Days 21 & 22: Winter & Surprise

Before today’s post, did you know that I wrote an OD&D style dwarf class for 5E D&D? Well, I did. You can find the playtest draft at this link.

And now, a new monster:

Abominable snowmen hunt icy landscapes for the sheer pleasure they derive from inflicting pain. These monsters hail from the Paraelemental Plane of Ice, a frozen waste formed where the Planes of Elemental Air and Water intersect.

1E Stats

Frequency: Very rare
No. Appearing: 1-6
Armor Class: 6
Move: 15″ (see below)
Hit Dice: 4+4
% in Lair: 10%
Treasure Type: O, Q
No. of Attacks: 2
Damage/Attack: 1-6/1-6
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Neutral evil
Size: M
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: V/325 XP + 5 XP/hp

An abominable snowman attacks with its claw-like fingers. If both claw attacks strike the same creature, the snowman’s target must make a saving throw versus paralyzation. A failed saving throw means the target becomes slowed for 1-3 melee rounds. Each of these rounds, the victim also suffers 1-6 points of damage from the unnatural cold caused by the snowman’s elemental powers. Twice per day, a snowman can form a wall of ice from snowy or icy terrain, and once per day it can use cone of cold. These powers function as if the snowman were a 9th-level magic-user.

In snowy, icy terrain, an abominable snowman is invisible and silent so long as it does nothing but move no more than 15′ per round. When stealth is not desired, a snowman moves across predominantly icy or snowy terrain with remarkable speed and agility. Otherwise, its movement rate is 12″. A snowman takes half damage from piercing and slashing weapons, but bludgeoning weapons inflict normal damage. Of course, a snowman is immune to cold-based attacks, but it is very susceptible to fire, suffering 50% greater damage from such attacks.

5E Stats

Medium elemental, neutral evil

Armor Class 14 (natural armor)
Hit Points 67 (9d8+27)
Speed 30 ft.
Ability Scores STR 18 (+4), DEX 13 (+1), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 12 (+1)
Damage Vulnerabilities fire
Damage Resistances piercing and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Auran
Challenge 4 (1,100 XP)

Arctic Adaptations: In icy or snowy terrain, the abominable snowman is magically invisible and inaudible so long as it does nothing but move no more than 15 feet per round. The abominable snowman treats ice and snow as normal terrain.

Innate Spellcasting: The abominable snowman’s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components.

2/day: wall of ice (only in icy/snowy terrain)
1/day: cone of cold (9d8 cold damage)


* Multiattack: The abominable snowman makes two claw attacks. If both attacks hit a target, the target must make a Wisdom saving throw (DC 14) or be slowed (as the spell). A creature affected by this ability makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends, but the effect lasts no more than 3 rounds.

* Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.

* Unnatural Cold: A creature slowed by the abominable snowman’s claw attacks takes 9 (2d8) cold damage at the start of its turn.

December 24th, 2017  in RPG No Comments »

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