Guardian (Ice Weird)
Guardian (Ice Weird)
Guardian (Ice Weird)
of the Norse deities, and indeed of deities and priests in Craft checks, and a +4 racial bonus on Use Magic Device
general, for good reason. Many Midgard dwarves, such as checks.
Andvari, have been killed or robbed by the Aesir.
Midgard dwarves speak Dwarven and Celestial. MIDGARD DWARF CHARACTERS
A Midgard dwarf’s favored class is fighter. Midgard dwarf
COMBAT clerics are rare, since the Midgard dwarves are distrustful
The dwarves have traditionally been for the dwarves, of all gods. A Midgard dwarf cleric has access to two of the
unwilling to fight for any cause except their own. That following domains: Fire, Knowledge, Strength, and War.
MONSTERS OF THE
said, in Norse legends and sagas, dwarves were willing
CHAPTER 6
to fight the gods themselves if necessary. This stubborn-
FROSTFELL
ness serves them well, as do their magic weapons, rings, ELEMENTAL WEIRD
and armor. Weirds are strange beings of elemental energy who are
Curse (Su): Once per year as a standard action, a Mid- mighty diviners. They are oracles and seers, sometimes
gard dwarf can lay a powerful curse on someone who has sought out by mortal creatures for the gifts of knowledge
wronged him (usually by stealing from him, injuring him, they can offer. Weirds dwell in remote or hidden places in
or killing a close relation). This functions like bestow curse the Material Plane; the frostfell is home to two varieties, the
(DC 16, CL 20th), except that the range is unlimited, and ice weird and snow weird.
the spell is dismissible. The save DC is Wisdom-based. The A weird resembles a beautiful female humanoid com-
dwarf must be able to see or describe his target (for example, posed of snow or ice. The creature is bound to a special
“the thief who took my gold, wherever he is” or “the one who elemental pool, a place of power from which the mystic
killed Snorri”) and the target must be guilty of the injury energies that comprise the weird spring.
the dwarf specifies. Dwarves on the brink of falling in battle Like most seers, weirds rarely provide clear prophecies
have been known to forego an attack in order to curse the or prognostications. Weirds do not lie, but they often omit
enemy who is about to defeat them. information, or provide information the listener simply
A dwarf can sometimes be persuaded to lift his curse with can’t understand yet because the requisite events have not
an offer of weregild—money to compensate the dwarf for yet come to pass. Weirds do not dispense their prophecies
the injury or wrong he suffered. Generally, this requires at for free—those who seek one out would be wise to bring
least 1,000 gold pieces. gifts or offerings, or be prepared to serve the creature as
Alternate Form (Su): Midgard dwarves have the abil- it directs.
ity to assume the form of one specific animal of Small or A weird can communicate with any creature that has a
smaller size—typically a badger, otter, raven, or weasel. A language.
Midgard dwarf can shift between its humanoid and animal
form as a standard action. This ability works much like the COMBAT
polymorph spell, except that the Midgard dwarf is limited to Weirds avoid combat, going so far as to abandon their pools
the one specific animal he knows how to turn into, and he and return to their native elemental planes rather than
does not regain hit points for changing form. engage in a fight. If circumstances prevent them from
Dwarven Blood: For all effects related to race, a Midgard simply avoiding battle, they use their formidable spells and
dwarf is considered a dwarf. special abilities to attack at range, viewing melee combat as
Magic Items: All Midgard dwarves equip themselves a tactic of last resort.
with magic arms and armor. The dwarf described here Elemental Pool: Weirds are physically tied to magic
uses a +2 chain shirt, +2 battleaxe, +1 light crossbow, and +1 pools or patches of their native substance, and cannot leave
ring of protection, but other dwarves may have different except to return to their native plane, either the Elemental
possessions. Plane of Air or Water. Each elemental pool has a portal to the
Few seek to take their wealth from Midgard dwarves, since elemental planes at its bottom. An elemental pool is always
they are notoriously unforgiving. Midgard dwarves will at least 40 feet in diameter and 20 feet deep, although a pool
carry a grudge or grievance for generations, even passing it can be up to ten times that size.
down in clan and family lines. A weird may rise up to a height of 10 feet above the surface
Master Smith (Ex): Midgard dwarves gain Craft Magic of its ice pool, but the lower part of its body must always
Arms and Armor, Craft Wondrous Item, and Forge Ring as remain in contact with the elemental pool. Once a weird
bonus feats. They are considered to possess the prerequisites exits the pool for its native plane, the portal closes, and the
necessary to craft any magic item of those types, even if they pool loses its special properties.
do not otherwise meet the requirements or have the ability Prescience (Sp): At will and as a free action, a weird can
to cast the necessary spells. duplicate the effect of any of the following divination spells:
Native Outsider Traits: Unlike most outsiders, Midgard clairaudience/clairvoyance, contact other plane, detect thoughts
dwarves can be raised or resurrected normally. They have dark- (DC 18), discern location, find the path, foresight, greater scrying
vision out to 60 feet. (DC 23), legend lore, locate creature, locate object, tongues, vision.
Caster level 18th.
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Searching Gaze (Su): A weird continually has the ben- Chill (Ex): In addition to its normal slam damage, an ice
efits of the analyze dweomer and true seeing spells. weird deals an extra 1d6 points of cold damage with a suc-
cessful melee attack.
ICE WEIRD Elemental Command (Su): An ice weird can attempt to
Large Elemental (Cold, Extraplanar, Water) gain control over any elemental with the cold or water sub-
Hit Dice: 15d8+45 (112 hp) type within 100 feet. The elemental must make a successful
Initiative: +6 DC 23 Will save or succumb to the ice weird’s control. An
Speed: 30 ft. (6 squares), swim 30 ft. elemental that saves against this attack is immune to that
Armor Class: 21 (–1 size, +2 Dex, +8 natural), +2 insight), weird’s elemental command ability for 24 hours. A weird has
MONSTERS OF THE
touch 13, flat-footed 17 no limit to the number of elementals it can control. The save
CHAPTER 6
Attack: Slam +15 melee (2d6+5 plus 1d6 cold) Once under the weird’s command, an elemental serves
Full Attack: 2 slams +15 melee (2d6+5 plus 1d6 cold) the ice weird until either it or the weird dies, until the
Space/Reach: 10 ft./10 ft. weird dismisses it, or until the duration for its summoning
Special Attacks: Chill, elemental command, spells, expires. It obeys the ice weird explicitly, even if ordered to
summon elementals attack the being who originally summoned it. The weird
Special Qualities: Damage reduction 15/magic, dark- does not need to concentrate to maintain control over any
vision 60 ft., elemental ice pool, elemental traits, elemental it commands.
heat sense, ice mastery, immunity to cold, prescience, Spells: An ice weird can cast arcane spells and divine
regeneration 10, searching gaze, spell resistance 25, spells from the Chaos, Cold, and Law domains as an 18th-
vulnerability to fire level sorcerer.
Saves: Fort +14, Ref +9 (+11 with foresight), Will +11 Typical Sorcerer Spells Known (6/8/8/7/7/7/7/6/5/3 per
Abilities: Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 22 day): 0—arcane mark, daze (DC 16), detect magic, flare, ghost
Skills: Concentration +21, Diplomacy +26, Knowledge sound (DC 16), mage hand, ray of frost, read magic, resistance;
(any two) +23, Listen +26, Sense Motive +24, Spot +26, 1st—magic missile, obscuring mist, shield, silent image, true
Swim +13 strike; 2nd—calm emotions (DC 18), invisibility, mirror image,
Feats: Alertness, Dodge, Empower Spell, Great Fortitude, scorching ray (+12 ranged touch), whispering wind; 3rd—dis-
Improved Initiative, Lightning Reflexes placement, lightning bolt (DC 19), protection from energy,
Environment: Elemental Plane of Water suggestion (DC 19); 4th—lesser geas (DC 20), remove curse,
Organization: Solitary, pair, or charm (3–4) solid fog, wall of ice (DC 20); 5th—cone of cold (DC 21), dispel
Challenge Rating: 15 law (DC 21), dream, feeblemind (DC 21); 6th—animate objects,
Treasure: Double standard chain lightning (DC 22), greater dispel magic; 7th—dictum (DC
Alignment: Always neutral 23), project image, spell turning; 8th—demand (DC 24), polar
Advancement: 16–30 HD (Large); 31–45 HD (Huge) ray (+12 ranged touch); 9th—mass hold monster (DC 25).
Level Adjustment: — Summon Elementals (Sp): Three times per day, an ice
weird can summon forth water elementals from its elemen-
This creature looks like a large, beautiful woman sculpted out tal ice pool. It can choose to summon 3 Huge, 2 greater, or
of pure, transparent ice. Her eyes glow with white fire and misty 1 elder elemental through this portal. This functions like
vapors pour off her body, evaporating into the air. Below her summon monster IX, caster level 20th.
torso, her body becomes a shifting column of ice blocks that con-
nect her to the icy surface beneath her. Elemental Ice Pool (Su): An ice weird dwells within
a large patch or pool of churning, grinding elemental
ice, anything from a frozen pool to an iceberg or even
Owing to their rigid structure and their constant fear of a glacier.
melting, ice weirds have become predictors of the unending Any nonelemental creature entering a weird’s pool
battle between chaos and law. They foresee which of these without the weird’s permission must succeed on a DC 23
primal forces will dominate future events. Fortitude save each round or be irrevocably transformed
An ice weird’s lair is usually situated within a glacier, ice- into ice. Creatures granted access to the pool by the weird
berg, or surprisingly often within special chambers filled are not subject to transformation. However, creatures
with freezing cold created by wizards of chaos or law who allowed to enter a pool must still provide their own protec-
wish to take advantage of the ice weird’s prognostications. tion from cold and ice, as well as the means to breathe and
Ice weirds speak Aquan, Auran, Common, and Ice Weird. move normally. Otherwise, they take 2d6 points of damage
They also benefit from their tongues spell-like ability. and 2d6 points of cold damage per round from the churn-
ing blocks of ice, and may drown.
Combat An ice weird is physically tied to its pool and cannot leave
Ice weirds refrain from combat unless they or the ele- except to return to its native plane.
mental ice in which they dwell are attacked. In addition Elemental Traits: An ice weird has immunity to poison,
to the abilities shared by all weirds, ice weirds have the sleep effects, paralysis, and stunning. It is not subject to
following powers. extra damage from critical hits or flanking. It cannot be
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raised, reincarnated, or resurrected (though a limited wish, Environment: Elemental Plane of Air
wish, miracle, or true resurrection spell can restore life). It has Organization: Solitary, pair, or charm (3–4)
darkvision out to 60 feet. Challenge Rating: 15
Heat Sense (Su): An ice weird can automatically Treasure: Double standard
sense heat sources within 60 feet, as the spell detect fire. Alignment: Usually neutral
It senses only the presence or absence of heat, but if it Advancement: 16–30 HD (Large); 31–45 HD (Huge)
chooses to use a standard action to concentrate on this Level Adjustment: —
ability, it can establish the number and location of heat
auras and the strength of each in the second and third This creature appears as a large, beautiful woman composed
MONSTERS OF THE
rounds of concentration. entirely of brilliant white snow. She has dazzling silver eyes too
bright to look at. Below her torso, her body becomes a swirling
CHAPTER 6
Invisible creatures whose location is pinpointed by heat
FROSTFELL
blizzard that connects her to the snowy ground.
sense still have total concealment from an ice weird.
Ice Mastery (Ex): An ice weird gains a +1 bonus on attack
and damage rolls if its foe is touching ice. Snow weirds are harbingers of boon and doom, predict-
Regeneration (Ex): An ice weird takes normal damage ing weal and safety or warning of dire circumstances and
from fire and cold iron weapons. Attack forms that don’t events to come. They see great fluidity in everything,
deal hit point damage ignore regeneration. since they themselves can take the form of beautiful
Skills: An ice weird has a +8 racial bonus on any Swim showers of pure white snowflakes or dangerous and
check to perform some special action or avoid a hazard. deadly blizzards.
It can always choose to take 10 on a Swim check, even if While snow weirds see themselves as conduits between
distracted or endangered. It can use the run action while the Elemental Plane of Air and the
swimming, provided it swims in a straight line. Material Plane, here to convey
Weirds divined information to all pe-
SNOW WEIRD titioners, their ever-changing
Large Elemental (Air, Cold, Extraplanar) nature (though governed by
Illus. by D. Crabapple
Hit Dice: 15d8+45 (112 hp) strict natural laws) sometimes
Initiative: +8 causes them to engulf travel-
Speed: 30 ft. (6 squares), fly 60 ft. (perfect) ers in snowstorms for their
Armor Class: 19 (–1 size, +4 Dex, +4 own amusement.
natural, +2 insight), touch 15, f lat- Snow weirds speak Aquan,
footed 13 Auran, Common, and Snow
Base Attack/Grapple: +11/+20 Weird. They also benefit from
Attack: Slam +15 melee (2d6+5 plus 1d6 cold) their tongues spell-like ability.
Full Attack: 2 slams +15 melee (2d6+5 plus
1d6 cold) Combat
Space/Reach: 10 ft./10 ft. Snow weird A snow weird refrains from
Special Attacks: Chill, elemental combat unless it or the el-
command, spells, summon elementals emental snow in which it
Special Qualities: Damage reduction 15/magic, dwells is attacked. In addi-
darkvision 60 ft., elemental snow pool, tion to the abilities shared
elemental traits, immunity to cold, pre- by all weirds, snow weirds
science, regeneration 10, searching gaze, have the following powers.
snow mastery, spell resistance 25, vulner- Chill (Ex): In addition to its
ability to fire normal slam damage, a snow
Saves: Fort +10, Ref +15 (+17 with weird deals an extra 1d6
foresight), Will +11 points of cold damage with a
Abilities: Str 21, Dex 18, Con 17, successful melee attack.
Int 20, Wis 23, Cha 22 Elemental Command
Skills: Concentration +21, (Su): A snow weird can at-
Diplomacy +26, Knowl- tempt to gain control over
edge (any two) any elemental with the
+23, Listen +26, cold or air subtype with-
Sense Motive +24, in 100 feet. The elemental
Spot +26 must make a successful DC
Feats: Alertness, Dodge, 23 Will save or succumb
Empower Spell, Great Fortitude, to the snow weird’s con-
Improved Initiative, Lightning Ice weird trol. An elemental that saves
Reflexes against this attack is immune
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