The Dragon's Bestiary
Colder than ice
by Dean Shomshak
illustrations by David C. Sutherland III

 
 
Shiverbug Iceling Snowfury Frigidarch -
Advanced Dungeons & Dragons - Dragon #129 - Dragon magazine

There are quite a few monsters from the 
planes of Air, Earth, Fire, and Water, but 
as yet, the only creatures from the para-elemental 
planes
are the para-elementals 
themselves.  Now, what DM 
could resist a challenge like that?  Presented 
for your enjoyment are 4 denizens 
of the para-elemental plane of Ice, ready 
to be summoned by wizards or slip 
through nexus points to your local glacier 
or snowstorm.



SHIVERBUG

FREQUENCY: Rare (Common on home
plane)
NO. APPEARING: 3-18
ARMOR CLASS: 5
MOVE: 9?
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. ATTACKS: Up to 4 (claw/claw/claw/
bite)
DAMAGE/ATTACK: 1-3/1-3/1-3/1-4
SPECIAL ATTACKS: Shiver venom; surprise
on 1-5 in snow or ice
SPECIAL DEFENSES: Resistances to various
attack forms
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- to low
ALIGNMENT: Neutral
SIZE: S (2-3' diameter, 1-1½? high)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: III/44 + 2 per hp

Shiverbugs are very minor elementals
from the plane of Ice. Their flattened
bodies are hexagons with alternating long
and short sides, with a short leg ending in
a trifurcate claw at each vertex (six in all).
Between and above each pair of legs on
the three short sides of the body is a 2?-
long arm ending in three-fingered nippers.
In the middle of each long side is a trifurcate
beak between a pair of eyes. Shiverbugs
are composed entirely of cloudy
white ice, except for their eyes which are
of glittering clear ice.

In each round of combat, shiverbugs
have a single biting attack and up to three
pincer attacks; they can only use two of
their pincers on a single target, so unless
there are two or more properly placed
opponents near a shiverbug, it gets only
two nipper attacks. If a bite attack succeeds,
the shiverbug also injects a frigid
venom into the victim, who must save vs.
poison or immediately start shivering from
extreme cold (dexterity drops 1-3 points,
automatic -1 on ?to hit? rolls, effects last
for one turn). The effects of multiple or
sequential attacks are cumulative.

Being used to extreme cold, shiverbugs
are immune to all cold-related attacks;
being inorganic and chemically- inert, they
are not affected by chemical attacks ?
acid, alkalis, poison, or even ghoul paralysis.
Fire and intense heat, however, do
double damage.

Like many of the lesser elementals,
shiverbugs do not look for trouble, but
they are easily annoyed. For instance,
stepping on one shiverbug will rile the
whole pack. This event is not as improbable
as it might seem, since shiverbugs are
easy to overlook when they squat motionless
in the snow and ice in which they
dwell while on the Prime Material plane.
They do not collect treasure and do not
have true lairs.



ICELING

FREQUENCY: Very rare (Common on home
plane)
NO. APPEARING: 1-6 (4-24 on home plane)
ARMOR CLASS: 7
MOVE: 9?
HIT DICE: 4
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. ATTACKS: Up to 3
DAMAGE/ATTACK: 1-6/1-6/1-6
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Resistances to various
attack forms
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: IV/150 + 4 per hp

Icelings are lesser inhabitants of the
plane of Ice. Like the other minor elementals,
once in a while they slip through
nexus points to the Prime Material plane.
Naturally, icelings are usually met on or
near glaciers or other icy, snowy regions.
They are triradial beings standing about as
tall as a man, with three arms, three legs,
and a hexagonal body. The head is also sixsided,
with one bright eye in each side,
and it rises to a blunt, pyramid-like point.
Icelings are made entirely of cloudy ice.
They radiate the intense cold of their
home plane, but not enough to do damage
at a distance. One-third of the 1-6 hp damage
done by a stab from an iceling?s arm,
however, is from the effects of intense
cold on soft body tissues; opponents who
are immune to cold take only 1-4 hp damage.
Icelings are immune to cold attacks
themselves, as well as chemical attacks,
while fire attacks do double damage to
them.

Icelings also have limited magic powers.
Once per turn, each iceling can create a
snow cloud: a 20? x 20? x 20? zone of
whirling snow lasting 4 rounds. Its effects
are much like those of a stinking cloud, as
those caught within are blinded and disoriented,
stuck within for 2-5 rounds (the
snow cloud?s effects can last a round longer
than the cloud itself), unless they save
vs. poison. Even those who make the save
will be occupied with clearing eyes and
nose of snow for a round. Special circumstances,
like a visored helm or some other
protection, may reduce or even totally
negate the snow cloud?s effects. Characters
suffer the usual penalties for inability
to see an opponent while they are in a
snow cloud. Also, once per day three
icelings together can create an ice storm
equal to one cast by a 6th-level magic-user.
They have no other magical powers.

Icelings do not collect treasure and are
usually inoffensive if not disturbed. Sometimes
they spontaneously throw snow
clouds around other creatures, apparently
just for the fun of it.



SNOWFURY

FREQUENCY: Very rare (Uncommon on
home plane)
NO. APPEARING: 1 (1-4 on home plane)
ARMOR CLASS: 5
MOVE: /18? (MC: C)
HIT DICE: 6
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. ATTACKS: 3
DAMAGE/ATTACK: 2-5/2-5/2-5
SPECIAL ATTACKS: Blinding; envelop
SPECIAL DEFENSES: Cold affinity; weapon
resistance
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (large volume, but diffuse)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: V/450 + 6 per hp

Like the other ice para-elementals, snowfuries
occasionally slip through nexus
points to wander glaciers and snowfields.
Usually they seem to be no more than
snow-laden gusts of wind. In this condition,
they are harmless and probably
won?t be noticed. Fire enrages them, however,
and on sensing a fire, they gather
themselves into denser form and rush to
put out the offending fire. A snowfury will
also attack any nearby creatures its limited
intellect connects with the fire. High
winds put snowfuries into a manic state in
which they may randomly attack other
creatures. Fortunately, snowfuries are not
very persistent; indeed, they are a bit
scatterbrained.

In combat, the snowfury continually
extrudes and reabsorbs tentacles of snow
and ice pellets. It can attack with three of
these tentacles per round, each tentacle
doing 2-5 hp damage from the combination
of intense cold and impact by numerous
sharp bits of ice. All three attacks can
be on a single target. Opponents who are
resistant to cold still take 1-3 hp damage
per attack. If the snowfury gets a 20 on its
attack roll, it has managed to get snow in
its opponent?s eyes, blinding him for a
round. A snowfury can also try to envelop
a single human- or smaller-size opponent;
to do this, it must make a special attack
roll, foregoing all other attacks in that
round. The victim takes 2-7 hp damage
that round and on all subsequent rounds
until he escapes the snowfury?s grip.
Escape is made by making a successful
attack against the snowfury. The victim is
also blinded, as if by a snow cloud (see the
iceling?s description) while enveloped, and
this special ?escape attack? is the only
attack he can make that will not be penalized
because of his blindness. Even after
escaping, the victim is still blinded for one
round. While holding an enveloped victim,
a snowfury can still make one normal
attack. Attacks upon a snowfury have a
strong chance of also hitting an enveloped
victim, who takes half the damage the
weapon does. The only way to avoid this is
to make a second ?to hit? roll against the
snowfury: the first to hit the snowfury,
the second to avoid hitting the trapped
victim.

Snowfuries are not hard to hit, but their
diffuse nature means that weapons ?
even magic weapons ? only do half damage
to them. (Flame tongue swords are an
obvious exception; see below.) Their icy
composition means that snowfuries take
1½ times normal damage from all fiery
attacks. On the other hand, they regain hit
points from cold-based attacks like white
dragon?s breath or ice storm: if cold damage
is measured in dice, then 1 hp per die
of the attack is healed; otherwise, the
number of hit points healed equals oneeighth
the hit-point damage of the attack
(round fractions down). Finally, if the
ambient temperature is below freezing
and there is ice or snow in the vicinity,
snowfuries regenerate 1 hp per five
rounds.
 

FRIGIDARCH

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 9?
HIT DICE: 12
% IN LAIR: 75%
TREASURE TYPE: Nil
NO. ATTACKS: Up to 6
DAMAGE/ATTACK: 2-12/2-12/2-12/2-12/
2-12/2-12
SPECIAL ATTACKS: Spells; cold aura;
summoning
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral
SIZE: L (6’high, 8’ diameter, 15’ arms)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: IX/9,600 + 16 per hp

These beings, known as the ?Frost
Kings,? are the most powerful of the ice
para-elementals, second only to mighty
Cryonax. Only six of them exist. Although
not very tall, frigidarchs are quite broad.
They are shaped like shallow, faceted
pyramids about 4? high and 8? in diameter.
They scuttle on 12 short, spike-shaped legs
set in the underside of the body, while
around the rim are set six long, slender
tentacles. These many-jointed arms are
surprisingly flexible, considering their icy
nature. At the apex of the body is the
mouthless, noseless head with its ring of
six gleaming eyes and coronet of icicles.
Because this creature can see in all directions
at once and has very quick reactions,
it is not normally possible to surprise it.

Each of the six tentacles can attack each
round, as long as there is an enemy within
reach, each doing 2-12 hp damage ? 1-6
hp from jagged flakes of ice, and 1-6 hp
from the frigidarch?s intense cold. Anyone
not immune to cold takes 2-5 hp damage
from contact with a frigidarch, and even
resist cold only reduces this to 1-3 hp
damage. (This only applies to contact other
than the frigidarch?s attacks, of course.)
This cold extends in an aura 10' out from
the main body, doing 1-3 hp damage per
round to those not resistant to cold or not
warmly dressed.

Naturally, frigidarchs are immune to all
cold attacks; in fact, such attacks heal
damage to a frigidarch, 1 hp healed per
die of normal damage, or one-eighth normal
damage if the attack damage isn?t
measured in dice. Fire, on the other hand,
does 1½ times normal damage (round
down). The frigidarchs are only hit by
weapons with a +1 or better enchantment,
and they are immune to poison, gas,
acids, alkalis, all other chemical attacks,
paralysis, and petrification. In a pinch,
frigidarchs can meld into ice and snow
exactly as a xorn merges with stone. They
regenerate 2 hp per round if the temperature
is below freezing.

Finally, frigidarchs have magical powers.
They freeze water by touch, up to 100
square feet per round, and the ice will be
1" thick for every segment the frigidarch
spends creating it (to a maximum thickness
of 6?). Beyond that, the ice insulates
the water beneath, so that further freezing
is impractical. Frigidarchs are also
uncannily skilled at fracturing ice with
slashes of their tentacles. Fractures are
not more than 10? long or over 1? deep,
but the limits and uses of this skill are left
to the DM?s imagination. Once per five
rounds, frigidarchs can use change temperature
(always producing colder temperatures),
snow cloud (equal to that of an
iceling, but lasting 12 rounds), chill metal
(the reverse-of heat metal), or wall of ice.
Three times per day, once per turn, they
can use cone of cold, ice storm, or summon
creatures from the plane of Ice with
80% success. These will be:

1d100 Result
01-30 3-12 shiverbugs
31-60 2-7 icelings
61-80 1-4 snowfuries
81-00 1-2 ice para-elementals

All spells are cast as if by a 12th-level
spell-caster of the appropriate type. Frigidarchs
are capable of fighting with three
tentacles while using the other three to
cast these innate magical powers. Finally,
once per week, a frigidarch can control
weather, lowering temperatures by 30°F
within a one-mile radius for 5-8 hours; if
the temperature began at 40°F or less, the
temperature change and duration are both
1½ times greater, and the frigidarch can
add a stiff wind to make an impressive
local blizzard. Damage from exposure to
such inclement weather is covered in the
Wilderness Survival Guide.