Ice Daemon d20 Minions Conversions

Yeti

Large monstrous humanoid (cold)

These are the legendary abominable snowmen, Sasquatch or Bigfoot.  Although immensely strong and therefore dangerous to humans, the yeti are none the less seen here to be herbivorous.

These creatures are known to keep company with animals, wolves in particular. The “wolves” associated with yeti are not Earth wolves at all, but rather a similar species native to the yeti’s ice dimension. The yeti have few goals of their own, and are see here as servants of more powerful ice beings. They are comfortable in temperatures below 5 Celsius, but can survive in temperatures up to 25 for short periods of time. They are as comfortable in barely freezing weather as in biting temperatures of -40 or lower. In fact, they grow more active at the lower temperatures. Its white fur allows the yeti to blend easily into snowy environments. This natural camouflage allows the yeti to attack by surprise even in dear weather and on moderately flat ground.

Size/Type: Large monstrous humanoid (cold)
Hit Dice: HD 4d8+4, hp 22 (Mas 12)
Initiative: +1
Speed: 40ft.
Defense: 14, touch 10, flatfooted 13 (-1 size, +1 Dex, +4 natural)
Base Attack/Grapple: +4/+12
Attack: +7 melee (ld6+4, claw)
Full Attack: +7 melee (ld6+4, 2 claws)
Space/Reach: 10ft. by 10ft / 10ft.
Special Attacks: Improved Grab, Constrict (see below for custom)
Special Qualities: Cold subtype, constrict, darkvision 60ft., improved grab
Saves: Fort +2, Ref +5, Will +5; AP 0; Rep +0
Abilities: Str 18, Dex 13, Con 12, lnt 9, Wis 12, Cha 11
Skills: Climb +10, Hide +2 (+17 in snowy conditions), Move Silently +6, Speak Giant, Survival +7
Feats: None
Challenge Rating: 3
Alignment: none
Advancement: 5-8 HD (Large); 9-12 HD (Huge)

Species Traits

Cold Subtype (Ex): A yeti is immune to cold damage. It takes 50% more damage from fire attacks.

Skill Bonus: The yeti’s white fur grants it a + 15 species bonus on Hide checks made in snowy conditions.

Original Traits

Improved Grab (Ex): To use this ability, the yeti must hit an opponent at least one size category smaller than itself with its claw attack. If it gets a hold, it automatically deals claw damage each round that the hold is maintained, and it can constrict in the same round.

Constrict (Ex): A yeti deals normal claw damage (treat as bludgeoning damage) plus 2d6 points of cold damage with a successful grapple check against a target at least one s1ze category smaller than itself.

Custom Traits – replaces Improved Grab or Constrict

Cold Touch (Ex): A touch from the Yeti’s hand, which glows with blue energy, disrupts the life force of living creatures not from the cold dimension. Each touch channels cold dimensional energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. The yeti can use this melee touch attack up to three (3) times (+1 per advancement). Animals must make a successful Will saving throw or flee.

Custom Traits – replaces Improved Grab or Constrict

Cold Breath (Ex): 30-foot cone of cold. 2d6 + 1d6 per 3 advancements

Abominable Snowman (Advanced Yeti)

CR 6

Huge monstrous humanoid (cold)

HD 12d8+36

hp 90

Mas 16

lnit +0;

Spd 40 ft.

Defense 15, touch 8, flat-footed 15 (-2 size, +7 natural)

BAB +12

Grap +28

Atk +18 melee (2d4+8, claw)

Full Atk +18 melee (2d4+8, 2 claws)

FS 15ft. by 15ft.

Reach 10ft.

Special Qualities: Cold subtype, constrict, darkvision 60ft., improved grab

AL any

SV Fort +7, Ref +8, Will +9; AP 0; Rep +0

Str 26, Dex 11, Con 16, lnt 9, Wis 12, Cha 11

Skills: Climb +14, Hide +3 (+18 in snowy conditions), Move Silently +10, Speak Giant, Survival +12.

Feats: Power Attack, Track.

Ice Wolves

(A tweaked version of a Dire Wolf or Winter Wolf)

These creatures resemble Earth’s arctic wolves, with a few subtle differences. The most noticeable difference to anyone familiar with wolves (an Easy test of Biology) is that the ice wolf has a shorter and thicker snout than its Earth cousin. Yeti value their wolves as guards and as pack and sled animals.

Size/Type: Large Animal (cold)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Defense: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Cold Subtype (Ex): An Ice Wolf is immune to cold damage. It takes 50% more damage from fire attacks.
Low-light vision
Scent
Skill Bonus: white fur grants it a + 10 species bonus on Hide checks made in snowy conditions.
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +2, Listen +7 Move Silently +4, Spot +5, Survival +2
Feats: Alertness, Run, Track, Weapon Focus (bite)
Challenge Rating: 3
Alignment: Always neutral
Advancement: 7-18 HD (Large)
Level Adjustment:

Ice Daemon

(A tweaked version of a Ice Mephit)

 

Size/Type: Medium Outsider (Air, Cold, Extraplanar)
Hit Dice: 5d8+4 (26 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Defense: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee (1d4 plus 1d4 cold)
Full Attack: 2 claws +4 melee (1d4 plus 1d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon Ice Daemon
Special Qualities: Damage reduction 3, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative
Challenge Rating: 3
Alignment: Usually neutral

This small creature is native to an as-yet unexplored ice dimension. It cannot survive long in temperatures much above freezing, and for this reason needs to install a network of heat exchangers if it is dominate Earth. Though it has had immense success due to its immense empathic powers, it is not equipped for mass
combat. For this reason, it employs its massive slave, the Ice Wyrm.

Combat

Breath Weapon (Su)

10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities

{Converting these to d20 is a little tricky but I would just wing it in play} The Ice Daemon has the skills Dimension Walk, Human Empathy, Project Thought, Project Emotion, Willpower Drain, Animal Empathy, Dissolution, and Darkling Empathy at its Empathy level (16). It will use these skills to cover its retreat by forcing PCs to block other. PCs (Project Thought) and hiding itself behind feelings of confusion (Project Emotion). When necessary, it will use Willpower Drain to soften any resistance. It will only use Dissolution or Dimension Walk as last resorts.

Fast Healing (Ex)

An ice Ice Daemon heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below.

Ice Wyrm

Size/Type: Huge Magical Beast (Cold)
Hit Dice: 8d10+50 (94 hp)
Initiative: +4
Speed: 30 ft. (6 squares), burrow 10 ft.
Defense: 14 (-2 size, +6 natural), touch 8, flat-footed 16
Base Attack/Grapple: +8/+24
Attack: Bite +15 melee (2d8+8 plus 1d8 cold)
Full Attack: Bite +15 melee (2d8+8 plus 1d8 cold)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trill, cold, breath weapon
Special Qualities: Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire
Saves: Fort +14, Ref +9, Will +6
Abilities: Str 18, Dex 10, Con 20, Int 2, Wis 11, Cha 11
Skills: Hide +3*, Listen +5, Spot +5
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral

A Ice Wyrm cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter. A Ice Wyrm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.

Combat

Ice Wyrm lurk under the snow, waiting for prey to come near. They begin an attack with a trill and then set upon helpless prey with their bite.

Trill (Su)

A Ice Wyrm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than Ice Wyrms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken(a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same Ice Wyrm’s trill for 24 hours. The effect’s caster level is 14th. The save DC is Charisma-based.

Cold (Ex)

A Ice Wyrm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a Ice Wyrm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Breath Weapon (Su>)

30-foot cone, once per hour, damage 9d6 cold, Reflex DC 18 half. Opponents held motionless by the Ice Wyrm’s trill get no saving throw. The save DC is Constitution-based.

Skills

*A Ice Wyrm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.

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