Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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