Altrunchen
2014-03-10, 09:11 PM
This is a monster of my own design that the mere mention of it is enough to make the players shiver and dread its arrival. I've used it before and I recommend using this only if you think the party is either A: too sure of themselves in an ice dungeon or B: thinks they've seen it all. It's called the Skyter, and it is deadly.
http://fc06.deviantart.net/fs49/i/2009/201/0/f/Ice_Elemental_by_Vij_8.jpg
Source: Vij-8 on DeviantART (http://vij-8.deviantart.com/art/Ice-Elemental-130250798)
http://i.imgur.com/zZvePlX.png
Source: A re-color of one of Devin Night's tokens.
Note: The skyter doesn't have an ice-scythe and doesn't look precisely like this. This is just the closest I could come to finding an image that portrayed what the Skyter looks like.
Credits:
Altrunchen (Author)
Debihuman (Critique)
Skyter
Medium Elemental (Cold)
Hit Dice: 15d8+30 (97 hp)
Initiative: +12
Speed: 30 ft (60 ft. on ice)
Armor Class: 21 (+8 Dex, +3 natural), touch 18, flat-footed 13
Base Attack/Grapple: +11/+14
Attack: Claw +14 melee (1d4+3) or Icicle +19 ranged (1d8/19-20/x3)
Full Attack: 2 claws +14 melee (1d4+3) and kick +12 melee (1d4+1), or 2 claws (1d4+3) and leg sweep +12 melee (1d4+1 and target is knocked prone), or 2 Icicles +19 ranged (1d8/19-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Freezing touch, ice storm
Special Abilities: Breathsense, cold and water healing, darkvision 60 ft., elemental traits, ice-step, tremorsense 120 ft. (ice only), vulnerable to fire and sonic
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 16, Dex 26, Con 14, Int 16, Wis 14, Cha 18
Skills: Balance +10, Bluff +22, Climb +18, Diplomacy +6, Intimidate +6, Jump +5 (+17 on ice), Listen +20, Spot +20, Tumble +26, Perform (Dance) +20
Feats: Improved Initiative, Combat Reflexes, Combat Expertise, Dodge, Improved Precise Shot, Mobility, Multiattack, Point Blank Shot, Precise Shot Run, Shot on the Run, Spring Attack, Whirlwind Strike
Environment: Glaciers, Polar Ice-caps, Cold mountains, Elemental Plane of Water, Paraelemental Plane of Ice
Organization: Squad (2-5), Troupe (6-10), Company (11-15), Guild (16+)
Challenge Rating: 9
Treasure: None
Alignment: Usually Neutral
Advancement: 16-30 HD (Large), 31-60 HD (Huge)
Level Adjustment: +6
Breathsense (Su): A skyter notices and locates any creature that breathes within 60 feet, just as if it possessed the blindsight ability.
Cold Healing (Su): A skyter is healed +100% of the damage dealt to it if the damage is of the cold subtype.
Water Healing (Su): A skyter is healed +50% of the damage dealt to it if the damage is of the water subtype.
Vulnerability to Fire (Su): A skyter takes +100% damage from attacks with the fire subtype.
Vulnerability to Sonic (Su): A skyter takes +50% damage from attacks with the sonic subtype.
Freezing Touch (Su): Any target or object touched by a skyter's melee attack is turned to ice much like a flesh to Ice spell. A successful Reflex save (DC 21) negates the effect. To reverse a skyter's freezing effect, a remove curse spell must be cast.This supernatural ability is not limited to targets made of flesh but instead can act upon anything that the Skyter wishes, including armor, weapons, and/or other items. Alternatively, the Skyter can simply make a touch attack against the target if it chooses to. A skyter can suppress this ability at will. The save DC is Charisma-based.
Ice-Step (Su): Skyters can use contiguous bodies of ice to instantly transport themselves. They do this by using one move action to enter a body of ice, another to travel instantly to the part of that body of ice near their destination, and then a third move action to exit the body of ice. Exiting the body of ice provokes an attack of opportunity. Skyters can use melee attacks from within the body of ice but suffer a -4 penalty in doing so. Missing provokes an attack of opportunity.
Ice Storm (Sp): Once every 1d4 rounds, a skyter may use this spell-like ability to cast ice storm as a standard action causing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area, but at range of 1,000 feet. CL 4.
Icicles (Ex): A skyter can throw icicles at a 60 foot range increment as a standard action. When using their icicle attacks, Skyters shoot bolts of ice out of their wrists at high velocity towards their targets. They do not need to see to aim, though they tend to look where they are aiming anyhow for some reason. They do not just aim to hit the target, they almost always target critical parts of the body.
Description:
Knowledge of the Plains Check: DC = 16
Knowledge of Monsters Check: DC = 20
Knowledge of Nature Check: DC = 24
Knowledge of Arcana Check: DC = 28
Knowledge of Religion Check: DC = 32
Common Knowledge:
What's a Skyter? Is it some kind of kite monster?
Uncommon Knowledge:
Skyters can phase through masses of ice and dash very quickly on the ice. They also NEVER attack alone. Avoid at all costs, and keep fire spells handy. NEVER go into an icy building for fear that Skyters may infest the inside.
Rare Knowledge:
Skyters are the femme-fatales of the icy regions of many worlds. They appear like somewhat-female figures made of solid ice, yet they move smoothly as if they were made of flesh. Their eyes are pitch-black and they have no genuine mouth, but their face appears humanoid with lips though no one has ever seen a Skyter move them or heard one speak and lived to tell the tale. Skyters do not appear to wear any armor or clothes, yet they do not appear naked either. They simply all posses a lithe female figure and the common assumption is that they are all female even though no evidence of the Skyters' mating habits has ever arisen from anyone, anywhere at any time. Their graceful, feminine hands can quickly shift into razor-sharp claws in the blink of an eye. And their speed on the ice is unmatched. They are not to be trifled with and are known to attack anyone and anything they wish apparently on a whim, though this isn't known for sure.
Extremely Rare Knowledge:
Skyters were fostered by a princess who was fond of dancing and who lived with her family in a palace high up in the mountains. The princess was fond of dancing and of playing in the snow, but one of her greater passions was for magic. However, the girl began to change as her studies of magic advanced and she began to lust for more and more power. One night, she froze over the whole palace with her magic and murdered her family, taking over and crowning herself as queen. Wishing to avoid death and not wanting to lose her power, she converted herself into an icy version of herself. The first Skyter. And ever since then, she has been making more and more Skyters with her powerful magic and sending them out across the planes.
Languages:
Skyters giggle and laugh a lot, but no one has ever heard one speak. If they do speak, it would probably be a plot-hook given the rarity of the behavior.
Common
Aquan
Sylvan
Combat:
Skyters are infamous for their trademark giggling that occurs whenever they are about to attack. It is the one and only warning that their prey ever gets.
Skyters prefer covert attacks that quickly end the fight and provide little to no opportunity for a counter-attack by their enemies. If damaged severely enough, they will run and take cover and either flee altogether or look for a position to surprise their enemy again and make a last-ditch effort to freeze as many as possible at once. They may even pretend to be dead if they think it will work.
When using their icicle attacks, Skyters shoot bolts of ice out of their wrists at high velocity towards their targets. They do not need to see to aim, though they tend to look where they are aiming anyhow for some reason. They do not just aim to hit the target, they almost always target critical parts of the body.
((In my own campaigns I have a called shot rule that grants a -4 penalty to attack but deals critical damage if the attack is successful. Skyters tend to use this rule when making ranged attacks. Except they have Precise Shot (-2 on called shots), and Improved Precise Shot (-0 on called shots) so they tend to make called shots a lot with their icicles.))
One thing that is important to note is: Skyters NEVER, EVER fight alone. If they are alone, they will flee using whatever resources they have.
Older Versions:
http://fc09.deviantart.net/fs49/f/2009/201/9/d/Ice_Elemental_by_Vij_8.jpg
Skyter
Medium Elemental (Ice)
Hit Dice: 15d8+30 (98)
Initiative: +12
Speed: 30 (walk), 60 (skating on ice)
Armor Class: 21 (+8 Dex, +3 natural), touch 18, flat-footed 13
Damage Reduction: 10 (magic OR bludgeoning OR adamantine)
Base Attack/Grapple: +11/ +14
Attack:
2 Claws +14 melee (1d4+3)
2 Kicks +14 melee (1d4+3)
1 Leg-Sweep +14 melee (1d4+3) plus target is knocked down
2 Icicles +19 ranged (1d8, 19-20 x3, 60 feet)
Full Attack:
2 Claws +14 melee (1d4+3) and 2 Kicks +12 melee (1d4+3)
2 Kicks +14 melee (1d4+3) and 1 Leg-Sweep +12 melee (1d4+3) plus target is knocked down
2 Icicles +19 ranged (1d8, 19-20 x3, 60 feet)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Freezing Touch (Su): If a target is touched by a Skyter's melee attack, and the Skyter wishes it, that target is turned to ice much like the Flesh to Ice (http://dndtools.eu/spells/frostburn--68/flesh-to-ice--1308/) spell. However, the saving throw is a reflex save that is DC 23 and negates the effect. This is a supernatural ability and can be used at-will by the Skyter with a successful melee attack of any kind and is not limited to targets made of flesh but instead can act upon anything that the Skyter wishes, including armor, weapons, and/or other items. Alternatively, the Skyter can simply make a touch attack against the target if it chooses to. To reverse the Skyter's freezing effect, a Remove Curse (http://www.dandwiki.com/wiki/Remove_curse) spell must be cast.
Ice-Storm (Sp): Once per 1d4 rounds, the Skyter may use this spell-like ability to cast Ice Storm (http://www.dandwiki.com/wiki/SRD:Ice_Storm) as a standard action and as a level 4 spell with the DC being charisma based (10+4+4 Cha = 18). Use the Skyter's hit-dice when determining range.
Special Abilities:
Ice-Step (Su): Skyters can use contiguous bodies of ice to instantly transport themselves. They do this by using one move action to enter a body of ice, another to travel instantly to the part of that body of ice near their destination and then finally a third move action to exit the body of ice. Exiting the body of ice provokes an attack of opportunity. Skyters can use melee attacks from within the body of ice but suffer a -4 penalty in doing so. Missing provokes an attack of opportunity.
Special Qualities:
Darkvision 60 ft.
Tremorsense 120 ft. (Only works on ice)
Breath-sense 30 ft.
Elemental traits
Vulnerable to fire: +100% damage
Vulnerable to sonic: +50% damage
Heal with cold energy
Heal with water
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 16, Dex 26, Con 14, Int 16, Wis 14, Cha 18
Skills: Balance +16, Bluff +22, Climb +11, Jump +23, Listen +20, Search +21, Spot +20, Swim +21, Tumble +16, Perform (Dance) +20
Feats:
Improved Initiative
Combat Reflexes
Combat Expertise
Dodge
Improved Precise Shot
Mobility
Multiattack
Point Blank Shot
Precise Shot
Run
Shot on the Run
Spring Attack
Whirlwind Strike
Environment: Glaciers, Polar Ice-caps, Cold mountains, Elemental Plane of Water, Elemental Plane of Ice
Organization:
Squad (1-5)
Troupe (6-10)
Company (11-15)
Guild (16+)
Challenge Rating: 20
Treasure: None
Alignment: Usually Neutral
Advancement: 16-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: +6
Description:
Knowledge of the Plains Check: DC = 16
Knowledge of Monsters Check: DC = 20
Knowledge of Nature Check: DC = 24
Knowledge of Arcana Check: DC = 28
Knowledge of Religion Check: DC = 32
Common Knowledge:
What's a Skyter? Is it some kind of kite monster?
Uncommon Knowledge:
Skyters can phase through masses of ice and dash very quickly on the ice. They also NEVER attack alone. Avoid at all costs, and keep fire spells handy. NEVER go into an icy building for fear that Skyters may infest the inside.
Rare Knowledge:
Skyters are the femme-fatales of the icy regions of many worlds. They appear like somewhat-female figures made of solid ice, yet they move smoothly as if they were made of flesh. Their eyes are pitch-black and they have no genuine mouth, but their face appears humanoid with lips though no one has ever seen a Skyter move them or heard one speak and lived to tell the tale. Skyters do not appear to wear any armor or clothes, yet they do not appear naked either. They simply all posses a lithe female figure and the common assumption is that they are all female even though no evidence of the Skyters' mating habits has ever arisen from anyone, anywhere at any time. Their graceful, feminine hands can quickly shift into razor-sharp claws in the blink of an eye. And their speed on the ice is unmatched. They are not to be trifled with and are known to attack anyone and anything they wish apparently on a whim, though this isn't known for sure.
Extremely Rare Knowledge:
Skyters were fostered by a princess who was fond of dancing and who lived with her family in a palace high up in the mountains. The princess was fond of dancing and of playing in the snow, but one of her greater passions was for magic. However, the girl began to change as her studies of magic advanced and she began to lust for more and more power. One night, she froze over the whole palace with her magic and murdered her family, taking over and crowning herself as queen. Wishing to avoid death and not wanting to lose her power, she converted herself into an icy version of herself. The first Skyter. And ever since then, she has been making more and more Skyters with her powerful magic and sending them out across the planes.
Languages:
Skyters giggle and laugh a lot, but no one has ever heard one speak. If they do speak, it would probably be a plot-hook given the rarity of the behavior.
Common
Aquan
Sylvan
Combat:
Skyters are infamous for their trademark giggling that occurs whenever they are about to attack. It is the one and only warning that their prey ever gets.
Skyters prefer covert attacks that quickly end the fight and provide little to no opportunity for a counter-attack by their enemies. If damaged severely enough, they will run and take cover and either flee altogether or look for a position to surprise their enemy again and make a last-ditch effort to freeze as many as possible at once. They may even pretend to be dead if they think it will work.
When using their icicle attacks, Skyters shoot bolts of ice out of their wrists at high velocity towards their targets. They do not need to see to aim, though they tend to look where they are aiming anyhow for some reason. They do not just aim to hit the target, they almost always target critical parts of the body.
((In my own campaigns I have a called shot rule that grants a -4 penalty to attack but deals critical damage if the attack is successful. Skyters tend to use this rule when making ranged attacks. Except they have Precise Shot (-2 on called shots), and Improved Precise Shot (-0 on called shots) so they tend to make called shots a lot with their icicles.))
One thing that is important to note is: Skyters NEVER, EVER fight alone. If they are alone, they will flee using whatever resources they have.
http://fc06.deviantart.net/fs49/i/2009/201/0/f/Ice_Elemental_by_Vij_8.jpg
Source: Vij-8 on DeviantART (http://vij-8.deviantart.com/art/Ice-Elemental-130250798)
http://i.imgur.com/zZvePlX.png
Source: A re-color of one of Devin Night's tokens.
Note: The skyter doesn't have an ice-scythe and doesn't look precisely like this. This is just the closest I could come to finding an image that portrayed what the Skyter looks like.
Credits:
Altrunchen (Author)
Debihuman (Critique)
Skyter
Medium Elemental (Cold)
Hit Dice: 15d8+30 (97 hp)
Initiative: +12
Speed: 30 ft (60 ft. on ice)
Armor Class: 21 (+8 Dex, +3 natural), touch 18, flat-footed 13
Base Attack/Grapple: +11/+14
Attack: Claw +14 melee (1d4+3) or Icicle +19 ranged (1d8/19-20/x3)
Full Attack: 2 claws +14 melee (1d4+3) and kick +12 melee (1d4+1), or 2 claws (1d4+3) and leg sweep +12 melee (1d4+1 and target is knocked prone), or 2 Icicles +19 ranged (1d8/19-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Freezing touch, ice storm
Special Abilities: Breathsense, cold and water healing, darkvision 60 ft., elemental traits, ice-step, tremorsense 120 ft. (ice only), vulnerable to fire and sonic
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 16, Dex 26, Con 14, Int 16, Wis 14, Cha 18
Skills: Balance +10, Bluff +22, Climb +18, Diplomacy +6, Intimidate +6, Jump +5 (+17 on ice), Listen +20, Spot +20, Tumble +26, Perform (Dance) +20
Feats: Improved Initiative, Combat Reflexes, Combat Expertise, Dodge, Improved Precise Shot, Mobility, Multiattack, Point Blank Shot, Precise Shot Run, Shot on the Run, Spring Attack, Whirlwind Strike
Environment: Glaciers, Polar Ice-caps, Cold mountains, Elemental Plane of Water, Paraelemental Plane of Ice
Organization: Squad (2-5), Troupe (6-10), Company (11-15), Guild (16+)
Challenge Rating: 9
Treasure: None
Alignment: Usually Neutral
Advancement: 16-30 HD (Large), 31-60 HD (Huge)
Level Adjustment: +6
Breathsense (Su): A skyter notices and locates any creature that breathes within 60 feet, just as if it possessed the blindsight ability.
Cold Healing (Su): A skyter is healed +100% of the damage dealt to it if the damage is of the cold subtype.
Water Healing (Su): A skyter is healed +50% of the damage dealt to it if the damage is of the water subtype.
Vulnerability to Fire (Su): A skyter takes +100% damage from attacks with the fire subtype.
Vulnerability to Sonic (Su): A skyter takes +50% damage from attacks with the sonic subtype.
Freezing Touch (Su): Any target or object touched by a skyter's melee attack is turned to ice much like a flesh to Ice spell. A successful Reflex save (DC 21) negates the effect. To reverse a skyter's freezing effect, a remove curse spell must be cast.This supernatural ability is not limited to targets made of flesh but instead can act upon anything that the Skyter wishes, including armor, weapons, and/or other items. Alternatively, the Skyter can simply make a touch attack against the target if it chooses to. A skyter can suppress this ability at will. The save DC is Charisma-based.
Ice-Step (Su): Skyters can use contiguous bodies of ice to instantly transport themselves. They do this by using one move action to enter a body of ice, another to travel instantly to the part of that body of ice near their destination, and then a third move action to exit the body of ice. Exiting the body of ice provokes an attack of opportunity. Skyters can use melee attacks from within the body of ice but suffer a -4 penalty in doing so. Missing provokes an attack of opportunity.
Ice Storm (Sp): Once every 1d4 rounds, a skyter may use this spell-like ability to cast ice storm as a standard action causing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area, but at range of 1,000 feet. CL 4.
Icicles (Ex): A skyter can throw icicles at a 60 foot range increment as a standard action. When using their icicle attacks, Skyters shoot bolts of ice out of their wrists at high velocity towards their targets. They do not need to see to aim, though they tend to look where they are aiming anyhow for some reason. They do not just aim to hit the target, they almost always target critical parts of the body.
Description:
Knowledge of the Plains Check: DC = 16
Knowledge of Monsters Check: DC = 20
Knowledge of Nature Check: DC = 24
Knowledge of Arcana Check: DC = 28
Knowledge of Religion Check: DC = 32
Common Knowledge:
What's a Skyter? Is it some kind of kite monster?
Uncommon Knowledge:
Skyters can phase through masses of ice and dash very quickly on the ice. They also NEVER attack alone. Avoid at all costs, and keep fire spells handy. NEVER go into an icy building for fear that Skyters may infest the inside.
Rare Knowledge:
Skyters are the femme-fatales of the icy regions of many worlds. They appear like somewhat-female figures made of solid ice, yet they move smoothly as if they were made of flesh. Their eyes are pitch-black and they have no genuine mouth, but their face appears humanoid with lips though no one has ever seen a Skyter move them or heard one speak and lived to tell the tale. Skyters do not appear to wear any armor or clothes, yet they do not appear naked either. They simply all posses a lithe female figure and the common assumption is that they are all female even though no evidence of the Skyters' mating habits has ever arisen from anyone, anywhere at any time. Their graceful, feminine hands can quickly shift into razor-sharp claws in the blink of an eye. And their speed on the ice is unmatched. They are not to be trifled with and are known to attack anyone and anything they wish apparently on a whim, though this isn't known for sure.
Extremely Rare Knowledge:
Skyters were fostered by a princess who was fond of dancing and who lived with her family in a palace high up in the mountains. The princess was fond of dancing and of playing in the snow, but one of her greater passions was for magic. However, the girl began to change as her studies of magic advanced and she began to lust for more and more power. One night, she froze over the whole palace with her magic and murdered her family, taking over and crowning herself as queen. Wishing to avoid death and not wanting to lose her power, she converted herself into an icy version of herself. The first Skyter. And ever since then, she has been making more and more Skyters with her powerful magic and sending them out across the planes.
Languages:
Skyters giggle and laugh a lot, but no one has ever heard one speak. If they do speak, it would probably be a plot-hook given the rarity of the behavior.
Common
Aquan
Sylvan
Combat:
Skyters are infamous for their trademark giggling that occurs whenever they are about to attack. It is the one and only warning that their prey ever gets.
Skyters prefer covert attacks that quickly end the fight and provide little to no opportunity for a counter-attack by their enemies. If damaged severely enough, they will run and take cover and either flee altogether or look for a position to surprise their enemy again and make a last-ditch effort to freeze as many as possible at once. They may even pretend to be dead if they think it will work.
When using their icicle attacks, Skyters shoot bolts of ice out of their wrists at high velocity towards their targets. They do not need to see to aim, though they tend to look where they are aiming anyhow for some reason. They do not just aim to hit the target, they almost always target critical parts of the body.
((In my own campaigns I have a called shot rule that grants a -4 penalty to attack but deals critical damage if the attack is successful. Skyters tend to use this rule when making ranged attacks. Except they have Precise Shot (-2 on called shots), and Improved Precise Shot (-0 on called shots) so they tend to make called shots a lot with their icicles.))
One thing that is important to note is: Skyters NEVER, EVER fight alone. If they are alone, they will flee using whatever resources they have.
Older Versions:
http://fc09.deviantart.net/fs49/f/2009/201/9/d/Ice_Elemental_by_Vij_8.jpg
Skyter
Medium Elemental (Ice)
Hit Dice: 15d8+30 (98)
Initiative: +12
Speed: 30 (walk), 60 (skating on ice)
Armor Class: 21 (+8 Dex, +3 natural), touch 18, flat-footed 13
Damage Reduction: 10 (magic OR bludgeoning OR adamantine)
Base Attack/Grapple: +11/ +14
Attack:
2 Claws +14 melee (1d4+3)
2 Kicks +14 melee (1d4+3)
1 Leg-Sweep +14 melee (1d4+3) plus target is knocked down
2 Icicles +19 ranged (1d8, 19-20 x3, 60 feet)
Full Attack:
2 Claws +14 melee (1d4+3) and 2 Kicks +12 melee (1d4+3)
2 Kicks +14 melee (1d4+3) and 1 Leg-Sweep +12 melee (1d4+3) plus target is knocked down
2 Icicles +19 ranged (1d8, 19-20 x3, 60 feet)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Freezing Touch (Su): If a target is touched by a Skyter's melee attack, and the Skyter wishes it, that target is turned to ice much like the Flesh to Ice (http://dndtools.eu/spells/frostburn--68/flesh-to-ice--1308/) spell. However, the saving throw is a reflex save that is DC 23 and negates the effect. This is a supernatural ability and can be used at-will by the Skyter with a successful melee attack of any kind and is not limited to targets made of flesh but instead can act upon anything that the Skyter wishes, including armor, weapons, and/or other items. Alternatively, the Skyter can simply make a touch attack against the target if it chooses to. To reverse the Skyter's freezing effect, a Remove Curse (http://www.dandwiki.com/wiki/Remove_curse) spell must be cast.
Ice-Storm (Sp): Once per 1d4 rounds, the Skyter may use this spell-like ability to cast Ice Storm (http://www.dandwiki.com/wiki/SRD:Ice_Storm) as a standard action and as a level 4 spell with the DC being charisma based (10+4+4 Cha = 18). Use the Skyter's hit-dice when determining range.
Special Abilities:
Ice-Step (Su): Skyters can use contiguous bodies of ice to instantly transport themselves. They do this by using one move action to enter a body of ice, another to travel instantly to the part of that body of ice near their destination and then finally a third move action to exit the body of ice. Exiting the body of ice provokes an attack of opportunity. Skyters can use melee attacks from within the body of ice but suffer a -4 penalty in doing so. Missing provokes an attack of opportunity.
Special Qualities:
Darkvision 60 ft.
Tremorsense 120 ft. (Only works on ice)
Breath-sense 30 ft.
Elemental traits
Vulnerable to fire: +100% damage
Vulnerable to sonic: +50% damage
Heal with cold energy
Heal with water
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 16, Dex 26, Con 14, Int 16, Wis 14, Cha 18
Skills: Balance +16, Bluff +22, Climb +11, Jump +23, Listen +20, Search +21, Spot +20, Swim +21, Tumble +16, Perform (Dance) +20
Feats:
Improved Initiative
Combat Reflexes
Combat Expertise
Dodge
Improved Precise Shot
Mobility
Multiattack
Point Blank Shot
Precise Shot
Run
Shot on the Run
Spring Attack
Whirlwind Strike
Environment: Glaciers, Polar Ice-caps, Cold mountains, Elemental Plane of Water, Elemental Plane of Ice
Organization:
Squad (1-5)
Troupe (6-10)
Company (11-15)
Guild (16+)
Challenge Rating: 20
Treasure: None
Alignment: Usually Neutral
Advancement: 16-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: +6
Description:
Knowledge of the Plains Check: DC = 16
Knowledge of Monsters Check: DC = 20
Knowledge of Nature Check: DC = 24
Knowledge of Arcana Check: DC = 28
Knowledge of Religion Check: DC = 32
Common Knowledge:
What's a Skyter? Is it some kind of kite monster?
Uncommon Knowledge:
Skyters can phase through masses of ice and dash very quickly on the ice. They also NEVER attack alone. Avoid at all costs, and keep fire spells handy. NEVER go into an icy building for fear that Skyters may infest the inside.
Rare Knowledge:
Skyters are the femme-fatales of the icy regions of many worlds. They appear like somewhat-female figures made of solid ice, yet they move smoothly as if they were made of flesh. Their eyes are pitch-black and they have no genuine mouth, but their face appears humanoid with lips though no one has ever seen a Skyter move them or heard one speak and lived to tell the tale. Skyters do not appear to wear any armor or clothes, yet they do not appear naked either. They simply all posses a lithe female figure and the common assumption is that they are all female even though no evidence of the Skyters' mating habits has ever arisen from anyone, anywhere at any time. Their graceful, feminine hands can quickly shift into razor-sharp claws in the blink of an eye. And their speed on the ice is unmatched. They are not to be trifled with and are known to attack anyone and anything they wish apparently on a whim, though this isn't known for sure.
Extremely Rare Knowledge:
Skyters were fostered by a princess who was fond of dancing and who lived with her family in a palace high up in the mountains. The princess was fond of dancing and of playing in the snow, but one of her greater passions was for magic. However, the girl began to change as her studies of magic advanced and she began to lust for more and more power. One night, she froze over the whole palace with her magic and murdered her family, taking over and crowning herself as queen. Wishing to avoid death and not wanting to lose her power, she converted herself into an icy version of herself. The first Skyter. And ever since then, she has been making more and more Skyters with her powerful magic and sending them out across the planes.
Languages:
Skyters giggle and laugh a lot, but no one has ever heard one speak. If they do speak, it would probably be a plot-hook given the rarity of the behavior.
Common
Aquan
Sylvan
Combat:
Skyters are infamous for their trademark giggling that occurs whenever they are about to attack. It is the one and only warning that their prey ever gets.
Skyters prefer covert attacks that quickly end the fight and provide little to no opportunity for a counter-attack by their enemies. If damaged severely enough, they will run and take cover and either flee altogether or look for a position to surprise their enemy again and make a last-ditch effort to freeze as many as possible at once. They may even pretend to be dead if they think it will work.
When using their icicle attacks, Skyters shoot bolts of ice out of their wrists at high velocity towards their targets. They do not need to see to aim, though they tend to look where they are aiming anyhow for some reason. They do not just aim to hit the target, they almost always target critical parts of the body.
((In my own campaigns I have a called shot rule that grants a -4 penalty to attack but deals critical damage if the attack is successful. Skyters tend to use this rule when making ranged attacks. Except they have Precise Shot (-2 on called shots), and Improved Precise Shot (-0 on called shots) so they tend to make called shots a lot with their icicles.))
One thing that is important to note is: Skyters NEVER, EVER fight alone. If they are alone, they will flee using whatever resources they have.