Dungeons & Dragons Forgotten Realms
Perilous Gateways
Portals of the
Frozen Wastes
By James Wyatt
6/26 Jhothun
6/19 The Great Glacier
6/12 The High Ice
6/05 The Sea of Moving Ice
Statistics and supplemental information:
Thurghom, an evil orc druid of the Sea of Moving Ice
The Red Worm, half remorhaz, half dragon, all bad
Tosvin, one of the Icy Claws of Iyraclea
The Prince of Jhothun, the lost empire's last protector
Qorrash, genies of cold
Maps:
Sea of Moving Ice portal map (JPG format)
Gharreil map (JPG format)
Jhothun Exterior (JPG format)
Jhothun Ground floor (JPG format)
Jhothun First floor (JPG format)
Jhothun Second floor (JPG format)
Jhothun Third floor (JPG format)
Recent Gateways
Portals of the Moonstars
Bandit Lord Portals
Portals of the Harvest Gods
Moon Portals
Dwarven Portals
(ARCHIVE)


Perilous Gateways
Portals of the Frozen Wastes
By James Wyatt

Thurghom

Thurghom: Male orc Drd13; CR 13; Medium-size humanoid; HD 13d8+26; hp 84; Init +0; Spd 30 ft.; AC 20, touch 11, flat-footed 20; Atk +12/+7 melee touch (1d8+6/18-20, flame blade); SQ a thousand faces, animal companion (Bahgkôm), light sensitivity -1, nature sense, resist nature's lure, trackless step, venom immunity, wild shape (Tiny, Small, Medium-size, Large, or dire animal 4/day), woodland stride; AL NE; SV Fort +10, Ref +4, Will +12; Str 16, Dex 10, Con 14, Int 12, Wis 19, Cha 6.

Skills and Feats: Animal Empathy +6, Concentration +18, Handle Animal +6, Intuit Direction +12, Knowledge (nature) +9, Listen +6, Ride (horse) +2, Scry +17, Spellcraft +9, Spot +6, Swim +11; Alertness, Brew Potion, Combat Casting, Endurance, Wild Spell.

A Thousand Faces (Su): Thurghom can change his appearance at will, as if using the spell alter self.

Animal Companion: Thurghom has befriended a dire polar bear named Bahgkôm with the spell animal friendship.

Light Sensitivity (Ex): Thurghom is sensitive to light and gets a -1 circumstance penalty on attack rolls in bright sunlight or within the radius of a daylight spell.

Nature Sense: Thurghom can identify plants and animals (their species and special traits) with perfect accuracy. He can determine whether water is safe to drink or dangerous.

Resist Nature's Lure: Thurghom gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).

Trackless Step: Thurghom leaves no trail in natural surroundings and cannot be tracked.

Venom Immunity: Thurghom gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.

Wild Shape (Sp):Thurghom can change into a Tiny, Small, Medium-size, Large, or dire animal and back again 4 times per day. He can adopt only one form per use. Thurghom regains hit points as if he has rested for a day. He does not risk the standard penalty for being disoriented while in his wild shape. He gains all the creature's natural and extraordinary abilities when he does so.

Woodland Stride: Thurghom can move through natural thorns, briars, overgorwn areas, and similar terrain at his normal speed and without suffering damage or other impairment. However, throns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Druid Spells Prepared (6/6/6/5/5/3/2/1; base DC 14 + spell level): 0 -- create water, detect magic, guidance, know direction, light, resistance; 1st -- calm animals, cure light wounds, endure elements, magic fang, obscuring mist, pass without trace; 2nd -- barkskin, chill metal, flame blade, hold animal, resist elements, speak with animals; 3rd -- contagion, greater magic fang, poison, protection from elements, water breathing; 4th -- dispel magic, flame strike, quench, scrying, sleet storm; 5th -- animal growth, commune with nature, ice storm; 6th -- greater dispelling, wall of stone; 7th -- sunbeam.

Possessions: Periapt of wisdom +4, wilding clasp (detailed in Magic of Faerûn), boots of the winterlands, dusty rose ioun stone, rhino hide armor, +2 large wooden shield.

Bahgkôm: Male dire polar bear; CR 7; Large animal; HD 12d8+48; hp 158; Init +1; Spd 40 ft., swim 30 ft.; AC 17, touch 10, flat-footed 16; Atk +18 melee (2d4+10, 2 claws), and +13 melee (2d8+5, bite); Face/Reach 10 ft. x 20 ft./10 ft.; SA improved grab; SQ low-light vision, scent; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.

Skills and Feats: Hide -3*, Listen +7, Spot +7, Swim +13.

Improved Grab (Ex): If Bahgkôm hits an Medium-size or smaller opponent with a claw attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +23). If he gets a hold, he has the option to conduct the grapple normally, or simply use his claw to hold the opponent (-20 penalty on the grapple check, but Bahgkôm is not considered grappled). Each successful grapple check it makes during successive rounds automatically deals claw damage.

Low-Light Vision: Bahgkòm can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

Scent (Ex): Bahgkôm can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: *A polar bear's white coat bestows a +12 racial bonus on Hide checks in snowy areas.

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