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Living Ice
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Large Ooze (Cold) |
Hit Dice: | 6d10+12 (45 hp) |
Initiative: | -2 |
Speed: | 15 ft. |
AC: | 13 (-1 size, -2 Dex, +6 natural), touch 7, flat-footed 13 |
Base Attack/Grapple: | +4/+13 |
Attack: | Slam +10 melee (1d6+5 plus 1d6 cold, paralysis) | Full Attack: | 2 slams +10 melee (1d6+5 plus 1d6 cold, paralysis) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Improved grab, paralyzing touch, death blow | Special Qualities: | Cold fast healing 2, blindsight 60 ft., ooze traits |
Saves: | Fort 4, Ref 0, Will -1 |
Abilities: | Str 20, Dex 6, Con 14, Int -, Wis 5, Cha 10 |
Environment: | Cold Plains |
Organization: | Solitary or Brood of 2 to 5 (1d4+1) |
Challenge Rating: | 6 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | 7 to 12 HD (Large); 13 to 18 HD (Huge) |
Level Adjustment: | - |
- Appearance
- Living Ice appears as a sheet of slick, white ice. It is indistinguishable from other ice or snow until it attacks. Living Ice
moves by sliding over the ground or under the snow. When lying still a Spot check (DC 20) is necessary to recognize
something unnatural about a patch of snow or ice that is actually a Living Ice ooze. A moving living ice is less difficult to
spot (DC 10).
Living Ice have no language. They tend to congregate only out of a basic desire to be
near sources of cold.
- Combat
- A living ice attacks by laying still and waiting for prey to step within easy reach. It uses its freezing touch and enzymes
to paralyze victims and then flows into the creatures orifices to stop its heart with its cold.
Improved Grab (Ex): A Living Ice automatically attempts to start a grapple with
any creature that it strikes with a successful slam attack.
Paralyzing Touch (Ex): Creatures touched by the slam attack of a Living Ice must
make a Fortitude save (DC 15) or become paralyzed for 1d6 rounds.
Cold Fast Healing (Ex): Living ice gain Fast Healing 2 while in temperatures below
freezing or for two rounds after being exposed to any spell with the cold descriptor.
Death Blow (Ex): Living Ice that is grappling a paralyzed creature can enter its
victim's body through the mouth, nose, and other orifices, and rapidly paralyzing the creatures vital functions and killing it.
This is a coup de grace attempt is a standard action (Death Blow feat can be found in Sword & Fist [WTC11829]) and
provokes attacks of opportunity. This attack has no effect against Constructs, Elementals, Oozes, Plants, Undead, and
any creature that is immune to critical hits; these creatures lack a physiology vulnerable to this attack form.
Blindsight (Ex): An ooze's entire body is a primitive sensory organ that can
ascertain prey by scent, heat, and vibration within 60 feet.
Ooze Traits: Mindless and immune to mind-influencing effects (charms,
compulsions, phantasms, patterns, and morale effects), poison, sleep effects , paralysis, stunning, and polymorphing. Not
subject to critical hits or flanking. Blind and is immune to gaze attacks, visual effects, illusions, and other attack forms that
rely on sight. Does not sleep.
Cold Subtype: Immunity to cold, but vulnerable 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.
- Habitat/Society
- Living Ice is only found in frozen wastes and mountains where it remains cold all year long. Most adventures never encounter
it unless they travel into the sub-arctic or arctic plains. The Living Ice creature works in tandem with its fellows to overcome
even the more powerful creatures. They usually lurk in caves or crevasses.
- Ecology
- Living Ice is a natural predator of the arctic. Arctic fauna with the Scent ability may become irritable in the presence of
Living Ice, but it is often too late by the time the ooze has been noticed. Living Ice feeds on the cold and its attacking of
warm blooded creatures is a natural reaction, an attempt by the creature to remove an offending source of heat.
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