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<blockquote data-quote="Stogoe" data-source="post: 4101835" data-attributes="member: 57140"><p>Here's my ideas for some nasty ice-bugs. Also, an icy howling wind-thing. I have no idea if the numbers make sense and I didn't give them ability scores yet either. Oh, and also I'm treating "X and Y damage type" as 'one set of damage, use your lowest resistance of the two' because it makes sense to me that way.</p><p></p><p><strong>Glacial Skitterer; Level 2 Brute</strong></p><p><em>A frozen shell covered in spikes gives a shake, and its icy rattle fills the valley.</em></p><p>Small Elemental Beast (cold)</p><p>Initiative +3 Perception +2</p><p>HP: 40; Bloodied 20</p><p>AC 18, Fortitude 14, Reflex 13, Will 16</p><p>Resist 5 cold, Vulnerable 5 fire</p><p>Speed 4</p><p>(m) Spikes (Standard, at-will) +5 vs AC, 1d8+3 cold</p><p>M Fissure (Standard, Recharge 6) Range 5; +8 vs Reflex, target is immobilized and ongoing 5 cold damage (save ends both)<em>The skitterer lets out a tiny rumble, and the ice cracks beneath your feet. In an instant, the ground gives way and you find yourself stuck waist-deep in a frigid crevasse.</em></p><p></p><p><strong>Glacial Harrier; Level 2 Skirmisher</strong></p><p><em>A buzzing fills the air, and a blue-white insectoid shoots by, slashing at you with its deadly wings</em></p><p>Small Elemental Beast (cold)</p><p>Initiative +5 Perception +5</p><p>HP: 35; Bloodied 17</p><p>AC 15, Fortitude 14, Reflex 18, Will 16</p><p>Resist 5 cold, Vulnerable 5 fire</p><p>Speed fly 8</p><p>(m) Sideswipe (Standard, at-will) The Harrier moves up to its speed, and can make an attack at any point during this move; +5 vs AC, 1d8+3 cold</p><p>M Momentum Strike (Standard, Recharge 6) The Harrier moves up to its speed and attacks at the end of its move, +7 vs Fort, 1d6 cold and target is pushed 3 squares.</p><p></p><p><strong>Glacial Parasite; Level 2 Skirmisher</strong></p><p><em>A spiky shell pulses, and suddenly leaps at your face, and its filaments wrack your body with pain.</em></p><p>Small Elemental Beast (cold)</p><p>Initiative +3 Perception +2</p><p>HP: 30; Bloodied 15</p><p>AC 18, Fortitude 14, Reflex 13, Will 16</p><p>Resist 5 cold, Vulnerable 5 fire</p><p>Speed 6</p><p>(m) Spikes (Standard, at-will) +5 vs AC, 1d6+3 cold</p><p>M Attach (Standard, Recharge when Bloodied) +8 vs Reflex; on hit target is slowed and cannot target Parasite and Followup: Filaments. Detaches when bloodied.</p><p>(m) Filaments (Attached foe, Standard, at-will); +7 vs Will, 1d8+4 psychic damage</p><p></p><p><strong>Glacial Puppeteer; Elite Level 2 Soldier</strong></p><p><em>An icy shell pulses on the back of a frostbitten berserker, who howls in pain as he charges.</em></p><p>Medium Elemental Humanoid (cold)</p><p>Initiative +6 Perception +5</p><p>HP: 80; Bloodied 40</p><p>AC 18, Fortitude 17, Reflex 13, Will 21</p><p>Resist 10 cold, Vulnerable 5 fire</p><p>Speed 6</p><p>(m) Greatsword (Standard; at-will) * Weapon +10 vs AC; 2d6+4 weapon and cold damage</p><p>R Painful Scream (Standard; at-will) Range 10(affects closest foe); +6 vs Will; 1d8+2 psychic </p><p>Battle Fury (Standard; at-will) The Glacial Puppeteer attacks with both its Greatsword and its Painful Scream.</p><p>M Frigid Stab (Standard; Recharge 6) * Weapon +10 vs AC; 2d6+4 weapon and cold, and target is slowed (save ends).</p><p>M Rebuff (Standard; Recharge 4 5 6) * Weapon +10 vs AC; 2d6+4 weapon and target is pushed 3 squares.</p><p>R Wail of Torment (Standard; Recharge 6) Range 10(affects 2 closest targets); +8 vs Will; 2d8+2 psychic damage and Stunned (save ends)</p><p>Icy Determination +4 damage vs slowed or immobilized foes.</p><p></p><p><strong>Rage Wind; Level 2 Lurker</strong></p><p><em>A blue-white mist swirls around your feet as you descend into the dark. Only when the tendrils have begun to strangle you do you realize this is no mere fog.</em></p><p>Medium Elemental Animate (cold)</p><p>Initiative +6 Perception +5</p><p>HP: 60; Bloodied 30</p><p>AC 15, Fortitude 15, Reflex 17, Will 16</p><p>Resist 5 cold, Vulnerable 5 fire</p><p>Speed fly 8</p><p>(m) Engulf (Standard; at-will) +6 vs Reflex; 1d8 cold and psychic</p><p>M Heartfrost (Standard; at-will) +6 vs Fort; 1d6 cold and target is Dazed (save ends)</p><p>Gale (Standard, Recharge 4 5 6) Close burst 1; +6 vs Fort, 1d8 cold and Rage Wind is Insubstantial until the end of its next turn (takes 1/2 damage, but crits are as normal)</p><p>False Death (Immediate, when Bloodied) The Rage Wind becomes Invisible and may immediately move up to its speed. This invisibility lasts until the Rage Wind attacks.</p></blockquote><p></p>
[QUOTE="Stogoe, post: 4101835, member: 57140"] Here's my ideas for some nasty ice-bugs. Also, an icy howling wind-thing. I have no idea if the numbers make sense and I didn't give them ability scores yet either. Oh, and also I'm treating "X and Y damage type" as 'one set of damage, use your lowest resistance of the two' because it makes sense to me that way. [B]Glacial Skitterer; Level 2 Brute[/B] [I]A frozen shell covered in spikes gives a shake, and its icy rattle fills the valley.[/I] Small Elemental Beast (cold) Initiative +3 Perception +2 HP: 40; Bloodied 20 AC 18, Fortitude 14, Reflex 13, Will 16 Resist 5 cold, Vulnerable 5 fire Speed 4 (m) Spikes (Standard, at-will) +5 vs AC, 1d8+3 cold M Fissure (Standard, Recharge 6) Range 5; +8 vs Reflex, target is immobilized and ongoing 5 cold damage (save ends both)[I]The skitterer lets out a tiny rumble, and the ice cracks beneath your feet. In an instant, the ground gives way and you find yourself stuck waist-deep in a frigid crevasse.[/I] [B]Glacial Harrier; Level 2 Skirmisher[/B] [I]A buzzing fills the air, and a blue-white insectoid shoots by, slashing at you with its deadly wings[/I] Small Elemental Beast (cold) Initiative +5 Perception +5 HP: 35; Bloodied 17 AC 15, Fortitude 14, Reflex 18, Will 16 Resist 5 cold, Vulnerable 5 fire Speed fly 8 (m) Sideswipe (Standard, at-will) The Harrier moves up to its speed, and can make an attack at any point during this move; +5 vs AC, 1d8+3 cold M Momentum Strike (Standard, Recharge 6) The Harrier moves up to its speed and attacks at the end of its move, +7 vs Fort, 1d6 cold and target is pushed 3 squares. [B]Glacial Parasite; Level 2 Skirmisher[/B] [I]A spiky shell pulses, and suddenly leaps at your face, and its filaments wrack your body with pain.[/I] Small Elemental Beast (cold) Initiative +3 Perception +2 HP: 30; Bloodied 15 AC 18, Fortitude 14, Reflex 13, Will 16 Resist 5 cold, Vulnerable 5 fire Speed 6 (m) Spikes (Standard, at-will) +5 vs AC, 1d6+3 cold M Attach (Standard, Recharge when Bloodied) +8 vs Reflex; on hit target is slowed and cannot target Parasite and Followup: Filaments. Detaches when bloodied. (m) Filaments (Attached foe, Standard, at-will); +7 vs Will, 1d8+4 psychic damage [b]Glacial Puppeteer; Elite Level 2 Soldier[/b] [i]An icy shell pulses on the back of a frostbitten berserker, who howls in pain as he charges.[/i] Medium Elemental Humanoid (cold) Initiative +6 Perception +5 HP: 80; Bloodied 40 AC 18, Fortitude 17, Reflex 13, Will 21 Resist 10 cold, Vulnerable 5 fire Speed 6 (m) Greatsword (Standard; at-will) * Weapon +10 vs AC; 2d6+4 weapon and cold damage R Painful Scream (Standard; at-will) Range 10(affects closest foe); +6 vs Will; 1d8+2 psychic Battle Fury (Standard; at-will) The Glacial Puppeteer attacks with both its Greatsword and its Painful Scream. M Frigid Stab (Standard; Recharge 6) * Weapon +10 vs AC; 2d6+4 weapon and cold, and target is slowed (save ends). M Rebuff (Standard; Recharge 4 5 6) * Weapon +10 vs AC; 2d6+4 weapon and target is pushed 3 squares. R Wail of Torment (Standard; Recharge 6) Range 10(affects 2 closest targets); +8 vs Will; 2d8+2 psychic damage and Stunned (save ends) Icy Determination +4 damage vs slowed or immobilized foes. [B]Rage Wind; Level 2 Lurker[/B] [i]A blue-white mist swirls around your feet as you descend into the dark. Only when the tendrils have begun to strangle you do you realize this is no mere fog.[/i] Medium Elemental Animate (cold) Initiative +6 Perception +5 HP: 60; Bloodied 30 AC 15, Fortitude 15, Reflex 17, Will 16 Resist 5 cold, Vulnerable 5 fire Speed fly 8 (m) Engulf (Standard; at-will) +6 vs Reflex; 1d8 cold and psychic M Heartfrost (Standard; at-will) +6 vs Fort; 1d6 cold and target is Dazed (save ends) Gale (Standard, Recharge 4 5 6) Close burst 1; +6 vs Fort, 1d8 cold and Rage Wind is Insubstantial until the end of its next turn (takes 1/2 damage, but crits are as normal) False Death (Immediate, when Bloodied) The Rage Wind becomes Invisible and may immediately move up to its speed. This invisibility lasts until the Rage Wind attacks. [/QUOTE]
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