Ice swarm

School conjuration (summoning)[ice]; Level druid 4, sorcerer/ wizard 4, summoner 4, witch 4

CASTING

Casting Time 1 round

Components V, S, M (a drop of blood in the shape of a snowflake)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one swarm of animate ice crystals

Duration 1 round/level

Saving Throw none, see text; Spell Resistance no

DESCRIPTION

You summon a swarm consisting of tens of thousands of animate, flying ice crystals in a 10-foot-by-10-foot cube. These ice crystals attack all creatures within the swarm’s area. You can summon the swarm so that it shares an area with other creatures, and you can move the swarm up to 40 feet each round as a move action. If you choose not to move the swarm, it automatically moves up to 40 feet to envelop the most nearest living creature (including you) if it has not already done so.

Creatures caught inside the swarm’s area of effect take 2d6 points of cold damage and 2d6 points of bleed damage. Creatures also are nauseated as the Distraction monster ability (DC 14 negates) The ice crystals deal damage to all creatures sharing their area when they first appear, and at the end of their movement each round.

Ice crystals swarm (CR 4)

N Fine Outsider (cold, elemental, swarm)

Init +2, Senses Darkvision 60ft

AC 16, 16 touch, 14 flat-footed

HP 6d10+6 (65)

Fort Ref Will

Defensive abilities: Elemental traits, Swarm traits (immunity to weapon attacks), Vulnerability to fire;

Speed Fly 40ft (perfect)

Melee Swarm (2d6 cold plus 2d6 bleed)

Space 10ft Reach 0ft

Special attacks (Distraction DC 14)

Stats -/15/13/-/11/5

Base attack +6; CMB +4; CMD 14

Feats N/A

Skills N/A

Ice swarms feed on the heat of living creatures and the blood they lose. This amount of warmth doesn't hurt the ice, but higher levels of heat can quickly melt them.