Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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• +4 Strength, +2 Constitution, –4 Intelligence, –2 Charisma.<br />
• Medium-size.<br />
• Land speed 30 feet, climb speed 30 feet.<br />
• Racial Hit Dice: A taer begins with two levels of giant. This<br />
provides 2d8 Hit Dice, a base attack bonus of +1, and base<br />
saving throws of Fort +3, Ref +0, and Will +0.<br />
• Racial Skills: A taer character’s giant levels give him skill<br />
points equal to 5 × (2 + Intelligence modifier). Taer class<br />
skills are Climb, Hide, and Spot. A taer’s pelt blends in with<br />
snowy backgrounds, conferring a +4 racial bonus on Hide<br />
checks in snow-covered locales.<br />
• Racial Feats: A taer’s giant levels give it one feat.<br />
• Weapon Familiarity: Taers treat greatclubs<br />
and longspears as simple weapons.<br />
• Darkvision: Taers can see in the<br />
dark up to 60 feet.<br />
• Natural Armor: +2 natural<br />
armor bonus.<br />
• Natural Attacks: An unarmed<br />
taer can make two slam attacks<br />
at its normal attack bonus and<br />
a bite attack at a –5 penalty on<br />
its normal attack bonus. <strong>The</strong> taer’s<br />
slam attacks deal 1d3 points of<br />
damage, and the bite deals 1d4<br />
points of damage.<br />
• Cold subtype.<br />
• Automatic Languages:<br />
Common, Giant. Bonus<br />
Languages: By character<br />
region.<br />
• Level Adjustment: +1. A taer<br />
has an effective character level (ECL)<br />
of 3 plus class levels, so a 1st-level taer<br />
barbarian would have an ECL of 4.<br />
• Favored Class: Barbarian. A multiclassed taer’s barbarian<br />
class does not count when determining whether it suffers<br />
an XP penalty.<br />
Telthor<br />
Telthor Wolf<br />
Medium-Size Fey (Incorporeal)<br />
Hit Dice: 2d8+4 (13 hp)<br />
Initiative: +2<br />
Speed: 50 ft., fly 50 ft. (poor)<br />
AC: 14 (+2 Dex, +2 deflection), touch 12, flat-footed 12<br />
Base Attack/Grapple: +1/—<br />
Attack: Incorporeal touch +3 melee<br />
Full Attack: Incorporeal touch +3 melee<br />
Damage: Incorporeal touch 1d6<br />
Face/Reach: 5 ft./5 ft.<br />
Special Attacks: Trip<br />
Special Qualities: Bound to the land, incorporeal subtype,<br />
native animal empathy, scent, telthor telepathy<br />
Saves: Fort +5, Ref +5, Will +1<br />
MONSTERS OF THE EAST<br />
Telthor<br />
74<br />
Abilities: Str —, Dex 15, Con 15, Int 3, Wis 12, Cha 6<br />
Skills: Hide +2, Listen +4, Move Silently +2, Spot +3,<br />
Survival +1*<br />
Feats: Track, Weapon Finesse<br />
Climate/Terrain: Cold forest and hills<br />
Organization: Solitary or band (2–5)<br />
Challenge Rating: 2<br />
Level Adjustment: +4<br />
Alignment: Usually neutral<br />
Advancement: 3 HD (Medium-size), 4–6 HD (Large)<br />
Telthors are spirit animals or people native to Rashemen, particularly<br />
those who died defending the land. Incorporeal and<br />
ghostly, they are still formidable opponents.<br />
Many places in Rashemen have guardian spirits, and<br />
some trees, rocks, and rivers have them as well. <strong>The</strong>se<br />
spirits are the telthors, and they take a form<br />
appropriate to what they are guarding. For<br />
example, a mountain may have a<br />
telthor dire bear guardian, a forest<br />
might have a telthor dire wolf<br />
guardian, and a spring might<br />
have a telthor hawk<br />
guardian. Large places or<br />
very important sites<br />
might have multiple<br />
telthors, each responsible<br />
for a part of the<br />
site but working together<br />
against a foe<br />
that threatens them all.<br />
Each berserker lodge of the Rashemi barbarians has<br />
a spirit totem, and usually the lodge itself is watched over<br />
by a telthor of that kind.<br />
Rashemen is rich in untapped spirit magic, and sometimes<br />
in places where people have died defending the land, an echo in<br />
the sleeping spiritual energy grants a person a semblance of life<br />
as a telthor. Normally these people are warriors, fighters, or barbarians,<br />
but sometimes a spellcaster can become a telthor. <strong>The</strong>se<br />
spirits watch over the battlegrounds where they died, alert for<br />
other invaders or those who would despoil their resting places<br />
and those of their slain allies. If a creature who became a telthor<br />
is brought back from the dead, the telthor vanishes and the<br />
newly raised person has no memories of that spirit existence.<br />
This telthor can speak and understand Rashemi.<br />
Combat<br />
<strong>The</strong> sample telthor uses a wolf as the base creature.<br />
Trip (Ex): If this telthor hits with a bite attack, it can attempt<br />
to trip the opponent as a free action (see Chapter 8:<br />
Combat in the Player’s Handbook) without making a touch<br />
attack or provoking an attack of opportunity. If the attempt<br />
fails, the opponent cannot react to trip the telthor.<br />
Bound to the Land (Su): A telthor that moves more than<br />
1 mile from the place it guards takes 1 point of damage every<br />
Illustration by Mike Dutton