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Unapproachable East.pdf - The Forgotten Realms

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minute. This damage ends immediately if it enters its home<br />

area again.<br />

Incorporeal Subtype: A telthor can be harmed only by other<br />

incorporeal creatures, +1 or better magic weapons, spells, spelllike<br />

abilities, and supernatural abilities. <strong>The</strong> creature has a<br />

50% chance to ignore any damage from a corporeal source,<br />

except for force effects or attacks made with ghost touch<br />

weapons. A telthor can pass through solid objects, but not<br />

force effects, at will. Its attacks ignore natural armor, armor,<br />

and shields, but deflection bonuses and force effects work normally<br />

against them. A telthor always moves silently and<br />

cannot be heard with Listen checks if it doesn’t wish to be.<br />

Native Animal Empathy (Ex): This telthor can communicate<br />

and empathize with other wolves. This gives it a +4 bonus<br />

on checks to influence a wolf’s attitude and allows the communication<br />

of simple concepts and commands.<br />

Scent (Ex): This telthor can detect approaching enemies,<br />

sniff out hidden foes, and track by sense of smell.<br />

Telthor Telepathy (Su): Telthors can communicate with one<br />

another telepathically, regardless of language, at a range of<br />

100 feet.<br />

Skills: *This telthor receives a +4 bonus on Survival checks<br />

when tracking by scent.<br />

<strong>The</strong> Telthor Template<br />

“Telthor” is a template that can be applied to any animal or<br />

humanoid (referred to hereafter as the “base creature”). <strong>The</strong><br />

creature’s type changes to “fey,” and it gains the incorporeal<br />

subtype. It uses all of the base creature’s statistics and special<br />

abilities except as noted here.<br />

Telthors can speak and understand Rashemi in addition to<br />

any languages the base creature knew.<br />

Speed: A telthor gains a fly speed equal to its normal speed<br />

(poor maneuverability), unless its previous fly speed was<br />

better, in which case the base creature’s fly speed and maneuverability<br />

is retained.<br />

AC: <strong>The</strong> telthor loses any natural armor bonus but gains a<br />

deflection bonus equal to the value of its natural armor bonus.<br />

If the creature already has a deflection bonus to AC, use the<br />

greater value. This change does not apply to natural armor or<br />

deflection bonuses granted from spells or magic items.<br />

Attacks: <strong>The</strong> base creature’s melee attacks become incorporeal<br />

touch attacks. A creature that used weapons retains the<br />

ability to attack with its melee weapons as melee touch attacks<br />

but loses all ranged attacks. As incorporeal creatures, telthors<br />

apply their Dexterity modifier instead of their Strength modifier<br />

to melee attacks.<br />

Special Qualities: A telthor retains all the base creature’s<br />

special qualities, and also gains those special qualities listed<br />

below.<br />

Bound to the Land (Su): A telthor is tied to the place it<br />

guards and is weakened if it moves more than 1 mile from<br />

that place. Outside of this area, it takes 1 point of damage<br />

every minute. This damage ends immediately if it enters its<br />

home area again. Telthors can sense the boundaries of their<br />

territory and normally do not leave them except to warn<br />

MONSTERS OF THE EAST<br />

75<br />

others of danger. Rashemen legends tell of telthors that traveled<br />

miles to warn the hathrans of an invasion and then died<br />

from the pain of separation before they could be healed.<br />

Native Animal Empathy (Ex): Telthors can communicate<br />

and empathize with animals of their kind. This gives them a<br />

+4 bonus on checks to influence the animal’s attitude and<br />

allows the communication of simple concepts and (if the<br />

animal is friendly) commands, such as “friend,” “enemy,”<br />

“flee,” and “attack.” A humanoid telthor chooses one kind of<br />

animal for its empathic bond and gains this ability for that<br />

kind of animal only.<br />

Telthor Telepathy (Su): Telthors can communicate with one<br />

another telepathically, regardless of language, at a range of<br />

100 feet.<br />

Abilities: Same as the base creature, but Intelligence is<br />

at least 3. As incorporeal creatures, telthors have no<br />

Strength score.<br />

Climate/Terrain: Cold forest and hills.<br />

Organization: Solitary or band (2–5).<br />

Challenge Rating: Same as the base creature +1.<br />

Level Adjustment: Same as the base creature +2.<br />

Treasure: None.<br />

Alignment: Usually neutral.<br />

Thomil<br />

Medium-Size Elemental (Earth, Native)<br />

Hit Dice: 4d8+20 (38 hp)<br />

Initiative: –1<br />

Speed: 20 ft.<br />

AC: 20 (–1 Dex, +11 natural), touch 10, flat-footed 20<br />

Base Attack/Grapple: +3/+8<br />

Attack: Slam +9 melee<br />

Full Attack: Slam +9 melee<br />

Damage: Slam 1d8+7<br />

Face/Reach: 5 ft./5 ft.<br />

Special Attacks: Earth mastery, engulf, push<br />

Special Qualities: Boulder defense, cold resistance 5, DR 10/+1,<br />

elemental traits, +2 save bonus against Red Wizard spells,<br />

SR 9<br />

Saves: Fort +9, Ref +0, Will +1<br />

Abilities: Str 21, Dex 8, Con 21, Int 10, Wis 11, Cha 11<br />

Skills: Listen +7, Spot +7<br />

Feats: Power Attack, Weapon Focus (slam)<br />

Climate/Terrain: Cold mountains<br />

Organization: Solitary or patrol (5–20)<br />

Challenge Rating: 4<br />

Level Adjustment: +5<br />

Treasure: None<br />

Alignment: Usually chaotic neutral<br />

Advancement: 5–7 HD (Medium-size)<br />

A thomil, or rock spirit, is a kind of earth elemental local<br />

to the colder parts of Rashemen. Thomils are created or summoned<br />

to guard Rashemen against its enemies.

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