align: N; Large animal
Init: +5; Senses: low-light vision, scent; Perception +12
DEFENSE: AC: 18 ; TAC: 10 ; FFAC: 17; HD: 10d8+50; HP: 95 ; Saves: For: +12 , Ref: +8 , Will: +4
OFFENSE: Speed: 40 ft.; Melee: 2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7); Space: 10 ft.; Reach: 5 ft.
Statistics: Str: 25 ; Dex: 13 ; Con: 21 ; Int: 2 ; Wis: 12 ; Cha: 10 ; BAB: +7 ; CMB: +15 (+19 grapple); CMD: 26 (30 vs. trip)
Feats: Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills: Perception +12, Swim +19; Racial Modifiers: +4 Swim
Organization: solitary or pair
Treasure: incidental
“Spittle drips from this feral bear’s roaring maw, and its matted fur is broken in places by wicked, bony growths.”
Minshinz
Kobold Sorcerer, 6th level; CR: 5; XP: 1,600; Align: LE; Small humanoid (reptilian)
Init: +2; Senses: darkvision 60 ft. Perception +1
DEFENSE: AC: 18; TAC: 13; FFAC: 16; HD: 6d6+12; HP: 35; Saves: For: +3, Ref: +4, Will: +4; Weaknesses light sensitivity
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +2 (1d4-2)
Bloodline Spell-Like Abilities: (CL 6th; concentration +9)
6/day - trap rune (DC 16)
Sorcerer Spells Known (CL 6thm concentration +9)
3rd (4/day) - lightning bolt (DC 16)
2nd (6/day) - create pit, mirror image, scorching ray
1st (7/day) - alarm, charm person (DC 14), mage armor, magic missile, ray of enfeeblement (DC 14)
0 (at will) - arcane mark, daze, detect magic, open/close, prestidigitation (DC 13), resistance, spark
Bloodline kobold
Statistics: Str: 6; Dex: 14; Con: 12; Int: 13; Wis: 8; Cha: 16; BAB: +3; CMB: +0; CMD: 12
Feats: Combat Expertise, Eschew Materials, Improved Feint, Skill Focus (Craft [trapmaking])
Skills: Sorcerer (2+Int): Appraise (Int)(c), Bluff (Cha)(c) +15, Craft (trapmaking)(Int)(c) +15, Fly (Dex)(c), Intimidate (Cha)(c), Knowledge (arcana) (Int)(c), Perception (W) +1, Profession (miner)(Wis)(c) +1, Spellcraft (Int)(c), and Use Magic Device (Cha)(c) +15 Racial Modifiers: +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages: Draconic, Dwarven
Special Qualities: bloodline arcana (+2 to spell DC if target denied Dex bonus to AC), crafty, trap sense +2
Treasure: NPC Gear (antitoxin, thunderstone, quarterstaff, circlet of persuasion, masterwork artisan's tools, 15gp)
Lonkin, Gorrath
2 Giant, Stone; CR: 8; XP: 4,800; Align: N; Large humanoid (giant)
Init: +2; Senses: darkvision 60 ft., low-light vision; Perception +12
DEFENSE: AC: 22; TAC: 11; FFAC: 20; HD: 12d8+48; HP: 102; Saves: For: +12, Ref: +6, Will: +7; Defensive Abilities improved rock catching
OFFENSE: Speed: 40 ft.; Melee: greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8); Ranged: rock +11/+6 (1d8+12); Space: 10 ft.; Reach: 10 ft.; Special Attacks: rock throwing (180 ft.);
Statistics: Str: 27; Dex: 15; Con: 19; Int: 10; Wis: 12; Cha: 10; BAB: +9; CMB: +18; CMD: 30
Feats: Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills: Humanoid: (2+Int/HD) Climb (S)(c) +12, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch) +12, Perception (W), Profession ( ) (W*)(c), Ride (D)(c), Stealth (D) +4 (+12 in rocky terrain), Survival (W)(c); Racial Modifiers: +8 Stealth in rocky terrain
Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers:
Special Abilities:
Improved Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Languages: Common, Giant
Special Qualities:
Environment: temperate mountains
Organization: solitary, gang (2–5), band (4–8), hunting party (9–12 plus 1 elder), or tribe (13–30 plus 35% noncombatants, 1–3 elders, and 4–6 dire bears)
Treasure: standard (greatclub, other treasure). 3,350 gp
"This giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone."
8 Qlippoth, Shoggti; CR: 7; XP: 3.200; Align: CE; Large outsider (chaotic, evil, extraplanar, qlippoth)
Init: +7; Senses: darkvision 60 ft.; Perception +18
DEFENSE: AC: 21; TAC: 12; FFAC: 18; HD: 7d10+42; HP: 80; Saves: For: +11, Ref: +5, Will: +9; Defensive Abilities uncanny dodge; DR 10/cold iron or lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10
OFFENSE: Speed: 30 ft.; Melee: bite +12 (1d8+6), 4 tentacles +8 (1d4+3 plus grab); Space: 10 ft.; Reach: 10 ft.; Special Attacks: braincloud, horrific appearance (DC 15), constrict (1d4+6);
Spell-Like Abilities: (CL 7th; concentration +9);
At will - command (DC 13)
3/day - charm person (DC 13), protection from law
1/day - charm monster (DC 16), dimension door
Statistics: Str: 22; Dex: 16; Con: 23; Int: 12; Wis: 19; Cha: 15; BAB: +7; CMB: +14 (+18 grapple); CMD: 27 (31 vs. trip)
Feats: Combat Reflexes, Improved Initiative, Skill Focus (Use Magic Device), Weapon Focus (tentacles)
Skills: Outsider (6+Int/HD): Bluff (Ch)(c), Craft ( ) (I)(c), Escape Artist (D)(c) +13, Intimidate (Ch) +16, Knowledge (Planes) (I*)(c) +11, Perception (W)(c), Sense Motive (W)(c) +14, Stealth (D)(c) +9, Use Magic Device (Ch*) +19; Racial Modifiers: +4 Intimidate, +4 Perception, +4 Use Magic Device
Special Abilities:
Braincloud (Su): Once per round, in place of a melee attack with a tentacle, a shoggti can make a melee touch attack with the pincer on the end of that tentacle. If it hits, the target takes 1d4 points of Wisdom damage. Shoggti use this ability to mentally debilitate their victims so they can more easily use their charm spell-like abilities against them.
Horrific Appearance (Su): Creatures that succumb to a shoggti’s horrific appearance become fascinated by the creature’s hypnotically wriggling tentacles and the strange, shimmering colors in its eyes. This effect persists for 1d6 rounds (but can be ended by the normal methods of defeating the fascinated condition).
Languages: Abyssal; telepathy 100 ft.
Special Qualities:
Environment: any (the Abyss)
Organization: solitary, pair, or slaver band (3–10 plus 6–12 slaves of various races)
Treasure: standard, 2,600 gp
"This pale creature has four suckered arms that end in pincers. A gnashing maw gapes in its head between two staring eyes."
The shoggti are masters of mind manipulation, capable of seizing control of the thoughts of others and charming them into docile allies. They invade other realms in slaver bands, seeking out creatures to capture alive and return to the Abyss as charmed slaves—the fates of these poor souls is unknown, but likely has something to do with the qlippoth drive to reclaim the Abyss as their own.
Although a shoggti lacks proper hands, it is capable of performing incredibly dextrous manipulations with the pincers at the tips of its tentacles. It cannot wield weapons in these pincers, but it can utilize magic items like wands, rods, staves, and the like. Shoggti are fond of wands in particular, particularly those that create mind-affecting effects that are easy to inflict on victims of their braincloud ability.
A shoggti’s body is an egg-shaped mass about 8 feet long—its tentacles are about 8 feet long as well. The whole creature weighs 900 pounds.
Elemental, Aether, Elder; CR: 11; XP: 12,800; Align: N; Huge outsider (aether, elemental, extraplanar)
Init: +15; Senses: blindsense 60 ft., darkvision 60 ft.; Perception +19
DEFENSE: AC: 26; TAC: 26; FFAC: 15; HD: 16d10+112; HP: 200; Saves: For: +17, Ref: +21, Will: +7; DR 10/-, Defensive Abilities: telekinetic deflection, Immune elemental traits, force
OFFENSE: Speed: fly 60 ft. (good); Melee: 2 slams +20 (2d8+6); Ranged: telekinetic throw +25 (10d6+7/19-20); Space: 15 ft.; Reach: 15 ft.; Special Attacks: telekinetic maneuver, telekinetic throw (DC 19);
Statistics: Str: 22; Dex: 33; Con: 24; Int: 10; Wis: 11; Cha: 11; BAB: +16; CMB: +24; CMD: 51
Feats: Combat Reflexes, Deadly Aim, Improved Critical (telekinetic throw), Improved InitiativeB, Improved Iron Will, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot
Skills: Outsider (6+Int/HD): Acrobatics (D)(c) +30, Bluff (Ch)(c), Craft ( ) (I)(c), Fly (D)(c) +30, Knowledge (Planes) (I*)(c) +19, Perception (W)(c) +19, Sense Motive (W)(c), Stealth (D)(c) +22
Special Abilities:
Telekinetic Invisibility (Ex): An aether elemental’s body bends light and dampens sound waves. This works as the kineticist utility wild talent telekinetic invisibility, except that it is constant and doesn’t end when the elemental attacks. As this ability is inherent, it is not subject to effects such as invisibility purge.
Telekinetic Throw (Ex): An aether elemental can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target. The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.
Telekinetic Deflection (Su): An aether elemental gains a deflection bonus to its AC equal to its Constitution modifier.
Telekinetic Maneuver (Su): An aether elemental can attempt a ranged combat maneuver check, as per telekinesis, with a CMB equal to its Hit Dice + its Dexterity modifier.
Elemental Traits:
An elemental has the following features.
- Immunity to bleed, paralysis, poison, sleep effects, and stunning.
- Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
- Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
- Elementals do not breathe, eat, or sleep.
Languages: Aquan, Auran, Ignan, Terran
Special Qualities: telekinetic invisibility
Environment: any (Ethereal Plane)
Organization: solitary, pair, or gang (3–8)
Treasure: None
"This strange entity is formed from interwoven, translucent threads of an unusual multicolored material."
Aether elementals are made of living aether, the rare fifth element that arises on the Ethereal Plane near the borders of the Elemental Planes.
On a pedestal covered with a glass on the top of the platform is a staff. (the staff is of black obsidian with a swirling black Onyx on the end). A continual light spell has been cast on the globe and makes it hard to see.
The glass globe is really made of quartz crystal magically hardened (Hardness 10, HP 50)
Tssethizillarikk
Qlippoth, Chernobue; CR: 12; XP: 19,200; Align: CE; Large outsider (chaotic, evil, extraplanar, qlippoth)
Init: +4; Senses: darkvision 60 ft., scent; Perception +18; Aura misfortune (30 ft.)
DEFENSE: AC: 27; TAC: 13; FFAC: 23; HD: 12d10+84; HP: 150; Saves: For: +15, Ref: +10, Will: +11; SR: 23; DR: 10/lawful; Immune cold, poison, mind-affecting effects; Resist acid 10, electricity 10, fire 10; Weaknesses light vulnerability
OFFENSE: Speed: 40 ft.; Melee: 2 slams +19 (1d6+8/19-20 plus 1 Con damage), bite +19 (2d6+8 plus poison), 2 tentacles +14 (1d6+4); Space: 10 ft.; Reach: 5 ft. (10 ft. with slams and tentacles);
Special Attacks: horrific appearance (DC 20);
Spell-Like Abilities: (CL 12th; concentration +16);
At will - chaos hammer (DC 18), darkness
3/day - confusion(DC 18), quickened darkness, dispel magic, protection from law
1/day - plane shift (DC 21)
Statistics: Str: 26; Dex: 18; Con: 24; Int: 13; Wis: 17; Cha: 19; BAB: +12; CMB: +21; CMD: 35 (39 vs. trip)
Feats: Blind-Fight, Improved Critical (slam), Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (darkness), Vital Strike
Skills: Outsider (6+Int/HD): Acrobatics (D)(c) +19 (+23 jump), Bluff (Ch)(c), Craft ( ) (I)(c), Escape Artist (D)(c) +19, Intimidate (Ch)(c) +19, Knowledge (Planes) (I*)(c) +16, Perception (W)(c) +18, Sense Motive (W)(c) +18, Stealth (D)(c) +15
Special Abilities:
Aura of Misfortune (Su): A chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a –1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a –3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based.
Horrific appearance (Su): Creatures that succumb to a chernobue’s horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it.
Light Vulnerability (Ex): A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area.
Poison (Su):
Bite—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save.
The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim’s body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.
Languages: Abyssal; telepathy 100 ft.
Special Qualities:
Environment: any (the Abyss)
Organization: solitary, pair, or gang (3–6)
Treasure: standard, 9,000gp
"This slippery, writhing mass of tentacles and stalked mouths has one huge hideous eye and a fanged maw for a belly."
The chernobue is a living manifestation of the vile fecundity of the Abyss—a monstrous, alien pregnancy made flesh. By infecting creatures with the abyssal taint they carry, they spread pain and misfortune wherever they flop and writhe—and with their plane shift ability, they are ready to spread their filth throughout the multiverse. A chernobue is 13 feet long and weighs 500 pounds.