Ice Ghost (3.5e Creature)
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|Ice Ghost, Ghostly Form||Ice Ghost, Ice Form|
|Size/Type:||Medium Elemental (Cold, Water, Incorporeal)||Large Elemental (Cold, Water)|
|Hit Dice:||9d8+18 (58 hp)||9d8+36 (76 hp)|
|Speed:||Fly 30 ft. (perfect) (6 squares)||30ft. (6 squares)|
|Armor Class:||15 (+3 Dex, +2 deflection), touch 15, flat-footed 12||20 (+1 Dex, +8 natural, +2 deflection, -1 size), touch 12, flat-footed 19|
|Attack:||Claw +9 melee (partial touch) (see below) (1d6 plus 1d10 cold)||Slam +10 melee (2d6+5)|
|Full Attack:||2 claws +9 melee (partial touch) (see below) (1d6 plus 1d10 cold)||2 slams +10 melee (2d6+5)|
|Space/Reach:||5 ft./5 ft.||10 ft./10 ft.|
|Special Attacks:||Envelop, ice form, cold aura||Ghostly form, chill|
|Special Qualities:||Darkvision 60 ft., elemental traits, incorporeal traits, immunity to cold, vulnerability to fire||Darkvision 60 ft., elemental traits, damage reduction 10/—, immunity to cold, vulnerability to fire.|
|Saves:||Fort +7, Ref +5, Will +4||Fort +9, Ref +3, Will +4|
|Abilities:||Str —, Dex 16, Con 14, Int 7, Wis 10, Cha 14||Str 20, Dex 12, Con 18, Int 7, Wis 10, Cha 14|
|Skills:||Hide +12, Listen +6, Spot +5||Hide +2, Listen +6, Spot +5|
|Feats:||Iron Will, Alertness, Improved Initiative, Ability Focus (envelop)||Iron Will, Alertness, Improved Initiative, Ability Focus (envelop)|
|Environment:||Elemental Plane of Water||Elemental Plane of Water|
|Organization:||Solitary or pair||Solitary or pair|
|Alignment:||Usually neutral||Usually neutral|
|Advancement:||10-18 HD (Medium); 19-27 HD (Large)||10-18 HD (Large); 19-27 HD (Huge)|
(If the ice ghost succeeds on a touch attack against an opponent, but does not beat the opponent's full AC, it deals the cold damage but not the claw damage.)
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This creature appears to be merely a strange, vaguely humanoid blue cloud, but the space it fills is dotted with ice crystals, which fall to the ground and reform as it moves. It makes no sound as it approaches, but the air chills around it.
Ice ghosts are mysterious creatures from the Elemental Plane of Water, spirits that freeze water nearby, even in the air around them. By summoning up large amounts of water around them, ice ghosts can create a tough, icy shell and thus assume a corporeal form. In their basic forms, they are roughly humanoid blue blobs. They are occasionally summoned alongside water elementals as guards.
Upon assuming ice form, an ice ghost grows about 1.5 times its normal size, becoming roughly 9 feet tall and 300 pounds.
Ice ghosts speak Aquan.
Ice ghosts attempt to merge with enemies and freeze them from within, while initially scraping at enemies with ice shards. If heavily outnumbered, they will employ more defensive tactics; when facing enemies that can bypass their incorporeality, they will shift to ice form to improve their endurance.
Envelop (Su): An ice ghost in ghostly form can use this ability by moving into someone's space, provoking an attack of opportunity from the target. The target can make a DC 18 Will save to attempt to remove the ice ghost; if they fail, they take 3d10 cold damage. Each round, the target may attempt another Will save to expel the ice ghost, and upon failing takes the damage again. If they succeed, the ice ghost appears in an adjacent square and cannot use its envelop ability for the next 3 rounds. A victim can also use a full-round action to automatically expel the ice ghost, but they still take the damage during this round. (The save DC is Charisma-based.)
Ice Form (Sp): An ice ghost in ghostly form can effectively copy the effects of a create water spell on itself at will, changing into its ice form, documented above.
Ghostly Form (Su): An ice ghost in ice form can use a full-round action to abandon its body and return to its ghostly form.
Cold Aura (Su): A ghostly ice ghost adds 1d10 cold damage to its attacks.
Chill (Ex): In ice form, when an ice ghost successfully grapples a foe, that foe takes 2d8 points of cold damage on each of the ice ghost's turns.
Skills: A ghostly ice ghost gets a +4 bonus on Hide checks due to its insubstantiality.