BisectedBrioche
2008-03-01, 03:06 PM
Basically this is just a creature inspired by the thought experiment I referenced in the title;
Thermobile
Size/Type: Fine Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 10ft. (2 squares); Fly 30ft. (good)
Armor Class: 23, touch 20, flat-footed 21 (+8 size, +2 dex, +3 natural)
Base Attack/Grapple: +3/-14
Attack: Claw 1+10 melee
Full Attack: 2 claws 1 +10 melee
Space/Reach: ½ ft./0 ft.
Special Attacks: Chill Fever
Special Qualities: Displace Heat, Heat and Cold Immunity, Electricity Weakness
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 9, Dex 15, Con 10, Int 12, Wis 12, Cha 10
Skills: Craft (Arms and Armour), Listion, Spot, Knowledge (The Planes), Appraise, Search
Feats: Hover, Skill Focus (Craft arms and armour)
Enviroment: Evil Aligned Planes
Organization: Lone, Scouting Party (2-6) Workforce (2-10)
Challange Rating: 3
Treasure: Items only
Alignment: Always Chaotic Evil
Advancement: By HD 3-10 (fine)
Thermobiles are extremly small demons which act as blacksmiths and smelters in demonic planes. They are able to create the high temperatures they need for their work by shifting heat from oen place to another (leaving a cold void). Most Thermobiles have an HD of 3 and more powerful ones are rare.
Chill Fever The touch of a Thermobile can cause the heat of one's body to shift about. Anyone who comes in contact with one takes 1d6 points of non-lethal damage from the strain of simultaniously over heating and freezing.
Displace Heat A thermobile may move heat around at will. It may shift the heat from 5 cubed feet of matter to another adjacent area per HD per round. The targeted area(s) temperatures drop and rise as appropriate, with areas that have their heat drained becoming freezing and areas where heat is moved to burning. Being in one of these areas causes 1d6 points of fire or cold damage as appropriate. Heat remains shifted for 3 rounds. The heat may be drained multiple times per round or placed in the same square per round (for example the heat from two 5ft. squared areas could be drained and placed in one square foot area to create two freezing areas and another extremly hot area). Each additional shift of temperature to an area increases the damage by another 1d6 (so the two cold areas in the previous exampel would deal 1d6 cold damage to anyone in thm while the hot area would deal 2d6). It can only move heat from a square within 30ft. of the one it is in (although the square the heat is moved to may be further away).
Heat and Cold Immunity A thermobile is unaffected by any Fire or Cold damage.
Electricity Weakness A thermobile takes souble damage from electricity based magic.
Thermobile
Size/Type: Fine Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 10ft. (2 squares); Fly 30ft. (good)
Armor Class: 23, touch 20, flat-footed 21 (+8 size, +2 dex, +3 natural)
Base Attack/Grapple: +3/-14
Attack: Claw 1+10 melee
Full Attack: 2 claws 1 +10 melee
Space/Reach: ½ ft./0 ft.
Special Attacks: Chill Fever
Special Qualities: Displace Heat, Heat and Cold Immunity, Electricity Weakness
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 9, Dex 15, Con 10, Int 12, Wis 12, Cha 10
Skills: Craft (Arms and Armour), Listion, Spot, Knowledge (The Planes), Appraise, Search
Feats: Hover, Skill Focus (Craft arms and armour)
Enviroment: Evil Aligned Planes
Organization: Lone, Scouting Party (2-6) Workforce (2-10)
Challange Rating: 3
Treasure: Items only
Alignment: Always Chaotic Evil
Advancement: By HD 3-10 (fine)
Thermobiles are extremly small demons which act as blacksmiths and smelters in demonic planes. They are able to create the high temperatures they need for their work by shifting heat from oen place to another (leaving a cold void). Most Thermobiles have an HD of 3 and more powerful ones are rare.
Chill Fever The touch of a Thermobile can cause the heat of one's body to shift about. Anyone who comes in contact with one takes 1d6 points of non-lethal damage from the strain of simultaniously over heating and freezing.
Displace Heat A thermobile may move heat around at will. It may shift the heat from 5 cubed feet of matter to another adjacent area per HD per round. The targeted area(s) temperatures drop and rise as appropriate, with areas that have their heat drained becoming freezing and areas where heat is moved to burning. Being in one of these areas causes 1d6 points of fire or cold damage as appropriate. Heat remains shifted for 3 rounds. The heat may be drained multiple times per round or placed in the same square per round (for example the heat from two 5ft. squared areas could be drained and placed in one square foot area to create two freezing areas and another extremly hot area). Each additional shift of temperature to an area increases the damage by another 1d6 (so the two cold areas in the previous exampel would deal 1d6 cold damage to anyone in thm while the hot area would deal 2d6). It can only move heat from a square within 30ft. of the one it is in (although the square the heat is moved to may be further away).
Heat and Cold Immunity A thermobile is unaffected by any Fire or Cold damage.
Electricity Weakness A thermobile takes souble damage from electricity based magic.