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snowman conversion
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<blockquote data-quote="jasper" data-source="post: 241100" data-attributes="member: 277"><p>ok during second edition I came up with evil magic snow men as a 1 or 2 shot day game. here is the 2nd ed. form</p><p>Snowman /Angel</p><p>Climate/Terrain: Winter</p><p>Frequency: Very rare</p><p>Organization: tribe</p><p>Diet: nil</p><p>Intelligence Avg.</p><p>Treasure: nil</p><p>Alignment: neutral</p><p>No Appearing 2-20</p><p>Armor Class: 6</p><p>Movement: 12? fly 12? Turn D</p><p>Hit Dice 1-10</p><p>Thaco 1-2 = 19, 3-4 = 17, 5-6 = 15, 7-8 = 13, 9-10 = 11</p><p>No of Attacks 2 or 1 missile per round per hit dice</p><p>Damage Attack d6 or d4 for snow d6 for slush ball</p><p>Special attack Snowballs/Slush balls</p><p>Special Defenses Snow defense</p><p> Regeneration d4 per rd if snowing</p><p>Magic Resistance nil</p><p>Size any</p><p>Morale steady</p><p>XP Value 1 = 175, 2 = 270, 3 = 420, 4 = 650, 5 = 975, 6 = 1400, 7 = 2000, 8-10 = 3000</p><p></p><p>Snow Angel can fly. Snowman can convert to angel in 1 round if not attacking.</p><p></p><p>Snow Defense</p><p>Slashing and Piercing weapons do 1/2 damage</p><p>Fire base spell add 1 hit point per die of damage.</p><p>Throws slush when down 2/3 hit points for fire damage</p><p></p><p>and here is the working draft 3rd </p><p>Snowman /Angel</p><p>Climate/Terrain: Winter</p><p>Frequency: Very rare</p><p>Organization: tribe</p><p>Diet: nil</p><p>Intelligence Avg.</p><p>Treasure: magic coal 7 pieces</p><p>Alignment: neutral</p><p>No Appearing 2-20</p><p>Armor Class: 14</p><p>Movement: 30 feet fly 30 feet Poor</p><p>Hit Dice 1-10 d8 Hp avg 4</p><p>To hit bonus +1 every odd hit dice</p><p>No of Attacks 2 or 1 missile per round per hit dice</p><p>Face 5 by 5 </p><p>Damage Attack d6 normal / d4 for snowball d6 for slush ball</p><p>Special attack Snowballs/Slush balls </p><p>Special Defenses Snow defense</p><p> Regeneration/fast healing d4 per rd if snowing</p><p>Vulnerabilities Fire damage does double, torch does 1d6</p><p>Magic Resistance nil</p><p>Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha 10</p><p>Size any generally M </p><p>Morale steady</p><p>CR 1 per 2 hit dice.</p><p></p><p>Snow Angel can fly. Snowman can convert to angel in 1 round (6 seconds) if not attacking or being attack. Does allow an AOO</p><p></p><p>Special Attack: Snowballs/Slush balls. Range increment 30 feet. Damage 1d4 if Slush 1d6</p><p>Snow Defense Piercing / Slashing weapons ½ damage. </p><p>If fire damage has caused more than ½ loss of hit points the snowman can throw slush ball. </p><p></p><p>1 piece of coal acts like a 3 hour duraflame log.</p><p></p><p>thanks for help and laughs</p></blockquote><p></p>
[QUOTE="jasper, post: 241100, member: 277"] ok during second edition I came up with evil magic snow men as a 1 or 2 shot day game. here is the 2nd ed. form Snowman /Angel Climate/Terrain: Winter Frequency: Very rare Organization: tribe Diet: nil Intelligence Avg. Treasure: nil Alignment: neutral No Appearing 2-20 Armor Class: 6 Movement: 12? fly 12? Turn D Hit Dice 1-10 Thaco 1-2 = 19, 3-4 = 17, 5-6 = 15, 7-8 = 13, 9-10 = 11 No of Attacks 2 or 1 missile per round per hit dice Damage Attack d6 or d4 for snow d6 for slush ball Special attack Snowballs/Slush balls Special Defenses Snow defense Regeneration d4 per rd if snowing Magic Resistance nil Size any Morale steady XP Value 1 = 175, 2 = 270, 3 = 420, 4 = 650, 5 = 975, 6 = 1400, 7 = 2000, 8-10 = 3000 Snow Angel can fly. Snowman can convert to angel in 1 round if not attacking. Snow Defense Slashing and Piercing weapons do 1/2 damage Fire base spell add 1 hit point per die of damage. Throws slush when down 2/3 hit points for fire damage and here is the working draft 3rd Snowman /Angel Climate/Terrain: Winter Frequency: Very rare Organization: tribe Diet: nil Intelligence Avg. Treasure: magic coal 7 pieces Alignment: neutral No Appearing 2-20 Armor Class: 14 Movement: 30 feet fly 30 feet Poor Hit Dice 1-10 d8 Hp avg 4 To hit bonus +1 every odd hit dice No of Attacks 2 or 1 missile per round per hit dice Face 5 by 5 Damage Attack d6 normal / d4 for snowball d6 for slush ball Special attack Snowballs/Slush balls Special Defenses Snow defense Regeneration/fast healing d4 per rd if snowing Vulnerabilities Fire damage does double, torch does 1d6 Magic Resistance nil Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha 10 Size any generally M Morale steady CR 1 per 2 hit dice. Snow Angel can fly. Snowman can convert to angel in 1 round (6 seconds) if not attacking or being attack. Does allow an AOO Special Attack: Snowballs/Slush balls. Range increment 30 feet. Damage 1d4 if Slush 1d6 Snow Defense Piercing / Slashing weapons ½ damage. If fire damage has caused more than ½ loss of hit points the snowman can throw slush ball. 1 piece of coal acts like a 3 hour duraflame log. thanks for help and laughs [/QUOTE]
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