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

Genie, Qorrashi
Large Outsider (Cold, Lawful)
Hit Dice: 7d8+21 (52 hp)
Initiative: +7
Speed: 20 ft., fly 60 ft. (perfect)
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Attacks: Slam +11/+6 melee
Damage: Slam 1d8+7 plus 1d6 cold
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Chill, frostbite, spell-like abilities
Special Qualities: Cold subtype, icewalking, plane shift, telepathy
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 20, Dex 17, Con 16, Int 14, Wis 15, Cha 15
Skills: Bluff +9, Concentration +10, Diplomacy +6, Escape Artist +10, Intimidate +11, Knowledge (any one) +9, Listen +9, Move Silently +10, Sense Motive +9, Spellcraft +9, Spot +9
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Climate/Terrain: Cold land
Organization: Solitary, pair, company (3-4), or band (6-15)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)

Distant relatives of the djinn, qorrash (singular qorrashi) are elemental spirits of cold and ice.

A qorrashi appears as a pale blue-skinned humanoid with noble features, and its skin is laced with frost like a window in wintertime. Males tend to be bald but wear elegant white goatees, while females wear their white hair long. They are surrounded by an aura of frigid cold noticeable even in the coldest climate.

A qorrashi is about 10 1/2 feet tall and weighs about 1,000 pounds. Qorrash speak Auran, Celestial, Common, and Ignan.

Combat

Qorrash are rather fonder of physical combat than their djinn cousins, though they still use their magical abilities to soften up their foes. They are quick to flee combat that turns against them.

Chill (Ex): In addition to its normal slam damage, a qorrashi deals 1d6 points of additional cold damage with a successful attack.

Frostbite (Ex): A creature that sustains any cold damage from a qorrashi's melee attacks suffers from frostbite and is fatigued (cannot run or charge; -2 penalty to Strength and Dexterity). These penalties end when the cold damage is healed by any means. Targets must make a Fortitude save (DC 17) to resist.

Spell-Like Abilities: 1/round -- endure elements, invisibility (self only); 3/day -- cone of cold, ice storm; 1/day -- create food and water, gaseous form (up to 1 hour), major creation (created vegetable matter is permanent), persistent image, wind walk. Caster level 20th; save DC 12 + spell level.

Cold Subtype (Ex): A qorrashi is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the genie takes half damage on a success and double damage on a failure.

Icewalking (Ex): This ability works like the spider climb spell but applies to all icy surfaces. A qorrashi can move normally on any icy surface.

Plane Shift (Sp): Like other genies, a qorrashi can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the qorrashi and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.

Telepathy (Su): A qorrashi can communicate telepathically with any creature within 100 feet that has a language.

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