2007-04-01, 12:56 AM (ISO 8601)
Large Outsider (Ocanthicite, Extraplanar, Evil)
Hit Dice: 11d8+44 (93 hp)
Speed: Fly 60 ft. (average)
Armor Class: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Base Attack/ Grapple: +11/+21
Attack: +1 ocanthicite greatsword +18 melee (3d6+10 plus 1d6 cold plus 2 Wisdom damage /19-20/x2)
Full Attack: +1 ocanthicite greatsword +18/+13/+8 melee (3d6+10 plus 1d6 cold plus 2 Wisdom damage/ 19-20/x2)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Dissolution aura
Special Qualities: Aura of cold, damage reduction 10/good and silver, darkvision 60 ft., cold healing, immunity to acid, resistance to fire and electricity 10, semi incorporeal, telepathy 60 ft.
Saves: Fort +11, Ref +9, Will +13
Abilities: Str 22, Dex 15, Con 19, Int 8, Wis 15, Cha 10
Skills: Hide +16, Intimidate +14, Listen +16, Move Silently +20, Spot +16, Survival +16, Use Magic Device +14
Feats: Cleave, Combat Reflexes, Power Attack, Weapon Focus (greatsword)
Challenge Rating: 12
Treasure: +1 ocanthicite greatsword
Alignment: Always Evil (Any)
Advancement: By character class
Blacker then the night around it, a shadow slowly floats forward, tall and gaunt, with a glittering black sword almost as large as itself. Though the creature floats ghostlike and silent, something about the hunger in its eyes and the set of its posture screams its innate hostility.
Born from endless shard of infinitely black ice which some speculate is a barrier between Ocanthus and the rest of existence, a blackice shadow is thought to be the reborn collective memories of hostility, pain, and suffering lost within the river Styx. As such lost memories accumulate, they form within this imprisoning black wall of ice as an creature of pure hate and viciousness; intelligent, but with little more desire then to cause their suffering upon others.
Solitary by nature, a blackice shadow is still frequently enslaved, typically serving in the capacity of scouts or saboteurs: destroying the enemy's equipment before the actual army can engage. Since they’re brought forth from the reflected memories of all creatures, they are likely to serve chaos as law, and many serve even the neutral evil yugoloths instead.
Blackice shadows that do not serve a master typically exist within the Ocanthus bladestorms, hunting for prey amongst the largest of the shards. These creatures know that it is best to avoid the Cabal Macabre, where Wee Jas lives, for she is not merciful with trespassers. In some cases, lawful evil blackice shadows may find employment as her guardians and servitors.
Blackice shadows prefer attacking from ambush. Although they're intelligent enough to comprehend tactics, they are usually to impatient or bold to plan for any length of time, preferring to simply strike quickly and retreat if faced by an overwhelming number of foes. Creatures familiar with these outsiders might note their coming when they notice a sudden decrease in temperature.
Aura of Cold (Su): Blackice shadows radiate cold energy to a radius of 60 feet, lowering the immediate temperature around the around a blackice shadow by 2 temperature bands. For example, if the area is currently Warm it is instead treated as Cold, while if the area is currenly Cold, it is instead treated as Extreme Cold. (Refer to page 302 of the Dungeon Master's Guide, or page 9 of Frostburn for information on temperature bands.)
Dissolution Aura (Su): Blackice shadows radiate a sickening aura out to 10 ft. that causes metal to weaken and snap. Non-magical metal items brought within this aura instantly disintegrate. Magical items made of metal or creatures with the construct type made with metal components must make a DC 19 Fort save every round or take 2d6 points of damage. This effect ignores hardness and damage reduction. The save DC is Con based.
Last edited by Danu; 2007-04-13 at 03:50 PM.