# Weird, Snow >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >slams: 1d6 (×2) > >Melee/Ranged: +19/+18 > >Secondary: +14/+13 > >Multiattack: +17/+16 > >M/R_PA: +19/+18 > >2nd/PA: +14/+13 > >MA_PA: +17/+16 > >Itterative: 3 > > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2 > > xDCs:: Str: 22; Dex: 21; Con: 20; Int: 22; Wis: 23; Cha: 23 > > xFeat:: 6/8 (2) > > xClasSkil:: Acrobatics, Diplomacy, Escape Artist, Fly, Intimidate, Knowledge (arcana), Knowledge (planes), Knowledge (religion), Perception, Sense Motive, Spellcraft > > SaveDiff:: +/- 4 > > xLang:: 0/5 (5) <div class="grid-container"><div class="MON">Snow Weird</div> <div class="CR">CR 15 (51,200 XP)</div> <div class="SOU">Frostburn</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Outsider (air, cold, elemental) **Init** +8 **Senses** darkvision 60 ft.; **Perception** +28 #### defense **AC** 19, 15 touch, 13 flat-footed (+4 Dex, +2 insight, +4 natural, –1 size) **hp** 120 (15d10+45); regeneration 10 **Fort** +10, **Refl** +15, **Will** +15 **Feint** 38, **Demoralize** 31 **DR** 15/magic; **SR** 26 **Immune** cold **Weakness** vulnerable to fire #### offense **Speed** 30 ft., fly 60 ft. (perfect) **Melee** 2 slams +19 (2d6+5 plus 1d6 cold) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** chill, detect heat, elemental command, elemental snow pool, prescience, searching gaze, snow mastery Sorcerer Spells Known (CL 18th, Concentration +24) > 0 (at-will)— 0 > 1st (8/Day)— 1 > 2nd (8/Day)— 2 > 3rd (7/Day)— 3 > 4th (7/Day)— 4 > 5th (7/Day)— 5 > 6th (7/Day)— 6 > 7th (6/Day)— 7 > 8th (5/Day)— 8 > 9th (3/Day)— 9 #### statistics **Str** 21, **Dex** 18, **Con** 17, **Int** 20, **Wis** 23, **Cha** 22 **BAB** +15, **CMB** +21, **CMD** 37, **TA** +19, **RTA** +18 **Feats** [[Alertness]], [[Dodge]], [[Empower Spell]], [[Great Fortitude]], [[Improved Initiative]], [[Lightning Reflexes]] **Skills** Acrobatics +19, Diplomacy +21, Escape Artist +19, Fly +28, Intimidate +21, Knowledge (arcana) +20, Knowledge (planes) +23, Knowledge (religion) +20, Perception +28, Sense Motive +28, Spellcraft +20 **Languages** #### special abilities ### Chill (Ex) A snow wierd's body deals 1d6 points of cold damage whenever it hits in melee, or in each round it grapples. ### Detect Heat (Su) A snow weird can automatically sense heat sources within 60 feet, as the spell detect fire. It senses only the presence or absence of hear, but if it chooses to use a standard action to concentrate on this ability, it can establish the number and location of heat auras and the strength of each in the second and third rounds of concentration. Invisible creatures whose location is pinpointed by heat sense still have total concealment from a snow weird. ### Elemental Command (Su) A snow weird can attempt to gain control over any elemental with the cold or air subtype within 100 feet. The elemental must make a successful DC 23 Will save or succumb to the snow 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 snow weird until either it or the weird dies, until the weird dismisses it, or until the duration for its summoning expires. It obeys the snow 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 Snow Pool (Su) A snow weird dwells within a large pool of swirling elemental snow. Any nonelemental 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 snow. 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 snow, as well as the means to breathe and move normally. Otherwise, they take 4d6 points of cold damage per round. In addition, creatures may drown. Weirds are physically tied to magic pools or patches of their native substance, and cannot leave except to return to their native plane, either the Elemental Plane of Air or Water. Each elemental pool has a portal to the elemental planes at its bottom. An elemental pool is always at least 40 feet in diameter and 20 feet deep, although a pool can be up to ten times that size. A weird may rise up to a height of 10 feet above the surface of its ice pool, but the lower part of its body must always remain in contact with the elemental pool. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special properties.: A snow weird can automatically sense heat sources within 60 feet, as the spell detect fire. It senses only the presence or absence of hear, but if it chooses to use a standard action to concentrate on this ability, it can establish the number and location of heat auras and the strength of each in the second and third rounds of concentration. Invisible creatures whose location is pinpointed by heat sense still have total concealment from a snow weird. ### Prescience (Sp) At will and as a free action, a weird can duplicate the effect of any of the following divination spells: clairaudience/clairvoyance, contact other plane, detect thoughts (DC 18), discern location, find the path, foresight, greater scrying (DC 23), legend lore, locate creature, locate object, tongues, vision. Caster level 18th. ### Searching Gaze (Su) A weird continually has the benefits of the analyze dweomer and true seeing spells. ### Snow Mastery (Ex) A snow weird gains a +1 bonus on attack and damage rolls if its foe is touching snow. 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. A snow weird refrains from combat unless it or the elemental snow in which it dwells is attacked. In addition to the abilities shared by all weirds, snow weirds have the following powers.