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
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

Perilous Gateways
Portals of the Frozen Wastes
By James Wyatt


Tosvin: Male gelugon Ftr1/Chm2 of Auril; CR 13; Large outsider (Lawful, Evil); HD 12d8+96, 1d10+8, 2d10+16; hp 190; Init +6; Spd 40 ft.; AC 34, touch 16, flat-footed 32; Atk +22 melee (1d8+8, 2 claws), and +17 melee (2d4+4, bite), and +17 melee (3d4+4 plus cold, tail slam); or +26/+21/+16 melee (1d8+11 plus cold/x3, +3 battleaxe), and +17 melee (2d4+4, bite), and +17 melee (2d4+4 plus cold, tail slam); Face/Reach 10 ft. x 10 ft./15 ft.; SA cold, fear aura, sacred defense +1, spell-like abilities; SQ baatezu qualities, DR 20/+2, lay on hands, outsider traits, regeneration 5, SR 25, summon baatezu; AL LE; SV Fort +21, Ref +13, Will +15; Str 26, Dex 15, Con 27, Int 22, Wis 24, Cha 14.

Skills and Feats: Bluff +15, Climb +26, Concentration +23, Diplomacy +6, Disguise +16, Hide -2, Intimidate +4, Jump +26, Knowledge (arcana) +20, Knowledge (religion) +18, Listen +23, Move Silently +17, Search +20, Sense Motive +21, Spellcraft +20, Spot +23; Alertness, Cleave, Dodge, Great Cleave, Improved Initiative, Power Attack , Weapon Focus (battleaxe).

Cold (Su): A hit from Tosvin's tail or weapon induces numbing cold. The opponent must succeed at a Fortitude save (DC 22) or be affected as though by a slow spell for 1d6 rounds.

Fear Aura (Su): As a free action, Tosvin can create an aura of fear in a 10-foot radius. It is otherwise identical with a fear spell (caster level 13th, save DC 19). If the save is successful, that creature cannot be affected again by Tosvin's fear aura for one day. Other baatezu are immune to the aura.

Sacred Defense: Tosvin gains a +1 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.

Spell-Like Abilities: At will -- animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly, magic circle against good, major image, polymorph self, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, wall of ice. Caster level 13th, save DC 13 + spell level.

Baatezu Qualities: Tosvin is immune to fire and poision, and he has cold and acid resistance 20. He can see perfectly in darkness of any kind, including that created by deeper darkness spell. Tosvin can also communicate telepathically with any creature within 100 ft. that has a language (except lemures).

Lay on Hands (Sp): Tosvin can heal wounds by touch as a standard action. Each day he can cure 4 hit points. Tosvin can cure himself and can divide the curing among multiple recipients. He doesn't have to use it all at once.

Outsider Traits: Tosvin has darkvision 60 ft. He cannot be raised or resurrected (though a wish or miracle spell can restore life).

Regeneration (Ex): Damage dealt to Tosvin is treated as subdual damage, which automatically heals at a rate of 5 per round. Holy and blessed weapons of at least +2 enchantment deal normal damage to him, which doesn't go away. Attack forms that don't deal hit point damage ignore regeneration, and it does not restore hit points lost from starvation, thirst, or suffocation. Tosvin can regrow lost parts of his body and can reattach severed limbs and body parts. Severed parts that are not reattached wither and die normally.

Summon Baatezu (Sp): Once per day, Tosvin can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 2d4 osyluths or 1d6 hamatulas with a 35% chance of success, or another gelugon with a 20% chance of success.

Possessions: ring of protection +5, pink ioun stone, +3 battleaxe

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