Entry: Icenerus [Archive] - Wizards Community

Post/Author/DateTimePost
ieattrollsforbreakfast

09-01-03, 03:58 PM
ICENERUS
Medium-Size Undead (Fire)
Hit Dice: 12d12+3 (81 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30ft
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+9
Attack: Slam +10 melee
Full Attack: 2 Slams +10 melee
Damage: Slam 1d6+3 plus 1d6 Con
Space/Reach: 5ft/5ft
Special Attacks: Draining Touch, Endothermic Blast, Release Flames
Special Qualities: Absorb Heat, Draining Aura, Undead Traits, DR 10/magic
Saves: Fort +4, Ref +5, Will +12
Abilities: Str 16, Dex 12, Con -, Int 16, Wis 14, Cha 14
Skills: Spot +19, Listen +19, Search +18, Hide +16, Move Silently +16, Intimidate +17, Climb +18
Feats: Alertness, Weapon Focus (slam), Improved Initiative, Iron Will, Toughness
Environment: Any cold
Organisation: Solitary or group (2-5)
CR: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-20HD (Medium-Size)

When a wizard or other magic user becomes obsessed with fire, and particularly with spells like Fireball and Flame Strike, and they meet their untimely end in a blizzard or some other catastrophe of the cold, bitter irony raises them as these cruel undead. The spell caster’s obsession with the heat fire brings follows it when raised, and the Iceneri try to do all they can to steal as much heat from the living as possible to quench their insatiable desire.

An Icenerus resembles the form it had in life, but with feral features such as sharp claws and cruelly pointed teeth. The Incenerus wears a wicked expression and is wreathed in flickering blue flames. Their skin takes on a blue tint, and its features look frozen. However, if an Icenerus absorbs enough heat, its features unfreeze and its flames become vibrant red and orange, burning all those around it.

Icenerus are a relatively unknown form of undead since they are very rare, as mortals who meet the requirements and ending to become an Icenerus are few. They are most often found in sparsely populated icy mountains and, due to the Icenerus’s ability to create spawn, if one is found it is almost certain that another will be near.

An Icenerus cannot speak, since its vocal organs are badly damaged in the transformation. However, it understands all the languages it knew in life.


COMBAT
An Icenerus will hide in the snow and wait for a group of unsuspecting travellers to pass by, then will usually try to weaken its opponents with its Endothermic Blast before charging in to melee. Incenerus are intelligent undead and so will usually attack the physically weakest opponent to stand a good chance. Alternatively, the Incenerus will attack the opponent radiating the most heat, such as a character with a flaming weapon, or a spell caster with a fire-shield.
Just as often, an Icenerus will attack a resting party for the element of surprise. In this situation, the Icenerus will stand among the flames of a campfire if one is present, to draw away all the heat it can.

Absorb Heat (Su): The Incenerus feeds of heat energy, and so whenever fire damage is dealt to it, it instead heals the amount of damage dealt. If this takes it above maximum hit points the Icenerus gains any excess as temporary hit points.

Draining Aura (Su): An Icenerus drains the heat from the area around it. Any creature within 30ft of the Icenerus takes 2d6 points of cold damage per round, fort save DC 18 negates the damage. Any damage dealt to other creatures by this aura heals the Icenerus by the same amount. If the Icenerus is taken above its hit point maximum, it gains any excess hit points as temporary hit points. An additional feature of the aura is that it drains energy from creatures within it, making them feel tired and act more slowly than they would. Thus, any creature caught in the aura must make a fortitude save (DC 18) or be affected by the Slow spell as cast by a 12th level sorcerer.

Draining Touch (Su): The touch of an Icenerus is much more powerful than its aura, and drains the very life force away from a creature. Any creature struck by an Icenerus slam attack, or one that touches it in any way, such as a grapple, must make a fortitude save (DC 18) or take 1d6 permanent Con drain. Any humanoid reduced to 0 Con by this attack is raised as an Icenerus 1d4 hours later, and is under the control of the Icenerus that killed it. The Icenerus remembers nothing of its life and strives to recover all the heat it can.

Endothermic Blast (Su): Once every 1d4 rounds, an Icenerus can make a burst of energy that drains even more heat from its opponents to feed its need for heat. This attack is a 60ft cone that deals 6d6 points of cold damage, with a Reflex save (DC 18) for half damage. Any damage dealt by this attack heals the Icenerus by the same amount. If the Icenerus is taken above maximum hit points, it gains any excess as temporary hit points.

Fire Subtype: An Icenerus is a creature of heat, and thus is immune to all fire damage, and instead is healed by it (see Absorb Heat above). However, an Icenerus has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Release Flames (Su): If an Icenerus reaches one and a half times its maximum hit points with temporary hit points, it overloads with energy and releases it in a fiery blast. This attack deals 6d6 points of fire damage to all creatures within 30ft, with a Reflex save (DC 18) for half damage. This attack also reduces the Incenerus’ hit points by 6d6 points. The Incenerus cannot choose not to use this attack.
ieattrollsforbreakfast

09-02-03, 12:03 PM
bump
Hope you all like it!
(Vote ieasttrollsforbreakfast!)
Donnavin Snowolf

09-02-03, 11:49 PM
I'm not very experienced at making monsters, but I think this should be higher than CR 9.

2d6 damage per round to each creature and the same amount of damage in healing each round is pretty powerful. Its like fast healing based on the number of targets and theres no save.
ieattrollsforbreakfast

09-03-03, 11:53 AM
That should be a fort negates...little mistake there. Its fixed now.
About the CR, I thought it would be higher, but its low hp made me think otherwise. I think no more than 12, so maybe 10 or 11.
ieattrollsforbreakfast

09-03-03, 04:46 PM
Bump
ieattrollsforbreakfast

09-04-03, 02:39 PM
Another Bump