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The Vorpal Tribble
2007-01-01, 01:14 AM
Fimbulwinter

http://my.photosleeve.com/TheVorpalTribble-albums/album03/aff.jpg


The world is dying. Trees laid bare, the ground cold and baren, the spark of life snuffed out with the coming of frost...

It is the beginning of the end. The sun doomed to never rise again, bringing the eternal winter that will cover the world. Ruin's allies stalk the land... in what form does this bitter despair come?

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until midnight, January 20th (EST).

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 31st.


Rules

1. You will be creating a 'unique' D&D monster. Creatures of a chill armageddon. Beings who are not merely inhabitants of the frostfell, but those who wish to see the death of warmth and light.

Examples
Bloosnjor (http://www.giantitp.com/forums/showthread.php?t=26258)

Epic-level entries are encouraged.

2. The entry must include name, stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similiar in addition is optional. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV).

4. Post all entries on this thread. Any and All Comments and discussions will take place on a seperate thread here (http://www.giantitp.com/forums/showthread.php?p=1499183).

5. One entry per participant.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to at least have the basic beast already done.



http://my.photosleeve.com/TheVorpalTribble-albums/album03/afg.jpg

The Vorpal Tribble
2007-01-03, 12:42 PM
Here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the contest chat thread (http://www.giantitp.com/forums/showthread.php?p=1499183).


Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class:
Base Attack/Grapple:
Attack:
Full attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat


-=-=-=-=-=-=-

Plot Hook/Story if any

Duke of URL
2007-01-03, 02:06 PM
Spirit of the North Wind

The mountain village resembled a ghost town, except that here, the bodies of people and animals were still there, lying well-preserved in the ice and snow. As the members of the trade caravan tried to piece out what had happened, a crazed woman burst out of one of the lifeless huts.

"PLEASE! Leave now, and take me with you!" she screamed. Nothing else could be gotten out of her until they departed, and all she would say then were dire warnings that they must hurry down the mountain to where it was warmer.

Once they did as she implored, she was able to calm down enough to tell of a strange shadow that descended on the village, bringing a blizzard in its wake and then killing the villagers in the storm. She did not know how she managed to survive, but once she had recovered from the shock, she found that she was the only survivor.

Since then, similar scenes of carnage have been found in several isolated areas, though survivors were not found in those cases. It is generally agreed that this shadow, whatever it may be, is the harbinger of a fell winter beyond all prior imagining.

Large Elemental (cold)
Hit Dice: 8d8 + 24 (60 HP)
Initiative: +9
Speed: Fly 70' (perfect)
Armor Class: 18 (-1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Slam +10 melee (2d6+2 plus 2d6 cold)
Full attack: 2 Slams +10 melee (2d6+2 plus 2d6 cold)
Space/Reach: 10'/10'
Special Attacks: Bitter Knives, Blizzard, Numbing Touch, Dispel Fire, Whirlwind
Special Qualities: Freezing Aura, Fire Vulnerability, Cold Immunity, DR 5/-, Wintervision
Saves: Fort +5, Ref +11, Will +2
Abilities: Str 14, Dex 20, Con 16, Int 2, Wis 10, Cha 14
Skills: Listen +5, Spot +6
Feats: DodgeB, Improved Initiative, Mobility, Spring Attack, Weapon FinesseB
Environment: Cold
Organization: Solitary
Challenge Rating: 8
Treasure: Special
Alignment: Neutral Evil
Advancement: As standard elemental (use fire/air as guidelines)
Level Adjustment: N/a

The coldness around you becomes suddenly deeper and the very air has a feeling of malice in it. Suddenly, you see a formless darkness, surrounded by swirling ice and snow.

The Spirit of the North Wind is barely intelligent, but malevolent. It feeds on the life energy of those it manages to kill. The only motivation it has is self preservation, as such, it prefers to prey on those too weak to resist, and will flee, if able, at the first sign of a serious threat.

While the colder the clime, the better, the North Wind will follow the weather as close to civilization as it can comfortably handle in order to feed. Small villages in wintry climes are its favorite target. The North Wind has no lair or home, and thus no treasure per se -- though anything on the bodies of its victims (not to mention the bodies themselves) will lie safely preserved in ice as long as the temperature is sufficiently cold.

The North Wind cannot bear heat or fire, and will avoid either if at all possible. Temperatures above freezing for any prolonged exposure will cause the North Wind to become weakened and disoriented, and its only instinct will be to do whatever it takes to flee to a colder environment.

Few have actually seen the North Wind and lived to tell the tale, but their reports all tale the same horror of a deadly shadowy chill.

Bitter Knives (ex): At will, the North Wind may elect to make a ranged attack of icy projectiles in lieu of a slam for 2d6 piercing + 1d6 cold damage with a 50% chance to apply a wounding effect of 1d4 untyped damage per round until bandaged or other healing is applied. The attack may not pass through any form of magical fire (such as Wall of Fire).

Blizzard (su): Up to 3x/day, the North Wind may create a local blizzard (outdoors and sub-freezing only) with a radius of 60' and duration 20 minutes that hinders foes ability to attack or track the North Wind. Anyone not native to cold conditions inside the Blizzard has their movement rate slowed by 50% and is subject to a Confusion effect for 1d4 rounds (Will save vs. DC 16 negates). All normal vision and darkvision within the Blizzard is suppressed (all attacks are against full concealment); spells like True Sight will restore only partial vision (half normal range, 50% concealment); Wintervision negates. The howling winds provide a -4 circumstance penalty to Concentration, Listen, Perform, Search, and Spot checks inside the Blizzard. Save DC is Charisma based.

Numbing Touch (su): At will, the North Wind, on a successful touch attack, inflicts 2d6 cold damage, 1d4 DEX damage (Fortitude save vs. DC 16 to negate), and 1d2 CON damage (Fortitude save vs. DC 16 to negate). Save DCs are Charisma based.

Dispel Fire (su): At will, the North Wind may attempt to dispel any fire-based magical effect as if casting Greater Dispel Magic with caster level 20.

Whirlwind (su): In outdoor and sub-freezing environments only, the North Wind may assume a Whirlwind form as if it were an Air Elemental of the same size/HD.

Freezing Aura (su): Anyone not native to cold conditions is subject to a Shaken effect (Will save vs. DC 16 negates) and 1d4 DEX damage (Fortitude save vs. DC 16 negates) on first contact (being within 20') of the North Wind. Save DCs are Charisma based.

Fire Vulnerability (ex): The North Wind receives twice normal damage against fire-based attacks, and must make an additional reflex save vs. the spell's DC or have movement speed dropped to 40' for 1d4 rounds (effects do not stack).

Wintervision (ex): Full vision and skills are retained even within the effects of a Blizzard or similar condition (magical or not).

Combat

The North Wind generally prefers to avoid melee unless it appears relatively safe (either over-matched foes or severely weakened ones). It will start by making high-speed aerial passes, and dropping a Blizzard on the center of its enemies, letting the Blizzard and its own Freezing Aura start hindering any opposition's abilities, movement, and vision. It will then lay back, using Bitter Knives from a safe distance, unless the target is showing signs of freeing themselves from the Blizzard's effects, at which point it will attempt to weaken the largest perceived threats with Numbing Touch before resorting to slam attacks.

Any magical fires erected to impede the North Wind will immediately draw its attention for Dispel Fire.

If the enemy proves capable of significant harm to the North Wind, it will attempt to flee immediately. Once free of danger and able to rest in a freezing location, the North Wind will heal up to 5 HP per hour as long as it rests.

Glooble Glistencrist
2007-01-05, 03:35 PM
Click here for picture (http://bp2.blogger.com/_0MoEj2zHZuE/RZ602GfucVI/AAAAAAAAAAM/jHB8NLRyq7M/s1600-h/Icicle+beast.bmp)

Icicle beast
Huge Magical Beast (Cold)
Hit Dice: 8d10+19 (63)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 22 (+3 Dex, -2 size, +11 natural), Touch 11, Flat-footed 19
Base Attack/Grapple: +8/+23
Attack: Gore +15 melee (2d6 +7 +1d6 cold)
Full attack: 2 claws +15 melee (1d8+7) and Gore +10 melee (2d6+7 +1d6 cold)
Space/Reach: 15ft., 20 ft.
Special Attacks: Improved Grab, Drain warmth, Icicle swarm
Special Qualities: Darkvision 60 ft., low-light vision, Tremorsense 60 ft., Cold subtype, Icy shell, Water walk
Saves: Fort +8, Ref +9, Will +2
Abilities: Str 24, Dex 17, Con 14, Int 5, Wis 10, Cha 4
Skills: Hide +6, Move Silently +6, Climb +15
Feats: Toughness, Ability Focus (Warmth Drain), Skill Focus (Hide)
Environment: Cold caves
Organization: Solitary or cluster (2 -5)
Challenge Rating: 8
Treasure: none
Alignment: Usually Neutral Evil
Advancement: 9 - 11 HD(Huge), 12 – 20HD (Gargantuan)
Level Adjustment: --

Five large icicles hang from the ceiling, each about a meter long. Suddenly, they drop to the ground, and it turns out they are the legs and proboscis of an insectoid-looking creature which seems to be almost entirely covered in a thick layer of ice, like armor. Icicle-like spikes protrude from all sides of the creature’s torso.

Icicle beasts are creatures that live in icy caverns beneath the frozen ground and feed on the warm feelings of others. They mold the ice around themselves to form their thick shell, and hide in the ceilings of caves waiting for animals to pass by so they can feed on them. Dictators in cold areas sometimes keep domesticated icicle beast to use for torture, as being fed on by one is extremely painful.

Icicle Swarm: As a standard action, an icicle beast can shake itself, dislodging small shards of ice from its carapace and sending them flying in all directions. All creatures within 20 ft of the beast must make a reflex save (DC 21) or take 2d4 points of piercing damage. The beast takes a cumulative -1 penalty to AC each time it uses this attack, because the ice it shoots is no longer protecting it. The ice regenerates in 1d4 minutes, provided the temperature is below freezing. The DC for this ability is Strength based.

Improved Grab: To use this ability, the Icicle must hit an opponent with its gore attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to drain warmth the following round.

Drain Warmth: If the icicle beast starts a round with a hold on a creature, it may drain warmth as a full round action. For every round that its warmth is being drained from its body, the creature takes 2d10 points of cold damage, half of which the icicle beast gains as temporary hit points, and 1d3 points of dexterity damage, as the warmth is drained from their fingers, making them numb. A successful Fortitude save (DC 18) halves the cold damage and negates the dexterity damage. The DC for this ability is Constitution based.

Icy Shell: The icicle beast is not only immune to cold, but it uses any cold attacks that hit it to improve its carapace. For every cold attack that deals at least ten points of damage, its Armor Class increases by one. It can gain up to four points of AC for this to a maximum of 26 (+15 natural armor). Likewise, every fire attack that deals at least ten points of damage decreases its AC by one, to a minimum of 11 (No natural armor.)

Water walk: The Icicle beast can walk on water by freezing patches of ice under each of its feet. The patches melt 1d4 rounds later.

Combat

An icicle beast will usually began a combat by dropping on an unsuspecting target. If it hits with it’s spike, it immediately begins to feed. If interrupted in this process by other creatures, its first response is to hit thme with an icicle swarm to try and deter them. If that doesn’t work, the creature will stop feeding and try to kill the other opponents with its claw and gore attacks.

-=-=-=-=-=-=-

Adventurers must infiltrate an Ogre stronghold deep in the mountains by sneaking in through the caverns below. Unfortunately, a colony of icicle beasts makes their home there.

A pet icicle beast/Torture implement has escaped its prison and is hiding in the cellars ambushing loyal subjects of the king. Adventurers must hunt it down to secure an ally’s freedom.

Khantalas
2007-01-06, 10:30 AM
Cyrocerebellus

Huge Aberration (Psionic, Cold)
Hit Dice: 30d8 + 450 (585 hp)
Initiative: +0
Speed: fly 30 ft. (perfect) (6 squares), swim 40 ft.
Armor Class: 39 (touch 24, flat-footed 39) (-2 size, +16 deflection, +15 natural armor)
Base Attack/Grapple: +22 / +39
Attack: Tendril +29 melee (2d6 + 13 plus 1d6 cold)
Full attack: 10 tendrils +29 melee (2d6 + 9 plus 1d6 cold)
Space/Reach: 15 ft. / 15 ft. (60 ft. with tendrils)
Special Attacks: Coldfire blast, ice age, improved grab, mindlight vision 1000 ft., psi-like abilities, psionic powers, tremorsense 60 ft.
Special Qualities: DR 30 / epic and adamantine, frozen mind, immunity to cold, PR 41, telepathy 800 ft., vulnerability to fire
Saves: Fort +25, Ref +10, Will +30
Abilities: Str 29, Dex 11, Con 41, Int 40, Wis 36, Cha 42
Skills: Autohypnosis +46, Bluff +32, Concentration +48, Diplomacy +49, Intimidate +32, Knowledge (arcana) +35, Knowledge (dungeoneering) +35, Knowledge (history) +31, Knowledge (psionics) +48, Knowledge (religion) +31, Knowledge (the planes) +48, Listen +29, Psicraft +48, Sense Motive +46, Spellcraft +48, Spot +29, Use Magic Device +32, Use Psionic Device +49
Feats: Combat Manifestation, Greater Power Penetration, Greater Psionic Endowment, Greater Psionic Fist, Improved Manifestation, Narrow Mind, Power Penetration, Psionic Body, Psionic Endowment, Psionic Fist, Psionic Meditation
Environment: Any cold
Organization: Unique
Challenge Rating: 30
Treasure: Double standard, no potions, no tattoos
Alignment: Always neutral evil
Advancement: 31 - 55 HD (Huge), 42 - 72 HD (Gargantuan) 72 - 90 HD (Colossal)
Level Adjustment: -

In the middle of the chamber floats a gigantic mass of ice. The mass curiously resembles a human brain, and within it you can see purple-blue flames moving from one place to another. The numerous icy tendrils of the creature move about, and you sense a mental hum that literally sends chills down your spine.

Cyrocerebellus is an ancient creature that has existed almost as long as the aboleths themselves. It is malign, evil, powerful, and driven to turn all the planes into frozen wastelands for itself to rule over. It is the single being responsible for the creation of many frostfell areas. Fortunately, cyrocerebellus is one-of-a-kind, and no known magic or mind, even those of divine power, can create a new cyrocerebellus.

Cyrocerebellus can speak telepathically with any creature within 800 feet that has a language. It can also verbally speak and can understand, read and write Common, Elven, Dwarven, Infernal, Abyssal, Celestial, Draconic, Sylvan, Druidic, Giant, Maenad, Xeph, Undercommon, Aquan, Auran and Gith.

Combat

Cyrocerebellus is a violent combatant, first using its ice age ability to make the environment more favorable for itself, then unleashing whatever powers it has at its disposal. It doesn't shy from using up all his power points in a fight because of its psi-like abilities, unless his opponent has some sort of resistance to cold damage. Whenever it faces such opponents with all its power points expended, it will use its coldfire blast to soften them up.

Cyrocerebellus disdains melee combat, but it is quite effective if forced into it. Its numerous tentacles can all be brought into combat. Cyrocerebellus prefers to grapple its opponents first if it still has other attacks available, but it will simply strike if it doesn't.

Coldfire Blast (Su): As a standard action, cyrocerebellus can unleash a blast of coldfire that normally works to power its mental functions. The attack is a 120 ft. long line, and deals 20d6 coldfire damage. All creature caught in the line may attempt a DC 40 Fortitude save for half damage. The DC is Constitution-based. Every time cyrocerebellus uses this ability, it takes 1 point of Charisma burn.

Frozen Mind (Ex): Any creature that attempts to contact with cyrocerebellus' mind through a power of the telepathy discipline, a mind-affecting spell or a similar effect must make a DC 41 Will save or take 2d10 cold damage. If the initial save fails, the creature must make a DC 41 Fortitude save or become helpless next round. The DCs are Charisma-based.

Ice Age (Ps): Once per week, as a full-round action, cyrocerebellus can bring a short-lived, but intense cold to the area around itself. This ability functions like the epic spell Ice Age, except that it lasts only 24 hours and affects a 500 ft. radius area.

Once per month, in a one hour ritual, cyrocerebellus can create the full effects of an Ice Age spell. At the end of the ritual, cyrocerebellus must make a DC 40 Fortitude save or take 2d4 points of Intelligence, Wisdom and Charisma burn.

Improved Grab (Ex): To use this ability, cyrocerebellus must hit a creature with a tendril attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple, it deals 1d6 cold damage to the opponent every round it maintains the grapple. The opponent can escape with a successful grapple or Escape Artist check, but he takes 1d10 cold damage if he fails the check, in addition to the damage he takes every round.

Mindlight Vision (Ex): Although cyrocerebellus has no visual organs, it can detect all intelligent creatures within 1000 ft., and anything within 60 ft. of the intelligent creatures within range. This detection is blocked if the creature's mind is shielded with an effect such as a mind blank spell.

Psi-Like Abilities: At will - body adjustment, energy ball (7d6 cold, DC 30), telekinetic force, 3 / day - energy adaptation (fire only), energy nullification field (fire only), 1 / day - psionic greater teleport, psionic plane shift, true metabolism. Manifester level 30th. The DCs are Intelligence-based.

Psionic Powers: Cyrocerebellus manifests powers as a psion (kineticist) of 30th level. The save DCs are Intelligence-based.
Typical Psion Powers Known (power points 512): 1st - call to mind, conceal thoughts, control object, crystal shard*, defensive precognition*, detect psionics, force screen*, inertial armor*, offensive precognition*, offensive prescience*, vigor*; 2nd - cloud mind (DC 27), control air*, control sound, detect hostile intent, ego whip* (DC 27), energy missile* (DC 27), energy push* (DC 27), psionic tongues, recall agony* (DC 27), serenity* (DC 27); 3rd - body purification*, dispel psionics*, energy cone* (DC 28), forced share pain* (DC 28), telekinetic thrust* (DC 28); 4th - aura sight*, control body*, death urge* (DC 29), energy flash* (DC 29) mindwipe* (DC 29), psionic dimension door, psionic divination, wall of ectoplasm; 5th - adapt body, catapsi*, energy current* (DC 30), psionic true seeing, psychic crush* (DC 30), shatter mind blank (DC 30); 6th - co-opt concentration (DC 31), energy barrage* (DC 31), fuse flesh* (DC 31) mass cloud mind (DC 31), mind over energy, null psionics field, psionic contingency, psionic disintegrate* (DC 31), temporal acceleration*; 7th - decerebrate (DC 32), energy wave* (DC 32), insanity* (DC 32) ultrablast* (DC 32); 8th - psionic mind blank, psionic telekinetic sphere (DC 33), recall death (DC 33); 9th - apopsi, (DC 34) assimilate (DC 34), microcosm*, tornado blast* (DC 34)

***

Finally finished. The powers are not all theme-related, but there are few powers that are in the books.

headwarpage
2007-01-06, 11:19 AM
The Hawk

Huge Elemenatal (Air)(Cold)
Hit Dice: 17d8+68 (144 hp)
Initiative: +13
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12
Base Attack/Grapple: +12/+23
Attack: none
Full attack: none
Space/Reach: 15 ft./0 ft.
Special Attacks: Driving Sleet, Malicious Chill
Special Qualities: Amorphous, Blindsight 60 ft., Foe of Fire, Friend of Ice, Insubstantial, elemental traits, Snowsight, vulnerability to fire, Windstorm
Saves: Fort +19, Ref +19, Will +8
Abilities: Str 17, Dex 28, Con 19, Int 6, Wis 12, Cha 21
Skills: Hide +11, Spot +13
Feats: Alertness, Cold Focus, Greater Cold Focus, Improved Initiative, Iron Will, Quicken Spell-Like Ability (Frostbite),
Environment: Any cold
Organization: Solitary
Challenge Rating: 13
Treasure: none
Alignment: Always Chaotic Evil
Advancement: 18-29 HD (Huge), 30-48 HD (Gargantuan)
Level Adjustment: -

A cottage stood amidst the frozen fields, smoke rising from the chimney, and a warm glow of candlelight spilling from the windows. Inside, the family was gathered around the fire after their evening meal, talking and laughing. The children were seated by their father’s feet, listening intently as he spun tales of faerie folk and days long gone.

Outside, the wind began to blow, howling through the trees and under the eaves. The children’s laughter was silenced, and they looked fearfully to their father. “It’s just the wind,” Father laughed. “It can’t hu-” He was cut off as the wind roared down the chimney, extinguishing the fire, and the windows exploded inward, sending shards of glass flying into the cottage as a vicious wind swirled into the room, blowing billowing clouds of snow and ice.

Mere moments later, the cottage was again quiet, dark and motionless.

The hawk appears as nothing more than a cloud of wind-driven snow and ice, swirling constantly in turbulent localized wind currents. The wind howls constantly, moaning and shrieking in an eerie cacophony that can sound almost human. Within the cloud of ice, the air is bitterly cold, and the winds swirl about any who enter, battering them with sleet and frustrating their attempts to escape.

The hawk is born when an unfortunate soul (or souls, as some of the larger hawks are believed to have resulted from the loss of entire villages) dies of exposure on the frostfell. As the bitter winter wind whips around its victims, stealing warmth and life, it sometimes drains the dying person’s pain and despair as well, drawing this negative energy into itself until it forms a crude, malicious consciousness. Born from pain and death, it hungers only for the destruction of everything warm and living.

The hawk understands, but rarely speaks, Auran.

Combat

Amorphous (Ex): The hawk has no set shape, and can alter its shape to occupy any area totaling 3375 cubic feet (the size of a 15’ cube, or 27 5’ cubes), though it must always be at least 10’ in each dimension and must occupy a single contiguous area. It can, however, squeeze through much smaller spaces, as little as 6” square, and can even split itself to squeeze through multiple small spaces, provided all are within its normal space. If it squeezes through a space that is normally too small for a creature of its size, however, its movement is reduced to a single square per round. The hawk may also move into occupied squares with no penalty.

Foe of Fire (Su): The malicious spirits animating the hawk have a special hatred for flames. All small nonmagical fires within the space of the hawk are extinguished, including protected flames. Large fires, such as bonfires or house fires, have a 50% chance to be extinguished by the hawk.

Friend of Ice (Su): Any ally of the hawk with the (cold) subtype gains a +1 morale bonus to attack rolls, damage rolls, and saving throws while within the area of the hawk.

Insubstantial (Ex): The hawk has no substance beyond the swirling wind currents that it is composed of, not even the amorphous shape of an air elemental. As such, it has no physical attacks and is immune to all weapon damage. It cannot be tripped, grappled, or bull rushed, and cannot initiate a grapple. The hawk is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Area effect spells and effects affect the hawk normally.

Driving Sleet (Ex): The area within the hawk is filled with swirling snow and ice. The fierce winds cause tiny pellets and shards of ice to tear at the flesh of creatures within the hawk. All enemies of the hawk within its area are subject to damage each round as if from a swarm of the same HD as the hawk (4d6, in this case). Half of this damage is cold damage. In addition, the area of the hawk is permanently under whiteout conditions (Frostburn, page 13).

Malicious Chill (Sp): The hawk can focus the intense cold within itself, crippling an enemy with the sheer force of winter that it contains. At will, the hawk can duplicate the effect of any of the following spells, with the restriction that all targeted creatures must be within the area of the hawk: Gelid Blood, Heartfreeze, Mindfrost, Frostbite, and Freeze Armor. The hawk can also duplicate the effect of the Flash-freeze spell at will, with an area of effect consisting of all or part of the space it occupies. Creating any of these effects is a standard action that does not provoke an attack of opportunity. The hawk creates these effects at a caster level equal to its hit dice, and the save DCs are Charisma-based.

Snowsight (Ex): The hawk’s vision is completely unaffected by snow and snow-related conditions, as if it were under the effect of the Snowsight spell.

Vulnerability to Fire: The hawk takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Windstorm (Ex): The area within the hawk is perpetually windy, and is considered in all ways to be affected by severe winds (DMG, page 95). This wind is always blowing in whatever direction is least convenient for creatures within the hawk (generally opposite their attempted movement), as it directs the chaotic swirls of winds to impede them. Creatures blown away by the force of this wind are instead pulled towards the center of the hawk (or simply tossed about violently if they are already at its center), as it directs the gusts to prevent them from escaping. Allies of the hawk are unaffected by this ability, as the hawk directs the full force of its winds only against its enemies.

The hawk gains a +8 circumstance bonus to hide checks within snowy environments with at least moderate winds, as it is virtually indistinguishable from normal wind-driven snow. This bonus increases by +4 for each wind category above moderate.

Paladine
2007-01-09, 07:11 AM
The Many

Tiny (to Huge) , Aberration
Hit Dice: 1 (+1 per size )
Initiative: 0
Speed: 5ft (1 squares)
Armor Class: 15 (for tiny size )
Base Attack/Grapple: -
Attack: -
Full attack: -
Space/Reach: -
Special Attacks: Cold Fluid squirt , range close: 1d6 (+1d6 per size) cold
Special Qualities: Darkvision 300 ft (sensing warmth) , DR 30 / fire , Immune to Mind influencing , Melting together
Saves: Fort +10 , Ref + 0 , Will + 0
Abilities: Str 2 , Dex 10 , Con 10 , Int 0 , Wis 0 , Cha 0
Skills:Hide 15 (+10 in snowy area) (-5 per size increase)
Feats: -
Environment: Arctic
Organization: swarm (10 to 100 )
Challenge Rating: 2 (+1 per size) , 5 for swarm of 30
Treasure: none
Alignment: True Neutral
Advancement: -
Level Adjustment: -

Description/background/characteristics

The sluglike , white to transparent Creatures avoid light , and travel in packs of about 30 . They are nether evil nor Maicoius , only ever hungry .
Their prey are warmblooded creatures (Seals , IceBears , Humans ).

Cold Fuid Squirs (ex) : The Many attack by squirting a quickly evaporating
fluid onto their victims (ranged touch , range close , 25 ft +5 ft per size) .
Which couses 1d6 cold damage (+1d6 per size increase of the Many)

Melting Together (ex) : As a move equivalent action , these creatures combine themselves into a larger one when facing greater sorces of heat (campfire , close fireball explosion)
4 tiny ones build a small one , and so on .

Damage Reduction 30/fire (ex) : due o their ability to melt together it is nearly impossible to hurt them with weapons , as every damage done is quickly undone .

Food : once a victiom has been rendered dead/dying the creature engulfs and dissolves it (this takes 1 day per size of the prey) , afterwards the Creature has grown approprierly.
Once a creature grows beyond Huge size is dissolves into many tiny ones which crawl away into different directions .


Combat

The Many have no Tactics and no Strategy beyond moving at night and combining when facing great heat.
Though moving in packs , they attack individually , each attacking its nearest target , and trying to engulf it before another one does when it has been rendered dying/dead.



-=-=-=-=-=-=-

Plot Hook/Story if any[/quote]

After a sudden drop in temperature and big snowfalls , noone has heard anything from the next village , your group is sent to go and look if help/supplies are needed .

Athenodorus
2007-01-14, 06:39 PM
Flamehaunt Wraith

Medium Undead (Incorporeal)
Hit Dice: 7d12 (45hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: Fly 60 ft. (good) (12 squares)
Armor Class: 19 (+5 Dex, +4 Deflection), Touch 19, Flat-footed 14
Base Attack/Grapple: +3/+3
Attack: -
Full attack: -
Space/Reach: 5ft/5ft
Special Attacks: Quench Fire, Immolate
Special Qualities: Darkvision 60ft, Daylight Powerlessness, Incorporeal, Undead, Damage Reduction 10/-, Energy Resistance 10
Saves: Fort +4, Ref +7, Will +7
Abilities: Str -, Dex 20, Con -, Int 12, Wis 10, Cha 18
Skills: Hide +10, Intimidate +10, Knowledge (Nature) +10,
Feats: Improved Initiative, Great Fortitude, Iron Will
Environment: Any Cold
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 8-12 HD (Large)
Level Adjustment: -

The cold is a deadly threat in the Southlands, and those who would survive it gather ample firewood and other fuel for the winter. Unfortunately, this need puts many at odds with those who live in the wood: Dryads. At times, an unlucky, careless, or cruel woodsman may cut down one of these sacred trees, killing the Dryad within. In rare cases, the anger and pain of the dying fay return, embodied as one of these horrific wraiths. After the wood is cut and stacked, the Wraith lies in wrathful slumber within the dead and dying wood. When the first log is set to the fire, the beast wakes and begins to seek its revenge.

A Flamehaunt Wraith appears initially as the ghostly form of a beautiful dryad save one feature: Her charred, blackened eyes. As more of her former home is lost to the fire, more of her body appears burnt and consumed.

Combat:

Quench Fire (Su): A Flamehaunt can quench any natural fire within 60 feet as a standard action, the wood twisting and rotting away to mirror the decay of the dryad's spirit. Vermin emerge from the remains of the blaze, as per the Summon Swarm spell, to attack those nearby.

Immolate (Su): As a full-round action, a Flamehaunt may channel her rage into consuming one of her killers (within a 30' range.) If she continues to concentrate, her victim will combust and perish -- First Round: Uncomfortable sensation of heat, Second Round: Skin Reddens (1hp damage), Third Round: Skin Blisters (1d4 damage), On the Fourth Round and therefter the victim combusts, and takes 1d6 damage. This process may be halted by either finding the Wraith and breaking its concentration, plunging into a river, pool, lake, or other water source, or exiting the range of the ability.

Daylight Powerlessness (Ex): Like mundane Wraiths, a Flamehaunt is powerless in natural sunlight, and cannot further her revenge until the night falls.

Fear Aura (Su): Can radiate a 10-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again for 24 hours. The save DC is Charisma based.

A Flamehaunt cannot attack incorporeally as a normal Wraith, but will use Quench Fire and her Fear Aura to control the fight, followed by Immolate on her target(s). If seriously threatened, she will attempt to flee and return the following night. If slain outright, the Flamehaunt will return in 24 hours unless all of her former tree is burnt or otherwise utterly destroyed. The wood from her tree will radiate mild necromancy if subjected to a Detect Magic spell.

The Wraith may also be appeased by casting Lesser Restoration upon her former Tree. This will not restore the Dryad to life, but it will free her from her madness, allowing her spirit to atone for her actions. (This atonement may be a blessing upon the village assaulted, an item granted to the players, etc.)

Plot Hook:

While travelling, the party stays overnight at a small logging settlement, and is snowed in.

((Please feel free to critique via PM or chat thread, since this is the first creature I have ever homebrewed -- I am sure some stats are off. I plan to introduce this monster in a semi-horror side-adventure for level 3-4 characters, set in a logging camp. The players will be unable to overcome the monster's resistances, and will need to figure out how to placate her before she consumes the entire lumberjack community.))

MechaKingGhidra
2007-01-15, 02:16 PM
Galuverant

Huge Elemental (Cold, Extraplanar)
Hit Dice: 14d8+84 (147)
Initiative: +6
Speed: 50 ft., swim 60 ft. (arctic temperature waters only, otherwise it is 30 ft.)
Armor Class: 23 (+2 Dex, +13 natural, -2 size), Touch 10, Flat-Footed 21
Base Attack/Grapple: +10/+25
Attack: Claw +15 melee (1d8+7//20/x2)
Full Attack: 2 Claws +15 melee (1d8+7//20/x2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Slow metabolism, slush barrage, surface drown
Special Qualities: Damage reduction 15/---, elemental traits, immunity to cold, minor fire vulnerability
Saves: Fort +15, Ref +6, Will +4
Abilities: Str 25, Dex 14, Con 22, Int 6, Wis 11, Cha 11
Skills: Listen +8, Spot +9
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Improved Initiative, Ability Focus (Slush Barrage)
Environment: Any arctic shore.
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 15-22 HD (Huge), 25-32 HD (Gargantuan)
Level Adjustment: -

This creature seems to be a shimmering open space of water, which hints at it slowly freezing due to the slush swirling around but many a traveler has found out too late that to not be the case.

The galuverant appears to be a mix of water and slush particles, domed into a very large, seemingly unstable solid which is supported by 8 different three-piece spikes that act as legs used to support its massive liquid/solid weight, said legs being evenly distributed in a circular manner around the dome, although up to two of them can be used to attack at a time. In addition, the legs suspend the creature roughly 5 feet off the ground (when it actually isn't in the water, which is rarely) and its length totals about 32 feet and weighs approximately 19 000 pounds.

Galuverants can speak Aquan but rarely choose to do so. When it speaks, its voice sounds like the cracking of the coldest ice when suddenly exposed to intense heat.

Combat

The most common enemies, although few in total numbers due to the virtual isolation its environment provides, are those that which either fish at the coast or travel in ships to said coast. Because of this, a galuverant prefers to wait until boats, ships and the like are directly over it before it decides to capsize them before doing anything else. If enemies are on land, it will then attempt to cut off their escape route by getting behind them and knocking them backwards into the water.

Minor Fire Vulnerability: Although much of its body is ice, due to its composition including a significant amount of water as well, a galuverant only takes 25% more damage from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Slow Metabolism (Sp): For every 3 rounds a galuverant isn't submerged in its arctic-cold waters, it's metabolism starts to slow, freezing its dome and providing a +1 bonus to its natural armor. This quality can continue to a maximum effect of +5 after 15 rounds. Slush barrage attacks take a -2 penalty after 3 rounds and cannot be used after 6 rounds unless submerged for the same number of rounds that has passed + 5.

Slush Barrage (Su): As a full-round action, a galuverant can shoot a torrent of slush from its dome to every enemy within a 20 ft. radius. Each enemy takes 3d8 cold damage unless they make a Reflex save DC of 21 to take half damage. In addition, enemies must make a Reflex save DC of 19 in order to prevent being trapped to the surface they are standing on as the slush starts to instantly freeze after making contact. Otherwise, a Strength DC of 20 is needed to escape. These saves are Constitution based.

Slush Choke (Su): As a full-round action, a galuverant can shoots a concentrated line of slush that remains connected to the dome of which it sprang from, making a ranged attack against the target. Success results in the stream of slush invading and filling the target's respiratory system, effectively drowning it. The target must then make drowning checks as appropriate until he or she drowns or until the connection is severed by either the target making a Fortitude save DC of 19 (each round after the failed Reflex save the target is given a chance to make the save but each failed save increases the DC by 1) the galuverant stops the attack itself or until the garuvarent is dealt 20 points of damage in which case it is irritated enough that it entirely distracts it and the line of slush becomes unstable and the target can cough up the remaining slush from its system. The galuverant must take a standard action each round to keep the connection.

Skills: When hiding in arctic waters deep enough to fully submerge it, a galuverant gets +8 to all Hide checks.

TheEscapist
2007-01-18, 02:45 AM
Herald of the End

Large Undead (extraplanar, cold)
Hit Dice: 48d12 (360 hp)
Initiative: +2 (-2 Dex, +4 Improved Initiative)
Speed: 30 feet (6 squares)
Armor Class: 42 (-1 size, -2 Dex, +35 natural), touch 7, flat-footed 42
Base Attack/Grapple: +24/+48
Attack: Slam +44 melee (2d8+20 plus 2d6 cold plus 2d6 vile, 19-20/x2)
Full attack: 2 Slams +44 melee (2d8+20 plus 2d6 cold plus 2d6 vile)
Space/Reach: 10ft by 10 ft/10ft
Special Attacks: Dread winter, Children of the End, cold spikes, spell-like abilities
Special Qualities: Damage reduction 40/epic, fast healing 10, immunity to cold, SR 45, blindsight 120ft, powerful step, turn resistance +20, undead traits, vulnerability to fire
Saves: Fort +22, Ref +20, Will +41
Abilities: Str 50, Dex 6, Con -, Int 22, Wis 28, Cha 35
Skills: Climb +71, Concentration +63, Intimidate +63, Jump +64, Knowledge (arcana) +46, Knowledge (nature) +46, Knowledge (religion) +46, Knowledge (the planes) +46, Listen +62, Sense Motive +60, Spellcraft +57, Spot +62
Feats: Alertness, Awesome Blow, Empower Spell-Like Ability, Epic Fortitude, Epic Reflexes, Epic Will, Great Fortitude, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Power Attack, Improved Sunder, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: Any except underground
Organization: Solitary or March (1 plus 2d6 Children of the End)
Challenge Rating: 30
Treasure: none
Alignment: Always neutral evil
Advancement: 49+ HD (Large)
Level Adjustment: -

Through the howl of the cutting winds and driving snow, you notice at the periphery of your senses a distant and horrible sound like the grinding moan of passing glaciers. The sound grows steadily louder as you make your way through the wintry darkness, rising to a deafening crescendo above the whistling storm just as you are able to make out a hulking, blocky silhouette trudging through a distant snow drift. The thing then begins to close on you with slow, deliberate steps, lurching forward through the icy dark with the inevitability of death.

“Herald of the End” is a label applied to a group of enigmatic, malevolent beings who – fortunately for the rest of existence – are forever entombed inside the nightmarish ices of Cania, the eight layer of the Nine Hells. Rarely, however, some unfortunate wizard – typically on a mad quest for unearthly power – will accidentally transplant one of the Heralds of the End to the Prime Material Plane. Thus freed, and seething with an all-encompassing hatred beyond human reckoning, the Herald lashes out at all life and sentience around it, never ceasing until the entire world it was summoned to is reduced to a barren, frigid wasteland.
The true story of the Heralds of the End is known only to a handful of scholars scattered across the multiverse, and begins with a slightly more well-known tale – that of the fall of Asmodeus, lord of all devils. During the very infancy of mortal life on the Prime Material Plane, when Asmodeus was cast from the deific realms, he landed on a nameless plane whose firmament shattered from his impact and formed the Nine Hells of Baator. However, one detail is never included in this tale – even before Asmodeus’s fall tore the plain of Baator asunder, it had already long been home to its own native populace.
Who or what these creatures once were is no longer relevant, as there is no way of discovering their identities aside from asking the Lord of Nessus himself. Infuriated by his treatment at the hands of the deities he had once served so loyally and now desiring a domain of his own, Asmodeus used his tremendous powers to imprison Baator’s original inhabitants in tombs of ice grown from the moisture of their own bodies. The ice spread around the powerless beings and fused together, growing for miles in all directions and forming the frozen wasteland of Cania, the eight layer of Baator. Though the eons in their icy prisons destroyed the bodies of the creatures, their malevolent spirits would not die. Over the unfathomable span of time they have spent entombed beneath the surface of Cania they have become their curse, and while their frozen bodies died long ago, their malevolent spirits still boil with a bitter, jealous rage that would give even the most bloodthirsty tanar’ri pause.
Though rarely seen in the darkened, snowblind domain that surrounds it, a Herald of the End appears as a rough, ogre-sized humanoid figure made of solid ice. Its forearms have no hands, but instead resemble massive cudgels, and its feet are flattened stumps with the ice continuously growing in a vain attempt to root the creature to whatever surface it stands on. A cacophonous grinding sound accompanies its every movement as its great strength snaps the ice at its joints to powder; at the same time the creature’s eternal curse constantly attempts to regrow the ice and seal it for all time. The Herald’s jagged surface has no facial features or distinguishing markings of any kind, but in the right light, one can glimpse the merest shadow of what appears to be a tall, gaunt humanoid deep inside the frozen mass.

Combat

The ungodly storm that constantly surrounds a Herald of the End and the frozen zombies that prowl its frigid darkness will typically bring a group of adventurers to their end long before they even set eyes on the Herald itself, let alone get a chance to engage it in melee. While most heroes would understandably mistake a Herald of the End for a mindless construct at first glance, it is an intelligent, if unsubtle, opponent.
The Herald of the End will typically blast any intruders in its roving storm with an empowered cone of cold spell-like ability as soon as they step within range. When forced to engage in melee, the Herald will attempt to use its Improved Power Attack to add as much of its base attack bonus as possible to its damage. If two or three attacks against any given target prove too difficult, it will adjust the Power Attack for subsequent slams, attempting to strike an ideal balance of accuracy and damage. The Herald also uses its Awesome Blow feat judiciously during combat, always trying to force enemies with inferior reach to its own to draw an attack of opportunity when closing back in on it.
A Herald of the End will always attempt to identify the opponent that presents the greatest threat to its continued march of destruction, ignoring all other enemies to follow that individual and hammering away until its chosen target is nothing but a red smear in the snow. If in the midst of its pursuit another opponent proves to be more dangerous, the Herald will use its Awesome Blow feat to bat its original target 10 feet away, leaving it free from the risk of attacks of opportunity as it changes its focus to the new threat.

Dread Winter (Su): Wherever a Herald of the End walks, it is surrounded by a horrid, unnatural storm of snow and darkness born of Cania itself. The severe winds and driving snow, combined with a magical darkness effect, make Listen, Search, and Spot checks and ranged attacks impossible in this area. The hellish cold deals 1d6 cold damage and 1d6 vile damage per minute to anyone caught in this storm, with no saves to prevent the environmental damage. The Dread Winter storm extends in a 1 mile radius sphere from wherever the Herald of the End stands. For more information on blizzard conditions, see page 94 of the DMG 3.5.
In addition, the Dread Winter aura also has an effect identical to the desecrate spell, granting all undead within it a +1 profane bonus on attack rolls, damage rolls and saving throws, imbuing all undead created within the aura +1 hit point per HD, and severing the divine connection of any holy place that falls inside its radius.
Children of the End (Su): Any living creature slain in the radius of a Herald of the End’s Dread Winter has a 20% chance of rising as a Child of the End (apply the zombie template to the creature, with maximum hit points, blindsight 30 ft, the cold subtype, and an additional +2 to CR). Children of the End stalk the Herald’s Dread Winter aura or the blasted, snowbound wastes it leaves in its wake, attacking anything aside from other Children and the Herald itself.
Cold Spikes: The icy tomb that serves as the Herald of the End’s armored flesh bristles with thick, crystalline spikes, especially on the shoulders and the massive bludgeons that cover its hands. Anyone grappling a Herald of the End or attacking it with natural weaponry takes 1d6 piercing damage, 1d4 cold damage, and 1d4 vile damage.
Powerful Step: A Herald of the End’s frigid feet root it to the ground, and only the creature’s great strength allows it to tear itself free to take each step. A Herald treats icy floors and snow drifts as normal terrain rather than difficult terrain. It also receives a +8 racial bonus to avoid being tripped or bull-rushed.
Spell-Like Abilities: At will – banishment (DC 28), blasphemy (DC 29), cone of cold (DC 27), flesh to ice (as flesh to stone, DC 28), spiked ice (as spike stones, DC 26), wall of ice (DC 26), waves of exhaustion (DC 29). 1/day – forbiddance (DC 28). All caster level 20th, save DC is Charisma-based.

purple gelatinous cube o' Doom
2007-01-19, 07:34 PM
Fimbulwights

Medium undead (incorporeal)
HD: 10d12 +15 (80)
Init: +5
Speed 30 ft (6 squares)/50 ft fly (good)”
AC: 19 (+2 dex, + 4 natural, +3 deflection) Touch: 15 Flat footed: 17
BAB/Grapple: +5/ +8
Attack: Slam +3 melee (2d6 cold +1d4 energy drain)/incorporeal touch +5 melee (1d6 +1d4 con drain)*
Full Attack: Slam +3 melee (2d6 cold +1d4 energy drain)/incorporeal touch +5 melee (1d6 +1d6 con drain)*
Space/Reach: 5ft/5ft
Special Qualities: Fire vulnerability, Undead Traits, Incorporeal traits*, Dark Vision 60 ft., Snow Cover
Special Attacks: Icy Gaze, Aura of Cold, Frozen grapple, Snowy transformation, Frightful presence*, Frost Breath*, Create spawn
Saves: Fort: +3 Ref: +5 Will: +9
Abilities: Str: 16 Dex: 14 Con: - Int: 12 Wis: 14 Cha: 8
Skills: Hide: +10 Listen: +6 Move silently: +12 Spot: +6 Intimidate: +2 Survival: +4
Feats: Improved Grapple, Alertness, Blind fight,
Environment: any cold
Organization: gang (5-10); pack (11-15)
CR: 9
Treasure: None
Alignment: always CE
Advancement: 11-15 HD (medium)
LA: -

In a small village at the edge of the world, a blizzard rages on outside. Many of the inhabitants of the village have gathered in the town hall for wamth and to protect each other. The blizzard rages on for several days, then all of a sudden, and icy calm brings a sudden and severe drop in temperature. Some of the villagers, thinking the worst of the storm is behind them step outside. Suddenly, from out of the snow, come many twisted and deformed figures with pale blue skin and ice cold eyes. The villagers become stricken and petrified with fear, unable to run back inside. The creatures descend upon the and begin to tear them apart. Suddenly, an arrow goes through an eye of the ghastly creature, and several archers appear on the roof of the town hall. all of a sudden, one of the monsters lets out a piercing scream, and in a spectacular flash of light collapses the calm at the center of the storm as it turns into an spectral version of itself even more terrifying than the former.

Fimbulwight were originally thought to be born from those who died while trekking across snowy wastelands of the north where the terrain kissed them with a wintry death. But, the place where the original civtims fell was a place of deep magic, and soon they arose, and began their existence as the undead. They look very similar to normal wights except for the blue tinted skin, and crystal blue icy eyes. Where ever the wights go, travels with them a giant blizzard that covers many miles at the center of which is a dead cold icy calm where the packs of fimbulwights reside.


Attack: Fimbulwights usually attack with the cover of darkness, or in a widely snow covered area, so as to avoid detection. They are very silent until they are on top of their pray, then swarm in for the kill. A fimbulwight will use it's slam attack as a primary attack, and their special attacks when they deem it necessary. When a fimbulwight feels that it is cornered, or that it is nearing death (20-30 HP), it will then usually transform into it's incorporeal state. (fumbulwights may change forms any time they wish/deem nescessary)

Energy Drain (Su): Any living creature hit by the creature’s slam loses 1d4 points of Strength due to the icy nature of its touch. The save DC is 20 for the fortitude save to resist.

Constitution Drain (Su)*: Any living creature hit by the incorporeal forms attack loses 1d6 points of constitution. The save DC is 25 for the fortitude save to resist.

Snow cover (skill): A fimbulwight in snowy surroundings (actively snowing or not) get a +6 hide bonus due to blending into the cold landscape.

Fire Vulnerability (Ex): Fimbulwights receive twice the normal damage from fire based attacks. In a situation where saves are involved, a successful save reduces damage to normal amounts.

Aura of Cold (Su): The temperature inside the eye of the blizzard is much colder than the snowing areas surrounding it. Those wearing metal armor are affected as if chill metal was cast upon them in the (automatically is treated as freezing state. Also for those just touching metal that is not armor, only 1d4 damage). Everyone entering the area must also make a fortitude save DC 20 due to the shock of rapid temperature decline. Any who fail the fortitude save cannot enter the area again for 24 hours. If they do, they will be subjected to the effects as if they were under slow spell. In addition to that The cold leaves them weak (1d4 str penalty) and 2d6 cold damage ever half the remain in the eye. Those who make in initial save must make fortitude save DC 15 or suffer 2d6 cold damage. A successful save yields 1d6 damage (proper clothing reduces save damage to 0)

Icy Gaze (Su): Anyone caught looking into Cold Icy eyes of the fimbulwight within 15 ft. of the creature must make a will save (10+ ½ creature’s HD+Cha modifier) Any creature failing the save is turned into a statue of ice for 1d4 rounds, (as if petrified), and is shaken around the creature for 24 hours thereafter. Each round you are in range a save must be made. (Exception: If the creature is in a successful grapple, only the grappled must make the will save0

Frozen skin : Upon a successful grapple (by either the Fimbulwight or attacker) due to the nature of the creature’s skin, you are dealt 2d4 cold damage each round you remain in contact with its skin.

Snowy Transformation (Su) : At will 1/day as a free action a Fumbulwight may collapse the eye of the blizzard instantly turning itself into an incorporeal version of itself (similar to a wraith). From then on the creature is treated as such. Due to the now blizzard conditions, the creature has 50% concealment in addition to the 50% miss chance for being incorporeal

Frightful Presence* (Ex): The transformation into the incorporeal version is so spectacular and eerie that a will save (DC 10+1/2 creatures HD+ Cha modifier must be made instantaneously) All those who succeed are immune to the affect for 24 hours. All those who fail are now frightened, and must flee the creature if possible

Frost Breath* (Su): 3/day the incorporeal form of the creature may breathe a 30 ft. Cone of icy energy. The save DC is 25 for the reflex save to resist. A failed save yields being frozen in place for 1d4 rounds (but not frozen) and 5d6 cold damage. A successful save yields half damage only.

Create Spawn (Su): Any living creature slain by a Fimbulwight who's body is not destroyed rises and becomes one themselves in 1d6 hours.

* denotes incorporeal form

Bearofbadnews
2007-01-20, 09:00 AM
She Who Walks Beneath the Ice
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http://img207.imageshack.us/img207/3199/mypicture1ry.jpg
Medium Undead (Coldling)
Hit Dice: 11d12 (71 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 Deflection) touch 15, flat-footed 14
Base Attack/Grapple: +5 /+8
Attack: Touch attack +10 (1d6 x1.5) (Will/Fort DC21/Str Dmg 1)
Full attack: Touch attack +10 (1d6 x1.5) (Will/Fort DC21/Str Dmg 1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Coldling traits, Coldseed
Special Qualities: Coldling traits, Icewalk, Undead traits
Saves: Fort +3, Ref +4, Will +9
Abilities: Str 16, Dex 13, Con -, Int 17, Wis 14, Cha 13
Skills: Balance+14, Climb+14, Concentration+13, Listen+14, Move Silently+14, Search+14, Spot+14, Swim +14
Feats: Empower Spell-like Ability (Coldseed) (Chill Touch), Ability Focus (Coldseed)(Chill Touch)
Environment: Any cold
Organization: Unique
Challenge Rating: 8
Treasure: None
Alignment: Chaotic Evil
Advancement: As Undead (wizard)
Level Adjustment: -

Description
There are some places in the world that are not simply dangerous or hazardous to life-- they actually seem to act with a voracious consciousness, as if the land itself were lusting for the blood and bones of living creatures. The furthest developed of these locations are known (to those that know such things) as the Hungry Places of the world. It is a mystery whether these places are formed by an abundance of natural deaths over the years, or whether the hunger was there first, a fearful yearning born out of the savage dark. These Hungry Places act with intelligence and merciless cunning and display a remarkable variety of abilities and effects.

One such place is associated with a legendary figure known throughout the cold reaches as She Who Walks Beneath the Ice. She had a proper name as well at one point, but no one dared use it, so it has been lost to the winds of history. She is known also as the Cold Lady. For cold she is, walking beneath the water on the frozen reverse of her cursed lake as if it were dry land. Those unfortunate enough meet her in her domain or out of it describe a figure wrapped all about in slowly drifting rags and a face with cavernous black eyes. She lies dormant in the warmer months, and stirs in the dead of winter. She waits for someone or something foolish enough to venture out across the surface of her lake, waits to pull them into her icy embrace. Then she plants within them a seed of that cold hunger and sends them up again as her heralds to consume all the warmth and light and life of the world. She knows nothing but the horrible hunger and hatred for the world of living things.

When her Coldling thralls make conditions right for her to venture forth from her frigid manse, she can walk among the living, sowing her seeds of icy ruin, endlessly devouring the warmth of living souls. What most don't realize is that the mummified corpse wrapped in ancient fabrics that they take to be the Cold Lady is merely a particularly old and powerful puppet of the lake itself. Deep beneath the ice lie the thousand frozen bodies of the lake's countless victims. The hopelessness and the terrible cold of their torment is a palpable thing there, and defeat of the Cold Lady only postpones the Immortal Cold's inevitable hunger.

Special Qualities
Icewalk:The Cold Lady is unhindered by movement over ice or snow. She may also, as a move equivalent action, move through a sheet of ice without breaking it to any other sheet of ice as the Dimension Door spell. It differs from the spell in that there is no range requirement, though the area moved to must be an environment affected by the Fimbulwinter effect. It also differs in that a creature medium sized or smaller can be taken with her even if unwilling, though they receive a Reflex save DC 16 to avoid this, DC 20 if surprised.

Special Attacks
Coldseed: This attack may only be performed immersed beneath the ice of the Lady's lake. The Cold Lady makes a touch attack and plants a seed of icy hunger within the target. The target is permitted a DC 19 Will save, if they succeed they are affected as the Lady's normal touch attack and can never be targeted by this ability again. If they fail, they receive the Coldling descriptor and traits.

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Making a Coldling
Coldling is an acquired template applied to any natural creature who succumbs to the Cold Lady's Coldseed ability.
A Coldling has within their breast a fragment of the hideous Hungry Cold that drives their every action. They first claw themselves sputtering from the icy crucible that gave them new life. They will then attempt to find the nearest source of warmth, usually trying to make their way back to the village or town they came from in the case of civilized humanoids. Their appearance is that of one long exposed to the elements, and that is what they usually seem to those that first meet them. They hunger for warmth but can never be warm. They are a dark void that simply swallows up all warmth in a place until it is gone.

Coldling traits
+ The Coldling subtype gives immunity to cold and heat and Resistance to Energy(Fire) 10.
+ Str +6, Int, -6, Wis -4, Cha -2
The Cold Lady, though a Coldling, is the current focus for the malevolence of the Hungry Cold, and has ability scores that mirror this.
+ A Coldling that is not yet undead may make a Willpower save DC 25 to try to carry out an action that does not involve seeking warmth in one way or another. Every successful attempt causes an automatic DC 20 Fortitude check from awful pangs of hunger. A failure of the Willpower save does 1 point of Intelligence damage, and a failure of the Fortitude save does 1 point of Constitution damage. Again, the Cold Lady is the primary actor for the will of the Hungry Cold, and as such has no such requirements.
+ Coldling gains the following special qualities

Chill of the Void: The Coldling constantly drains away all heat in its proximity.
~An unheated area of 20 ft around the Coldling becomes icy cold, causing requisite elemental effects for cold environs.
~Up to 20 ft of unheated water develops a thick sheet of ice in the Coldling's presence. Heated water takes five minutes to to ice over.
~A small fire in this range (a cooking fire, say) gives no warmth to others and is extinguished in five minutes.
~A medium fire in this range (a bonfire) gives no warmth to others and is extinguished in ten minutes.
~A large fire in this range (as a building burning) gives no warmth to others and is extinguished in an hour.
~This effect remains for a whole day even in the absence of the Coldling, and a log lit in an affected fireplace will smolder but give no heat etc. This does not affect magical fires or heat.
~When a Coldling (or Coldlings) leech the warmth from a large enough area (an entire village, for example) it brings a deep abiding winter to the area as the Fimbulwinter spell (Frostburn) affecting only that area.

Thrall of the Hungry Cold: If the Coldling is brought to zero Intelligence or Constitution, it gains the "undead" template and traits in addition to its Coldling traits and rises again as a complete slave to the will of the Hunger that moves it.

+ Coldling gains the following special attack

Chill Touch: As the spell, the Coldling may use this at will and the Fort. and Will. saves are DC10 +1 for each HD of the Coldling.

+ Coldlings cannot cast spells but can use previous spell-like abilities if not undead.
+ Living Coldlings advance as Outsiders, using those rules for advancement, undead Coldlings advance as undead.
+ Only a Greater Restoration spell or higher effect can remove this template, and undead Coldlings must also have Resurrection or True Resurrection cast on them.
+ LA +4

Combat
She Who Walks Beneath the Ice is a patient and clever foe. She is content to allow her Coldling minions to handle any real threats, picking off the weak and foolish personally at her leisure. Her Icewalk ability makes her a particularly difficult enemy, and she probably must be confronted at her cursed lake in order to truly defeat her. There she will attempt to conduct the fight beneath the ice surface as much as possible. She usually has 5-10 undead Coldling thralls beneath with her for support.
Her death is no end to the evil of the Hungry Place, of course, and it will simply bide its time until it can find another powerful servant. At the DM's discretion, the heroes may be able to banish the evil by consecrating the area, burying the bones in the lake properly, etc.
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The Vorpal Tribble
2007-01-21, 12:32 AM
This month's contest has come to a close. Be sure to cast your vote!

-=-=-=-=-

Note
Paladine's entry has been disqualified for being incomplete at the contest's end.

The Vorpal Tribble
2007-02-01, 12:17 AM
And now with three consecutive wins in a row, Bearofbadnews takes home the gold once again. Congratulations!


A new contest has now begun...

Champions of Good (http://www.giantitp.com/forums/showthread.php?t=33469)

The Vorpal Tribble
2007-02-02, 02:01 PM
Oh, and thanks to the generosity and talent of Dire Penguin, I award Bearofbadnews with this:


http://my.photosleeve.com/TheVorpalTribble-albums/album01/acu.png
She Who Walks Beneath the Ice

Bearofbadnews
2007-02-03, 07:42 AM
................

...awesome!!!

Thank you!!!

InaVegt
2007-02-03, 08:34 AM
How come this thread's stickied, if any would need to be stickied it would be number VI.

The Vorpal Tribble
2007-02-03, 10:56 AM
How come this thread's stickied, if any would need to be stickied it would be number VI.
I... dunno. Been looking for this thread for last couple days but never did notice it was up here till recently. Will have to ask St. Jude, he be the stickier.