Fortitude download torrent
This can be done with a single standard action, and a black spawn can use it as often as they like during combat. Rend: A black spawn of Jullah that makes a successful grab can make a single rend attack in place of its two claw attacks.
When they are left dormant too long, they eventually stop waiting for sacrifices and go venturing out in search of the blood they need to exist. A blooded stone can be summoned with a summon demon spell, or by a particularly large blood sacrifice at a holy site of the Hungry God Hit Dice or more. Combat The blooded stones fight simply by sliding their bulky masses into their foes, crushing them to pulp. Immunities: Blooded stones are immune to all physical harm, except that dealt by magical sources or other demons.
Manifest: As a standard action, the blooded stone can either leave Earth and return to its home place or appear on Earth. They generally do not do so unless the priest or sorcerer that originally summoned it has been killed. The bodiless slimer is invisible, making it hard to see. It is also at least partially intangible, though a strong sword will cut it easily enough. It constantly drips unpleasant, sticky slime and mouths obscenities just below conscious hearing but which are audible in the back of the mind.
Its fiery breath burns its enemies in combat, making it more difficult to battle than a simple bandit. A bodiless slimer can be summoned with a summon demon spell.
It would be possible for a scholar to make a demonic pact with a bodiless slimer, though it knows no sorcery. See semi-intangible, right. Fiery Breath: As a full-round action, the bodiless slimer can breathe fire at any one opponent within 20 feet. This fiery breath deals 2d8 damage. The target gets a Reflex saving throw DC 19 for half damage.
Invisible: The bodiless slimer is always invisible. Manifest: As a standard action, the bodiless slimer can either leave Earth and return to its home place or appear on Earth. Semi-Intangible: The bodiless slimer is immune to critical hits, as it has no true form beyond a collection of ichorous strands.
Armour also does not protect from the damage caused by its slimy grapple as it can insinuate itself past even the most robust mail. Slimy Resilience: A bodiless slimer is formed from a resilient, cobwebby stuff that springs back into place when struck, unless it can be cut right through.
This makes it very difficult to harm with bludgeoning weapons. Piercing and slashing weapons can cut or stab right through the cobwebby stuff, separating it or poking through into vital organs. Telepathic Mumblings: A bodiless slimer mumbles constantly and mouthlessly to itself. This muttering cannot be heard with the ears alone but is heard within the very brain of all nearby.
The slimer automatically affects all characters within 10 feet as though with a Demoralise Opponent attempt see Conan the Roleplaying Game page once per round as a free action. Fortunately its Charisma is sufficiently low that most experienced enemies will be unaffected.
They exist solely to destroy and soar the night on wings of black leather from the place of their summoning to the target of their rage.
When the bat-demons have been placed upon the trail of their prey, or the prey of their summoner, nothing will stand in their way. Brylukas are slightly smaller than a man in height, but have thin and leathery wings that stretch wide behind them. Their faces are a twist of bat and mannish features, with long and savage teeth in their jaws, glowing red eyes and fringed ears. Their sinewy bodies are covered in greasy thin fur, and their blood is as black and thick as tar.
Monsters A brylukas can be summoned with a summon demon spell, especially if the sorcerer plans on placing it in a demonic pact. Without the pact, a bat-demon will nearly always attack anything that gets in its path as it flies from place to place according to its own unfathomable whims — possibly including the sorcerer who summoned it!
Combat Brylukas prefer to attack from above under the cover of night, flying down and slashing at their foes with their sharp talons or their snapping jaws. If set against a foe that cannot be dealt with quickly, the bat-demons will grasp their victim and fly high into the air in order to drop them repeatedly until they are dashed to death on the ground below. Immunities: Brylukas are immune to all physical damage, except that dealt by either fire or objects made from silver.
Improved Grab: To use this ability, the brylukas must hit with a claw attack. If it gets a hold, it can then fly at half speed while grappling and make bite attacks at its usual attack bonus.
Manifest: As a standard action, the brylukas can either leave Earth and return to its home place or appear on Earth. Multiple wounds do not result in cumulative bleeding, and a DC 10 H eal check or magical healing will stop the blood loss immediately. They gain Flyby Attack as a bonus feat. They stalk their prey like any other predator, using their speed and strength to bring it down. They use their oversized canines, claws and the occasional stone club or thrown rock to fight their battles, showing a much higher intelligence than a common jungle hunter.
Their chinless jaws are filled with sharp teeth and their hands end in black bestial claws. Small feral eyes lurk deep below a thick brow, and pointed ears sweep back from the sides of their heads.
They are caught somewhere between a savage ape and a cunning tribal man, with the ferocity and cunning of both. Combat Chakan try to individually stalk their prey, using the jungle to their advantage until they can fall upon their victim with claws and fangs flashing.
Some have been trained to use primitive weapons by spending time near Pict settlements, but these are a rare instance. All children of the dark have a powerful connection to shadows, and much of their magic is based on that connection.
They are creatures of the eternal night, and even the unholy light that shines in their eyes seems somehow dark. Children of the dark are most commonly summoned to put an enemy out of action without killing him outright. Combat The very touch of a child of the dark burns with the icy cold of the Outer Dark. This is actually cold damage, rather than fire damage, though to those who have never Monsters experienced the cold of the void it will feel more like a white-hot branding iron.
Their touch is so cold it can paralyse the entire body. Manifest: As a standard action, the child of the dark can either leave Earth and return to its home place or appear on Earth. He may still speak but he is helpless to move his arms, torso or legs. After the paralysis wears off, he is fatigued —2 to Strength and Dexterity, cannot run for 1d6 further hours. A successful saving throw means he is unaffected by the paralysis.
Furthermore, he can use shadows as a means of transport. Up to three times per day, when in any shadow, he may pass into a shadowy realm as a full-round action and move from there to any other shadow. This movement is not instantaneous but is rather at a similar speed to a running horse, around feet per round or 6 miles per hour.
While moving via shadows in this way, the child of the dark is invisible and incorporeal and may not affect or be affected by the material world in any way. They are well—muscled and wiry, able to inflict terrible and deadly wounds with primitive flint and bone weaponry. In the dark, where the children live, their yellow eyes glow with a natural feral light.
Now the children are monstrous beings that wear the skins of serpents as loincloths, eat fungus and vermin, and occasionally come to the surface to hunt their ancient foes and eat their flesh.
Combat Children of the night use primitive weapons and traps to deal with their enemies, and are especially fond of pits filled with vipers or spears. Versatility: Children of the night are well—practiced with all manners of deadly weaponry. They only suffer a —2 penalty to hit when using a weapon they are not normally proficient with, including exotic weapons.
Space: 15 ft. Deep dungeons that never see the light of day, the frozen plains of Hyperborea or Nordheim, or similar places might be home to a single crawler. These creatures have a multi— hued texture that shimmers like oil upon water; going from violet to blue to black and even light grey as it slithers in search of prey. These horrid beasts slither up from underground depths and exist solely to devour the warmth of others.
Monsters Combat Crawlers instinctively know the power in their preternaturally cold flesh, and know how to bring their deadly coils and jaws to bear against a foe in a way to make sure their freezing touch will incapacitate them. When a foe is thoroughly frozen, they can then be eaten or dragged away to be eaten at a later time. Cold Damage: Every hit by a crawler inflicts additional cold damage in varying amounts depending on the nature of the contact listed in the attack.
A character struck by a crawler in any way may attempt a DC 16 Fortitude save in order to suffer only half round up of the cold damage. Trip: A crawler that hits with its slam attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to try to trip the crawler.
Space: 20 ft. This ancient entity takes the shape of whatever it desires, always made from grey-green water, but normally chooses to be nothing more than a mass of water and whipping seaweed. No matter what shape it assumes, its six bright green glowing eyes shine like lanterns upon the surface of the ocean.
Sorcerers summon the demon of the deep to plumb its secret knowledge of history and the arcane. It can also cast all spells from the Sea Witchery and Weather Witching sorcery styles. If somehow forced to, it can teach spells from these styles as well, but it regards such an imposition as an invitation to later find and punish the offending sorcerer. Dinosaur If you do not have access to Pirate Isles, assume the demon of the deep can control the weather as if it was a water elemental see page The demon of the deep can also summon and control creatures of the sea, hold ships in place, call tidal waves and even create narrow, focussed waves that can carry ships far inland.
The demon may be summoned with a summon demon spell. It may also be bound in a demonic pact. Combat The demon of the deep is able to grasp small boats and pull them below the waves, tearing them apart to drown the sailors within, often preferring to do so unless the ship is just too large.
Even then it will simply glide across the surface in order to reach up with its tendrils of seaweed and snatch men to their watery deaths. Although the demon of the deep is made of innumerable tendrils, it can only fight with four of them at a time.
If someone is grappled by a tendril, anyone who can reach it may make sunder attacks against it in an attempt to free the victim — each tendril has 20 hit points and a DR of 6.
If a tendril is severed the demon of the deep withdraws the stump into its mass and extrudes another, healthy tendril to attack with. The demon itself remains unhurt by severed tendrils. Aquasense: The demon of the deep can locate creatures unerringly within ft. Improved Grab: To use this ability the creature must hit an opponent with a tentacle attack. They all have a pebbly skin texture, thick hide and corded muscles that can move their large bodies fast enough to be the predators of the lost world.
They are an image of the world before mankind, and where these beasts roam mankind trembles. It has huge claws on its feet and thick, scaly fingers on its comparatively smaller forelimbs. Its large tail is held straight behind it for balance, making this predator fast and agile. Although known to generally hunt in packs, a lone deinonychus is still a deadly combatant.
Monsters Combat Deinonychus uses its speed and weight to its advantage, leaping in and savaging its target in the first few moments of a combat. Its powerful legs and sharp claws can tear flesh from bone with each swipe. Pounce: If a deinonychus charges a foe, it can still make a full attack. With the exception of its vast size, those who see its neck or tail often believe it to be a water serpent. Combat The elasmosaurus is a very aggressive predator, anapping at anything that might be edible.
If it can, it will also get its teeth into a smaller victim and pull it into the water with it, making it an even easier target for future bites. Although a herbivore, this dinosaur can become agitated and protective of its family members very easily — charging down targets and crushing them with its powerful head butt.
Combat Pachycephalosaurus will either rear up and butt downward onto targets with its domed skull, or crush them with a charging attack like a living battering ram. Pterodactyls live in coastal eyries all across the warmer shores of Hyboria, living off the fish that the waves provide. Pterodactyls are large flying reptiles with sharp-toothed beaklike mouths that extend three to four feet from their heads, a twenty-foot wingspan from body to clawed tip, and angular, grasping talons on the ends of its muscular legs.
Some varieties, namely the wyverns of Zembabwei, have long tails that end in spade-shaped growths, but these serve no purpose other than balance during flight.
Combat Pterodactyls will try to catch and eat anything they believe they can carry off to their nests high in the seashore cliffs, Monsters including humans. They use their sharp teeth to tear into an enemy that is too well protected to get at, but prefer to simply snatch up a target in its claws and fly high into the air to drop the victim — both killing and tenderising the prey for their hatchlings.
Improved Grab: To use this ability, a pterodactyl must hit with a claw attack. A pterodactyl can only use this ability against creatures smaller than itself. The gigantic three-horned beast is a herbivore that would much rather ignore all other forms of life, but is well-equipped to protect itself from natural predators or hunters. It can be spooked easily, and will defend itself or its eggs with a savage ferocity unseen in many predatory animals.
Combat Triceratops use their huge horns and bony crest to smash or gore its foes, or it might crush them under their wide—toed feet while trying to get away from a dangerous situation.
A triceratops may overrun as many targets as it likes each round. It has a six-foot long head filled with sword-length teeth that grip and tear flesh, stripping a large carcass in minutes.
When a tyrannosaur decides it is going to eat something, there is little alive that can stop it. Combat Tyrannosaurus is a swift runner and powerful predator capable of chasing down and snapping at targets, bringing its huge jaws and sharp teeth down around its victim to shred it to bits.
Swallow Whole: A tyrannosaurus can try to swallow a grappled opponent that is smaller than itself by winning a grapple check against the victim. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 20 points of damage to the beast. If the target escapes muscle action will seal the hole immediately, forcing each swallowed target to cut its own way out.
They lurk in the dark depths of Kush and the Black Kingdoms, awaiting trade caravans full of tasty horses or foolish warriors to come and try and slay them. They are ancient and deadly beasts that are capable of ravaging entire towns if coaxed out from their lairs. Dragons are massive creatures, roughly thirty feet in length from their tusk—filled mouth to their stinger— tipped tails, and they are voracious carnivores that will eat anything they can kill and tear apart — which is nearly every creature in Hyboria.
When a dragon is on the hunt, nothing is safe. Combat Dragons fight with every tool nature gave them, tearing into their foes with their savage teeth, crushing them beneath their heavy feet, and impaling them on their venomous stinger.
Anything that cannot be swallowed whole is torn into smaller pieces before devouring. Improved Grab: To use this ability, the dragon must hit with a bite attack. A grappled foe can be Monsters struck by the stinger automatically, with no need for an attack roll. The dragon must still use an attack a standard action or part of a full attack to attack with the stinger.
Alternatively, creatures smaller than the dragon can be swallowed. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the beast.
A dragon may overrun as many targets as it likes each round. These creatures have egg—shaped bodies with thin flippers, a long serpentine neck and tail, and a mouthful of razor—sharp fangs capable of shearing a man in two. Brought by magic, the beasts remain long after the sorcerer is dead, rising when the sea is turbulent enough to threaten ships and 25 Monsters cause some tasty human treats to fall into the waves.
They are voracious and violent and, once summoned, can only be returned to the deep as a corpse. Combat Aquatic dragons battle their foes simply and efficiently, reaching up onto the decks of ships with their elongated necks to strike at targets. It is generally an ambush predator that appears, attacks, vanishes and reappears once more. Elementals The most powerful of sorcerers call up elementals to perform tasks for them, such as destroying large structures or transporting them across distances of hundreds of miles.
These creatures are not truly alive, as they are gathered and animated by the powers of magic from the naturally inert substances of the world. It is not quite either bird or bat but is highly intelligent nonetheless. Air elementals are usually summoned for transport, not combat. They can sustain a flying speed of around 50 miles per hour and maintain perfect manoeuvrability, even hovering in place. The scholar must have some idea of his destination — air elementals are not bloodhounds and cannot track down a particular character, though the scholar could specify a well-known city or simply a direction.
The air elemental will transport up to three individuals on its back, which can include the summoner but need not. Combat Air elementals prefer to avoid combat if at all possible, seeing no great use or profit in such an endeavour. They will not willingly fight on behalf of a sorcerer who summons them, though Monsters if attacked while transporting him or someone else on his behalf they will defend themselves, assuming it is somehow impossible to flee.
Manifest: As a standard action, the air elemental can either leave Earth and return to its home place or appear on Earth.
Their skin seems to be made from solid brown or grey rock and their bodies are extraordinarily strong and powerful. When an earth elemental speaks, it sounds like the cracking and splitting sounds caused by a mighty earthquake. Sorcerers call upon earth elementals to destroy features of stone, whether castles or mountains, or simply to smash their opponents to smithereens with their huge fists. Combat Earth elementals relish combat, striding in with both fists flying.
Rock Incarnate: An earth elemental may meld with an existing stone edifice, either a natural formation such as a cliff or mountain or a man-made stone structure such as a castle. The edifice can be of any size from a minimum of one 5-foot by 5-foot by 5-foot cube to a maximum of such cubes per Hit Die of the earth elemental. This incarnation into the very rock allows the earth elemental complete control of the rock but only within the limits of what could naturally occur given sufficient factors such as fault-lines.
In effect, an earth elemental can cause either a major earthquake or a sudden landslide. Either way, anyone on or within 40 feet of the rock affected will be pounded with rubble and possibly trapped under rocks, taking a total of 1d6 damage per HD of the earth elemental, with a Reflex saving throw allowed for half damage DC Manifest: As a standard action, the earth elemental can either leave Earth and return to its home place or appear on Earth.
If desired, an earth elemental may both manifest to and return from a state of Rock Incarnate see above. Their bodies are constantly wreathed in flame. When a fire elemental speaks, its voice resembles the roaring of a great fire. Sorcerers call upon fire elementals when they wish to use the raw power of flame to destroy whole armies or devastate vast swathes of countryside. Combat Fire elementals prefer to avoid direct combat and use other flames to do their work for them.
Any creature in melee combat with it will be dealt 1d10 fire damage per round unless the creature is wielding a reach weapon. Flame Incarnate: A fire elemental may take on a form of pure, incorporeal flame up to once per day for up to one minute 10 rounds.
A large source of flame covering at least four 5 foot by 5 foot squares must be present for the fire elemental to use its flame incarnate power. The fire elemental becomes one with the source of flame, hugely amplifying its effects over the entire area it exists in, which can be a total of up to four 5 foot by 5 foot squares per Hit Die of the fire elemental, depending on the area covered by the initial source of flame.
Any creature within the source of flame when the fire elemental becomes one with it will be dealt 4d10 fire damage per round, with a Fortitude saving throw DC 20 allowed for half damage. Manifest: As a standard action, the fire elemental can either leave Earth and return to its home place or appear on Earth. If desired, a fire elemental may both manifest to and return from a state of Flame Incarnate see above. Sorcerers usually call up water elementals because they want a specific weather or tidal effect created.
Water elementals can be highly effective at tasks from destroying ships to blocking river crossings. Combat Water elementals prefer to use the wind and waves to attack their enemies at a distance. Improved Grab: To use this ability, a water elemental must hit with its bite attack. Manifest: As a standard action, the water elemental can either leave Earth and return to its home place or appear on Earth.
Swallow Whole: If a water elemental begins its turn with an opponent held it can swallow that opponent with a successful grapple check. Unless otherwise noted, the opponent can be up to one size category smaller than the water elemental. A swallowed creature is considered to be grappled, while the water elemental is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon at least 20 points of cutting damage would need to be dealt before it could cut its way free or it can just try to escape by crawling back up the gullet.
Water Control: A water elemental can control a body of water up to a radius of 20 miles around its current location. This effect is a full-round action to initiate, but persists for 4d12 hours after the water elemental ceases concentrating. It changes the tides and waves in the local area. The water elemental can call forth great tsunamis to sink ships at sea, calm down choppy waters or anything in-between.
Changes occur gradually, typically taking 10 to 20 minutes to fully manifest, depending on how different the change is from the current tidal situation. The water elemental can control the general tendencies of the waves and tides, such as the direction and intensity of the current.
However, this must be within the normal range for the behaviour of water — even a water elemental cannot reverse the flow of a river, for example, because this would cause water to flow uphill. It can also control specific applications of the weather — which ships get targeted by the tsunami, for example — but doing so requires it to concentrate continuously from the moment it first causes the effect to the moment when it wishes one or more specific applications to occur.
When it selects a certain condition to occur within the water, the waves and tide assume that condition 10 to 20 minutes later, changing gradually, not abruptly. The situation continues as the water elemental leaves it for the full 4d12 hours or until the water elemental manifests the effect again. Simultaneous contradictory conditions are not possible — if two water elementals attempt to create different effects across the same body of water, neither is capable of affecting conditions significantly.
This means that one water elemental can be used to negate the water control effects of another. Weather Control: Up to three times per day, a water elemental can use a full-round action to control the weather selectively anywhere within a mile radius of its current location. This effect persists for 4d12 hours after the water elemental ceases concentrating.
It changes the weather in the local area. The water elemental can call forth weather appropriate to the climate and season of the area it is in. Changes occur gradually, typically taking 10 to 20 minutes to fully manifest, depending on how different the change is from the usual weather.
Season Spring Summer Autumn Winter Late winter Possible Weather Tornado, thunderstorm, sleet storm, or hot weather Torrential rain, heat wave, or hailstorm Hot or cold weather, fog, or sleet Frigid cold, blizzard, or thaw Hurricane-force winds or early spring coastal area The water elemental can control the general tendencies of the weather, such as the direction and intensity of the wind.
It can also control specific applications of the weather — where lightning strikes, for example, or the exact path of a tornado — but doing so requires it to concentrate continuously from the moment it first causes the effect to the moment when it wishes one or more specific applications to occur.
When it selects a certain weather condition to occur, the weather assumes that condition 10 to 29 Monsters 20 minutes later, changing gradually, not abruptly. The weather continues as the water elemental leaves it for the full 4d12 hours or until the water elemental manifests this effect again.
Simultaneous contradictory conditions are not possible — if two water elementals attempt to create different effects across the same area, neither is capable of affecting conditions significantly.
This means that one water elemental can be used to negate the weather control effects of another. The water elemental can do away with atmospheric phenomena naturally occurring or otherwise as well as create them.
Its vine-like sections are dotted with very sharp thorns, and it grows only with the blood of its victims — withering away to a husk in just a few weeks if it cannot feed. Many sorcerers grow clippings of wild emerald lotus to protect their precious herb and alchemy gardens, keeping them sated through trespassers and frequent offerings. The leaves and flowers of the plant can be dried and smoked as a very powerful hallucinogen that adds to the magical potency of the imbiber; however, it can be quite addictive, leaving many addicts an ashen and withdrawn image of their former selves.
Combat Emerald lotus uses its whiplike branches to sink its hollow thorns into its foes, drinking of their blood quickly and efficiently. Their mobility is remarkable, even leaning and thrashing toward the scent of blood in the air, like any other agitated predator. Blood Drain: An emerald lotus that manages to succeed in a grapple check against a living target can suck its blood with its thorns.
If it pins the foe it drains blood, dealing 1d4 points of Constitution damage each round the pin can be maintained. For each successful round of blood drain, the emerald lotus gains 5 temporary hit points. This blood drain is how an emerald lotus keeps itself alive and growing.
For every week it does not receive at least one hit point worth of blood for each of its Hit Dice, it withers and loses 1 HD. However, for every full-grown Medium-sized mammal it drains completely, it gains 1 HD maximum of 1 HD per week.
Blood Frenzy: An emerald lotus knows when a possible food creature is injured within 90 feet of its position and flyies into a hunger frenzy. This state lasts for one minute. Improved Grab: To use this ability, an emerald lotus must hit with its whip-like branch attack. Combat Foaming blasphemies are not built for combat as much as they are built to pass on the mutating curse that formed them or to serve as mad choirs for the rituals of the depraved.
No matter the form or HD of the foaming blasphemy, they may only ever make two attacks per round. Alien Anatomy: Foaming blasphemies are constantly mutating beings without discernable organs or features, making them immune to critical hits. Corporeal Instability: Any attack from a foaming blasphemy against a living creature can cause the same type of terrible mutation that created it. The targeted creature must succeed on a Fortitude save DC 15 or become a spongy, amorphous mass.
Unless the target manages to control the new form see below , its shape melts, flows and boils into an unrecognisable mess. An affected creature is unable to hold or use any item. Clothing, armour, jewellery and other worn equipment immediately become useless.
Large items worn or carried — armour, backpacks, and so on. Searing pain means that the target cannot act coherently, cast spells, or use magic items.
Each round a target spends in this state causes one point of Wisdom drain from mental shock and dementia. If this drain brings the target to 0 Wisdom, they are considered to have been transformed into a foaming blasphemy. A victim can regain control of its shape through force of will and taking a standard action. This calls for a Will save check DC This save can be repeated if failed each round 31 Monsters until successful.
Corporeal instability is not a disease or a curse and is very hard to remove, but a warding or greater warding spell will do the job if the sorcerer can beat a DC of 14 with his magic attack roll. They bear dozens of small spurs of horn-like material on the backs of their hands and forearms that are used in dominance fighting in their mobs. Immunity to Transformation: Foaming blasphemies cannot have their forms altered permanently in any way by mortal magic.
These dangerous beings live in great numbers throughout the Pictish Wilderness and other coastal forests of Hyboria, preying on lone travellers and small game when they are not being controlled by the ritual magic of Pictish shamans and used as forest enforcers. The foaming blasphemy must have some kind of magical link with the scholar if line of sight cannot be achieved. Some have been taught to understand simple Pictish commands. Combat Forest-devils attack in a rushing pack, much like rabid dogs, hurling themselves at their foes in great waves.
They do not seem to care if they are injured or even killed, so long as the pack gets to eat when the hunt is done. As the rise of mankind pushed them further and further north, the giants became embittered toward mankind.
They began to equate humans with skittering little vermin, and the frost giants began to target them for raids, rape and murder. Frost giants are between twelve and fifteen feet in height and easily weigh over 2, pounds. They seem made of solid muscle and iron-hard bones, towering over even some of the white bears of the north.
They tend to have sloping features and thick, reddish hair and beards that they keep in braids and dreadlocks. Although not strictly carnivorous, frost giants tend to have oversized and angular teeth for smashing up bones and frozen vegetation, allowing them to make a meal out of nearly anything they can get their thick-nailed hands upon.
The current age does not see many frost giants left in the world, with only a few small families living in the Eiglophian mountains and many lone huntsmen wandering Vanaheim, Asgard and parts of northern Cimmeria. When the wind is low at the foot of the mountains it is said that travellers can hear the booming songs of the giants, echoing down in the ancient tongue of Ymirish. Combat Frost giants are strong and tough, using their natural size and physique to overwhelm their foes.
In ancient times the giants wielded huge swords and axes, but the lack of forge-worthy bronze or metalworking tools has turned them to simply uprooting trees or carving stone into heavy clubs as long as a man. They wield these clubs with relentless force, falling to the use of their hands if a club is not available. Primal Terror: Seeing a frost giant is an instinctually frightening moment, calling for a Terror of the Unknown check normal DC In addition, a character must make this check every time they see a frost giant, rather than just the first time.
Travellers that accidentally discover the smooth-bored tunnels of a frost worm are lured to their dooms by the soft trilling song of the beasts, only to be ripped apart in their hagfish-like mouths. Frost worms are gigantic beasts, their boneless bodies covered in silky white fur.
At one end it has a stubby and rounded tip of a tail; the other end is dominated 34 by a smooth, jawless head filled with fearsome teeth and topped with two phosphorescent green eyes. The creature emanates cold from its bluish-white skin, even bleeding a thin fluid that freezes anything it touches.
Forty feet or more in length, meeting a single frost worm can be the end of any mountain exploration — and only the bravest of fools would ever seek to hunt one willingly. Below Deck. Black Mafia Family.
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