Dark Ice BrownieA pale bluish tiny elfin creature, less than two feet tall, scowls at you from beneath a dull gray cloak dusted with light frost.Dark Ice Brownie CR 2Source Carnival of Tears pg. 32 NE Tiny fey (cold) Init +8; Senses low-light vision; Listen +8, Spot +8DefenseAC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size) hp 7 (1d6+1); fast healing 3 Fort +1, Ref +6, Will +4 Immune cold; SR 16 Weaknesses fire vulnerabilityOffenseSpeed 20 ft. Melee short sword +6 (1d4-1/19-20) and claw +1 (1d3-1) Space 2-1/2 ft., Reach 2-1/2 ft. Special Attacks frigid touch, frosty grasp Spell-Like Abilities (CL 7th) 1/day - confusion (DC 17), continual flame, dancing lights, dimension door, magic circle against good, mirror image, ventriloquism (DC 14)StatisticsStr 9, Dex 18, Con 13, Int 14, Wis 14, Cha 16 Base Atk +0; Grapple -8 Feats Improved Initiative, Weapon Finesse Skills Bluff +7, Craft (leatherworking) +6, Craft (metalworking) +6, Hide +16 (+21 forest), Listen +8, Move Silently +8, Search +6, Spot +8 Languages Common, Halfling, Sylvan SQ frostwalkerEcologyEnvironment any cold Organization gang (2-4) or band (5-12) Treasure no coins; 50% good; 50% itemsSpecial AbilitiesFrigid Touch (Su) Once per day, a dark ice brownie may make a touch attack against a foe to deal 1d6 points of Dexterity damage.
Frosty Grasp (Su) A frosty chiseler’s natural attacks, as well as any weapons it wields, deal an additional 1d6 points of cold damage.DescriptionUnder the influence of the cold rider, the frigid clutch of winter’s malice entered the hearts of Syntira’s fey and transformed them to ice. Now, empowered by the cold hate of the Witch Queen, her former companions are ready to exact a brutal vengeance against the people of Falcon’s Hollow.Creating a Dark Ice Creature“Dark ice creature” is an acquired template that can be added to any fey without the fire subtype (hereafter referred to as the base creature). A dark ice creature uses all of the base creature’s statistics except as noted here.
Size and Type: The creature’s type is unchanged, but it gains the cold subtype. Its size is unchanged.
AC: A dark ice creature’s natural armor bonus improves by +4, as a layer of thick permafrost toughens its now leathery skin and coats its body with a thin but durable shell of ice.
Defensive Abilities: A dark ice creature retains the base creature’s defensive abilities and gains the following.
Fast Healing (Su): As long as a dark ice creature is in contact with ice or snow it heals 3 hit points per round.
Immunity to Cold (Ex): A dark ice creature is immune to cold.
Weaknesses: A dark ice creature retains the base creature’s weaknesses and gains the following.
Fire vulnerability (Ex) A dark ice creature takes 1-1/2 times as much damage from fire.
Attack: A dark ice creature grows jagged oversized icicle talons in place of fingers, paws, or hooves, and it gains two vicious claw attacks if it did not already have them.
Damage: Use the damage below or the base creature’s claw damage, whichever is better.Size | Claw Damage | Fine | 1 | Diminutive | 1d2 | Tiny | 1d3 | Small | 1d4 | Medium | 1d6 | Large | 1d8 | Huge | 2d6 | Gargantuan | 3d6 | Colossal | 4d6 | Special Attacks: A dark ice creature retains the base creature’s special attacks and gains the ones listed below:
Frigid Touch (Su) Once per day, a dark ice creature may make a touch attack against a foe to deal 1d6 points of Dexterity damage by freezing its blood in its veins and numbing its bones.
Frosty Grasp (Su) A dark ice creature’s natural attacks, as well as any weapons it wields, deal an additional 1d6 points of cold damage.
Abilities: A dark ice creature’s ability scores are modified as follows: Str +2, Con +2.
Environment: Any cold.
Challenge Rating: As base creature +1.
Alignment: Always evil (any).
Level Adjustment: —
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