Chilled (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
supernerd8916

05-21-06, 02:35 PM
Chilled

Medium Undead (cold)
Hit Dice: 8d12 +3 (55)
Initiative: -1
Speed: 20ft
Armor class: 13 (-1 Dex, +4 Natural Armor)
BAB/Grapple: +4/+3
Attack: Slam +3 melee (1d6 -1 plus heat drain)
Full Attack: Slam +3 melee (1d6 -1 plus heat drain)
Space/Reach: 5ft/5ft
Special Attacks: Cold aura, create spawn, heat drain, shatter
Special Qualities: Cold subtype, DR 5/bludgeoning, darkvision 60ft, heat sense, resistance to acid 10, single actions only, undead traits
Saves: Fortitude +2, reflex +1, will +7
Abilities: Strength 9, Dexterity 9, Constitution -, Intelligence 14, Wisdom 13, Charisma 11
Skills: Climb +10, concentration +13, hide +10, listen +13, move silently +10, search +15, spot +13, survival +13
Feats: Improved natural armor, improved natural attack (slam), toughness
Environment: Any (Usually cold areas)
Organization: Solitary, gang (2–5), or pack (6–11)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: -
Level Adjustment: -

The souls of those lost to the ice may wander the world, even after death. When someone is killed in arctic climates, their tormented souls are sometimes reunited with their body. These are chilled. Chilled hunger for the warmth of life, and grow twisted with the hatred and jealousy of all things whose blood still runs in it's veins. They bitterly hunt these people, in hopes of draining the warmth from a still beating heart, drawing strength and comfort from death.

A chilled looks similar to how it looked in life, with a few difference. It's lips (and sometimes the rest of it's body) show a slight blue tint, and sometimes it's hair is brittle.

Combat

Chilled go straight for the toughest member of the group and use heat drain against them as cold aura weakens the party.

Cold Aura (su): A 10-foot-radius spread cold aura surrounds a chilled. All creatures of the cold subtype in the field (including the chilled) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura.

Create Spawn (su): Any humanoid creature slain by a chilled becomes a chilled themselves in 1d4 rounds. Spawn are under the command of the chilled that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life.

Heat drain (su): Anyone struck by a chilled's slam attack must make a fortitude save (DC 16) or take 1d4 constitution damage. If a victim fails its saving throw, the chilled gains a +1 to strength and dexterity, and +2 temporary hit points. Multiple heat drains stack. Anyone whose constitution is reduced to 0 by this dies instantly.

The bonus to strength and dexterity go away at a rate of 1 per hour, and the temporary hit points go away at the normal rate.

A chilled with a Strength and dexterity score of at least 15 ( 6 heat drains) can move 30ft per round and can take actions as normal.

Any opponent struck by 6 or more heat drains takes a -10 penalty to all speeds and is slowed (as the spell) until their constitution is at -5 or higher.

Heat Sense (ex): A chilled automatically senses any creature within 60ft that has a constitution score and is not of cold subtype.

Shatter: The cold is harsh, and even victory can bring death. If a chilled is destroyed in battle, it detonates in 1d4 rounds. Anone within 5ft of the chilled is killed instantly (reflex 5d10 piercing damage DC 16). Anyone within 30ft takes 5d10 piercing damage (reflex half DC 16).

Single Actions Only (Ex): Chilled normally have frozen over joints and can perform only a single move action or attack action each round. A chilled can move up to its speed and attack in the same round, but only if it attempts a charge (but see heat drain, above).
R.M.G.C.L.F.

05-21-06, 03:26 PM
Alright. This has a lot of issues to adress.

First, why the super-high mental ability scores? Seems excessively keen for a carrionsicle.

I have serious issues with the chill aura. I've always disliked create spawn, particularly ones that create creatures within a few rounds, but having a passive create spawn attack is ridiculous. This turns a huddled mass of peasants, gimpy halflings and sick kobolds into a spawning high-power undead army in a minute or two just by standing in the general viscinity. It doesn't really need a self-propagating create spawn ability since you have a common circumstance to bring about its death.
Finally, Create Spawn should be listed as a seperate ability, not part of chill.

Personally, I would have it deal cold damage and/or negative energy damage instead of con damage, and the creatures
A. Don't rise until the next night
B. Don't gain use of the create spawn ability for 1d4 nights
C. Both A and B
D. Come up with some sort of Lesser Chilled that can serve as a spawn race, like what vampire spawn are to vampires.

This ridiculous mechanic throughs the CR way off, but barring it I would set it at 6 or 7.


Finally, the flavor is a pathetic whisp. What does it look like? What are its habits, its psychology, its behavior? Why is it always lawful evil? (I'd go for usually lawful evil, Always is a tag that should be generally kept to outsiders). Does it have a shallow memory of its former life? If not, what new mind drives it, and how does that come about?
supernerd8916

05-21-06, 07:56 PM
Create Spawn should be listed as a seperate ability, not part of chill.

the problem is that I don't want them to become chilled unless they die of hypothermia. To represent this I had it con damage rather than normal damage, although I could go with 1d6 normal damage.

and I don't like the name, it's just something off the top of my head.
R.M.G.C.L.F.

05-21-06, 09:49 PM
Well, that ability is referred to as "create spawn", and dying from cold damage is dying of hypothermia.
thasis

05-22-06, 12:13 AM
I'd say before you do much else work on the flavor. This has the possobility for expansion, but you just didn't quite cut it with the flavor text provided. Do some more work.

Also, this is very very similiar to the Winter Wight presented in the Epic Level Handbook. Look over that if you want some inspiration for monster flavor text (and I'm not saying rip it off, cause if you did I'd have to slap you :P)
supernerd8916

05-22-06, 08:43 AM
I don't have epic level handbook. The SRD doesn't have the flavor text, but I think I'll change chill aura to cold aura, and possibly call this lesser winter wight.
Lord_Canius

05-22-06, 10:44 AM
My one problem is the sheer amount of damage your aura is doing, although, because of lack of other abilities and combat strengths, I suppose that can be over looked. Looks pretty balanced to me, 8.5 out of 10.
supernerd8916

05-22-06, 04:34 PM
Allright, got a B :)
supernerd8916

05-22-06, 04:47 PM
changed the DR to bludgeoning
Morrowner

05-22-06, 06:41 PM
I don't think this is nearly strong enough at CR 8. That chilling aura needs to do more damage for it to be threatening. 2d10 and everybody laughs. I'd bump it up to 4d6. Secondly, those hit points are looking mighty low for a Cr at a measly 55. There is reason to gimp this to single actions only, none. Have it radiate a Slow aura or something.
Shatter is just rude, too, the guy in melee will die, no save.
And finally, a melee attack of +3? Come on! This is CR 8. I'd switch the intelligence and strength around, throw on Weapon Focus, and give it another 4 hit dice and make it a melee touch attack.
Here is a reshot at the Chilled
Medium Undead (cold)
Hit Dice: 12d12 +24 (102)
Initiative: +5
Speed: 30ft
Armor class: 14 (+1 Dex, +4 Natural Armor)
BAB/Grapple: +6/+8
Attack: Slam +8 melee touch (1d6 +3 plus heat drain and Slow)
Full Attack: Slam +8 melee (1d6 +3 plus heat drain)
Space/Reach: 5ft/5ft
Special Attacks: Cold aura, create spawn, heat drain,
Special Qualities: Cold subtype, DR 5/bludgeoning, darkvision 60ft, heat sense, undead traits, Unholy Toughness
Saves: Fortitude +4, reflex +5, will +9
Abilities: Strength 14, Dexterity 13, Constitution -, charisma 14, Intelligence 13 Wisdom 11
Skills: Climb +10, concentration +13, hide +10, listen +13, move silently +10, search +15, spot +13, survival +13
Feats: Improved natural armor, improved natural attack (slam), Improved Initiative Environment: Any (Usually cold areas)
Organization: Solitary, gang (2–5), or pack (6–11)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: -
Level Adjustment: -
Special abilities the same but 4d6 for the Chill Aura, the attack is melee touch and does a Slow effect as if cast by a 12th level Sorcerer(DC 18). i also thought it was a good idea to give it the Extraordinary ability Unholy toughness, 2X charisma bonus per hit die to keep it from being flambed by fire attacks.
supernerd8916

05-22-06, 06:54 PM
I don't think this is nearly strong enough at CR 8. That chilling aura needs to do more damage for it to be threatening. 2d10 and everybody laughs. I'd bump it up to 4d6.

check winter wight for the ability

Secondly, those hit points are looking mighty low for a Cr at a measly 55.

Maybe

There is reason to gimp this to single actions only, none. Have it radiate a Slow aura or something.

Here is where you lose me. Go die in the arctic circle, and see how well you move. :rolleyes:

As explained in the text, it is reduced to this because of frozen joints. If you read the heat drain special ability you should notice I've left a way to get all actions, and a +10 speed enhancement to boot. There is, in fact, a reason.

Have it radiate a Slow aura or something.

Not a bad idea, but I don't think I should put it on this particular monster.

And finally, a melee attack of +3? Come on! This is CR 8. I'd switch the intelligence and strength around, throw on Weapon Focus, and give it another 4 hit dice and make it a melee touch attack.

He gets better melee attacks later on (after heat drain)

BAB/Grapple: +8/+10

undead have BAB equal to 1/2 their hit die...

Special abilities the same but 4d6 for the Chill Aura, the attack is melee touch and does a Slow effect as if cast by a 12th level Sorcerer(DC 18).

Not melee

i also thought it was a good idea to give it the Extraordinary ability Unholy toughness, 2X charisma bonus per hit die to keep it from being flambed by fire attacks.[/QUOTE]

I'd like to hear about this ability.

Thanks
Mykenko

05-22-06, 08:06 PM
its a pretty good monster, but i would lower its Cr, for 8, its an easy monster that gives far too much exp. Maybe I would intergrate the idea of a slow aura in the Cold Aura after meeting a certain condition. For exemple, someone that has lost atleast one constitution and has lower constitution then the chilled, sees its movement slowed. Or something like that.
Morrowner

05-23-06, 03:01 PM
My point still stands about it being unable to hit opponents. Try this on for size:
Standard fighter, nothing fancy, with the standard +2 full plate, the standard +2 shield, and the standard ring of Deflection +2 with a whopping 12 Dex:AC 27. Pre-Barkskin, Pre-Haste, pre Improved Invisibility pre-Blur or Displacement. The poor thing needs to roll a natural 20 just to hit! A good solid 20-mid 20 is what should be shot for by level 8. The thing won't even hit a good 80 percent of the time! Now lets go back to the example and make it melee touch: +8 against that Fighter's Touch 11, not bad, aura kicks in for 14, these slams almost always hit for 13 damage and 2d4 Con drained and +2 to Strength and Dexterity and another 4 hit points, and maybe even a Slow. I don't think the should be temporary, but what the hey. The ability is from some new Undead like the Angel of Decay. Its a good way to keep an Undead in the fight as they usually have lousy HP.
supernerd8916

05-23-06, 04:17 PM
maybe i'll give him an ability similar to my reapers, but it won't be permanent
supernerd8916

05-23-06, 04:18 PM
its a pretty good monster, but i would lower its Cr, for 8, its an easy monster that gives far too much exp. Maybe I would intergrate the idea of a slow aura in the Cold Aura after meeting a certain condition. For exemple, someone that has lost atleast one constitution and has lower constitution then the chilled, sees its movement slowed. Or something like that.

Ok, but it won't do much ;)
R.M.G.C.L.F.

05-23-06, 06:57 PM
I actually don't think any boosts for chill aura are needed. After all, its a semi-magical radiation of cold. If you put in any heavy-duty stuff, it should go in the Heat Drain attack, not some passive ambiant ability. The ability as mykeno writes it doesn't make sense, no creature has less con than the Chilled because undead creatures don't have a con score.
Mykenko

05-24-06, 02:34 AM
True, I forgot that undead didnt have any con while I was writing my reply. But still, you got the point of what I was trying to say.

If you want to be fancy, you could had an ice breath and/or an heat vision (since your body produces heat and they are searching for that, they can detect it, so you cant hide from them unless you run really far away ;) ).

If the idea of slowing your PCs still interest you, you could had it to the heat drain ability.
supernerd8916

05-24-06, 05:57 PM
If you want to be fancy, you could had an ice breath and/or an heat vision (since your body produces heat and they are searching for that, they can detect it, so you cant hide from them unless you run really far away ).

If the idea of slowing your PCs still interest you, you could had it to the heat drain ability.

ice breath and heat drain slowing enemies seems pretty good, although I already have "heat vision" (heat sense SQ)
Mykenko

05-25-06, 03:53 PM
I like what u did with it, much more balanced. I'm pretty sure I could fit this monster in one of my games.
supernerd8916

05-25-06, 07:01 PM
Thanks, I could use the test.
supernerd8916

05-27-06, 11:14 AM
ba:bump:

And someone think up a better name please.
Ioreck

05-28-06, 01:16 AM
ok comments: int is too high. if its basically a risen undead being, it should have max 10 int. or does it become smarter when its soul rejoins its body? same for wisdom

create spawn should only be applicable in arctic climates. a chilled that kills some1 in the tropics should rise as a chilled.

other than that everything looks pretty sweet.

possible name changes: Cold One, Frozen Soul, etc
supernerd8916

05-28-06, 10:13 AM
ok comments: int is too high. if its basically a risen undead being, it should have max 10 int. or does it become smarter when its soul rejoins its body? same for wisdom

Well, I wanted its intelligence to be high because everything else was low. I modeled this thing after the wraith at first.

create spawn should only be applicable in arctic climates. a chilled that kills some1 in the tropics should rise as a chilled.

I don't have it as being specifically in cold weather because the chilled kills its opponents with cold aura and heat drain, mostly. IF they are in its aura, it counts as being arctic in my view.
supernerd8916

05-30-06, 03:04 PM
:bump::bump::bump:ba:bump:
RSBrehm

05-30-06, 03:14 PM
I really think if you consider canned fruit an undead creature It should have this special ability. Perhaps you can turn "chilled" into a template and then you really could apply it to a peach.

"Throat Bane"

Using open ended rules rolling 2 consecutive "1's" on a "chew food" check forces you to make a fortitude save (DC 15) or die instantly. Creatures that have no metabolism and theirfore do not breath are immune to this effect.

-RSBrehm
supernerd8916

05-30-06, 04:38 PM
I really think if you consider canned fruit an undead creature It should have this special ability. Perhaps you can turn "chilled" into a template and then you really could apply it to a peach.

"Throat Bane"

Using open ended rules rolling 2 consecutive "1's" on a "chew food" check forces you to make a fortitude save (DC 15) or die instantly. Creatures that have no metabolism and theirfore do not breath are immune to this effect.

-RSBrehm

I really hope you're joking. :bored: :nonono:
supernerd8916

06-09-06, 01:26 PM
:bump: