Weird, Ice (CR 15)

Large Elemental (Cold, Extraplanar, and Water)
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., heat sense, Listen +26, and Spot +26
Languages: Aquan, Auran, Common, and Ice Weird

AC: 21 (-1 size, +2 Dex, +8 natural), +2 insight), touch 13, flat-footed 17
Hit Dice: 15d8+45 (112 hp); DR: 15/magic
Fort +14, Ref +9 (+11 with foresight), Will +11
Speed: 30 ft., swim 30 ft.
Space: 10 ft./10 ft.
Base Attack +11; Grapple +20
Attack: Slam +15 melee
Full Attack: 2 slams +15 melee
Damage: Slam 2d6+5 plus 1d6 cold
Special Attacks/Actions: Chill, elemental command, spells, summon elementals
Abilities: Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 22
Special Qualities: elemental ice pool, elemental traits, heat sense, ice mastery, immunity to cold, prescience, regeneration 10, searching gaze, SR 25, vulnerability to fire
Feats: Alertness; Dodge; Empower Spell; Great Fortitude; Improved Initiative; Lightning Reflexes
Skills: Concentration +21, Diplomacy +26, Knowledge (any two) +23, Listen +26, Sense Motive +24, Spot +26, and Swim +13
Advancement: 16-30 HD (Large); 31-45 HD (Huge)
Climate/Terrain: Elemental Plane of Water
Organization: Solitary, pair, or charm (3-4)
Treasure: Double standard

Source: Frostburn


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.

Ice weirds refrain from combat unless they or the elemental ice in which they dwell are attacked. In addition to the abilities shared by all weirds, ice weirds have the following powers.

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.

Chill (Ex): In addition to its normal slam damage, an ice weird deals an extra 1d6 points of cold damage with a successful melee attack.

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.

Spells: An ice weird can cast arcane spells and divine spells from the Chaos, Cold, and Law domains as an 18th-level sorcerer.

Typical Sorcerer Spells Known (6/8/8/7/7/7/7/6/5/3 per day): 0 - arcane mark, daze (DC 16), detect magic, flare, ghost sound (DC 16), mage hand, ray of frost, read magic, resistance; 1st - magic missile, obscuring mist, shield, silent image, true strike; 2nd - calm emotions (DC 18), invisibility, mirror image, scorching ray (+12 ranged touch), whispering wind; 3rd - displacement, lightning bolt (DC 19), protection from energy, suggestion (DC 19); 4th - lesser geas (DC 20), remove curse, solid fog, wall of ice (DC 20); 5th - cone of cold (DC 21), dispel law (DC 21), dream, feeblemind (DC 21); 6th - animate objects, chain lightning (DC 22), greater dispel magic; 7th - dictum (DC 23), project image, spell turning; 8th - demand (DC 24), polar ray (+12 ranged touch); 9th - mass hold monster (DC 25).

Summon Elementals (Sp): Three times per day, an ice weird can summon forth water elementals from its elemental ice pool. It can choose to summon 3 Huge, 2 greater, or 1 elder elemental through this portal. This functions like summon monster IX, caster level 20th.

Elemental Ice 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.

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.

Elemental Traits: An ice weird has immunity to poison, sleep effects, paralysis, and stunning. It is not subject to extra damage from critical hits or flanking. It cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet.

Heat Sense (Su): An ice weird can automatically sense heat sources within 60 feet, as the spell detect fire. It senses only the presence or absence of heat, 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 an ice weird.

Ice Mastery (Ex): An ice weird gains a +1 bonus on attack and damage rolls if its foe is touching ice.

Regeneration (Ex): An ice weird takes normal damage from fire and cold iron weapons. Attack forms that don't deal hit point damage ignore regeneration.

Skills: An ice weird has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.