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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)

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