Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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damage. A juju zombie cannot be raised, but may be resurrected.<br />
A juju zombie has darkvision (60-foot range).<br />
Immunities (Ex): Juju zombies are immune to magic missiles<br />
and electricity damage.<br />
Scent (Ex): This juju zombie can detect approaching enemies,<br />
sniff out hidden foes, and track by sense of smell.<br />
<strong>The</strong> Juju Zombie Template<br />
“Juju zombie” is a template that can be added to any formerly<br />
living corporeal creature with an Intelligence score of at least<br />
1 (referred to hereafter as the “base creature”). <strong>The</strong> creature’s<br />
type changes to “undead.” It uses all the base creature’s statistics<br />
and special abilities except as noted here.<br />
Hit Dice: Increase to d12.<br />
Speed: In addition to its land speed, a juju zombie gains a<br />
climb speed equal to one-half its base speed if it does not have<br />
a climb speed already.<br />
AC: Natural armor improves by +3.<br />
Attacks and Damage: A juju zombie retains all the attacks<br />
of the base creature and also gains a slam attack if it doesn’t<br />
already have one. If the base creature does not already have<br />
a slam attack, use the values listed in the table below. A base<br />
creature with natural attacks retains its old damage rating or<br />
uses the values below, whichever is better.<br />
Size Damage<br />
Fine 1<br />
Diminutive 1d2<br />
Tiny 1d3<br />
Small 1d4<br />
Medium-size 1d6<br />
Large 1d8<br />
Huge 2d6<br />
Gargantuan 2d8<br />
Colossal 4d6<br />
Special Qualities: A juju zombie retains all the base creature’s<br />
special qualities and also gains those special qualities<br />
listed below.<br />
Damage Reduction (Su): <strong>The</strong> fell sorcery animating a juju<br />
zombie makes it difficult to destroy and gives it damage reduction<br />
5/slashing. Piercing and bludgeoning weapons have<br />
little effect on its tough hide.<br />
Turn Resistance (Ex): A juju zombie has turn resistance +4.<br />
Immunities (Ex): A juju zombie is immune to magic missiles<br />
and electricity damage.<br />
Abilities: Adjust from base creature as follows: Str +4, Dex<br />
+2, Int –4 (minimum 1), Cha +2. As undead creatures, juju<br />
zombies have no Constitution score.<br />
Skills: Since juju zombies possess a natural climb speed, they<br />
receive a +8 racial bonus on all Climb checks and can always<br />
choose to take 10, even if rushed or threatened.<br />
Feats: Same as the base creature, except that a juju zombie<br />
gains Improved Initiative, Power Attack, and Toughness,<br />
MONSTERS OF THE EAST<br />
67<br />
assuming the base creature meets the prerequisites and doesn’t<br />
already have these feats.<br />
Climate/Terrain: Any land.<br />
Organization: Solitary or gang (2–5).<br />
Challenge Rating: Same as the base creature +2.<br />
Treasure: None.<br />
Alignment: Always neutral evil.<br />
Advancement: —.<br />
Nilshai<br />
Medium-Size Aberration<br />
Hit Dice: 8d8 (36 hp)<br />
Initiative: +6<br />
Speed: 30 ft., fly 50 ft. (average)<br />
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15<br />
Base Attack/Grapple: +6/+7<br />
Attack: Slam +7 melee<br />
Full Attack: 3 slams +7 melee<br />
Damage: Slam 1d4+1<br />
Face/Reach: 5 ft./5 ft.<br />
Special Attacks: Spells<br />
Special Qualities: DR 10/+1, darkvision 60 ft., ethereal jaunt,<br />
fearsome celerity, mind blank<br />
Saves: Fort +4, Ref +4, Will +6<br />
Abilities: Str 12, Dex 15, Con 10, Int 15, Wis 10, Cha 17<br />
Skills: Concentration +11, Knowledge (arcana) +8, Listen +13,<br />
Spot +13, Use Magic Device +13<br />
Feats: Combat Casting, Great Fortitude, Improved Initiative<br />
Climate/Terrain: Any land and underground (Ethereal Plane)<br />
Organization: Solitary or infestation (2–4 nilshais plus 3–6<br />
ethereal marauders)<br />
Challenge Rating: 7<br />
Level Adjustment: +5<br />
Treasure: Double standard<br />
Alignment: Usually lawful evil<br />
Advancement: By character class<br />
Nilshais are a race of bizarre and malevolent alien sorcerers<br />
who hail from the same strange plane that birthed the ethereal<br />
filchers and ethereal marauders.<br />
Like their lesser kindred, nilshais spend much of their<br />
time on the Ethereal Plane but sometimes mount expeditions<br />
onto the Material Plane to plunder magic and lore.<br />
<strong>The</strong>y can move quickly back and forth between the Ethereal<br />
and Material Planes and are potent spellcasters to boot. <strong>The</strong>y<br />
have a particular hatred for Sildëyuir; although the Ethereal<br />
Plane is not coterminous with the domain of the star elves,<br />
the nilshais have bored a number of portals through the dimensions<br />
to reach it—portals that now threaten the realm’s<br />
very existence.<br />
A nilshai is a horrid-looking creature with three clawed<br />
legs, a ropy body, and three long whiplike tentacles that