of the Frozen Wastes
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.
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.
Thousand Faces (Su): Thurghom can change his appearance at will, as
if using the spell alter self.
Companion: Thurghom has befriended a dire polar bear named Bahgkôm
with the spell animal friendship.
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
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.
Nature's Lure: Thurghom gains a +4 bonus to saving throws against
the spell-like abilities of feys (such as dryads, nymphs, and sprites).
Step: Thurghom leaves no trail in natural surroundings and cannot
Immunity: Thurghom gains immunity to all organic poisons, including
monster poisons but not mineral poisons or poison gas.
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.
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.
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.
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.
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
and Feats: Hide -3*, Listen +7, Spot +7, Swim +13.
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.
Vision: Bahgkòm can see twice as far as a human in starlight, moonlight,
torchlight, and similar low-light conditions.
(Ex): Bahgkôm can detect approaching enemies, sniff out hidden foes,
and track by sense of smell.
*A polar bear's white coat bestows a +12 racial bonus on Hide checks
in snowy areas.
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