Monday, January 3, 2011

General Rules: Monsters - Ice Paraelemental, Monolith

Ice Paraelemental, Monolith (from Dragon Magazine #347)
Gargantuan Elemental [Air, Cold, Extraplanar]

Hit Dice: 36d8+216 (378 hit points)
Initiative: +9
Speed: 60 feet
Armor Class: 36 (-4 size, +1 dodge, +9 Dexterity, +20 natural); touch 15; flat-footed 26
BAB/Grapple: +27/+50
Attack: Icicle +35 melee (6d6+11 plus 4d6 cold, piercing, 19-20 x2)
Full Attack: 2 icicles +35 melee (6d6+11 plus 4d6 cold, piercing, 19-20 x2)
Space/Reach: 20 feet by 20 feet/20 feet
Special Attacks: Chill metal
Special Qualities: Darkvision 60 feet, DR 15/-, elemental traits, ice walking, immunity to cold, vulnerability to fire
Saves: Fortitude +18, Reflex +29, Will +16
Abilities: Str 32, Int 12, Wis 15, Dex 29, Con 22, Cha 17
Skills: Balance +11, Diplomacy +5, Intimidate +16, Jump +25, Listen +43, Sense Motive +15, Spot +43, Tumble +22
Feats: Ability Focus (Chill Metal), Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (Icicle), Improved Natural Attack (Icicle), Iron Will, Mobility, Power Attack, Skill Augmentation (Listen and Spot), Spring Attack, Weapon Finesse, Weapon Focus (Icicle)
Environment: Elemental Plane of Cold
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37 - 54 Hit Dice (Gargantuan)

This towering creature seems to be a translucent statue of ice covered head to toe in sharpened icicles. The glint of reflected light gives the appearance of capricious, winking eyes.

Ice paraelemental monoliths speak Aquan and Auran.

Ice monoliths are patient combatants, often waiting for foes to come to them. They sometimes pretend to be flat-footed, delaying their action in hopes of luring opponents within reach of their many attacks of opportunity. In any case, ice monoliths move to maximize the number of opponents within the radius of their chill metal attack, then maneuver to outlast the enemy.

Chill Metal (Su): As a standard action, an ice monolith can lower the air temperature around it drastically. All creatures and objects within a 60-foot radius are affected by chill metal (as the spell, Will save DC 31 negates). As with the spell, it takes 3 rounds for affected metal to reach the freezing stage. Once it does, it remains at that stage until the ice paraelemental takes a standard action to ed the effect or the metal leaves the area. The metal returns to its starting temperature 2 rounds later, just as with the spell. The save DC is Charisma-based.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the ice monolith climbs must be icy. It is always in effect.

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

Elemental Traits: Immune to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Cannot be raised, reincarnated, or resurrected except by limited wish, wish, miracle, or true resurrection.

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