Infiniti2000
First Post
Entombed stats
Hi all, this is Nekkira, I2K's wife. He wanted you to have the stats for this, but not read them himself so I'm typing them up for you. Forgive me if I don't follow format completely, I don't do this as often as he does.
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Entombed
A thick shell of clear green-tinged ice completely encases a dessicated human corpse, its yellowed teeth bared in a rictus of death. The huge mantle of icy armor makes this fearsome apparition the size of an ogre.
The entombed are undead preserved by being encased in shells of ice, but still able to move and kill. Entombed are human or humanoid undead. Entombed do not speak, but they are able to hear and understand Common.
Large Undead(Cold)
Hit Dice: 16d12 (104hp)
Init: +0
Speed: 30ft, burrow 40ft (ice only)
AC: 24 (-1 size, +15 natural), touch 9, flat footed 24
BA/Grapple: +8/+20
Attack: Slam +15 Melee (2d6+8 plus 2d6 cold)
Full Attack: 2 slams +15 melee (2d6+8 plus 2d6 cold)
Space/Reach: 10ft/10ft
Special Attacks: Create Spawn, Freeze,Icy Touch, Immure, Improved Grab
Special Qualities: Darkvision 60', ice glide, immunity to cold, tremorsense 60', undead traits, vulnerability to fire.
Saving Throws: Fort +7, Ref +5, Will +12
Abilities: Str 27, Dex 10, Con --, Int 11, Wis 14, Cha 12
Skills: Hide +15, Listen +21, Move Silent +19, Spot +21
Feats: Awesome Blow, Cleave, Great Fortitude, Imp. Bull Rush, Imp. Sunder, Power Attack
Environ: Cold mountains
Org: Solitary or pair
CR: 10
Treasure: Standard
Alignment: LE
Advancement: 17-32 HD Large
Level Adjustment: --
Combat:
Entombed are known for their ability to slide through ice such as glaciers and icebergs. Notorious for surprising foes, entombed will often silently burrow up through the ice, reach up and attack targets above them while they remain protected under the ice. Once it has attacked by surprise, the entombed tries to drag its victims back under the ice.
Create Spawn (Su):
Any humanoid slain by an entombed becomes an entombed in 1d4 rounds, provided it is encased in ice (see Immure below). Spawn are under the command of the entombed that created them and remain enslaved until its death. They do not posess any of the abilities they had in life.
Freeze (Su):
An entombed can drain the heat from a living creature. On a successful grapple check, the entombed deals 2d4 pts of Dex damage to a grappled foe (Fort save DC 19 half). This is a supernatural cold effect. The save DC is Charisma based.
Icy Touch (Su):
An entombed deals an add'l 2d6 pts of cold damage with each successful slam attack. On its turn it deals 2d6 pts of cold damage to any creature it grapples.
Immure(Su):
As a standard action, an entombed that begins its turn with a hold on its opponent can attempt to drag the grappled creature under the ice, trapping it in a layer of ice and eventually creating one of its own kind. The entombed must win an opposed grapple check ; if it succeeds, it can move at up to 1/2 its speed, dragging its grappled foe with it. If it has pinned its foe, the entombed gets a +4 to this check.
If the entombed drags its foe into solid ice, the victim is immediately immobilized and cannot move or take any actions other than purely mental ones. He may be subject to drowning (although he can hold his breath before entering the ice). As a full round action, an entombed victim within 5' of the surface can attempt a DC 23 strength check to break out. If he is more than 5' deep in the ice, a successful check gives him enough space to take physical actions that he could otherwise take while grappled; Such as draw a light weapon, cast a spell, or attack the ice with a light weapon and try to carve his way out.
An entombed often chooses to continue attacking a victim immured in ice since the ice does not prevent its own movement or attacks.
Improved Grab (Ex):
To use this ability an entombed must hit a Large or smaller opponent with its slam attack. It can then attempt to start a grapple as a free action without provoking AOO. If it wins the grapple ceck, it establishes a hold, deals damage with its icy touch and immediately uses its freeze ability. In subsequent rounds it continues to deal damage with its icy touch, and can freeze again or attempt to use its immure ability.
Ice Glide (Ex):
An entombed can glide through ice, snow or slush as easily as a fish swims through water. Its burrowing leaves no tunnel or hole, and its passage does not create any ripples or other signs of its presence. An entombed often fights from the cover of an ice sheet or snow field in much the same way that an incorporeal creature can use a wall or floor for cover. An entombed attacking a creature outside the ice or snow in which its hiding gains the benefit of cover.
Tremorsense(Ex):
An entombed can automatically sense the location of anything within 60' that is in contact with the ground (or ice or snow on top of the ground).
Undead Traits: (I'm sure you all know this part so I won't type it out.)
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Hi all, this is Nekkira, I2K's wife. He wanted you to have the stats for this, but not read them himself so I'm typing them up for you. Forgive me if I don't follow format completely, I don't do this as often as he does.
[sblock]
Entombed
A thick shell of clear green-tinged ice completely encases a dessicated human corpse, its yellowed teeth bared in a rictus of death. The huge mantle of icy armor makes this fearsome apparition the size of an ogre.
The entombed are undead preserved by being encased in shells of ice, but still able to move and kill. Entombed are human or humanoid undead. Entombed do not speak, but they are able to hear and understand Common.
Large Undead(Cold)
Hit Dice: 16d12 (104hp)
Init: +0
Speed: 30ft, burrow 40ft (ice only)
AC: 24 (-1 size, +15 natural), touch 9, flat footed 24
BA/Grapple: +8/+20
Attack: Slam +15 Melee (2d6+8 plus 2d6 cold)
Full Attack: 2 slams +15 melee (2d6+8 plus 2d6 cold)
Space/Reach: 10ft/10ft
Special Attacks: Create Spawn, Freeze,Icy Touch, Immure, Improved Grab
Special Qualities: Darkvision 60', ice glide, immunity to cold, tremorsense 60', undead traits, vulnerability to fire.
Saving Throws: Fort +7, Ref +5, Will +12
Abilities: Str 27, Dex 10, Con --, Int 11, Wis 14, Cha 12
Skills: Hide +15, Listen +21, Move Silent +19, Spot +21
Feats: Awesome Blow, Cleave, Great Fortitude, Imp. Bull Rush, Imp. Sunder, Power Attack
Environ: Cold mountains
Org: Solitary or pair
CR: 10
Treasure: Standard
Alignment: LE
Advancement: 17-32 HD Large
Level Adjustment: --
Combat:
Entombed are known for their ability to slide through ice such as glaciers and icebergs. Notorious for surprising foes, entombed will often silently burrow up through the ice, reach up and attack targets above them while they remain protected under the ice. Once it has attacked by surprise, the entombed tries to drag its victims back under the ice.
Create Spawn (Su):
Any humanoid slain by an entombed becomes an entombed in 1d4 rounds, provided it is encased in ice (see Immure below). Spawn are under the command of the entombed that created them and remain enslaved until its death. They do not posess any of the abilities they had in life.
Freeze (Su):
An entombed can drain the heat from a living creature. On a successful grapple check, the entombed deals 2d4 pts of Dex damage to a grappled foe (Fort save DC 19 half). This is a supernatural cold effect. The save DC is Charisma based.
Icy Touch (Su):
An entombed deals an add'l 2d6 pts of cold damage with each successful slam attack. On its turn it deals 2d6 pts of cold damage to any creature it grapples.
Immure(Su):
As a standard action, an entombed that begins its turn with a hold on its opponent can attempt to drag the grappled creature under the ice, trapping it in a layer of ice and eventually creating one of its own kind. The entombed must win an opposed grapple check ; if it succeeds, it can move at up to 1/2 its speed, dragging its grappled foe with it. If it has pinned its foe, the entombed gets a +4 to this check.
If the entombed drags its foe into solid ice, the victim is immediately immobilized and cannot move or take any actions other than purely mental ones. He may be subject to drowning (although he can hold his breath before entering the ice). As a full round action, an entombed victim within 5' of the surface can attempt a DC 23 strength check to break out. If he is more than 5' deep in the ice, a successful check gives him enough space to take physical actions that he could otherwise take while grappled; Such as draw a light weapon, cast a spell, or attack the ice with a light weapon and try to carve his way out.
An entombed often chooses to continue attacking a victim immured in ice since the ice does not prevent its own movement or attacks.
Improved Grab (Ex):
To use this ability an entombed must hit a Large or smaller opponent with its slam attack. It can then attempt to start a grapple as a free action without provoking AOO. If it wins the grapple ceck, it establishes a hold, deals damage with its icy touch and immediately uses its freeze ability. In subsequent rounds it continues to deal damage with its icy touch, and can freeze again or attempt to use its immure ability.
Ice Glide (Ex):
An entombed can glide through ice, snow or slush as easily as a fish swims through water. Its burrowing leaves no tunnel or hole, and its passage does not create any ripples or other signs of its presence. An entombed often fights from the cover of an ice sheet or snow field in much the same way that an incorporeal creature can use a wall or floor for cover. An entombed attacking a creature outside the ice or snow in which its hiding gains the benefit of cover.
Tremorsense(Ex):
An entombed can automatically sense the location of anything within 60' that is in contact with the ground (or ice or snow on top of the ground).
Undead Traits: (I'm sure you all know this part so I won't type it out.)
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