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Frostmist
A cloud of freezing mist spreads, moving against the wind.
CR 12; XP 19,200
NE Fine Undead (cold, swarm)
Init +12; Senses darkvision 60 ft., lifesense; Perception +30
Defense
AC 27, touch 27, flat-footed 19 (+8 Dex, +1 dodge, +8 size)
hp 130 (20d8+40)
Fort +9; Ref +16; Will +15
Defensive Abilities avoid heat, cold rejuvenation; Immune cold, swarm traits, undead traits, weapon damage
Weakness vulnerable to area effects, vulnerable to fire
Offense
Speed fly 60 ft. (perfect)
Melee swarm (4d6 plus 4d6 cold)
Special Attacks creeping frost, distraction (DC 20),
Statistics
Str —, Dex 26, Con —, Int 5, Wis 13, Cha 13
Base Atk +15; CMB —; CMD —
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lightning Stance, Mobility, Skill Focus (Perception), Toughness, Wind Stance
Skills Fly +24, Perception +30, Stealth +24
Ecology
Environment any cold
Organization solitary, pair
Treasure incidental
Special Abilities
Avoid Heat (Ex) After suffering damage from fire or positive energy effects, a frostmist can, as an immediate action, move up to twice its speed.
Cold Rejuvenation (Su) A frostmist will reform itself within 4d6 hours after being destroyed as long as the temperature of the surrounding environment remains below freezing. To destroy a frostmist permanently, it has to be destroyed while within area that is consecrated, hallowed, or above 32 degree Fahrenheit. Frostmist heals 5 hit points per round when in environmental conditions of severe cold, or 10 hit points in extreme cold.
Creeping Cold (Su) Each time a corporeal creature fails a saving throw against frostmist's distraction ability, a layer of supernatural frost grows over its body, reducing all its speed types by 5 feet, and caster level of all fire, light, healing, and positive energy spells and spell-like abilities by 1. Creatures with fire subtype also lose one die of damage from all fire-based attacks and special abilities they have. All the penalties of creeping cold are cumulative. Any creature whose speed is reduced to 0 in this way, is frozen to the ground (violently falling to the ground if flying) and can't leave its space. Removing those penalties requires using break enchantment, freedom, remove curse, or resting in warm conditions for at least an hour. Creatures with the cold subtype are immune to speed reduction but still suffer caster level penalty.
Frostmists are malign undead presences that clothe themselves in cold air and freezing moisture, quickly sapping vitality of living creatures they catch within their chilly embrace.
Very cool. (see what I did there?)
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