New Pallin

New Pallin is the name commonly given to the sprawling continent north of the Far World. When it was first discovered, the major powers of the old world rushed to established colonies. Of all the colonizing powers at the time, Pallin managed to win out, and for a period of three centuries the Pallinites held sway over the entire continent -- with the exception of the frozen north, which Nohrd had claimed (and no one really desired to challenge them there, it turned out).
But then, something unprecedented happened. The New Pallinites declared independence and waged a war of revolution. The stunned Pallinites had no idea what to do, and were unprepared for this insult. The colonists took advantage of this surprise and purged the New Pallin colonies of the King's military presence. For the moment, at least, New Pallin is free.
Geopolitical Background
For the past five years, New Pallin has sought alliances and treaties with other nations across Kulm in an effort to defend itself against Pallinite reprisal. The Nohrdics have offered limited alliance, but refuse to commit to a formal treaty for fear of angering Pallin. Capitol has made advances, but the New Pallinites are weary of dealing with them for fear of becoming another Empire's vassal. Doria is willing to commit to a formal alliance with New Pallin, but even as strong as their military is, they have yet to display the ability to mobilize over long distances the way that Pallin does.The only solid alliances New Pallin is able to make are with the native tribes that live throughout the continent. There is palpable tension on both sides of these treaties: the Natives aren't sure they can trust the former colonists to uphold their end of the bargain and fear that they may one day be forced off their land by the expanding territory of the settlers, and the colonists fear the strangeness of these noble savages.
Internal Background
There are ten colonial states that banded together to resist Pallinite control, and formed into the New Pallin Federation: De Leon, New Lennox, Midway, Bayou, Sierron, Seaton, Ursulon, Cyn, Angelus and Chapas.The Federation's capital is in Norville, a city within the boundaries of no state, named for the Pallinite general who lead the revolution Frederic Norville. Fred Norville now serves as President of the Federation, and his reign is viewed as one of setting precedent for future Presidents that would come after him. Along with the office of the Presidency, there is a Congress comprised of representatives from all ten states and a High Court of seven justices. This unique three-branched government was designed by the colonists, modeled somewhat after Pallinite democratic practices.
Norville is the capital of the NPF. It is a city built around one of the more important fortifications used by the colonists during their war for independence from Pallin, and was named for the general who lead that successful struggle.
New Lennox City lies just nort of Norville, and is the NPF's most important port city.
Bayou lies at the far southern delta of the river Mizipp. The region of the delta is a vast wetland. In addition to the human settlers, there are tribes of natives in the region, as well as Lizardmen and Bullywugs.
Midway and Sierron lie on opposite ends of the Great Sierron Mountain Pass, the primary corridor of east-west trade and travel in New Pallin. Midway is also the halfway point for river transit alon gthe Mizipp, between Eriksland and Bayou.
De Leon was originally settled by pirates from the Far World Islands, but has since joined the NPF. It is rumored that a fountain which grants eternal youth is buried somewhere in the region of the De Leon peninsula.
Seaton is the NPF's western-most and northern-most province.
Chapas, Cyn, Angelus and Ursulon are the states of the Southern Republic. Shortly after the New Pallin colonies declared independence from the Empire, the states of the Republic declared independence from the Federation. However, not being the wealthiest of the former colonies hurt their ambitions of statehood, and when the Federation cut off trade in response to the four states' declaration, Cyn and Ursulon dropped out and petitioned to re-join the other colonies. Now the Republic is no more.
Eriksland and New Dank are the two major settlements of the Nohrdic colonies in the frozen wastes north of the NPF's borders.
The humans of the New Pallinite Federation are mostly unchanged from their Pallinite roots. Adepts and Mystics are even less common in New Pallin than they were in the Old Country, but industry is growing rapidly due to the rapid expansion of the colonies into the land's abundant and thus far untapped natural resources. Though countless other races and peoples from across Kulm are taking to settling in New Pallin, the New Pallinite humans are by far the dominant race.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: None. Humans, as standard, may dual-class instead.
Kit Allowances: The kits below are from the Masque of the Red Death campaign.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Humans move at rate 12.
Bonus Languages: Common.
Special Advantages:
None.
Special Disadvantages:
None.
The populations of Eriksland and New Dank are made up of the various races from Nohrd: Humans, Elves, Dwarves, Goblins, Giants and Trolls (though the latter two are less common in the colonies, and humans are most prevalent of all). Follow the link to NOHRD to create a character from the Nohrdic colonies of New Pallin.
A member of virtually any other race or nationality could be represented among the New Pallinites. Depending on how many generations the character's family has lived in New Pallin, some adjustments might need to be made.
1st Generation: These characters take no adjustment
from the way their race is presented in their home culture. Note that
the longer lived races (that is, those who have lifespans greater
than 100 years) are always 1st generation.
2nd Generation: The character's parents were born in the
race's homeland, but the character was either born in New Pallin or
came here when very young. 2nd Generation characters have the option
of advancing in their race's native classes, or swapping them out for
Pallinite equivalents (Soldier, Adept, Mystic, Tradesman). 2nd
Generation characters with Pallinite classes have access to all the
kits listed above for New Pallinite humans, appropriate for their
class.
3rd Generation and beyond: This character's grandparents
or great grandparents first came over to settle in New Pallin, and so
the character feels no attachment or loyalty to a foreign homeland.
The character's available classes are always swapped out for
Pallinite equivalents (Warrior classes become Soldiers, Priests
become Mystics, Wizards Adepts and Rogues Tradesmen), and the
character has unrestricted access to New Pallinite kits. In addition,
the character can swap-out racial bonus languages (other than Common)
for extra NWP slots, at the player's discretion.
The native humans of New Pallin are currently organized into several large and powerful tribal nations, though omens from the natives' gods suggest that the rapid expansion of the Federation's settlers may put the native peoples in danger. The natives have attempted several times to organize a formal inter-tribal government, but disagreements between the tribes has hindered these efforts. Still, all the chieftains agree that the tribes must be cautious when dealing with the settlers.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: None. Humans, as standard, may dual-class instead.
Kit Allowances: The kits below are from the Complete Books of Fighters, Rangers, Druids and Bards.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Humans move at rate 12.
Bonus Languages: Common.
Special Advantages:
Iron Skin: The warriors of the native tribes are
toughened by their culture's wilderness survival training. All
warriors receive a permanent +2 bonus to AC.
Hunter's Training: All members of all the tribes have
some experience hunting. Thus, all natives receive a +1 bonus to hit
and damage with one -- and only one -- of the following weapons:
short bow, spear or hand axe.
Tribal Customs: Every native human belongs to one of the
following tribal groups. Each tribal nation is native to a specific
region of the New Pallinite continent, and each has special skills
that all members of the tribe know.
Wolf People Tribe
Region: Northeastern forests, along the shores of the Mizipp river, between New Lennox City and Midway.
Tribal Skills: Members of the Wolf People tribe begin play with a beast-sibling -- a beast who was bonded to the character at birth. This sibling will be either a wolf or a black bear (the player and DM can work together to decide). This beast-sibling will be of the same gender as the character, and will be the character's constant companion. All Wolf People have the Tracking, Hunting and Survival: Forest NWPs. At 3rd and 5th levels, each can learn one of the following without spending any slots: Set Snares, Bowyer/Fletcher, Animal Handling: Wolf or Bear, Animal Training: Wolf or Bear.Whale People Tribe
Region: Northern coastlands, along the coast between Eriksland and New Dank.
Tribal Skills: All Whale People train in the use of the harpoon, and have proficiency in it free at first level. They can apply their Hunter's Training bonus only toward the use of the harpoon or hand axe; they cannot use those bonuses with spears and short bows. All Whale People know the Swimming, Fishing, Sailing and Survival: Arctic proficiencies. Whale People Rangers may take the Sea Ranger kit.Shark People Tribe
Region: Southeast, along the southern Mizipp river and across the De Leon peninsula. Shark People are also sometimes found in the Far World islands, and their boats once frequently made the journey to trade with the Gaurahni.
Tribal Skills: Shark People have a racial enmity bonus of +1 to hit when fighting Lizard Men, Bullywugs, Troglodytes, Crocodiles or Sharks. They can apply their Hunter's Training bonus only toward the use of the spear, short bow or blowgun; they cannot use those bonuses with hand axes. They have an additional +1 bonus to damage when using a short bow or blowgun. All Shark People know the Swimming, Fishing, and Hunting proficiencies. Shark People Rangers may take the Sea Ranger kit.Horse People Tribe
Region: The Western Plains.
Tribal Skills: Horse people all know the Riding: Landbased proficiency, and have ability with horses equivalent to a member of the Cavalier class. All Horse People have a +1 to hit with short bows, and can shoot a bow while mounted without penalty. Horse people gain the ability to tame a horse mount at 4th level. The Horse people's tamed mount behaves in all ways like a Paladin's called mount, and serves its rider unto death.Eagle People Tribe
Region: The Northwest, from the Western Sierron mountains to the Seaton region.
Tribal Skills: Members of this tribe can make bird calls so realistic that they can actually speak the languages of eagles, owls and falcons. Eagle People are also able to speak the language of Wendigos free at first level, and have a +1 reaction adjustment bonus when dealing with Wendigo NPCs. Eagle tribe Rangers may take the Falconer kit. All Eagle People have the Tracking, Hunting and Survival: Forest NWPs. At 3rd and 5th levels, each can learn one of the following without spending any slots: Weather Sense, Sailing, Fishing, Animal Handling: Eagles/Owls/Falcons, Animal Training: Eagles/Owls/Falcons.Coyote People Tribe
Region: The Southwestern Desert
Tribal Skills: Coyote People are hardened by survival in one of the harshest environments in New Pallin. Coyote tribesmen receive the Survival: Desert, Water Find and Endurance proficiencies free at first level. They also have a resistance to natural venoms and poisons, granting them a +1 bonus to save against such attacks (as by snakes and scorpions). Coyote People are also resistant to high temperatures; against all such fire and heat-based attacks they save with a +1 bonus, and take -1 damage per die. Against Giant Scorpions and Manscorpions, Coyote People have a +1 racial enmity bonus in combat. Snakes and coyotes will never harm Coyote People unless strongly provoked.
Special Disadvantages:
Natural Connection to the Land: Though the natives would
not view their connection to the land as a disadvantage, it does
prohibit them from wearing metal armor. The unnatural feel of the
armor on their bodies is so stifling that the armor provides
absolutely no protective benefit at all when worn. Further, a native
character in metal armor also loses his Iron Skin benefit listed
above. No member of any tribe will ever wear armor better than Hide
armor.
The Alaghi are yeti-kin that live in the forests near the territory of the Wolf People tribe. Alaghi primarily make their homes in the woods on the Western side of the Mizipp river, in the forested foothills of the Sierron mountains. The Alaghi have friendly relations with the Wolf People, but have had more than a few violent encounters with the New Pallin settlers.
Ability Score Adjustments: +2 Strength, -2 Intelligence.
Class Restrictions:
Multi-Class Allowances: Fighter-Druid.
Kit Allowances: The kits below are from the Complete Book of Humanoids and the Complete Fighter's Handbook.
Hit Dice: By class, with +9 bonus hit points at 1st level.
Natural Armor Class/Move Rate: 4; Alaghi move at rate 12.
Bonus Languages: Alaghi, Common.
Special Advantages:
Natural Attack: Alaghi who are unarmed can punch once
per round with their huge fists, inflicting 2d6 damage.
Natural Stealth: Alaghi can Move Silently (40%) and Hide
in Natural Surroundings (35%). Each level gained after 1st, the
Alaghi receives another 5% in each skill (max 95%).
Alaghi Druids: In order to become a Druid, an Alaghi
must have Int 15+, Wis 12+ and Cha 15+. Alaghi Druids must be Neutral
Good in alignment.
Yeti Kinship: Wendigo, Alaghi and Yeti recognize each
other as distant kin. These races can instinctively understand each
others' languages, and Alaghi characters will always receive a
friendly welcome when first encountering Wendigo or Yeti NPCs.
Special Disadvantages:
Size: Alaghi take damage as large creatures.
Beastmen are short, slender humanoids with feral features and a fine layer of green fur covering their bodies. The Beastmen used to have tribes of their own, but they were defeated and absorbed long ago by the Wolf People tribe. Now, all Beastmen are members of the Wolf People.
Ability Score Adjustments: +2 Dexterity, -2 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief.
Kit Allowances: The kits below are from the Complete Book of Humanoids and the Complete Fighter's Handbook.
Hit Dice: By class.
Natural Armor Class/Move Rate: 8; Beastmen move at rate 12.
Bonus Languages: Beastman, Common.
Special Advantages:
Stealth: Due to their coloration, Beastmen can make
themselves undetected in a forest setting with a 90% chance of
success. Opponents who are not aware of a Beastman's presence suffers
a -6 penalty to surprise checks.
Beastman Poison: A Beastman with the Herbalism
proficiency can spend a proficiency slot to gain the knowledge of how
to create Beastman blowgun poison. A victim struck by a dart treated
with this poison must make a save vs. poison with a +4 bonus; those
who fail suffer an additional 2d4 points of damage, in addition to
the damage from the blowgun dart.
Magic Resistance: Beastmen are 80% resistant to magic,
even to beneficial effects.
Special Disadvantages:
Magic Item Malfunction: Beastmen have an 80% chance of
item malfunction when they use any magical item that isn't armor or a
weapon.
Bullywugs are bipedal frog-like humanoid amphibians native to the marshlands of the Bayou and De Leon regions of New Pallin. They have a long history of rivalry with the Shark People tribe, but the arrival of the settlers has forced the frog-men and the Shark People to cooperate in order to survive.
Ability Score Adjustments: +1 Dexterity, -1 to Intelligence and Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Thief.
Kit Allowances: The kits below are from the Complete Book of Humanoids and the Complete Fighter's Handbook.
Hit Dice: By class.
Natural Armor Class/Move Rate: 6; Bullywugs move at rate 3 on land and swim at rate 15.
Bonus Languages: Bullywug, Common.
Special Advantages:
Chameleon Abilities: Due to their skin coloration,
Bullywugs have a 75% chance to blend in and become undetectable in
natural surroundings. This lets them ambush opponents, who suffer a
-2 surprise check penalty (-6 if the Bullywug attacks from
concealment with a Hop).
Hopping: Bullywugs have powerful legs and can leap up to
30 feet forward and 15 feet upward. If using the hop to attack, a
Bullywug has a +1 bonus to hit and deals double damage with impaling
weapons.
Special Disadvantages:
None.
These noble, majestic birds live in the high daunting peaks of the Sierron Mountains. Largely aloof from the other races of New Pallin, native and settler alike, the Eagles have thus far managed to remain untouched by the conflicts on the ground. This has started to change somewhat, as New Pallinite caravans have begun crossing through the Sierron pass with increasing regularity. The Federation is even considering building a railroad that would run through the mountains -- and this does not sit well with the Eagles, who quite enjoy the serene perfection of their mountain range.
Ability Score Adjustments: Giant Eagle Strength, Dexterity and Constitution scores are determined by a roll of 2d4+4, rather than the standard 3d6.
Class Restrictions:
Multi-Class Allowances: None.
Kit Allowances: None.
Hit Dice: By class.
Natural Armor Class/Move Rate: 10 on the ground, 8 in flight; Eagles move on land at speed 3 and they fly at speed 48 (D).
Bonus Languages: Giant Eagle only. However, Giant Eagles have limited telepathy that allows them to communicate with any intelligent creature within a range of 10 feet. This allows them to communicate with non-Eagle companions, in the rare instances when Giant Eagles consort with creatures on the ground.
Special Advantages:
Eagle Eyes: Eagle eyesight is so acute that they have a
+6 bonus to avoid being surprised by any visible creature. A being
successfully hiding in shadows or using a camouflage/chameleon
ability only reduces this bonus to +4. Even a magically invisible
creature might be detected if there is sufficient cause to suspect he
is present (water surface disturbed, footprints in the dust, rustling
of leaves); in this case the Eagle still has a +2 bonus to avoid
surprise. Eagles are treated as if they were wearing Eyes of the
Eagle, granting them 100x telescopic sight.
Natural Attacks: Giant Eagles cannot use any sort of
weapon, but they have a wide range of natural attacks available to
them:
Increasing Abilities: As an Eagle rises in level, several of its abilities increase with it.
Natual Fighting Proficiency: Every Non-weapon Proficiency slot the Giant Eagle devotes to the Natural Fighting proficiency after the initial cost is paid grants the Eagle a +1 bonus to hit, and an extra bite attack each round. Note that Eagle Shamans must pay a cross-class penalty slot if they purchase Natural Fighting from the Warrior group.
Special Disadvantages:
Size: Giant Eagles are damaged as large creatures.
Look, ma, no hands!: Giant Eagle cannot use most magical
devices because of their lack of articulate hands. They may use
scrolls if they can read, but someone else must hold the scroll open
for them. They may use potions, but someone must open the bottles and
pour them into a dish to allow drinking. They cannot use wands,
staves, pistols, tools, keys, weapons, etc.
No swimming: Giant Eagles cannot swim.
Fragile: If wounded for 75% or more of their total hit
points, Giant Eagles in flight must land at once, as they cannot
sustain flight and likely have an injured wing. If wounded for 90% or
more of total hit points while flying, the Eagle plummets to the
ground.
Claustrophobic: In any enclosed space of 1000 cubic feet
or less, Giant Eagles feel claustrophobic and suffer a -3 penalty on
attack rolls.
A tribe of Lizard men, the Shazak, are native to the swampy southern regions of New Pallin, especially the Bayou region. They are of the same tribe as the Shazaks on the Far World Islands, and conduct trade via sailing craft with their island-dwelling cousins.
Ability Score Adjustments: +1 Strength, -1 Wisdom.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All Shazak characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 5; Shazaks move at speed 6 and swim at speed 12.
Bonus Languages: Lizard Man, Common.
Special Advantages:
Stealth: Shazak has a 20% chance to be able to remain
undetected in a swamp environment. Shazak thieves can add this 20% to
their Hide in Shadows score when attempting to hide in a swamp.
Infravision: 60' range.
Hold Breath: Shazak can hold its breath for a number of
rounds equal to 2/3 its Constitution score.
Natural Attack: In lieu of attacking with weapons, a
Shazak can attack with a claw/claw/bite combination. The Shazak's
claws deal 1d2 damage each (2 attacks), and the bite deals 1d6
damage.
Distant Kin: Shazaks are distantly related to the other
lizard man tribes of Kulm: Caymas, Gurrash and Exxen. Owing to some
lingering racial memory, reactions on first meeting will always be
favorable from members of these tribes.
Special Disadvantages:
None.
A race of warlike carnivorous reptilian humanoids. They are not related to the various lizard-kin races apart from whatever they have in common as reptiles. They are found in caverns and subterranean burrows throughout the Bayou region, and some clans have managed to discover old mine shafts abandoned by the New Pallinite settlers.
Ability Score Adjustments: +1 Constitution, -2 Intelligence, -1 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief
Kit Allowances: The kits below are from the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 5; Troglodytes move at speed 12.
Bonus Languages: Troglodyte, Common.
Special Advantages:
Infravision: 90' range.
Natural Attack: When unarmed, Troglodytes can strike
with two claw attacks (1d2 damage) and a bite (1d4+1).
Stealth: When in mountainous or subterranean
environments, Troglodytes have a 75% chance to blend with their
surroundings and remain undetected. Attacking while undetected gives
a Troglodyte's foes a -4 penalty to surprise rolls.
Weapon Affinity: Troglodytes have a +3 bonus to hit when
hurling javelins or barbed darts.
Secretion: 3/day, a Troglodyte can secrete an oil from
their bodies. Humans and demihumans find the scent of this oil
repulsive, and those who fail their saves vs. poison are so revolted
that they lose 1d6 points of Strength for 10 rounds. Only humans and
demihumans are affected by this stench.
Special Disadvantages:
Not very well-liked: Troglodytes have few friends among
their neighbors. The Shazaks dislike them because they cause other
races to think ill of Lizard Men, and the Shark Tribe has suffered
ages of near constant war with Troglodyte clans. Shark People even
have a +1 racial enmity bonus to hit Troglodytes in combat.
The Wendigo are members of the same quasi-simian family as the Yeti and Alaghi. They live in the West of the NPF, in the Seaton region, where they have co-existed peacefully with the Eagle People tribe for centuries.
Ability Score Adjustments: +2 Strength, -2 Intelligence.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Fighter-Witch Doctor.
Kit Allowances: The kits below are from the Complete Book of Humanoids and the Complete Fighter's Handbook.
Hit Dice: By class, with +5 bonus hit points at 1st level.
Natural Armor Class/Move Rate: 9; Wendigos move at rate 9.
Bonus Languages: Wendigo, Common.
Special Advantages:
Natural Attack: Wendigo who are unarmed can attack with
a single punch from their large, meaty fists for 1d4 damage. They can
punch once per round.
Hug: Any result of a natural 19 or 20 on a punch attack
means that the Wendigo can grasp its victim in a squeeze, dealing 2d6
damage per round. A victim can break away from the squeeze only with
a strength check (if the victim's strength is greater than the
Wendigo's) or if the Wendigo suffers more than 10 points of damage in
a single round (in such a case, the force of his injuries compels the
Wendigo to release his victim).
Howl: Three times per day, the Wendigo can issue a
terrible scream that strikes fear into the creature's enemies. All
foes of the Wendigo within 10' must save vs. paralysis or be stunned
for 1d4 rounds.
Frost Resistance: Living so close to the frozen north,
Wendigo have limited ability to resist cold effects. When attacked
with cold, whether magical or mundane, the Wendigo has a 20% chance
to resist all cold-based damage.
Yeti Kinship: Wendigo, Alaghi and Yeti recognize each
other as distant kin. These races can instinctively understand each
others' languages, and Wendigo characters will always receive a
friendly welcome when first encountering Alaghi or Yeti NPCs.
Special Disadvantages:
Size: Wendigo take damage as large creatures.
Cousins of both Alaghi and Wendigo, the Yeti are native to the cold northern wastes of the New Pallin continent. The tribes of Yeti rule the harsh arctic plains. They have cordial relations with the Whale People tribe, but are wary of the Nohrdic settlers.
Ability Score Adjustments: +2 Strength, -2 Intelligence.
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman.
Kit Allowances: The kits below are from the Complete Book of Humanoids and the Complete Fighter's Handbook.
Hit Dice: By class, with +4 bonus hit points at 1st level.
Natural Armor Class/Move Rate: 6; Yeti move at rate 15.
Bonus Languages: Yeti, Common.
Special Advantages:
Natural Attack: Yeti who are unarmed can attack with
their large, meaty fists for 1d6 damage each (2 attacks), and bite
with their ape-like fangs for 1d4 damage.
Hug: Any result of a natural 20 on a fist attack means
that the Yeti can grasp its victim in a squeeze, dealing 2d8 damage
per round. A victim can break away from the squeeze only with a
strength check (if the victim's strength is greater than the Yeti's)
or if the Yeti suffers more than 10 points of damage in a single
round (in such a case, the force of his injuries compels the Yeti to
release his victim).
Natural Stealth: Amid ice and snow, a Yeti is
effectively invisible until a foe is within 10 yards. The Yeti is
completely invisible if he covers himself in a thin layer of snow.
Yeti who attack from concealment under snow always gain surprise.
Fear: An opponent who is taken by surprise by a Yeti
must save vs. paralyzation or go rigid with fright for three rounds.
Opponents paralyzed in this way can be automatically hit by both
claws and squeezed.
Frost Resistance: Yeti are immune to normal cold, and
are resistant to magical cold damage (-1 damage per die).
Yeti Kinship: Wendigo, Alaghi and Yeti recognize each
other as distant kin. These races can instinctively understand each
others' languages, and Yeti characters will always receive a friendly
welcome when first encountering Alaghi or Wendigo NPCs.
Special Disadvantages:
Size: Yeti take damage as large creatures.
Heat Susceptibility: Because of the heat-absorbing
properties of the Yeti's fur, a Yeti takes 50% more damage from fire
and heat damage.