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<blockquote data-quote="ElectricDragon" data-source="post: 7856811" data-attributes="member: 10778"><p><strong><span style="font-size: 22px">ICE SHAMAN TEMPLATE</span></strong></p><p>Ice shamans appear as normal zombies with a bluish cast to their skin and hellishly glowing red eyes. Multitudes of icicles hang from their arms, legs, and torso. Moving ice shamans make a tinkling sound as some of their icicles fall and shatter.</p><p>This undead can follow the ritual master, or it can remain in an area and attack any creature (or just a specific kind of creature) entering the place. It is impervious to dispel attempts, though its spell-like abilities are affected normally.</p><p>The ice shaman is a fearsome opponent able to cast many spells with the cold descriptor against ranged opponents and use its deadly touch attack against closer foes. Being partially controlled by a chaotic evil spirit, it will attack any living creature (except its creator) unless specifically ordered not to attack them.</p><p>An ice shaman can cast <em>sleet storm</em> at will. It can also cast each spell from the <em>Staff of Frost</em> used to create it once per day. These are treated as spell-like abilities.</p><p>Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual.</p><p>Because they are animated by a demonic spirit, the instructions given to an ice shaman must be very specific. For example, the statement: “Don’t attack anyone while I am here.” could easily be taken as: “Go to the next room and kill everyone.”</p><p></p><p><strong>CREATING AN ICE SHAMAN</strong></p><p>“Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system (referred to hereafter as the base creature).</p><p></p><p><strong>Size and Type:</strong> The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It gains the cold subtype. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.</p><p>It cannot speak but is able to understand any languages it could in life. Creatures that spoke no languages in life can only understand the orders given them when they are first created; thereafter they understand no languages. T</p><p>he ice shaman can produce a low moan, which it does when activating its spell-like abilities.</p><p><strong>Hit Dice:</strong> Drop any Hit Dice from class levels, quadruple the number of Hit Dice left, and raise them all to d12s. If the base creature has more than 8 Hit Dice (not counting those gained with class levels), it can’t be made into an ice shaman with the <em>ice shaman ritual</em>.</p><p><strong>Speed:</strong> If the base creature can fly, its maneuverability rating drops to clumsy.</p><p><strong>Armor Class:</strong> Natural armor bonus increases by a number based on the ice shaman’s size:</p><table style='width: 100%'><tr><td><strong>Ice Shaman Natural Armor Bonus by Size</strong></td><td></td></tr><tr><td><p style="text-align: center">Tiny or smaller</p> </td><td><p style="text-align: center">+0</p> </td></tr><tr><td><p style="text-align: center">Small</p> </td><td><p style="text-align: center">+1</p> </td></tr><tr><td><p style="text-align: center">Medium</p> </td><td><p style="text-align: center">+2</p> </td></tr><tr><td><p style="text-align: center">Large</p> </td><td><p style="text-align: center">+3</p> </td></tr><tr><td><p style="text-align: center">Huge</p> </td><td><p style="text-align: center">+4</p> </td></tr><tr><td><p style="text-align: center">Gargantuan</p> </td><td><p style="text-align: center">+7</p> </td></tr><tr><td><p style="text-align: center">Colossal</p> </td><td><p style="text-align: center">+11</p> </td></tr></table><p><strong>Base Attack:</strong> An ice shaman has a base attack bonus equal to 1/2 its Hit Dice.</p><p></p><p><strong>Attacks:</strong> An ice shaman retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. An ice shaman also gains a slam attack.</p><p><strong>Damage:</strong> Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the ice shaman’s size. (Use the base creature’s slam damage if it’s better.)</p><table style='width: 100%'><tr><td><strong>Ice Shaman Slam Damage by Size</strong></td><td></td></tr><tr><td><p style="text-align: center">Fine</p> </td><td><p style="text-align: center">1</p> </td></tr><tr><td><p style="text-align: center">Diminutive</p> </td><td><p style="text-align: center">1d2</p> </td></tr><tr><td><p style="text-align: center">Tiny</p> </td><td><p style="text-align: center">1d3</p> </td></tr><tr><td><p style="text-align: center">Small</p> </td><td><p style="text-align: center">1d4</p> </td></tr><tr><td><p style="text-align: center">Medium</p> </td><td><p style="text-align: center">1d6</p> </td></tr><tr><td><p style="text-align: center">Large</p> </td><td><p style="text-align: center">1d8</p> </td></tr><tr><td><p style="text-align: center">Huge</p> </td><td><p style="text-align: center">2d6</p> </td></tr><tr><td><p style="text-align: center">Gargantuan</p> </td><td><p style="text-align: center">2d8</p> </td></tr><tr><td><p style="text-align: center">Colossal</p> </td><td><p style="text-align: center">4d6</p> </td></tr></table><p><strong>Special Attacks:</strong> An ice shaman retains none of the base creature’s special attacks. An ice shaman gains several new special attacks. Save DCs are 10 + 1/2 ice shaman’s HD + ice shaman’s Cha modifier unless otherwise noted.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Death Throes (Ex):</strong> When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex save for half, evasion and improved evasion does not apply to the sonic damage).</li> <li data-xf-list-type="ul"><strong>Freezing Touch (Ex):</strong> Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save or take 4d6 cold damage. Successful saves halve the damage.</li> <li data-xf-list-type="ul"><strong>Spell-Like Abilities:</strong> At will— <em>sleet storm</em>; 1/day— <em>cone of cold</em>, <em>ice storm</em>, and <em>wall of ice</em>. Caster level equals ½ the ice shaman’s HD. Save DCs are 10 + spell level + Charisma modifier.</li> </ul><p><strong>Special Qualities:</strong> An ice shaman loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. It gains the following special qualities.</p><ul> <li data-xf-list-type="ul"><strong>Sure-Footed (Ex):</strong> While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces.</li> <li data-xf-list-type="ul"><strong>Undead Traits:</strong> Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks.</li> </ul><p><strong>Saves:</strong> Base save bonuses for the ice shaman are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.</p><p><strong>Abilities:</strong> An ice shaman’s Strength increases by +4, its Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom decreases by –2, and its Charisma increases by +4.</p><p><strong>Skills:</strong> An ice shaman loses all skills of the base creature and instead gains the following: Concentration (ranks = HD+3), Listen (ranks = (HD + 3)/2), and Spot (ranks = (HD + 3)/2). Concentration uses its Charisma modifier rather than its Constitution modifier.</p><p><strong>Feats:</strong> An ice shaman loses all feats of the base creature and gains Skill Focus (Concentration). An ice shaman retains any proficiencies with weapons, shields, and armor it had in life.</p><p><strong>Environment:</strong> Any cold</p><p><strong>Organization:</strong> Solitary or minion</p><p><strong>Challenge Rating:</strong> Depends on Hit Dice, as follows:</p><table style='width: 100%'><tr><td><strong>Hit Dice</strong></td><td><strong>Challenge Rating</strong></td></tr><tr><td><p style="text-align: center">1-2</p> </td><td><p style="text-align: center">3</p> </td></tr><tr><td><p style="text-align: center">4</p> </td><td><p style="text-align: center">4</p> </td></tr><tr><td><p style="text-align: center">8</p> </td><td><p style="text-align: center">6</p> </td></tr><tr><td><p style="text-align: center">12</p> </td><td><p style="text-align: center">8</p> </td></tr><tr><td><p style="text-align: center">16</p> </td><td><p style="text-align: center">10</p> </td></tr><tr><td><p style="text-align: center">20</p> </td><td><p style="text-align: center">12</p> </td></tr><tr><td><p style="text-align: center">24</p> </td><td><p style="text-align: center">14</p> </td></tr><tr><td><p style="text-align: center">28</p> </td><td><p style="text-align: center">16</p> </td></tr><tr><td><p style="text-align: center">32</p> </td><td><p style="text-align: center">18</p> </td></tr></table><p><strong>Treasure:</strong> None</p><p></p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> —</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong> </strong></p><p><strong></strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px">Example Ice Shamans:</span></strong></p><p><strong><span style="font-size: 18px">MINOTAUR ICE SHAMAN</span></strong></p><table style='width: 100%'><tr><td></td><td>Large Undead (Cold)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>24d12 (156 hp)</td></tr><tr><td><strong>Initiative:</strong></td><td>+1</td></tr><tr><td><strong>Speed:</strong></td><td>30 ft. (6 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+12/+22</td></tr><tr><td><strong>Attack:</strong></td><td>Greataxe +17 melee (3d6+9/x3) or slam (1d8+6 + cold)</td></tr><tr><td><strong>Full Attack:</strong></td><td>Greataxe +17/+12 melee (3d6+9/x3) or slam (1d8+6 + cold)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>10 ft./10 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td>Death throes, freezing touch, spell-like abilities</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Sure-footed, undead traits</td></tr><tr><td><strong>Saves:</strong></td><td>Fort +8, Ref +9, Will +13</td></tr><tr><td><strong>Abilities:</strong></td><td>Str 23, Dex 12, Con —, Int —, Wis 8, Cha 12</td></tr><tr><td><strong>Skills:</strong></td><td>Concentration +31, Listen +12.5, Spot +12.5</td></tr><tr><td><strong>Feats:</strong></td><td>Skill Focus (Concentration)</td></tr><tr><td><strong>Environment:</strong></td><td>Arctic and Subarctic environments</td></tr><tr><td><strong>Organization:</strong></td><td>Solitary or pair</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>14</td></tr><tr><td><strong>Treasure:</strong></td><td>None</td></tr><tr><td><strong>Alignment:</strong></td><td>Always chaotic Evil</td></tr><tr><td><strong>Advancement:</strong></td><td>—</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>—</td></tr></table><p>Minotaur ice shamans cannot speak, but understand Giant.</p><p></p><p><strong>COMBAT</strong></p><p>A minotaur ice shaman seeks to encounter its foes at range using its spell-like abilities. Closing with this creature just allows it to use its <em>freezing touch </em>and<em> death throes</em> abilities to better effect.</p><p><strong>Special Attacks: </strong></p><ul> <li data-xf-list-type="ul"><strong>Death Throes (Ex):</strong> When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex DC 23, save for half; evasion and improved evasion do not apply to the sonic damage, but a bardic countersong can prevent the sonic damage to those in range).</li> <li data-xf-list-type="ul"><strong>Freezing Touch (Ex):</strong> Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save DC 23 or take 4d6 cold damage. Successful saves halve the damage.</li> <li data-xf-list-type="ul"><strong>Spell-Like Abilities:</strong> At will— <em>sleet storm</em>; 1/day— <em>cone of cold (Ref DC 16),</em> <em>ice storm</em>, and <em>wall of ice</em> (Ref DC 15). Caster level 12.</li> </ul><p><strong>Special Qualities:</strong></p><ul> <li data-xf-list-type="ul"><strong>Sure-Footed (Ex):</strong> While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces.</li> <li data-xf-list-type="ul"><strong>Undead Traits:</strong> Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks.</li> </ul><p></p><p><span style="font-size: 18px"><strong>OWLBEAR ICE SHAMAN</strong></span></p><table style='width: 100%'><tr><td></td><td>Large Undead (Cold)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>20d12 (130 hp)</td></tr><tr><td><strong>Initiative:</strong></td><td>+2</td></tr><tr><td><strong>Speed:</strong></td><td>30 ft. (6 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>15 (–1 size, +2 Dex, +8 natural), touch 10, flat-footed 14</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+10/+21</td></tr><tr><td><strong>Attack:</strong></td><td>Claw +16 melee (1d6+7) or slam +16 melee (1d8+7 + cold)</td></tr><tr><td><strong>Full Attack:</strong></td><td>2 claws +16 melee (1d6+7) and bite +11 melee (1d8+3) or slam +16 melee (1d8+7 + cold)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>10 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td>Death throes, freezing touch, spell-like abilities</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Sure-footed, undead traits</td></tr><tr><td><strong>Saves:</strong></td><td>Fort +6, Ref +8, Will +12</td></tr><tr><td><strong>Abilities:</strong></td><td>Str 25, Dex 14, Con —, Int —, Wis 10, Cha 14</td></tr><tr><td><strong>Skills:</strong></td><td>Concentration +28, Listen +11.5, Spot +11.5</td></tr><tr><td><strong>Feats:</strong></td><td>Skill Focus (Concentration)</td></tr><tr><td><strong>Environment:</strong></td><td>Arctic Forests</td></tr><tr><td><strong>Organization:</strong></td><td>Solitary or pair</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>12</td></tr><tr><td><strong>Treasure:</strong></td><td>None</td></tr><tr><td><strong>Alignment:</strong></td><td>Always chaotic evil</td></tr><tr><td><strong>Advancement:</strong></td><td>—</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>—</td></tr></table><p>Owlbear ice shamans can neither speak nor understand any language. They understand only the orders given to them when first created.</p><p></p><p><strong>COMBAT</strong></p><p>An owlbear ice shaman seeks to use its spell-like abilities at range before closing.</p><p><strong>Special Attacks: </strong></p><ul> <li data-xf-list-type="ul"><strong>Death Throes (Ex):</strong> When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex DC 22, save for half; evasion and improved evasion do not apply to the sonic damage, but a bardic countersong can prevent the sonic damage to those in range).</li> <li data-xf-list-type="ul"><strong>Freezing Touch (Ex):</strong> Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save DC 22 or take 4d6 cold damage. Successful saves halve the damage.</li> <li data-xf-list-type="ul"><strong>Spell-Like Abilities:</strong> At will— <em>sleet storm</em>; 1/day— <em>cone of cold (Ref DC 17),</em> <em>ice storm</em>, and <em>wall of ice</em> (Ref DC 16). Caster level 10.</li> </ul><p><strong>Special Qualities:</strong></p><ul> <li data-xf-list-type="ul"><strong>Sure-Footed (Ex):</strong> While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces.</li> <li data-xf-list-type="ul"><strong>Undead Traits:</strong> Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks.</li> </ul><p></p><p></p><p><strong><span style="font-size: 18px">GNOLL ICE SHAMAN</span></strong></p><table style='width: 100%'><tr><td></td><td>Medium Undead (Cold)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>8d12 (52 hp)</td></tr><tr><td><strong>Initiative:</strong></td><td>+1</td></tr><tr><td><strong>Speed:</strong></td><td>30 ft. (6 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>18 (+1 Dex, +3 natural, +2 leather armor, +2 heavy steel shield), touch 11, flat-footed 17</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+4/+8</td></tr><tr><td><strong>Attack:</strong></td><td>Battleaxe +8 melee (1d8+4/x3) or shortbow +5 ranged (1d6/x3) or slam +8 melee (1d6+4 + cold)</td></tr><tr><td><strong>Full Attack:</strong></td><td>Battleaxe +8 melee (1d8+4/x3) or shortbow +5 ranged (1d6/x3) or slam +8 melee (1d6+4 + cold)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td>Death throes, freezing touch, spell-like abilities</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Sure-footed, undead traits</td></tr><tr><td><strong>Saves:</strong></td><td>Fort +2, Ref +3, Will +5</td></tr><tr><td><strong>Abilities:</strong></td><td>Str 19, Dex 12, Con —, Int —, Wis 9, Cha 12</td></tr><tr><td><strong>Skills:</strong></td><td>Concentration +15, Listen +4.5, Spot +4.5</td></tr><tr><td><strong>Feats:</strong></td><td>Light Armor Proficiency, Shield Proficiency, Skill Focus (Concentration)</td></tr><tr><td><strong>Environment:</strong></td><td>Tundra</td></tr><tr><td><strong>Organization:</strong></td><td>Solitary or pair</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>6</td></tr><tr><td><strong>Treasure:</strong></td><td>None</td></tr><tr><td><strong>Alignment:</strong></td><td>Always chaotic evil</td></tr><tr><td><strong>Advancement:</strong></td><td>—</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>—</td></tr></table><p>Gnoll ice shamans cannot speak, but can understand Gnoll.</p><p></p><p><strong>COMBAT</strong></p><p>Gnoll ice shamans prefer to attack ranged opponents first, resorting to slams if opponents close to melee range.</p><p><strong>Special Attacks: </strong></p><ul> <li data-xf-list-type="ul"><strong>Death Throes (Ex):</strong> When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex DC 15, save for half; evasion and improved evasion do not apply to the sonic damage, but a bardic countersong can prevent the sonic damage to those in range).</li> <li data-xf-list-type="ul"><strong>Freezing Touch (Ex):</strong> Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save DC 15 or take 4d6 cold damage. Successful saves halve the damage.</li> <li data-xf-list-type="ul"><strong>Spell-Like Abilities:</strong> At will— <em>sleet storm</em>; 1/day— <em>cone of cold (Ref DC 16),</em> <em>ice storm</em>, and <em>wall of ice</em> (Ref DC 15). Caster level 4.</li> </ul><p><strong>Special Qualities:</strong></p><ul> <li data-xf-list-type="ul"><strong>Sure-Footed (Ex):</strong> While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces.</li> <li data-xf-list-type="ul"><strong>Undead Traits:</strong> Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks.</li> </ul></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7856811, member: 10778"] [B][SIZE=6]ICE SHAMAN TEMPLATE[/SIZE][/B] Ice shamans appear as normal zombies with a bluish cast to their skin and hellishly glowing red eyes. Multitudes of icicles hang from their arms, legs, and torso. Moving ice shamans make a tinkling sound as some of their icicles fall and shatter. This undead can follow the ritual master, or it can remain in an area and attack any creature (or just a specific kind of creature) entering the place. It is impervious to dispel attempts, though its spell-like abilities are affected normally. The ice shaman is a fearsome opponent able to cast many spells with the cold descriptor against ranged opponents and use its deadly touch attack against closer foes. Being partially controlled by a chaotic evil spirit, it will attack any living creature (except its creator) unless specifically ordered not to attack them. An ice shaman can cast [I]sleet storm[/I] at will. It can also cast each spell from the [I]Staff of Frost[/I] used to create it once per day. These are treated as spell-like abilities. Ice shamans are corpses reanimated through a dark, sinister, and powerful magic ritual. Because they are animated by a demonic spirit, the instructions given to an ice shaman must be very specific. For example, the statement: “Don’t attack anyone while I am here.” could easily be taken as: “Go to the next room and kill everyone.” [B]CREATING AN ICE SHAMAN[/B] “Ice shaman” is an acquired template that can be added to any corporeal creature (other than an undead or a creature with the Fire subtype) that has a skeletal system (referred to hereafter as the base creature). [B]Size and Type:[/B] The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It gains the cold subtype. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. It cannot speak but is able to understand any languages it could in life. Creatures that spoke no languages in life can only understand the orders given them when they are first created; thereafter they understand no languages. T he ice shaman can produce a low moan, which it does when activating its spell-like abilities. [B]Hit Dice:[/B] Drop any Hit Dice from class levels, quadruple the number of Hit Dice left, and raise them all to d12s. If the base creature has more than 8 Hit Dice (not counting those gained with class levels), it can’t be made into an ice shaman with the [I]ice shaman ritual[/I]. [B]Speed:[/B] If the base creature can fly, its maneuverability rating drops to clumsy. [B]Armor Class:[/B] Natural armor bonus increases by a number based on the ice shaman’s size: [TABLE] [TR] [TD][B]Ice Shaman Natural Armor Bonus by Size[/B][/TD] [TD][/TD] [/TR] [TR] [TD][CENTER]Tiny or smaller[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Small[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Medium[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Large[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Huge[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Gargantuan[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Colossal[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [/TR] [/TABLE] [B]Base Attack:[/B] An ice shaman has a base attack bonus equal to 1/2 its Hit Dice. [B]Attacks:[/B] An ice shaman retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. An ice shaman also gains a slam attack. [B]Damage:[/B] Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the ice shaman’s size. (Use the base creature’s slam damage if it’s better.) [TABLE] [TR] [TD][B]Ice Shaman Slam Damage by Size[/B][/TD] [TD][/TD] [/TR] [TR] [TD][CENTER]Fine[/CENTER][/TD] [TD][CENTER]1[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Diminutive[/CENTER][/TD] [TD][CENTER]1d2[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Tiny[/CENTER][/TD] [TD][CENTER]1d3[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Small[/CENTER][/TD] [TD][CENTER]1d4[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Medium[/CENTER][/TD] [TD][CENTER]1d6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Large[/CENTER][/TD] [TD][CENTER]1d8[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Huge[/CENTER][/TD] [TD][CENTER]2d6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Gargantuan[/CENTER][/TD] [TD][CENTER]2d8[/CENTER][/TD] [/TR] [TR] [TD][CENTER]Colossal[/CENTER][/TD] [TD][CENTER]4d6[/CENTER][/TD] [/TR] [/TABLE] [B]Special Attacks:[/B] An ice shaman retains none of the base creature’s special attacks. An ice shaman gains several new special attacks. Save DCs are 10 + 1/2 ice shaman’s HD + ice shaman’s Cha modifier unless otherwise noted. [LIST] [*][B]Death Throes (Ex):[/B] When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex save for half, evasion and improved evasion does not apply to the sonic damage). [*][B]Freezing Touch (Ex):[/B] Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save or take 4d6 cold damage. Successful saves halve the damage. [*][B]Spell-Like Abilities:[/B] At will— [I]sleet storm[/I]; 1/day— [I]cone of cold[/I], [I]ice storm[/I], and [I]wall of ice[/I]. Caster level equals ½ the ice shaman’s HD. Save DCs are 10 + spell level + Charisma modifier. [/LIST] [B]Special Qualities:[/B] An ice shaman loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. It gains the following special qualities. [LIST] [*][B]Sure-Footed (Ex):[/B] While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces. [*][B]Undead Traits:[/B] Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks. [/LIST] [B]Saves:[/B] Base save bonuses for the ice shaman are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. [B]Abilities:[/B] An ice shaman’s Strength increases by +4, its Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom decreases by –2, and its Charisma increases by +4. [B]Skills:[/B] An ice shaman loses all skills of the base creature and instead gains the following: Concentration (ranks = HD+3), Listen (ranks = (HD + 3)/2), and Spot (ranks = (HD + 3)/2). Concentration uses its Charisma modifier rather than its Constitution modifier. [B]Feats:[/B] An ice shaman loses all feats of the base creature and gains Skill Focus (Concentration). An ice shaman retains any proficiencies with weapons, shields, and armor it had in life. [B]Environment:[/B] Any cold [B]Organization:[/B] Solitary or minion [B]Challenge Rating:[/B] Depends on Hit Dice, as follows: [TABLE] [TR] [TD][B]Hit Dice[/B][/TD] [TD][B]Challenge Rating[/B][/TD] [/TR] [TR] [TD][CENTER]1-2[/CENTER][/TD] [TD][CENTER]3[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4[/CENTER][/TD] [TD][CENTER]4[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8[/CENTER][/TD] [TD][CENTER]6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]12[/CENTER][/TD] [TD][CENTER]8[/CENTER][/TD] [/TR] [TR] [TD][CENTER]16[/CENTER][/TD] [TD][CENTER]10[/CENTER][/TD] [/TR] [TR] [TD][CENTER]20[/CENTER][/TD] [TD][CENTER]12[/CENTER][/TD] [/TR] [TR] [TD][CENTER]24[/CENTER][/TD] [TD][CENTER]14[/CENTER][/TD] [/TR] [TR] [TD][CENTER]28[/CENTER][/TD] [TD][CENTER]16[/CENTER][/TD] [/TR] [TR] [TD][CENTER]32[/CENTER][/TD] [TD][CENTER]18[/CENTER][/TD] [/TR] [/TABLE] [B]Treasure:[/B] None [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] — [B]Level Adjustment:[/B] — [B] [SIZE=6]Example Ice Shamans:[/SIZE] [SIZE=5]MINOTAUR ICE SHAMAN[/SIZE][/B] [TABLE] [TR] [TD][/TD] [TD]Large Undead (Cold)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]24d12 (156 hp)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+1[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]30 ft. (6 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+12/+22[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD]Greataxe +17 melee (3d6+9/x3) or slam (1d8+6 + cold)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD]Greataxe +17/+12 melee (3d6+9/x3) or slam (1d8+6 + cold)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]10 ft./10 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD]Death throes, freezing touch, spell-like abilities[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Sure-footed, undead traits[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +8, Ref +9, Will +13[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str 23, Dex 12, Con —, Int —, Wis 8, Cha 12[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Concentration +31, Listen +12.5, Spot +12.5[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Skill Focus (Concentration)[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Arctic and Subarctic environments[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Solitary or pair[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]14[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD]None[/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Always chaotic Evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]—[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]—[/TD] [/TR] [/TABLE] Minotaur ice shamans cannot speak, but understand Giant. [B]COMBAT[/B] A minotaur ice shaman seeks to encounter its foes at range using its spell-like abilities. Closing with this creature just allows it to use its [I]freezing touch [/I]and[I] death throes[/I] abilities to better effect. [B]Special Attacks: [/B] [LIST] [*][B]Death Throes (Ex):[/B] When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex DC 23, save for half; evasion and improved evasion do not apply to the sonic damage, but a bardic countersong can prevent the sonic damage to those in range). [*][B]Freezing Touch (Ex):[/B] Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save DC 23 or take 4d6 cold damage. Successful saves halve the damage. [*][B]Spell-Like Abilities:[/B] At will— [I]sleet storm[/I]; 1/day— [I]cone of cold (Ref DC 16),[/I] [I]ice storm[/I], and [I]wall of ice[/I] (Ref DC 15). Caster level 12. [/LIST] [B]Special Qualities:[/B] [LIST] [*][B]Sure-Footed (Ex):[/B] While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces. [*][B]Undead Traits:[/B] Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks. [/LIST] [SIZE=5][B]OWLBEAR ICE SHAMAN[/B][/SIZE] [TABLE] [TR] [TD][/TD] [TD]Large Undead (Cold)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]20d12 (130 hp)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+2[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]30 ft. (6 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]15 (–1 size, +2 Dex, +8 natural), touch 10, flat-footed 14[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+10/+21[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD]Claw +16 melee (1d6+7) or slam +16 melee (1d8+7 + cold)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD]2 claws +16 melee (1d6+7) and bite +11 melee (1d8+3) or slam +16 melee (1d8+7 + cold)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]10 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD]Death throes, freezing touch, spell-like abilities[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Sure-footed, undead traits[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +6, Ref +8, Will +12[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str 25, Dex 14, Con —, Int —, Wis 10, Cha 14[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Concentration +28, Listen +11.5, Spot +11.5[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Skill Focus (Concentration)[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Arctic Forests[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Solitary or pair[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]12[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD]None[/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Always chaotic evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]—[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]—[/TD] [/TR] [/TABLE] Owlbear ice shamans can neither speak nor understand any language. They understand only the orders given to them when first created. [B]COMBAT[/B] An owlbear ice shaman seeks to use its spell-like abilities at range before closing. [B]Special Attacks: [/B] [LIST] [*][B]Death Throes (Ex):[/B] When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex DC 22, save for half; evasion and improved evasion do not apply to the sonic damage, but a bardic countersong can prevent the sonic damage to those in range). [*][B]Freezing Touch (Ex):[/B] Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save DC 22 or take 4d6 cold damage. Successful saves halve the damage. [*][B]Spell-Like Abilities:[/B] At will— [I]sleet storm[/I]; 1/day— [I]cone of cold (Ref DC 17),[/I] [I]ice storm[/I], and [I]wall of ice[/I] (Ref DC 16). Caster level 10. [/LIST] [B]Special Qualities:[/B] [LIST] [*][B]Sure-Footed (Ex):[/B] While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces. [*][B]Undead Traits:[/B] Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks. [/LIST] [B][SIZE=5]GNOLL ICE SHAMAN[/SIZE][/B] [TABLE] [TR] [TD][/TD] [TD]Medium Undead (Cold)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]8d12 (52 hp)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+1[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]30 ft. (6 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]18 (+1 Dex, +3 natural, +2 leather armor, +2 heavy steel shield), touch 11, flat-footed 17[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+4/+8[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD]Battleaxe +8 melee (1d8+4/x3) or shortbow +5 ranged (1d6/x3) or slam +8 melee (1d6+4 + cold)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD]Battleaxe +8 melee (1d8+4/x3) or shortbow +5 ranged (1d6/x3) or slam +8 melee (1d6+4 + cold)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD]Death throes, freezing touch, spell-like abilities[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Sure-footed, undead traits[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +2, Ref +3, Will +5[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str 19, Dex 12, Con —, Int —, Wis 9, Cha 12[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Concentration +15, Listen +4.5, Spot +4.5[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Light Armor Proficiency, Shield Proficiency, Skill Focus (Concentration)[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Tundra[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Solitary or pair[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]6[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD]None[/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Always chaotic evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]—[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]—[/TD] [/TR] [/TABLE] Gnoll ice shamans cannot speak, but can understand Gnoll. [B]COMBAT[/B] Gnoll ice shamans prefer to attack ranged opponents first, resorting to slams if opponents close to melee range. [B]Special Attacks: [/B] [LIST] [*][B]Death Throes (Ex):[/B] When killed, an ice shaman shatters with a lonesome wail that deals 2d6 points of cold damage and 3d6 points of sonic damage to anything within 10 feet (Reflex DC 15, save for half; evasion and improved evasion do not apply to the sonic damage, but a bardic countersong can prevent the sonic damage to those in range). [*][B]Freezing Touch (Ex):[/B] Any living creature an ice shaman hits with its slam attack must succeed at a Fortitude save DC 15 or take 4d6 cold damage. Successful saves halve the damage. [*][B]Spell-Like Abilities:[/B] At will— [I]sleet storm[/I]; 1/day— [I]cone of cold (Ref DC 16),[/I] [I]ice storm[/I], and [I]wall of ice[/I] (Ref DC 15). Caster level 4. [/LIST] [B]Special Qualities:[/B] [LIST] [*][B]Sure-Footed (Ex):[/B] While on snowy or icy surfaces, the ice shaman automatically makes any required Balance checks and never has its speed reduced because of such surfaces. [*][B]Undead Traits:[/B] Darkvision 60 feet; immunity to mind-affecting effects, poison, disease, stunning, paralysis, sleep effects, and death effects; not subject to critical hits; uses its Charisma modifier for Concentration checks. [/LIST] [/QUOTE]
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