Frostburn monsters [Archive] - Wizards Community

Post/Author/DateTimePost
The Vorpal Tribble

09-11-04, 05:53 PM
I'd have to say after looking over some Frostburn stuff that this is one of the best books to come out since the Expanded Psionics Handbook.

I'm particularly impressed by the monsters within it (I found the new MM III to have the corniest stuff I have 'ever' heard of.), especially the Entombed. 'THAT' was a stroke of genius in my oppinion. Original and fascinating.


For those of you who use Frostburn or have artic campaigns, I wrote this some time ago. Comments/ideas/etc welcome.


---

Sorcaii (Sorkie)

The sun is low in the sky, casting a reddish glow on the snow-speckled ice. As you walk across it you are suddenly jarred by a great blow of something below you. Another blow and the ice shatters, a great glistening mass surging upwards in a shower of frigid spray...

DESCRIPTION: A humanoid mountain of blubber best describes this parody of life. Its totally naked body shows a physique that has run past obesity and into the obscene. Its layer after layer of rolling, mottled grey and pink flesh mold into one another to give the semblance of a jigsaw puzzle, but as it moves they flap out to reveal even more layers beneath. The creature's head is lumpen and neckless, with two wide, bright blue eyes with pinprick pupils that can be completely covered by its slanted brow and fat-creased cheeks. It is hairless, and its ears are little more than flaps hidden on the side of the skull. Overtop of thick, oversized lips is a monstrous overhanging nose that inflates slightly with each inhalation. Two over-large arms hang out at angles over its bulging sides. Supporting the whole mess are two massive legs, each one looking to weigh nearly as much as the rest of the giant. The feet have seventeen, long, webbed toes surrounding the crescent shaped sole, resembling mishapen flippers. An average sorcai stands about 8 feet tall and weighs around 800 lbs.

Sorcaii are the results of ancient, rare liasons between selkies and orcs and a great ammount of inbreeding. Wherever they originally were from is unknown, but they long ago migrated to the blissfull chill of the artics where they find the temperatures ideal. There they spend an amphibious existence, swimming for miles beneath the ice, feasting on seals, fish and small whales, which they then bring atop the ice for consumption. They have fierce, undying tempers, and will spend the rest of their life if need be on revenge if angered. Whales have been persued for hundreds of miles after something as trivial as taking a seal hunted by a Sorcai. The many layers of fat can be contracted and expanded by the movements of muscles underneath, giving them the ability to use them in the same way as fins for quicker swimming. They are quite clumsy on land, but within water they become masterfully graceful.


COMBAT: To say that a sorcaii attacks bluntly and boldly is like saying there are alot of snowflakes in a blizzard. On land they generally just run at you bellowing, trying to grab you up within their embrace. Bigger creatures they attempt to bludgeon, smacking them skillessly with their fists. Within the water they do much of the same, though they will have an occasionaly sneak attack if you are above ice thin enough for them to punch through.

Improved Die Hard (Ex):
A sorcaii reduced below 0 hit points can continue to move and fight, until -10 hit points. At this point they still do not die, but go into a death-like coma between -10 and -15 hit points. If no more hit points are taken after they enter this coma, they can heal at the standard rate, until awakening at -10 points.

(Fact: There are reports of elephant seals being knocked out and thought to be dead and and skinned and the seal regaining consciousness afterwards and still having the strength to attack their skinners.)


Sorcaii, Juvenile

Size and type: Medium Monstrous Humanoid
Hit-dice: Juvenile: 6d8 +32
Initiative: Water +5
Speed: 20 ft. (land), 30 ft. (water)
Armor class: 16 (+6 natural)
Base attack/grapple: +2/+6
Space/reach: 5 ft./5 ft.
Attack: fist +6 melee, (1d8+1 per fist), bite +6 melee (1d4 +2)
Full attack: 2 fists +6 melee, (1d8+1 per fist), bite +6 melee (1d4 +2)
Special Attacks: -
Special Qualities: Cold sub-type
Saves: Fort +5, Ref +2, Will +4
Abilities: Str 20, Dex 9 (land dex), Dex 18 (water dex), Con 16, Int 3, Wis 5, Cha 5
Skills: Spot +8, Survival +10*
Feats: Improved Bull Rush, Improved Diehard, Power Attack
Enviroment: All Cold
Organization: 1-8
Challenge Rating: 3-4
Treasure: None
Alignment: Chaotic Neutral
Advancement: -
Level Adjustment: -

~~

Sorcaii, Adult

Size and type: Large Monstrous Humanoid
Hit-dice: 8d8 +32
Initiative: Land -1, Water +3
Speed: 25 ft. (land), 40 ft. (water)
Armor class: 14 (-1 size, -1 dex, +6 natural)
Base attack/grapple:
Space/reach: 8 ft./10 ft.
Attack: fist +11 melee, (1d8+7 per fist), bite +11 melee
Full attack: two fist, one bite
Special Attacks: Awesome blow, Improved Bull Rush, Grapple, Power Attack
Special Qualities: Cold sub-type
Saves: Fort +7, Ref +2, Will +4
Abilities: Str 25, Dex 8 (land dex), Dex 17 (swim dex), Con 20, Int 4, Wis 10, Cha 4
Skills: Spot +8, Survival +14*
Feats: Awesome blow, Improved Bull Rush, Improved Diehard, Power Attack
Enviroment: All Cold
Organization: 1-2
Challenge Rating: 6-7
Treasure: None
Alignment: Chaotic Evil
Advancement: -
Level Adjustment: -

~~

Great Sorcaii

Size and type: Huge Monstrous Humanoid
Hit-dice: 10d8 +32
Initiative: Land -3, Water +6
Speed: 30 ft. (land), 60 ft. (water)
Armor class: 16 (-2 size, -2 dex, +10 natural)
Base attack/grapple:
Space/reach: 14 ft./16 ft.
Attack: fist +18 melee, (1d8+14 per fist), bite +18 melee
Full attack: 2 fists +18 melee, (1d8+14 per fist), bite +18 melee
Special Attacks: -
Special Qualities: Cold sub-type
Saves: Fort +12, Ref +1, Will +6
Abilities: Str 28, Dex 5 (land dex), Dex 20 (swim dex), Con 22, Int 5, Wis 12, Cha 3
Skills: Spot +8, Survival +22*
Feats: Awesome blow, Improved Bull Rush, Improved Diehard, Power Attack
Enviroment: All Cold
Organization: 1-2
Challenge Rating: 10-11
Treasure: None
Alignment: Chaotic Evil
Advancement: -
Level Adjustment: -
Mithral Icesilver

09-12-04, 05:37 PM
I wanna know how many HD that Dire Megaloceros from the art gallery has. 3 sets of antlers? Eep. Though, for a high-level druid who goes in for wacky, as opposed to "Waaaaah! RUN FOR IT!," the best bet is the Dire Glyptodon ;-).
Celeblas

09-12-04, 07:29 PM
To answer your question Mithral: The Dire Megaloceros has 6 Hit-Die.

I have to admit, that I was positive surprised by Frostburn. They updated some monsters from the FR Silver Marches Accessory, offer rules for diffrent types of cold terrain and there are not too many Prestige Classes, Feats, Spells and Magic Items. In my opinion a good mix.
I'm looking forward to Sandstorm :)
Mr.Waesel

09-13-04, 05:15 AM
To answer your question Mithral: The Dire Megaloceros has 6 Hit-Die. How do you know?
Celeblas

09-13-04, 09:10 AM
Isn't Frostburn already avaible in the US? I ordered it at the german onlineshop called Dragonworld and therefore got it on Saturday. And on page 117 the Statblock of the Megaloceros states, that it has 6 Hit-Die ;)
Radagast

09-13-04, 12:28 PM
When is Sandstorm due out?
d_nychus

09-13-04, 12:32 PM
Isn't Frostburn already avaible in the US? I ordered it at the german onlineshop called Dragonworld and therefore got it on Saturday. And on page 117 the Statblock of the Megaloceros states, that it has 6 Hit-Die ;)

That shop is selling it too early. The release date is supposed to be the 17th.
Amaron Blackthorn

09-13-04, 12:36 PM
I think it is great that they are putting out information on all those dire animals, especially the Smilidon and the Wooly Mammoths!
Maug

09-14-04, 01:57 PM
Some Sandstorm info fot those too lazy to look it up at the "products" section of wizards.com.

"This beautifully illustrated supplement continues a series of releases that focus on how the environment can affect D&D gameplay in every capacity. Sandstorm contains rules on how to adapt to hazardous hot and arid weather conditions, such as navigating desert terrain and surviving in fierce heat or harsh weather. There are expanded rules for environmental hazards and manipulation of hot weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with deserts and wastelands are included, as well as variants on current monsters. Sandstorm provides enough adventure material included for months of gameplay."

By:Bruce R. Cordell, Jennifer Clarke-Wilkes, JD Wiker

Out in March 2005.

Im personally glad that JD Wiker is in.
Mithral Icesilver

09-14-04, 06:30 PM
Thanks, Celeblas.

Now, for a semi-aquatic druid, the Dire Zuglodon has SERIOUS possibilities...:schemes: