2025-05-25

Fantasy Monster: Pillar Of Frost And Flame

You can now support Shaper Of Worlds on Patreon.


Pillar Of Frost And Flame

A column of swirling fire explodes suddenly from the ground... Leaving unexpected frost on the nearby ground.

CR 6; XP 800
N Medium Outsider (cold, elemental, extraplanar, fire)
Init +12; Senses darkvision 60 ft.; Perception +15
Aura freezing (40 ft.)

Defense
AC 15, touch 11, flat-footed 14 (+8 Dex, +1 dodge)
hp 85 (10d10+10)
Fort +11; Ref +11; Will +11
Defensive Abilities vaporous; Immune cold, elemental traits, fire, nonmagical damage

Offense
Speed eruption 40 ft.
Special Attacks eruption (10 ft., 3d6 fire, Reflex DC 17 negates)

Statistics
Str —, Dex 26, Con 14, Int 2, Wis 15, Cha 11
Base Atk +10; CMB —; CMD —
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Toughness
Skills Perception +15

Ecology
Environment any (planar breaches)
Organization solitary, pair, or breach (3–12)
Treasure standard

Eruption (Su) A pillar of frost and flame can take a move action to either pulse a wave of heat around it, or vanish and violently reappear in an empty square within 40 feet to which it has direct line of effect, in both cases dealing 3d6 points of fire damage to all creatures and objects within 10 feet of their (new) position. A successful Reflex saving throw (DC 17) negates the damage. The saving throw DC is Constitution-based.

Freeing Aura (Su) A pillar of frost and flame sucks out heat from nearby area. Creatures and objects starting their turn within 40 feet of a pillar of frost and flame suffer 3d6 points of cold damage and creatures also become fatigued for 1 round. A successful Fortitude saving throw (DC 17) negates both the damage and fatigue. The saving throw DC is Constitution-based.

Vaporous (Su) A pillar of frost and flame is nearly devoid of mass and substance, and can neither exert physical force or be moved around by force, though unlike incorporeal beings it can't move through physical barriers. Attempting to bull-rush, grapple, or overrun a pillar of frost and flame simply deals 3d6 points o fire damage to attackers while they move through its space (or end in front of its space if they don't have enough movement left). A pillar of frost and flame is also immune to nonmagical damage and falling damage (if the surface underneath it breaks).


Pillars of frost and flame are living vortices of energy that draw heat from their surroundings and concentrating it into a column of crackling and swirling fire.

Their presence usually signals a planar breach, or an elemental invasion, though occasionally, powers of both cold and ice, and heat conjure them to serve as sentries and dangerous obstacles — with their animalistic intelligence, they occasionally respond to training, with sources of stable heat and occasional gusts of chilling wind instead of treats.

While they seem to be rather territorial when they find themselves on material plane, they are nomadic beings across the elemental planes, slowly migrating along and across the elemental borders.


No comments:

Post a Comment