An orglash, or ice spirit, is a kind of air elemental native to the colder parts of Rashemen. Alien and unpredictable, they are viewed as a mixed blessing by the Rashemi people, for despite their occasional danger to travelers, they have helped defend the land against the Red Wizards for hundreds of years.

An orglash looks like an air elemental with wisps of snow spinning about and two barely visible, darker spots that look like eyes. Orglashes roam the frozen mountains and forests of Rashemen, attacking creatures that threaten the land. Their perspective of what is "threatening" is very broad, however, and they have been known to attack small parties in remote areas.

Creating An Orglash

"Orglash" is a template that can be applied to any elemental creature with the air subtype (referred to hereafter as the "base creature"). Most orglashes use an air elemental as the base creature, but secret and undiscovered leaders could be based on another elemental being, such as an invisible stalker. It uses all of the base creature's statistics and special abilities except as noted here.

Speed: If the base creature cannot fly, it gains a fly speed equal to its land speed (poor maneuverability). If the base creature can fly, use the base creature's fly speed and maneuverability.

AC: Natural armor increases by +2.

Damage: An orglash's natural attacks deal cold damage in addition to the normal damage for the attack. This cold damage is half the number of dice of damage the natural attack deals, not including the Strength modifier. If the natural attack deals one die of damage, reduce the die type by two steps. For example, if the base creature deals 2d8 points of damage with a slam attack, add 1d8 points of cold damage. If the base creature deals 1d6 points of damage, add 1d3 points of cold damage.

Special Attacks: An orglash retains all the special attacks of the base creature, and also gains the following special attack.

Cone of Cold (Sp): 3/day as a sorcerer with a caster level equal to its Hit Dice.

Special Qualities: An orglash retains all the base creature's special qualities, and also gains those special qualities listed below.

Cold Subtype (Ex): An orglash is immune to cold damage. Orglashes take half again as much (+50%) damage as normal from fire, regardless of wether a saving throw is allowed, or if the save is a success or failure.

Fast Healing (Ex): In extremely cold or cold weather conditions, an orglash recovers lost hit points at the rate of 3 per round.

Native Elemental: Orglashes are native to the Material Plane. Spells that banish outsiders or elementals to their home plane do not work on orglashes. Spells that send outsiders or elementals to another plane (rather than to their home plane) work normally. Orglashes can be raised or resurrected, although their remains quickly vanish if killed, making it difficult to use these spells to restore them to life.

Saves: Orglashes receive a +2 morale bonus on all saving throws against spells from creatures they recognize to be Red Wizards.

Abilities: Adjust from the base creature as follows: Con +4, Int at least 10.

Climate/Terrain: Cold forest and plains.

Organization: Solitary.

Challenge Rating: Same as the base creature +1.

Level Adjustment: Same as the base creature +1.

Alignment: Usually chaotic neutral.

Sample Orglash Creature: Orglash.

Template Index