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Showing posts with label Ice. Show all posts
Showing posts with label Ice. Show all posts

Monday 25 March 2019

Korleth - Underground ice predator

Korleth

N(E) Medium Aberration
Init +0 Senses Darkvision 60 ft.; Perception +8,
 DEFENSE
AC 23 touch 10, flat-footed 23 (+13 natural)
hp 45hp (7d8+14 con)
Fort +4, Ref +2, Will +4
Immune Cold; DR 10 / missile
 OFFENSE
Speed 20 ft., Swim 40 ft.
Melee Claw +12 (1d8+7) or 2 claws +9 (1d6+5)
Ranged Club +5 (1d8+7 )
Special Attacks Surprise, Rend
 STATISTICS
Str 24, Dex 10, Con 15, Int4 , Wis 8, Cha 8
Base Atk +5 CMB +12 CMD 22
Feats Power Attack, Imp Bull Rush,
Skills +7 Perception, +10 Climb, +20 Swim, +15 Stealth, +4 Survival

Languages  Korleth 
Environment Icy Terrain
Organization  Gang (2-8), Tribe 21-40
Advancement 8-12 HD (Large Size); 12-17 HD (Large Size)
Treasure Value  None
 SPECIAL ABILITIES

Surprise: Korleth gain a +10 hide bonus when hiding in icy terrain. Korleth are considered scentless, so creatures cannot track them using their scent.

Rend: If a Korleth hits on both attacks on the same target, they inflict an additional 2d8 damage.

Fearsome icy predator. Nine foot tall, four feet wide humanoid turtle shape, short fat legs, with a incredibly tough white chitinous shell. They have huge sharp claws which they use to rip apart other creatures in combat. Have a five foot or longer tail.

They will usually wait just below the surface of the snow, then reach out to grab victims and pummel them, or will jump out to overwhelm their foes with their brute strength.

When they are well fed, they can be docile and playful. Liking to lie on their backs watch the moons and sing long melodious, sweetly voices songs. Due to their hunger, few creatures ever get a chance to see this side of the Korleth.

Combat: Korleth attack creatures weaker themselves whenever they outnumber their opponents or see weakness in other creatures. Their primary attack is using surprise tactics, often bull rushing opponents into icy waters.

Saturday 23 December 2017

Ice Hag often called Ice Crone


This is the default hag on my world, as icy conditions predominate. They are usually found in icy caves, found throughout the realm in virtually every location.

Night Crone
NE  Large Humanoid
Init +1 Sense Perception +9, Nightvision 120 ft
 DEFENSE
A C 19 touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 76hp (9d8+36 con)
Fort +10, Ref +4, Will +4
Dmg Reduction 9/Blunt, Darkvision, Spell Resistance 18
 OFFENSE
Speed 40 ft., Climb 40 ft.
Melee 2 Claws +12 (1d6+7), Bite +8 (1d8+2)
Ranged Icy Staff +6 (1d10+12)
Special Attacks Charming Gaze (DC 18)

Spell Like Abilities (CL 11th)
At will: Meld with Ice, Chill metal, Pass without Trace, Icy Sheen (+4 to AC) 
Snowball swarm (5/day, 3d8 dmg), Wall of ice (3/day).

 STATISTICS
Str 25, Dex 12, Con 18, Int 13, Wis 13, Cha 10
Base Atk +6 CMB +14 CMD 25
Feats Blind-Fight, Combat Casting, Dodge, Mobility, Vital Strike
Skills +5 Climb, +5 Perception, +2 Survival, +10 Craft (Ice)
Languages  Local Dialect, Giant, Dwarf, Elf

 ECOLOGY
Environment Icy Wastes
Organization  Solitary or Covey (3-9)
Treasure Value  Double
 SPECIAL ABILITIES

Charming Gaze (Ability Ex) Anytime a victim meets an ice hag’s gaze, they must resist their powerful trance. The will save is Will DC 18. (The save DC is Charisma based.) The hag must continually look at the victim to keep up the gaze, if the gaze is broken, so too is the powerful charming effect.

A frozen, withered crone looks at you and crackles, you know you are in deep shit.

Horrible creature found throughout the cold wastes of Nyssa, who seek to feed on the living and use the dead as zombies under their command. Hags prefer to attack lone travelers or small groups, when this is not possible, they use their ice manipulation to create scenarios to isolate individuals.

While hags live in communal cave lairs, they work together only for mutual defense. They sometimes share meals in good times, however treasure and magic are always kept hidden from the other covey members. Often one hag’s jealousy can lead to infighting. Once they have fed, an ice hag can easily be bribed with coin or magic.

Hags are similar to undead in that they are created by victims from other races. They trap victims in an icy pit, ice block or similar area, and after years of imprisonment, with both their minds and physical bodies decimated by ice - they emerge as new Ice Crones with a hunger for inflicting horror and carnage on others.

An ice hag uses their spells to weaken and separate groups before entering melee.  What many travelers in the ice often fail to reckon is the horrible, twisted crone they sometimes must face in the wild, can be a sweet, even kind elderly folk that they know. It is not a different personality but a split spirit, in some ways, something like a lycanthrope.