26.11.2012 Views

Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

• +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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!