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Habololy Main 

ICEPYRE

Medium-Sized Magical Beast (Cold)

Hit Dice: 6d10+30 (63 hp)

Initiative: +5 (+1 Dex, +4 Improved Initiative)

Speed:    20 ft.; fly 40 ft. (average)

AC: 18 (+1 Dex, +7 natural)

Base Attack: +6/+12

Attack: Bite +10

Full Attack: Bite +10 melee, 2 claws +5 melee

Damage: Bite 1d4 and numb; claw 2d4+2

Space/Reach: 5 ft. by 5 ft./ 5 ft.

Special Attacks: numb, screech

Special Qualities: Blindsight, Cold Subtype, Sonic Vulnerability

Saves: Fortitude+11, Reflex +4, Willpower +5

Abilities: Strength 18; Dexterity 13; Constitution 20; Intelligence 8; Wisdom 10; Charisma 15        

Skills: Handle Animal +2; Hide +1; Intimidate +2; Knowledge (Geography) +4; Listen +10; Move Silently +1; Search +3; Spot +2

Feats: Alertness; Improved Critical (bite); Improved Initiative

Environment: any Arctic or Sub-Arctic

Organization: Solitary

Creature Rarity: 4

Challenge Rating: 5

Treasure: standard

Alignment: Usually Neutral Evil

Advancement: 7-12 (large); 13-18 (huge); 19-25 (gargantuan)

Level Adjustment: +6

 

The fiendish creation of Frostine that has terrorized the races of Icefia since it was first settled; the Icepyre has replaced the vampire in the nightmares of Icefia’s inhabitants.  It hunts at night with the aid of its Ice Bats, its keen hearing, and its uncanny ability to find warm blood.  The nations of the continent of Icefia have tried on many occasions to destroy all of the Icepyres, but through the influence of the deity Frostine, enough always survive to keep the species going.

           

Icepyres are large humanoid creatures.  They are white to gray in color, blending in well with the snow and ice of their surroundings.  They have large leathery wings that are separate from their powerful fore limbs.  Icepyres walk on two legs, but often crouch when not walking.  They have needle like fangs that are capable of draining blood and other liquids from a creature.  The claws on their hands are thin and also needle like, while the claws on their feet are thick and meant for holding a creature in place.  Its head is the most disturbing part of the Icepyre to all those that see it.  It has the face of an oversized bat with an extended skull that protrudes to the top and back.

           

Icepyres are never seen together, and reports say that when two meet, they will fight to the death for control of the brood of Ice Bats each keeps.  It is from those broods that future Icepyres will come.  A new Icepyre is bound to the Icepyre that kept it as an Ice Bat.  Although they will not travel together, the younger will obey the commands sent by its sire.

 

Combat

Cold Subtype:  Cold immunity, double damage from fire except on a successful save.

           

Numb (Ex):  Every time the Icepyre successfully bites an opponent, the target must make a Fortitude saving throw at DC 18.  If the save is successful, nothing happens.  If the save fails, the target takes three points of Dexterity damage.

           

Screech (Ex):  Once per minute, the Icepyre may screech as an attack.  Anyone within 50 feet of the Ice bat must make a Fortitude saving throw at DC 20 of be deafened for five minutes.

           

Skills:  Icepyres receive a +8 racial bonus to all Listen skill checks.

           

Sonic Vulnerability:  Whenever the Icepyre is the target of a sonic-based attack, it receives a –4 penalty to its saving throw.

 

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