"Caution! Black Ice Possible in Dungeon!" (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Talisman

02-21-07, 01:52 PM
Black Ice Spirit
Medium Fey (Cold)
Hit Dice 8d6+32 (60 hp)
Initiative +1 [+4]
Speed 20' [fly 40' {perfect}]
AC 21 (+1 Dex, +10 natural), touch 11, flat-footed 20
[16 {+4 Dex, +2 deflection}, touch 16, flat-footed 12]
Base Attack/Grapple +4/+8 [+4/--]
Attack/Full Attack Slam +9 melee
Damage Slam 1d8+6 plus 1d6 cold plus 1d6 negative energy
[Incorporeal touch 1d6 cold plus 1d6 negative energy]
Space/Reach 5'/5'
Special Attacks Spell-like abilities
Special Qualities Aura of entropy, DR 5/cold iron and bludgeoning, ice stride, spirit form,
tomb-tainted soul
Saves Fort +8, Ref +7 [+10], Will +6
Abilities Str 18 (--), Dex 12 (18), Con 19, Int 7, Wis 11, Cha 14
Skills Hide +12 [+15], Listen +11, Move Silently +12, Spot +11
Feats Great Fortitude, Power Attack, Weapon Focus (slam)
Environment Arctic lands
Organization Solitary, pair or haunt (3-12)
Challenge Rating 5?
Treasure Half standard
Alignment Always neutral evil
Advancement 9-10 HD (Medium), 11-19 HD (Large), 20-24 HD (Huge)
Level Adjustment --

[I]The frozen ground itself seems to rise up, forming a man-sized shape of ice. Instead of white, blue or clear, this ice is gray, shading to pure black at its heart. Two blocky, armlike appendages extend from its sides, and two evil green eyes glow at the top of the mass.

Black ice spirits were once minor fey, sprits of the icy wastes, which have been corrupted by the presence of negative energy. They may arise when a rift to the negative energy plane opens in a frostfell, or when the waste from a necromancer's experiments pollutes a glacier. Some arise spontaneously when a source of negative energy--a crypt full of undead, temple to a deity of undeath, or supernatural phenomenon--exists in a frostfell for long enough.
Once minor and relatively harmless fey, black ice spirits have been perverted into monstrosities, wishing harm to mortal creatures. They associate with undead--something most fey despise--and seek to slay mortals wherever they can. Warped by negative energy, they seek to release more negative energy into the world, and may strike bargains with evil wizards or priests with similar goals.
A black ice spirit normally stands about 7' tall and weighs 800 pounds, although much larger ones have been reported. Black ice spirits speak Sylvan.

Combat: Black ice spirits enjoy combat with mortals, seeking to hasten their foes into the cold embrace of death. Against weaker foes they simply bludgeon them to death with their icy fists; when outnumbered or agains more powerful foes they make frequent use of their spell-like abilities. Dimly intelligent, black ice spirits are canny enough to pursue wielders of fire magic and kill them quickly. They try to stay near humanoids wearing obvious holy symbols, knowing their auras of entropy can confound such beings. If they ally with an evil cleric or necromancer, they try to stay near him for a similar reason.
Black ice spirits fight fearlessly. If trapped or badly wounded they will use their spirit form ability to flee, returning to fight another day.
Aura of Entropy (Su): Black ice spirits radiate an almost tangible aura of negative energy which inhibits the use of positive energy in their presence. Any character within 15' of a black ice spirit suffers a -2 penalty on all turn undead checks (including turning damage), and all Conjuration (Healing) spells heal only 50% as much damage as usual. Converselt, all rebuke undead attempts made within 15' of a black ice spirit have a +2 bonus, and all negative energy effects that inflict hit point damage are treated as though Empowered.
Ice Stride (Ex): Black ice spirits suffer no penalties to movement or movement-related skill checks as a result of snowy or icy conditions.
Spell-like Abilities: At will--ray of frost, touch of fatigue; 3/day--heat leech*, inflict moderate wounds; 1/day--death hail*, shivering touch*. Caster level 8th; save DC 12 + spell level. The save DCs are Charisma-based.
*Spell from Frostburn
Spirit Form (Su): As a move-equivalent action which does not provoke attacks of opportunity a black ice spirit may divest itself of its sheath of ice and assume an incorporeal form; the ice that formerly composed its body remains behind, causing the square to be treated as difficult terrain. In incorporeal form, a black ice spirit gains the Incorporeal subtype and uses the statistics in brackets above. Black ice spirits typically use this power to flee from battles they cannot win.
As a full-round action which provokes attacks of opportunity, a black ice spirit in incorporeal form may cloak itself in ice and resume its normal form. This requires a quantity of ice sufficient to create the spirit's body and heals the black ice spirit of all damage it has suffered.
Tomb-Tainted Soul (Ex): As elemental fey spirits warped by negative energy, black ice spirits are harmed by positive energy and healed by negative energy as if they were undead.
androkguz

02-21-07, 02:27 PM
Very nice, I like it. I'm just curious why you used the old block format? And by the way, what does the spells from Frostburn do?
Even without knowing that, I ensure you that a creature that deals 1d6 negative levels on a hit DEFINITELY has a CR higher than 5. Damn, enervation only deals 1d4 negative levels.
MasterBlaster

02-21-07, 03:37 PM
true, they are a lot of negetive levels. 1d6 would cause up to 6 neg levels, more than the characters actualy have :surrender maybe lower the neg levels or up the CR
Talisman

02-26-07, 03:12 PM
I'm just curious why you used the old block format?

Because, after carefully considering the matter, I despise the new monster stat layout. If you like it, fine, but I don't.

And by the way, what does the spells from Frostburn do?

Don't have Frostburn handy, but essentially, heat leech deals cold damage, death hail is similar to hail storm but with a negative energy effect, and shivering touch deals Dexterity damage.

And by the way...

Damage Slam 1d8+6 plus 1d6 cold plus 1d6 negative energy
[Incorporeal touch 1d6 cold plus 1d6 negative energy]

That's negative energy, not negative levels. It's just 1d6 hit points of damage, but it heals undead, is negated by death ward, etc. 1d6 negative levels would, indeed, be a killer.
Dracomortis

02-26-07, 04:56 PM
Always great to see another fey by Talisman. Nasty little buggers, to be sure, but they seem right-on at CR 5. While the hit points are higher than average, it's only 1 above the CR 4 griffon and nothing else jumps out as over the top. A job well done, if I may say so.
Domriso

02-26-07, 06:19 PM
Just for better clarification (because i enjoy explaining things in depth):
Death Hail- Creatures must succeed on a Frotitude save or take 1d2 points of Strength and Constitution damage.

Heat Leech- You place a literal leech into another creature's body and it sucks out their heat. They must succeed on a Fortitude save every round or take 1d8 cold damage.

Shivering Touch- Upon a melee touch attack the creature takes 3d6 Dexterity damage. No save. Creatures of the cold subtype are immune to this effect.

There you go. Now i feel special.
Talisman

03-01-07, 01:33 PM
Always great to see another fey by Talisman.

Why, thanks! I'm a fan of fey (as if you couldn't tell), and I think they were badly shorted in virtually all the WotC books I've read.

Domriso--thanks for the Frostburn clarification.
Domriso

03-01-07, 02:40 PM
Always glad to help. Having nearly every book released by Wizards, so i'm like an encyclopedia.
The Ubbergeek

03-01-07, 06:31 PM
Not to spam, but when I have read the title of your thread, I thought it was Shadowrun's Black ICE, hehehe. :P