Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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Illustration by Steve Prescott and Matt Cavotta<br />
pale blood can be seen coursing through veins just below the<br />
surface. It has a stoop-shouldered posture and long arms<br />
that end in icy claws. Ice trolls favor armor made from the<br />
scales of remorhazes or white dragons.<br />
Ice trolls speak Giant.<br />
COMBAT<br />
Ice trolls often begin a fight with a blast of their freezing spittle<br />
before wading in to bludgeon their foes with a big,<br />
heavy melee weapon. At any moment, an ice troll<br />
might cast away weapon and shield to sink its<br />
frigid claws into warm-blooded prey.<br />
Freezing Spittle (Su): Three times per<br />
day, an ice troll can spit a disgusting glob<br />
of frigid slime with a range of 20 feet. <strong>The</strong><br />
troll must make a ranged touch attack to<br />
hit. <strong>The</strong> target takes 1d4 points of cold<br />
damage and must succeed on a Fortitude<br />
save (DC 17) or be nauseated for<br />
1 round. <strong>The</strong> saving throw is Constitution-based.<br />
An ice troll sometimes uses<br />
its freezing spittle to extinguish a flame<br />
carried by its enemies, such as a lantern<br />
or a torch. In this case, the spittle deals<br />
no damage to the target, and the<br />
bearer may attempt to negate the<br />
effect with a Reflex save (DC 17).<br />
Cold Subtype (Ex): An ice troll is<br />
immune to cold damage. Ice trolls<br />
take half again as much (+50%)<br />
damage as normal from fire, regardless<br />
of whether a saving throw is<br />
allowed, or if the save is a success<br />
or failure.<br />
Regeneration (Ex): Ice trolls take<br />
normal damage from fire and acid. If an ice troll<br />
loses a limb or body part, the lost portion regrows in 3d6 minutes.<br />
<strong>The</strong> creature can reattach the severed member instantly<br />
by holding it to the stump.<br />
Scent (Ex): An ice troll can detect approaching enemies,<br />
sniff out hidden foes, and track by sense of smell.<br />
Mur-Zhagul (Demon Troll)<br />
Mur-zhaguls are planetouched creatures descended from the<br />
mingling of trolls and demons, much as a tanarukk is descended<br />
from orcs and demons. <strong>The</strong>y combine the feral voraciousness<br />
of their troll ancestors with the supernatural<br />
malice and cunning of their fiendish blood. Demon trolls<br />
often live among gangs or bands of normal trolls and usually<br />
rise to their leadership.<br />
A mur-zhagul bears a strong resemblance to a normal troll,<br />
but its skin is a mottled red-orange and tends to be scaly rather<br />
than warty. Its head is hairless and its ears are long and<br />
MONSTERS OF THE EAST<br />
Uthraki<br />
79<br />
pointed. It has a prominent pair of tusks, and a light of hellish<br />
glee dances in its fearsome eyes.<br />
Mur-zhaguls speak Common, Giant, and Infernal.<br />
COMBAT<br />
Demon trolls are clever enough to wield weapons and armor<br />
if they so choose, but most prefer to rip their prey apart with<br />
their bare hands.<br />
Rend (Ex): A mur-zhagul that hits<br />
with both claw attacks latches onto the<br />
opponent’s body and tears the flesh. This<br />
attack automatically deals an additional<br />
2d6+10 points of damage.<br />
Spell-Like Abilities: At will—burning<br />
hands, darkness, detect good,<br />
jump; 3/day—deeper darkness, invisibility,<br />
protection from good; 1/day—<br />
haste. <strong>The</strong>se abilities are as the spells<br />
cast by a 9th-level sorcerer (save DC<br />
9 + spell level).<br />
Regeneration (Ex): Unlike their<br />
mundane kin, mur-zhaguls have<br />
little fear of acid or fire but take<br />
normal damage from holy weapons<br />
or blessed weapons. If a demon troll<br />
loses a limb or body part, the lost<br />
portion regrows in 3d6 minutes. <strong>The</strong><br />
creature can reattach the severed<br />
member instantly by holding it to<br />
the stump.<br />
Scent (Ex): A mur-zhagul can<br />
detect approaching enemies, sniff<br />
out hidden foes, and track by sense<br />
of smell.<br />
Uthraki<br />
Large Monstrous Humanoid (Shapechanger)<br />
Hit Dice: 5d8+5 (28 hp)<br />
Initiative: +6<br />
Speed: 40 ft.<br />
AC: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14<br />
Base Attack/Grapple: +5/+14<br />
Attack: Claw +9 melee<br />
Full Attack: 2 claws +9 melee<br />
Damage: Claw 1d6+5<br />
Face/Reach: 10 ft./10 ft.<br />
Special Attacks: Alternate form, improved grab, rend 2d6+7<br />
Special Qualities: All-around vision, darkvision 60 ft., night<br />
fast healing 2<br />
Saves: Fort +5, Ref +6, Will +3<br />
Abilities: Str 20, Dex 14, Con 13, Int 12, Wis 14, Cha 17