Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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Illustration by Steve Prescott and Matt Cavotta<br />
Level Adjustment: +5<br />
Treasure: None<br />
Alignment: Usually chaotic neutral<br />
Advancement: 5–7 HD (Medium-Size)<br />
An orglash, or ice spirit, is a kind of air elemental native to the<br />
colder parts of Rashemen. Alien and unpredictable, they are<br />
viewed as a mixed blessing by the Rashemi people, for despite<br />
their occasional danger to travelers, they<br />
have helped defend the land against the<br />
Red Wizards for hundreds of years.<br />
An orglash looks like an air elemental<br />
with wisps of snow spinning about<br />
and two barely visible, darker spots<br />
that look like eyes. Orglashes roam<br />
the frozen mountains and forests of<br />
Rashemen, attacking creatures that<br />
threaten the land. <strong>The</strong>ir perspective<br />
of what is “threatening” is very broad,<br />
however, and they have been known<br />
to attack small parties in remote areas.<br />
Orglashes speak Auran.<br />
COMBAT<br />
<strong>The</strong> sample orglash uses a medium air<br />
elemental as the base creature.<br />
Air Mastery (Ex): Any airborne<br />
creature takes a –1 penalty on<br />
attack and damage rolls made against<br />
an orglash.<br />
Cone of Cold (Sp): 3/day as a 4th-level<br />
sorcerer.<br />
Cold Fast Healing (Ex): As long as it has at least<br />
1 hit point, in extremely cold or cold weather conditions,<br />
an orglash recovers lost hit points at the rate of 3 per<br />
round. Fast healing does not restore hit points lost from<br />
starvation, thirst, or suffocation, and it does not allow the<br />
orglash to regrow or reattach lost body parts.<br />
Cold Subtype (Ex): An orglash is immune to cold damage.<br />
Orglashes take half again as much (+50%) damage as normal<br />
from fire, regardless of whether a saving throw is allowed, or<br />
if the save is a success or failure.<br />
Elemental Traits (Ex): An orglash is immune to poison,<br />
sleep, paralysis, and stunning. It is not subject to critical hits<br />
or flanking. <strong>The</strong> creature also has darkvision (60-foot range).<br />
Whirlwind (Su): This orglash can transform itself into a<br />
whirlwind once every 10 minutes and remain in that form for<br />
up to 2 rounds. <strong>The</strong> whirlwind is 5 feet wide at the base, up<br />
to 30 feet wide at the top, and 10 to 30 feet in height.<br />
<strong>The</strong> orglash’s movement while in whirlwind form does not<br />
provoke attacks of opportunity, even if it enters the space another<br />
creature occupies. Another creature might be caught in<br />
the whirlwind if it touches or enters it, or if the orglash moves<br />
into or through the creature’s space. It deals 1d6 points of<br />
damage to Small or smaller creatures and may sweep them<br />
MONSTERS OF THE EAST<br />
Orglash<br />
69<br />
bodily up. <strong>The</strong> save DC to avoid the whirlwind is 13. This save<br />
is Strength-based.<br />
Creatures trapped in the whirlwind cannot move away except<br />
to escape the whirlwind. Creatures caught in the whirlwind can<br />
cast spells normally with a successful Concentration check (DC<br />
10 + spell level). Creatures caught in the whirlwind take a –4<br />
penalty to effective Dexterity and a –2 penalty on attack rolls.<br />
An orglash in whirlwind form cannot make slam attacks<br />
and does not threaten the area around it.<br />
<strong>The</strong> Orglash<br />
Template<br />
“Orglash” is a template that can be applied to<br />
any elemental creature with the air subtype<br />
(referred to hereafter as the “base creature”).<br />
Most orglashes use an air elemental<br />
as the base creature, but secret<br />
and undiscovered leaders could be based<br />
on another elemental being, such as an<br />
invisible stalker. It uses all of the base<br />
creature’s statistics and special abilities<br />
except as noted here.<br />
Speed: If the base creature cannot<br />
fly, it gains a fly speed equal to its land<br />
speed (poor maneuverability). If the<br />
base creature can fly, use the base creature’s<br />
fly speed and maneuverability.<br />
AC: Natural armor increases by +2.<br />
Damage: An orglash’s natural attacks<br />
deal cold damage in addition to<br />
the normal damage for the attack. This<br />
cold damage is half the number of dice of<br />
damage the natural attack deals, not including the<br />
Strength modifier. If the natural attack deals one die<br />
of damage, reduce the die type by two steps. For example,<br />
if the base creature deals 2d8 points of damage with a slam<br />
attack, add 1d8 points of cold damage. If the base creature deals<br />
1d6 points of damage, add 1d3 points of cold damage.<br />
Special Attacks: An orglash retains all the special attacks of<br />
the base creature, and also gains the following special attack.<br />
Cone of Cold (Sp): 3/day as a sorcerer with a caster level<br />
equal to its Hit Dice.<br />
Special Qualities: An orglash retains all the base creature’s special<br />
qualities, and also gains those special qualities listed below.<br />
Cold Subtype (Ex): An orglash is immune to cold damage.<br />
Orglashes take half again as much (+50%) damage as normal<br />
from fire, regardless of whether a saving throw is allowed, or<br />
if the save is a success or failure.<br />
Fast Healing (Ex): In extremely cold or cold weather conditions,<br />
an orglash recovers lost hit points at the rate of 3<br />
per round.<br />
Native Elemental: Orglashes are native to the Material<br />
Plane. Spells that banish outsiders or elementals to their home<br />
plane do not work on orglashes. Spells that send outsiders or<br />
elementals to another plane (rather than to their home plane)