Wednesday, 24 February 2016

Fire on the Velvet Horizon, 'Ice Age Eye to Imperator Ape' ICE AGE EYE

Ice Age Eye

OLD SCHOOL

Armour as plate, Move 40', 18 Hit Dice, HP 135 , 4d10 dam (1 Trample), Morale 11.

Treasure: . The fur of an Ice Age Eye is worth 100 GP a sack. Theoretically one Ice Age Eye has about 30 sacks worth of fur to donate. Any cloak made from such fur, will provide immunity to the worst ravages of Winter.

Immune to cold damage.

White Gaze: Save vs Magic -3 else fall asleep for d6 turns. Anyone meeting the gaze of the Ice Age Eye is subject to this effect, making the save at the beginning of their turn.

The gaze also stills heat in general. Fires reduce in intensity by one category per round. From forest fire, to housefire, to bonfire, to camp fire, to torch, to candle flame, to ember, to exstinguishment.

Could a volcano resist the Ice Age Eye? That's up to the GM.

  

Epochal Chains: The Ice Age Eye produces chains capable of freezing just about anything. Any object the Ice Age Eye chooses to bind, begins to freeze rapidly. This can be as small as a leaf or as large as an ocean. Six, 5 mile hexes per day may be frozen. They must be connected to the Ice Age Eye. Freezing a city might take an hour or so. The target climate shifts to arctic.
Chains can be melted with fire or will melt on their own. A large, hex scaling chain, might take up to 2 weeks to melt if subjected to fire (eg. bonfires built along its length). If struck by lightning, the chains greatly weaken. A group of four wizards or clerics, wielding magic lightning, can destroy up to a hex worth of chains per day. Upon breaking the chain between the Ice Age Eye and the bound target/hex, the climate returns to normal by the next morning.
 If a chain is directed at a living being (which is rare, it freezes mainly what it loves), a save vs paralysis must be made to avoid binding. If bound, a save vs death at -4 must be made to avoid instant flash freezing and sudden death. This counts as the Ice Age Eye's attack.  


5E

Ice Age Eye- AC 17, HP 270, Spd. 40ft  +12, 5d10 dam (trample),    XP CR 14 XP 11,500

S+6/D-2/C+4/I+1/W+2/C 0


Legendary Resistance: Ice Age Eye may choose to pass a failed save; 3/day

Immunities- Immune to cold damage

 White Gaze- DC-18 Wisdom save, else fall asleep for d6 turns. Anyone meeting the gaze of the Ice Age Eye is subject to this effect, making the save at the beginning of their turn.

Epochal Chains- As above. If a chain is directed at a living being (which is rare, it freezes mainly what it loves), a DC-15 Dexterity save, must be made to avoid binding. If bound, a DC-18 Constitution save must be made to avoid instant flash freezing and sudden death. This counts as the Ice Age Eye's attack.




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