The Demented One
2007-07-16, 01:19 AM
Cryx
Huge Elemental (Cold, Extraplanar)
Hit Dice: 20d8+120 (210 hp)
Initiative: +3
Speed: 50 ft. (10 squares), burrow 30 ft., swim 100 ft.
Armor Class: 23 (-2 size, +3 Dex, +12 natural), touch 11, flat-footed 20
Base Attack/Grapple: +15/+33
Attack: Bite +23 melee (1d10+10)
Full Attack: Bite +23 melee (1d10+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, constrict 2d8+10, improved grab
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental healing, elemental traits, immune to cold, vulnerable to fire
Saves: Fort +18, Ref +9, Will +6
Abilities: Str 30, Dex 16, Con 22, Int 8, Wis 10, Cha 10
Skills: Listen +11, Spot +12
Feats: Power Attack, Improved Bull Rush, Improved Overrun, Awesome Blow, Large and In Charge (http://realmshelps.dandello.net/cgi-bin/feats.pl?Large_and_In_Charge,all), Snowrunner (http://realmshelps.dandello.net/cgi-bin/feats.pl?Snowrunner,Fr), Ability Focus (Breath Weapon)
Environment: Elemental Plane of Water or
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Usually True Neutral
Advancement: 21-28 HD (Huge), 29-36 HD (Gargantuan), 37-48 HD (Colossal)
Level Adjustment: –
Cryx are powerful elemental creatures of ice, known also as Arctic Worms to some cultures. Their bodies are formed of solid ice, which becomes semifluid when the Cryx moves. It is serpentine, appearing to be a great snake or worm made entirely of ice. Though not malevolent, they are fierce predators, devouring any prey that comes in their path. Though they are possessed of near-human intelligence, and are capable of speaking and understanding Aquan, their vast hunger makes them all but impossible to reason with. Although most dwell within the icy depths of the Elemental Plane of Water, rumors speak of Cryxes lying dormant in far-flung, frozen corners of the Material Plane, needing only the slightest hint of a potential meal to be awakened. None know what brought the Cryxes to the Material Plane, although complex divination spells are said to have shown that their arrival coincided with the coming of the last great Ice Age.
Breath Weapon (Su)
As a standard action, a Cryx can breathe out a 50 ft. cone of elemental cold, dealing 10d8 points of cold damage, Reflex DC 28 half. In addition, creatures that fail their Reflex save must then make a Fortitude save, DC 28, or be overcome by the elemental energies, and transformed into solid ice, becoming mindless and inert. Creatures turned to ice are treated as objects with hardness 0 and 3 hp per inch of thickness, and are vulnerable to fire damage. Only the lesser wish spell or a similarly powerful effect can restore a creature that has been turned to ice. Both saves are Constitution based. Once a Cryx has used its breath weapon, it must wait 1d4 rounds before it can use it again.
Constrict (Ex)
On a successful grapple check, a Cryx deals 2d8+10 points of damage.
Improved Grab (Ex)
To use this ability, a Cryx must hit with a Huge or smaller creature with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Elemental Healing (Ex)
In cold areas (temperatures at or below 40̊F), a Cryx gains fast healing 10. In areas of extreme cold (temperatures at or below -20̊F), this fast healing increases to 15. However, it cannot heal fire damage with this ability.
Skills
A Cryx has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Huge Elemental (Cold, Extraplanar)
Hit Dice: 20d8+120 (210 hp)
Initiative: +3
Speed: 50 ft. (10 squares), burrow 30 ft., swim 100 ft.
Armor Class: 23 (-2 size, +3 Dex, +12 natural), touch 11, flat-footed 20
Base Attack/Grapple: +15/+33
Attack: Bite +23 melee (1d10+10)
Full Attack: Bite +23 melee (1d10+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, constrict 2d8+10, improved grab
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental healing, elemental traits, immune to cold, vulnerable to fire
Saves: Fort +18, Ref +9, Will +6
Abilities: Str 30, Dex 16, Con 22, Int 8, Wis 10, Cha 10
Skills: Listen +11, Spot +12
Feats: Power Attack, Improved Bull Rush, Improved Overrun, Awesome Blow, Large and In Charge (http://realmshelps.dandello.net/cgi-bin/feats.pl?Large_and_In_Charge,all), Snowrunner (http://realmshelps.dandello.net/cgi-bin/feats.pl?Snowrunner,Fr), Ability Focus (Breath Weapon)
Environment: Elemental Plane of Water or
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Usually True Neutral
Advancement: 21-28 HD (Huge), 29-36 HD (Gargantuan), 37-48 HD (Colossal)
Level Adjustment: –
Cryx are powerful elemental creatures of ice, known also as Arctic Worms to some cultures. Their bodies are formed of solid ice, which becomes semifluid when the Cryx moves. It is serpentine, appearing to be a great snake or worm made entirely of ice. Though not malevolent, they are fierce predators, devouring any prey that comes in their path. Though they are possessed of near-human intelligence, and are capable of speaking and understanding Aquan, their vast hunger makes them all but impossible to reason with. Although most dwell within the icy depths of the Elemental Plane of Water, rumors speak of Cryxes lying dormant in far-flung, frozen corners of the Material Plane, needing only the slightest hint of a potential meal to be awakened. None know what brought the Cryxes to the Material Plane, although complex divination spells are said to have shown that their arrival coincided with the coming of the last great Ice Age.
Breath Weapon (Su)
As a standard action, a Cryx can breathe out a 50 ft. cone of elemental cold, dealing 10d8 points of cold damage, Reflex DC 28 half. In addition, creatures that fail their Reflex save must then make a Fortitude save, DC 28, or be overcome by the elemental energies, and transformed into solid ice, becoming mindless and inert. Creatures turned to ice are treated as objects with hardness 0 and 3 hp per inch of thickness, and are vulnerable to fire damage. Only the lesser wish spell or a similarly powerful effect can restore a creature that has been turned to ice. Both saves are Constitution based. Once a Cryx has used its breath weapon, it must wait 1d4 rounds before it can use it again.
Constrict (Ex)
On a successful grapple check, a Cryx deals 2d8+10 points of damage.
Improved Grab (Ex)
To use this ability, a Cryx must hit with a Huge or smaller creature with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Elemental Healing (Ex)
In cold areas (temperatures at or below 40̊F), a Cryx gains fast healing 10. In areas of extreme cold (temperatures at or below -20̊F), this fast healing increases to 15. However, it cannot heal fire damage with this ability.
Skills
A Cryx has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.