Monsters:
Tundris
 
 
By: Matt Rosengren
Type: Power
Difficulty: n/a
Game: Dungeons & Dragons (D&D)

Medium Power (Cold)
Hit Dice: 3d100+51 (351 hp)
Initiative: +11 (+9 Dex, +2 Racial), or +49 in cold or ice-covered terrain
Speed: 50 ft. (10 squares), swim 30 ft., dig 30 ft. (ice/snow glide).
AC: 34 (+9 Dex, +15 frigid aura), touch 34, flat-footed 25
Base Attack/Grapple: +6/+10
Attack: Frostburn waraxe +10 melee (2d6+4 plus 2d6 cold (treat also as fire)), or Tundris longbow of the blizzard +19 ranged (1d8+4 plus 1d6 cold)
Full Attack: Frostburn waraxe +10/+5 melee (2d6+4 plus 2d6 cold (treat also as fire)), or Tundris longbow of the blizzard +19/+14 ranged (1d8+4 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ice shards, frigid blast, ice storm, frost lash, drain warmth
Special Qualities: Cold subtype, frigid aura, spells, ice/snow glide, ice bonding
Saves: Fort +40, Ref +50, Will +60
Abilities: Str 18, Dex 28, Con 34, Int 24, Wis 30, Cha 16
Skills: Craft (all) +200, Hide +20, Survival +500
Feats: All item creation feats (B), Cleave, Power Attack, Track (B)
Climate/Terrain: Any cold
Organisation: Solitary, family (2 plus 1-3 children), clan (4-9 families), or tribe (3-20 clans)
Challenge Rating: 30
Treasure: Standard plus 2d6 magic items (mundane items are all made of ice, gems are always diamonds)
Alignment: Always Neutral or Chaotic Good
Advancement: Elder (special)
Level Adjustment: -

These beings are formed of ice, snow, and magic. Long lived (they never actually die; see the Ice Bonding power), they have seen the darkest passes in history, and they have a ancient alliance with the Hamstar. Icy beings of immense power, they live in places where the cold is the only thing there. Some live to become elders, the oldest and most powerful of their kind. The Tundris stand ready, for while Targai are dark foes, the Tundris remember one darker still.
In addition to their own tongue, Tunsidral, they speak Common, Draconic, Dwarven, Elven, and Sylvan.

Combat
Ice Shards (Ex): The Tundris can create and hurl shards of ice. Ranged weapon, 2d8 piercing plus 1d6 cold damage, range increment 40 ft., maximum range 400 ft.
Frigid Blast (Su): The Tundris can emit a powerful blast of frigid air at a single target up to 120 ft. away, dealing 3d6 bludgeoning plus 2d6 cold damage with a successful ranged touch attack.
Ice Storm (Sp): At will, as per the spell cast as a 9th level Sorcerer.
Frost Lash (Sp): Once per day, Tundris can summon an animated whip that deals 5d10 additional cold damage. It acts as a Spiritual Weapon spell and lasts 20 minutes.
Drain Warmth (Su): With a melee touch attack, a Tundris can inflict 2d6 cold damage and heal itself 5 hp.
Frigid Aura (Su): The Tundris is surrounded by an aura of impermeable magical cold, granting a +15 deflection modifier to AC, and Fire Resistance 15.
Cold Subtype (Ex): Cold immunity, double damage from fire, except on a successful save.
Spells: Tundris can cast spells as a 20th level Sorcerer and 20th level Druid.
Ice/snow Glide (Ex): As the Earth Glide special ability, but in ice and snow.
Ice Bonding (Su): When a Tundris is ready to die, it finds an ice pillar and melds into it, imbuing the pillar with the essence of the Tundris (This is the Tundris = of death).

[Editor's note: statistics are not balanced for actual gameplay (e.g. actual combat with the creature). Use with caution, or as guideline or concept only.]

Licensing:
All rights reserved.

Related Material:
Monsters: Hamstar
Monsters: Targai
Items: Tundris Longbow of the Blizzard
Items: Nevermelt Ice Weapon

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