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Altrunchen
2014-03-10, 09:11 PM
This is a monster of my own design that the mere mention of it is enough to make the players shiver and dread its arrival. I've used it before and I recommend using this only if you think the party is either A: too sure of themselves in an ice dungeon or B: thinks they've seen it all. It's called the Skyter, and it is deadly.


http://fc06.deviantart.net/fs49/i/2009/201/0/f/Ice_Elemental_by_Vij_8.jpg
Source: Vij-8 on DeviantART (http://vij-8.deviantart.com/art/Ice-Elemental-130250798)

http://i.imgur.com/zZvePlX.png
Source: A re-color of one of Devin Night's tokens.

Note: The skyter doesn't have an ice-scythe and doesn't look precisely like this. This is just the closest I could come to finding an image that portrayed what the Skyter looks like.
Credits:

Altrunchen (Author)
Debihuman (Critique)


Skyter
Medium Elemental (Cold)
Hit Dice: 15d8+30 (97 hp)
Initiative: +12
Speed: 30 ft (60 ft. on ice)
Armor Class: 21 (+8 Dex, +3 natural), touch 18, flat-footed 13
Base Attack/Grapple: +11/+14
Attack: Claw +14 melee (1d4+3) or Icicle +19 ranged (1d8/19-20/x3)
Full Attack: 2 claws +14 melee (1d4+3) and kick +12 melee (1d4+1), or 2 claws (1d4+3) and leg sweep +12 melee (1d4+1 and target is knocked prone), or 2 Icicles +19 ranged (1d8/19-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Freezing touch, ice storm
Special Abilities: Breathsense, cold and water healing, darkvision 60 ft., elemental traits, ice-step, tremorsense 120 ft. (ice only), vulnerable to fire and sonic
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 16, Dex 26, Con 14, Int 16, Wis 14, Cha 18
Skills: Balance +10, Bluff +22, Climb +18, Diplomacy +6, Intimidate +6, Jump +5 (+17 on ice), Listen +20, Spot +20, Tumble +26, Perform (Dance) +20
Feats: Improved Initiative, Combat Reflexes, Combat Expertise, Dodge, Improved Precise Shot, Mobility, Multiattack, Point Blank Shot, Precise Shot Run, Shot on the Run, Spring Attack, Whirlwind Strike
Environment: Glaciers, Polar Ice-caps, Cold mountains, Elemental Plane of Water, Paraelemental Plane of Ice
Organization: Squad (2-5), Troupe (6-10), Company (11-15), Guild (16+)
Challenge Rating: 9
Treasure: None
Alignment: Usually Neutral
Advancement: 16-30 HD (Large), 31-60 HD (Huge)
Level Adjustment: +6

Breathsense (Su): A skyter notices and locates any creature that breathes within 60 feet, just as if it possessed the blindsight ability.

Cold Healing (Su): A skyter is healed +100% of the damage dealt to it if the damage is of the cold subtype.

Water Healing (Su): A skyter is healed +50% of the damage dealt to it if the damage is of the water subtype.

Vulnerability to Fire (Su): A skyter takes +100% damage from attacks with the fire subtype.

Vulnerability to Sonic (Su): A skyter takes +50% damage from attacks with the sonic subtype.

Freezing Touch (Su): Any target or object touched by a skyter's melee attack is turned to ice much like a flesh to Ice spell. A successful Reflex save (DC 21) negates the effect. To reverse a skyter's freezing effect, a remove curse spell must be cast.This supernatural ability is not limited to targets made of flesh but instead can act upon anything that the Skyter wishes, including armor, weapons, and/or other items. Alternatively, the Skyter can simply make a touch attack against the target if it chooses to. A skyter can suppress this ability at will. The save DC is Charisma-based.

Ice-Step (Su): Skyters can use contiguous bodies of ice to instantly transport themselves. They do this by using one move action to enter a body of ice, another to travel instantly to the part of that body of ice near their destination, and then a third move action to exit the body of ice. Exiting the body of ice provokes an attack of opportunity. Skyters can use melee attacks from within the body of ice but suffer a -4 penalty in doing so. Missing provokes an attack of opportunity.

Ice Storm (Sp): Once every 1d4 rounds, a skyter may use this spell-like ability to cast ice storm as a standard action causing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area, but at range of 1,000 feet. CL 4.

Icicles (Ex): A skyter can throw icicles at a 60 foot range increment as a standard action. When using their icicle attacks, Skyters shoot bolts of ice out of their wrists at high velocity towards their targets. They do not need to see to aim, though they tend to look where they are aiming anyhow for some reason. They do not just aim to hit the target, they almost always target critical parts of the body.

Description:

Knowledge of the Plains Check: DC = 16
Knowledge of Monsters Check: DC = 20
Knowledge of Nature Check: DC = 24
Knowledge of Arcana Check: DC = 28
Knowledge of Religion Check: DC = 32

Common Knowledge:
What's a Skyter? Is it some kind of kite monster?

Uncommon Knowledge:
Skyters can phase through masses of ice and dash very quickly on the ice. They also NEVER attack alone. Avoid at all costs, and keep fire spells handy. NEVER go into an icy building for fear that Skyters may infest the inside.

Rare Knowledge:
Skyters are the femme-fatales of the icy regions of many worlds. They appear like somewhat-female figures made of solid ice, yet they move smoothly as if they were made of flesh. Their eyes are pitch-black and they have no genuine mouth, but their face appears humanoid with lips though no one has ever seen a Skyter move them or heard one speak and lived to tell the tale. Skyters do not appear to wear any armor or clothes, yet they do not appear naked either. They simply all posses a lithe female figure and the common assumption is that they are all female even though no evidence of the Skyters' mating habits has ever arisen from anyone, anywhere at any time. Their graceful, feminine hands can quickly shift into razor-sharp claws in the blink of an eye. And their speed on the ice is unmatched. They are not to be trifled with and are known to attack anyone and anything they wish apparently on a whim, though this isn't known for sure.

Extremely Rare Knowledge:
Skyters were fostered by a princess who was fond of dancing and who lived with her family in a palace high up in the mountains. The princess was fond of dancing and of playing in the snow, but one of her greater passions was for magic. However, the girl began to change as her studies of magic advanced and she began to lust for more and more power. One night, she froze over the whole palace with her magic and murdered her family, taking over and crowning herself as queen. Wishing to avoid death and not wanting to lose her power, she converted herself into an icy version of herself. The first Skyter. And ever since then, she has been making more and more Skyters with her powerful magic and sending them out across the planes.

Languages:
Skyters giggle and laugh a lot, but no one has ever heard one speak. If they do speak, it would probably be a plot-hook given the rarity of the behavior.
Common
Aquan
Sylvan
Combat:
Skyters are infamous for their trademark giggling that occurs whenever they are about to attack. It is the one and only warning that their prey ever gets.

Skyters prefer covert attacks that quickly end the fight and provide little to no opportunity for a counter-attack by their enemies. If damaged severely enough, they will run and take cover and either flee altogether or look for a position to surprise their enemy again and make a last-ditch effort to freeze as many as possible at once. They may even pretend to be dead if they think it will work.

When using their icicle attacks, Skyters shoot bolts of ice out of their wrists at high velocity towards their targets. They do not need to see to aim, though they tend to look where they are aiming anyhow for some reason. They do not just aim to hit the target, they almost always target critical parts of the body.

((In my own campaigns I have a called shot rule that grants a -4 penalty to attack but deals critical damage if the attack is successful. Skyters tend to use this rule when making ranged attacks. Except they have Precise Shot (-2 on called shots), and Improved Precise Shot (-0 on called shots) so they tend to make called shots a lot with their icicles.))

One thing that is important to note is: Skyters NEVER, EVER fight alone. If they are alone, they will flee using whatever resources they have.

Older Versions:


http://fc09.deviantart.net/fs49/f/2009/201/9/d/Ice_Elemental_by_Vij_8.jpg

Skyter
Medium Elemental (Ice)
Hit Dice: 15d8+30 (98)
Initiative: +12
Speed: 30 (walk), 60 (skating on ice)
Armor Class: 21 (+8 Dex, +3 natural), touch 18, flat-footed 13
Damage Reduction: 10 (magic OR bludgeoning OR adamantine)
Base Attack/Grapple: +11/ +14
Attack:
2 Claws +14 melee (1d4+3)
2 Kicks +14 melee (1d4+3)
1 Leg-Sweep +14 melee (1d4+3) plus target is knocked down
2 Icicles +19 ranged (1d8, 19-20 x3, 60 feet)
Full Attack:
2 Claws +14 melee (1d4+3) and 2 Kicks +12 melee (1d4+3)
2 Kicks +14 melee (1d4+3) and 1 Leg-Sweep +12 melee (1d4+3) plus target is knocked down
2 Icicles +19 ranged (1d8, 19-20 x3, 60 feet)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Freezing Touch (Su): If a target is touched by a Skyter's melee attack, and the Skyter wishes it, that target is turned to ice much like the Flesh to Ice (http://dndtools.eu/spells/frostburn--68/flesh-to-ice--1308/) spell. However, the saving throw is a reflex save that is DC 23 and negates the effect. This is a supernatural ability and can be used at-will by the Skyter with a successful melee attack of any kind and is not limited to targets made of flesh but instead can act upon anything that the Skyter wishes, including armor, weapons, and/or other items. Alternatively, the Skyter can simply make a touch attack against the target if it chooses to. To reverse the Skyter's freezing effect, a Remove Curse (http://www.dandwiki.com/wiki/Remove_curse) spell must be cast.
Ice-Storm (Sp): Once per 1d4 rounds, the Skyter may use this spell-like ability to cast Ice Storm (http://www.dandwiki.com/wiki/SRD:Ice_Storm) as a standard action and as a level 4 spell with the DC being charisma based (10+4+4 Cha = 18). Use the Skyter's hit-dice when determining range.
Special Abilities:
Ice-Step (Su): Skyters can use contiguous bodies of ice to instantly transport themselves. They do this by using one move action to enter a body of ice, another to travel instantly to the part of that body of ice near their destination and then finally a third move action to exit the body of ice. Exiting the body of ice provokes an attack of opportunity. Skyters can use melee attacks from within the body of ice but suffer a -4 penalty in doing so. Missing provokes an attack of opportunity.
Special Qualities:
Darkvision 60 ft.
Tremorsense 120 ft. (Only works on ice)
Breath-sense 30 ft.
Elemental traits
Vulnerable to fire: +100% damage
Vulnerable to sonic: +50% damage
Heal with cold energy
Heal with water
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 16, Dex 26, Con 14, Int 16, Wis 14, Cha 18
Skills: Balance +16, Bluff +22, Climb +11, Jump +23, Listen +20, Search +21, Spot +20, Swim +21, Tumble +16, Perform (Dance) +20
Feats:

Improved Initiative
Combat Reflexes
Combat Expertise
Dodge
Improved Precise Shot
Mobility
Multiattack
Point Blank Shot
Precise Shot
Run
Shot on the Run
Spring Attack
Whirlwind Strike
Environment: Glaciers, Polar Ice-caps, Cold mountains, Elemental Plane of Water, Elemental Plane of Ice
Organization:
Squad (1-5)
Troupe (6-10)
Company (11-15)
Guild (16+)
Challenge Rating: 20
Treasure: None
Alignment: Usually Neutral
Advancement: 16-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: +6

Description:

Knowledge of the Plains Check: DC = 16
Knowledge of Monsters Check: DC = 20
Knowledge of Nature Check: DC = 24
Knowledge of Arcana Check: DC = 28
Knowledge of Religion Check: DC = 32

Common Knowledge:
What's a Skyter? Is it some kind of kite monster?

Uncommon Knowledge:
Skyters can phase through masses of ice and dash very quickly on the ice. They also NEVER attack alone. Avoid at all costs, and keep fire spells handy. NEVER go into an icy building for fear that Skyters may infest the inside.

Rare Knowledge:
Skyters are the femme-fatales of the icy regions of many worlds. They appear like somewhat-female figures made of solid ice, yet they move smoothly as if they were made of flesh. Their eyes are pitch-black and they have no genuine mouth, but their face appears humanoid with lips though no one has ever seen a Skyter move them or heard one speak and lived to tell the tale. Skyters do not appear to wear any armor or clothes, yet they do not appear naked either. They simply all posses a lithe female figure and the common assumption is that they are all female even though no evidence of the Skyters' mating habits has ever arisen from anyone, anywhere at any time. Their graceful, feminine hands can quickly shift into razor-sharp claws in the blink of an eye. And their speed on the ice is unmatched. They are not to be trifled with and are known to attack anyone and anything they wish apparently on a whim, though this isn't known for sure.

Extremely Rare Knowledge:
Skyters were fostered by a princess who was fond of dancing and who lived with her family in a palace high up in the mountains. The princess was fond of dancing and of playing in the snow, but one of her greater passions was for magic. However, the girl began to change as her studies of magic advanced and she began to lust for more and more power. One night, she froze over the whole palace with her magic and murdered her family, taking over and crowning herself as queen. Wishing to avoid death and not wanting to lose her power, she converted herself into an icy version of herself. The first Skyter. And ever since then, she has been making more and more Skyters with her powerful magic and sending them out across the planes.

Languages:
Skyters giggle and laugh a lot, but no one has ever heard one speak. If they do speak, it would probably be a plot-hook given the rarity of the behavior.
Common
Aquan
Sylvan
Combat:
Skyters are infamous for their trademark giggling that occurs whenever they are about to attack. It is the one and only warning that their prey ever gets.

Skyters prefer covert attacks that quickly end the fight and provide little to no opportunity for a counter-attack by their enemies. If damaged severely enough, they will run and take cover and either flee altogether or look for a position to surprise their enemy again and make a last-ditch effort to freeze as many as possible at once. They may even pretend to be dead if they think it will work.

When using their icicle attacks, Skyters shoot bolts of ice out of their wrists at high velocity towards their targets. They do not need to see to aim, though they tend to look where they are aiming anyhow for some reason. They do not just aim to hit the target, they almost always target critical parts of the body.

((In my own campaigns I have a called shot rule that grants a -4 penalty to attack but deals critical damage if the attack is successful. Skyters tend to use this rule when making ranged attacks. Except they have Precise Shot (-2 on called shots), and Improved Precise Shot (-0 on called shots) so they tend to make called shots a lot with their icicles.))

One thing that is important to note is: Skyters NEVER, EVER fight alone. If they are alone, they will flee using whatever resources they have.

Debihuman
2014-03-11, 03:02 AM
If this is 3.5 (even with homebrew variants), you should use the format like that from the online SRD as that is the easiest to critique.

Not bad but I don't think you quite grasp how monsters really work. Monsters have natural attack (meaning they can only make as many attacks as they have limbs). So if it makes kicks and leg sweep, it would need 3 legs at least. That almost makes sense since it can't stand and make 2 kicks at the same time. I can't really tell from the picture but it looks like it has 2 legs to me. Also that weapon it holds isn't really an icicle more like an ice scythe. Too bad you didn't also give it a manufactured ice scythe weapon.

Ice is not a Subtype. Cold is a Subtype. Of course, you are free to make up a new subtype but then you'd have to tell us what it does. A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

For 15 hit dice it should have 6 feats and the rest would all be Bonus feats indicated with (B) or B. it has 7 bonus feats. Whoa, that's a lot of bonus feats. I see it also is CR 20 but with 15 HD. That is a major concern because it's got very low hit dice for its CR. Generally, that's a sign of a monster that is too easy to kill.

For hit points, you round down.

BAB is 11 not 12 for 15 HD. BAB is the same progression as cleric but monsters don't get iterative attacks with natural weapons. If it used manufactured weapons it would get the iterative attacks.

A creature has Special Attacks and Special Abilities. Together, those are its Special Qualities. You mention 3 abilities but fail to describe them: cold and water healing and breathsense.

I really like Ice-Step if one skyter is going to fight another using this ability.

DC of Supernatural Abilities are 10 + 1/2 Creature's HD + Charisma bonus.

I edited some of your text to make it a bit tighter. I hope you don't mind.

Melee Attack is BAB + size + Str modifier, it gains full Str damage on primary attack and half Str damage on secondary attacks. Whenever you make a new attack, you should put the full description in text.

Creature advancement: A good rule of thumb is creatures increase in size when they double their HD; it gives them some symmetry.

Note: it should have 2 +Int modifier for skills with quad skill points for its first HD. It has 90 skill points and can have a maximum of 18 ranks in any skill. That gives it 5 skills at max rank. I think it should lose Perform (Dance).

It doesn't need to swim. It can walk on the bottom of any bottom of water (elementals don't breathe). Also, you forgot synergy bonuses. Bluff gives you +2 to Diplomacy and Intimidate; Tumble gives you +2 to Balance and Jump. It gets a speed bonus of +12 while on ice see Jump skill.

Here is an example of revised skills: maxed skills on Bluff, Climb, Listen, Spot and Tumble. It has no ranks in Balance, Intimidate and Jump but gets those as synergy bonuses.

Balance +10, Bluff +22, Climb +18, Diplomacy +6, Intimidate +6, Jump +5 (+17 on ice), Listen +20, Spot +20, Tumble +26

Revised stat block. Which feats are bonus feats?

Skyter
Medium Elemental (Cold)
Hit Dice: 15d8+30 (97 hp)
Initiative: +12
Speed: 30 ft (60 ft. on ice)
Armor Class: 21 (+8 Dex, +3 natural), touch 18, flat-footed 13
Base Attack/Grapple: +11/+14
Attack: Claw +14 melee (1d4+3) or Icicle +19 ranged (1d8/19-20/x3)
Full Attack: 2 claws +14 melee (1d4+3) and kick +12 melee (1d4+1), or 2 claws (1d4+3) and leg sweep +12 melee (1d4+1 and target is knocked prone), or 2 Icicles +19 ranged (1d8/19-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Freezing touch, ice storm
Special Abilities: Breathsense, cold and water healing, darkvision 60 ft., elemental traits, ice-step, tremorsense 120 ft. (ice only), vulnerable to fire and sonic
Saves: Fort +7, Ref +17, Will +11
Abilities: Str 16, Dex 26, Con 14, Int 16, Wis 14, Cha 18
Skills: Balance +10, Bluff +22, Climb +18, Diplomacy +6, Intimidate +6, Jump +5 (+17 on ice), Listen +20, Spot +20, Tumble +26
Feats: Improved Initiative, Combat Reflexes, Combat Expertise, Dodge, Improved Precise Shot, Mobility, Multiattack, Point Blank Shot, Precise Shot Run, Shot on the Run, Spring Attack, Whirlwind Strike
Environment: Elemental Plane of of Water and Paralemental Plane of Ice
Organization: Squad (1-5), Troupe (6-10), Company (11-15), Guild (16+)
Challenge Rating: 20
Treasure: None
Alignment: Usually Neutral
Advancement: 16-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: +6

These creatures need a written description (picture is nice but your stat block doesn't match the picture) and a combat section. What languages does it speak? It should have 3 languages.

Breathsense (Su): A skyter notices and locates any creature that breathes within 60 feet, just as if it possessed the blindsight ability.

Cold and Water Healing needs description. How much is healed for each?

Freezing Touch (Su): Any target or object touched by a skyter's melee attack is turned to ice much like a [I]flesh to Ice spell. A successful Reflex save (DC 21) negates the effect. To reverse a skyter's freezing effect, a remove curse spell must be cast. A skyter can suppress this ability at will. The save DC is Charisma-based.

Ice-Step (Su): Skyters can use contiguous bodies of ice to instantly transport themselves. They do this by using one move action to enter a body of ice, another to travel instantly to the part of that body of ice near their destination, and then a third move action to exit the body of ice. Exiting the body of ice provokes an attack of opportunity. Skyters can use melee attacks from within the body of ice but suffer a -4 penalty in doing so. Missing provokes an attack of opportunity.

Ice Storm (Sp): Once every 1d4 rounds, a skyter may use this spell-like ability to cast ice storm as a standard action causing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area, but at range of 1,000 feet. CL 4.

Icicles: A skyter can throw icicles at 60 foot range (is that the maximum distance?)

Final notes: I am not entirely convinced this is a CR 20 monster. You should check it against VT's CR estimator:

Vorpal Tribble’s CR estimator

#1. Divide creature's average HP by 4.5 to 6.5.
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

#2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

#3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

#4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

#5. Add 1 for every two bonus feats it has.

#6. Divide total by 3. This should be its rough CR.

Debby

Altrunchen
2014-03-11, 09:01 AM
Wow! How helpful! Thank you very much for the advice! I will start taking a second look at the monster right away. :)


Not bad but I don't think you quite grasp how monsters really work. Monsters have natural attack (meaning they can only make as many attacks as they have limbs). So if it makes kicks and leg sweep, it would need 3 legs at least. That almost makes sense since it can't stand and make 2 kicks at the same time. I can't really tell from the picture but it looks like it has 2 legs to me. Also that weapon it holds isn't really an icicle more like an ice scythe. Too bad you didn't also give it a manufactured ice scythe weapon.

Oh well...that picture was the closest thing I could find to what I was describing. I know that they don't have an ice-scythe, but the image was already so close and looked so cool that I decided to use it to represent the Skyter ;).



Ice is not a Subtype. Cold is a Subtype. Of course, you are free to make up a new subtype but then you'd have to tell us what it does. A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.


I remember seeing that in the monster maker for my DM Tools suite. Thanks for the reminder!



For 15 hit dice it should have 6 feats and the rest would all be Bonus feats indicated with (B) or B. it has 7 bonus feats. Whoa, that's a lot of bonus feats. I see it also is CR 20 but with 15 HD. That is a major concern because it's got very low hit dice for its CR. Generally, that's a sign of a monster that is too easy to kill.

Understood, thank you, I will take a second look at the monster's CR.



For hit points, you round down.

Roger that.


BAB is 11 not 12 for 15 HD. BAB is the same progression as cleric but monsters don't get iterative attacks with natural weapons. If it used manufactured weapons it would get the iterative attacks.

Wait...why don't they get iterative attacks with natural weapons exactly? If they have two claws, why can't they attack with each claw? Granted it would come at an off-hand penalty, conceivably, but if they are made of ice then I don't think they have a dominant limb per-say.


A creature has Special Attacks and Special Abilities. Together, those are its Special Qualities. You mention 3 abilities but fail to describe them: cold and water healing and breathsense. [It seems like breathsense should be similar to lifesense as in the wraith's ability. See below]

Oh yeah, I saw that in the MM when I was basing the statblock off of it. I separated them just to make it easier to distinguish them so it wasn't just one huge list. And thanks for the description of breath-sense, TIL. As far as healing goes, I'll set the cold healing to +100% and water to +50%, how's that sound to you?


I really like Ice-Step if one skyter is going to fight another using this ability.

Hey thanks! :D But, why would Skyters fight each other I wonder? They have a common leader o:. Could be an interesting quest I suppose.


DC of Supernatural Abilities are 10 + 1/2 Creature's HD + Charisma bonus.

Man I wish this info was in the MM =~=. The monster-making section is just so dang short.


I edited some of your text to make it a bit tighter. I hope you don't mind.

No, of course not. Why would I mind? It's not like I got it right on the first go lol. Besides, you seem to know what you're talking about. :)


Melee Attack is BAB + size + Str modifier, it gains full Str damage on primary attack and half Str damage on secondary attacks. Whenever you make a new attack, you should put the full description in text.

Ah, I see. I just subtracted 5 from the initial attack since that's what it's like for ordinary iterative attacks, but I guess that makes sense as well.


Creature advancement: A good rule of thumb is creatures increase in size when they double their HD; it gives them some symmetry.

Hmm...ok then. Though to be honest, I can't imagine running into a huge Skyter. I mostly put that there as a formality. But then again, we have this kind of stuff in case someone wants that in their campaign.


Note: it should have 2 +Int modifier for skills with quad skill points for its first HD. It has 90 skill points and can have a maximum of 18 ranks in any skill. That gives it 5 skills at max rank. I think it should lose Perform (Dance).

Oh I totally gave it too many skill points. The perform dance doesn't really do anything but fulfill the lore behind the monster in case a quest about it ever came up.


It doesn't need to swim. It can walk on the bottom of any bottom of water (elementals don't breathe). Also, you forgot synergy bonuses. Bluff gives you +2 to Diplomacy and Intimidate; Tumble gives you +2 to Balance and Jump. It gets a speed bonus of +12 while on ice see Jump skill.

Here is an example of revised skills: maxed skills on Bluff, Climb, Listen, Spot and Tumble. It has no ranks in Balance, Intimidate and Jump but gets those as synergy bonuses.

Balance +10, Bluff +22, Climb +18, Diplomacy +6, Intimidate +6, Jump +5 (+17 on ice), Listen +20, Spot +20, Tumble +26

Hmm, okay then thanks. I think I'll use those stats if you don't mind? But I'm gonna keep the perform (dance) since it's a big part of the lore and wouldn't really unbalance the monster anyway since it has nothing to do with combat.

---

The original skyters that I threw at the party were roughly cr 15, but I might have given too many points for the ice storm (sp) ability when re-designing the monster and re-calculating its cr. As it stands now, before any real adjustment, it's more of a CR 8.712 (9) monster, which is surprisingly weaker than I thought.

Also, I gave it more environments than the elemental planes on purpose because of the monster's lore.

Thank you very much for the critique and the edit. It was very helpful! Some things I think I might keep, like the perform, even though it sorta bends the rules, but that's only because it's a part of the lore.