A New Monster: The "Ice Demon" [Archive] - Wizards Community

Post/Author/DateTimePost
Trajan WhiteShield

12-25-03, 02:47 AM
OK, Ice Demon is the working name for this thing right now, and its the first monster I've created. The original idea came from the Hoarfroster presented on this site (I borrowed the items relevant to the monster I want my PCs to face... I hope thats ok? :confused: ), and I'm looking for some balancing advice before launching this thing at my PCs (like a challenge rating, for example).

I'm a rather new DM, and I'd appreciate any comments or criticisms you may have...

ICE DEMON
Large Demon [Cold]
Hit Dice: 10d6+32 (88 hp)
Initiative: +7
Speed: 30ft., Fly 40 ft. (perfect) (8 squares)
Armor Class: 19 (+3 Dex, +3 deflection, +3 natural armor from cold), touch 19, flat-footed 16
Base Attack/Grapple: +8/
Attack Ice Blade +6 melee (3d6 plus 1d6 cold ), ice shards +8 ranged (1d10 shards, 1d6 damage per shard)
Full Attack: Ice Blade +6 melee, ice shards +8 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Chilling breath, consuming cold
Special Qualities: Immunity to cold, low-light vision, vulnerability to fire, spell-like abilities
Saves: Fort +5, Ref +10, Will +8
Abilities: Str 13, Dex 17, Con 14, Int 15, Wis 11, Cha 17
Skills: Hide +12, Listen +11, Spot +11
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment: Cold plains, mountains
Organization: Solitary
Challenge Rating: ?
Treasure: Standard, Gems x2 (tendency for diamonds and sapphires)
Alignment: Always neutral evil


Looking like large humanoids made of entirely of either white or clear ice, Ice Demons are the demonic remnants of souls who surrendered themselves to demonic influences in order to gain the power to control cold. Many were in their time those of high rank, and their sovereigns mock their old lives with their appearance; ice demons have two large sapphires instead of eyes, and often have trails of tiny diamonds or ice crystals in the place of hair.

Frequently they gave this right for a purposes originally good, such as defending another. The demon they contacted, now their sovereign, corrupted their intents and has now seized their body, in most cases turning the former creature mad. Many no longer have recollections of what they once were, merely knowing that if they can destroy the original object that corrupted them, they might be able to get away from this demonic existence. Their pursuit, through this now unnatural life, is to break their curse and/or destroy the demon who did this to them by any means necessary. Unfortunately foul means prove easier for most than other, more lawful means.

Ice Demons tend to be secluded, living on mountains or in cold tundras, but always seeking to reclaim their souls, and they are willing to destroy any and all who stand in their way. They always have a tendency to attempt to co-opt other creatures into assisting them, though the vast majority of the time, their tend to use lesser evil creatures to do their bidding (they find evil easier to persuade with power than good with all its moral entanglements).

They have a tendency to co-opt lesser evil creatures (such as kobolds, hobgoblins, and the like) to push aside potentially meddling humans and other more powerful humanoids. They can either do this by outright intimidation, augmentation, or in many cases, using the seductive promises of power to persuade others to follow them. The increased power of being ice based (through the introduction of the consuming cold ) is a further lure to creatures staying within her sway. Once these servants have outlived their usefulness, they are usually eliminated as an example for their comrades.

Ice Demon’s especially like to co-opt hobgoblins, for their martial tendencies and lawful leaning (the ice demon merely installs herself at the top of the hobgoblin tribe’s political tree, and others will have a tendency to follow her lead), in addition to their own tendencies to co-opt others (increasing her forces while she can focus on increasing her power). They also have an affinity for using trained vermin for their bidding as well… areas where ice demon’s operate are known for their frequently large and cold based vermin.

Ice Demon’s also tend to have natural magical abilities linked to their elemental leanings. If they gain a class, they tend towards druids and sorcerers, and not fighters or other “combat types.”

COMBAT
Ice Demons tend to use their underlings to block their opponents and/or destroy them… it is rare for an ice demon to voluntarily take part in battle herself. At times, should she mass a very large force under her command, an ice demon will arrive to supervise a particularly important combat operation, but will always leave should the situation get out of hand.
When initially faced with the possibility of combat, ice demon’s have a tendency to try and talk their way out of the trouble… using power, wealth, and whatever means at their disposal to convert their would be attackers into more subjects under their control.

When cornered, ice demon’s tend to take alight, flying around to avoid melee combat while firing spells at thier opponents. When given the opportunity, they use chilling breath, and Ice shards to their benefit. Should an opponent close with them, they can call upon ice blade and use their consuming cold as a final offensive weapon to defend themselves. Unlike when they use this power on their willing minions, unless their targets are cured by a cure disease spell, the loss in strength and constitution remains.

SPELL LIKE ABILITIES

The ice demon have many spells at their disposal, mostly from their their extensive exposure to magic before and during their transformation process. In addition to the following spells, ice demons have at their disposal spells at the equivalent of :

Fog Cloud – The ice demon’s cold appearance frequently causes the air around them to condense. By using a little bit of magical power, this thin condensation can be enhanced to form a thick cloud, obscuring the ice demon and the area around them. This ability has a range of up to 150ft from the ice demon, and covers a circular area that 80 feet in diameter and 30 feet high. The fog bank lasts 20 minutes + 10 minutes/ sorcerer level. This ability can be used 2 times/day + additional sorcerer levels.

Ice Blade – When cornered into a melee situation, the ice demon can call on its sovereign for support, and a 5 ft. blade of solid ice will form in one of its hands. The blade functions much as a greatsword of frost, dealing 3d6 + 1/caster level (should the ice demon have levels in sorcerer). The blade lasts 1d6 minutes +1 minute/caster level. Calling on this ability counts as a standard action, and can be performed up to 2 times per day.

Light – The ice demon, due to its crystalline nature and magical abilities, has a tendency to emit a bright, blue glow from its body. This ability is innate and cannot be turned off or removed.

OTHER ABILITIES

Chilling Breath (Su): 30-ft. cone, every 2d6 rounds, 4d6 cold, Reflex DC 20 half. The DC is Constitution-based. The ice demon can let loose with a blast of frigid air, causing damage.

Cause Fear (Necro): An ice demon can cause her sapphire eyes to aglow, creating fear and panic in those around. Ice demon’s frequently use this attack to keep opponents who would otherwise attack at bay. Unlike the normal cause fear, this spell is an area affect, causing all creatures who fail a will save (DC 16) to flee for 1d4 rounds.

Ice Shards (Su): As a ranged attack, an ice demon can create in cold air (32 degrees F or less) shards of ice approximately six inches in length and one inch in diameter. The spell generates 1d10 shards that may be be individually aimed. The shards cause 1d6 damage per shard strike. The formation process for the ice shards takes one round to complete, and counts as a move equivalent action. The attack with the ice shards counts as an attack option for that round.

Consuming Cold (Su): Supernatural disease -- touch, Fortitude DC 18, incubation period 1 minute; temporary damage 1d4 Con and 1d4 Str. The save DC is Constitution-based. Unless cured (cure disease spell), the creature will also slowly turn to “ice tendencies,” growing cold to the touch, eventually obtaining a glow and eventually losing all organic flesh in favor of ice and supercooled water. The creature should thus be treated as an undead cold elemental. Should the creature be of evil alignment and take the disease willingly, as the creature changes, their damage and strength will return to normal levels (all cold template modifiers stack). May be removed by cure disease.

Aura of Ice: As the ice demon amasses more power and abilities, the climate around her base of operations will change. Lesser creatures (cats, dogs, etc.) will begin to take bluish tinges, though their activity and mentalities will remain the same. The first hint an ice demon might be at work would be unusual snowfalls and goblins and the like (those unwilling to follow her or banished for some reason) flooding down from the mountains.

Eyes of the Ice Demon: The Eyes of The Ice Demon are two large (fist sized) sapphires, each worth 2,000 gold pieces each, that fit in place of where eyes would go on a regular humanoid. These gems are also cursed, however. The temperature around these gems is always 10 degrees F cooler than the surrounding area. In addition, the cold from the gem causes the persona carrying it to take 1 point of temporary constitution damage each day, unless the item is in a bag of holding or other magical container. The damage can be negated by a fortitude save of DC 15 or higher.

Hair of the Ice Demon – The ice demon also possesses long, thin strands of small diamonds in place of its hair. On a typical ice demon, there will be 2d4 strands that are long enough and in excellent enough shape to be used as necklaces. When these are worn around a creatures neck, the new necklace acts as a necklace of cold resistance +1. There is a 50% chance, however, that the necklace will also bear some kind of curse as well (Random, DM chosen). When sold, they are worth 50 gp apiece if their magical nature is not discovered, and some 2,000 gp apiece if it is discovered.
Celex Ab-Nuit

12-25-03, 04:22 AM
ummm I would say that you should first tell us how many times each special ability, spell-like ability, and supernatural ability can be used if you were to say that the weaker abilities could be used at will, and the more powerful or destructive abilities 3/day or 1/day depending on how powerful you want this creature to be but if I were to guess I would say (using above method) that your ice DEMON would be at least CR 7 if you restrict it's abilities heavily but you could really overpower him and give him a CR of16+ but until we know the limits everyone will get a different idea on what it's CR should be however it is your game and the basic rule on creating new monsters is printed in th back of the MM 3.5

good gaming!
Trajan WhiteShield

12-26-03, 10:01 PM
I've listed the number of times the spell like abilities can be used... for all of them its a base number plus whatever level in sorcerer the creature has.


The other powers are innate... the ice shards can be formed as a standard action, and then used in attack the next round. The consuming cold doesn't have a limit, either, but that is counterbalanced by the fact that its a touch attack, and this creature tries to avoid melee as much as it can.

The Cause Fear I haven't thoguht about... would twice a day be too much?

The Chilling Cold breath attack can be done every 2d6 rounds... so an average of every 7 rounds or so.
Factol Rhys

12-27-03, 10:31 AM
Give it a cooler name than plain "Ice Demon." For one thing, they'll tell you that "Ice Devils" already exist (hmph, just call them by their rightful name: Gelugons), and that it'll get confused. Fiends generally have more imaginative names.
Trajan WhiteShield

12-27-03, 01:26 PM
"Ice Demon" is just the working title for now, until I can think of something better.
Nighttfall

12-27-03, 02:21 PM
Howse this for a name: Frostbound Demon?
Factol Rhys

12-27-03, 06:00 PM
A few things about this creature's classification. First off, there's no "demon" type. You want it to be an Outsider [Evil, Chaotic], and to make it that you need to change a few things, like the hit die type (from d6 to d8). If you want it to be a tanar'ri, that could work, too. Just add that to it's subtypes and apply the tanar'ri traits (you can find those in the MM or the SRD). In terms of game mechanics, it pretty much boils down to adding telepathy, some resistances, and a few abilities. As for the name, tanar'ri names often end with "lith" as in "Marilith" "Wastrilith" "Alkilith" and so on. That'd make it easier.