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  1. - Top - End - #1
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    Default Requesting Aid: Come take them apart, fellows!

    Ok, I'm thinking of submitting a query to Dragon magazine about a selection of creatures I'm going to try to have published in it. However, before this happens I wanna make sure they are squeaky clean. Go to town on them 8)

    I'm also open to suggestions on how to make them more interesting or playable if needbe and (constructive) criticism would be much appreciated.

    The creatures I wish to enter are as follows:

    Arcadian Holly (CR 13 plant)
    Biting Wind (CR 5 element swarm)
    Blizzard Willow (CR 19 plant)
    Death Dew (CR 11 ooze swarm)
    Flash Herring (CR 12 magical beast swarm)
    Snowy Dove (CR 1 magical beast)
    Snowy Dove Swarm (CR 9 magical beast swarm)


    And it should be apparent what their theme is ;)

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    Default Re: Requesting Aid: Come take them apart, fellows!

    Arcadian Holly



    Huge Plant (good, extraplanar)
    Hit Dice: 9d8+54 (94 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 22 (+14 natural, -2 size) , touch 8, flat-footed 22
    Base Attack/Grapple: +6/+24
    Attack: Thorny Bough +14 melee (2d6+10 plus touch of golden ice)
    Full attack: 4 thorny boughs +14 melee (2d6+10 plus touch of golden ice)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Reprimand the wild, spell-like abilities, touch of golden ice
    Special Qualities: All-around vision, damage reduction 10/evil and slashing, hallowed haven, immunity to electricity, low-light vision, plant traits, resistance to cold 10, spell resistance 24
    Saves: Fort +14, Ref +3, Will +7
    Abilities: Str 30, Dex 11, Con 23, Int 5, Wis 18, Cha 9
    Skills: Disguise +19, Spot +10, Survival +10
    Feats: Great Fortitude, Snatch, Subduing Strike, Track
    Environment: Any cold land
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Always neutral good
    Advancement: 10-18 HD (Huge)
    Level Adjustment: --

    Arcadian holly appears as a very large, exceedingly beautiful holly tree with smooth bark, and green branches. These branches are always covered in clusters of tiny white flowers amidst waxy leaves with sharp points. The trunk splits off into half a dozen large root clusters which normally is buried within the ground or snow, but when it wishes the holly can stand upon them and move at a very respectable pace. Four of the thicker branches in equal spaces around its trunk are incredibly flexible and end in many supple branches that it may use as hands, though all its branches are capable of at least partial movement. Few would notice but here and there single berries grow at the end of these branches, which possess tiny pupils through which the holly sees the world.

    Arcadian holly, as their name suggests, hail from the garden-like paradise of Arcadia. From its colder regions hollies of aweing size and beauty grow, their leaves gathered as charms and their berries for medicines. The first arcadian hollies came to the material realm in the form as a gift of blessed berries. They were given to a nature-loving traveler to the plane. He planted the berries upon his return home and found to his astonishment that upon reaching the size of saplings they brought out their roots from the ground and began to walk about. They aided him and others with their gardens and farms until they reached their full growth. They then parted ways and went into the wilds, aiding those they ran across and many taking to guarding special untamed areas.

    To help the hungry or injured an arcadian holly allows a cluster of blooms to come to fruition, which have the properties of goodberries. Out of each cluster the holly produces is one berry that is tough and unchewable. If planted or even tossed to the ground it will soon take root and eventually another arcadian holly will grow with the instinctual wisdom and knowledge of their parent.

    Arcadian holly stand about 35 feet tall, with a 'trunk' about 4 feet in diameter. They can understand celestial, common and sylvan but are unable to speak any language but crude signing that others of their kind comprehend.

    Combat
    Arcadian holly rarely attacks, instead attempting to remain as still and silent as possible. If forced to fight it will try to do as little damage as possible, snatching up its opponent and flinging him away. If genuinely fighting for its life or the life of another however it will wade in, pummeling with its strong branches.

    An arcadian holly's thorny bough attacks deal bludgeoning and slashing damage and are treated as good-aligned for the purpose of overcoming damage reduction.

    Hallowed Haven (Sp):
    All ground within a 10 foot radius of an arcadian holly is considered hallowed as the spell with a permanent magic circle against evil affect. As well, any creature within this radius cannot be struck by lightning or any electricity-based spells or powers, and is considered under the affects of a delay poison spell.

    Reprimand the Wild (Su):
    An arcadian holly can make a touch attack against any animal. If successful the beast is affected as if from the Calm Animals spell. Animal companions and familiars are also affected, though can make a DC 18 will save to resist this affect. The save DC is Wisdom-based.

    Spell-like abilities:
    At will/Bless, Detect Evil, Remove Curse; 3/day - Goodberry; 1/day Find the Path, Overgrowth (enrichment only), Hallow. Caster level 12th.

    Touch of Golden Ice (Su):
    Evil creatures subjected to an Arcadian Holly's touch feel cold spread throughout their bodies. This results in the ravaged creature taking an initial 1d6 dexterity damage, and 2d6 secondary dexterity damage unless they succeed on a DC 18 fortitude save. An evil elemental or evil undead takes an extra point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points of damage. The save DC is Wisdom-based.

    Skills:
    An arcadian holly gains a +20 bonus on disguise checks to appear as a normal holly which is opposed by a Survival or Knowledge (Nature) check instead of Spot.
    Last edited by The Vorpal Tribble; 2006-11-30 at 11:30 AM.

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    Default Re: Requesting Aid: Come take them apart, fellows!

    Biting Wind

    An eeire, high pitched whistling as if a giant breath blowing across a sea of crystal goblets sounds, with a lower, thrumming tone felt in the bones... which grows louder with astonishing speed...

    Dimunitive Air Elemental (cold, swarm)
    Hit Dice: 8d8 (36 hp)
    Initiative: +13
    Speed: Fly 200 ft. (perfect) (40 squares)
    Armor Class: 23 (+8 dex, +1 natural, +4 size), touch 21, flat-footed 15
    Base Attack/Grapple: +6/-
    Space/Reach: 20 ft./0 ft.
    Attack: Swarm (2d6 plus 1d6 cold)
    Full attack: Swarm (2d6 plus 1d6 cold)
    Special Attacks: Forceful blow, instinctive fear
    Special Qualities: Air mastery, darkvision 60 ft., elemental traits, immune to cold and weapon damage, natural invisibilty, swarm traits, vulnerability to fire
    Saves: Fort +2, Ref +15, Will +2
    Abilities: Str 1, Dex 28, Con 11, Int 2, Wis 11, Cha 6
    Skills: Listen +1, Spot +10
    Feats: Flyby Attack, Improved Initiative, Run
    Environment: Elemental Plane of Air
    Organization: Swarm, Gust (1-20 swarms)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: --
    Level Adjustment: --

    Biting wind is a collection of almost mindless air elementals that to most senses are instinguishable from normal wind. Until the wind hits them, tearing the flesh from their bones. Then it becomes apparent it is anything but normal.

    If their natural invisibility is seen through they appear as a great cloud of vague, whispy bladed crystals with curling, thrashing tails.

    Combat:
    Unless directed in some way a biting wind rarely does more than blow through once in its neverending flight from one place to the next. If controlled or in some way threatened or angered they will shoot past their foes repeatedly and then disapear out of range of most weapons before any can react. They will repeat this until they or their foe can no longer fight.

    Air Mastery (Ex):
    Biting wind gains a +4 bonus on its attack and damage rolls if its opponent is airborne.

    Forceful Blow (Ex):
    When a Biting Wind blows through it is treated as a temporary hurricane. Along with taking damage, unless a DC 20 fortitude check is made, medium or smaller characters are blown away, large creatures are knocked down, and huge creatures are checked (see p. 95 of the DMG).

    Instinctive Fear (Ex):
    Biting Wind produces a sound like that of an approaching tornado, which causes a primal dread in most non-mindless creatures. Those within 120 feet of a Biting Wind must make a DC 14 Will check or become shaken for the entire duration of their presence. Those who make the save are unaffected by the sound for the rest of the day. The save DC is constitution based.

    Natural Invisibility (Ex):
    Biting wind is effectively invisible as the spell.

    Vulnerability to Fire:
    Biting wind takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

  4. - Top - End - #4
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    Blizzard Willow

    Colossal Plant (cold, incorporeal)
    Hit Dice: 33d8+198 (347 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Fly 60 ft. (12 squares)(perfect)
    Armor Class: 4 (+2 deflection, -8 size), touch 4, flat-footed 4
    Base Attack/Grapple: +24/-
    Attack: Swarm (4d6 cold)
    Full attack: Swarm (4d6 cold)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: --
    Special Qualities: Heat sense, immunity to cold, incorporeal traits, low-light vision, plant traits, vulnerability to fire, whiteout, whitesight
    Saves: Fort +24, Ref +10, Will +13
    Abilities: Str -, Dex 11, Con 22, Int -, Wis 17, Cha 14
    Skills: --
    Feats: --
    Environment: Any cold land
    Organization: Solitary
    Challenge Rating: 19
    Treasure: Blizzard Willow Nectar
    Alignment: Always neutral
    Advancement: 33-68 HD (colossal)
    Level Adjustment: --

    The only thing one normally sees when they meet with this enigmatic plant is a great cloud of suspended, scintillating snowflakes that wafts in on a sudden gust of wind.

    Seen as a whole however it is as a massive tree with a tall, stately trunk that seems crafted from the wind itself. From this ghostly form a spread of innumberable slender branches foutain out and droop to the ground. These are covered in seemingly delicate leaves and and occassional flowers that could have been carved from an artisan of faerie. From the bottom of the trunk spreads out a collection of thick, hairy roots that spread and grope like the tentacles of some crystaline jellyfish when it rises into the air.

    Blizzard willows are grandly beautiful flora living within the deepest of artic climes. They may simply lie still for years and then without warning leap off into the air. Spirit animals in the shape of birds often roost within it.

    Some say the blizzard willow originated from the Plane of Cold, passing unsuspecting through rare portals or transported by plane-wandering druids.

    Combat
    A blizzard willow is often attracted to signs of warmth for inexplicable reasons and will merely move overtop of anything from hunting parties to small villages, freezing the area solid. It is considered a swarm for purposes of attacking and deals 4d6 cold damage to any creature whose space it occupies at the end of its move.

    Heatsense (Ex):
    A blizzard willow can detect the presence of heat. Creatures that radiate heat illuminate an area comparable to a flame of the same size as the creature (see chart below). While within a sunlit area (even one that is overcast) a blizzard willow gains blindsight out to 120 feet.

    Code:
    Level Size    Example
    1   Fine    Tindertwig
    2   Dimunitive Torch
    3   Tiny    Small Campfire 
    4   Small    Large Campfire
    5   Medium   Forge
    6   Large    Bonfire
    7   Huge    Burning Sack
    8   Gargantuan Burning Tavern
    9   Colossal  Burning Inn
    10   Vast    Small Field, Forest or Village
    Incorporeal Traits:
    Blizzard willows are harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against it. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.

    Vulnerability to Fire:
    A blizzard willow takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Whiteout (Ex):
    The blizzard willow's frosty foliage is so thick that it grants the creature, and anyone within its space, complete concealment (50% miss-chance). Though it is difficult to see the blizzard willow because of its misty haze, the foliage itself is visible, provided that the area has sufficient light to by which to see it.

    Whitesight (Ex):
    A blizzard willow is immune to snow glare and can see normally in whiteout conditions.

    -=-=-=-=-=-

    Blizzard Willow Nectar

    Only another incorporeal creatures or magical apparatus with the ghost-touch quality can harvest and extract the oil of the blossoms of the Blizzard Willow. It must then be kept in a force affect or mixed with ghost oil. If blizzard willow nectar comes into contact with normal ice or snow the frost itself becomes incorporeal. It takes on a thin, misty look but otherwise seems normal until it is touched. A single dose is enough to convert a five foot square.

    The nectar must be kept in temperatures below freezing or it loses its properties. If the willow is killed before the nectar can be extracted the flowers retain their potency for 1d6 minutes.

    Extracting the oil requires a DC 28 Craft (alchemy) or Knowledge (nature) check. One dose (vial) costs 60 gp.

  5. - Top - End - #5
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    Death Dew

    A ray of wan sunlight finds its way down through the thick clouds, causing the frozen dew to sparkle upon the thousands of branches within the nearby evergreen forest. As you walk beneath, the dew starts to tremble and then falls, immediately drenching you in what feels like frigid water which begins to burn like fire...

    Fine Ooze (cold, swarm, water)
    Hit Dice: 21d10 (116 hp)
    Initiative: -5
    Speed: 5 ft., Climb 5 ft.
    Armor Class: 13 (-5 dex, +8 size), flat-footed 18, touch 13
    Base Attack/Grapple: +15/-
    Space/Reach: 60 ft./0 ft.
    Attack: Swarm (1d6 acid plus 1d4 cold)
    Full attack: Swarm (1d6 acid plus 1d4 cold)
    Special Attacks: Acid, frostbite
    Special Qualities: Cold subtype, heatsense, immunity to weapon damage, ooze Traits, tremorsense 60 ft., vulnerability to fire
    Saves: Fort +7, Ref +2, Will +2
    Abilities: Str 1, Dex 1, Con 10, Int -, Wis 1, Cha 1
    Skills: --
    Feats: --
    Environment: Cold forest or underground
    Organization: Swarm, Shower (1-4 swarms), Downpour (5-16)
    Challenge Rating: 11
    Alignment: Always neutral
    Treasure: --
    Advancement: --
    Level Adjustment: --

    Death Dew is a deadly menace wherever they infest, most commonly found clinging to the underside of evergreen branches or cave roofs by the thousands, appearing as harmless, frozen moisture. They themselves are intensely cold, but their substance never completely freezes. Death dew can cover a good acre of trees or line the lengths of tunnels, and once something moves beneath them, they fall and begin to feast.

    Combat:
    With their tremsorsense and heat-seeking senses death dew always knows exactly when to fall. When they do they unfreeze quickly and become a sticky acid, clinging to their victim and slowly disolving their flesh. The swarm does 1d6 acid damage and 1d4 cold damage to any creature whose space it occupies at the end of its move.

    Acid (Ex):
    Death dew secretes a digestive acid that quickly disolves organic material. The swarm does 1d6 acid damage plus 1d4 points of cold damage to any creature whose space it occupies at the end of its move. This acid is quite sticky, and even if the victim makes it out of the swarm he continues to take damage unless he can submerge or throughly wash himself in some liquid or snow. The damage stacks for each round the victim remains within the swarm as he collects more and more of the horrible creatures.
    Wooden or leather armor or clothing dissolves and becomes useless within 2d4 rounds. Any exposed wooden weapon also takes 1d4 acid damage per round.

    Frostbite (Ex):
    Any creature that sustains cold damage from the death dew aquires frostbite.

    Heatsense (Ex):
    Death dew can sense the warmth of living creatures within 20 feet and can pinpoint their exact location.

    Vulnerability to Fire:
    Death dew takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.
    A lit torch swung as an improvised weapon deals 1d4 points of fire damage per hit.
    A lit lantern can be used as a thrown weapon, dealing 1d6 points of fire damage to all death dew in squares adjacent to where it breaks.

  6. - Top - End - #6
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    Taken from an actual Scandinavian myth that the aurora was really just the reflection of herring scales, and that was the name of the aurora borealis, Herring Flash.

    -=-=-=-=-=-=-

    Flash Herring


    Tiny Magical Beast (swarm)
    Hit Dice: 10d10+40 (95 hp)
    Initiative: +7
    Speed: Fly 40 ft. (8 squares)(good)
    Armor Class: 20 (+3 dex, +5 force, +2 size), touch 20, flat-footed 17
    Base Attack/Grapple: +10/-
    Attack: Swarm (1d8 bludgeoning plus prismatic touch)
    Full attack: Swarm (1d8 bludgeoning plus prismatic touch)
    Space/Reach: 20 ft./0 ft.
    Special Attacks: Blinding scales, herring flash
    Special Qualities: Blindsight 60 ft., energy resistance, harmony of energy, immune to blindness and electricity, resistance to fire 10, resonant flight, scent, thin-gilled
    Saves: Fort +7, Ref +7, Will +3
    Abilities: Str 5, Dex 16, Con 19, Int 1, Wis 12, Cha 9
    Skills: Listen +6, Spot +6
    Feats: Flyby Attack, Hover, Improved Initiative, Wingover
    Environment: Any cold or temporate
    Organization: Swarm, Glimmer (2-6 swarms), Aurora (10-18 swarms), Aurora Profundis (40-60 swarms)
    Challenge Rating: 12
    Treasure: None
    Alignment: Always neutral
    Advancement: --
    Level Adjustment: --

    Many tales of polar climes in both the north and south tell of the flash herring; flying fish of scintillating colors that are often mistaken for auroras. Only the occasional hurt or sick herrings ever fall, and upon dying go out quickly. In the rare instance when these herrings plummet into water, cushioning the fall, are they found still glowing, but they quickly drown, being unused to water.

    Flash herring are the same shape as common herrings, but blaze with fierce, blinding colors. Swarms normally keep to the same color as their neighbors, but if one changes, so does all around until the entire cloud of herrings have adjusted. Flash herring always know when another is part of their swarm, so if another swarm approaches they may even mingle, but will not adopt the other's colors except when coincidence brings them to the same shade.

    They survive many miles above the surface, and often actually mingle with true aurora, feeding off the electrically charged energy provided. These swarms appear far larger than they actually are, their light flaring out hundreds of feet past their bodies.

    Combat:
    Flash herrings don't fight, they simply go their course and woe betide any whom get in their way. This course is erratic and ever changing, with one never knowing which direction the herring will go.
    The swarm deals damage as seen under their Herring Flash ability to any creature whose space it occupies at the end of its move.

    Blinding Scales (Ex):
    One within 20 feet of a Flash Herring swarm with 8 HD or less are automatically blinded for 2d4 rounds (no save) at the end of which they are considered Dazzled for the entire time they are within range plus 1d4 minutes. Those with more than 8 HD are not blinded but still considered Dazzled. Flash herring can be seen from miles away, and provides illumination as a daylight spell at all times.

    Energy Resistance (Ex):
    Such is the disruption of forces around a flash herring that a mage must make a DC 20 caster level check to overcome the force. This is similar to spell resistance but only works on spells dealing with energy, such as fireball or lightening bolt. If unsuccessful the energy merely dissipates.

    Harmony of Energy (Ex):
    The make of a flash herring is such that it can pass through fields of force and prismatic walls as if it was water, the force being reflected back and bending around the fish. It does daze the swarm for 1d6 rounds however as the two energies resonate with one another.

    Herring Flash (Su):
    Flash herring's flashes of energy change in nature every 1d100 rounds. This energy is determined at random. The effect of the swarm is based on their color, as shown on the following table:

    Code:
    d8 Color Effect
    
    1  Red  3d6 points of fire damage
    2  Orange 3d6 points of acid damage
    3  Yellow 3d6 points of sonic damage
    4  Green 6d6 points of damage (as disentegrate spell; Fortitude DC 10 half)
    5  Blue  3d6 points of cold damage
    6  Indigo 3d6 points of negative energy damage
    7  Violet 3d6 points of electricity damage
    8  White 3d6 points of force damage

    Resonant Flight (Ex):
    Flash herrings are unmagically buoyant, lifting upwards on the natural magnetic forces of their world. They can lift very little more than their own weight and so are unusable for hauling purposes. Those in the southern hemisphere of a world are charged differently than flash herrings in the north and both fall immediately upon nearing the equator.

    Thingilled (Ex):
    Flash herrings do not suffer from altitude sickness, and only in areas of no air at all do they suffer from suffocation.
    Last edited by The Vorpal Tribble; 2007-11-25 at 08:35 AM.

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    Default Re: Requesting Aid: Come take them apart, fellows!

    Snowy Dove

    Tiny Magical Beast (cold)
    Hit Dice: 1/2d10 (3 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 16 (+3 dex, +1 natural, +2 size), touch 15, flat-footed 13; 20% miss-chance
    Base Attack/Grapple: +0/-8
    Attack: Claw +1 melee (1d2-4 plus 1d2 cold), or frigid beating
    Full attack: 2 claws +1 melee (1d2-4 plus 1d2 cold), frigid beating
    Space/Reach: 0 ft./0 ft.
    Special Attacks: Frigid beating, gelid, touch of winter's sleep
    Special Qualities: Chill heal, darkvision 60 ft., frosty plumage, low-light vision, vulnerability to fire, whitesight
    Saves: Fort +0, Ref +3, Will +2
    Abilities: Str 2, Dex 16, Con 11, Int 2, Wis 14, Cha 10
    Skills: Hide +13*, Spot +4
    Feats: Weapon Finesse
    Environment: Any cold land
    Organization: Solitary, Mates, Flock (3-20), Swarm (40-80)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always neutral
    Advancement: 1 HD (Tiny)
    Level Adjustment: --

    At best a nuisance and at worst a dangerous menace, snowy doves are unwelcome visiters to towns and deadly opponents to travelers in the colder regions. Angered by sources of heat, a snowy dove will attempt to put any out, be it lanterns and candles or stoves and campfires. In the winter or in artic climes this could mean death to entire families. Anything they touch becomes coated in hoarfrost and liquids freeze solid.

    It is a nevertheless a beautiful bird, appearing as a larger version of a normal dove with pale opaline eyes without pupils. Its pure white plumage however glistens ghostly with a layer of frost, and its legs and toes are covered in the feathers as well. Its beak is a light blue, wih sharp ridges on the edge for grinding ice. A snowy dove's exact appearance is difficult for most onlookers to discern because of the purpetual freezing mist that swirls and billows about it, hiding it from view.

    Snow doves prefer the temperatures of the poles. They lay their eggs within a deep snowbank and nestle about them, cooling them even more than the surrounding snow.


    Combat:
    Snowy doves try to avoid combat, but they continue to return to those whom emit heat like a moth to a candle. They seek out fire of any kind first of all, putting it out. Once this is done or if no fire is present they will attempt to alight upon the nearest creature, putting it into a freezing sleep that most never awake from. If cornered or protecting their eggs however they take to beating fiercely at their opponent, sending blast after skin freezing blast of piercingly cold air.

    Chill Heal (Ex):
    Ice and snow heal the dove's wounds. For every round that the creature is buried within snow or ice the creature instead gains the benefit of a cure minor wounds spell (1 point healed). Two or more snowy doves touching each other provides enough cold for chill healing.

    Frigid Beating (Su):
    Once per round a Snowy Dove can flap vigorously over a non-supernatural flame up to the size of a standard campfire, instantly putting it out. It can also direct its beats at a single living being within 10 feet, whom take 1d4 points of cold damage. It can even use this ability to land on water, freezing a section which is thick enough to support its insubstantial weight.

    Frosty Plumage (Ex):
    A snowey dove continuously produces a chill mist from its body. The misty haze is so thick that it grants the creature one-half concealment (20% miss-chance) and makes hiding easier (see Skills below). Though it is difficult to see the snowy dove because of the mist rising from its body, the mist itself is visible, provided that the area has sufficient light to by which to see it.

    Gelid (Ex):
    A snowy dove's body deals 1d2 points of cold damage to each creature (except another snowy dove) that touches it, as well as becoming frostbitten. Any liquid or container of liquid in contact must make a reflex save (DC 10) or freeze solid. If in contact with a weapon for a full round the weapon becomes brittle, reducing its hardness by 5 until it thaws (5 minutes in contact with warmth, 1 minute in heat such as flame or boiling water, 1 hour if in already freezing conditions). In addition, rolling a 1 on an attack with the weapon causes it to take damage equivalent to the ammount it would have dealt on a successful hit. When a snowy dove dies it rapidly freezes over and shatters at the slightest touch. Drinking the melted remains of a snowy dove gives one cold resistance 2 for an hour.

    Touch of Winter's Sleep (Su):
    A snowy dove can attempt a touch attack that causes a state of suspended animation. The victim must make a successful DC 10 will save or go into a coma for a week as if under the affects of a Hibernate spell (Frostburn p. 97). The save DC is charisma based.

    Vulnerability to Fire:
    A snowy dove takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Whitesight (Ex):
    A snowy dove is immune to snow glare and can see normally in whiteout conditions.

    Skills:
    *In snowy or misty areas, a snowy dove gains a +8 bonus on hide checks.


    -=-=-=-=-=-=-=-


    Snowy Dove Swarm

    Tiny Magical Beast (cold, swarm)
    Hit Dice: 12d10 (66 HP)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 16 (+3 dex, +1 natural, +2 size), touch 15, flat-footed 13, 20% miss-chance
    Base Attack/Grapple: +16/-
    Attack: Swarm (12d4 cold plus frostbite plus touch of winter's sleep)
    Full attack: Swarm (2d6 cold plus frostbite plus touch of winter's sleep)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Frigid beating, gelid, touch of winter's sleep
    Special Qualities: Chill heal, darkvision 60 ft., frosty plumage, low-light vision, swarm traits, vulnerability to fire, whitesight
    Saves: Fort +10, Ref +11, Will +6
    Abilities: Str 2, Dex 16, Con 11, Int 2, Wis 14, Cha 10
    Skills: Hide +15, Spot +14, Survival +5
    Feats: Ability Focus (touch of winter's sleep), Altitude Adaption, Great Fortitude, Run, Skill Focus (survival), Weapon Finesse
    Environment: Any cold land
    Organization: Solitary, Flurry (2-4 swarms), or Blizzard (8-12 swarms)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always neutral
    Advancement: --
    Level Adjustment: --

    A swarm of snowy doves is a natural disaster to any towns or travelers they happen to pass through. Many will blindly fly down chimneys, dying quickly in the flames which are quickly put out by those right behind them. The house within will be reduced to a freezer, every inch frozen solid.

    Combat:
    Snowy doves swoop down upon towns and wanderers, attracted to the heat they produce. They continue to swarm in a frenzy until the last bit of heat has disapeared, at which point they continue on the journey to wherever it is they are set. The swarm deals 12d4 points of damage to any creature whose space it occupies at the end of its move.

    Chill Heal (Ex):
    Ice and snow heal the dove's wounds. For every round that the creatures are buried within snow or ice the creature instead gains the benefit of a cure light wounds spell (1d8+5 points healed). Two or more snowy doves touching each other provides enough cold for chill healing so every round the swarm automatically heals one another 1d8+5 HP.

    Frigid Beating (Su):
    The vigorous, supernaturally cold flapping of a swarm that occupies the same space as a non-supernatural flame up to the size of a burning building instantly puts it out.
    They can even use this ability to land on water, freezing a large section thick enough to support their collective weight.

    Frosty Plumage (Ex):
    A snowey dove continuously produces a chill mist from its body. The misty haze is so thick that it grants the creatures one-half concealment (20% miss-chance) and makes hiding easier (see Skills below). Though it is difficult to see the swarm because of the mist rising from their bodies, the mist itself is visible, provided that the area has sufficient light to by which to see it. This has the same affect as a Sleet Storm spell to those caught within the swarm.

    Gelid (Ex):
    Any liquid or container of liquid within the swarm automatically freezes solid. If a weapon is drawn for a full round within the swarm the weapon becomes brittle, reducing its hardness by 5 until it thaws (5 minutes in contact with warmth, 1 minute in heat such as flame or boiling water, 1 hour if in already freezing conditions). In addition, rolling a 1 on an attack with the weapon causes it to take damage equivalent to the ammount it would have dealt on a successful hit. When a snowy dove dies it rapidly freezes over and shatters at the slightest touch. Drinking the melted remains of a snowy dove gives one cold resistance 2 for an hour. This affect does not stack with multiple drinks.

    Touch of Winter's Sleep (Sp):
    Those whom remain a full round within the swarm must make a DC 16 will save or go into a state of suspended animation for 12 weeks as if under the affects of a Hibernate spell (Frostburn p. 97). The save DC is charisma based.

    Vulnerability to Fire:
    A snowy dove takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Whitesight (Ex):
    Snowy doves are immune to snow glare and can see normally in whiteout conditions, including within their collective frosty plumage ability

    Skills:
    In snowy or misty areas, a snowy dove swarm gains a +8 bonus on hide checks.

  8. - Top - End - #8
    Barbarian in the Playground
    Join Date
    Feb 2005
    Location

    Default Re: Requesting Aid: Come take them apart, fellows!

    A few things that I would like to raise as questions.

    EDIT: I was thinking some more, and it made sense to me that if someone had damage reduction towards cold, or was otherwise protected from cold, that would mean their body was not releasing heat and they were therefore invisible towards something with heatsense. I don't have Frostburn, but this makes sense to me--does it make sense to you?

    1. How long does it take for a newly-planted Arcadian Holly to grow to maturity and begin producing berries? What is the caster level of the berries, how many per cluster, and, most importantly, how much would an Arcadian Holly seed sell for on an open market? If you like, that item is also begging to be made into a special spell component for good-aligned spellcasters only.

    2. Is there a way to harvest the Blizzard Willow's nectar that doesn't require you to kill it? I am going to be bringing my party to a northern area in a while (IRL probably a year or more before we get that far) and I imagine barbarian tribes harvesting the stuff...but having trouble picturing how. Hrm.

    3. Should a blizzard willow also be considered an outsider, for flavor and as the target of outsider-only spells?

    4. Deathdew looks almost as if someone would try to harvest it to create a trap or a poison-like substance. Since it appears to grow on wood and consumes heat, would it be able to be applied in an area where there is a wooden ceiling and is slightly chilly? If that were possible, live Deathdew would need a monetary value.

    5. Flash herring scales look like they would easily be a type of treasure--possibly as a spell component (enhances Glitterdust, perhaps?) or as an alchemical item substitute. If you agreed with that, again, monetary value for the scales would be in order (though, as with blizzard willow oil, they would probably decay if not properly preserved).

    6. Snowy Dove Plumage--sounds like that could be harvested by someone with protection from cold on them. If you agree--well, you know the drill. :)
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