of the Frozen Wastes
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.
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).
(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.
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.
Defense: Tosvin gains a +1 bonus on saving throws against divine spells,
as well as the spell-like and supernatural abilities of outsiders.
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.
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).
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
Traits: Tosvin has darkvision 60 ft. He cannot be raised or resurrected
(though a wish or miracle spell can restore life).
(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.
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.
ring of protection +5, pink ioun stone, +3 battleaxe
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