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{{3.5e Monster Classic
 
{{3.5e Monster Classic
 
|monster=Ice Fiend
 
|monster=Ice Fiend
|size=Large |type=Elemental |subtypes=Cold
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|size=Large |type=Elemental |subtypes=Cold, Extraplanar
 
|hd=10d8+100 |hp=153
 
|hd=10d8+100 |hp=153
 
|init=+1
 
|init=+1
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|ac=15 (-1 size, +5 natural, +1 Dex)|touch=10 |flat=15
 
|ac=15 (-1 size, +5 natural, +1 Dex)|touch=10 |flat=15
 
|bab=+7 |grapple=+19
 
|bab=+7 |grapple=+19
|at=Claw +? Melee (1d8+7)
+
|at=Claw +14 Melee (1d8+7) or Spike +14 Ranged (1d4+7)
|full_at=2 Claws +? Melee (1d8+7)
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|full_at=2 Claws +14 Melee (1d8+7) or Spike +14 Ranged (1d4+7)
 
|space=10 ft. |reach=10 ft.
 
|space=10 ft. |reach=10 ft.
 
|sa=
 
|sa=
|sq=vulnerability to cold
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|sq=DR 10/bludgeoning, SR 20, vulnerability to fire
 
|fort=+17 |ref=+4 |will=+5
 
|fort=+17 |ref=+4 |will=+5
 
|str=24 |dex=12 |con=30 |int=14 |wis=14 |cha=14
 
|str=24 |dex=12 |con=30 |int=14 |wis=14 |cha=14
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}}
 
}}
   
''A semi-humanoid shape twice the height of a man and made entirely of ice appears before you as you begin to see your breath become visible.''
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''A semi-humanoid shape twice the height of a man, laden with vicious looking spikes on it's back, and made entirely of ice appears before you as you begin to see your breath become visible.''
   
 
Ice fiends are elementals from the elemental demiplane of cold who have an inherent hatred for all things warm. Their sole desire upon finding something that is not like itself is to change it so that it is more like itself. Unfortunately, this change is almost always lethal to living subjects and can cause environments to become inhospitable to most forms of life.
 
Ice fiends are elementals from the elemental demiplane of cold who have an inherent hatred for all things warm. Their sole desire upon finding something that is not like itself is to change it so that it is more like itself. Unfortunately, this change is almost always lethal to living subjects and can cause environments to become inhospitable to most forms of life.
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<!--Combat information here.-->
 
<!--Combat information here.-->
   
  +
'''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. If acting independently, a spike may teleport above any target up to 100 feet away and fall upon them dealing 2d6 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 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.
'''<!--Special ability (tagged with Su, Ex, Sp, or Ps if applicable)-->:''' <!--Special ability description.-->
 
   
 
'''<!--Another special ability (tagged with Su, Ex, Sp, or Ps if applicable)-->:''' <!--Special ability description.-->
 
'''<!--Another special ability (tagged with Su, Ex, Sp, or Ps if applicable)-->:''' <!--Special ability description.-->

Revision as of 20:13, 6 October 2011

Created By
Gd1w (talk)
Date Created: 10/06/11
Status: Not Complete (Lots of work left for me)
Editing: Please feel free to edit constructively!


Ice Fiend
Size/Type: Large Elemental (Cold, Extraplanar)
Hit Dice: 10d8+100 (153 hp)
Initiative: +1
Speed: 50 ft.
Armor Class: 15 (-1 size, +5 natural, +1 Dex), touch 10, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Claw +14 Melee (1d8+7) or Spike +14 Ranged (1d4+7)
Full Attack: 2 Claws +14 Melee (1d8+7) or Spike +14 Ranged (1d4+7)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: DR 10/bludgeoning, SR 20, vulnerability to fire
Saves: Fort +17, Ref +4, Will +5
Abilities: Str 24, Dex 12, Con 30, Int 14, Wis 14, Cha 14
Skills:
Feats:
Environment: Elemental Demiplane of Cold
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Chaotic Evil
Advancement:
Level Adjustment:


A semi-humanoid shape twice the height of a man, laden with vicious looking spikes on it's back, and made entirely of ice appears before you as you begin to see your breath become visible.

Ice fiends are elementals from the elemental demiplane of cold who have an inherent hatred for all things warm. Their sole desire upon finding something that is not like itself is to change it so that it is more like itself. Unfortunately, this change is almost always lethal to living subjects and can cause environments to become inhospitable to most forms of life.

A typical ice fiend stands 10 feet tall and weighs 800 pounds. Ice fiends are entirely composed of a stronger than normal form of ice which is more opaque than normal and somewhat less reflective.

Ice fiends speak a more direct dialect of Aquan (the words are much more specific and get at concepts quickly but are not as elaborate and inventive).

Combat

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. If acting independently, a spike may teleport above any target up to 100 feet away and fall upon them dealing 2d6 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 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.

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