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The Seasons

“Something wicked this way comes.”

Originally Posted by Bhu of the Giant in the Playground Forums.

On this Thread

The Seasons are a pseudo elemental being. While “The Seasons” is believed they are four separate entities they are in fact one, whose nature changes with the seasons. To date few have made any attempts at communication, and it has never responded to those that were made. No one as yet has any idea what the beings motives or desires are, but it’s generally considered a bad omen to have seen the thing. While not explicitly evil it seems to have little compunction about simply running over everything that gets in the way like any other mindless force of nature.

The Seasons, Autumn

By Giuseppe Arcimboldo - Transferred from en.wikipedia; transferred to Commons by User:Sreejithk2000 using CommonsHelper. Original uploader was Drewwiki at en.wikipedia, 30 January 2007 (original upload date), Public Domain, https://commons.wikimedia.org/w/index.php?curid=12000616, The Seasons
By Giuseppe Arcimboldo – Transferred from en.wikipedia; transferred to Commons by User:Sreejithk2000 using CommonsHelper. Original uploader was Drewwiki at en.wikipedia, 30 January 2007 (original upload date), Public Domain, https://commons.wikimedia.org/w/index.php?curid=12000616
Autumn
Huge Elemental (Air, Earth, Fire)
Hit Dice24d8+120 (228 hp)
Initiative+6
Speed30 ft. (6 squares)
Armor Class20 (-2 Size, +2 Dexterity, +10 Natural), touch 10, flat-footed 18
Base Attack/Grapple+18/+33
AttackSlam +23 melee (2d10+10)
Full AttackSlam +23 melee (2d10+10)
Space/Reach15 ft./15 ft.
Special AttacksDecay, Winds of Destruction, Blight, Scattering Wind
Special QualitiesDR 10/-, Dark Vision 60′, Elemental traits, Fast Healing 3, Exit
Saves (Autumn)Fort +13, Ref +16, Will +10
AbilitiesStrength 24, Dexterity 14, Constitution 20, Intelligence 14, Wisdom 14, Charisma 20
SkillsHide +20, Knowledge (nature) +22, Listen +22, Move Silently +24, Spot +22
FeatsAbility Focus (Winds of Destruction), Defensive Sweep, Greater Powerful Charge, Improved Bull Rush, Improved Initiative, Power Attack, Powerful Charge, Reckless Charge, Shock Trooper
EnvironmentAny
OrganizationUnique
Challenge Rating12
TreasureStandard
AlignmentNeutral
Advancement25+ HD (Huge)
Level
Adjustment
  • Decay (Su): All spells of the Necromancy school cast within 120′ of Autumn are at +2 Caster level, and +2 to their Save DC. Spells of the Healing subschool are cast at -2 Caster level. It is more difficult to heal, and rot sets in very quickly.
  • Winds of Destruction (Su): Autumn may cast Whirlwind 3/day as a Supernatural ability (Caster Level is equal to HD).
  • Blight (Su): Autumn is permanently surrounded by an unhallow spell. In addition plants within this area of effect die, rot, and decompose within 3 rounds if it stands in one place.
  • Scattering Wind (Su): Autumn may use control winds at Will (Caster Level is equal to HD). Autumn itself is immune to the Winds it or anyone else creates.
  • Exit (Su): At will Autumn may turn into a huge swirl of dead leaves and blow away. This is identical to the gaseous form spell except that Autumn is not subject to the wind, and has a Fly Speed of 40′.

Combat: The Seasons “Autumn” usually arrives in a burst of wind and dead leaves, scattering opponents with it’s various wind related abilities before picking them off one by one with it’s physical attacks.

The Seasons, Spring

By Giuseppe Arcimboldo - Unknown source, Public Domain, https://commons.wikimedia.org/w/index.php?curid=101710, The Seasons
By Giuseppe Arcimboldo – Unknown source, Public Domain, https://commons.wikimedia.org/w/index.php?curid=101710
Spring
Huge Elemental (Air, Fire, Water)
Hit Dice24d8+120 (272 hp)
Initiative+8
Speed30 ft. (6 squares)
Armor Class22 (-2 Size, +4 Dexterity, +10 Natural), touch 12, flat-footed 18
Base Attack/Grapple+18/+35
AttackTendril +25 melee (2d8+9)
Full Attack4 Tendrils +25 melee (2d8+9)
Space/Reach15 ft./15 ft. (30 ft. with Tendrils)
Special AttacksChaos, Constrict, Improved Grab, Shattering, Long Reach
Special QualitiesDR 10/-, Dark Vision 60′, Elemental traits, Fast Healing 10, Exit
SavesFort +15, Ref +18, Will +8
AbilitiesStrength 28, Dexterity 18, Constitution 24, Intelligence 10, Wisdom 10, Charisma 16
SkillsKnowledge (nature) +13, Listen +14, Spot +13, Tumble +18
FeatsCleave, Earth’s Embrace, Great Cleave, Greater Multigrab, Improved Bull Rush, Improved Initiative, Multigrab, Power
Attack
, Rending Constriction
EnvironmentAny
OrganizationUnique
Challenge Rating12
TreasureStandard
AlignmentNeutral
Advancement25+ HD (Huge)
Level Adjustment
  • Chaos (Su): All spells of the Healing or Summoning subschools cast within 120′ of Spring are at +2 Caster level, and +2 to their Save DC. Spells of the Necromancy school are cast at -2 Caster level. It is difficult to suppress life in Spring.
  • Constrict (Ex): Spring does 4d8+18 with a successful Grapple Check.
  • Improved Grab (Ex): If Spring successfully hits with it’s Tendril attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Constrict.
  • Shattering (Su): If Spring successfully strikes an Object it can ignore the Objects Hardness, and does double damage as the subject of it’s wrath is broken apart by new plant growth. Spring does not provoke Attacks of Opportunity when making Sunder Attacks.
  • Long Reach (Ex): Spring has a Reach of 30′ with his Tendrils.
  • Exit (Su): At will Spring may turn into a huge cloud of windborn seeds and blow away. This is identical to the gaseous form spell except that Spring is not subject to the wind, and has a Fly Speed of 40′.

Combat: The Seasons “Spring” also tends to arrive on the winds as a shower of seeds, and spores, and flower petals. It usually charges and goes straight into a Grapple with one or more opponents or depriving them of their weapons.

The Seasons, Summer

By Giuseppe Arcimboldo - Web Gallery of Art:   Image  Info about artwork, Public Domain, https://commons.wikimedia.org/w/index.php?curid=15883078, The Seasons
By Giuseppe Arcimboldo – Web Gallery of Art:   Image  Info about artwork, Public Domain, https://commons.wikimedia.org/w/index.php?curid=15883078
Summer
Huge Elemental (Earth, Fire, Water)
Hit Dice24d8+120 (272 hp)
Initiative+0
Speed30 ft. (6 squares)
Armor Class20 (-2 Size, +12 Natural), touch 8, flat-footed 20
Base Attack/Grapple+18/+39
AttackSlam +27 melee (2d10+16 plus 2d6 fire)
Full AttackSlam +27 melee (2d10+16 plus 2d6 fire)
Space/Reach15 ft./15 ft.
Special AttacksBlinding Glow, Burning Touch, Buzzing Insects, Suffocation
Special QualitiesDR 10/-, Dark Vision 60′, Elemental traits, Fast Healing 5, Exit
SavesFort +21, Ref +8, Will +8
AbilitiesStrength 32, Dexterity 10, Constitution 24, Intelligence 10, Wisdom 10, Charisma 20
SkillsIntimidate +19, Knowledge (nature) +13, Listen +13, Spot +14
FeatsAbility Focus (Blinding Glow, Burning Touch), Awesome Blow, Cleave, Cometary Collision, Great Cleave, Improved Bull
Rush
, Power Attack, Shock Trooper
EnvironmentAny
OrganizationUnique
Challenge Rating12 plus Swarm
TreasureStandard
AlignmentNeutral
Advancement: 25+ HD (Huge)
Level Adjustment
  • Blinding Glow (Ex): Anyone looking directly at Summer that is within 30′ must make a DC 27 Fortitude Save or be Blinded for the duration of the encounter.
  • Burning Touch (Su): Anyone attacking the Summer with a natural weapon, or grapple takes 2d6 fire damage as long as they remain within contact with it. Melee weapons that successfully strike it are affected as if by a heat metal spell (Caster Level is equal to HD). Summers Slam attack and Grapples do +2d6 fire damage.
  • Buzzing Insects (Su): The air surrounding Summer for 60′ is thick with biting flies. This is basically a Locust Swarm (See MM) with an Area of 60′.
  • Suffocation (Su): The air surrounding summer for 100′ is thick and heavy, and difficult to breath. All living beings that need to breath in this area have a -2 Penalty on all Fortitude Saves or Constitution Checks.
  • Exit (Su): At will Summer may turn into a huge swarm of black flies and fly away. This is identical to the gaseous form spell except that Summer is not subject to the wind, and has a Fly Speed of 40′.

Combat: The Seasons “Summer” tends to arrive in a burst of black flies and heat, moving in close to grapple so its deadly heat can put an end to opponents. The biting flies and suffocation don’t help much either.

The Seasons, Winter

By Giuseppe Arcimboldo - Unknown source, Public Domain, https://commons.wikimedia.org/w/index.php?curid=101713, The Seasons
By Giuseppe Arcimboldo – Unknown source, Public Domain, https://commons.wikimedia.org/w/index.php?curid=101713
Winter
Huge Elemental (Air, Cold, Earth, Water)
Hit Dice24d8+120 (228 hp)
Initiative+4
Speed30 ft. (6 squares)
Armor Class22 (-2 Size, +4 Dexterity, +10 Natural), touch 12, flat-footed 18
Base Attack/Grapple+18/+33
AttackClaw +24 melee (2d8+7/19-20 plus 2d6 cold)
Full Attack2 Claws +24 melee (2d8+7/19-20 plus 2d6 cold)
Space/Reach15 ft./15 ft. (20 ft. with Claws)
Special AttacksCold Wind, Darkness, Freezing Touch, Inevitability, Long Reach
Special QualitiesDR 10/-, Dark Vision 60′, Elemental traits, Fast Healing 3, Exit
SavesFort +19, Ref +12, Will +10
AbilitiesStrength 24, Dexterity 18, Constitution 20, Intelligence 14, Wisdom 14, Charisma 16
SkillsHide +20, Knowledge (nature) +22, Listen +22, Move Silently +24, Spot +22
FeatsAbility Focus (Cold Wind, Freezing Touch), Cleave, Devastating Critical (Claw), Great Cleave, Improved Critical (Claw), Overwhelming Critical (Claw), Power Attack, Weapon Focus (Claw)
EnvironmentAny
OrganizationUnique
Challenge Rating12
TreasureStandard
AlignmentNeutral
Advancement25+ HD (Huge)
Level Adjustment

Combat: ” The Seasons” Winter’s arrival is heralded by it’s Freezing Wind ability, and then it closes in relying on it’s darkness and freezing cold to finish off opponents.

  • Cold Wind (Su): Once every d4 turns Winter may blow a cold wind as a 60′ Cone. All opponents within this wind are affected as if by a Gust of wind spell (Caster Level=HD), and must make a DC 25 Fortitude Save or be infected by Pneumonia. Contact, Incubation 1-4 weeks, Damage is Sickened and Fatigued. If the opponent fails the Save by more than 5, he is Nauseated and Exhausted instead. If he fails by 10 or more is limited to a single Move or Attack Action each turn. They can move and attack if they make a Charge, but cannot make a Full Attack. If the opponent fails by 15 or more or rolls a natural 1 on the Save they are unconscious.
  • Darkness (Su): Winter is permanently surrounded by a 40′ Darkness spell.
  • Freezing Touch (Su): Anyone attacking the Winter with a natural weapon, or grapple takes 2d6 cold damage as long as they remain within contact with it. Melee weapons that successfully strike it are affected as if by a chill metal spell (Caster Level is equal to HD). Winters Claw attack and Grapples do +2d6 cold damage.
  • Long Reach (Ex): Winter has a Reach of 20′ with it’s Claws.
  • Inevitability (Su): All living beings within 100′ of Winter receive a -2 Penalty to any Saves against Energy or Ability Drain or Death Effects. Death comes quickly in Winter.
  • Exit (Su): At will Winter may turn into a huge cloud of cold mist and drift away. This is identical to the gaseous form spell except that Winter is not subject to the wind, and has a Fly Speed of 40′.
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