Baatar the Thanoi

Baatar the Thanoi

CR12
Male Thanoi Barbarian 10
NE Medium Monstrous Humanoid (Cold)
Init: +2, Senses: Listen +3, Spot -1
Languages: Speak Common
AC: 21 (+2 Dex, +4 natural, Amulet of Natural Armor +1; Hide Armor +1); t: 12; ff: 21 (Uncanny Dodge); -2 ACP
Hp: 112 (13HD)
Immune: Cold
Fort +12, Ref +10, Will +7

Spd: 30’ (6 squares), Swim 40’ (8 squares)
Melee +19/+14/+9 Masterwork Stone Greataxe: 1d12+4 (20/x3, two-handed only)
Melee +19 Tusks: 2d6+6 (19-20/x2)
Combat Gear: Amulet of Natural Armor +1, Hide Armor +1, Masterwork Stone Greataxe
Str: 23, Dex: 15, Con: 14, Int: 7, Wis: 9, Cha: 11

SA: Rage (3/day)
SQ: Cold Subtype, DR2/--, Fast Movement +10’, Great Breath, Improved Uncanny Dodge, Uncanny Dodge, Trap Sense +3

Feats: Dodge; Improved Bull Rush; Improved Critical (Tusks); Improved Natural Attack (Tusks); Power Attack; Weapon Focus (Greataxe)
Skills: Appraise +2 w/ stonework, Balance +5 (additional +8 to avoid slipping on ice), Climb +13, Craft (Stoneworking) +8, Intimidate +10, Jump +10, Listen +3, Survival +3, Swim +18 

Height: 8’5”     Weight: 350 lbs     Hair: Light-Brown     Eyes: Brown but appear black
Appearance: The creature standing before you has the basic shape of a man but with the head, tusks, and thick skin of a walrus.  It shuffles forward with a hunchbacked posture and bent knees.  Its hide armor is covered with gray fur and black spots and it carries a large axe made of stone. 

Possessions: Leopard Seal Hide Armor +1; Amulet of Natural Armor +1; Masterwork Stone Greataxe; Cloak of Resistance +2; Bag of Holding (type 1); Everfull Mug; Water Elemental Gem; 2 Oil of Keen Edge; 2 Potions of Cure Serious Wounds; Potion of Magic Fang; Pouch w/ 715 gp 

• Great Breath (Ex): Can hold breath 30 minutes before making Constitution checks to avoid drowning
• Rage (Ex): +4 Str/Con; +26 hp; +2 Will save; -2 AC
                +21/+16/+11 and +16: Masterwork Greataxe and Tusks: 1d12+10 (20/x3) and 2d6+4 (19-20/x2)

• Skills: +8 racial bonus to Swim checks and +8 racial bonus to Balance checks to avoid slipping on ice
• Stone weapons suffer a -2 penalty to hit and damage rolls

AD&D Stats
Climate/Terrain: Arctic Plain, Hill, and Mountain (normally), currently resides in the City of Sigil
Frequency: Unique
Organization: Solitary, although he would be tribal chieftain on Krynn, the world of his birth
Diet: Carnivore
Int: Low (7)
AC: 2 (Natural toughness plus Hide Armor plus Amulet)
MV: 12, Sw 15
HD: 13 (80hp)
THAC0: 7
No of Attacks: 2 (Tusks) or 5/2 (Axe)
Dmg/Att: 1d8/1d8 (Tusks) or 1d8+4 (Axe)
SA: Can harm creatures only hit by +4 or better magical weapons (Barbarian class ability)
SD: Immune to Cold
MR: - -
SZ: L (8’ tall)
Align: NE
Morale: Champion (15-16)
Baator is a barbarian from the world of Krynn.  He found his way, through happenstance to Sigil and has been looking for a way to get back to his people ever since.  His monstrous appearance, even in a place as cosmopolitan as the planar city, has limited his opportunities to earn coin so he turned to gambling on himself the ring so he can make enough money to hire a priest or wizard to send him back to his people.  He has a 63% chance to Hide in Shadows and a 99% chance to climb cliffs, trees, and other natural surfaces.

Despite a strong start, he was swiftly defeated in his battle in the fighting ring beneath the Butcher’s Block Tavern with Jamaros.

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