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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

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