Ice Beast Size | Bonus Hit Points | Natural Armor Bonus | Slam Damage |
Diminutive or Fine | None | +1 | 1 |
Tiny | None | +1 | 1d2 |
Small | 10 | +2 | 1d4 |
Medium | 20 | +4 | 1d6 |
Large | 30 | +6 | 1d8 |
Huge | 40 | +8 | 2d6 |
Gargantuan | 60 | +11 | 3d6 |
Colossal | 80 | +15 | 4d6 |
- Cold Aura (Su): The ice beast deals 1d6 cold damage to all creatures within 10 feet as a free action at the beginning of its turn each round.
- Engulf (Su): As a standard action, the ice beast can attempt to engulf a single opponent it threatens. The opponent must be one size smaller than the ice beast, so a Large ice beast can engulf a Medium or smaller creature. The target is entitled to a Reflex save (DC 10 + ½ the ice beast's Hit Dice + the ice beast's Strength modifier) to avoid being engulfed. A creature engulfed by the ice beast is considered to be pinned and trapped inside its body. The engulfed creature takes 2d6 points of cold damage per round on its turn, and may begin to drown (although it can hold its breath). An ice beast can only engulf one victim at a time. To escape, the victim must escape the pine and then escape the grapple by winning grapple checks against the ice beast. The victim can choose to make Escape Artist checks in place of grapple checks. If the ice beast is killed, any engulfed victims are freed.
- Frigid Touch (Su): The ice beast deals an extra 1d6 points of cold damage with each successful melee attack.
- Ice Breath (Su): As a standard action, the ice beast can breathe cold. Its breath weapon deals 1d6 points of cold damage per 2 Hit Dice it possesses (minimum 1d6, maximum 10d6) in a 30-foot cone with a Reflex save for half damage (DC 10 + ½ the ice beast's Hit Dice). Once an ice beast uses its ice breath, it must wait 1d4 rounds before it can use its breath weapon again.
Hit Dice | Damage Reduction |
1 - 4 | None |
5 - 9 | 5/+1 |
10 - 19 | 10/+1 |
20+ | 15/+1 |
- Cold Subtype (Ex): An ice beast has immunity to cold. It has vulnerability to fire, which means it takes half again as much damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
- Construct: Immune to mind-influencing effects, poison, disease, death effects, paralysis, stunning, sleep, and similar effects. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Destroyed when reduced to 0 hit points, cannot be raised. Cannot be healed with healing magic unless it specifically says it works on constructs, and does not heal on its own.
- The ice beast gains damage reduction based on its Hit Dice, as shown on the table to the right.
Abilities: An ice beast has no Constitution or Intelligence score. Its Wisdom changes to 10, and its Charisma changes to 1.
Skills: An ice beast has no skills.
Feats: An ice beast loses all feats except those that improve its attacks, such as Improved Natural Attack, Multiattack, or Weapon Finesse.
Climate/Terrain: Any, usually the same as the base creature.
Organization: Any.
Challenge Rating: An ice beast's Challenge Rating is 1 plus ½ its Hit Dice.
Alignment: Always neutral.
Advancement: Same as the base creature ( or "-" if the creature advances by character class).
Level Adjustment: -.
Home Three Worlds Monsters
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