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Unapproachable East.pdf - The Forgotten Realms

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divide at the end into stubby, strong fingers. Its head is a<br />

bulbous case atop its trunk, crowned by three stalked eyes.<br />

Its three membranous wings fold tightly against its torso<br />

when not in use. Its hide is a slick, mottled blue and black<br />

color, soft and slimy to the touch, but its flesh is iron-hard<br />

beneath its skin.<br />

Star elves sometimes refer to nilshais as “ethereal theurges.”<br />

Combat<br />

A nilshai is a stranger to the Material<br />

Plane and is almost always on a mission<br />

when encountered. It may be in<br />

search of a magic item,<br />

spying on local residents,<br />

or looking for intelligent<br />

humanoid slaves to<br />

carry off to its alien home. Whatever its<br />

purpose, it brooks no interference from<br />

denizens of the Material Plane. It uses<br />

its spells profligately, figuring<br />

that any threat<br />

deserves the quickest<br />

possible death. A common<br />

tactic against magicusing<br />

foes is to cast a spell<br />

and then ready a dispel<br />

magic to counterspell in<br />

the same round.<br />

Spells: A nilshai casts<br />

spells as an 8th-level sorcerer. <strong>The</strong> save DC for<br />

its spells is 13 + spell level. A typical nilshai spell<br />

list follows (spells per day 6/7/7/6/3): 0—daze,<br />

detect magic, disrupt undead, light, mage hand,<br />

ray of frost, read magic, resistance; 1st—color spray, mage<br />

armor, magic missile, silent image, true strike; 2nd—mirror<br />

image, resist elements, Snilloc’s snowball swarm (FRCS); 3rd—<br />

dispel magic, lightning bolt; 4th—enervation.<br />

Ethereal Jaunt (Su): A nilshai can shift from the Ethereal<br />

to the Material Plane as a free action and shift back again as<br />

a move-equivalent action (or as part of a move-equivalent<br />

action). <strong>The</strong> ability is otherwise identical with ethereal jaunt<br />

cast by a 15th-level sorcerer.<br />

Fearsome Celerity (Ex): <strong>The</strong> nilshai’s trilateral symmetry<br />

and alien mind allow it to divide its attention among multiple<br />

tasks at the same time. A nilshai gains an extra partial<br />

action each round, during which it typically casts a second<br />

spell or activates a magic item after it moves and attacks or<br />

casts a spell.<br />

Mind Blank (Su): Nilshais are magically resistant to spells<br />

and effects of detection and mental influence. <strong>The</strong>y are protected<br />

by a mind blank effect at all times.<br />

Skills: Due to their ability to multitask and their trilateral<br />

symmetry, nilshais receive a +4 racial bonus on Listen, Spot,<br />

and Use Magic Device checks.<br />

MONSTERS OF THE EAST<br />

Nilshai<br />

68<br />

Nilshai Society<br />

Few on the Material Plane or in Sildëyuir know much about<br />

how the nilshais organize themselves or what they do in their<br />

own alien world. <strong>The</strong>ir cities are bizarre strongholds of ethereal<br />

stone shaped into maddeningly complex chambers and twisting<br />

passages. As many as five hundred nilshais live in a large stronghold,<br />

but most are smaller communities of fifty or so individuals.<br />

<strong>The</strong> most powerful sorcerer of a stronghold is its absolute<br />

master and commands the implicit obedience of all others.<br />

Nilshais associate with creatures from their own alien ecology.<br />

Ethereal marauders (their pets) and ethereal filchers (their<br />

servants) often populate<br />

nilshai strongholds.<br />

(Nilshai strongholds<br />

are also home to<br />

ethereal slayers, found<br />

in Monster Manual<br />

II.) <strong>The</strong> nilshais employ<br />

even stranger creatures<br />

as guards and raiders<br />

from time to time.<br />

Nilshai<br />

Characters<br />

Nilshais’ favored class is sorcerer.<br />

Levels of sorcerer add to a nilshai’s<br />

ability to cast spells as an 8th-level sorcerer,<br />

so a 5th-level sorcerer nilshai<br />

casts spells as a 13th-level sorcerer.<br />

Orglash<br />

Medium-Size Elemental (Air, Cold, Native)<br />

Hit Dice: 4d8+16 (34 hp)<br />

Initiative: +9<br />

Speed: Fly 100 ft. (perfect)<br />

AC: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15<br />

Base Attack/Grapple: +3/+4<br />

Attack: Slam +8 melee<br />

Full Attack: Slam +8 melee<br />

Damage: Slam 1d6+1 plus 1d3 cold<br />

Face/Reach: 5 ft./5 ft.<br />

Special Attacks: Air mastery, cone of cold 3/day, whirlwind<br />

Special Qualities: Cold subtype, elemental traits, cold fast<br />

healing 3, +2 save bonus against Red Wizard spells<br />

Saves: Fort +5, Ref +9, Will +1<br />

Abilities: Str 12, Dex 21, Con 18, Int 10, Wis 11, Cha 11<br />

Skills: Listen +7, Spot +7<br />

Feats: Flyby Attack, Improved Initiative, Weapon Finesse B<br />

Climate/Terrain: Cold forest and plains<br />

Organization: Solitary<br />

Challenge Rating: 4<br />

Illustration by Glen Angus

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