• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

My next project (#4)!

I'll just add 4000 to the original price then, almost doubling it. :)

NEW ARMOR: KITTY HIDE
The hide of a dead KITTY can be crafted into a powerful protective garment. The craftsman must have at least 6 ranks in Craft (armorsmithing) or Craft (leatherworking). Creating a suit of KITTY hide armor is just like crafting masterwork hide armor, except that the craftsman must use a knife or dagger with a +3 or better enhancement bonus to cut the hide.
KITTY armor has the following statistics:
Armor Bonus +4; Maximum Dex Bonus +4; Armor Check Penalty –2; Arcane Spell Failure 20%; Speed 20ft.,/15 ft.; Weight 25 lbs. Additionally, the hide provides its wearer damage reduction 10/magic and cold iron. It is considered medium armor, and sells for 8,165 gp.
 

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DR 10/magic and cold iron? The original KITTY HIDE armor gave the wearer DR 3/+3, not the full 25, so I'd say the armor should grant DR 3/magic and/or cold iron. With the price being pretty low, I'd say or.

Demiurge out.
 

duh. my bad. good catch! :)

OK, moving on...

This one needs a couple more feats, and I think it needs an LA too.

#57
CHILLY
Medium-Size Elemental (Cold)
Hit Dice: 7d8+7 (38 hp)
Initiative: +4 (Dex)
Speed: 50 ft.
AC: 19 (+4 Dex, +5 natural)
Attacks: ; 2 claws +6 melee, or Ray of Frost +13 ranged
Damage: Claws Id4+1 each, Ray of Frost Id3 cold
Face/Reach: 5 ft. x 5 ft/5 ft.
Special Attacks: Armor Damage, Ray of Frost
Special Qualities: Darkvision 60 ft., Immunities
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 13, DexJ9,jGan 13, Int 10, Wis 14, Cha 16
Skills: Hide +2, Intimidate +8, Listen +8, Move. Silently +12, Spot +8
Feats: Weapon Finesse (claws)
Climate/Terrain: Cold mountains or plains
Organization: Solitary, pair, cluster (2-5), or large cluster (5-20)
Challenge Rating: 5
Treasure: No coins, standard goods, standard items
Alignment: Always neutral evil
Advancement: 8-13 HD.(Medium-size), 14-21 HD (Large); or by character class (ranger)
CHILLY is an elemental that uses winter’s cold for its amusement. CHILLYs prefer stealth and ambush to a straightforward attack. They lurk, shark-like, in the ice and snow, waiting for their chosen target to weaken from exposure, and then surreptitiously use their Ray of Frost ability as often as possible from a point of concealment before engaging in melee; this generally exhausts the magical healing of its target before the real fighting begins. If they are strongly opposed, they break and lose themselves in the snow and ice, only to return later for a second attack. A character has a +4 bonus to Spot a hidden CHILLY employing its Ray of Frost.
Combat
Armor Damage (Su): On a successful claw attack, the CHILLY may damage the armor of the target in addition to doing normal damage. The victim must make a Fortitude save (DC equal to 10 + half of the CHILLY's HD) or its armor bonus is reduced by 1. Until the item is completely destroyed, it may be repaired by a mundane craftsman or through the use of a mend spell.
Each casting of mend restores one armor bonus point to an item. Magical armor and natural armor are not affected by this ability.
Cold Subtype: The creature is immune to cold damage. It takes double damage from fire unless the fire attack allows a saving throw for half damage, in which case it takes half damage on a successful save and double damage on a failed save.
Elemental: An elemental is immune to poison, sleep, paralysis, and stunning. Elementals are not subject to critical hits or flanking and have Darkvision with a range of 60 feet. A slain elemental cannot be raised or resurrected, although a wish or miracle spell can restore it to life.
Ray of Frost (Sp): CHILLYs can cast ray of frost as a 2nd-level caster as a standard action once per turn. The range is 30 feet, and it does Id3 points of cold damage on a successful ranged attack.
 

Let's see... the immunities in the stat block should properly be immunity to cold and elemental traits. Give it vulnerability to fire as well, removing the text entry about the cold subtype.

How about Point Blank Shot and Weapon Focus (claws) for the feats? And the (claws) reference should be removed from the Weapon Finesse. Oh, and you might want to eliminate the line "A character has a +4 bonus to Spot a hidden CHILLY employing its Ray of Frost" because it just doesn't make sense. If this is supposed to mean it's only slightly more difficult to spot a sniping CHILLY than a normal sniper, you might want to give it the following in skills

Skills: A CHILLY only recieves a -10 penalty on Hide checks to conceal itself immediately after making a ranged attack from hiding.

Demiurge out.
 

Nah, I think I'll skip that line altogether.

How much would LA be? Unbalanced ability scores, cold subtype, two special attack forms... +5?

How do its special attacks look by the way? I could have sworn that something or other has an ability that damages armor, but maybe I'm just too tired to think of it. :)

Here's my reworking so far:

Medium Elemental (Cold)
Hit Dice: 7d8+7 (38 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +5/+6
Attack: Claw +10 melee (1d4+1) or ray of frost +9 ranged (1d3 cold)
Full Attack: 2 claws +10 melee (1d4+1) or ray of frost +9 ranged (1d3 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Armor damage, ray of frost
Special Qualities: Darkvision 60 ft., elemental traits, immunity to cold, vulnerability to fire
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 13, Dex 19, Con 13, Int 10, Wis 14, Cha 16
Skills: Hide +8, Intimidate +6, Listen +6, Move Silently +9, Spot +6
Feats: Point Blank Shot, Weapon Finesse, Weapon Focus (claws)

Environment: Cold mountains and plains
Organization: Solitary, pair, cluster (2-5), or large cluster (5-20)
Challenge Rating: 5
Treasure: No coins; standard goods; standard items
Alignment: Always neutral evil
Advancement: 8-14 HD (Medium), 15-21 HD (Large); or by character class
Level Adjustment: +X

CHILLY is an elemental that uses winter?s cold for its amusement. CHILLYs prefer stealth and ambush to a straightforward attack. They lurk, shark-like, in the ice and snow, waiting for their chosen target to weaken from exposure, and then surreptitiously use their ray of frost ability as often as possible from a point of concealment before engaging in melee; this generally exhausts the magical healing of its target before the real fighting begins. If they are strongly opposed, they break and lose themselves in the snow and ice, only to return later for a second attack.

Combat
An CHILLY?s favored class is ranger.
Armor Damage (Su): On a successful claw attack, the CHILLY may damage the armor of the target in addition to doing normal damage. The victim must make a Fortitude save (DC equal to 10 + half of the CHILLY's HD) or its armor bonus is reduced by 1. Until the item is completely destroyed, it may be repaired by a mundane craftsman or through the use of a mend spell.
Each casting of mend restores one armor bonus point to an item. Magical armor and natural armor are not affected by this ability.
Ray of Frost (Sp): CHILLYs can cast ray of frost as a 2nd-level caster as a standard action once per turn. The range is 30 feet, and it does 1d3 points of cold damage on a successful ranged attack.
 


thanks. the bebelith's ability is rather different in the way it deals the damage. the way the CHILLY damages armor seems to make less sense.
 

The slow weakening from the cold, right? There's a spell in Frostburn called brumnal stiffening that's similar, but it reduces the hardness of the object in question. If you're going to revise the armor damage ability, you might want to check there for inspiration.

Demiurge out.
 


Without repeating all the information for the Brumal Stiffening spell... it targets a single weapon and lasts for 1 round/level. it reduces the weapon's hardness by 5 for the duration, thereby increasing the effectiveness of sunder attempts. Rolling a 1 when attacking with that weapon causes the weapon to take damage.

Now, since that spell was tailored towards weakening weapons, it's a little bit different than what I was looking for, but I'm sure there is a way it can be made to work for armor as well.
 

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