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View Full Version : Frozen Terror [Mitp]



TheLogman
2007-06-30, 09:38 PM
{table] Creature | Small Frozen Terror | Medium Frozen Terror | Large Frozen Terror | Huge Frozen Terror | Greater Frozen Terror | Elder Frozen Terror
Size | Small Elemental (Cold) | Medium Elemental (Cold) | Large Elemental (Cold | Huge Elemental (Cold) | Huge Elemental (Cold) | Huge Elemental (Cold)
Hit Dice | 2d8+4 (13 hp) | 4d8+16 (32 hp) | 8d8+40 (76 hp) | 16d8+96 (168 hp) | 21d8+126 (220 hp) | 24d8+144 (252 hp)
Initiative | +1 (Dex) | +2 (Dex) | +3 (Dex) | +5 (Dex) | +6 (Dex) | +7 (Dex)
Speed | 50 ft. | 50 ft. | 50 ft. | 50 ft. | 50 ft.| 50 ft.
AC |20 (+1 Size, +1 Dex, +8 Natural) | 21 ( +2 Dex, +9 Natural) | 22 ( -1 Size, +3 Dex, +10 natural) | 23 (-2 size, +5 Dex, +10 Natural) | 24 ( -2 Size, +6 Dex, +10 Natural) | 25 (-2 size, +7 Dex, +10 Natural)
Flatfooted AC | 19 | 19 | 19 | 18 | 18 | 18
Touch Ac | 12 | 12 | 13 | 13 | 14 | 15
Base Attack Bonus | +1 | +3 | +6 | +10 | +15 | +18
Grapple | +2 | +3 | +12| +19 | +25 | +29
Attacks | Slam +4 Melee | Slam +6 melee | Slam +10/+5 melee| Slam +17/+12/+7 melee | Slam +21/+16/+11 melee | Slam +25/+20/+15/+10
Face | 5 ft. by 5 ft. | 5 ft. by 5ft. | 5 ft. by 5 ft. |10 ft. by 5 ft. | 10 ft. by 5 ft. | 10 ft. by 5 ft
Reach | 5 ft. | 5ft. | 10ft. | 15 ft. | 15 ft. | 15 ft. |
Special Attacks | Chill, Freezing Howl, Ice Spines | Chill, Freezing Howl, Ice Spines | Chill, Freezing Howl, Ice Spines | Chill, Freezing Howl, Ice Spines | Chill, Freezing Howl, Ice Spines | Chill, Freezing Howl, Ice Spines
Special Qualities | Cold Subtype, Elemental, Stable | Cold Subtype, Elemental, Stable | Cold Subtype, Elemental, Stable | Cold Subtype, Elemental, Stable | Cold Subtype, Elemental, Stable | Cold Subtype, Elemental, Stable
Saves | Fort +5, Ref +1, Will -1 | Fort +8, Ref +3, Will +0 | Fort +11, Ref +5, Will +1 | Fort +16, Ref +10, Will +4 | Fort +18, Ref +13, Will +6 | Fort +20, Ref +16, Will +7
Abilities | Str 14, Dex 12, Con 15, Int 4, Wis 9, Cha 9 | Str 16, Dex 12, Con 19, Int 4, Wis 9, Cha 9 | Str 20, Dex 16, Con 21, Int 6, Wis 9, Cha 9 | Str 24, Dex 20, Con 23, Int 6, Wis 9, Cha 9 | Str 26, Dex 22, Con 23, Int 6, Wis 9, Cha 9 | Str 28, Dex 24, Con 23, Int 6, Wis 9, Cha 9
Skills | Listen +4, Spot +4 | Listen +6, Spot +6 | Listen +10, Spot +10 | Listen +19, Spot +19 | Listen +24, Spot +24 | Listen +27, Spot +27
Feats | Power Attack | Improved Trip, Power Attack | Cleave, Improved Trip, Power Attack | Alertness, Cleave, Great Cleave, Improved Trip, Power Attack |Alertness, Cleave, Great Cleave, Improved Trip, Power Attack | Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Trip, Power Attack, Run [/table]

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Climate/Terrain: Any Land and underground
Organization:Solitary or Pack (2-5)
Challenge Rating: Small 3; medium 5; large 8; huge 10; greater 12; elder 14
Treasure:None
Alignment: Usually Neutral
Advancement: Small 3 HD (Small); medium 5-7 HD (Medium-size); large 9-15 HD (Large); huge 17-20 HD (Huge); greater 22-23 HD (Huge); elder 25+ HD (Huge)

Frozen Terror

Description: Hunters as vicious as cold itself, Frozen Terrors chase after any and all living prey as they bound across the Elemental Plane of Water, freezing water to step on, always vigilant for a new challenge. Frozen Terrors are the shape of a wolf, but are instead made of solid ice, and covered in spikes that could impale a full-grown man. As they fight, they growl viciously in Aquan, every word accented with growls, barks, and the crackling of ice.

Fluff Text: Not really the most intelligent monster a party of Adventurers would encounter, the Frozen Terror really doesn't know more than simple battle tactics, and how to hit where it hurts. When surrounded, it will call for help, and beat off enemies one by one, tripping them when necessary. A Frozen Terror also has the pack mentality of a wolf, so for every one you see, another two lurk nearby, ready to come at the nearest sign of prey. The eldest of the Frozen Terrors usually becomes the Pack Lord, directing hunting parties, and getting the best pieces of freshly caught prey.



Combat
Frozen Terrors usually choose to fight up close and personal, to make full use of their Ice Spikes special attack. If enemies are within the range of their Freezing Howl ability, but not close enough to attack with melee, the Frozen Terror will let loose a Freezing Howl, and hope to attract allies.

Chill (Ex) : The Elemental touch freezes water that is of non-magical origin, and is up to a maximum size of a 10 by 10 foot cube. It also freezes any water it steps on, allowing it to effectively walk or even run on water. If the climate is not cold enough to keep the Ice frozen, the ice melts at a normal rate once it is out of contact with the Frozen Terror.

Cold Subtype (Ex): Cold immunity, takes half again as much (+50%) damage as normal from fire.

Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Freezing Howl (Ex): At will, a Frozen Terror may make a full round action to let loose a howl that embodies the very soul of Cold. The Freezing howl does 1d8 points of damage plus 1d8 damage per size category above Small, half cold, half sonic, to every target in a 30 foot radius. Targets may make a fortitude save against DC 10+HD of the Freezing Terror to take half damage. All Frozen Terrors are completely Immune to the Freezing Howl of any other Frozen Terrors. The Howl can be heard from up to 100 feet away, and up to 200 feet by other Frozen Terrors. If a Frozen Terror, a creature with the (Cold) subtype, or a Water Elemental hears this howl, it will move as fast as possible to aid the Frozen Terror in combat.

Ice Spines (Ex): A Frozen Terror is coated in large spines that do 1d6 Piercing damage per size category above Small when a creature makes a melee attack against it with a weapon that is not a reach weapon. When a Frozen Terror succeeds on making an attack against another creature, it deals 1d6 piercing damage per size category 20% of the time. When a Frozen Terror Grapples, there is a 50% chance that the Ice Spines damage the grappled opponent each turn that the Frozen Terror stays in the grapple.

Improved Trip:Frozen Terrors get the feat Improved Trip for free.

Stable:Because it has 4 legs, the Frozen Terror gets a +4 bonus to save to avoid being knocked Prone, tripped, and to pushes and bull rushes.

{table] Type | Size | Spike Damage | Freezing Howl Damage | Freezing Howl DC | Challenge Rating
Small | Small| 1d6 | 1d8 | 11 | 3
Medium | Medium | 2d6 | 2d8 | 12 | 5
Large | Large | 4d6 | 4d8 | 14| 8
Huge | Huge | 8d6 | 8d8 | 18 | 10
Greater | Huge | 10d6 | 10d8 | 20 | 12
Elder | Huge | 12d6 | 12d8 | 22 | 14 [/table]

Using this Monster: When it fights, this monster prefers to lunge into melee to make the most of the spikes that cover its body, but if a Frozen Terror knows it is out-numbered, it will use its Freezing Howl to damage enemies, and call for help. The most exciting way to use this monster would be to have the party fight just one, then as more Frozen Terrors hear the fights, and the Howls of the Terror currently fighting, they would join in, eventually forcing the party to fight the entire pack. Interesting ways to use this monster include having a pack attack a research center on the plane of water, or coupling it with other Elementals, such as Water Elementals.

To vote, type Mitp: Yes or Mitp: No

Poppatomus
2007-06-30, 09:53 PM
Nice

Mitp vote: Yes

my only piece of advice is that both Spike damage and range should be based on size of the elemental, not flat for all.

Fizban
2007-06-30, 10:13 PM
These already exist, Manual of the Planes IIRC.

Edit: yep, Ice Paraelemental, Manual of the Planes page 181. Aside from the obvious cold damage, it's special ability is a chill metal effect. You'll have to rename yours before it's eligible for MitP.

Poppatomus
2007-06-30, 10:16 PM
A monster exactly like, or very similar to, these exists, or there is a monster called an ice elemental in that book?

TheLogman
2007-06-30, 10:30 PM
The name has been changed to Frozen Terror, the Abilities and fluff have been changed to suit the name.

BisectedBrioche
2007-07-01, 08:35 AM
Cool....sorry ¬_¬

MitP: Yes

BTW, maybe you should put the different sizes into tables.

TheLogman
2007-07-01, 08:51 AM
A table like the one I just posted? Do I need to put anything else on there?

BisectedBrioche
2007-07-01, 09:07 AM
I meant put the stats in a table, like this;

{table=head]Creature|Frozen Terror, Small|Frozen Terror, Medium
Hit Dice|2d8+4 (13 hp)|4d8+16 (32 hp)
Initiative|+1 (Dex)|+2 (Dex)
Speed|50 ft.|50 ft.
AC| 20 (+1 Size, +1 Dex, +8 Natural)|21 ( +2 Dex, +9 Natural)
Flatfooted AC|19|19
Touch Ac|12|12
Base Attack Bonus|+1|+3
Grapple|+2|+6
Attacks|Slam +4 Melee|Slam +6 melee
Damage|Slam 1d6+3|Slam 1d8+4
Face|5 ft. by 5 ft.|5 ft.
Reach|5 ft.|5 ft.
Special Attacks| Chill, Freezing Howl, Ice Spines|Chill, Freezing Howl, Ice Spines
Special Qualities| Cold Subtype, Elemental, Stable|Cold Subtype, Elemental, Stable
Saves|Fort +5, Ref +1, Will -1|Fort +8, Ref +3, Will +0
Abilities|Str 14, Dex 12, Con 15, Int 4, Wis 9, Cha 9|Str 16, Dex 12, Con 19, Int 4, Wis 9, Cha 9
Skills|Listen +4, Spot +4|Listen +6, Spot +6
Feats| Power Attack|Improved Trip, Power Attack[/table]

It'll make the opening page look tidier.

Blackbrrd
2007-07-01, 09:32 AM
The Freezing howl does 1d8 points of cold damage per Size Category to every target in a 30 foot radius. Targets may make a fortitude save against DC 10+HD of the Freezing Terror to take half damage.


...Elder Huge 24d8 freezing howl damage...

Anyway the damage is too high, and the fortitude save (36) (which is ridiculesly high) makes the monster a rogue killer, as they have neither evasion nor improved evasion working for them.

Compare the damage to an adult red dragon (CR15) which does 12d10 damage with a DC 26 reflex save. http://www.d20srd.org/srd/monsters/dragonTrue.htm#redDragon

... and dragons are normally thought of as quite bad ass compared to their CR

TheLogman
2007-07-01, 10:24 AM
Okay, what if the damage and saves is per half Hd? That would make it 1d6, 2d6, 4d6, 8d6, 10d6, 12d6, and 1d8, 2d8, 4d8, 8d8, 10d8, 12d8, and the Saves against them 11, 12, 14, 18, 20, 24. That makes him weaker than a dragon in both damage and save, but with the spikes and other stuff working for him. Converting into a table will take a while, so I will do that after I go to the party. Expect the table to be done around 5 or 6 o'clock Eastern.

Blackbrrd
2007-07-01, 10:48 AM
Looking at the damage from the Dragon breath weapon, it seems they just put it at 2 * Age Category, you could do it about something similar. For instance 3d8 pr size, starting at small, ending at 18d8 at Huge.

You can use the same way of getting the save DC, in other words:
10 + ½ Frozen Terror’s HD + Frozen Terror’s Con modifier. The DC is still high at DC 10 + 12 + 6 = 28 for the Huge Frozen Terror, but it should be possible to save against (if its a reflex save)...

You might wanna put a secondary effect too, like slow, on the breath weapon. On the other hand that might be taking it a bit far again ;)

Oh, by the way the vulnerability in 3.5 was changed:
http://www.d20srd.org/srd/specialAbilities.htm#vulnerabilitytoEnergy

Cold Subtype (Ex): Cold immunity, takes half again as much (+50%) damage as normal from fire.

DragonTounge
2007-07-01, 03:24 PM
Cool monster I'll give it a MitP Vote: Yes

TheLogman
2007-07-01, 05:16 PM
I converted the information to table form. Also, I would rather the Values be Half HD, because I want them to be weaker, they have a highish Hit points and AC to compensate for the weaker damage. I want them to hit in melee more often than using their howling attack.

Blackbrrd
2007-07-01, 06:57 PM
I like it, especially the ice spines, they make you change the way you fight.

Mitp: Yes

Anxe
2007-07-04, 01:01 PM
All around nice. Mitp: Yes

Matthew
2007-07-06, 09:25 PM
A lot of work here. Hard to evaluate straight off. I will have to think about it.

TheLogman
2007-07-08, 09:59 PM
Okay cool take your time.

Oh, and Bump

TheLogman
2007-07-10, 07:14 PM
Does nobody appreciate my monster? Does nobody love the Frozen Terror?

Bump...

Matthew
2007-07-12, 09:54 PM
Hmmn. I'm in two minds over this. Without seeing the Monster it may be treading on the toes of I am reluctant to vote for it.

TheLogman
2007-07-12, 10:30 PM
What do you mean by that?

Matthew
2007-07-12, 10:38 PM
What Fizban was on about. It was never made clear how this differed from what he mentioned.

TheLogman
2007-07-12, 11:13 PM
Oh, the only similarity in the first place was the name (Ice Elemental, and the copyrighted name, Ice Paraelemental) and the original description, which was a huge hulking hunk of ice. Otherwise, the two were nothing alike.

However, I changed that, and then to represent the new flavor and style, I changed (almost) everything about the monster. I upped the CR, increased the Dexterity to represent something faster, changed the description to something like a wolf or a beast, increased the speed, added the stable quality, changed the feats to those that wolves get (Run and Alterness), added the Freezing Howl Special attack, changed the grouping to an alternative "Pack", and gave them improved Trip, because most Wolves get improved trip.

Edit: Fiziban says the the Ice Paraelemental deals cold damage (Mine doesn't), and its only special ability is chill metal (mine has no such special ability). The only things the two monsters have in common as of right now are the fact they are both associated with Ice, and they both are elementals.

Edit again: I also changed the Freezing Howl to deal half cold half sonic, since it seems more interesting that way.

TheLogman
2007-07-24, 10:42 AM
Bump! Because, I need to keep this in the forums.

Demented
2007-07-24, 02:06 PM
Things in homebrew don't get zapped over time. I don't think. That's SMBG.

TheLogman
2007-07-24, 02:31 PM
But couldn't it fall off of page 9?

TheLogman
2007-07-26, 03:19 PM
Bump, comon people, please please vote!

I only need 2 more votes...

TheLogman
2007-07-28, 10:42 PM
This is NOT a new entry to Mitp, this has been entered since before the cutoff, and only need 2 more votes to get in!

TheLogman
2007-07-29, 11:47 PM
Bump.

Oh, and VOTING IS STILL GOING ON.

So PLEASE, PLEASE, PLEASE somebody (Or actually, preferably 2 somebodies) vote on this? Or at least tell me why nobody is making comments or anything?

Demented
2007-07-30, 12:03 AM
We can smell an old thread.
:evilface:

Speaking of which, every time I see this thread's title, I think of the Diablo 2 creature.


But couldn't it fall off of page 9?
That's actually the date cutoff for default settings. You can change your settings to display older threads, but that means extra work for the server. For most people, they're probably (then again maybe not) better off just searching for old threads past that date anyway.

Lord Iames Osari
2007-07-30, 07:23 PM
I'll give this an MitP Vote: Yes.

Zeta Kai
2007-07-30, 09:23 PM
MitP Vote: YES.

I could have sworn that I voted for this critter already. Good monster.

DracoDei
2007-07-31, 01:53 PM
Should read "1d8 damage per size catagory above Tiny" Or maybe "1d8 damage plus 1d8 damage per size catagory above Small".
So they can freely designate which creatures are and are not affected by the Howl? The STANDARD proceedure is just to make the creature immune to the area of effect special abilities of others of its kind.
In any case:
MitP Vote: Yes

TheLogman
2007-07-31, 05:09 PM
With Regards to the 1d8 plus size category Above Small thanks a ton for pointing that out. And I also forgot to add Frozen Terrors are Immune to the Howls, thanks for pointing that out as well.

As for the freely designate, what do you mean? Everything that isn't a Frozen Terror gets hit, and must make a save, but the damage is half sonic and cold, so some stuff, even if it makes a save, takes only the sonic damage because of Cold Immunity.