A single block of ice has been sculpted into the form of a tall knight in full plate armor. The masterwork sculpture depicts the knight in a fighting defensive posture, an ice greatsword in hand.
|Medium Construct (Cold)|
|Hit Dice: 13d10 +23 (101)|
|Armor Class: 26 (+2 Dex, +3 deflection, +11 natural), touch 15, flat-footed 24|
|Base Attack/Grapple: +9/+14|
|Attack: Masterwork greatsword +17 melee (2d6+11/17-20 slashing +1d6 cold)|
|Full Attack: Masterwork greatsword +17/+12 melee (2d6+11/17-20 slashing +1d6 cold)|
|Special Attacks: Cold Weapon|
|Special Qualities: Low-Light Vision, Darkvision 60’, Immunities, Cannot Heal, Tremorsense 60’, Vulnerabilities|
|Saves: Fort +4, Ref +6, Will +7|
|Abilities; Str 12, Dex 10, Con n/a, Int n/a, Wis 01, Cha 01|
|Feats: Greater Weapon Focus: Greatsword; Greater Weapon Specialization: Greatsword; Improved Critical: Greatsword; Toughness; Weapon Focus: Greatsword; Weapon Specialization: Greatsword|
|Alignment: True Neutral|
Ice knights are self-willed psionic constructs. They follow instructions explicitly, but are capable of reexamining their programming when their last orders are invalidated. For example, an ice knight charged with defending a tomb might track down and retrieve anything looted from a tomb it failed to fully defend. An ice knight does not speak, but understands Common plus one language its creator understands.
An ice knight’s creator can command it if it is within 60’ and can see and hear its creator. If uncommanded, an ice knight usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the ice knight a simple command to govern its actions in his or her absence. The ice knight’s creator can order it to obey the commands of another person (who might in turn place the ice knight under someone else’s control, and so on), but the ice knight’s creator can always resume control over his creation by commanding the ice knight to obey him alone.
|Immunities (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, cold damage, any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), death from massive damage, being raised, and being resurrected|
|Cannot Heal (Ex): Cannot heal damage on their own, but can be repaired by exposing to cold damage, through the use of the Craft Construct feat, or through repair construct spells or powers. Cold damage, whether natural or magically or psionically created (as with the Snilloc’s Snowball spell1.), heals damage at a rate of 3:1. Immediately destroyed when reduced to 0 hit points or less.|
|Never Alive (Ex): Does not eat, sleep, or breathe.|
|Vulnerability to Fire and Dessication (Ex): Takes half again as much (+50%) damage as normal from fire or dessication, regardless of whether a saving throw is allowed, or if the save is a success or failure. Suffers 1d6 points of damage each round if in a place with temperatures above freezing.|
An ice knight is shaped from a masterwork ice sculpture of a knight in full plate with a greatsword. The materials cost 1650 gp. The creature’s creator may assemble the body or have someone else to do the job. Assembling the body requires a DC 20 Craft (sculpting) check.
After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared clearing or courtyard, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the construction and ritual can be performed together.
An ice knight with more than 13 Hit Dice can be created, but each additional Hit Die adds 5,000 gp to the market price, and increases by an additional 20,000 gp if the ice knight’s size increases. The XP cost for creating an advanced ice knight is equal to 1/25th the advanced ice knight’s market price minus the cost of the special materials required.
Craft Psionic Construct, astral construct, elemental steward, psionic fabricate, manifester must be at least 7th level; Price 75,000gp; Cost 39,150 gp + 3,000 XP.
1 Unapproachable East p. 52
These angular temporary statues can be found decorating the walls of the courtyard to Snough Hall. In the town, more of these decorative simulacra are stationed outside the town’s holding cell.