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Living Ice

Large Ooze (Cold)
Hit Dice:6d10+12 (45 hp)
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
Alignment:Always Neutral
Advancement:7 to 12 HD (Large);
13 to 18 HD (Huge)
Level Adjustment:-

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.

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.

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.

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.