Monday, January 3, 2011

General Rules: Monsters - Ice Creature (Template)

Ice Creature (from the Manual of the Planes and Dragon Magazine #347)

Ice creatures dwell in the Elemental Plane of Cold formed by the interstices where the Elemental Planes of Air and Water meet. They have the same general form as material beings but are made entirely of ice, rime, and snow. Glittering reddish slabs of ice form eyes, and their gaping maws are lined with steel-hard icicles.

"Ice" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "elemental (air, cold, water)". Ice creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Change to d8.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An ice creature retains all the special abilities of the base creature and also gains the following ones:
  • Chill (Ex): In addition to the damage from their attacks, ice creatures deal additional cold damage with their natural weapons (including claw, bite, slam, or tail attacks). The amount of damage depends on the Hit Die total of the creature (see the table below).
Hit DiceDamage Reduction
Cold Damage
1 - 3
-
-
4 - 7
-
1d4
8 - 11
5/+1
1d6
12+
10/+1
2d6
Special Qualities: An ice creature retains all the special qualities of the base creature, and also gains the following ones:
  • Elemental: Immune to poison, sleep, paralysis, and stunning, Not subject to critical hits.

  • Darkvision with a range of 60 feet.

  • Damage reduction (see the table to the right). If the base creature already has damage reduction, use the better value. If an ice element creature gains damage reduction, its natural weapons are treated as magic equivalent weapons for the purpose of overcoming damage reduction.

  • Cold Subtype (Ex): Cold immunity, double damage from fire except on successful save.

  • Icewalking (Ex): This ability works like the spider climb spell, but applies to all icy surfaces. Within the Elemental Plane of Cold, the creature may move normally.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Modify the base creature's ability scores as follows: Dexterity +4.

Skills: Same as the base creature. If the ice creature has an Intelligence of 4 or greater, it speaks Aquan or Auran.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 4
Same as base creature
4 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Usually neutral.

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +4.

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