RavenJovan
2016-03-12, 03:26 PM
ICE MAIDEN
Medium Elemental, neutral
Armor Class: 16 (natural armor)
Hit Points: 120 (16d8 +48)
Speed: 30 ft., swim 30 ft.
STR: 10 (+0) DEX: 14 (+2) CON: 17 (+3)
INT: 16 (+3) WIS: 20 (+5) CHA: 18 (+4)
Saving Throws: Constitution, Wisdom
Skills: Persuasion +8, Perception +9, Insight +9
Damage Resistances: bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities: cold, poison
Condition Immunities: exhaustion, paralyzed, poisoned, unconscious
Senses: darkvision 60 ft., passive perception
Languages: Aquan, Auran, Common
Challenge Rating: 10 (5,900xp)
Prescience (3/day): Three time per day as a free action, a maiden can duplicate the effect of any of the following divination spells:
Tongues, clairvoyance, divination, scrying (DC 17), legend lore, locate creature, locate object
Searching Gaze: The maiden continually has the benefits of the Identify and true seeing spells.
Innate Spellcasting: The maiden’s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components.
At will: Shape Water, Fog Cloud, Ice Knife
3/day: Snilloc's Snowball Swarm, Conjure Minor Elementals (ice only)
1/day: Ice Storm, Cone of Cold, Conjure Elemental (Ice only)
Elemental Ice Pool: Ice Maidens are physically tied to magic pools of churning, grinding elemental ice, anything from a frozen pool to an iceberg or even a glacier and cannot leave except to return to their native plane. An ice maiden is physically tied to its pool and cannot leave except to return to its native plane. Each elemental pool has a portal to the Frostfell at its bottom. An elemental pool is always at least 40 feet in diameter and 20 feet deep, although a pool can be up to ten times that size. Any non-elemental creature entering a maiden’s pool without the maiden’s permission must succeed on a DC 23 Constitution save each round or be transformed into ice (only a greater restoration, or similar magic can restore the creature). Creatures granted access to the pool by the maiden are not subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from cold and ice, as well as the means to breathe and move normally. Otherwise, they take 2d6 points of damage and 2d6 points of cold damage per round from the churning blocks of ice, and may drown.
Heat Sense: An ice maiden can automatically sense heat sources within 60 feet. It senses only the presence or absence of heat, but if it chooses to use a standard action to concentrate on this ability, it can establish the number and location of heat auras and the strength of each in the second and third rounds of concentration.
ACTIONS
Chilling Touch: Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d6 +2) cold damage. On a hit the target must make a DC 15 Constitution saving throw or suffer one level of exhaustion.
EDIT: Comments, critiques, rebalancing?
Medium Elemental, neutral
Armor Class: 16 (natural armor)
Hit Points: 120 (16d8 +48)
Speed: 30 ft., swim 30 ft.
STR: 10 (+0) DEX: 14 (+2) CON: 17 (+3)
INT: 16 (+3) WIS: 20 (+5) CHA: 18 (+4)
Saving Throws: Constitution, Wisdom
Skills: Persuasion +8, Perception +9, Insight +9
Damage Resistances: bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities: cold, poison
Condition Immunities: exhaustion, paralyzed, poisoned, unconscious
Senses: darkvision 60 ft., passive perception
Languages: Aquan, Auran, Common
Challenge Rating: 10 (5,900xp)
Prescience (3/day): Three time per day as a free action, a maiden can duplicate the effect of any of the following divination spells:
Tongues, clairvoyance, divination, scrying (DC 17), legend lore, locate creature, locate object
Searching Gaze: The maiden continually has the benefits of the Identify and true seeing spells.
Innate Spellcasting: The maiden’s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components.
At will: Shape Water, Fog Cloud, Ice Knife
3/day: Snilloc's Snowball Swarm, Conjure Minor Elementals (ice only)
1/day: Ice Storm, Cone of Cold, Conjure Elemental (Ice only)
Elemental Ice Pool: Ice Maidens are physically tied to magic pools of churning, grinding elemental ice, anything from a frozen pool to an iceberg or even a glacier and cannot leave except to return to their native plane. An ice maiden is physically tied to its pool and cannot leave except to return to its native plane. Each elemental pool has a portal to the Frostfell at its bottom. An elemental pool is always at least 40 feet in diameter and 20 feet deep, although a pool can be up to ten times that size. Any non-elemental creature entering a maiden’s pool without the maiden’s permission must succeed on a DC 23 Constitution save each round or be transformed into ice (only a greater restoration, or similar magic can restore the creature). Creatures granted access to the pool by the maiden are not subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from cold and ice, as well as the means to breathe and move normally. Otherwise, they take 2d6 points of damage and 2d6 points of cold damage per round from the churning blocks of ice, and may drown.
Heat Sense: An ice maiden can automatically sense heat sources within 60 feet. It senses only the presence or absence of heat, but if it chooses to use a standard action to concentrate on this ability, it can establish the number and location of heat auras and the strength of each in the second and third rounds of concentration.
ACTIONS
Chilling Touch: Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d6 +2) cold damage. On a hit the target must make a DC 15 Constitution saving throw or suffer one level of exhaustion.
EDIT: Comments, critiques, rebalancing?