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
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