Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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work normally. Orglashes can be raised or resurrected, although<br />
their remains quickly vanish if killed, making it difficult to<br />
use these spells to restore them to life.<br />
Saves: Orglashes receive a +2 morale bonus on all saving<br />
throws against spells from creatures they recognize to be<br />
Red Wizards.<br />
Abilities: Adjust from the base creature as follows: Con +4,<br />
Int at least 10.<br />
Climate/Terrain: Cold forest and plains.<br />
Organization: Solitary.<br />
Challenge Rating: Same as the base<br />
creature +1.<br />
Level Adjustment: Same as the base<br />
creature +1.<br />
Alignment: Usually chaotic neutral.<br />
Shadow-<br />
Walker<br />
Shadow-Walker Human Rog5<br />
Medium-Size Humanoid (Human)<br />
Hit Dice: 5d6–5 (15 hp)<br />
Initiative: +8<br />
Speed: 30 ft.<br />
AC: 17 (+4 Dex, +3 masterwork studded<br />
leather), touch 14, flat-footed 13<br />
Base Attack/Grapple: +3/+2<br />
Attack: Dagger +2 melee; or masterwork<br />
light crossbow and masterwork bolts<br />
+9 ranged<br />
Full Attack: Dagger +2 melee; or<br />
masterwork light crossbow and<br />
masterwork bolts +9 ranged<br />
Damage: Dagger 1d4–1/19–20; masterwork<br />
light crossbow 1d8/19–20<br />
Face/Reach: 5 ft./5 ft.<br />
Special Attacks: Sneak attack +3d6<br />
Special Qualities: Darkvision 60 ft., evasion,<br />
light blindness, search for traps, uncanny<br />
dodge (Dex bonus to AC)<br />
Saves: Fort +0, Ref +8, Will +2<br />
Abilities: Str 8, Dex 18, Con 8, Int 14, Wis 12, Cha 13<br />
Skills: Balance +10, Bluff +7, Climb +8, Diplomacy +9,<br />
Disguise +7 (+9 acting), Gather Information +5, Hide +20,<br />
Intimidate +3, Jump +3, Listen +9, Move Silently +9,<br />
Perform (dance) +2, Read Lips +6, Search +8, Sense Motive<br />
+10, Spot +9, Swim +5, Tumble +11<br />
Feats: Improved Initiative, Point Blank Shot, Smooth Talk<br />
(FRCS)<br />
Challenge Rating: 6<br />
Alignment: Neutral evil<br />
Possessions: Dagger, masterwork studded leather, masterwork<br />
light crossbow, masterwork crossbow bolts (10), cloak of<br />
MONSTERS OF THE EAST<br />
Shadow-walker<br />
70<br />
elvenkind, everburning torch, potion of cat’s grace, potion of<br />
cure moderate wounds, potion of fly, potion of sneaking,<br />
backpack, grappling hook, silk rope (50 ft.).<br />
Shadow-walkers are people who have experienced a magical<br />
ritual of the god Mask that attunes a person’s body to shadow.<br />
Similar to shades, they gain powers in shadow and darkness.<br />
Jalaunther Ithbreeiur, high priest of the Maskarran<br />
temple in <strong>The</strong>sk, discovered a rite sacred to his<br />
deity called the Ritual of Shadow Walking.<br />
This ritual exchanges some of the recipient’s<br />
life force for shadowstuff. <strong>The</strong> recipient<br />
appears exactly the same as<br />
before, although her shadow stands out<br />
as crisp and dark even in overcast situations.<br />
<strong>The</strong> Shadowmasters use this<br />
ritual to allow their agents to enter and<br />
leave difficult spots with ease, and they<br />
normally work in pairs, with two<br />
agents transporting together to the<br />
site of the intended crime.<br />
COMBAT<br />
<strong>The</strong> sample shadow-walker uses<br />
Yastera “Blackhands” Menano, a<br />
female human 5th-level rogue and<br />
member of the Shadowmasters of<br />
Telflamm, as the base character.<br />
Nicknamed “Blackhands” because<br />
of the black aura that manifests<br />
around her hands when she manipulates<br />
shadows, Yastera is responsible for<br />
several key kidnappings in Telflamm.<br />
She has also been trained as a spy and<br />
often visits official functions and<br />
nobles’ parties to learn things about<br />
people the Shadowmasters are investigating.<br />
Yastera is very loyal to the guild, for<br />
they have treated her well and respect her<br />
ability. She has red hair and a slight build<br />
and is quite pretty. She prefers to avoid situations where she<br />
may get hurt, and if involved in a fight, she remains out of<br />
melee for as long as possible. If threatened directly, she uses<br />
her dimension door ability to escape.<br />
Evasion (Ex): If exposed to any effect that normally allows<br />
a Reflex save for half damage, this shadow-walker takes no<br />
damage on a successful saving throw.<br />
Light Blindness (Ex): Abrupt exposure to bright light (such<br />
as sunlight or a daylight spell) blinds this shadow-walker for<br />
1 round. In addition, she takes a –1 penalty on all attack rolls,<br />
saves, and checks when operating in bright light.<br />
Spell-Like Abilities: 3/day—darkness, shadow mask (FRCS);<br />
1/day—dimension door (self only). <strong>The</strong>se abilities are as the<br />
spells cast by a 5th-level sorcerer.<br />
Uncanny Dodge (Ex): This shadow-walker retains her<br />
Dexterity bonus to Armor Class even when flat-footed.<br />
Illustration by Raven Mimura