Telchur (Greyhawk Action)

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Chaotic Neutral, Second Generation Oerdian god

The god of winter and the most adverse of the Oerdian wind gods, Telchur can be a terror when the mood strikes him. He is an ascended mortal sponsored by Nerull.

Telchur (TEL-chur) is the bitterest of Procan's children. Resenting being assigned the coldest and bleakest months of the year, he shuns his family to associate with strange beings (including noble slaadi, the Wolf Lord, and the arch-devil Belial). Shown as a gaunt man with dark eyes and an icicle beard, he wields an icy shortspear and is accompanied by a winged, albino bull. He is extremely good at his work; because he wishes no rivals to blight his reputation, he urged his greatest clerics to trap his rival Vatun in a magical prison seven hundred years ago. He prefers the tranquility of a frozen forest to the screams of an icy wind through a mountain pass; his symbol is a leafless tree in a field of snow.

While life blossoms in the spring and flourishes in the summer, winter always comes and causes it to die, freezing the ground so that even the strongest shoot cannot break free. The cold wind covers all like a shroud, sucking the life from man and beast, blowing out the fires of his hope, and leaving nothing but endless white silence.

Telchur's clerics are brooding and withdrawn. They dislike noise and pleasantries, preferring to focus on the grim necessities of survival, even in times of prosperity. They pray just after dark. They preside over winter funerals, help the fit survive the coldest parts of winter, and adventure to spread the gloom of the Icebrother to distant people.

Alignment: Chaotic Neutral

Weapon: Short spear and short bow.

Symbol: Leafless tree in a field of snow.

Action Domains

Air, Darkness, Flux, Ice, Spiritual.

Pathfinder Domains

Chaos (Entropy), Strength (Resolve), Plant (Decay), Water (Ice), Weather.

Pathfinder Traits

Pathfinder Obedience

Kneel naked outdoors at night while dipping your hands in two bowls of tepid water. Slowly raise your hands above your head and hold them there until the water from both bowls has evaporated or frozen. Gain a +4 sacred bonus on saves against cold effects.


  1. Frozen Magic (Sp) mount (caribou only) 3/day, chill metal 2/day, or protection from energy 1/day
  2. Icy Shards (Su) Three times per day, you can breathe a 15-foot cone of ice particles. The cone deals 1d6 points of damage per HD you possess (maximum 15d6). Half this damage is cold damage, while the other half is slashing damage. A Reflex save (DC 10 + 1/2 your HD + your Constitution modifier) halves damage taken from this attack.
  3. Glacial Dark (Sp) You can cast polar midnight once per day.