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Dumbledore lives
2011-08-22, 02:52 AM
Ledus, Akull, The Ice Queen

Ledus is a being who believes herself of utter neutrality, wishing nothing more than to freeze the entire world. A cult has been created centered around reviving her, whose primary opponents are the church of Pelor's members.

Background and Goals

Little is known about the Ice Queen, even those scholars who choose to study her have few ideas about how she was created, or why she was sealed away. The one definite thing known is that she seeks to freeze the world, to bring the end to all the pain and suffering in the world. (Knowledge [Religion] DC 29)

The Ice Queen's true name is Ledus, though in the cult that has formed around her she is known as Akull. She may have been the beginning of a great war amongst the gods or god-like beings. Originally the gods lived in relative harmony, but dissent began to rise amongst those primal forces of good against those who sought to end life, especially Ledus. (Knowledge [Religion] DC 34)

Ledus' powers have been sealed away inside of a mask that has been sealed away for thousands of years, if it were to be unearthed it is possible she might be summoned. If waked she will be in a weakened state for a brief period of time, and may be destroyed, if not the only one with potential to stop her would be Pelor, and even he has little chance against her full power. (Knowledge [Religion] DC 39)

Ledus has one singular goal, and that is to freeze the world. She believes this is what is truly best for everyone, in that it will stop all the hurting, and will finally allow those who are in eternal torment (some other gods sealed away) to finally be free. With all the gods free and many of her opposition frozen she will finally be able to take her rightful place as queen of the north, then she may be forced to resume the world. (Knowledge [Religion] DC 44)

Ledus in the Campaign

Ledus has been locked away in a separate plane of existence. She has little direct influence on the material plane, but anyone in contact with her mask may be controlled, and a few desire her to arise again, and work diligently towards this goal. On the very rare occasion that a total lunar eclipse occurs on the same day as the new year she may be free. This requires extensive rituals on the part of her followers, and extreme sacrifice.

Timeline

The following timeline is an approximation of how events can unfold in a campaign focused on Ledus, and her followers, the Azure-touched.

EL 5: A rash of strange murders has been reported, with every scene having an icy dagger left. The town guard should send the party to go and investigate the underbelly of the city,and find who is behind it. The party should find and kill the false prophet of the cult, with hints towards bigger things awakening.

EL 10 (Faint Sign): The party again finds themselves contacted by the town guard, this time an expedition to the mountains sent a message decrying an artifact of great power they have found. It has been a month and they have not returned, they want someone to go and see what has happened. The party finds one survivor, who tells them about the mask, they should also have to fight some more cultists, and meet the Trelli sisters.

EL 15 (Moderate Sign): The party once again finds themselves embroiled in the cult's business, this time at the bequest of a mask seller. It seems his mask has been stolen and he needs the party to retrieve it. This is the mask of Ledus, and the time of new year is approaching. The party must follow the mask as the trail grows more and more twisted as a trail of bodies eventually leads them to the cult's lair.

El 17 (Strong Sign): The adventure now becomes not only a battle against the cult, but also against the weather. The base members of the cult should become less of opponents and more of pinpricks, dealing little cuts just like the blizzard that is slowly arising. They should have their final battle with the Trelli sisters now, and advance to the great crystal lake, the resurrection point of Ledus.

El 20 (Overwhelming Sign): The rituals have been observed, the sacrifices made, and Ledus erupts from the lake fully formed, though in a weakened state. The party now will have to battle through blizzards as they slowly follow her through the city, continually fighting off ice beasts and other creatures of the frostfell. Finally at the highest point, perhaps the top of Pelor's church, a final battle should be waged.

Sign

Ledus's sign is that of True Winter, one everlasting and colder than the coldest of natural winters. The nights last longer, and are colder at first, and later the sun never rises, and an eternal blizzard rips through even the warmest clothing. This is in some ways similar to the Dead Sun sign.

Faint: Sunrise occurs 1 hour later than normal, and sunset occurs 1 hour earlier than normal. During the night the temperature drops one band (see Frostburn pg. 9). Snow is more frequent, with 10% more chance to snow on any given day.

Moderate: Sunrise occurs 2 hours later than normal, and sunset occurs 2 hours earlier than normal. Snow becomes more frequent, 35% more chance to snow on any given day. This snow is also heavier than normal, snowing twice as much as normal (so 2d6 inches). The temperature is one band lower during the day, and two lower during the knight.

Strong: The sun is only up for 1 1/2 hours each day, rising and setting extremely rapidly. Snow becomes much more frequent, With 65% more change to snow on any given day. This snow is more frequent too, with heavy snow replacing normal snow, and blizzards replacing snow storms on the table (Frostburn pg. 13). The temperature is two bands lower than normal during the day, and three less during the night, which is much longer.

Overwhelming: The Blizzard never stops. The temperature drops to unearthly cold, and there is a constant blizzard. The sun never comes up, so it is perpetually dark.

Ledus, The Ice Queen

Ledus appears as an unearthly beautiful woman created entirely out of icy crystal. She wields two icy daggers in hands and floats gently above the ground. Of course she is rarely ever seen, because of the perpetual blizzard around her, and the weather conditions that her presence naturally creates.

As much as possible she abstains from combat, preferring to let the beasts of the frostfell or her cultists to conduct her violence, but if necessary she can dive into combat with both blades whirling, creating a virtual vortex of destruction.

http://www.thelegendofmir.com/Art/Bosses/Originals/IceQueen.jpg
Ledus
Medium Outsider (Cold, Extraplanar)
HD 25d8+250 (450)
Speed 50 ft. (10 squares); Fly 100 ft. (Perfect)
Init: +7
AC 37(+7 Dexterity, +15 Natural, +5 Perfection); touch 22; flat-footed 30
BAB +25; Grp +37
Attack Akull's Dagger +40 (1d4+12/17-20 + 3d4 cold + 5d6 cold)
Full-Attack Akull's Daggers +40/+40/+35/+35/+30/+30/+25/+25 (1d4+12/17-20 + 3d4 cold + 5d6 cold)
Space 5 ft.; Reach 5 ft.
Special Attacks Create Spawn, Spells
Special Qualities Damage Reduction 15/Epic, Regeneration 20, Elder Evil Traits, Immunity to Cold, Vulnerability to Fire, Resistance to Fire 20, Immunity to Cold, SR 35, Blistering Chill, Nondetection, True Death, True-seeing, Non-detection, Tongues, Telepathy 1000 ft., Blindsight 500 ft.
Saves Fort +24 Ref +21 Will +19
Abilities Str 34, Dex 25, Con 30, Int 18, Wis 22, Cha 33
Skills Spellcraft +32, Knowledge (Arcana) +32, Knowledge (Religion) +32, Balance +35, Concentration +38, Sense Motive +39, Bluff +39, Intimidate +39, Spot +34, Listen +34, Knowledge (The planes) +32, Knowledge (Nature) +32
Feats Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Perfect Two-Weapon FightingEpic Level Handbook, Epic SpellcastingEpic Level Handbook, Cold Spell FocusFrostburn, Snow CastingFrostburn, Piercing ColdFrostburn, Frozen MagicFrostburn
Environment Winter
Organization Single
Challenge Rating 24?
Treasure Akull's Daggers
Alignment Neutral Evil
Advancement -
Level Adjustment -

An image outside of a dream that becomes a nightmare, a crystalline woman floats towards you with wind and snow and ice whipping about her. Slowly you lose feeling in your extremities, then there is nothing left except for her eyes, penetrating cold eyes, devoid of any sort of emotion.

Combat:

Ledus typically engages the enemy first with her most powerful spells, then if that doesn't work she wades into melee, trying to freeze her opponents. If she becomes injured enough, or the foe is wielding large amounts of fire she will retreat systematically using all of her higher level spells until she has nothing left.

Create Spawn (Su): Any medium or larger living creature slain by Ledus rises one round later as an EntombedFrostburn. Spawn are under the command of Ledus and serve until they are destroyed.

Blistering Chill (Ex): Ledus has a constant blizzard effect in a 20 ft. radius around her. In addition this freezing cold makes all her melee attacks deal an additional 4d6 cold damage.

Anathematic secrecy (Su): Any divine spell of the divination school automatically fails when used to ascertain information about an elder evil. Divination spells that are also arcane function normally if they are cast by a nondivine spellcaster.

True Death (Su): Creatures within the (100 mile radius) area of Ledus' aura are frozen if they die, unable to be resurrected through any means, because their souls are frozen completely.

Nondetection (Su): As the nondetection spell; continuous; caster level 20th.

True-seeing (Su): As the true-seeing spell; continuous; caster level 20th.

Tongues (Su): As the tongues spell; continuous; caster level 20th.

Spells: Ledus casts spells as a 20th level sorcerer. She can also cast with her daggers in both hands, because they can merge into her body as a free action. The Save DCs are Charisma based.
(Spells per Day 6/9/9/9/8/8/8/8/7/7)
Known:
0th-Prestidigitation, Ray of Frost, Resistance, Flare, Ghost Sound, Touch of Fatigue, Mending, Open/Close, Daze
1st-Magic Missile, True Strike, Snow DriftFrostburn,Shivering Touch, LesserFrostburn,Obscuring Mist
2nd-Obscuring SnowFrostburn, Zone of Glacial ColdFrostburn, IcicleFrostburn, Numbing SphereFrostburn, Ice DartsFrostburn
3rd-Glacial Glove of InvulnerabilityFrostburn, Shivering TouchFrostburn, Control TemperatureFrostburn, Crack IceFrostburn
4th-Wall of ColdfireFrostburn, Wall of Ice, Column of IceFrostburn, Orb of ColdComplete Arcane
5th-Flesh to IceFrostburn, Cone of Cold, Dominate Person, Boreal WindFrostburn
6th-Freezing GlanceFrostburn,Ice RiftFrostburn, HeartfreezeFrostburn
7th-Ice ClawSpell Compendium, Waves of Exhaustion, Hold Person, Mass
8th-FimbulWinterFrostburn, Field of Icy RazorsSpell Compendium, Polar Ray
9th-IceburgFrostburn, FrostfellFrostburn, Obedient AvalancheSpell Compendium

Artifact: Akull's Daggers
These daggers are one sword made in two daggers. They function as a pair of +5 Icy Burst daggers, but with a 17-20 crit range and 3d4 additional cold damage to anyone hit by them. Anyone damaged by these daggers must also make a DC 20 fortitude save or be affected by a Flesh to IceFrostburn spell. Whenever someone is transformed into ice the enchantment bonus goes up by 1 for 1 minute/HD of the affected.

The Trelli Twins

The Trelli twins are two sisters named Lisa and Laura who are chosen minions of Ledus. They are the leaders of the cult and should never be fought separately, as they rarely leave each others sight. They are both Aasimar, both beautiful, and both deadly with twin daggers.

Goals

The twins only goal is to raise Ledus again, to permanently freeze the world and to end all the suffering. They honestly believe this, having lost both their parents at a young age, and lived through so much misery that they jumped at the opportunity to put an end to it all. As stated they are the leaders of the cult of Akull, and will often engage in combat with those they deem worthy. The party should first contact them when at the cave where the mask is retrieved, though likely they will not be fully ready for combat, and will deal with minions instead of directly fighting the sisters.

In combat Laura transforms into a powerful frostfell animal, while Lisa sits back tossing cold area spells to separate the party from each other. If too injured Laura will retreat through a cold wall gaining health and Lisa will move in polymorphed while Laura chooses a more apt form for the fight.

Chosen of Akull

Chosen of Akull is an acquired template that is granted to anyone who touches Ledus' mask and is deemed to be powerful enough. Chosen of Akull use all the base creature's statistics except as noted here.

Type: A Chosen of Akull gains the [Cold] Subtype.
Armor Class: A Chosen of Akull gains +5 natural armor.
Special Qualities: A Chosen of Akull absorbs cold, healing an equal amount to the amount of damage that would normally be dealt. A Chosen of Akull also casts cold spells at +1 caster level.
Abilities: Increase from the base creature as follows: +6 Str, +2 Dex, +10 Con, +4 Cha
Challenge Rating: +1
Alignment: Usually changes to Neutral Evil
Level Adjustment: +3

Those who undergo the change to a Chosen of Akull take 3d6 con damage. If they survive this they immediately recover the con damage and gain the attributes above. Their appearance changes to more crystalline skin, with a thing layer of ice constantly coating them. All the below creatures have this template.

Lisa Trelli
Aasimar Rogue 1/Sorcerer 5/Daggerspell Mage 9
Medium Outsider (Native, Cold)
HD 5d4+ 10d6 + 95 (137 HP)
Speed 30 ft. (6 squares)
Init: +3
AC 26(+5 +1 Mithral Twilight Chain Shirt, +2 Dex, +5 Natural, +4 Shield spell); touch 16; flat-footed 24
BAB +8; Grp +11
Attack +1 Rimfire Icy Burst Dagger +10 (1d4+3/19-20 +1d6+1 cold damage)
Full-Attack 2 +1 Rimfire Icy Burst Daggers +10/+10/+5 (1d4+3/19-20 +1d6+1 cold damage)
Space 5 ft.; Reach 5ft.
Special Attacks Spells, Sneak Attack +4d6, Daggercast, Invocation of the Knife, Double Daggercast, Arcane Infusion, Arcane Throw
Special Qualities Darkvision 30 ft., Resistance to Acid 5, Electricty 5, Absorption of Cold, Vulnerability to Fire
Saves Fort +11 Ref +13 Will +11
Abilities Str 16, Dex 16, Con 24, Int 12, Wis 10, Cha 24
Skills A bunch
Feats Two Weapon Fighting, Practiced Spell-caster, Weapon Focus (Dagger), Energy Substitution (Cold), Cold Focus, Empower Spell
Environment Wherever it's cold
Organization Trelli Twins (Laura and Lisa)
Challenge Rating 16
Treasure +1 Mithral Twilight Chain Shirt, +1 Rimfire Icy Burst Dagger x2
Alignment Neutral Evil

Spells: Per Day (6/8/8/8/7/7/5)
Known: Same as Ledus up to 6th level

Daggerspell Mage features: Can cast with daggers in both hands, can throw a dagger and deliver a touch spell, can cast touch spells through her daggers, can sacrifice a spell slot to gain 1d6 cold damage to daggers for 1 round/level of spell slot sacrificed.

Laura Trelli
Aasimar Scout 1/Wildshape Ranger 5/Daggerspell Shaper 9
Medium Outsider (Native, Cold)
HD 10d6 + 5d8 + 135 (192 HP)
Speed 40 ft. (8 squares)
Init: +4
AC 25 (+6 +2 Wilding Clasped Chain Shirt + 4 Dexterity +5 Natural); touch 14; flat-footed 21
BAB +11; Grp +16
Attack +1 Rimfire Keen Icy Burst Dagger +16 (1d4+6/17-20 + 1d6+1 cold damage)
Full-Attack +1 Rimfire Keen Icy Burst Dagger and +1 Rimfire Cold dagger +16/+16/+11/+11/+6 (1d4+6/17-20 + 1d6+1 cold damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Wildshape 3/day, Skirmish +4d6, Fast Wild Shape, Dagger Claws
Special Qualities Darkvision 30 ft., Resistance to Acid 5, Electricity 5, Absorption of Cold, Vulnerability to Fire
Saves Fort +16 Ref +17 Will +10
Abilities Str 21 (+2 enhancement), Dex 19 (+2 enhancement), Con 28, Int 10, Wis 14, Cha 14
Skills A bunch
Feats Two Weapon Fighting, Weapon Focus (Dagger), Track, Endurance, Improved Two Weapon Fighting, Frozen Wildshape, Improved Favored Enemy, Eyes in the Back of your Head
Environment Where it's cold
Organization Trelli Twins (Lisa and Laura)
Challenge Rating 16
Treasure +2 Chain Shirt, +1 Rimfire Keen Icy Burst Dagger, +1 Rimfire Cold Dagger
Alignment Neutral Evil

Typical Wildshape Forms: Saber Tooth Tiger-26 str, 16 Dex, 16 Con, Pounce, Bite and 2 claws, Rake, Augmented Critical
Urskan-27 Str, 14 Dex, 21 Con, 2 claws and bite, powerful charge, rend,
Legendary Wolf-27 Str, 30 Dex, 21 Con, Bite, trip
Forest Sloth-27 Str, 22 Dex, 21 Con, 1 bite and 2 claws, improved grab, swallow whole

The Crystal Lake

The crystal lake is an expansive body of perpetually frozen water, from which Ledus will eventually rise. All who touch the water are judged, and those who survive become the touched by Akull, gaining power. Residing in the center of the lake is an elemental weird, offering insight to those brave enough to journey to her.

Touched by Akull
An inherited template that makes a creature more crystalline. To acquire this template all a creature has to do is to touch the waters of crystal lake, and survive. Those who don't are instantly transformed into ice. The lake deals 1d4/HD of the creature touching it, and any creature reduced to 0 hp or less are turned to ice as the flesh to ice spell.

This template can be applied to any corporeal humanoid creature.
Armor Class: The subject gains +2 natural armor.
Special Qualities: The subject gains Resistance to Cold 5
Abilities: +2 Str, +6 Con, +2 Cha
Challenge Rating:+1/2 if original creature was less than 1, +1 otherwise.
Alignment: The creature gains more evil tendencies.
Level Adjustment: +1

Almost all who have this template are members of the cult of Akull, and wield rimfire daggers, adding one cold damage to their attacks. Most of the members of the cult are commoners, who only have a 25% chance of living. Dwarves or warriors obviously have a much better chance of surving it.

Maraxus1
2011-08-22, 06:09 AM
This evil eats 2 Balors for Breakfast and orders a pit fiend as frozen dessert.
Way more then CR20. 25 is more reasonable, I'd say although I have never played level 25.

And this "True death" ability is just wrong. It does not make it any more challenging and usually not any more fearsome (because if the players know the creature to such a detail, they are detailed in planing. They will weight their options to move against the Ice Queen or not. If they walk away, a distant threat is not that scary and if they feel forced to fight her, it's not scary, either because - well you have no other options, so accept the fate you are dealt)
Thus, this "True death" only lessens the RPG experience for the players. They will not say: "Whow, this was dangerous, I was really afraid for my character." They will probably not even notice the ability or they will say: "Hey, why did you make us fight THIS?" or "You killed my character and now you say we can't resurrect him?? WHY DID YOU MAKE US FIGHT THIS???"



So, how would this demigod fight...

Level 20 Frostfell should easily cover the whole group, so why not start on top. DC is ... 19+11+1 = 31 unless I missed something.
Bad saves should be around 6+5con+5resist+ probably +5 or somthing from moral, luck, insight, etc. Good Fortitude character should have a good chance to only take lot's of damage, Poor ones probably have ~50% chance to die.
At 100 ft fly perfect maneuverability, she can outfly with single moves armored users of the fly spell, an archer readying to interrupt ... No, will probably ignored, unless he proves, that he has epic arrows.
Thus casters are first target with Frost claws they should soon be pinned. Full-buffed Clerics and Wild shaped Druids get bombed with Iceberg until they are dead.

There is really not much any Level 20 character can do. A determined Save-or-X mage should have the best chances, maybe having a 50% chance to overcome the will save (multiplied by a 25% chance to beat the spell resistance, this is once every 8 rounds. A fast-flying and/or teleporting reach melee fighter with an epic weapon might be useful, too. The AC is not unbeatable. However, with these 8 attacks of which about 5 should hit (AC 40 is reasonable?), there is a good chance to roll a natural 1 on the fort saves and be turned into ice. .... I assume resist cold is cast on everyone, then the damage is minor)

Maybe not 25 but no less then 23. Somewhere around there. Definitely not 20. The big spell resistance, the epic damage reduction and the high DC spells are 3 columns, on which a real killer is build. :smallwink:

Dumbledore lives
2011-08-22, 06:26 AM
This evil eats 2 Balors for Breakfast and orders a pit fiend as frozen dessert.
Way more then CR20. 25 is more reasonable, I'd say although I have never played level 25.

And this "True death" ability is just wrong. It does not make it any more challenging and usually not any more fearsome (because if the players know the creature to such a detail, they are detailed in planing. They will weight their options to move against the Ice Queen or not. If they walk away, a distant threat is not that scary and if they feel forced to fight her, it's not scary, either because - well you have no other options, so accept the fate you are dealt)
Thus, this "True death" only lessens the RPG experience for the players. They will not say: "Whow, this was dangerous, I was really afraid for my character." They will probably not even notice the ability or they will say: "Hey, why did you make us fight THIS?" or "You killed my character and now you say we can't resurrect him?? WHY DID YOU MAKE US FIGHT THIS???"



So, how would this demigod fight...

Level 20 Frostfell should easily cover the whole group, so why not start on top. DC is ... 19+11+1 = 31 unless I missed something.
Bad saves should be around 6+5con+5resist+ probably +5 or somthing from moral, luck, insight, etc. Good Fortitude character should have a good chance to only take lot's of damage, Poor ones probably have ~50% chance to die.
At 100 ft fly perfect maneuverability, she can outfly with single moves armored users of the fly spell, an archer readying to interrupt ... No, will probably ignored, unless he proves, that he has epic arrows.
Thus casters are first target with Frost claws they should soon be pinned. Full-buffed Clerics and Wild shaped Druids get bombed with Iceberg until they are dead.

There is really not much any Level 20 character can do. A determined Save-or-X mage should have the best chances, maybe having a 50% chance to overcome the will save (multiplied by a 25% chance to beat the spell resistance, this is once every 8 rounds. A fast-flying and/or teleporting reach melee fighter with an epic weapon might be useful, too. The AC is not unbeatable. However, with these 8 attacks of which about 5 should hit (AC 40 is reasonable?), there is a good chance to roll a natural 1 on the fort saves and be turned into ice. .... I assume resist cold is cast on everyone, then the damage is minor)

Maybe not 25 but no less then 23. Somewhere around there. Definitely not 20. The big spell resistance, the epic damage reduction and the high DC spells are 3 columns, on which a real killer is build. :smallwink:

I think you're probably right. I billed it as CR 20 before taking into account the spells, since before it just had a random assortment of spell like abilities. I've increased the CR to 24, that way it it just on the cusp of 20th level, as in fully buffed and prepared for the fight they stand a chance of beating it, which is about what it should be like for an elder evil. I made her powerful because honestly, I don't know how powerful a 20th level game is, besides extremely dangerous.

The True death ability is really just a fluff thing, the only thing it will stop in combat would be revevify, and even that is rarely used so whatever. It's a property of elder evils, and none of the other ones really make that much sense, and this one makes at least a little bit. I could change it, but I don't really know what to change it to.

Kuma Kode
2011-08-23, 05:34 AM
I like it. She's certainly more powerful than CR 20, but I'd need to dig out frostburn and the epic level handbook to really give a decent estimate.

True Death is simply fluff, which is fine, since Elder Evils generally are campaign enders. The fact the player can't resurrect their character doesn't matter because Ledus is the final battle of the entire campaign.

Dumbledore lives
2011-08-24, 05:27 AM
So I updated a few things in the OP, but I added a few templates and was wondering if anyone else had any comments.