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View Poll Results: Include these monsters in the MitP?

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  • Blackice Shadow: Yes!

    13 76.47%
  • Blackice Shadow: No!

    2 11.76%
  • Rainbow Crab: Yes!

    15 88.24%
  • Rainbow Crab: No!

    2 11.76%
Multiple Choice Poll.
Results 1 to 10 of 10
  1. - Top - End - #1
    Dwarf in the Playground
     
    Danu's Avatar

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    eek [MiTP2] Blackice Shadow & Rainbow Crab

    Icewalker pointed out the actual rules to me, which I'd over-looked in my excitement, apparently. Because of that, I'm re-working the threads so that the negative votes can be included.

    Thanks, Icewalker.

    This thread contains the entries for the Blackice Shadow, the Ocanthicite creature traits, and the Rainbow Crab.
    Last edited by Danu; 2007-04-25 at 09:00 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
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    Default Blackice Shadow

    BLACKICE SHADOW
    Large Outsider (Ocanthicite, Extraplanar, Evil)
    Hit Dice: 11d8+44 (93 hp)
    Initiative: +2
    Speed: Fly 60 ft. (average)
    Armor Class: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
    Base Attack/ Grapple: +11/+21
    Attack: +1 ocanthicite greatsword +18 melee (3d6+10 plus 1d6 cold plus 2 Wisdom damage /19-20/x2)
    Full Attack: +1 ocanthicite greatsword +18/+13/+8 melee (3d6+10 plus 1d6 cold plus 2 Wisdom damage/ 19-20/x2)
    Space/Reach: 10 ft./ 10 ft.
    Special Attacks: Dissolution aura
    Special Qualities: Aura of cold, damage reduction 10/good and silver, darkvision 60 ft., cold healing, immunity to acid, resistance to fire and electricity 10, semi incorporeal, telepathy 60 ft.
    Saves: Fort +11, Ref +9, Will +13
    Abilities: Str 22, Dex 15, Con 19, Int 8, Wis 15, Cha 10
    Skills: Hide +16, Intimidate +14, Listen +16, Move Silently +20, Spot +16, Survival +16, Use Magic Device +14
    Feats: Cleave, Combat Reflexes, Power Attack, Weapon Focus (greatsword)
    Environment: Acheron
    Organization: Solitary
    Challenge Rating: 12
    Treasure: +1 ocanthicite greatsword
    Alignment: Always Evil (Any)
    Advancement: By character class

    Blacker then the night around it, a shadow slowly floats forward, tall and gaunt, with a glittering black sword almost as large as itself. Though the creature floats ghostlike and silent, something about the hunger in its eyes and the set of its posture screams its innate hostility.

    Born from endless shard of infinitely black ice which some speculate is a barrier between Ocanthus and the rest of existence, a blackice shadow is thought to be the reborn collective memories of hostility, pain, and suffering lost within the river Styx. As such lost memories accumulate, they form within this imprisoning black wall of ice as an creature of pure hate and viciousness; intelligent, but with little more desire then to cause their suffering upon others.
    Solitary by nature, a blackice shadow is still frequently enslaved, typically serving in the capacity of scouts or saboteurs: destroying the enemy's equipment before the actual army can engage. Since they’re brought forth from the reflected memories of all creatures, they are likely to serve chaos as law, and many serve even the neutral evil yugoloths instead.
    Blackice shadows that do not serve a master typically exist within the Ocanthus bladestorms, hunting for prey amongst the largest of the shards. These creatures know that it is best to avoid the Cabal Macabre, where Wee Jas lives, for she is not merciful with trespassers. In some cases, lawful evil blackice shadows may find employment as her guardians and servitors.

    COMBAT
    Blackice shadows prefer attacking from ambush. Although they're intelligent enough to comprehend tactics, they are usually to impatient or bold to plan for any length of time, preferring to simply strike quickly and retreat if faced by an overwhelming number of foes. Creatures familiar with these outsiders might note their coming when they notice a sudden decrease in temperature.
    Aura of Cold (Su): Blackice shadows radiate cold energy to a radius of 60 feet, lowering the immediate temperature around the around a blackice shadow by 2 temperature bands. For example, if the area is currently Warm it is instead treated as Cold, while if the area is currenly Cold, it is instead treated as Extreme Cold. (Refer to page 302 of the Dungeon Master's Guide, or page 9 of Frostburn for information on temperature bands.)
    Dissolution Aura (Su): Blackice shadows radiate a sickening aura out to 10 ft. that causes metal to weaken and snap. Non-magical metal items brought within this aura instantly disintegrate. Magical items made of metal or creatures with the construct type made with metal components must make a DC 19 Fort save every round or take 2d6 points of damage. This effect ignores hardness and damage reduction. The save DC is Con based.
    Last edited by Danu; 2007-04-13 at 03:50 PM.

  3. - Top - End - #3
    Dwarf in the Playground
     
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    Default Ocanthicite Traits

    OCANTHICITE TRAITS
    An ocanthicite creature possesses the following traits (unless otherwise noted in the creature’s entry).
    Cold Healing (Ex): For every 3 points of cold damage an attack would normally inflict, an ocanthicite creature instead heals 1 hit point of damage.
    — Immunity to acid.
    — Resistance to fire and electricity 10.
    Fighter feats: An ocanthicite creature may select fighter feats it qualifies for, as if it were a fighter of equivalent HD. An ocanthicite creature does not gain the bonus feat progression of the fighter. An ocanthicite creature’s HD stack with any levels it has as a fighter for determining which feats it may select.
    Ocanthicite Weapon: All ocanthicite creatures possess some form of weapon constructed from the black ice of the infamous Ocanthus barrier. This weapon usually takes the form of a one-handed or two-handed blade of a size appropriate to the ocanthicite creature. This black ice is much colder then normal ice. When an ocanthicite creature handles it, the substance becomes strong enough to be forged like steel.
    If the ocanthicite creature is destroyed, its weapon is also destroyed unless the weapon succeeds on a DC 14 Fortitude save. If the weapon is destroyed while the ocanthicite creature still lives (such as through a successful sunder attempt, or the disintegration spell), the ocanthicite creature may attempt to reform it as a full-round action, which provokes attacks of opportunity. Doing so imposes a –4 penalty to the creature’s Constitution for 1 hour, as it must sacrifice of its own essence to rebuild the weapon. An ocanthicite creature may only have a limited number of ocanthicite weapons, according to its entry. Any attempt to create additonal weapons beyond this number automatically fail, but the ocanthicite creature still suffers the Constitution penalty for attempting to do so.
    Any item made of ocanthicite is supernaturally cold. Any creature struck by an ocanthicite weapon is dealt 1d6 points of cold damage and 2 points of Wisdom damage each round it remains in contact with the ore. A successful DC 12 Will save negates the Wisdom damage. Creatures with the Cold subtype (or immunity to cold) are unaffected by the Wisdom damage. Ocanthicite has hardness 10 and 20 hit points per inch of thickness.
    Creatures with at least 6 points of cold resistance may ignore the cold damage, but only creatures with the Cold subtype (or immunity to cold) may ignore the 2 points of Wisdom damage. An ocanthicite weapon, regardless of that weapon’s source, can never harm an ocanthicite creature.
    Ocanthicite responds especially well to magical enhancements (such as frost and icy burst) that increase its ability to deal cold damage. It costs 10% less to apply such enhancements to an ocanthicite weapon. The additonal cold damage dealt by such enchantments stacks with the cold damage ocanthicite weapons already deal. An ocanthicite weapon enhanced magically has a better chance of surviving the ocanthicite creature's death. Each additional +1 of the weapon reduces the save DC by 2. This only occurs with actual improvements to the item's enhancement bonus to hit and damage, and does not work with +1 or better special abilities (such as frost or keen.
    Semi Incorporeal (Su): An ocanthicite creature’s body is misty and vague giving it some of the benefits of the incorporeal subtype. An ocanthicite creature can only be harmed by magical weapons or magical attacks, and even such attacks suffer a 20% chance of not affecting the ocanthicite creature.
    Because of this semi-incorporeal state, an ocanthicite creature is difficult to see. It gains a +4 circumstance bonus on Hide checks. It always travels silently, and cannot be heard unless it desires.
    An ocanthicite creature is otherwise treated as a corporeal creature. It cannot go through objects, it does not gain an incorporeal touch attack, and it retains its Strength. It can wield corporeal weapons and use corporeal items normally. An ocanthicite creature is treated as if it were fully corporeal when attempting to affect something with the incorporeal subtype.
    — Telepathy 60 ft.
    Last edited by Danu; 2007-04-13 at 03:59 PM.

  4. - Top - End - #4
    Dwarf in the Playground
     
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    Default Rainbow Crab

    RAINBOW CRAB
    Medium Aberration (Aquatic)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +1
    Speed: 15 ft. (3 squares), swim 30 ft.
    Armor Class: 16 (+1 Dex, +6 natural), touch 11, flat-footed 15
    Base Attack/ Grapple: +2/+5
    Attack: Claw +5 melee (1d4+3)
    Full Attack: 2 claws +5 melee (1d4+3)
    Space/Reach: 5 ft./ 5 ft.
    Special Attacks: Colorspray
    Special Qualities: Damage reduction 2/adamantine, darkvision 60 ft, carapace, light fortification, low-light vision, mindless
    Saves: Fort +2, Ref +0, Will +3
    Abilities: Str 16, Dex 12, Con 13, Int -, Wis 11, Cha 9
    Skills: Swim +11
    Feats: -
    Environment: Any underground
    Organization: Solitary, or group (2-5)
    Challenge Rating: 2
    Treasure: Half standard
    Alignment: Always neutral
    Advancement: 4-6 HD (Medium); 7-12 HD (Large)

    Roughly the size of a large dog, this hard-shelled green crab-like monster advances toward you, it's claws clacking together in a menacing manner, it's elongated eye-stalking flashing with brilliant light.

    Typically preying on smaller animals and vermin, a rainbow crab can still be a hazard to ill-prepared groups of adventurers.

    COMBAT
    Unable to make up any complex strategies, a rainbow crab will advance towards any creature it deems to be suitable prey (which includes most creatures). It will advance to within 60 ft. of such prey, and unleash it's colorspray against appropriate targets until such foes comento melee reach, then it will fiercely attack with it's claws.
    If any of its foes are helpless, the rainbow crab will advance and attempt a coup de grace.
    Amphibious (Ex): Although rainbow crabs are aquatic, they can survive indefinitely on land.
    Carapace: The chitin of a rainbow crab is extremely durable, and in some cases treated as an object separate from the actual creature. The carapace of the rainbow crab grants it damage reduction 2/adamantine, and 6 points of natural armor. In addition, it grants the crab light fortification.
    Unlike worn armor, a rainbow crab's carapace can be sundered (this is a special exception to the standard rules of attempting to sunder armor). Attempting to sunder the rainbow crab's armor always provokes an attack of opportunity, even if the attacker has the Improved Sunder feat. A rainbow crab may always make this attack of opportunity, even if it has already used its one attack of opportunity during that round.
    When sundered, a rainbow crab's armor is not destroyed. Instead, it reduces the crab's natural armor to 2 and removes the creature's damage reduction and light fortification. If damaged, a rainbow crab's carapace heals 6 hit points every night. Once all of it's hit points have been restored, the rainbow crab regains all of its natural armor bonus and its damage reduction.
    To sunder the crab's carapace, the attacker must make an attack roll against the rainbow crab's touch AC with a one-handed or two-handed melee weapon. If he succeeds, he deals normal damage. The carapace has a hardness of 5 and 12 hit points.
    Light Fortification: A rainbow crab has a 15% chance of ignoring critical hits. Roll this before the attacking creature rolls its confirmation.
    Colorspray (Su): Once every 1d4 rounds, as a free action, the rainbow crab may project a beam of multi-colored light from it's eyes, targeting a single opponent within 60 feet with a ranged touch attack. Upon a successful hit, the target must make a DC 12 Will save or suffer the effects of a color spray against the relevant hit dice.
    The save DC is Charisma based and includes a +2 racial bonus.
    Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    Skills: A rainbow crab has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    Last edited by Danu; 2007-05-08 at 10:18 PM.

  5. - Top - End - #5
    Titan in the Playground
     
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    Default Re: [MitP] Blackice Shadow, Rainbow Crab

    I like the Black Ice Shadow, but I think I would like to see some more associated fluff.
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

  6. - Top - End - #6
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    Lord Iames Osari's Avatar

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    Default Re: Ocanthicite Traits

    Quote Originally Posted by Danu View Post
    Aura of Cold (Su): Blackice shadows radiate cold energy to a radius of 60 feet, lowering the immediate temperature around the around a blackice shadow by 2. For example, if the area is currently Warm it is instead treated as Cold, while if the area is currenly Cold, it is instead treated as Extreme Cold. (Refer to page 302 of the Dungeon Master's Guide, or page 9 of Frostburn for information on temperature bands.)
    You might want to add the words "temperature bands" after "2," just to avoid confusion.
    Dissolution Aura (Su): Blackice shadows radiate a sickening aura out to 10 ft. that causes metal to weaken and snap. Non-magical metal items brought within this aura instantly disintegrate. Magical items made of metal or creatures with the construct type made with metal components must make a DC 19 Fort save every round or take 10d6 points of damage. This effect ignores hardness and damage reduction. The save DC is Con based.
    10d6 per round is far, far too much, even for a CR 12 creature.

    Quote Originally Posted by Danu View Post
    Fighter feats: An ocanthicite creature may select fighter feats it qualifies for, as if it were a fighter of equivalent HD. An ocanthicite creature does not gain the bonus feat progression of the fighter. An ocanthicite creature’s HD stack with any levels it has as a fighter for determining which feats it may select.
    Why is this ability part of this subtype?

    Ocanthicite Weapon: All ocanthicite creatures possess some form of weapon constructed from the black ice of the infamous Ocanthus barrier. This weapon usually takes the form of a one-handed or two-handed blade of a size appropriate to the ocanthicite creature. This black ice is much colder then normal ice. When an ocanthicite creature handles it, the substance becomes strong enough to be forged like steel.
    If the ocanthicite creature is destroyed, its weapon is also destroyed unless the weapon succeeds on a DC 19 Fortitude save. If the weapon is destroyed while the ocanthicite creature still lives (such as through a successful sunder attempt, or the disintegration spell), the ocanthicite creature may attempt to reform it as a full-round action, which provokes attacks of opportunity. Doing so imposes a –4 penalty to the creature’s Constitution for 1 hour, as it must sacrifice of its own essence to rebuild the weapon. An ocanthicite creature may only have a limited number of ocanthicite weapons, according to its entry. Any attempt to create more beyond this number automatically fail, but the ocanthicite creature still suffers the Constitution penalty for attempting to do so.
    Any item made of ocanthicite is supernaturally cold. Any creature struck by an ocanthicite weapon is dealt 1d6 points of cold damage and 2 points of Wisdom damage each round it remains in contact with the ore. A successful DC 12 Will save negates the Wisdom damage. Creatures with the Cold subtype are unaffected by the Wisdom damage. Ocanthicite has hardness 10 and 20 hit points per inch of thickness.
    Creatures with at least 6 points of cold resistance may ignore the cold damage, but only creatures with the Cold subtype may ignore the 2 points of Wisdom damage. An ocanthicite weapon, regardless of that weapon’s source, can never harm an ocanthicite creature.
    Ocanthicite responds especially well to magical enhancements (such as frost and icy burst) that increase its ability to deal cold damage. It costs 10% less to apply such enhancements to an ocanthicite weapon.
    What about creatures who are immune to cold damage?

    — Telepathy.
    What range?

  7. - Top - End - #7
    Orc in the Playground
     
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    Default Re: [MitP] Blackice Shadow, Rainbow Crab

    Ooh, rust monster! Still, I like this one better. Lots more coolness (ha ha) and superior fluff, as well as being a tougher fight. Though I see the reason for it, the treasure seems way too low, esp. because it tends to die when the creature does.
    The damage to magic items is a bit high as well, and if you don't get the cash back as treasure, running is actually a better idea.
    Last edited by Aramil Liadon; 2007-04-05 at 08:58 PM.
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  8. - Top - End - #8
    Dwarf in the Playground
     
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    Default Re: [MitP] Blackice Shadow, Rainbow Crab

    Quote Originally Posted by Lord Iames Osari
    You might want to add the words "temperature bands" after "2," just to avoid confusion.
    Quote Originally Posted by Lord Iames Osari
    10d6 per round is far, far too much, even for a CR 12 creature.
    You think so? I think you're right, now that I look at it. Since it ignores hardness and DR, that's an average of 35 damage every round to items. And magic items generally don't have that many hit points. I'm going to reduce it drastically, to 2d6 damage (average of 7), which makes it still very dangerous to magic items, but far less lethal to constructs with reach. An average magic weapon should be able to survive maybe two or three rounds in the aura, depending on how the DM rolls damage.

    Quote Originally Posted by Lord Iames Osari
    Why is this ability part of this subtype?
    Because all ocanthicite creatures share this trait, not just the blackice shadow. I have other blackice creatures in production, and each has the same advantage.

    Quote Originally Posted by Lord Iames Osari
    What about creatures who are immune to cold damage?
    All creatures with the cold subtype have immunity to cold, although the opposite is not always true. A creature that is immune to cold but that does not have the cold subtype is treated the same as a creature with the cold subtype. I'll specify this in the ocanthicite subtype.

    Quote Originally Posted by Lord Iames Osari
    What range?
    An ocanthicite's telepathy is 60 ft., unless otherwise specified Thank you for drawing my attention to that.

    Quote Originally Posted by Aramil Liadon
    Ooh, rust monster!
    Rust monster, and then some. ^_^

    Quote Originally Posted by Aramil Liadon
    Still, I like this one better. Lots more coolness (ha ha) and superior fluff, as well as being a tougher fight. Though I see the reason for it, the treasure seems way too low, esp. because it tends to die when the creature does.
    The damage to magic items is a bit high as well, and if you don't get the cash back as treasure, running is actually a better idea.
    In spite of the flavor text, I see most encounters with blackice shadows to be intentional, rather then simply by chance. In such cases, the creature would be rather difficult to run from. True, it doesn't have much in the way of treasure, but if it's a truly memorable encounter, I don't think to many PCs should really mind. ^_^

  9. - Top - End - #9
    Dwarf in the Playground
     
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    Default Re: [MitP] Blackice Shadow, Rainbow Crab

    Bumping.

    If you vote yes on the blackice shadow, I promise to bring out some more blackice critters, both weaker and stronger! ^_^

  10. - Top - End - #10
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    Default Re: [MiTP2] Blackice Shadow & Rainbow Crab

    Bump. Keep voting, people!

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