Excerpts 05/02/2003


Unapproachable East
By Richard Baker, Matt Forbeck, and Sean K Reynolds



Six: Monsters of the Unapproachable East

The lands of the East are home to a unique collection of monsters that are simply not found in other portions of Faerûn, ranging from the hags of Rashemen to the twisted magical creations of the Red Wizards. In addition, hundreds of creatures commonly found elsewhere also plague the Unapproachable East.

Hag

Rashemen, the North Country, and the Endless Wastes are plagued by several varieties of hag unique to the Unapproachable East. Like their kin, the annis and green hag, the bheur hags and shrieking hags are hideously strong crones with hateful natures and fell magic at their command. The hagspawn are their unlucky progeny, hulking brutes with all the malice and strength of their monstrous mothers.

Bheur Hag Shrieking Hag Hagspawn
Medium-Size Monstrous Humanoid Medium-Size Monstrous Humanoid Medium-Size Monstrous Humanoid
Hit Dice: 10d8+20 (65 hp) 12d8+36 (90 hp) 1d8+1 (5 hp)
Initiative: +3 (Dex) +1 (Dex) +0 (Dex)
Speed: 30 ft., fly 60 ft. (good) 30 ft., fly 80 ft. (good) 30 ft.
AC: 23 (+3 Dex, +10 natural) 21 (+1 Dex, +10 natural) 19 (+2 natural armor, +7 breastplate and large wooden shield)
Attacks: Slam +11 melee 2 claws +17 melee Bastard sword +2 melee
Damage: Slam 1d6+1 and 1d6 cold Claw 1d4+5 Bastard sword 1d10+1/19-20
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Graystaff, maddening feast, spell-like abilities Rend, shriek, spell-like abilities --
Special Qualities: Acid and electricity vulnerability, cold immunity, darkvision, fire resistance 20, large form, SR 20 Cold immunity, darkvision, sonic resistance 20, SR 21 SR 12
Saves: Fort +7, Ref +10, Will +8 Fort +9, Ref +9, Will +10 Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 16, Con 14, Int 12, Wis 13, Cha 12 Str 20, Dex 13, Con 16, Int 11, Wis 15, Cha 14 Str 12, Dex 11, Con 13, Int 10, Wis 11, Cha 7
Skills: Concentration +12, Hide +8, Knowledge (nature) +4, Listen +8, Move Silently +8, Spot +8, Survival +6 Bluff +6, Concentration +15, Hide +7, Listen +11, Sense Motive +6, Spot +11, Survival +6 Climb -3, Jump -3, Spot +2
Feats: Alertness, Combat Casting, Craft Staff, Great Fortitude Alertness, Combat Casting, Great Fortitude Exotic Weapon Proficiency (bastard sword)
Climate/Terrain: Cold mountains and forest Cold plains Any land
Organization: Solitary or covey (1 bheur and 1-3 orglashes) Solitary Solitary
Challenge Rating: 9 10 Character level +1
Treasure: Standard Standard Standard
Alignment: Always chaotic evil Always chaotic evil Usually chaotic evil
Advancement: By character class By character class By character class

Bheur Hag

A bheur hag is a creature unique to Rashemen, capable of bringing winter's chill to any place in the land. Hideous and wrinkled, they love the taste of human flesh.

A bheur hag (often just called a bheur) resembles a hideous old crone with blue-white skin and white hair, dressed in a ragged shawl. Her hands are flecked with dried blood, and she usually carries a gnarled gray wooden staff. Evil and hateful of life, a bheur lives to bring misery and freezing death to as many people as she can. Powerful and malevolent, she sometimes enlists the aid of orglashs to help her smite folk with terrible cold. Some legends hold that there is only one bheur, for no more than one has been seen at a time, but it is likely that these are merely solitary members of a race of hags. Every year the hathrans battle a bheur as spring approaches, finally driving her off and heralding spring's arrival, but every year the fight is enacted again.

Bheurs speak Auran, Giant, and Rashemi.

Combat

A bheur normally uses cone of cold on opponents to see if they are affected by cold attacks. Those that appear wounded from this attack are likely to be the targets of it again, while those that appear immune to cold are attacked with ice storm or melee attacks. Bheurs prefer to retreat from dangerous opponents rather than fight to the death, and often employ ambushes to destroy opponents that have driven them away before, using their great maneuverability to lure enemies into deadfalls and snowdrifts from which they cannot escape.

Acid and Electricity Vulnerability: Bheurs are vulnerable to acid and electricity. They suffer a -4 penalty to saving throws against these attacks. Attacks of this type that do not allow a saving throw automatically deal double damage.

Graystaff Focus (Sp): A bheur's wooden staff has no magical properties of its own, but acts as a focus for the following spell-like abilities of the bheur: at will -- hold person, solid fog; 3/day -- cone of cold, ice storm, and wall of ice. These abilities are as the spells cast by a 10th-level sorcerer (save DC 11 + spell level).

Without her graystaff, the bheur cannot use these spell-like abilities. Creating another graystaff takes the bheur one year of time (as if crafting a magic item, although interrupting the process does not cause the item to be ruined).

Large Form (Su): A bheur can grow to Large size or return to her normal size as a standard action. When in her Large size, the bheur's AC and attacks decrease by -1 due to size, Strength increases by +8, Dexterity decreases by -2, Constitution increases by +4, natural armor increases to +12, and reach increases to 10 feet. However, her fly speed is reduced to 30 ft. (average), and she can only remain in her Large form for ten minutes per day.

Maddening Feast (Su): A bheur dines on the bodies of the creatures she slays. As a full-round action, she can totally devour the flesh of a slain or helpless victim, leaving only the bones and equipment. Any creature within 60 feet that views this must make a Will save (DC 15). Those that fail are either permanently blinded (75% chance) or be confused for 2d6 days (25% chance). This is a mind-affecting effect. Although they prefer the flesh of humans, bheurs are willing to eat just about any humanoid creature, livestock, or fish.

Spell-like Abilities (Sp): At will -- chill metal, ray of frost, Snilloc's snowball swarm. 1/tenday -- control weather. These abilities are as the spells cast by a 10th-level sorcerer (save DC 11 + spell level).

Hagspawn

Through charm or coercion, hags of all sorts use human males to propagate their wicked kind. Female children from such a union grow into hags resembling their mothers, but the male children become hagspawns, brutish and ill-tempered creatures who inherit all too many of their hideous mothers' flaws of appearance and character. Usually abandoned while young, hagspawns frequently fall into lives of violence, murder, and brigandage, using the physical strength and toughness of their monstrous heritage to intimidate the smaller and weaker folk around them.

Hagspawns seem human but ill-favored at first glance. They tend to be tall and powerfully built, with long arms, big hands, and a distinctive hunched posture. Their hair is long and lank, usually black in color, and their eyes are red, agleam with the light of malice. Their faces are heavy-featured and coarse, and their skin color often hints at their mother's particular race -- pallid blue for the sons of annises, sickly green for a green hag's spawn, and so on.

Most hagspawns become brigands, thugs, or mercenaries, and thus take the warrior class. The information presented in the entries above represents a 1st-level hagspawn warrior. (See the Dungeon Master's Guide.)

Combat

Gifted with unusual strength, tough hides, and an innate resistance to magic, hagspawns naturally gravitate to physical combat. They favor large, powerful weapons and are notoriously reckless of their own lives, counting on their superior brawn and ferocity to see them through.

Hagspawn Characters

A hagspawn's favored class is barbarian, but they also make good fighters, rangers, and rogues. Given the circumstances of their birth, hagspawns are loners by nature, and few become the leaders of anything at all. Hagspawn clerics usually worship evil, violent deities such as Bane or Talos.

Hagspawn characters have a level adjustment of +2.

Shrieking Hag

Perhaps the worst of a bad lot, shrieking hags are horrible, spiteful monsters who haunt desolate wastelands and barren plains, preying on unwary travelers and spreading all sorts of mischief in their wake. They delight in deceiving the strong and virtuous, seeking to spread chaos and despair, but when a potential victim resists their wiles, shrieking hags are likely to fly into a murderous rage. An angry hag can scour an entire village in a matter of minutes with her formidable spell-like abilities and her terrible, maddening shriek.

A shrieking hag resembles a tall, regal woman ravaged by age. Her skin is yellow-brown in hue, tough and leathery, and her hands are twisted into iron-hard talons. Her hair is long and white, and tends to whip about in a bitterly cold wind that seems to follow her wherever she goes. A shrieking hag usually wears thin, tattered robes, and may lean on a crooked old staff that she has no real need for.

Combat

Shrieking hags prefer to deceive, entice, and charm travelers into their lairs, using their spell-like abilities to split up parties and draw away a single chosen victim. Should that fail, they resort to a furious assault from the night sky, blasting their foes with their various wind powers and using their shriek to best effect. They reserve their physical attacks for dealing with solitary victims they have managed to lure away or separate from any nearby companions.

Rend (Ex): A shrieking hag that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+10 points of damage.

Shriek (Su): Three times per day, the shrieking hag can give voice to a terrible, maddening shriek. Any creature within 60 feet of the hag is confused for 2d6 rounds and takes 2d6 points of damage. A successful Fortitude save (DC 19) negates the confusion and reduces the damage by half.

Spell-like Abilities: At will -- change self, dancing lights, ghost sound, gust of wind, shocking grasp, wind wall; 3/day -- charm person, control winds, improved invisibility, lightning bolt, see invisible, suggestion; 1/day -- charm monster, great shout, polymorph self, whirlwind; 1/tenday -- control weather. These abilities are as spells cast by a 12th-level sorcerer (save DC 12 + spell level).

Recent Excerpts
(MORE)
Recent Articles
(MORE)

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This ArticleDiscuss This Article