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'''Icy Core (Ex):''' If the ice fiend suffers damage from a non-fire based source it releases some cold energy into a 5 foot radius around itself and deals 1d6 points of cold damage to anything in that area. Any creature that takes damage from this cold effect must make a Fortitude save or be slowed for 1d4 rounds.
 
'''Icy Core (Ex):''' If the ice fiend suffers damage from a non-fire based source it releases some cold energy into a 5 foot radius around itself and deals 1d6 points of cold damage to anything in that area. Any creature that takes damage from this cold effect must make a Fortitude save or be slowed for 1d4 rounds.
   
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'''Sentient Spikes (Ex and Su):''' The ice fiend carries 8 sentient spikes on its back which are made of the same material that it is composed of. These spikes cannot move naturally but have a limited ability to teleport. Though normally dormant, the ice fiend may awaken the spikes for combat so that they may act independently or provide him with a ranged attack (range increment 100 feet). If acting independently, a spike may teleport above any target up to 100 feet away and fall upon them dealing 2d6 piercing damage (Reflex half). A spike may only use this ability once per minute. Whether the spike hits or misses, it thereafter transmutes into a 5 foot cube of ice (weighing 200 pounds) which may teleport up to 5 feet in each round thereafter. One round after transmutation, the spike deals 1d6 cold damage to anything within 5 feet of itself and creatures affected by this damage must make a Fortitude save or be slowed for 1d4 rounds. Creatures who touch the spike in this form or attack it with non-fire based natural weapons must also take cold damage and make a Fortitude save against the slow effect. If a spike would take damage from a non-fire source it also radiates cold as mentioned above to anything within 5 feet of itself. If a spike would be destroyed while in cube form through non-fire based means, everything within close range (25 feet + 5 feet/2 HD of the ice fiend) is dealt 2d6 points of piercing damage (Reflex half). Furthermore, the loss of a spike is harmful to the ice fiend and causes it to take 1d4 points of damage per HD (this damage cannot be healed until it regrows the lost spike) and a -2 on all rolls thereafter. Lost spikes regrow after 24 hours and upon regrowth the penalties to constitution and rolls incurred are removed. Each spike has 25% of the base hp of the ice fiend and shares its damage reduction, natural armor, spell resistance, and vulnerability to fire/bludgeoning.
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'''Sentient Spikes (Ex and Su):''' The ice fiend carries 8 sentient spikes on its back which are made of the same material that it is composed of. These spikes cannot move naturally but have a limited ability to teleport. Though normally dormant, the ice fiend may awaken the spikes for combat so that they may act independently or provide him with a ranged attack (range increment 100 feet). If acting independently, a spike may teleport above any target up to 100 feet away and fall upon them dealing 2d6 piercing damage (Reflex half). A spike may only use this ability once per minute. Whether the spike hits or misses, it thereafter transmutes into a 5 foot cube of ice (weighing 200 pounds) while immobile. One round after transmutation, the spike deals 1d6 cold damage to anything within 5 feet of itself and creatures affected by this damage must make a Fortitude save or be slowed for 1d4 rounds. Creatures who touch the spike in this form or attack it with non-fire based natural weapons must also take cold damage and make a Fortitude save against the slow effect. If a spike would take damage from a non-fire source it also radiates cold as mentioned above to anything within 5 feet of itself. If a spike would be destroyed while in cube form through non-fire based means, everything within close range (25 feet + 5 feet/2 HD of the ice fiend) is dealt 2d6 points of piercing damage (Reflex half). Furthermore, the loss of a spike is harmful to the ice fiend and causes it to take 1d4 points of damage per HD (this damage cannot be healed until it regrows the lost spike) and a -2 on all rolls thereafter. Lost spikes regrow after 24 hours and upon regrowth the penalties to constitution and rolls incurred are removed. Each spike has 25% of the base hp of the ice fiend and shares its damage reduction, natural armor, spell resistance, and vulnerability to fire/bludgeoning.
   
 
These spikes generate a climate changing effect over a 2 mile radius even while dormant that lowers the temperature of the surrounding area by 4 degrees Fahrenheit for every HD of the ice fiend (minimum temperature is -200 degrees Fahrenheit). This effect causes the area within 30 feet of itself to be considered as difficult terrain for creatures without the cold subtype or a resistance to cold of at least 10.
 
These spikes generate a climate changing effect over a 2 mile radius even while dormant that lowers the temperature of the surrounding area by 4 degrees Fahrenheit for every HD of the ice fiend (minimum temperature is -200 degrees Fahrenheit). This effect causes the area within 30 feet of itself to be considered as difficult terrain for creatures without the cold subtype or a resistance to cold of at least 10.
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