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Unapproachable East.pdf - The Forgotten Realms

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Skills: Bluff +9, Diplomacy +5, Disguise +3 (+5 acting), Gather<br />

Information +5, Hide +4, Knowledge (local) +4, Listen +7,<br />

Move Silently +8, Search +5, Spot +8<br />

Feats: Alertness, Improved Initiative<br />

Climate/Terrain: Cold forest and hill<br />

Organization: Solitary or pair<br />

Challenge Rating: 3<br />

Level Adjustment: +5<br />

Treasure: Standard<br />

Alignment: Usually chaotic evil<br />

Advancement: By character class<br />

Uthraki are malevolent shapechangers<br />

who haunt the remote<br />

roads and dark places of<br />

Rashemen. <strong>The</strong>y take a human<br />

shape, befriend a traveler, and<br />

then slay and devour him.<br />

An uthraki in its natural form<br />

is a gray-white hairy apelike<br />

thing with twisted limbs and<br />

a dozen completely black<br />

eyes set all the way around its head.<br />

<strong>The</strong> face is vaguely humanlike but small<br />

for the creature’s size. Evil and murderous,<br />

the uthrakis avoid settlements,<br />

where they might be more easily detected,<br />

especially as the hathrans hunt<br />

and kill them whenever they are discovered.<br />

<strong>The</strong>y prefer to assume the<br />

guise of a nonthreatening traveler,<br />

even a lost child, and then<br />

turn on whomever they meet<br />

when least expected.<br />

Uthrakis speak Common and Rashemi.<br />

Combat<br />

Uthrakis prefer to fight in their disguised form so their opponents<br />

cannot determine what sort of creature they truly are.<br />

<strong>The</strong>ir nails remain amazingly tough even in other forms, allowing<br />

them to attack creatures without changing form beforehand.<br />

<strong>The</strong>y prefer to prowl and attack at night, for they<br />

are stronger in the dark.<br />

Alternate Form (Su): An uthraki can assume the shape of<br />

any Small or Medium-size humanoid or monstrous humanoid<br />

at will. This transformation works like alter self cast by an<br />

18th-level sorcerer, but the uthraki can remain in the chosen<br />

form indefinitely. It can assume a new form as a standard<br />

action or return to its own form as a free action.<br />

Improved Grab (Ex): If an uthraki hits an opponent that<br />

is at least one size category smaller than itself with a claw<br />

attack, it deals normal damage and attempts to start a grapple<br />

as a free action without provoking an attack of opportunity<br />

(grapple bonus +14). If it gets a hold, it automatically<br />

Volodni<br />

80<br />

deals claw damage. <strong>The</strong>reafter, the uthraki has the option to<br />

conduct the grapple normally, or simply use its claw to hold<br />

the opponent (–20 penalty on grapple check, but the uthraki<br />

is not considered grappled). In either case, each successful grapple<br />

check it makes during successive rounds automatically<br />

deals claw damage.<br />

Rend (Ex): An uthraki that hits with both claw attacks<br />

latches onto the opponent’s body and tears the flesh. This<br />

attack automatically deals an additional 2d6+7 points of<br />

damage.<br />

All-Around Vision (Ex): In its natural<br />

form, an uthraki’s circle of eyes allow it to see<br />

in all directions at once. Because of this, it gains<br />

a +4 racial bonus on Spot and Search<br />

checks, and it can’t be flanked,<br />

when in its natural form.<br />

Night Fast Healing (Ex): At<br />

night, as long as it has at least<br />

1 hit point, an uthraki recovers<br />

lost hit points at the rate of 2<br />

per round. Fast healing<br />

does not restore hit<br />

points lost from starvation,<br />

thirst, or suffocation, and it does<br />

not allow the uthraki to regrow or<br />

reattach lost body parts.<br />

Volodni<br />

Medium-Size Plant War1<br />

Hit Dice: 1d8+4 (8 hp)<br />

Initiative: +0<br />

Speed: 30 ft.<br />

AC: 17 (+2 natural, +3 studded leather,<br />

+2 large wooden shield), touch 10, flatfooted<br />

17<br />

Base Attack/Grapple: +1/+1<br />

Attack: Flail +1 melee; or javelin +1 ranged<br />

Full Attack: Flail +1 melee; or javelin +1 ranged<br />

Damage: Flail 1d8; javelin 1d6<br />

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

Special Qualities: Cold resistance 5, half damage from<br />

piercing, low-light vision, plant traits, sustenance<br />

Saves: Fort +3, Ref +0, Will +1<br />

Abilities: Str 10, Dex 10, Con 13, Int 8, Wis 13, Cha 9<br />

Skills: Hide –2*, Spot +2<br />

Feats: Toughness<br />

Climate/Terrain: Cold forest<br />

Organization: Solitary or band (3–8)<br />

Challenge Rating: 1<br />

Level Adjustment: +2<br />

Treasure: Standard<br />

Alignment: Usually chaotic neutral<br />

Advancement: By character class<br />

Illustration by Glen Angus

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