Shade
Monster Junkie
Vampire, Ice
http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-12.html
Vampire, Ice
Medium Undead (Shapechanger)
Hit Dice: 6d12+24 (63 hp)
Initiative: +8
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 18 (+4 Dex, +4 deflection), touch 14, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Slam +7 melee (1d8+1 plus 2d4 cold)
Full Attack: Slam +7 melee (1d8+1 plus 2d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beckoning harmonies, cold touch, spell-like abilties
Special Qualities: Alternate form, damage reduction 5/cold iron, darkvision 60 ft., elf traits, immunity to cold, spell resistance CR+9, undead traits, unholy grace, unholy toughness
Saves: Fort +6, Ref +10, Will +9
Abilities: Str 12, Dex 19, Con —, Int 5, Wis 10, Cha 18
Skills: Disguise +7*, Listen +3, Spot +3, Swim +9
Feats: Ability Focus (beckoning harmonies), Improved Initiative, Weapon Finesse
Environment: Temperate or warm forests
Organization: Solitary
Challenge Rating: 6
Treasure: Half standard
Alignment: Always neutral evil
Advancement: 7-18 HD (Medium)
Level Adjustment: —
The unnatural chill grows stronger near the pool. As you watch, a portion of the water coalesces into the form of a pale-skinned elven woman surrounded by mist.
Despite their name, ice vampires are not variations of traditional vampires. Rather, they are the remains of wild elven women who have taken their own lives through drowning. In their unlife, these mournful creatures feed off the warmth of the living, giving them their name. Ice vampires derive their greatest satisfaction sapping the warmth from elves and other intelligent humanoids.
Ice vampires are found in any regions where wild elves can be found, most often in temperate or warm forests. They always inhabit pools or waterfalls, and their presence is immediately apparent, for an unnatural chill can be felt from up to a half mile from an ice vampire.
Ice vampires have no desire to parlay or otherwise peacefully interact with other creatures. They seek only the warmth of the living to temporarily lessen their eternal grief.
An ice vampire is about the height and weight of an elf.
Ice vampires speak Common, Elven, Aquan and Sylvan.
COMBAT
An ice vampire prefers to lure victims to its pool with its beckoning harmonies, where it can begin draining their warmth. Should potential prey prove resilient to its lure, an ice vampire lashes out with its spell-like abilities. Should adversaries close within melee range, an ice vampire proves a resilient foe.
Alternate Form (Su): An ice vampire can shift between its humanoid and pool forms as a standard action. In humanoid form, it cannot use its beckoning harmonies, but it can use its spell-like abilities and its cold touch. In pool form, it cannot attack, use its cold touch, or use spell-like abilities, but can use its beckoning touch.
An ice vampire remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ice vampire revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Beckoning Harmonies (Su): When beneath a waterfall in pool form, an ice vampire can attempt to beckon creatures to the water with the hypnotic music of the falling water. The ice vampire targets a single creature it can see within 240 feet of the body of water she currently occupies. This is a sonic, mind-affecting ability, and the creature must be able to hear the ice vampire for it to take effect. The targeted creature must make a DC 19 Will saving throw. If the save is successful, that creature cannot be affected by that ice vampire's beckoning harmonies for one day.
Failure indicates the creature is utterly beguiled and moves toward the body of water the ice vampire occupies, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. The beguiling effect continues so long as the ice vampire remains in pool form and stays beneath the waterfall.
The beguiled creature takes 2d4 points of damage each round it remains in contact with the water. The ice vampire is healed by an equal amount, gaining any hit points over its normal maximum as temporary hit points that last for 24 hours.
Cold Touch (Su): The touch of an ice vampire deals 2d4 points of cold damage. Each point of cold damage dealt heals an ice vampire of 1 point of damage. If this amount of healing would cause an ice vampire to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 24 hours.
Elf Traits: Ice vampires have a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.) They have low-light vision, and are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow. Ice vampires have a +2 racial bonus on Listen, Search, and Spot checks. An ice vampire who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Spell-Like Abilities: 1/day—cone of cold (DC 19), ice storm, wall of ice (DC 18). Caster level 7th. The save DCs are Charisma-based.
Unholy Grace (Su): An ice vampire adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
Unholy Toughness (Ex): An ice vampire gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.
Skills: An ice vampire has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *An ice vampire in pool of water form has a +10 racial bonus on Disguise checks to mimic a mundane pool of water.
In the Dragonlance Setting
On Krynn, all ice vampires are the spirits of kagonesti women.
Originally appeared in DLS4 - Wild Elves (1991).
http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-12.html
Vampire, Ice
Medium Undead (Shapechanger)
Hit Dice: 6d12+24 (63 hp)
Initiative: +8
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 18 (+4 Dex, +4 deflection), touch 14, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Slam +7 melee (1d8+1 plus 2d4 cold)
Full Attack: Slam +7 melee (1d8+1 plus 2d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beckoning harmonies, cold touch, spell-like abilties
Special Qualities: Alternate form, damage reduction 5/cold iron, darkvision 60 ft., elf traits, immunity to cold, spell resistance CR+9, undead traits, unholy grace, unholy toughness
Saves: Fort +6, Ref +10, Will +9
Abilities: Str 12, Dex 19, Con —, Int 5, Wis 10, Cha 18
Skills: Disguise +7*, Listen +3, Spot +3, Swim +9
Feats: Ability Focus (beckoning harmonies), Improved Initiative, Weapon Finesse
Environment: Temperate or warm forests
Organization: Solitary
Challenge Rating: 6
Treasure: Half standard
Alignment: Always neutral evil
Advancement: 7-18 HD (Medium)
Level Adjustment: —
The unnatural chill grows stronger near the pool. As you watch, a portion of the water coalesces into the form of a pale-skinned elven woman surrounded by mist.
Despite their name, ice vampires are not variations of traditional vampires. Rather, they are the remains of wild elven women who have taken their own lives through drowning. In their unlife, these mournful creatures feed off the warmth of the living, giving them their name. Ice vampires derive their greatest satisfaction sapping the warmth from elves and other intelligent humanoids.
Ice vampires are found in any regions where wild elves can be found, most often in temperate or warm forests. They always inhabit pools or waterfalls, and their presence is immediately apparent, for an unnatural chill can be felt from up to a half mile from an ice vampire.
Ice vampires have no desire to parlay or otherwise peacefully interact with other creatures. They seek only the warmth of the living to temporarily lessen their eternal grief.
An ice vampire is about the height and weight of an elf.
Ice vampires speak Common, Elven, Aquan and Sylvan.
COMBAT
An ice vampire prefers to lure victims to its pool with its beckoning harmonies, where it can begin draining their warmth. Should potential prey prove resilient to its lure, an ice vampire lashes out with its spell-like abilities. Should adversaries close within melee range, an ice vampire proves a resilient foe.
Alternate Form (Su): An ice vampire can shift between its humanoid and pool forms as a standard action. In humanoid form, it cannot use its beckoning harmonies, but it can use its spell-like abilities and its cold touch. In pool form, it cannot attack, use its cold touch, or use spell-like abilities, but can use its beckoning touch.
An ice vampire remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ice vampire revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Beckoning Harmonies (Su): When beneath a waterfall in pool form, an ice vampire can attempt to beckon creatures to the water with the hypnotic music of the falling water. The ice vampire targets a single creature it can see within 240 feet of the body of water she currently occupies. This is a sonic, mind-affecting ability, and the creature must be able to hear the ice vampire for it to take effect. The targeted creature must make a DC 19 Will saving throw. If the save is successful, that creature cannot be affected by that ice vampire's beckoning harmonies for one day.
Failure indicates the creature is utterly beguiled and moves toward the body of water the ice vampire occupies, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. The beguiling effect continues so long as the ice vampire remains in pool form and stays beneath the waterfall.
The beguiled creature takes 2d4 points of damage each round it remains in contact with the water. The ice vampire is healed by an equal amount, gaining any hit points over its normal maximum as temporary hit points that last for 24 hours.
Cold Touch (Su): The touch of an ice vampire deals 2d4 points of cold damage. Each point of cold damage dealt heals an ice vampire of 1 point of damage. If this amount of healing would cause an ice vampire to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 24 hours.
Elf Traits: Ice vampires have a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.) They have low-light vision, and are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow. Ice vampires have a +2 racial bonus on Listen, Search, and Spot checks. An ice vampire who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Spell-Like Abilities: 1/day—cone of cold (DC 19), ice storm, wall of ice (DC 18). Caster level 7th. The save DCs are Charisma-based.
Unholy Grace (Su): An ice vampire adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
Unholy Toughness (Ex): An ice vampire gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.
Skills: An ice vampire has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *An ice vampire in pool of water form has a +10 racial bonus on Disguise checks to mimic a mundane pool of water.
In the Dragonlance Setting
On Krynn, all ice vampires are the spirits of kagonesti women.
Originally appeared in DLS4 - Wild Elves (1991).
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