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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3543241" data-attributes="member: 11368"><p>Knight of Frozen Chaos</p><p>Medium Undead (Cold)</p><p>Hit Dice: 7d12+3 (48 hp)</p><p>Initiative: +4</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 19 (+8 natural, +1 Dex), touch 11, flat-footed 18</p><p>Base Attack/Grapple: +3/+6</p><p>Attack: Slam +6 melee (1d6+3); or <em>longsword +1 </em>+8 melee (1d8+4)</p><p>Full Attack: Slam +6 melee (1d6+3); or<em> longsword +1 </em>+8 melee (1d8+4)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Frost blast</p><p>Special Qualities: Darkvision 60 ft., undead traits</p><p>Saves: Fort +2, Ref +3, Will +7</p><p>Abilities: Str 17, Dex 13, Con —, Int 13, Wis 14, Cha 12</p><p>Skills: Climb +13, Jump +13, Listen +12, Move Silently +11, Spot +12</p><p>Feats: Improved Initiative, Toughness, Weapon Focus (longsword)</p><p>Environment: Any cold land</p><p>Organization: Solitary or patrol (1 plus 6-10 soldiers of frozen chaos)</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 8-21 HD (Medium)</p><p>Level Adjustment: —</p><p></p><p>Knights of frozen chaos resemble tall animated skeletons coated in ice that groans when the creature moves. However, they glow a bright blue in complete darkness. They are even more cruel than their lesser cousins. Knights of frozen chaos speak Abyssal and Common.</p><p>Knights of frozen chaos are created when a frost demon slays a mortal humanoid, or when chaotic or evil mortal humanoids of 7th level or above die of cold with great guilt on their souls. </p><p></p><p>A knight of frozen chaos will command soldiers of frozen chaos. On those rare occasions when a number of knights joined forces, they led a terrible army against human, elven, Weil, and dwarven lands.</p><p></p><p>COMBAT</p><p>Knights of frozen chaos are quick and vicious. They first loose their <em>frost blast</em>, then order their underlings into combat.</p><p></p><p><em>Frost Blast </em>(Sp): A knight of frozen chaos can create a powerful blast of cold once per day. This is identical to the <em>fireball</em> spell as cast by a 6th-level sorcerer except that it deals cold damage.</p><p></p><p>Frost Demon (Frilkabrin)</p><p>Medium Outsider</p><p>Hit Dice: 11d8+36 (85 hp)</p><p>Initiative: +6</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 19 (+7 natural, +2 Dex), touch 12, flat-footed 17</p><p>Base Attack/Grapple: +11/+13</p><p>Attack: Claw +14 melee (1d6+2 and 1d6 cold)</p><p>Full Attack: 2 claws +14 melee (1d6+2 and 1d6 cold), tail slap +9 melee (1d4+1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Chill, create spawn, <em>frost blast,</em> spell-like abilities</p><p>Special Qualities: Darkvision 60 ft., demon traits, DR 10/good, low-light vision, fire and cold resistance 10</p><p>Saves: Fort +10, Ref +9, Will +7</p><p>Abilities: Str 15, Dex 14, Con 17, Int 11, Wis 10, Cha 21</p><p>Skills: Climb +17, Jump +21, Listen +17, Move Silently +17, Search +15, Spellcraft +15, Spot +17</p><p>Feats: Alertness, Improved Initiative, Toughness, Weapon Focus (claw, tail slap)</p><p>Environment: Pit of Dread</p><p>Organization: Solitary or patrol (1 plus 2 knights of frozen chaos)</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 12-22 HD (Medium); 23-33 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>A frilkabrin, commonly known as a "frost demon", resembles a tall, exceptionally gaunt humanoid with a flexible, thick tail. Its head is topped with bony lumps and spines. Its skin is ice-blue. A frost demon stands 7 feet tall and weighs 195 pounds.</p><p></p><p>Frilkabrin are the necromancers of demons. They can transform mortals into undead by slaying them.</p><p></p><p>Combat</p><p></p><p>A frost demon begins combat with spell-like abilities and its frost blast.</p><p></p><p>Chill (Su): A frost demon's claw attacks inflict 1d6 additional cold damage.</p><p></p><p>Create Spawn (Su): Any humanoid slain by a frost demon becomes a knight of frozen chaos in 1 day if the body remains intact.</p><p></p><p><em>Frost Blast </em>(Sp): A frost demon can create a powerful blast of cold once per day. This is identical to the <em>fireball</em> spell as cast by an 8th-level sorcerer except that it deals cold damage.</p><p></p><p>Spell-Like Abilities: At will - bane, chill touch, disrupt undead, halt undead, ray of enfeeblement, spectral hand, unholy blight. 3/day - control undead. 1/day - enervation.</p><p></p><p>Demonspawn, Sac (Gugatra)</p><p>Medium Magical Beast</p><p>Hit Dice: 3d8+6 (19 hp)</p><p>Initiative: +0</p><p>Speed: 20 ft. (4 squares)</p><p>Armor Class: 13 (+3 natural), touch 10, flat-footed 13</p><p>Base Attack/Grapple: +3/+4</p><p>Attack: Bite +4 melee (1d6+1 and poison)</p><p>Full Attack: Bite +4 melee (1d6+1 and poison)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Diseased spit, poison</p><p>Special Qualities: Darkvision 60 ft., low-light vision</p><p>Saves: Fort +5, Ref +3, Will +1</p><p>Abilities: Str 12, Dex 11, Con 14, Int 5, Wis 10, Cha 7</p><p>Skills: Listen +8, Spot +8</p><p>Feats: Alertness</p><p>Environment: Pit of Dread</p><p>Organization: Solitary or fester (2-5)</p><p>Challenge Rating: 2</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 12-22 HD (Medium); 23-33 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>A gugatra, commonly known as a "sac demonspawn", resembles a hideously bloated bipedal frog. Its body seems to be ravaged by disease. Its skin is yellow-green. A sac demonspawn stands 5 feet tall and weighs 150 pounds.</p><p></p><p>They exist as living weapons, to spread poison and disease.</p><p></p><p>Combat</p><p></p><p>A gugatra will spit its disease, then bite.</p><p></p><p>Diseased Spit (Ex): Once per hour, a sac demonspawn can spit a stream of diseased fluid up to 30 feet as a ranged touch attack (no range increment). If it hits, the victim must make a Fort save (DC 13) or contract fiend rot (incubation period 1 day, damage 1d4 Str). </p><p></p><p>Poison (Ex): Bite, Fort DC 13, initial and secondary damage 1d3 Dex.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3543241, member: 11368"] Knight of Frozen Chaos Medium Undead (Cold) Hit Dice: 7d12+3 (48 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 19 (+8 natural, +1 Dex), touch 11, flat-footed 18 Base Attack/Grapple: +3/+6 Attack: Slam +6 melee (1d6+3); or [I]longsword +1 [/I]+8 melee (1d8+4) Full Attack: Slam +6 melee (1d6+3); or[I] longsword +1 [/I]+8 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Frost blast Special Qualities: Darkvision 60 ft., undead traits Saves: Fort +2, Ref +3, Will +7 Abilities: Str 17, Dex 13, Con —, Int 13, Wis 14, Cha 12 Skills: Climb +13, Jump +13, Listen +12, Move Silently +11, Spot +12 Feats: Improved Initiative, Toughness, Weapon Focus (longsword) Environment: Any cold land Organization: Solitary or patrol (1 plus 6-10 soldiers of frozen chaos) Challenge Rating: 5 Treasure: Standard Alignment: Always chaotic evil Advancement: 8-21 HD (Medium) Level Adjustment: — Knights of frozen chaos resemble tall animated skeletons coated in ice that groans when the creature moves. However, they glow a bright blue in complete darkness. They are even more cruel than their lesser cousins. Knights of frozen chaos speak Abyssal and Common. Knights of frozen chaos are created when a frost demon slays a mortal humanoid, or when chaotic or evil mortal humanoids of 7th level or above die of cold with great guilt on their souls. A knight of frozen chaos will command soldiers of frozen chaos. On those rare occasions when a number of knights joined forces, they led a terrible army against human, elven, Weil, and dwarven lands. COMBAT Knights of frozen chaos are quick and vicious. They first loose their [I]frost blast[/I], then order their underlings into combat. [I]Frost Blast [/I](Sp): A knight of frozen chaos can create a powerful blast of cold once per day. This is identical to the [I]fireball[/I] spell as cast by a 6th-level sorcerer except that it deals cold damage. Frost Demon (Frilkabrin) Medium Outsider Hit Dice: 11d8+36 (85 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 19 (+7 natural, +2 Dex), touch 12, flat-footed 17 Base Attack/Grapple: +11/+13 Attack: Claw +14 melee (1d6+2 and 1d6 cold) Full Attack: 2 claws +14 melee (1d6+2 and 1d6 cold), tail slap +9 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Chill, create spawn, [I]frost blast,[/I] spell-like abilities Special Qualities: Darkvision 60 ft., demon traits, DR 10/good, low-light vision, fire and cold resistance 10 Saves: Fort +10, Ref +9, Will +7 Abilities: Str 15, Dex 14, Con 17, Int 11, Wis 10, Cha 21 Skills: Climb +17, Jump +21, Listen +17, Move Silently +17, Search +15, Spellcraft +15, Spot +17 Feats: Alertness, Improved Initiative, Toughness, Weapon Focus (claw, tail slap) Environment: Pit of Dread Organization: Solitary or patrol (1 plus 2 knights of frozen chaos) Challenge Rating: 9 Treasure: Standard Alignment: Always chaotic evil Advancement: 12-22 HD (Medium); 23-33 HD (Large) Level Adjustment: — A frilkabrin, commonly known as a "frost demon", resembles a tall, exceptionally gaunt humanoid with a flexible, thick tail. Its head is topped with bony lumps and spines. Its skin is ice-blue. A frost demon stands 7 feet tall and weighs 195 pounds. Frilkabrin are the necromancers of demons. They can transform mortals into undead by slaying them. Combat A frost demon begins combat with spell-like abilities and its frost blast. Chill (Su): A frost demon's claw attacks inflict 1d6 additional cold damage. Create Spawn (Su): Any humanoid slain by a frost demon becomes a knight of frozen chaos in 1 day if the body remains intact. [I]Frost Blast [/I](Sp): A frost demon can create a powerful blast of cold once per day. This is identical to the [I]fireball[/I] spell as cast by an 8th-level sorcerer except that it deals cold damage. Spell-Like Abilities: At will - bane, chill touch, disrupt undead, halt undead, ray of enfeeblement, spectral hand, unholy blight. 3/day - control undead. 1/day - enervation. Demonspawn, Sac (Gugatra) Medium Magical Beast Hit Dice: 3d8+6 (19 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 13 (+3 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+4 Attack: Bite +4 melee (1d6+1 and poison) Full Attack: Bite +4 melee (1d6+1 and poison) Space/Reach: 5 ft./5 ft. Special Attacks: Diseased spit, poison Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +5, Ref +3, Will +1 Abilities: Str 12, Dex 11, Con 14, Int 5, Wis 10, Cha 7 Skills: Listen +8, Spot +8 Feats: Alertness Environment: Pit of Dread Organization: Solitary or fester (2-5) Challenge Rating: 2 Treasure: Standard Alignment: Always chaotic evil Advancement: 12-22 HD (Medium); 23-33 HD (Large) Level Adjustment: — A gugatra, commonly known as a "sac demonspawn", resembles a hideously bloated bipedal frog. Its body seems to be ravaged by disease. Its skin is yellow-green. A sac demonspawn stands 5 feet tall and weighs 150 pounds. They exist as living weapons, to spread poison and disease. Combat A gugatra will spit its disease, then bite. Diseased Spit (Ex): Once per hour, a sac demonspawn can spit a stream of diseased fluid up to 30 feet as a ranged touch attack (no range increment). If it hits, the victim must make a Fort save (DC 13) or contract fiend rot (incubation period 1 day, damage 1d4 Str). Poison (Ex): Bite, Fort DC 13, initial and secondary damage 1d3 Dex. [/QUOTE]
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