Sharner Kobold Sharner Kobold

 

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Winterlord
  Large Outsider (Cold, Evil, Lawful)
Hit Dice: 40d8+480 (800 hp)
Initiative: +10 (+10 Dex)
Speed: 80 ft., fly 240 ft. (perfect)
AC: 63 (+10 Dex, –1 size, +34 natural, +10 deflection)
Base Attack/Grapple: +40/+63
Attack: +61 claw (6d6+19) melee
Full Attack: 2 claws +61 (6d6+19) melee, 1 bite +55 (6d8+9 +spell suck) melee, 2 wings +53 (3d6+9) melee, 1 tail slam +53 (6d8+9) melee
Space/Reach: 10ft./10 ft.
Special Attacks: Cold, constitution drain, improved grab, spell suck, learned spell immunity, spell-like abilities, summon fiend
Special Qualities: Abomination traits, death throes, dire winter, fast healing 20, regeneration 20, SR 46, DR 15/epic and chaotic
Skills: Balance +53, Bluff +58, Concentration +55, Diplomacy +55, Escape Artist +53, Hide +53, Jump +39, Knowledge (arcana) +52, Knowledge (the planes) +52, Listen +53, Move Silently +53, Search +52, Sense Motive +53, Spellcraft +52, Spot +53, Tumble +53, Use Magic Device +58 (+60 with scrolls)
Feats: Cleave, Cold Focus* (FB), Great Cleave, Greater Cold Focus* (FB), Improved Natural Attack, Lord of Uttercold* (CA), Piercing Cold* (FB), Power Attack, Weapon Focus (claw)
Epic Feats: Epic Weapon Focus (bite), Epic Weapon Focus (claw), Tenacious Magic (greater invisibility), Epic Cold Focus*
Saves: Fort +54, Ref +52, Will +52
Abilities: Str 48, Dex 30, Con 35, Int 27, Wis 31, Cha 40
Climate/Terrain: Any
Organization: Solitary or brigade (Winterlord and 1d4 fiendish shivhads)
Challenge Rating: 33
Treasure: Standard
Alignment: Lawful evil

*= These feats do function for the spell like abilities of the Winterlord.

No one really knows much about the Winterlord. It is “the thing in the glacier” or the “eternal winter”. People around the great glaciers whisper fearful of it, hoping that they don’t catch its wrath. When dark clouds are gathering and the wind blows from the north, they know, that they have offended the Winterlord and they douse the lights and begin to pray to the Winterlord for mercy – or a swift death.

When it comes down the great glacier, undead, white dragons, ice beats and frost giants march along, detroying all in their path. Howling and screaming winds which seem to come from deep within the storm can be heared miles away. The sun is beeing blocked and nature begins to freeze and die. The clerics and frost mages freeze the world, and when they are gone the winter has taken all life, leaving behind a frozen world.

The Winterlord looks like a 10 ft. tall fiend with great wings, which it often folds around its muscular body like a cloak. It is nightblack and is glistering like ice had grown on all of its body. Small clouds of freezing air gather around it and seem to play with it like tentacles would. His great teeth-filled mouth breathes darkness and its glowing red eyes are the only signs of light around. It is hard to tell, if it is male or female.

The Winterlord’s natural weapons are treated as epic, evil, and lawful-aligned for the purpose of overcoming damage reduction.

Combat

  • Cold (Su): A hit from the winterlord’s melee attack induces numbing cold. The opponent must succeed at a Fortitude save (DC 45) or be affected as though by a slow spell for 10 rounds. The DC is Charisma-based.
  • Cold Aura (Su): The Winterlord deals automatic 8d8 points of cold damage to all creatures within 30 ft. as a free action at the beginnig of its turn each round.
  • Constitution Drain (Su): This effect permanently reduces a living opponent’s Constitution score by 2 when the Winterlord hits with a bite, tail, wing or claw or twice that amount on a critical hit. The Winterlord heals 10 points of damage (or 20 on a critical hit) whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 45). The DC is Charisma-based.
  • Dark Grace (Su): The Winterlord applies its Charisma modifier as a bonus on all saving throws and half of it as a deflection bonus to his armor class.
  • Death Throes (Ex): When killed, the Winterlord turns to ice and shatters in an explosion that deals 40d6 points of cold damage and 15d6 points of piercing damage to everything within 100 feet (Reflex half, DC 42). The save DC is Constitution-based.
  • Dire Winter (Su): The Winterlord always stands at the center of a permanent dire winter (epic spell) spell effect. If dispelled, the effect returns 1 minute later— the only way to permanently remove the effect is to slay the Winterlord.
  • Divine Tapping (Ex): The Winterlord is able to grant its followers spells like a true deity. For the purpose of resisting SDAs he is treated as if possessing a divine rank of 6. It is not known, how the Winterlord is able to do this, but as a side effect, no beeing with a DvR is able to sense the Winterlord. Would they be able to sense it, they surely would do all in their might to crush it. But as it stands, no deity is able to sense it in any way, even if the Winterlord would stand before a deity.
    It is possible that a deity could sense the Winterlord if it would step into the realm of a deity.
  • Ice Breath (Su): As a standard action, the Winterlord can breathe cold. Its breath weapon deals 20d6 points of cold damage in a 60 ft. cone (DC 49, Reflex save half). Once the Winterlord uses its ice breath, it must wait 1d4 rounds before it can use its breath weapon again.
  • Improved Grab (Ex): If the Winterlord hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The Winterlord can use this ability on Large and smaller creatures. The Winterlord has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage and constitution drain, in addition to automatic spell suck damage.
  • Learned Spell Immunity (Su): If the Winterlord is affected by a spell cast by a particular spellcaster, the Winterlord thereafter becomes immune to that spell when cast by that spellcaster.
  • Spell Suck (Su): If the Winterlord bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage (in addition to constitution drain).
  • Spell-Like Abilities: At will—animate dead, blasphemy, blur, charm person, cone of cold, control weather, create undead, darkness, deeper darkness, desecrate, detect chaos, detect good, detect law, detect magic, fear, entomb (FB), greater dispel magic, hold person, greater invisibility, ice darts (FB), ice storm, magic circle against good, major image, orb of cold (CA), polymorph, read magic, scrying, suggestion, symbol of death, telekinesis, greater teleport (self plus 1,000 pounds), unholy aura, unholy blight, unhallow, wall of ice; 1/day—coldfire blast (epic spell) (FB), frostfell (FB), iceberg (FB), implosion, polar ray. Caster level 30th; save DC 25 (29 for cold spells) + spell level. The DCs are Charisma-based.
  • Summon Fiend (Sp): The Winterlord can summon four fiendish shivhad (FB).
  • Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; nondetection ; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
  • Regeneration (Ex): The Winterlord take normal damage from good weapons and from burning or fiery weapons.

FB= Frostburn
CA= Complete Arcane

© André Himstedt