View Full Version : [Creature] Blackice Shadow

2007-01-20, 01:07 AM
Large Outsider (Ocanthicite, Extraplanar, Evil)
Hit Dice: 11d8+44 (93 hp)
Initiative: +2
Speed: Fly 60 ft. (average)
Armor Class: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Base Attack/ Grapple: +11/+21
Attack: +1 ocanthicite greatsword +18 melee (3d6+10 plus 1d6 cold plus 2 Wisdom damage /19-20/x2)
Full Attack: +1 ocanthicite greatsword +18/+13/+8 melee (3d6+10 plus 1d6 cold plus 2Wisdom damage/ 19-20/x2)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Dissolution aura
Special Qualities: Aura of cold, damage reduction 10/good and silver, darkvision 60 ft., cold healing, immunity to acid, resistance to fire and electricity 10, semi incorporeal, telepathy 60 ft.
Saves: Fort +11, Ref +9, Will +13
Abilities: Str 22, Dex 15, Con 19, Int 8, Wis 15, Cha 10
Skills: Hide +16, Intimidate +14, Listen +16, Move Silently +20, Spot +16, Survival +16, Use Magic Device +14
Feats: Cleave, Combat Reflexes, Power Attack, Weapon Focus (greatsword)
Environment: Acheron
Organization: Solitary
Challenge Rating: 12
Treasure: +1 ocanthicite greatsword
Alignment: Always Evil (Any)
Advancement: By character class

Blacker then the night around it, a shadow slowly floats forward, tall and gaunt, with a glittering black sword almost as large as itself. Though the creature floats ghostlike and silent, something about the hunger in its eyes and the set of its posture screams its innate hostility.

Born from endless shard of infinitely black ice which some speculate is a barrier between Ocanthus and the rest of existence, a blackice shadow is thought to be the reborn collective memories of hostility, pain, and suffering lost within the river Styx. As such lost memories accumulate, they form within this imprisoning black wall of ice as an creature of pure hate and viciousness; intelligent, but with little more desire then to cause their suffering upon others.
http://www.geocities.com/trebane2/pez/indent.gifSolitary by nature, a blackice shadow is infrequently enslaved, typically serving in the capacity of scouts or saboteurs, destroying the enemy's equipment before the actual army can engage. Since they’re brought forth from the reflected memories of all creatures, they are like to serve chaos as law, and many serve even the yugoloths instead.
http://www.geocities.com/trebane2/pez/indent.gifBlackice shadows that do not serve a master typically exist within the Ocanthus bladestorms, hunting for prey amongst the largest of the shards. These creatures know that it is best to avoid the Cabal Macabre, where Wee Jas lives, for she is not merciful with trespassers. In some cases, lawful evil blackice shadows may find employment as her guardians and servitors.

Blackice shadows prefer attacking from ambush. Although they're intelligent, they usually don't plan for any length of time, simply striking and then retreating if faced by an overwhelming number of foes. A blackice shadow will typically let loose with its breath before attacking. Creatures familiar with these outsiders might note their coming when they notice a sudden decrease in temperature.
http://www.geocities.com/trebane2/pez/indent.gifAura of Cold (Su): Blackice shadows radiate cold energy to a radius of 60 feet, lowering the immediate temperature around the around a blackice shadow by 2. For example, if the area is currently Warm it is instead treated as Cold, while if the area is currenly Cold, it is instead treated as Extreme Cold. (Refer to page 302 of the Dungeon Master's Guide, or page 9 of Frostburn for information on temperature bands.)
http://www.geocities.com/trebane2/pez/indent.gifDissolution Aura (Su): Blackice shadows radiate a sickening aura out to 10 ft. that causes metal to weaken and snap. Non-magical metal items brought within this aura instantly disintegrate. Magical items made of metal or creatures with the construct type made with metal components must make a DC 19 Fort save every round or take 10d6 points of damage. This effect ignores hardness and damage reduction. The save DC is Con based.

An ocanthicite creature possesses the following traits (unless otherwise noted in the creature’s entry).

— Cold Healing (Ex): For every 3 points of cold damage an attack would normally inflict, an ocanthicite creature instead heals 1 hit point of damage.
— Immunity to acid.
— Resistance to fire and electricity 10.
— Fighter feats: An ocanthicite creature may select fighter feats it qualifies for, as if it were a fighter of equivalent HD. An ocanthicite creature does not gain the bonus feat progression of the fighter. An ocanthicite creature’s HD stack with any levels it has as a fighter for determining which feats it may select.
— Ocanthicite Weapon: All ocanthicite creatures possess some form of weapon constructed from the black ice of the infamous Ocanthus barrier. This weapon usually takes the form of a one-handed or two-handed blade of a size appropriate to the ocanthicite creature. This black ice is much colder then normal ice. When an ocanthicite creature handles it, the substance becomes strong enough to be forged like steel.
http://www.geocities.com/trebane2/pez/indent.gifIf the ocanthicite creature is destroyed, its weapon is also destroyed unless the weapon succeeds on a DC 19 Fortitude save. If the weapon is destroyed while the ocanthicite creature still lives (such as through a successful sunder attempt, or the disintegration spell), the ocanthicite creature may attempt to reform it as a full-round action, which provokes attacks of opportunity. Doing so imposes a –4 penalty to the creature’s Constitution for 1 hour, as it must sacrifice of its own essence to rebuild the weapon. An ocanthicite creature may only have a limited number of ocanthicite weapons, according to its entry. Any attempt to create more beyond this number automatically fail, but the ocanthicite creature still suffers the Constitution penalty for attempting to do so.
http://www.geocities.com/trebane2/pez/indent.gifAny item made of ocanthicite is supernaturally cold. Any creature struck by an ocanthicite weapon is dealt 1d6 points of cold damage and 2 points of Wisdom damage each round it remains in contact with the ore. A successful DC 12 Will save negates the Wisdom damage. Creatures with the Cold subtype are unaffected by the Wisdom damage. Ocanthicite has hardness 10 and 20 hit points per inch of thickness.
http://www.geocities.com/trebane2/pez/indent.gifCreatures with at least 6 points of cold resistance may ignore the cold damage, but only creatures with the Cold subtype may ignore the 2 points of Wisdom damage. An ocanthicite weapon, regardless of that weapon’s source, can never harm an ocanthicite creature.
http://www.geocities.com/trebane2/pez/indent.gifOcanthicite responds especially well to magical enhancements (such as frost and icy burst) that increase its ability to deal cold damage. It costs 10% less to apply such enhancements to an ocanthicite weapon.
— Semi Incorporeal (Su): An ocanthicite creature’s body is misty and vague giving it some of the benefits of the incorporeal subtype. An ocanthicite creature can only be harmed by magical weapons or magical attacks, and even such attacks suffer a 20% chance of not affecting the ocanthicite creature.
http://www.geocities.com/trebane2/pez/indent.gifBecause of this semi-incorporeal state, an ocanthicite creature is difficult to see. It gains a +4 circumstance bonus on Hide checks. It always travels silently, and cannot be heard unless it desires.
http://www.geocities.com/trebane2/pez/indent.gifAn ocanthicite creature is otherwise treated as a corporeal creature. It cannot go through objects, it does not gain an incorporeal touch attack, and it retains its Strength. It can wield corporeal weapons and use corporeal items normally. An ocanthicite creature is treated as if it were fully corporeal when attempting to affect something with the incorporeal subtype.
— Telepathy.

2007-01-21, 10:11 AM
Nice. (In a very deadly way... heh heh heh.)

2007-04-22, 04:10 PM
Very Very scary...