The Vorpal Tribble
2006-04-16, 09:49 AM
Chill Scattered
Fine Elemental (cold, psionic, swarm)
Hit Dice: 15d8+12 (79 hp)
Initiative: +8
Speed: Fly 60 ft. (good)
Armor Class: 37 (+8 dex, +11 natural, +8 size), touch 26, flat-footed 29
Base Attack/Grapple: +15/-
Attack: Swarm (10d6 cold plus crystal cold)
Full attack: Swarm (10d6 cold plus crystal cold)
Space/Reach: 15 ft./-
Special Attacks: Caught up, cold as crystal, destructive frequency, hazy mind, psionics
Special Qualities: Blindsense 200 ft., darkvision 60 ft., elemental traits, immunity to cold and weapon damage, power resistance 25, refreeze, swarm traits, telepathy 100 ft., vulnerability to fire
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 12, Dex 27, Con 11, Int 23, Wis 19, Cha 18
Skills: Autohypnosis +24, Concentration +18, Knowledge (nature) +24, Knowledge (psionics) +26, Listen +22, Psicraft +26, Sense Motive +22, Spot +22
Feats: Extend Power, Iron Will, Maximize Power, Psicrystal Affinity (hero), Psionic Body(B), Psionic Endowment, Psionic Meditation
Environment: Any Cold
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -
A horrible quiet is in the frigid air, broken only by a strangely beautiful tinkling sound in the distance. It abruptly grows louder and a misty cloud floats over a nearby ridge, scintillating snowflakes whirling about in a windless breeze. Limp figures are dashed about in the gale, vaguely seen in the chaotic whiteness...
Such is how most first encounter the Chill Scattered, the results of a mind shattered like a mirror into a thousand different facets of great brilliance, but also like a broken mirror, utterly cracked.
Chill Scattered come from those who seek power and knowledge from the richest cache of crystals in the world, the arctics. But power such as this is not without its risk, and many find that despite their precautions, they have underestimated their surroundings, and fall to the merciless chill. As the soul and mind depart however it is drawn to the crystals in the air, most often from a blizzard that resonates with their mental energy. The crystals change and reshape themselves, forming psychic connections with each flake, storing itself within their fractal patterns. But with this power comes a cold, calculating insanity as the mind is fractured as it was never meant.
They often become obsessed with power, trying to gain more and deeper insights into psionics, but as their wanderings usually keep them far from civilization, they rarely pose a threat. To counteract this a Chill Scattered often send their coldbloods to scout and gather information for their master.
Combat:
Chill scattered tend to be completely unpredictable, with no two sharing the same strategies. Unless they choose to speak, most of their victims succumb never knowing the purpose and scheming within the minds of the deadly cloud...
Caught Up (Su):
Any creature who ventures within a Chillscattered finds themselves growing lighter and being whisked off their feet by the telekinetic turmoil within. They must make a DC 23 reflex save each round they remain within or be lifted into the air and dashed about. Conflicting telekinetic spells or powers negate this ability for as long as they are in affect. The save DC is intelligence based.
Cold As Crystal (Su):
A chillscattered's swarm damage deals more than cold, but tries to turn flesh into a living, freezing crystal. This special attack is capable of damaging creatures normally unharmed by or resistant to cold. Its swarm damage completely ignores any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. Creatures normally immune to cold can be damaged by crystal cold as well. Its swarm damage deals half damage to these creatures.
A creature that is killed by this ability has their insides frozen solid, blood and organs forming a crystaline matrix that bonds with the brain and nervous system, resonating with the Chillscattered's mind. If the Chillscattered wishes, they become Coldbloods, mindless automotons following the will of their creator. A chillscattered may give orders to his Coldbloods as if they were linked through the Correspond power.
The chillscattered may control and communicate with a number of Coldbloods whoes combined HD equals no more than twice its own Hit Dice. If it exceeds this number, all the newly created Coldbloods fall under its control, and any excess Coldbloods from previous encounters become uncontrolled, following whatever their last instructions were. (The chillscattered chooses which creatures are released.)
Destructive Frequency (Su):
A chill scattered can resonate with any crystaline object or creature within 10 feet, destructively if it wishes, as if using the Shatter spell cast by a 15th level caster.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Hazy Mind (Ex):
A Chill scattered obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
As well, a chill scattered automatically succeeds on touch attacks against those within its space.
Psionics:
A Chill scattered manifests psionic powers as a 12th-level psion, with either the kineticist, shaper, or telepath discipline.
Typical Psion (shaper) Powers Known (power points 183); save DC 17 (18 with psionic endowment) + power level):
1st - Attraction, Control Flames, Crystal Shard, Deceleration, Mind Thrust
2nd - Concussion Blast, Ego Whip, Id Insinuation, Swarm of Crystals
3rd - Body Adjustment, Ectoplasmic Cocoon, Forced Share Pain, Telekinetic Thrust
4th - Energy Adaption, Intellect Fortress, Personality Parasite, Telekinetic Maneuver, Trace Teleport
5th - Ectoplasmic Shambler, Hail of Crystals, Psychic Crush
6th - Co-opt Concentration, Crystalize, Psionic Disentegrate, Temporal Acceleration
Telepathy (Su): A chill scattered can communicate telepathically with any creature within 100 feet that has an Intelligence score and can speak the chillscattered's language. The creature can respond to the chillscattered if it wishes.
Refreeze (Ex):
A chill scattered reduced to -10 hit points does not die, but is rendered powerless with too few crystal interactions to be a threat. At this point it almost always flees high into the air. It slowly regenerates over the course of a week, refreezing moisture in the air.
The only exception to this is damage from mental energy such as Mind Thrust or Ultrablast. This destroys a chill scattered if it would reduce it's Hit Points past -10.
Vulnerability to Fire: A chill scattered takes half again as much (+50%) damage as normal from a fire effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Fine Elemental (cold, psionic, swarm)
Hit Dice: 15d8+12 (79 hp)
Initiative: +8
Speed: Fly 60 ft. (good)
Armor Class: 37 (+8 dex, +11 natural, +8 size), touch 26, flat-footed 29
Base Attack/Grapple: +15/-
Attack: Swarm (10d6 cold plus crystal cold)
Full attack: Swarm (10d6 cold plus crystal cold)
Space/Reach: 15 ft./-
Special Attacks: Caught up, cold as crystal, destructive frequency, hazy mind, psionics
Special Qualities: Blindsense 200 ft., darkvision 60 ft., elemental traits, immunity to cold and weapon damage, power resistance 25, refreeze, swarm traits, telepathy 100 ft., vulnerability to fire
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 12, Dex 27, Con 11, Int 23, Wis 19, Cha 18
Skills: Autohypnosis +24, Concentration +18, Knowledge (nature) +24, Knowledge (psionics) +26, Listen +22, Psicraft +26, Sense Motive +22, Spot +22
Feats: Extend Power, Iron Will, Maximize Power, Psicrystal Affinity (hero), Psionic Body(B), Psionic Endowment, Psionic Meditation
Environment: Any Cold
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -
A horrible quiet is in the frigid air, broken only by a strangely beautiful tinkling sound in the distance. It abruptly grows louder and a misty cloud floats over a nearby ridge, scintillating snowflakes whirling about in a windless breeze. Limp figures are dashed about in the gale, vaguely seen in the chaotic whiteness...
Such is how most first encounter the Chill Scattered, the results of a mind shattered like a mirror into a thousand different facets of great brilliance, but also like a broken mirror, utterly cracked.
Chill Scattered come from those who seek power and knowledge from the richest cache of crystals in the world, the arctics. But power such as this is not without its risk, and many find that despite their precautions, they have underestimated their surroundings, and fall to the merciless chill. As the soul and mind depart however it is drawn to the crystals in the air, most often from a blizzard that resonates with their mental energy. The crystals change and reshape themselves, forming psychic connections with each flake, storing itself within their fractal patterns. But with this power comes a cold, calculating insanity as the mind is fractured as it was never meant.
They often become obsessed with power, trying to gain more and deeper insights into psionics, but as their wanderings usually keep them far from civilization, they rarely pose a threat. To counteract this a Chill Scattered often send their coldbloods to scout and gather information for their master.
Combat:
Chill scattered tend to be completely unpredictable, with no two sharing the same strategies. Unless they choose to speak, most of their victims succumb never knowing the purpose and scheming within the minds of the deadly cloud...
Caught Up (Su):
Any creature who ventures within a Chillscattered finds themselves growing lighter and being whisked off their feet by the telekinetic turmoil within. They must make a DC 23 reflex save each round they remain within or be lifted into the air and dashed about. Conflicting telekinetic spells or powers negate this ability for as long as they are in affect. The save DC is intelligence based.
Cold As Crystal (Su):
A chillscattered's swarm damage deals more than cold, but tries to turn flesh into a living, freezing crystal. This special attack is capable of damaging creatures normally unharmed by or resistant to cold. Its swarm damage completely ignores any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. Creatures normally immune to cold can be damaged by crystal cold as well. Its swarm damage deals half damage to these creatures.
A creature that is killed by this ability has their insides frozen solid, blood and organs forming a crystaline matrix that bonds with the brain and nervous system, resonating with the Chillscattered's mind. If the Chillscattered wishes, they become Coldbloods, mindless automotons following the will of their creator. A chillscattered may give orders to his Coldbloods as if they were linked through the Correspond power.
The chillscattered may control and communicate with a number of Coldbloods whoes combined HD equals no more than twice its own Hit Dice. If it exceeds this number, all the newly created Coldbloods fall under its control, and any excess Coldbloods from previous encounters become uncontrolled, following whatever their last instructions were. (The chillscattered chooses which creatures are released.)
Destructive Frequency (Su):
A chill scattered can resonate with any crystaline object or creature within 10 feet, destructively if it wishes, as if using the Shatter spell cast by a 15th level caster.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 17 Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Hazy Mind (Ex):
A Chill scattered obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
As well, a chill scattered automatically succeeds on touch attacks against those within its space.
Psionics:
A Chill scattered manifests psionic powers as a 12th-level psion, with either the kineticist, shaper, or telepath discipline.
Typical Psion (shaper) Powers Known (power points 183); save DC 17 (18 with psionic endowment) + power level):
1st - Attraction, Control Flames, Crystal Shard, Deceleration, Mind Thrust
2nd - Concussion Blast, Ego Whip, Id Insinuation, Swarm of Crystals
3rd - Body Adjustment, Ectoplasmic Cocoon, Forced Share Pain, Telekinetic Thrust
4th - Energy Adaption, Intellect Fortress, Personality Parasite, Telekinetic Maneuver, Trace Teleport
5th - Ectoplasmic Shambler, Hail of Crystals, Psychic Crush
6th - Co-opt Concentration, Crystalize, Psionic Disentegrate, Temporal Acceleration
Telepathy (Su): A chill scattered can communicate telepathically with any creature within 100 feet that has an Intelligence score and can speak the chillscattered's language. The creature can respond to the chillscattered if it wishes.
Refreeze (Ex):
A chill scattered reduced to -10 hit points does not die, but is rendered powerless with too few crystal interactions to be a threat. At this point it almost always flees high into the air. It slowly regenerates over the course of a week, refreezing moisture in the air.
The only exception to this is damage from mental energy such as Mind Thrust or Ultrablast. This destroys a chill scattered if it would reduce it's Hit Points past -10.
Vulnerability to Fire: A chill scattered takes half again as much (+50%) damage as normal from a fire effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.