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<blockquote data-quote="kronos182" data-source="post: 8071392" data-attributes="member: 6668634"><p><span style="font-size: 26px">Frosty the Snowman</span></p><p>Frosty is an elemental shaped with a snowman, made of three balls of snow that get smaller going up and wears a top hat. Frosty stalks the fields during winter and attacks unsuspecting travellers.</p><p></p><p><strong>Frosty the Snowman</strong></p><p>Type: Outsider, elemental</p><p>Size: Medium</p><p>CR: 20</p><p>Hit Points: 225 (30d8+90)</p><p>Mas: 17</p><p>Init: +4</p><p>Speed: 30 ft</p><p>Defense: 16 (+6 natural)</p><p>BAB: +23/+18/+13</p><p>Grp: +24</p><p>FS/Reach: 5 ft b 5 ft / 5 ft</p><p>Attacks: stick arm +24 melee (1d4+1 slashing)</p><p>Full Attack: Stick arm +24 melee (1d4+1 slashing) and Stick arm +19 melee (1d4+1 slashing) and Stick arm +14 melee (1d4+1 slashing)</p><p>Special Attacks: Ice Darts</p><p>Special Qualities: False Appearance, ice walk, legendary resistance (2/day), magic resistance, spellcasting, cold immunity, Darkvision 60 ft, Cold touch</p><p>Allegiances:</p><p>Saves: Fort +15, Reflex +6, Will +14</p><p>Reputation:</p><p>Abilities: Str 13, Dex 10, Con 17, Int 13, Wis 15, Cha 19</p><p>Skills: Concentration +8, Disguise +9, Hide +5, Intimidate +13, Listen +10, Move Silently +8, Navigate +6, Search +9, Spot +9, Survival +7, Tumble +5</p><p>Feats: Blind-Fight, Combat Reflexes, Frightful Presence, Improved Initiative, Power Attack, Cleave, Snowcasting</p><p>Possessions:</p><p>Advancement:</p><p></p><p><strong>Combat</strong></p><p>Frosty will typically hide in fields with lots of snow near populations that have children, disguised as a regular snowman, then will strike unsuspecting targets, using its stick arms or spells. In melee, against stronger opponents, will typically remove up to 10 points from attack rolls for a bonus of +10 to damage. If Frosty is taking a lot of damage, or the opponents have fire attacks, will use his Hat Teleport to gain some distance and use his spells more.</p><p></p><p><strong>False Appearance (Ex)</strong></p><p>While Frosty remains motionless, he is indistinguishable from a normal snowman, gaining a +20 to Disguise and Hide checks in snow.</p><p></p><p><strong>Ice Walk (Su)</strong></p><p>Frosty can move across and climb icy surfaces without needing to make an ability check. Additionally difficult terrain composed of ice or snow doesn't cost him extra movement.</p><p></p><p><strong>Cold Touch (Su)</strong></p><p>As an elemental, any melee attack Frosty makes adds 1d4 cold damage, including touch spells. Opponents that make a melee attack with small (or smaller) melee weapons or unarmed strikes suffer 1d4 points of cold damage when striking Frosty.</p><p></p><p><strong>Legendary Resistance (2/day, Su)</strong></p><p>If Frosty fails a saving throw, he can choose to succeed instead.</p><p></p><p><strong>Magic Resistance</strong></p><p>Has +5 bonus against spells and other magical effects.</p><p><strong></strong></p><p><strong>Cold Immunity (Su)</strong></p><p>Frosty is immune to cold attacks, spells, etc.</p><p></p><p><strong>Ice Darts (Su)</strong></p><p>Frosty, once every 1d4 rounds, can launch multiple transparent icicles, up to 5 darts, each dealing 2d4 points of damage, half piercing, half cold, as a ranged touch attack out to 100 feet. Frosty can hit up to 5 different targets, but each one must be within 20 feet of another, or can target one target with multiple darts.</p><p></p><p><strong>Spellcasting</strong></p><p>Frost is an 11th level spellcaster. His spellcasting ability is Charisma (DC 17, +23 to hit with spell attacks). He regains his expended spell slots after a short rest (4 hours). All spells with the cold descriptor have a save DC 18, and he can add the cold descriptor to any spell without itKnows the following spells:</p><p>Cantrips (at will): lesser shivering touch, prestidigitation, ray of frost.</p><p>1st-5th level (6 spells per rest): mage armour, cone of cold, fire shield (cold), wall of ice.</p><p>1/day: flesh to stone (target turns to ice instead).</p><p></p><p><strong>Legendary Actions</strong></p><p>Frosty can take 2 legendary actions, choosing from the options below. He can take one legendary action at a time and only at the end of another creature's turn. Frosty regains spent legendary actions at the start of his turn.</p><p>Cantrip: Frosty casts lesser shivering touch or ray of frost.</p><p>Hat Teleport: Frosty's hat magically teleports to an unoccupied space he can see within 60 feet, then frost disappears and reappears beneath his hat.</p><p>Refreeze (costs 2 actions): Frosty patches up his wounds with magical snow and ice. He regains 25 hit points.</p><p></p><p><span style="font-size: 22px"><strong>New Feat</strong></span></p><p><strong><span style="font-size: 18px">Snowcasting (General)</span></strong></p><p>You add ice or snow to your spells components to make them more powerful.</p><p>Prerequisite: Con 13</p><p>Benefit: If you add a handful of snow or ice as an additional material component to a spell when you cast it, the spell gains the cold descriptor. This does not actually change the nature of the spell you cast; a fireball cast with this feat still deals fire damage, but since it also carries the cold descriptor, it can be augmented by a number of feats or abilities that affect cold based spells.</p><p>If you add a handful of snow or ice as an additional material component to a spell when you cast it and that spell already has the cold descriptor, you increase the effective level of the spell being cast by +1.</p><p>It takes a move action to gather enough snow to use as a material component.</p><p></p><p><strong><span style="font-size: 22px">New Spells</span></strong></p><p><strong><span style="font-size: 18px">Ray of Frost</span></strong></p><p>Type: Evocation (Cold)</p><p>Level: 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 25 ft +5 ft/2 levels</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p></p><p>A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.</p><p></p><p><strong><span style="font-size: 18px">Shivering Touch, Lesser</span></strong></p><p>Type: Necromancy (Cold)</p><p>Level: 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 1 round/level</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p></p><p>Your successful melee touch attack delivers a bitter chill to the target, causing to shiver uncontrollably for the duration of the spell. Shivering characters take 1d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of lesser shiver.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8071392, member: 6668634"] [SIZE=7]Frosty the Snowman[/SIZE] Frosty is an elemental shaped with a snowman, made of three balls of snow that get smaller going up and wears a top hat. Frosty stalks the fields during winter and attacks unsuspecting travellers. [B]Frosty the Snowman[/B] Type: Outsider, elemental Size: Medium CR: 20 Hit Points: 225 (30d8+90) Mas: 17 Init: +4 Speed: 30 ft Defense: 16 (+6 natural) BAB: +23/+18/+13 Grp: +24 FS/Reach: 5 ft b 5 ft / 5 ft Attacks: stick arm +24 melee (1d4+1 slashing) Full Attack: Stick arm +24 melee (1d4+1 slashing) and Stick arm +19 melee (1d4+1 slashing) and Stick arm +14 melee (1d4+1 slashing) Special Attacks: Ice Darts Special Qualities: False Appearance, ice walk, legendary resistance (2/day), magic resistance, spellcasting, cold immunity, Darkvision 60 ft, Cold touch Allegiances: Saves: Fort +15, Reflex +6, Will +14 Reputation: Abilities: Str 13, Dex 10, Con 17, Int 13, Wis 15, Cha 19 Skills: Concentration +8, Disguise +9, Hide +5, Intimidate +13, Listen +10, Move Silently +8, Navigate +6, Search +9, Spot +9, Survival +7, Tumble +5 Feats: Blind-Fight, Combat Reflexes, Frightful Presence, Improved Initiative, Power Attack, Cleave, Snowcasting Possessions: Advancement: [B]Combat[/B] Frosty will typically hide in fields with lots of snow near populations that have children, disguised as a regular snowman, then will strike unsuspecting targets, using its stick arms or spells. In melee, against stronger opponents, will typically remove up to 10 points from attack rolls for a bonus of +10 to damage. If Frosty is taking a lot of damage, or the opponents have fire attacks, will use his Hat Teleport to gain some distance and use his spells more. [B]False Appearance (Ex)[/B] While Frosty remains motionless, he is indistinguishable from a normal snowman, gaining a +20 to Disguise and Hide checks in snow. [B]Ice Walk (Su)[/B] Frosty can move across and climb icy surfaces without needing to make an ability check. Additionally difficult terrain composed of ice or snow doesn't cost him extra movement. [B]Cold Touch (Su)[/B] As an elemental, any melee attack Frosty makes adds 1d4 cold damage, including touch spells. Opponents that make a melee attack with small (or smaller) melee weapons or unarmed strikes suffer 1d4 points of cold damage when striking Frosty. [B]Legendary Resistance (2/day, Su)[/B] If Frosty fails a saving throw, he can choose to succeed instead. [B]Magic Resistance[/B] Has +5 bonus against spells and other magical effects. [B] Cold Immunity (Su)[/B] Frosty is immune to cold attacks, spells, etc. [B]Ice Darts (Su)[/B] Frosty, once every 1d4 rounds, can launch multiple transparent icicles, up to 5 darts, each dealing 2d4 points of damage, half piercing, half cold, as a ranged touch attack out to 100 feet. Frosty can hit up to 5 different targets, but each one must be within 20 feet of another, or can target one target with multiple darts. [B]Spellcasting[/B] Frost is an 11th level spellcaster. His spellcasting ability is Charisma (DC 17, +23 to hit with spell attacks). He regains his expended spell slots after a short rest (4 hours). All spells with the cold descriptor have a save DC 18, and he can add the cold descriptor to any spell without itKnows the following spells: Cantrips (at will): lesser shivering touch, prestidigitation, ray of frost. 1st-5th level (6 spells per rest): mage armour, cone of cold, fire shield (cold), wall of ice. 1/day: flesh to stone (target turns to ice instead). [B]Legendary Actions[/B] Frosty can take 2 legendary actions, choosing from the options below. He can take one legendary action at a time and only at the end of another creature's turn. Frosty regains spent legendary actions at the start of his turn. Cantrip: Frosty casts lesser shivering touch or ray of frost. Hat Teleport: Frosty's hat magically teleports to an unoccupied space he can see within 60 feet, then frost disappears and reappears beneath his hat. Refreeze (costs 2 actions): Frosty patches up his wounds with magical snow and ice. He regains 25 hit points. [SIZE=6][B]New Feat[/B][/SIZE] [B][SIZE=5]Snowcasting (General)[/SIZE][/B] You add ice or snow to your spells components to make them more powerful. Prerequisite: Con 13 Benefit: If you add a handful of snow or ice as an additional material component to a spell when you cast it, the spell gains the cold descriptor. This does not actually change the nature of the spell you cast; a fireball cast with this feat still deals fire damage, but since it also carries the cold descriptor, it can be augmented by a number of feats or abilities that affect cold based spells. If you add a handful of snow or ice as an additional material component to a spell when you cast it and that spell already has the cold descriptor, you increase the effective level of the spell being cast by +1. It takes a move action to gather enough snow to use as a material component. [B][SIZE=6]New Spells[/SIZE] [SIZE=5]Ray of Frost[/SIZE][/B] Type: Evocation (Cold) Level: 0 Components: V, S Casting Time: 1 standard action Range: 25 ft +5 ft/2 levels Effect: Ray Duration: Instantaneous Saving Throw: None A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. [B][SIZE=5]Shivering Touch, Lesser[/SIZE][/B] Type: Necromancy (Cold) Level: 0 Components: V, S Casting Time: 1 standard action Range: 1 round/level Effect: Ray Duration: Instantaneous Saving Throw: None Your successful melee touch attack delivers a bitter chill to the target, causing to shiver uncontrollably for the duration of the spell. Shivering characters take 1d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of lesser shiver. [/QUOTE]
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