# Weird, Ice >[!rimg]+ > ![[Placeholder2.png]] *This creature looks like a large, beautiful woman sculpted out of pure, transparent ice. Her eyes glow with white fi re and misty vapors pour off her body, evaporating into the air. Below her torso, her body becomes a shifting column of ice blocks that connect her to the icy surface beneath her.* <div class="grid-container"><div class="MON">Ice Weird</div> <div class="CR">CR 15 (51,200 XP)</div> <div class="SOU">Frostburn pg. 126</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Outsider (cold, elemental, water) **Init** +6 **Senses** darkvision 60 ft., _analyze dweomer_, heatsense, _true seeing_; **Perception** +28 #### defense **AC** 22, 14 touch, 17 flat-footed (+2 Dex, +1 dodge, +2 insight, +8 natural, -1 size) **hp** 128 (15d10+45); regeneration 10 **Fort** +10, **Refl** +13, **Will** +15 **Feint** 38, **Demoralize** 31 **DR** 15/magic; **SR** 26 **Immune** cold, elemental traits **Weakness** vulnerable to fire #### offense **Speed** 30 ft., swim 30 ft. **Melee** 2 slams +19 (2d6+5 plus 1d6 cold) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** chill (1d6), elemental command, ice mastery **Spell-Like Abilities** (CL 18th, Concentration +24) > **At will**— _clairaudience/clairvoyance_, _contact other plane_, _detect thoughts_, _discern location_, _find the path_, _foresight_, _greater scrying_, _legend lore_, _locate creature_, _locate object_, _tongues_, _vision_ > **3/day**— _summon monster IX_ (ice elementals only) **Sorcerer Spells Known** (CL 18th, Concentration +24) > **0 (at-will)—** _arcane mark_, _daze_, _detect magic_, _flare_, _ghost sound_, _mage hand_, _ray of frost_, _read magic_, _resistance_ > **1st (8/day)—** _magic missile_, _obscuring mist_, _shield_, _silent image_, _true strike_ > **2nd (8/day)—** _calm emotions_, _invisibility_, _mirror image_, _scorching ray_, _whispering wind_ > **3rd (7/day)—** _displacement_, _lightning bolt_, _protection from energy_, _suggestion_ > **4th (7/day)—** _lesser geas_, _remove curse_, _solid fog_, _wall of ice_ > **5th (7/day)—** _cone of cold_, _dispel law_, _dream_, _feeblemind_ > **6th (7/day)—** _animate objects_, _chain lightning_, _greater dispel magic_ > **7th (6/day)—** _dictum_, _project image_, _spell turning_ > **8th (5/day)—** _demand_, _polar ray_ > **9th (3/day)—** _mass hold monster_ #### statistics **Str** 21, **Dex** 14, **Con** 17, **Int** 20, **Wis** 23, **Cha** 22 **BAB** +15, **CMB** +21, **CMD** 36, **TA** +19, **RTA** +16 **Feats** [[Alertness]], [[Combat Casting]], [[Dodge]], [[Empower Spell]], [[Great Fortitude]], [[Improved Initiative]], [[Lightning Reflexes]], [[Power Attack]] **Skills** Acrobatics +17, Appraise +20, Climb +20, Diplomacy +24, Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge (religion) +20, Perception +28, Sense Motive +28, Spellcraft +23, Swim +31 **Languages** Aquan, Auran, Common **SQ** elemental pool #### special abilities ### Chill (Ex) An ice weird's body deals 1d6 points of cold damage whenever it hits in melee, or in each round it grapples. ### Elemental Command (Su) An ice weird can attempt to gain control over any elemental with the cold or water subtype within 100 feet. The elemental must make a successful DC 23 Will save or succumb to the ice weird's control. An elemental that saves against this attack is immune to that weird's elemental command ability for 24 hours. A weird has no limit to the number of elementals it can control. The save DC is Charisma-based. Once under the weird's command, an elemental serves the ice weird until either it or the weird dies, until the weird dismisses it, or until the duration for its summoning expires. It obeys the ice weird explicitly, even if ordered to attack the being who originally summoned it. The weird does not need to concentrate to maintain control over any elemental it commands. ### Elemental Pool (Su) An ice weird dwells within a large patch or pool of churning, grinding elemental ice, anything from a frozen pool to an iceberg or even a glacier. Any non-elemental creature entering a weird's pool without the weird's permission must succeed on a DC 23 Fortitude save each round or be irrevocably transformed into ice. Creatures granted access to the pool by the weird are nor subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from cold and ice, as well as the means to breathe and move normally. Otherwise, they take 2d6 points of damage and 2d6 points of cold damage per round from the churning blocks of ice, and may drown. An ice weird is physically tied to its pool and cannot leave except to return to its native plane. ### Ice Mastery (Ex) An ice weird gains a +1 bonus on attack and damage rolls if its foe is touching ice. #### tactics Weirds avoid combat, going so far as to abandon their pools and return to their native elemental planes rather than engage in a fight. If circumstances prevent them from simply avoiding battle, they use their formidable spells and special abilities to attack at range, viewing melee combat as a tactic of last resort. #### ecology **Terrain** Elemental Plane of Water **Organization** Solitary, pair, or charm (3–4) **Treasure** Double **Advancement** 16–30 HD (Large); 31–45 HD (Huge) Owing to their rigid structure and their constant fear of melting, ice weirds have become predictors of the unending battle between chaos and law. They foresee which of these primal forces will dominate future events. An ice weird’s lair is usually situated within a glacier, iceberg, or surprisingly often within special chambers filled with freezing cold created by wizards of chaos or law who wish to take advantage of the ice weird’s prognostications.