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### Ice Constructs In the frozen heart of the world's most chilling realms, elemental energies and ancient magics give birth to the Ice Constructs. These entities are not born of flesh and bone but are sculpted from the very glaciers, snowbanks, and icy caverns they emerge from. Ethereal blue lights often dance within their crystalline forms, giving onlookers the faintest hint of the powerful arcane energy that sustains them. Their appearance can vary drastically – from humanoid shapes with features as detailed as any statue, to ferocious beasts with deadly, razor-sharp icy spikes, or even abstract forms that defy logical comprehension. But no matter their shape, their cold, clear surfaces are always deceptively beautiful, reflecting light in myriad shimmering patterns, captivating and ensnaring the gaze of the unwary. \pagebreak ### Tier 1 ___ > ## Living Snow Ball >*Small, Construct/ Elemental* > >*Tier 1, Challenge Point 1, XP: 1* > > ### Attributes >|**AC** 5 |**AP** 3 | >|:-|:-| > |**HP** 6 | **Posture** 5 | > - **Damage Immunities:** Bleed, Brain, Cold, Poison > - **Damage Weakness:** Acid, Fire > - **Passive Insight/ Perception** 14 > - **Senses** Blind Senses > - **Language** Elemental Speech (Aquan) > ### Movement >|**Base** 20 | **Climb/ Swim** 15 | **Dash** 30| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +4 |**DEX** -3 |**INT** -3 |**WIS** +4 |**CHA** -2 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > ### Abilities > - **Camouflage** While you are motionless, you appear to be snow. A creature analyzing you must succeed on an Investigation Check (DC 12) to notice your true nature and realize that you are alive. > > - **Stone Endurance** You are immune against being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned > ### Actions (1) > - **Throw Snowball** *Hit* +4, *Dmg* 1d8 cold > - *Throw Attack (20/60)* \pagebreak ___ ___ > ## Living Snow >*Large, Construct/ Elemental* > >*Tier 1, Challenge Point 8, XP: 8* > > ### Attributes >|**AC** 5 |**AP** 3 | >|:-|:-| > |**HP** 53 | **Posture** 28 | > - **Damage Immunities:** Bleed, Brain, Cold, Poison > - **Damage Weakness:** Acid, Fire > - **Passive Insight/ Perception** 14 > - **Senses** Blind Senses > - **Language** Elemental Speech (Aquan) > ### Movement >|**Base** 20 | **Climb/ Swim** 20 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +5 |**DEX** -3 |**INT** -3 |**WIS** +4 |**CHA** -2 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > \columnbreak > > ### Villain Actions > - **Snow Born** For every 10 HP you lose on a round, you can give birth to 1 *Living Snow Ball*, which takes its turn after you. > ### Abilities > - **Camouflage** While you are motionless, you appear to be snow. A creature analyzing you must succeed on an Investigation Check (DC 13) to notice your true nature and realize that you are alive. > > - **Stone Endurance** You are immune against being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned > ### Actions (1) > > - **Throw Snowball** *Hit* +5, *Dmg* 1d8 cold > - *Throw Attack (20/60)* > - **Snow Impact** *Hit* +5, *Dmg* 1d8 strike + 1d8 cold > - *Burrowed Mass:* On a hit, the target must succeed on an Athletics Save (DC 13), or become Contained and Immobilized for 1 turn. \pagebreak ### Tier 2
___ ___ > ## Ice Statue >*Medium, Construct/ Elemental* > >*Tier 2, Challenge Point 8, XP: 16* > > > ### Attributes >|**AC** 18 |**AP** 5 | >|:-|:-| > |**HP** 70 | **Posture** 36 | > - **Damage Immunities:** Bleed, Brain, Cold, Poison > - **Damage Weakness:** Acid, Fire > - **Passive Insight/ Perception** 14 > - **Senses** Blind Senses > - **Language** Elemental Speech (Aquan) > ### Movement >|**Base** 25 | **Climb/ Swim** 20 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +6 |**DEX** -1 |**INT** -1 |**WIS** +4 |**CHA** -2 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Abilities > - **Camouflage** While you are motionless, you appear as a statue. A creature attempting to analyze you must succeed on an Investigation Check (DC 14) to notice your true nature and realize that you are alive. > > > - **Freezing Aura:** At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 14), or become Contained for 1 turn. If a creature was already Contained, it takes 1d4 cold damage instead. > > - **Ice Armor** If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes 1d4 cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is 7). > - **Stone Endurance** You are immune against being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned > ### Actions (2) > - **Ice Macuahuitl** *Hit* +6, *Dmg* 1d10 slash + 2 cold > - *Versatile:* If you Attack with both hands, the damage roll of this weapon becomes 1d12 slash. > - *Favorite Weapon:* If you deal damage to the HP of a creature, it starts Bleeding (1d6). \pagebreak ### Tier 3
___ ___ > ## High Ice Statue >*Enormous, Construct/ Elemental* > >*Tier 3, Challenge Point 10, XP: 30* > >*Special Loot:* Frost Weapon (Rare Weapon) > > ### Attributes >|**AC** 18 |**AP** 7 | >|:-|:-| > |**HP** 88 | **Posture** 46 | > - **Damage Immunities:** Bleed, Brain, Cold, Poison > - **Damage Weakness:** Acid, Fire > - **Passive Insight/ Perception** 16 > - **Senses** Blind Senses > - **Language** Elemental Speech (Aquan) > ### Movement >|**Base** 25 | **Climb/ Swim** 20 | **Dash** 40| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +8 |**DEX** -3 |**INT** -1 |**WIS** +6 |**CHA** -2 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Abilities > - **Camouflage** While you are motionless, you appear as a statue. A creature attempting to analyze you must succeed on an Investigation Check (DC 16) to notice your true nature and realize that you are alive. > >\columnbreak > > - **Freezing Aura:** At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 16), or become Contained for 1 turn. If a creature was already Contained, it takes 1d6 cold damage instead. > > - **Heavy Impact** When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 16), or be pushed 20 feet away and become Stunned and Knocked Prone. > - **Ice Armor** If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes 1d6 cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is 7). > - **Stone Endurance** You are immune against being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned > ### Actions (3) > - **Great Sword** *Hit* +8, *Dmg*1d12 slash or thrust + 2 cold > * *Great Weapon:* If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12. > - *Heavy:* You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack. >* *TwoHanded:* Needs two hands to be wielded. >* *Favorite Weapon Effect:* As an Action, you can swing this sword. All creatures within 10 feet of you must then succeed on an Agility Save (DC 16), or take 1 hit from this weapon's Attack.