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Thistle
2006-12-12, 02:20 AM
Comments welcome

Rime Child

Small Undead (cold)
Hit Dice: 3d12 (19 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 16 (+1 Dex, +4 Natural armor, +1 Size)
Base Attack/Grapple: +1/+3
Attack: unarmed +3 (1d4+2 bludgeoning+1d4 cold)
Full attack: unarmed +3 (1d4+2 bludgeoning+1d4 cold)
Space/Reach: 5ft/5ft
Special Attacks: Chill Kiss
Special Qualities: Darkvision, Undead traits, Missing Child, Melt
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 14, Dex 13, Con -, Int 8, Wis 12, Cha 8
Skills: Disguise 5, Bluff 5, Survival 7
Feats: Improved Unarmed strike, Improved grapple
Environment: Any cold
Organization: Solitary, Siblings (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Usually Neutral
Advancement:-
Level Adjustment:-

A child stands shivering in snow crusted clothes. Her face is forlorn and you see frozen tears on her cheeks. As you reach to comfort her, she grabs desperately at your hand and looks into your eyes. “You won’t leave me will you?” she plaintively asks.

Sometimes in the cold months sacrifices must be made in order to survive. These acts of desperation are not always pretty. Sometimes there is just one too many mouths to feed. Despite a mother’s cries or siblings’ pleas the child is taken deep into the forest, given a blanket and told to sleep, and that they’ll be back soon.
The parent never returns.
The child dies alone, carving the warmth and love of its family’s arms. Such children, trying to gain warmth from the ice around them, sometimes rise as a rime child.

A rime child travels the winter landscape searching for a family to take it in. Using its missing child ability it finds the loving household it yearns for so badly. Often it can only keep up the charade for a short while, but sometimes it finds a family that will care and love it for years.

Combat

A rime child is normally passive and will more likely cower before an attacker. It doesn’t fight unless engaged first. When they do fight they attempt to grapple then freeze the opponent with their chill kiss.

Chill Kiss (ex): While grappling a rime child may kiss an opponent once a round as a move action, spreading a freezing chill through the body. The target must make a Fort save (DC 10) or take 1d4 Dex damage. The save DC is Charisma based.

Missing Child (su): Simply by looking at a house a rime child can tell whether the household is missing one or more children. The children could simply be out playing or could have died recently.
A rime child can take on the appearance of any child missing from a house hold (as per polymorph) and receives a +10 on skill checks to convince the family they are the real child.
Should a missing child return the rime child changes back to its original appearance. A rime child will often flea if this occurs.
True seeing reveals the rime child for what it truly is.
A wreath of pine boughs and ivy hides a house and its inhabitants from a rime child completely. It is as if they don’t exist.

Melt (ex): In temperatures above 40 degrees F a rime child begins to thaw. Every ten minutes requires a fortitude save (DC 15) or the rime child takes 1d6 damage. A rime child wearing winter clothing need only make the save every hour. A winter blanket increases the time to every six hours.

Fako
2006-12-12, 02:30 AM
It looks to be at least CR 2 to me, simply because they can knock out a level 1 wizard with one good hit. Their strike does 4~10 damage each time (1~4 normal, 1~4 cold, +2 for Str)

Thistle
2006-12-12, 02:50 AM
Almost anything can take out a level one wizard. Even lowly CR 1/3 can do that easily depending on Constitution. That said, I totally forgot about adding strength and looking again at damage and ability damage, you're right the CR should go up.