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| Mote Frost Lord Diminutive Fey Medium-Size Fey (Cold) Hit Dice � d6 (1 hp) 8d6+16 (44 hp) Initiative: +5 (Dex) +6 (+2 Dex, +4 Improved Initiative) Speed: 5 ft, fly 30 ft (perfect) 40 ft AC: 19 (+4 size, +5 Dex) 20 (+2 Dex, +4 natural, +4 chain shirt) Attacks: Bite -1 melee Sword +6 melee; or slam +6 melee Damage: Bite inject eggs Long sword 1d8+2, Slam 1d3+3+1d6 cold Face/Reach: 1 ft. by 1 ft. /0 ft. 5 ft. by 5 ft. /5 ft. Special Attacks: Inject egg, Spell-like abilities Spell-like abilities, spell casting, shapechange, frost aura Special Qualities: Faerie qualities, SR 10 Damage reduction 5/+2, SR 20, faerie qualities, cold subtype, scent Saves: Fort +0, Ref +7, Will + Fort +4, Ref +8, Will +9 Abilities: Str 1, Dex 21, Con 10, Str 14, Dex 15, Con 14, Int 3, Wis 14, Cha 4 Int 16, Wis 17, Cha 19 Skills: Concentrate +4, Hide +17, Animal Handling +8, Balance +6*, Listen +4, Move Silently +6, Bluff +9, Concentrate +8, Hide +8, Spot +4 Listen +13, Move Silently +10, Sense Motive +8, Spot +13, Wilderness Lore +9 Feats: Dodge Alertness, Improved Initiative, Spell Focus (Enchantment), Track Climate/Terrain: Any land and underground Any cold Organization: Solitary, gang (2-8), swarm (9-18) Solitary, pair, or party (3-5) Challenge Rating: � 9 Treasure: None Double standard Alignment: Always chaotic neutral Usually chaotic evil Advancement: 1/4-1 HD (Tiny) 9-24 HD (Medium-size) Existing between night and day, this world and the next, are menagerie of graceful creatures known as the faerie. Often pleasent to look at, they are usually deadly and hateful of the natural world. Faerie Qualities Immunities (Ex): Faeries are immune to magical blinding effects as well as enchantment and petrification. Unhindered Vision (Ex): Faeries can perfectly in darkness of any kind, even that created by deeper darkness spells. They also can see twice as far as normal creatures. Resistances (Ex): Faeries have cold resistance 15. Unnatural (Ex): Faeries are subject to spells that repel or banish effect outsiders. Mote Least of the faeries, motes are little more than mutated insects. They dwell in wooded areas and use their innocuous appearance to lure victims. Motes look like tiny women with insect wings. These wings are either moth or dragonfly wings and may be drab or brilliantly colored. Their hair includes all the normal colors as well as greenish tints. Their clothing is nonexistent or consists of molded leaves and moss. A mote�s voice is light and childish. But beneath this thin skin motes have an insect like anatomy and are cold blooded. Motes speak broken Sylvan. Combat Seemingly inoffensive, motes are prone to swarming lone individuals and small groups. They use their abilities to good effect in what is usually the end of their life cycle. Inject Egg (Ex): With a successful bite attack motes inject their victim with up to dozen tiny eggs. A Fortitude save (DC 15) must be made or within 12 hours the victim will become seriously ill (-10 circumstance penalty to all abilities). 1d3 hours later the victim will die and giant insect larva will eat their way out. Saving the victim requires either a remove disease spell or similar magic must be cast on the victim or the eggs must be dug out within an hour of implantation (Heal check DC 20, inflicts 1d6 damage). Spell-like Abilities (Sp): 1/day-charm person or animal, glitter dust and sleep. These abilities are cast as a 5th level druid (DC 12 + level). Frost Lord Frost lord, or more commonly frost lady, are a cruel race of ice faeries. Delighting in the hunt of sentient beings and in blood sports. Frost lords look like pale skinned humans, with long blond or white hair. Their eyes are blue or violet in color and glint in the moonlight. Typically they wear leather and chain shirts about their lithe bodies. Frost lords are extremely beautiful marred by their cold demeanor and aura of frost. Frost lords speak Abyssal, Common, Elven, and Sylvan. Combat Frost lords prefer to chase down their victims, wearing them down with exhaustion. If their victims chose to stand and fight, the frost lords will use their animal companions to weaken them with hit and run attacks while they mock the mortals. Frost Aura (Su): Frost lords are surrounded by an aura of cold that slowly freezes those around them. Those within 30 feet of a frost lord suffers 1d6 cold damage a round. Frost lords are able to suppress this effect as a free action but rarely do so. Spell-like Abilities (Sp): At will-charm person or animal and darkness, 1/day-control weather and wall of ice. These abilities are cast as a 12th level sorcerer (DC 14 + level). They can also replicate spells as 9th level druids. Shapechange (Sp): 3/day a frost lord is able to shapechange into an animal (or dire animal) of Large size or smaller. Cold Subtype: Frost lords are immune to cold and take double damage from fire except on a successful saving throw. |