Monsters:
Hailgrower
 
 
By: Jan Willem v.d. Brink
Type: Planar Being (neutral)
Difficulty: CR 8
Game: Dungeons & Dragons (D&D)

Medium Outsider (Air, Cold, Native)
Hit Dice: 5d8+10 (32 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
AC: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +5/+7
Attack Ice scythe +8 melee (2d4+3 plus 1d6 cold/x4)
Full Attack Ice scythe +8 melee (2d4+3 plus 1d6 cold/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to cold, spell resistance 12, vulnerability to fire
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 14, Dex 11, Con 15, Int 14, Wis 15, Cha 16
Skills: Concentration +9, Handle Animal +7, Knowledge (arcana) +6, Knowledge (geography) +10, Knowledge (nature) +10, Knowledge (the planes) +8, Listen +9, Profession (grower) +10, Spellcraft +6, Spot +9, Survival +6, Swim +6
Feats: Improved Initiative, Weapon Focus (scythe)
Climate/Terrain: Cold mountains
Organisation: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually Neutral
Advancement: 6-10 HD (Medium)
Level Adjustment -

Hailgrowers live in places where snow covers the ground all year long. They sleep in ‘nests' they sculpt from ice and snow.
Hailgrowers eat ice. They sow hail in the perpetual snow. After a couple of days, ice flowers come up. A week later, large capsules hang from the flowers. Hailgrowers reap the flowers with the ice scythes they create themselves. They gather the capsules, which hold hailstones. They use some of these as seeds, while they eat the rest. Some scholars believe that on very rare occasions a hailstone doesn't grow into an ice flower, but into a new hailgrower.
Hailgrowers look like handsome male elves, sculpted out of ice. They have large, feathered, white wings.
Hailgrowers speak Auran and Common.

Combat
Hailgrowers are solitary creatures, but they don't mind the occasional contact with other beings. Most of them don't like fighting, but they do often attack people who are laying a fire, or carrying a lit torch, simply because hailgrowers are terrified of fire.
Spell-Like Abilities: 3/day - ice storm (DC 17), wall of ice; 1/day - cone of cold (DC 18). Caster level 10th.
The save DCs are Charisma-based.
Vulnerability to Fire: A hailgrower 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 a failure.

Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all names. All text in this document is designated as Open Game Content, except the previously claimed Product Identity.

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