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Frosty the Snow Golem (Read 11590 times)
Bayou Halfling
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Frosty the Snow Golem
Dec 17th, 2007 at 1:58pm
 
Okay, try this kick-ass, seasonal D&D monster I wrote this morning. Better than a Bingle?  LOL


Snow Golem

Medium Construct

HD:   9d10+30  (79 hp)
Initiative:   -1
Speed:   20 ft. (4 squares)
AC:   18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+15
Attack:   Slam +10 melee (2d8+5)
Full Attack:  2 slams +10 melee (2d8+5)
Face/Reach:   10 ft./10 ft.
Special Attacks:  Breath weapon, frostbite touch
Special Qualities:   Construct traits, damage reduction 5/adamantine, darkvision 60 ft., ice movement, immunity to magic, low-light vision
Saves:  Fort +3, Refl +2, Will +3
Abilities:   Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills:   -
Feats:   -
Environment:   Any with freezing temperature
Organization:   Solitary or gang (2-4)
CR:   7
Treasure:   -
Alignment:   Always neutral
Advancement:  10-18 HD (Large), 19-33 (Huge)
Level Adjustment:  -

    Snow golems are typically constructed of three large balls of snow topped one on top the other, but they are sometimes made to look more humanoid. The golem wears whatever clothing its creator desires, usually designed to look like a traditional "snowman" in order to hide in plain sight.
    A snow golem cannot speak or make any vocal noises, nor does it have any distinguishable odor. Snow golems created to look like traditional snowmen move by sliding forward on their bases. Humanoid style snow golems move with a smooth, ponderous gait.

COMBAT
    Snow golems often fare poorly in combat thanks to their fairly low AC, though they can easily kill foes that lack adamantine weapons. A snow golem supported by an ally that can launch cold attacks to heal it, can make them mighty opponents.

    Immunity to Magic (Su):   A snow golem is immune to any spell or spell-like ability that allows spell resistance.  In addition, certain spells and effects function differently against the creature.  A magical attack that deals fire damage, slows a snow golem (as the slow spell) for 3 rounds, with no saving throw.  A magical attack that deals cold damage, breaks any slow effect on the golem, and heals 1 point of damage for each 3 points of damage the attack would have dealt.
    Breath Weapon (Sp):  10-foot cube of freezing fog. Creatures attempting to move through the fog progress at a speed of 5 ft., regardless of their normal speed, and take a -2 on all melee attack and damage rolls. The vapors prevent ranged weapon attacks (except for magic rays and the like). In addition, the frozen fog creates a rime of slippery ice to form on any surface the fog touches, creating the effects of a grease spell.
    Frostbite (Su):  The successful hit or touch of a snow golem causes 1d6 points of cold damage, and a numbing chill that causes the victim to move at half speed and reduces Dexterity by -8 for 2d4 rounds. Touching a snow golem does not cause this effect, the snow golem must intentionally touch the victim.  A victim affected for 20 consecutive rounds suffers from frostbite in its phalanges (fingers and toes) and cartilage (ears and nose), permanently losing function and feeling in them.
    Ice Movement (Ex):  As the spider climb spell, except it only works on ice, or surfaces covered in ice.

CONSTRUCTION
    A snow golem is constructed of 15 cu. ft. of dry snow, treated with rare powders worth 1,500 gp. Creating the body requires a DC 11 Craft (sculpting) check.
    CL 8th; Craft Construct (MM, Monster Skills and Feats), animate objects, bull's strength, limited wish, caster must be at least 8th level; price 20,000 gp, Cost 21,500 + 1,540 XP.

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Bayou Halfling
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Re: Frosty the Snow Golem
Reply #1 - Dec 17th, 2007 at 5:09pm
 
Mountain Reindeer

Large Magical Beast

HD: 4d10+12 (34 hp)
Initiative: +2
Speed: 60 ft. (12 squares), Fly 80 ft. (perfect)
AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2)
Face/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Evasion, flight, low-light vision, scent, stampede
Saves: Fort +7, Refl +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 6, Wis 13, Cha 13
Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8
Feats: Flyby Attack, Endurance, Run
Environment: Cold mountains
Organization: Domesticated, pair, ayrie (9-12) or herd (13+)
CR: 3
Treasure: None
Alignment: Usually chaotic good
Advancement: 5-8 HD (Large)
Level Adjustment: +2 (cohort)

    Mountain reindeer, sometimes called "flying reindeer" by polar elves, are highly prized as aerial beasts of burden. A typical mountain reindeer is brown or white, stands 6 feet high at the shoulder and weighs 1,500 pounds. They typically live on arctic mountains and feed in the nearby tundra, and can also be found nesting on icebergs and herding on ice sheets.
Mountain reindeer cannot speak, but they can understand Common. Mountain reindeer feed on grasses in summer and lichen in winter.

COMBAT
    A mountain reindeer typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its hard hooves and powerful bite to strike at its target's head.
    A solitary mountain reindeer is typically searching for food or patrolling in the vicinity of its territory, and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fight to the death to defend their young. Reindeer are the only deer in which both genders have antlers, and mountain reindeer are no different.
    Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a mountain reindeer takes no damage.
Flight (Su): Mountain reindeer can cease or resume flight as a free action. Because this ability is supernatural, it becomes ineffective in an anti-magic field for as long as the field persists.
    Stampede (Ex): A frightened herd of mountain reindeer flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller in their path, dealing 1d12 points of damage for each 10 mountain reindeer in the herd (Reflex DC 18 half, strength-based DC).
    Skills: Mountain reindeer have +4 racial bonus to Spot checks.

TRAINING A MOUNTAIN REINDEER
    Although mildly intelligent, a mountain reindeer requires training before it can be used as a beast of burden or a mount. To be trained, a mountain reindeer must have a friendly attitude toward the trainer (an optional Diplomacy check can be employed). Training a friendly mountain reindeer requires six weeks of work and a DC 25 Handle Animal check. Professional trainers charge 1,000 gp to train a mountain reindeer.
     Mountain reindeer do not lay eggs, as they give live birth. Young are worth 4,000 gp on the open market.
Carrying Capacity: A light load for a mountain reindeer is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A mountain reindeer can drag 4,500 pounds.
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Bayou Halfling
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Re: Frosty the Snow Golem
Reply #2 - Dec 17th, 2007 at 6:43pm
 
Polar Elf

Small Humaoid (Elf, Cold)

HD:   1d8 (4 hp)
Initiative:   +1
Speed:   30 ft. (6 squares)
AC:   11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +1/+2
Attack:   Longsword +2 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20)
Full Attack:  Longsword +2 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20)
Face/Reach:   5 ft./5 ft.
Special Attacks:  None
Special Qualities:   Elven traits, polar elf traits, immunity to snow blindness, low-light vision (x2)
Saves:   Fort +2, Refl +1, Will -1
Abilities:   Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8
Skills:   Hide +1, Listen +2, Search +3, Spot +3
Feats:   Weapon Focus (light crossbow)
Environment:  Any cold
Organization:   Squad (2-4), company (11-29) or band (30+)
CR:   1/2
Treasure:   Standard
Alignment:   Usually neutral good
Advancement:  By character class (typically Ranger)
Level Adjustment:  +0

    Also known as "snow elves" or "Arctic elves", polar elves are a lawful good arctic offshoot (it is rumored an evil race of Antarctic elves exists at the opposite end of the planet, but this is not confirmed). Their hair color is typically pure white, but any shade is possible, even black. Polar elves are smaller and thinner than their temperate counterparts, and their eyes are often as white as their hair (sometimes light blue) and have been seen to glow white in dark surroundings. Polar elves stand about 4 feet tall and usually weigh between 50 and 60 pounds.
    Polar elves are craftmasters, working with wood, metal and ice. Polar elf items are prized by other races, and many polar elven communities have become prosperous by trading crafted goods with other peoples. Because of their remote location, polar elves often use mountain reindeer to haul their goods to temperate lands in large sleighs and carts.
    Polar elves often live in igloo communities with magically heated interiors.

COMBAT
    Elves are cautious warriors and take time to analyze their opponents, and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover, and retreat before they are found, repeating this maneuver until all their enemies are dead. In melee, polar elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their spellcasters often use sleep spells during combat because they have no affect on elves.

Polar Elf Traits (Ex):
+2 Constitution
-2 Intelligence
low-light vision (x2)
immunity to snow blindness
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Re: Frosty the Snow Golem
Reply #3 - Dec 17th, 2007 at 8:01pm
 
It is funny how most of these things would die in New Orleans weather.
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Re: Frosty the Snow Golem
Reply #4 - Dec 17th, 2007 at 9:33pm
 
Quote:
It is funny how most of these things would die in New Orleans weather.

Pretty much!
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Re: Frosty the Snow Golem
Reply #5 - Dec 17th, 2007 at 10:08pm
 
You got the stats on the gaming nerd?
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Re: Frosty the Snow Golem
Reply #6 - Dec 18th, 2007 at 12:55am
 
-2 Strength
-2 Constutution
+1Intellgence
-1 Wisdom
-3 Charisma

Roles a d4 for hit points.
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Re: Frosty the Snow Golem
Reply #7 - Dec 18th, 2007 at 2:33am
 
Heh,

I think the stats for a gaming nerd are close but I have a few educated changes.

-1 Str    (because you have to carry the books around, not to mention your mug of drink)
-2 Con   (Prone to disease when they actually leave their dwelling)
+2 Int    (because they have to use gaming skills in the real world)
+0 Wis  (They are wise enough to know when to play, just not wise enough to know when to stop)
-1 Dex  (From the years of sitting and not moving except to dodge the pillow thrown at you)
-3 Cha (-3 to everyone else, but a +4 to other gamers, since we speak the same language)

I was thinking more of a d2 when rolling for hps.

heh just my fun.
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Re: Frosty the Snow Golem
Reply #8 - Dec 18th, 2007 at 3:20am
 
haha Yeah, gamers willful social estrangment, and passive aggressive hatred of all other social groups makes me have to knock down their Wisdom a bit.

Hhaha And the +2 is just excessive. hahah Best leave it a plus +1 until you come fully acquainted with the 20 something gamer movement.
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Re: Frosty the Snow Golem
Reply #9 - Dec 18th, 2007 at 4:22pm
 
ROFL!
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Bayou Halfling
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Re: Frosty the Snow Golem
Reply #10 - Dec 19th, 2007 at 11:16pm
 
    Okay, this is my take on a Santa Claus-esque D&D character.  What I've tried to do with these Christmas-related monsters/characters is to make them more serious.  In other words, perhaps these beings were the source of the Santa Clause and related mythologies.  Anyway, Santa Clause was a lot more complicated that I intended - its taken me two days to write this:


The Sorcerer Saint

Medium Humanoid (Half-elf, Shapechanger), 20th level sorcerer

Hit Dice: 20d4+60 plus 8d8+32 (208 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: (+10/+5)/+13
Attack: Greataxe +13 melee (1d12+3/x3) or throwing axe +13 ranged (1d6+3)
Full Attack: Greataxe +13 melee (1d12+3/x3) or throwing axe +13 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, bear empathy, damage reduction 5/silver, elven traits, low-light vision, polar elven traits, scent, spell use, summon familiar
Saves: Fort +6, Ref +6, Will +12
Abilities: Str 17, Dex 17, Con 16, Int 18, Wis 21, Cha 23
Skills: Bluff 23, Concentration 16, Control Shape 23, Diplomacy 4, Gather Information 2, Intimidate 2, Knowledge (arcana) 23, Listen 24, Search 21, Spellcraft 25, Spot 24, Swim 24
Feats: Brew Potion, Endurance, Improved Familiar, Eschew Materials, Iron Will, Leadership, Run, Craft Magic Arms & Armor, Craft Wondrous Item, Craft Construct, Maximize Spell
Environment: Arctic region
Organization: Unique
Challenge Rating: 20
Treasure: Standard
Alignment: Lawful good

Werebear, Polar Bear Form

Large Humanoid (Half-elf, Shapechanger)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, curse of lycanthropy
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 18, Wis 21, Cha 23
Alignment: Lawful good

Werebear, Hybdrid Form

Large Humanoid (Half-elf, Shapechanger)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Greataxe +13 melee (1d12+3/x3) or claw +13 melee (1d8+8)
Full Attack: Claw +13 melee (1d8+8) and bite +8 melee (2d6+4), or 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 17, Dex 17, Con 16, Int 18, Wis 21, Cha 23
Alignment: Lawful good

    The Sorcerer Saint is a powerful spellcaster that lives in a castle made of ice, hidden in the mysterious fog of an arctic mountain range. The frigid castle is said to be guarded by armored polar bears, giant white owls, and a contingent of polar elves.
    The Sorcerer Saint is a the self-appointed protector of an elvish metropolis resting between the crags of a cloud-piercing mountaintop. The exact location of this fabled city is unknown, but it is said it glows brightly at night, lighting up the arctic sky with a rainbow of colors that rivals the aurora borealis.
    Magic Items: +5 merciful greataxe, slippers of spider climbing, robe of useful items, clear spindle ioun stone, lantern of revealing, gloves of storing, crystal ball with detect thoughts, bracelet of friends, boots of the winterlands, bag of holding type IV, monk's belt, amulet of proof against detection and location, staff of life, wand of plane shift, rod of enemy detection, ring of zone of truth.
    Helm of Golem Awakening: The Sorcerer Saint uses a helm of golem awakening on one of his snow golems, "Frozzt", in order to give it a rudimentary intelligence.  This headware bestows temporary 4d4 Intelligence and 4d4 Wisdom points to any golem that wears it.  If the helm is removed, the effect discontinues until it is restored.  Memory is retained between removals.
    Moderate transmutation; CL 9th; Craft Wondrous Item, awaken; Price 90,000 gp. Weight 3 lbs.

COMBAT
    The Sorcerer Saint uses his spells for avoidance or subdual of opponents when possible. However, if force should be necessary, he first reverts to his polar bear hybrid form and attacks with his +5 merciful greataxe, or to his full polar bear form and attacks with claws and bite. Failing this, he uses his cold-based spells, such as polar ray, cone of cold, ice storm, and similar spells.
    Alternate Form (Su): A polar werebear can assume the form of a polar bear or a polar bear-humanoid hybrid.
    Bear Empathy (Ex): Communicate with bears and dire bears of any kind, and +4 racial bonus on Charisma-based checks against bears and dire bears.
    Curse of Lycanthropy (Su): Any humanoid or giant hit by a polar werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
    Improved Grab (Ex):  To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    Cohort: "Rudo", mountain reindeer, HD 8d10+24 (68 hp), AC 14, AL NG, Int 8, CR 4. Possessions: gem of brightness (sewn into bridle), horseshoes of speed.
    Familiar: "Argus", wolverine, HD 20 (104 hp), AC 24 (+2 Dex, +2 natural, +10 familiar bonus), SA rage, CR 2. Master gains +3 to Swim checks; Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master; spell resistance 25; scry on familiar.

KNOWN SPELLS
Cantrips: Read Magic, Dancing Lights, Detect Poison, Flare, Ray of Frost, Mending, Message, Open/Close, Prestidigitation
1st: Hold Portal, Comprehend Languages, Mount, Disguise Self, Ventriloquism
2nd: Continual Flame, Locate Object, Rope Trick, Knock, Whispering Wind
3rd: Shrink Item, Sleet Storm, Clairaudience/Clairvoyance, Deep Slumber
4th: Ice Storm, Greater Invisibility, Locate Creature, Mass Reduce Person
5th: Major Creation, Cone of Cold, Fabricate, Overland Flight
6th: Greater Dispel Magic, Legend Lore, True Seeing
7th: Limited Wish, Greater Scrying, Greater Teleport
8th: Polymorph Any Object, Polar Ray, Mass Charm Monster
9th: Mass Hold Monster, Time Stop, Wish


If you find any statistical errors or contradictions, let me know.
~Randy Richards
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Bayou Halfling
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Re: Frosty the Snow Golem
Reply #11 - Dec 21st, 2007 at 3:57pm
 
Just when you thought it was over....


Heat Miser

Large Outsider (Extraplanar, Fire)

HD:  10d8+20  (65 hp)
Initiative: +7
Speed:  20 ft. (4 squares), fly 40 ft. (perfect)
AC:  18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +10/+20
Attack:  Slam +15 melee (1d8+6 plus 1d6 fire)
Full Attack: 2 slams +15 melee (1d8+6 plus 1d6 fire)
Face/Reach:  10 ft./10 ft.
Special Attacks:  Change size, heat, spell-like abilities
Special Qualities:   Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold
Saves:  Fort +9, Refl +10, Will +9
Abilities:   Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Skills:  Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
Feats:  Combat Casting, Combat Relfexes, Dodge, Improved Initiative, Quicken Spell-Like Ability (scorching ray)
Environment:   Elemental Plane of Fire
Organization:   Unique
CR:  8
Treasure:   Standard coins and items, double goods
Alignment:  Lawful evil

    Heat Miser is a 12 ft. tall giant, vaguely demonic, ogre-like being, known as a genie - a being made of basalt, bronze and congealed flames, weighing in at 2,000 pounds. He is known for his cruel nature, and ability to beguile and mislead. Heat Miser is a blustery, quick-tempered hothead who is ultimately harmless.
    Heat Miser is the only known efreet stationed on the Material Plane, as guardian to the gate to the City of Brass, the portal of which is located deep inside the largest volcano on the planet.  He lives there with a band of fire mephit minions.

    Fire Mephits (4d8+10): CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5; Spd 30 ft.; AC 16 (+1 size, +1 Dex, +4 natural); Atk Claw +4 melee (1d3 and 1d4 fire); AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15. Skills: Bluff +8, Escape +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings). Feats: Dodge Improved Initiative. Special Attacks: Breath weapon, spell-like abilities, summon mephit. Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold.

COMBAT
    Heat Miser loves to befuddle and confuse his foes in combat, using invisibility and gaseous form to taunt them.  Actual combat typically begins by casting a wall of fire and repeatedly blasting opponents with a scorching ray. Heat Miser is not too proud to flee if it means he will live to fight another day. If trapped, he bargains, offering treasure or favors in return for his life or freedom.

    Change Size (Sp):   Twice per day, Heat Miser can magically change a creature's size. This works just like an enlarge person or reduce person spell, except the ability can work on himself too. A DC 13 Fortitude save negates the effect. The save is Charisma based, and is the equivalent of a 2nd level spell.

    Heat (Ex):  Heat Miser's red hot body deals 1d6 points of damage whenever it hits in melee, or in each round it maintains a hold when grappling.

    Spell-like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only).  3/day—invisibility, wall of fire (DC 16).  1/day—grant up to three wishes (to non-genies only), gaseous form, permanent image (DC 18), polymorph (self only).  Caster level 12th.  The save DCs are Charisma based.
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Re: Frosty the Snow Golem
Reply #12 - Dec 21st, 2007 at 7:52pm
 
Snow Miser

Large Giant (Cold), 12th Level Cleric

HD: 14d8+70 plus 12d8+60 (225 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
AC: 21 (-1 size, -1 Dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21
Base Attack/Grapple: +21/+23
Attack: +3 frost greataxe +39 melee (3d6+13/x3) or 2 slams +39 melee (1d4+13)
Full Attack: +3 frost greataxe +39 melee (3d6+13/x3) or 2 slams +39 melee (1d4+9) or rock +20 ranged (2d6+9)
Face/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Immunity to cold, low-light vision, rock catching, divine spell use, vulnerability to fire
Saves: Fort +25, Refl +13, Will +13
Abilities: Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 18
Skills: Climb +13, Craft +6, Intimidate +6, Jump +17, Spot +12
Feats: Cleave, Great Cleave, Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw
Environment: Cold Mountains
Organization: Unique
CR: 9
Treasure: Standard
Alignment: Neutral
Advancement: As Cleric

    Snow Miser is a 15 ft. tall frost giant, with light blue hair and matching eyes, weighing in at 2,800 pounds. He dresses either in pelts or chain armor, and is typically adorned with lavish jewelry and feathers. Snow Miser is a gregarious, jocular sort, given to bouts of heroic storytelling.
    Snow Miser lives in the frigid lands of glaciers and deep snow, at a location known only to the god of weather. There, in a primordial ice cavern, Snow Miser guards an ancient artifact that controls northern weather. He is attended by a host of ice mephits to do his bidding.

    Ice Mephits (4d8+10): CR 3; Small outsider (air, cold, extraplanar); HD 3d8; hp 13; Init +7; Spd 30 ft., fly (perfect); AC 18 (+1 size, +3 Dex, +4 natural); Atk Claw +4 melee (1d3 plus 1d4 cold); AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15. Skills: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings). Feats: Dodge Improved Initiative. Special Attacks: Breath weapon, spell-like abilities, summon mephit. Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to cold, vulnerability to fire.

COMBAT
    Snow Miser starts combat at a distance, using his spells until the opponent closes, then wades in with his enormous battleaxe.
    Rock Throwing (Ex): The range increment is 120 feet for Snow Miser's thrown rocks.
    Turn or Rebuke Undead (Su): Cold Miser has the ability to affect undead creatures by channeling the power of his faith through his holy symbol.

TYPICAL MEMORIZED SPELLS
Domain: Water
Cantrips: Read magic, cure minor wounds, detect magic, light, mending, detect poison
1st: Obscuring mist, sanctuary, remove fear, inflict light wounds, detect chaos/evil/good/law, bless water
2nd: Fog cloud, sound burst, silence, enthrall, cure moderate wounds
3rd: Water breathing, wind wall, summon monster III, meld into ice (like meld into stone, except into ice), ice shape (like stone shape, except shapes ice)
4th: Control water, tongues, sending, discern lies
5th: Ice storm, true seeing, greater command, plane shift
6th: Cone of cold, word of recall, blade barrier
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Bayou Halfling
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Baton Rouge, LA
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Re: Frosty the Snow Golem
Reply #13 - Dec 21st, 2007 at 9:24pm
 
Snow Angel

Medium Outsider (Angel, Cold, Extraplanar, Good)

HD: 12d8+48 (102 hp)
Initiative: +8
Speed: 50 ft. (10 squares), fly 100 ft.(good)
AC: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +12/+18
Attack: +3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)
Full Attack: +3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)
Face/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, stun
Special Qualities: Angel traits, cold, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid/cold/petrification, protective aura, resistance to electricity 10/fire 10, snowfall, spell resistance 30, tongues, uncanny dodge
Saves: Fort +14 (+18 against poison), Refl +12, Will +12
Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
Skills: Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)
Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack
Environment: Any good aligned plane
Organization: Solitary, pair or host (3+)
CR: 14
Treasure: No coins, double goods, standard items
Alignment: Chaotic good
Advancement: 13-18 HD (Medium); 19-36 HD (Large)

    Snow angels are an offshoot of celestials, and hail from the cold regions of the Outer Plane of Arborea. Snow angels positively drip with goodness—every fiber of their bodies and souls is suffused with it.
    Snow angels appear as beautiful, extremely tall, humanlike creatures with long, featherly wings, skin with the appearance of newfallen snow, and an inner power that makes it hard to look directly at the creature.  Snow angels watch over lesser beings of good alignment, and help when they can.
    When snow angels enter the Prime Material plane, they must use snow as a portal, thus they typically leave a telltale imprint in the snow.

COMBAT
    Snow angels are not afraid to enter melee combat. It takes fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption. A snow angel's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reductions.

    Cold (Ex): A snow angel's icy cold body deals 1d6 points of damage whenever it hits in melee, or in each round it maintains a hold when grappling.
    Snowfall (Su): Wherever a snow angel travels on the Prime Material plane, snow falls from the sky (not indoors)
    Spell-like Abilities:  At will—aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility, sleet storm; 1/day—blade barrier, cone of cold, heal, ice storm, wall of ice (all DC 21). Caster level 12th. The save DCs are Charisma based.
    Stun (Su):  If a snow angel strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is strength-based.
    Uncanny Dodge (Ex):  A snow angel retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.
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Bayou Halfling
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Re: Frosty the Snow Golem
Reply #14 - Dec 22nd, 2007 at 1:56pm
 
Winter Warlock

Medium Humanoid (Half-Orc), Wizard 17/Archmage 3

HD: 20d4 (54 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+8
Attack: Intelligent +2 quarterstaff "Frostbite" +12 melee (1d8) or +5 dagger +8 ranged (1d4)
Full Attack: Intelligent +2 quarterstaff "Frostbite" +12 melee (1d8) or +5 dagger +8 ranged (1d4)
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Refl +6, Will +13
Abilities: Str 19, Dex 10, Con 11, Int 20, Wis 10, Cha 13
Skills: Concentration +20, Decipher Script +17, Knowledge (arcana) +20, Knowledge (nature) +15, Knowledge (planes) +20, Spellcraft +20
Feats: Skill Focus (spellcraft), Spell Focus (Illusion), Spell Focus (Enchantment), Brew Potion, Craft Wand, Craft Wondrous Item, Maximize Spell, Quicken Spell, Silent Spell, Still Spell
Environment: Polar north
Organization: Unique
CR: 20
Alignment: Neutral Evil
Advancement: By wizard class
    The Winter Warlock is a reclusive wizard that lives in the Mountain of the Whispering Winds. His home is a fortress made of thick, packed ice, and few dare venture near it. Locals fear to traverse the mountain he lives on, or the haunted forest that touches it, so there are few who even know where the Winter Warlock is located.

COMBAT
    The Winter Warlock uses trickery and misdirection to bring fear to those that would trespass on his mountain. He is loathe to engage in direct combat, preferring to use his monsters to do his fighting for him. Should he be forced to fight, he uses magic and spells to weaken his opponents before beginning melee with his intelligent +2 quarterstaff "Frostbite".
    Intelligent +2 Quarterstaff "Frostbite", contains 1 charge each: chill metal, chill touch, ice storm, sleet storm, wall of ice; 2 charges: cone of cold. AL N, Int 16, Wis 10, Cha 16; Speech, 60 ft. darkvision and hearing; Ego score 15. Lesser powers: Minor image 1/day, major image 1/day, 10 ranks in Bluff (total modifier +13). Strong evocation; CL 17th; Craft Magic Arms and Armor, miracle; Price 161,560 gp; Cost 80,780 gp + 5,718 XP.
    Arcane Reach (Su): The Winter Warclock can use spells with a range of "touch" on a target up to 30 ft. away, with a ranged touch attack instead.
    Mastery of Counterspelling (Su): When the Winter Warlock counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning (for example, an area spell), then it is merely counterspelled.
    Mastery of Elements (Su): The Winter Warlock can alter an arcane spell when cast so that it utilizes a different element from the one that it normally uses. For example, he could cast a fireball that deals sonic damage instead of fire damage. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. Casting time is unaffected.

TYPICAL MEMORIZED SPELLS
Cantrips: Arcane mark, detect magic, ghost sound, read magic
1st: Chill touch, color spray, enlarge person, identify
2nd: Web, whispering wind, knock, spider climb
3rd: Deep slumber, gaseous form, major image
4th: Greater invisibility, hallucinatory, ice storm, mass reduce person
5th: Cloudkill, dream, overland flight, baleful polymorph
6th: Disintegrate, greater dispel magic, programmed image, acid fog
7th: Greater teleport, greater scrying
8th: Antipathy, iron body, greater prying eyes
9th: Dominate monster, imprisonment, mass hold monster, weird
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