Gelotine (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 9-21-24
Status: Complete
Editing: Clarity edits only please
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Gelotine (Ice Executioner)
Size/Type: Large Outsider (Cold, Elemental Spirit, Evil)
Hit Dice: 17d8+153 (229 hp)
Initiative: +7
Speed: 30 ft, fly 40 ft (average), swim 60 ft
Armor Class: 33 (+7 dex, +17 natural, -1 size), touch 16, flat-footed 26
Base Attack/Grapple: +17/+28
Attack: Vorpal Blade +28 melee (2d6+17 plus 2d6 cold, 18-20/x2) or Claw +27 melee (2d6+11 plus 2d6 cold plus cryosis, 18-20/x2) or Tail +27 melee (2d6+11 plus 2d6 cold plus cryosis, 20/x2)
Full Attack: Vorpal Blade +28/+23/+18/+13 melee (2d6+17, 18-20/x2) or Two Claws +25 melee (2d6+11 plus cryosis, 18-20/x2) or Tail +25 melee (2d6+11 plus cryosis, 20/x2)
Space/Reach: 10 ft/10 ft (20 ft with tail)
Special Attacks: Cryosis, Fear Aura (DC 25), SLAs, Spellstrike
Special Qualities: Aura of Blades (2d6 plus 2d6 cold), Darkvision 60 ft, DR 10/good or wood, Immunities, Heat Vision, Regeneration 5, Resist Acid 10, Skate, SR 26, Summon Elementals, Vulnerability to Fire
Saves: Fort +18, Ref +17, Will +16
Abilities: Str 33, Dex 25, Con 27, Int 12, Wis 18, Cha 24
Skills: Balance +26, Bluff +26, Concentration +27, Intimidation +30, Listen +23, Sense Motive +23, Spot +23, Survival +23, Swim +19*, Tumble +26
Feats: Power Attack, Cleave, Great Cleave, Multiattack, Iron Will, Improved ToughnessCW
Environment: Para-Elemental Plane of Cold
Organization: Solitary
Challenge Rating: 16
Treasure: Standard
Alignment: Always Evil
Advancement: 18-34 HD (Medium); 35-51 HD (Huge)
Level Adjustment:


Mount Everest is covered in corpses. They are not all due to the weather.

Utterly merciless, its cold emotionless eyes watched as the corpses piled up around it. It was the only satisfaction it could feel.

Fiends which perished in the Para-Elemental Plane of Cold were reborn as avatars of death in the unforgiving cold of nature, and the violence of war. The spilling of blood is the spilling of heat, replacing the body with the chill of death. Gelotines (also known as Ice Executioners) are particularly nasty fiends, humanoid in shape and clad in icy armor covered in spikes and blades constantly in states of freezing and melting away. Its head appears as a spiked helmet, with only glowing white eyes in its visor-like face, and it bears fiendish heritage with white bat wings and a dull spine-tipped long tail. Every breath they take emits a thick frozen mist.

Combat[edit]

The gelotine is a terrifying and heartless monster which seeks combat as the only way to feel anything but the dreadful numbness it is cursed to experience. In combat it relished swordplay, but also is a skilled spellcaster for creatures too far to strike down with its vorpal blade. It's tail is particularly long, and acts as a reach weapon.

Aura of Blades (Su): Icy blades constantly form and melt along its scaled surface. All creatures who start their turn within 10 ft of the gelotine take 2d6 slashing and 2d6 cold damage, no save. It can choose to suppress this aura as a free action on its turn for the round.

Cryosis (Su): Those struck by the gelotine's melee attacks take an additional +2d6 cold damage. Those struck by its natural attacks take an additional effect as fiendish ice starts growing on those it strikes. A creature struck by two or more natural attacks have their speed reduced to half. A creature who already had its speed reduced by any means instead has its speed reduced to 0. This persists until they succeed on a DC 18 Strength check as a standard action, or they take at least 15 points of fire damage to break the ever-growing frost off of their bodies.

Fear Aura (Su): A gelotine can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 16th). A creature that successfully saves cannot be affected again by the same gelotine’s aura for 24 hours. Other evil outsiders and cold subtyped creatures are immune to the aura. The save DC is Charisma-based.

Immunities (Ex): The gelotine is immune to cold damage, as well as charm, compulsion, disease, fear and other emotion altering effects, poison, and any effects which require blood or bleeding (such as a wounding weapon).

Heat Vision (Ex): A gelotine can see the heat of creatures, even through darkness and gaseous obstructions, and up to 1 inch of solid material. Creatures which do not emit heat compared to their background ambient heat, such as cold blooded creatures and many undead creatures and constructs, cannot be detected via heat vision.

Regeneration (Ex): A gelotine takes normal damage from good-aligned weapons, and from spells or effects with the good descriptor, as well as wooden weapons, and from fire damage.

Skate (Ex): So long as the gelotine moved last round, it can choose to move half the distance as a free action in its current round. This is normal movement and provokes attacks of opportunity as normal.

Spell-Like Abilities (Sp): At will-chill metal (DC 19), cold fireSpC (DC 18), frost breathSpC (DC 19); 3/day-cone of cold (DC 22), hypothermiaSpC (DC 21), ice storm, sleet storm, wall of ice (DC 21); 1/day-cold snapSpC, fiend of icy razorsSpC (DC 25), polar ray. The saving throws are Charisma based, caster level 16th.

Spellstrike: As a full round action the gelotine can make a single melee attack, and cast any spell or spell-like ability of one standard action in the same action. Casting in this way does not provoke attacks of opportunity for spellcasting.

Summon Elementals (Sp): Once per day a gelotine can attempt to summon 2d6 ice mephits or 1d6 large ice elementalsPF with a 50% chance of success, 1d6 elder ice elementalsPF with a 35% chance of success, or another gelotine with a 20% chance of success. This ability is the equivalent of a 6th-level spell.

Vorpal Blade (Su): The gelotine forms a particularly sharp large longsword made of ice in its grip, effectively a vorpal longsword +1. The blade is part of its form, and if dropped or the gelotine dies, it melts within 1 round. It can be reformed as a standard action.

*Gelotine have a +8 racial bonus to Swim checks.


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Eiji-kun's Homebrew (5659 Articles)
Eiji-kunv
AlignmentAlways Evil +
AuthorEiji-kun +
Challenge Rating16 +
EnvironmentPara-Elemental Plane of Cold +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeLarge +
SubtypeCold +, Elemental Spirit + and Evil +
TitleGelotine +
TypeOutsider +