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== Snowflake == | == Snowflake == | ||
− | + | Posted: [[Snowflake (3.5e Monster)|Snowflake]] and [[Snowflake, Greater (3.5e Monster)|Snowflake, Greater]]. | |
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== Arctic Stallion == | == Arctic Stallion == |
Revision as of 20:00, 18 April 2010
Contents
Cold Themed Monsters
I've had an interest for a while in making a whole "book" of cold-themed monsters. I'm going to get started now :).
Arcane Arctic
One thing that I find strange about a lot of D&D environments is that they are practically designed to be like our world with random monsters thrown in because they thematically make sense. D&D is a world where a person can learn to tap into arcane powers that flow everywhere. Some people literally channel the reality altering abilities of gods. The monsters I design here take these assumptions into account.
The arcane arctic is an environment that can be included in virtually any D&D setting. It is filled with magic, and consequently, creatures have adapted to this magic and developed to feed from it or use it. A region of arcane arctic forms when a rift between a cold region of the Elemental Plane of Water and the material plane is opened. The surrounding area undergoes a rapid ice age, killing off most life in the area. If left for a long time, creatures develop; some as the direct result of the cold magic infusion provided by the elemental plane, others as creatures that thrive in the presence of cold magic.
When the rifts to the elemental plane of water are initially formed, they usually occur at the base of a lake or ocean. The resulting breach between planes creates a tremendous shearing force that emanates from the point of the rift. The emanation creates cracks all over the surrounding landscape that is above sea level, which forms a massive underground network of caves. Many of these caves are supplied with direct veins to the elemental planar rift and have fountains of ice that flow as fluidly as water. These fountains are highly magical in nature and are actually supplying pure cold magic to the area.
The creatures native to the arcane arctic have developed based on the massive influx of cold magic. Most creatures have the capability to use rudimentary cold magic. To the creatures themselves, this doesn't make much of a difference. It is as natural to them as walking. To creatures that are not native to the environment the cold magic can be a harsh surprise. It seems as if just about everything is immune to or absorbs cold magic and also has the ability to use at least ray of frost.
Will continue later...
Ice Borers
N Small Magical Beast (Cold) | |
Init/Senses | +0/Blind, tremorsense 60ft.; Listen +1, Spot +1 |
AC | 13, touch 11, flat-footed 13; Burrow Cover (+2 natural, +1 size) |
hp | 6 (1d10+1 HD) |
Immune | cold |
Fort/Ref/Will | +3/+2/+1 |
Weakness | vulnerability to fire |
Speed | 10ft. (2 squares), burrow 25ft. (5 squares); Burrow Cover |
Melee | bite +2 (1d3-2) |
Space/Reach | 5ft./5ft. |
Base Atk/Grp | +1/-5 |
Atk Options | Burrow Strike, Frost Bite (+1d6 cold) |
Abilities | Str 7, Dex 10, Con 13, Int 3, Wis 12, Cha 6 |
Feats | Weapon Focus (bite) |
Skills | Escape Artist +5, Survival +4 |
Advancement | 2 HD (Small) |
Blind | An ice borer is blind and can only "see" with its tremorsense. It has fine tuned this sense and is attracted to attack warm living creatures, however. |
Burrow Cover (Ex) | If an ice borer starts its turn below ground, it gets cover if it goes above ground until the start of its next turn (+4 AC, +2 reflex saves). |
Burrow Strike (Ex) | Enemies are considered flat-footed against an ice borer if they have no way to detect it while it is underground and then it charges the target. |
Frost Bite (Ex) | If an ice borer qualifies for a sneak attack, it deals an extra 1d6 cold damage with a successful bite attack. |
N Small Magical Beast (Cold) | |
Init/Senses | +2/Blind, tremorsense 60ft.; Listen +1, Spot +1 |
AC | 15, touch 13, flat-footed 13; Burrow Cover (+2 natural, +2 dex, +1 size) |
hp | 19 (3d10+3 HD) |
Immune | cold |
Fort/Ref/Will | +4/+3/+2 |
Weakness | vulnerability to fire |
Speed | 10ft. (2 squares), burrow 30ft. (6 squares); Burrow Cover |
Melee | bite +6/+1 (1d3-2) |
Space/Reach | 5ft./5ft. |
Base Atk/Grp | +3/-3 |
Atk Options | Burrow Strike, Frost Bite (+2d6 cold) |
Abilities | Str 7, Dex 14, Con 13, Int 5, Wis 12, Cha 6 |
Feats | Weapon Focus (bite), Weapon Finesse |
Skills | Escape Artist +8, Survival +5 |
Advancement | 4-5 HD (Small) |
Blind | An ice borer is blind and can only "see" with its tremorsense. It has fine tuned this sense and is attracted to attack warm living creatures, however. |
Burrow Cover (Ex) | If an ice borer starts its turn below ground, it gets cover if it goes above ground until the start of its next turn (+4 AC, +2 reflex saves). |
Burrow Strike (Ex) | Enemies are considered flat-footed against an ice borer if they have no way to detect it while it is underground and then it charges the target. |
Frost Bite (Ex) | If an ice borer qualifies for a sneak attack, it deals an extra 2d6 cold damage with a successful bite attack. |
N Medium Magical Beast (Cold) | |
Init/Senses | +1/Blind, tremorsense 120ft.; Listen +1, Spot +1 |
AC | 16, touch 11, flat-footed 15; Burrow Cover, Dodge, Mobility (+5 natural, +1 dex) |
hp | 39 (6d10+6 HD) |
Immune | cold |
Fort/Ref/Will | +6/+6/+3 |
Weakness | vulnerability to fire |
Speed | 10ft. (2 squares), burrow 40ft. (8 squares); Burrow Cover |
Melee | bite +8/+6 (1d4+2) |
Space/Reach | 5ft./5ft. |
Base Atk/Grp | +6/+8 |
Atk Options | Burrow Strike, Frost Bite (+3d6 cold) |
Abilities | Str 14, Dex 13, Con 13, Int 5, Wis 12, Cha 6 |
Feats | Multiattack, Dodge, Mobility |
Skills | Survival +10 |
Advancement | 7-8 HD (Medium) |
Blind | An ice borer is blind and can only "see" with its tremorsense. It has fine tuned this sense and is attracted to attack warm living creatures, however. |
Burrow Cover (Ex) | If an ice borer starts its turn below ground, it gets cover if it goes above ground until the start of its next turn (+4 AC, +2 reflex saves). |
Burrow Strike (Ex) | Enemies are considered flat-footed against an ice borer if they have no way to detect it while it is underground and then it charges the target. |
Frost Bite (Ex) | If an ice borer qualifies for a sneak attack, it deals an extra 3d6 cold damage with a successful bite attack. |
Bursting through the snow and earth below you, an ice borer emerges. The creature resembles a grub in shape, but it is composed of a tough, red, icy substance that reflects light like a mirror. It has sharp mandibles that it uses to bore through rock, ice, and snow, and it has a long needle protruding from its mouth.
Ice borers are a common monstrous pest in icy environments. When they are near cities, they attack livestock and unattended children. They are often intelligent enough to avoid attacking adult humanoids, and it is speculated that they can communicate with each other somehow to share this aversion. Farther out in the wilds, however, ice borers will not hesitate to attack groups of creatures.
Ice borers have a special ability to inject a target with a fluid that freezes their blood. Whenever an ice borer can surprise or distract its target, it is able to inject it with the fluid and deal extra cold damage. Ice borers feed exclusively on frozen flesh.
Combat
Ice borers like to strike and retreat, making full use of their ability to create cover for themselves and use their frost bite ability. A typical ice borer uses the following tactics:
- Round 1: Burrow Strike a target, hitting with a frost bite.
- Round 2: Withdraw action to go below ground.
- Round 3: Repeat.
Adult and greater ice borers will sometimes stay above ground to make two attacks per round if they can use frost bite, increasing the overall damage it can deal. They also will often work together to create flanking opportunities.
Training an Ice Borer
Ice borers make excellent guards, especially in caves. Training an ice borer from hatching into its juvenile stage requires two weeks of work and a DC 20 Handle Animal check.
More training must be done before the ice borer becomes an adult (2 months after becoming a juvenile) or else it will become wild. The training requires two weeks of work and a DC 25 Handle Animal check.
Even more training must be done before the ice borer becomes greater (4 months after becoming an adult) or else it will become wild. The training requires two weeks of work and a DC 25 Handle Animal check.
Ice borers live one year after they become greater ice borers.
Ice borer eggs are worth 500 gp apiece on the open market. Trained juveniles are worth 1,000 gp each, trained adults are worth 2,000 gp each, and trained greater ice borers are worth 4,000 gp each.
Snowflake
Posted: Snowflake and Snowflake, Greater.
Arctic Stallion
Posted: Arctic Stallion.
Goethi
A monstrous humanoid that is something like a fish and something like a frog. They live in frozen lakes under the ice, but are very territorial about their lake. They are known to raid local settlements for supplies.
Simulacrum Stalker
Posted: Simulacrum Stalker.