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

The Prince of Jhothûn

The Prince of Jhothûn: Male qorrashi Sor14; CR 27; Large outsider (Cold, Lawful); HD 7d8+35 plus 13d4+65; hp 163; Init +6; Spd 20 ft., fly 60 ft. (perfect); AC 30, touch 16, flat-footed 28; Atk +18/+13/+8 melee (1d8+7, slam); Face/Reach 5 ft. x 5 ft./10 ft.; SA chill, frostbite, spell-like abilities; SQ cold subtype, icewalking, outsider traits, plane shift, telepathy; AL LN; SV Fort +14, Ref +11, Will +16; Str 20, Dex 14, Con 20, Int 18, Wis 16, Cha 28.

Skills and Feats: Bluff +16, Concentration +26, Diplomacy +13, Escape Artist +9, Hide -2, Intimidate +18, Knowledge (arcana) +11, Knowledge (history) +16, Knowledge (nobility and royalty) +18, Listen +10, Move Silently +9, Scry +18, Sense Motive +10, Spellcraft +28, Spot +17; Combat Casting, Combat Reflexes, Dodge, Heighten Spell, Improved Initiative, Mobility, Spell Focus (Evocation), Spell Penetration, Spring Attack.

Chill (Ex): The prince deals 1d6 points of additional cold damage with a successful slam attack.

Frostbite (Ex): A creature that sustains any cold damage from the prince'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.

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 19 + spell level.

Cold Subtype: The prince is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, he 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. The prince can move normally on any icy surface.

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

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

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

Sorcerer Spells Known (6/9/8/8/8/8/6/4; base DC 19 + spell level or 21 + spell level for evocation spells): 0 -- arcane mark, detect magic, flare, light, mage hand, open/close, ray of frost, read magic, resistance; 1st -- alarm, comprehend languages, expeditious retreat, mage armor, magic missile; 2nd -- blindness/deafness, blur, detect thoughts, resist elements, see invisibility; 3rd -- dispel magic, gust of wind, haste, sleet storm; 4th -- charm monster, ice storm, improved invisibility, Otiluke's resilient sphere; 5th -- cone of cold, dominate person, teleport; 6th -- chain lightning, geas/quest; 7th -- limited wish.

Possessions: Ring of protection +5, bracers of armor +8, staff of frost, cloak of charisma +6.

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