FlameFrost
Explorer
A copy of my post on the WoTC Forums
Found the info here
Ancient Ice Dragon
Colossal Dragon
Level 25 Decathlete Boss
Init +12 Speed 10 Flight 20
Senses Dragonsenses, Perception +20
Cold Resistance 50, DR 10/-
AC 45 Fort 43 Ref 39 Will 41
HP/Bloodied 888/444
ATTACKS
Melee 2 Claws +33 vs AC; 2d6+24 & 2d6 cold
Melee Bite +33 vs. AC; 2d6+24 & 2d6+12 cold
Tail Slash Cone 6, +33 Con vs. Ref; 2d6+36 & 2d6 cold
Ice Breath Line 24, +33 Con vs. Ref; 2d6+24 & 2d6+24 cold
POWERS
Freezing Critical Free, on critical hit that deals cold damage, +33 Con vs Fort; Slow and reduce speed to 0 for 1 round
Chill Blood Swift, Radius 4, +33 Con vs. Fort; 2d6 cold per round for 5 rounds
Frostbite Swift, when successfully dealing cold damage to opponent, +33 Con vs. Fort; Slow 3 rounds
Icy Prison (1/enc) Free, range 24, +33 Con vs. Ref; 2d6+24 cold AND surround in ice cage (250 hp / Break or Escape DC 35)
Frozen Dessert (1/enc) Free, when biting successfully, +33 Con vs. Ref; 2d6+24 cold AND Slow and Reduce Speed to 0 for 1 round
Frost's Grasp (1/enc) Immediate, when injured, +33 Con vs. Ref; Disarm weapon (freezes to skin)
Rain of Ice (1/enc) Immediate, when bloodied, radius 6, +33 Con vs. Ref; 2d6+24 & 2d6 cold
SKILLS
Balance +17 (+25 on Ice)
Bluff +22
Str +24 (35) Dex +12 (11) Con +20 (26) Int +17 (21) Wis +18 (22) Cha +17 (20)
So , let's examine this in detail:
No surpises here , but once again confirmation that the typical boss monsters will not be shoe-horned into a role, and will get multiple actions per round.
I think this confirms that monsters get 1/2 their level to all checks( see the +12 init) , and that they are bringing down movement speeds across the board, especially fly speeds( 100ft vs 250 ft in 3.5 for a colosal dragon)
Once again , we see a special denotation of senses ( comparable to nethersight with the spined devil), but I have no idea where they get +20 perception ( wisdom gets us +18 , but where does the other +2 come from ?)
So even though this is an Ice dragon , it still doesn't get full immunity to Cold, but a pretty hefty resistance , that in 90 % off the cases will equal immunity, but will still allow specialised frost mages to do something ( however little) against it. From the blurb about the DR , I get the feeling they are still hammering out all the details , so it isn't finalised yet.
the saves seem to be 10+1/2LVL(rounded up)+Stat bonus ( so basically LVL+the base stat bonus, as 1/2 LVL is also added to the stat mod)except that the reflex save doesn't work out that way. I have no idea how to get to the AC
Once again , the Bloodied condition is at 1/2 the HP
Attack bonus appears to be : 1/2 LVL( rounded up)+STR Bonus-4 size penalty for being Colossal for all physical attacks , with innate magical attacks getting 1/2 LVL ( rounded up)+CON Bonus. This probbly means that a lot of innate special attacks will be keyed off of Con now , meaning a whole lot less inflated CHA scores on monsters that don't need them , except to boost special attacks.
So he basically get's a pretty hefty arsenal of Ice themed powers, most of them1/enc , with once again pretty uniform damage , and attack bonusses, cutting down on research and memory work ( what was the DC for his breath weapon again ? , now he casts cone of cold , what DC is that one , his crush attack , how much damage does it do ? I have no Idea, let me look it up), while still appearing unique and interesting . Also , while it doesn't cast spells anymore , it isn't reduced to a melee and breath weapon brute either. We also see his boss role ( 1 monser agains the entire party) in the number of free , swift , and immediate actions he gets.
A final note on the damages , they seem to be incorporatin an optional rule from some splatbook ( can't remeber which one , I think complete Arcane), replacing a lot of thrown dice with fewer thrown dice + a flat bonus. Meaning less extremely high rolls , and less extremely low rolls ( meaning less unexpected : "oops I rolled max damage for his 1st breath weapon , TPK , sorry guys, Roll up new chars"...). The damage with all his attacks averages 31 , or the same as 9d6 , but without the same variation ( altough , from a certain number of dice on , the odds off rolling far from the average are eally low)
The formula that seems to work is stat mod(=base stat mod+1/2LVL)+5, so basically he is trained in these skills (see SWSE)( probably meaning he gets his bare stat mod to all other skills) , and the +8 bonus on ice is uniform to the +8 bonus creatures with swim or climb speeds got to climb or swim checks respectively. This probably means the only skills listed in a monsters stat block are the ones he has trained , or focussed in .
So basically a lot of new info , and confirmation of some theories from the spined devil stat block.
Discuss
Edit: it does not look as if this is any sort of official preview, so I have edited the thread title to reflect the nature of the beast - Umbran
Found the info here
Ancient Ice Dragon
Colossal Dragon
Level 25 Decathlete Boss
Init +12 Speed 10 Flight 20
Senses Dragonsenses, Perception +20
Cold Resistance 50, DR 10/-
AC 45 Fort 43 Ref 39 Will 41
HP/Bloodied 888/444
ATTACKS
Melee 2 Claws +33 vs AC; 2d6+24 & 2d6 cold
Melee Bite +33 vs. AC; 2d6+24 & 2d6+12 cold
Tail Slash Cone 6, +33 Con vs. Ref; 2d6+36 & 2d6 cold
Ice Breath Line 24, +33 Con vs. Ref; 2d6+24 & 2d6+24 cold
POWERS
Freezing Critical Free, on critical hit that deals cold damage, +33 Con vs Fort; Slow and reduce speed to 0 for 1 round
Chill Blood Swift, Radius 4, +33 Con vs. Fort; 2d6 cold per round for 5 rounds
Frostbite Swift, when successfully dealing cold damage to opponent, +33 Con vs. Fort; Slow 3 rounds
Icy Prison (1/enc) Free, range 24, +33 Con vs. Ref; 2d6+24 cold AND surround in ice cage (250 hp / Break or Escape DC 35)
Frozen Dessert (1/enc) Free, when biting successfully, +33 Con vs. Ref; 2d6+24 cold AND Slow and Reduce Speed to 0 for 1 round
Frost's Grasp (1/enc) Immediate, when injured, +33 Con vs. Ref; Disarm weapon (freezes to skin)
Rain of Ice (1/enc) Immediate, when bloodied, radius 6, +33 Con vs. Ref; 2d6+24 & 2d6 cold
SKILLS
Balance +17 (+25 on Ice)
Bluff +22
Str +24 (35) Dex +12 (11) Con +20 (26) Int +17 (21) Wis +18 (22) Cha +17 (20)
So , let's examine this in detail:
Ancient Ice Dragon
Colossal Dragon
Level 25 Decathlete Boss
No surpises here , but once again confirmation that the typical boss monsters will not be shoe-horned into a role, and will get multiple actions per round.
Init +12 Speed 10 Flight 20
I think this confirms that monsters get 1/2 their level to all checks( see the +12 init) , and that they are bringing down movement speeds across the board, especially fly speeds( 100ft vs 250 ft in 3.5 for a colosal dragon)
Senses Dragonsenses, Perception +20
Once again , we see a special denotation of senses ( comparable to nethersight with the spined devil), but I have no idea where they get +20 perception ( wisdom gets us +18 , but where does the other +2 come from ?)
Cold Resistance 50, DR 10/-
So even though this is an Ice dragon , it still doesn't get full immunity to Cold, but a pretty hefty resistance , that in 90 % off the cases will equal immunity, but will still allow specialised frost mages to do something ( however little) against it. From the blurb about the DR , I get the feeling they are still hammering out all the details , so it isn't finalised yet.
AC 45 Fort 43 Ref 39 Will 41
the saves seem to be 10+1/2LVL(rounded up)+Stat bonus ( so basically LVL+the base stat bonus, as 1/2 LVL is also added to the stat mod)except that the reflex save doesn't work out that way. I have no idea how to get to the AC
HP/Bloodied 888/444
Once again , the Bloodied condition is at 1/2 the HP
Damage seemt to be pretty uniform across the board , being 2d6+1/1.5* STR Bonus . Meaning no more : "wait , the tail slash was 4d8 , the bite 3d6 , and the breath 5d4", or trying to guess whch attack to use as a DM , as they all seem more orr less equivalent in terms of damage, meaning that you can go for style and variation instead of the optimal routine each and every time , while also cutting down on memory work.Melee 2 Claws +33 vs AC; 2d6+24 & 2d6 cold
Melee Bite +33 vs. AC; 2d6+24 & 2d6+12 cold
Tail Slash Cone 6, +33 Con vs. Ref; 2d6+36 & 2d6 cold
Ice Breath Line 24, +33 Con vs. Ref; 2d6+24 & 2d6+24 cold
Attack bonus appears to be : 1/2 LVL( rounded up)+STR Bonus-4 size penalty for being Colossal for all physical attacks , with innate magical attacks getting 1/2 LVL ( rounded up)+CON Bonus. This probbly means that a lot of innate special attacks will be keyed off of Con now , meaning a whole lot less inflated CHA scores on monsters that don't need them , except to boost special attacks.
POWERS
Freezing Critical Free, on critical hit that deals cold damage, +33 Con vs Fort; Slow and reduce speed to 0 for 1 round
Chill Blood Swift, Radius 4, +33 Con vs. Fort; 2d6 cold per round for 5 rounds
Frostbite Swift, when successfully dealing cold damage to opponent, +33 Con vs. Fort; Slow 3 rounds
Icy Prison (1/enc) Free, range 24, +33 Con vs. Ref; 2d6+24 cold AND surround in ice cage (250 hp / Break or Escape DC 35)
Frozen Dessert (1/enc) Free, when biting successfully, +33 Con vs. Ref; 2d6+24 cold AND Slow and Reduce Speed to 0 for 1 round
Frost's Grasp (1/enc) Immediate, when injured, +33 Con vs. Ref; Disarm weapon (freezes to skin)
Rain of Ice (1/enc) Immediate, when bloodied, radius 6, +33 Con vs. Ref; 2d6+24 & 2d6 cold
So he basically get's a pretty hefty arsenal of Ice themed powers, most of them1/enc , with once again pretty uniform damage , and attack bonusses, cutting down on research and memory work ( what was the DC for his breath weapon again ? , now he casts cone of cold , what DC is that one , his crush attack , how much damage does it do ? I have no Idea, let me look it up), while still appearing unique and interesting . Also , while it doesn't cast spells anymore , it isn't reduced to a melee and breath weapon brute either. We also see his boss role ( 1 monser agains the entire party) in the number of free , swift , and immediate actions he gets.
A final note on the damages , they seem to be incorporatin an optional rule from some splatbook ( can't remeber which one , I think complete Arcane), replacing a lot of thrown dice with fewer thrown dice + a flat bonus. Meaning less extremely high rolls , and less extremely low rolls ( meaning less unexpected : "oops I rolled max damage for his 1st breath weapon , TPK , sorry guys, Roll up new chars"...). The damage with all his attacks averages 31 , or the same as 9d6 , but without the same variation ( altough , from a certain number of dice on , the odds off rolling far from the average are eally low)
SKILLS
Balance +17 (+25 on Ice)
Bluff +22
The formula that seems to work is stat mod(=base stat mod+1/2LVL)+5, so basically he is trained in these skills (see SWSE)( probably meaning he gets his bare stat mod to all other skills) , and the +8 bonus on ice is uniform to the +8 bonus creatures with swim or climb speeds got to climb or swim checks respectively. This probably means the only skills listed in a monsters stat block are the ones he has trained , or focussed in .
As we already suspected , the stat bonusses are the v3.5 stat mods+1/2LVLStr +24 (35) Dex +12 (11) Con +20 (26) Int +17 (21) Wis +18 (22) Cha +17 (20)
So basically a lot of new info , and confirmation of some theories from the spined devil stat block.
Discuss
Edit: it does not look as if this is any sort of official preview, so I have edited the thread title to reflect the nature of the beast - Umbran
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