| Hit Dice: | 5d8+15 (37 hp) |
| Initiative: | +0 |
| Speed: | 40 ft. (8 squares) |
| Armor Class: | 17 (−1 size, +0 Dex, +8 natural), touch 9, flat-footed 17 |
| Base Attack/Grapple: | +5/+12 |
| Attack: | Gore +7 melee (1d8+4 or Powerful Charge 1d8+4 plus 2d6) |
| Full Attack: | Gore +7 melee (1d8+4) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Freezing gaze, spell-like abilities |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., heroes’ feast, immunity to cold, outsider traits, vulnerability to fire |
| Saves: | Fort +7, Ref +4, Will +6 |
| Abilities: | Str 17, Dex 10, Con 16, Int 20, Wis 15, Cha 15 |
| Skills: | Bluff +10, Concentration +11, Craft (armorsmithing) +13, Craft (carpentry) +13, Craft (weaponsmithing) +13, Diplomacy +14, Disguise +2 (+4 acting), Hide +4, Intimidate +12, Listen +10, Move Silently +8, Search +15, Sense Motive +12, Spot +12, Survival +2 (+4 following tracks); racial bonuses |
| Feats: | Ability Focus (freezing gaze), Combat Expertise, Powerful Charge |
| Environment: | Nine Hells of Baator (Cania) |
| Organization: | Solitary, pair, or herd (3–12) |
| Challenge Rating: | 5 |
| Treasure: | Standard |
| Alignment: | Usually lawful evil |
| Advancement: | 6–15 HD (Large) ♊ |
| Level Adjustment: | +6 |
This powerfully muscled stag is covered in thick white fur. Crooked black antlers spring from its head.
The rejkars are a race of creatures that resemble a caribou or stag but can freeze a target solid with a single glance. Native to Baator, rejkars originally made their home on the frigid layer of Cania, but they are not devils. The creatures loathe the baatezu and their kin, and many have found their way to the arctic regions of other planes to seize new territory and power. They dream someday of turning these conquests into a power base from which they can seize all of Cania.
Typically, rejkars appear to the leader of an arctic civilization, promising to turn their magical powers to the benefit of the tribe. They create food for the starving, aid in craftwork, and even share visions of future events. Over time, the leader becomes dependent on the “mystic caribou” that aid him, and the rejkars control the entire tribe through its leader. Soon, the tribe uses weapons crafted by the rejkars to turn against its neighbors, and thus more mortals are brought under the monsters’ control.
A rejkar is almost 8 feet long and stands 6 feet tall at the shoulder. It weighs approximately 2,000 pounds.
Rejkars speak Abyssal, Common, Dwarven, Giant, Goblin, and Infernal.
When facing foes more threatening than a typical tribesman, a rejkar commands any minions it has under its sway to attack, inflaming their battle lust with magic. When a rejkar must fight, it uses its gaze to disable as many enemies as possible before charging the hardiest with a powerful gore.
A rejkar’s natural weapons are treated as magic for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—crushing despair (DC 16), fabricate, rage; 3/day—major image (DC 15); 1/week—augury. Caster level 5th.
Freezing Gaze (Su): Rejkars have a dangerous gaze attack with a range of 30 feet. Any creature affected by the gaze freezes in place, completely motionless as a layer of ice crystals forms over its body (Fortitude DC 16 negates). Every round after being frozen, the creature can attempt a new saving throw to end the effect. A creature that succeeds on the saving throw is immune to that particular rejkar’s gaze for 24 hours.
Creatures with resistance or immunity to cold are unaffected by the freezing gaze. Heat can melt the ice crystals; if 5 or more points of fire damage are dealt to a frozen creature, the effect ends. A rejkar can suppress or resume its gaze attack as a free action on its turn. The save DC is Charisma-based and includes a +2 bonus for the Ability Focus feat.
Heroes’ Feast (Sp): Once per week, three rejkars working together can create a heroes’ feast (caster level 11th). The creatures usually use this reward as an incentive for their pawns.
Skills: A rejkar has a +2 racial bonus on Search, Spot, and Sense Motive checks.
In the Eberron campaign setting, rejkars hail from the icy plane of Risia. Herds of rejkars inhabit the Frostfell, and a lone rejkar is sometimes encountered in the cold tundra of northeastern Khorvaire.
Source: Monster Manual III, page 140.