# Weird, Snow
>[!rimg]+
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*This creature appears as a large, beautiful woman composed entirely of brilliant white snow. She has dazzling silver eyes too bright to look at. Below her torso, her body becomes a swirling*
*blizzard that connects her to the snowy ground.*
<div class="grid-container"><div class="MON">Snow Weird</div>
<div class="CR">CR 15 (51,200 XP)</div>
<div class="SOU">Frostburn pg. 127</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Large Outsider (air, cold, elemental)
**Init** +8
**Senses** darkvision 60 ft., _analyze dweomer_, heatsense, _true seeing_; **Perception** +28
#### defense
**AC** 20, 16 touch, 13 flat-footed (+4 Dex, +1 dodge, +2 insight, +4 natural, -1 size)
**hp** 128 (15d10+45); regeneration 10
**Fort** +10, **Refl** +15, **Will** +15
**Feint** 38, **Demoralize** 31
**DR** 15/magic; **SR** 26
**Immune** cold, elemental traits
**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 (1d6), elemental command, snow 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)—** _gust of wind_, _invisibility_, _mirror image_, _misdirection_, _whispering wind_
> **3rd (7/day)—** _gaseous form_, _lightning bolt_, _protection from energy_, _suggestion_
> **4th (7/day)—** _charm monster_, _rainbow pattern_, _solid fog_, _wall of ice_
> **5th (7/day)—** _cone of cold_, _control winds_, _dream_, _waves of fatigue_
> **6th (7/day)—** _geas/quest_, _chain lightning_, _greater dispel magic_
> **7th (6/day)—** _control weather_, _power word blind_, _spell turning_
> **8th (5/day)—** _polar ray_, _whirlwind_
> **9th (3/day)—** _time stop_
#### statistics
**Str** 21, **Dex** 18, **Con** 17, **Int** 20, **Wis** 23, **Cha** 22
**BAB** +15, **CMB** +21, **CMD** 38, **TA** +19, **RTA** +18
**Feats** [[Alertness]], [[Combat Casting]], [[Dodge]], [[Empower Spell]], [[Great Fortitude]], [[Improved Initiative]], [[Lightning Reflexes]], [[Power Attack]]
**Skills** Acrobatics +19, Diplomacy +24, Escape Artist +22, Fly +28, Intimidate +21, Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge (religion) +20, Perception +28, Sense Motive +28, Spellcraft +23
**Languages** Aquan, Auran, Common
**SQ** elemental pool
#### special abilities
### Chill (Ex)
An snow weird's body deals 1d6 points of cold damage whenever it hits in melee, or in each round it grapples.
### 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.
### Snow Mastery (Ex)
A snow weird gains a +1 bonus on attack and damage rolls if its foe is touching snow.
#### 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. 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.
#### ecology
**Terrain** Elemental Plane of Air
**Organization** solitary, pair or charm (3-4)
**Treasure** Double
**Advancement** 16–30 HD (Large); 31–45 HD (Huge)
Snow weirds are harbingers of boon and doom, predicting weal and safety or warning of dire circumstances and events to come. They see great fluidity in everything, since they themselves can take the form of beautiful showers of pure white snowflakes or dangerous and deadly blizzards.
While snow weirds see themselves as conduits between the Elemental Plane of Air and the Material Plane, here to convey divined information to all petitioners, their ever-changing nature (though governed by strict natural laws) sometimes causes them to engulf travelers in snowstorms for their own amusement.