Rimefire Eidolon

Long ago, a deity of ice and winter was struck down by a rival. A portion of the deity’s body crossed over to the world, falling from the sky like a massive comet to crash into a polar ocean, shattering on impact and extinguishing in the frozen waters. Next to no sign of this great catastrophe exists now, aside from legends and stories passed down through hundreds of generations.

But of course, utterly destroying a god is incredibly difficult, perhaps impossible. Despite everything, fragments of that god still exist in the rimefire eidolons that float in the polar ocean on massive icebergs. These 4-foot diameter crystals of blue ice encased in transparent fire walk on long, thin tendrils of flexible ice. In their moment of creation eons ago, the water they fell in flash froze around them to create a new iceberg home for the eidolon. Able to swim through ice like a fish through water and reshape ice and snow at will, they constructed these icebergs into defensible fortresses, where they could defend the last divine vestiges of the lost god. Traps and guardians line the carved out passages and chambers, with only those few that truly feel the deceased god’s presence able to find ways to pass.

The eidolons primarily fight with their spells, but when faced with other creatures of ice that are immune to the damage of their main spells they’ll make use of their rimefire bolt to take advantage of their own weakness to the flame of it. They favor ambushes, taking advantage of their flight and ability to glide through ice to launch attacks from unexpected angles with defensive magic up.

Originally from the 3.5 Frostburn book. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as a spot on the Paper and Dice Discord server, consider backing me there!

5th Edition

A 5th Edition Dungeons and Dragons monster stat block for the rimefire eidolon. The plain text is available below.

Rimefire Eidolon
Medium construct, unaligned
Armor Class 17
Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 60 ft. (hover)
Str 10 (+0) Dex 24 (+7) Con 17 (+3) Int 15 (+2) Wis 17 (+3) Cha 22 (+6)
Saving Throws Dex +11, Con +7, Wis +7, Cha +10
Skills Insight +7, Religion +6
Damage Immunities cold
Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Vulnerabilities fire
Senses tremorsense 60 ft. passive Perception 13
Languages Aquan, Auran, Celestial, Common
Challenge 9 (5000 XP)
Ice Glide. The eidolon can burrow through ice and snow at its move speed without disturbing the material it moves through
Iceberg Dependent. The eidolon takes 3 (1d6) damage when it starts its turn more than 300 feet from its iceberg home. While the eidolon is in contact with its iceberg, it can use a bonus action to direct the iceberg to move 20 feet in a direction of its choice.
Innate Spellcasting. The rimefire eidolon’s spellcasting ability is Charisma (spell save DC 18). The rimefire eidolon can innately cast the following spells, requiring no material components:
At will: blur, clairvoyance (only while within 300 feet of its iceberg home), detect evil and good, ice shape (as stone shape except it can only affect ice and snow), protection from evil and good, see invisibility, sleet storm
1/day each: cone of cold, ice storm, wall of ice
Actions
Multiattack. The eidolon makes two melee or ranged attacks.
Tendril. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d4+7) bludgeoning damage plus 10 (3d6) cold damage
Rimefire Bolt. Ranged Spell Attack: +11 to hit, range 100 ft., one target. Hit: 10 (3d6) cold damage plus 10 (3d6) fire damage.

13th Age

A 13th Age monster stat block for the rimefire eidolon. The plain text is available below.

Rimefire Eidolon
Double Strength 6th level caster [construct]
Initiative: +15
Vulnerability: Fire
Chilling Tendrils +9 vs. AC (2 attacks) – 10 damage plus 10 cold damage
R: Rimefire Bolt +11 vs. PD (one nearby or far away enemy) – 20 cold damage plus 20 fire damage
C: Cone of Cold +11 vs. PD (up to 3 nearby enemies in a group) – 20 cold damage
Natural Even Hit: The target can’t add the escalation die to its attacks until the start of the eidolon’s next turn.
Miss: 10 cold damage.
Limited Use: 2/battle, when the escalation die is even.
C: Wall of Ice +11 vs. PD (1d3+2 nearby enemies) – 15 cold damage and the target can’t attack the eidolon until it spends two move actions to circle around the wall (or one if it can fly), or attacks the wall with an attack that deals fire damage
Natural 16+: The target also takes 15 ongoing cold damage and is stuck and hampered (save ends all).
Miss: The target can’t attack the eidolon as a hit, but takes no damage.
Limited Use: 1/battle, when the escalation die is odd.
Blur: 2/battle, as an interrupt action, the eidolon can cause an attack against AC to automatically miss.
Flight.
Ice Glide: The eidolon can burrow through ice and snow without needing die rolls to succeed.
AC 23 PD 19 MD 18 HP 144

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