Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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Maddening Feast (Su): A bheur dines on the bodies of the<br />
creatures it slays. As a full-round action, it can totally devour<br />
the flesh of a slain or helpless victim, leaving only the bones<br />
and equipment. Any creature within 60 feet that views this<br />
must make a Will save (DC 16). <strong>The</strong> save is Charisma-based.<br />
Those that fail are either permanently blinded (75% chance)<br />
or become confused for 2d6 days (25% chance). This is a mindaffecting<br />
effect. Although they prefer the flesh of humans,<br />
bheurs are willing to eat just about any humanoid creature,<br />
livestock, or fish.<br />
Spell-Like Abilities: At will—chill metal, ray of frost, Snilloc’s<br />
snowball swarm (FRCS); 1/tenday—control weather.<br />
<strong>The</strong>se abilities are as the spells cast by a 10th-level sorcerer<br />
(save DC 11 + spell level).<br />
Acid and Electricity Vulnerability: Bheurs take half again<br />
as much (+50%) damage as normal from acid and electricity,<br />
regardless of whether a saving throw is allowed, or if the save<br />
is a success or failure.<br />
Size Change (Su): A bheur can grow to Large size or return<br />
to its normal size as a standard action. When in Large form,<br />
the bheur’s AC and attack bonus decrease by –1 due to size,<br />
it gains +8 Strength, –2 Dexterity, and +4 Constitution, natural<br />
armor increases to +12, and its reach increases to 10 feet<br />
(see the above statistics for size change’s effect on attacks,<br />
skills, and abilities). However, its fly speed is reduced to 30 ft.<br />
(average). <strong>The</strong> bheur can remain in its Large form for only<br />
10 minutes per day.<br />
Shrieking Hag<br />
Shrieking hags are horrible, spiteful monsters that haunt desolate<br />
wastelands and barren plains, preying on unwary travelers<br />
and spreading all sorts of mischief in their wake. <strong>The</strong>y<br />
delight in deceiving the strong and virtuous, seeking to spread<br />
chaos and despair. When a potential victim resists its wiles, a<br />
shrieking hag flies into a murderous rage. One angry hag can<br />
scour an entire village in a matter of minutes with its formidable<br />
spell-like abilities and terrible, maddening shriek.<br />
A shrieking hag resembles a tall, regal woman ravaged by<br />
age. Its skin is yellow-brown in hue, tough and leathery, and<br />
its hands are twisted into iron-hard talons. Its long, white hair<br />
whips about in a bitterly cold wind that seems to follow the<br />
hag wherever it goes. A shrieking hag usually wears thin, tattered<br />
robes and may lean on a crooked staff that it has no real<br />
need for.<br />
COMBAT<br />
Shrieking hags prefer to deceive, entice, and charm travelers<br />
into their lairs, using their spell-like abilities to split up parties<br />
and draw away a single chosen victim. Should that fail,<br />
they resort to a furious assault from the night sky, shrieking<br />
and blasting their foes with wind. <strong>The</strong>y reserve their physical<br />
attacks for dealing with solitary victims.<br />
Rend (Ex): A shrieking hag that hits a single target with<br />
both claws latches onto the opponent’s body and tears the<br />
MONSTERS OF THE EAST<br />
65<br />
flesh. This attack automatically deals an additional 2d4+10<br />
points of damage.<br />
Shriek (Su): Three times per day, the shrieking hag can give<br />
voice to a terrible, maddening shriek. Any creature within 60<br />
feet of the hag takes 2d6 points of damage and is also confused<br />
for 2d6 rounds. A successful Fortitude save (DC 19) negates<br />
the confusion effect and reduces the damage by half. <strong>The</strong> save<br />
is Constitution-based.<br />
Spell-Like Abilities: At will—change self, dancing lights,<br />
ghost sound, gust of wind, shocking grasp, wind wall; 3/day—<br />
charm person, control winds, improved invisibility, lightning<br />
bolt, see invisibility, suggestion; 1/day—charm monster, great<br />
shout (FRCS), polymorph self, whirlwind; 1/tenday—control<br />
weather. <strong>The</strong>se abilities are as the spells cast by a 12th-level<br />
sorcerer (save DC 12 + spell level).<br />
Hagspawn<br />
Through charm or coercion, hags of all sorts use human males<br />
to propagate their wicked kind. Female children from such a<br />
union grow into hags, but the male children become hagspawn,<br />
brutish and ill-tempered creatures who inherit many of their<br />
hideous parent’s worst qualities. Usually abandoned while<br />
young, hagspawn frequently fall into lives of violence, murder,<br />
and brigandage, using the physical strength and toughness of<br />
their monstrous heritage to intimidate the smaller and weaker<br />
folk around them.<br />
Hagspawn resemble brutish humans at first glance. <strong>The</strong>y<br />
are tall and powerfully built, with long arms, big hands, and<br />
a distinctive hunched posture. <strong>The</strong>ir hair is long and lank, usually<br />
black in color, and their red eyes gleam with malice. <strong>The</strong>ir<br />
faces are heavy-featured and coarse, and their skin color hints<br />
at their mother’s kind—pallid blue for the sons of annises,<br />
sickly green for a green hag’s spawn, and so on.<br />
Most hagspawn become brigands, thugs, or mercenaries and<br />
thus take the warrior class. <strong>The</strong> information presented in the<br />
entries above represents a 1st-level hagspawn warrior. For<br />
more information, see the Hagspawn entry in Chapter 1:<br />
Races of the <strong>East</strong>.<br />
COMBAT<br />
Gifted with unusual strength, tough hides, and an innate resistance<br />
to magic, hagspawn naturally gravitate to physical<br />
combat. <strong>The</strong>y favor large, powerful weapons and are notoriously<br />
reckless with their own lives, counting on their superior<br />
brawn and ferocity to see them through.<br />
HAGSPAWN CHARACTERS<br />
A hagspawn’s favored class is barbarian, but they also make<br />
good fighters, rangers, and rogues. Given the circumstances<br />
of their birth, hagspawn are loners by nature, and few<br />
become the leaders of anything at all. Hagspawn clerics usually<br />
worship evil, violent deities such as Bane or Talos.