Freezing Flow
This transparent blue formation of ice is as forbidding as the serpent it resembles.
It’s believed that these strange frozen oozes are created when a particularly cold arctic area has prolonged exposure to ice from the Elemental Planes. Rising seemingly spontaneously from such a supernatural deep freeze, freezing flows shamble forth in search of prey, hungry for the life energy of warm-blooded creatures, which they somehow metabolize. Within their native habitat, these oozes are particularly difficult to spot. While they lack intelligence, they have an instinct to stay put within frozen ice flows, on the icy surface of frozen lakes and rivers, or within areas of permafrost, waiting for prey to stumble upon them. This instinct may be tied to the fact that they can stay relatively dormant for decades or even centuries, but eventually they need the life energy of warm-blooded creatures to fuel their strange locomotion. Since they dwell in unforgiving and underpopulated areas, it is easier for them to conserve energy and wait for prey rather than to try to track down warm-blooded creatures. After feeding, or when fully fed, these creatures tend to ignore other creatures unless attacked. Though freezing flows’ crystalline construction can give the illusion that they are brittle, nothing is further from the truth. When a freezing flow slams into flesh, it does so with enough power to break bone, and it is cold enough to numb flesh, causing its prey to convulse in a fit of shivers. When hungry, the only things freezing flows avoid are fire and high temperatures. Such things can still melt and damage a freezing flow, though it typically requires more heat to diminish a freezing flow into a puddle of water than it takes to melt a patch of normal ice 10 times the ooze’s size.
N Large (cold, water)
Init –5; Senses 60 ft.; Perception –5
DEFENSE
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
hp 47 (5d8+25)
Fort +6, Ref +3, Will –4
cold,
Weaknesses to fire
OFFENSE
Speed 20 ft., 20 ft.
Melee slam +6 (2d4+6/19–20 plus 1d6 cold and )
Space 10 ft.; Reach 5 ft.
Special Attacks (2d4+6 plus 1d6 cold), jagged slam, numbing touch
STATISTICS
Str 18, Dex 16, Con 20, Int —, Wis 1, Cha 1
Base Atk +3; +8; CMD 13
Skills Swim +12
SQ crystalline
ECOLOGY
Environment any cold
Organization solitary
Treasure none
SPECIAL ABILITIES
Crystalline (Ex) As a creature of living ice, a freezing flow is difficult to discern from its surroundings in icy and snowy land environments and when in icy water. A successful DC 15 Perception check is required to notice a freezing flow in these environments. Any creature that fails to notice a freezing flow and walks into it automatically takes damage as if struck by the ooze’s slam attack.
Jagged Slam (Ex) A freezing flow’s slam attack is a slashing tendril of crystalline ice. It deals slashing damage instead of bludgeoning damage and has a critical range of 19–20.
Numbing Touch (Ex) Each time a freezing flow deals cold damage with its slam attack or constrict ability, the target must succeed at a DC 17 Fortitude save or be staggered with numbing cold for 1 round. The save DC is Constitution-based.
Ice Golem
This icy statue stands a head taller than a normal human. A rime of frost coats it, and razor-sharp shards of ice adorn its limbs.
Ice golems are humanoid automatons formed of carved ice. Their appearance can range from roughly chiseled figures of ice and snow to elaborately detailed ice sculptures and beautiful crystalline statues. Ice golems cannot speak, and move with the sound of cracking and popping ice. An ice golem stands 7 feet tall and weighs 500 pounds.
N Medium (cold)
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
hp 53 (6d10+20)
Fort +2, Ref +1, Will +2
5/adamantine; , cold, magic
Weaknesses to fire
OFFENSE
Speed 30 ft.
Melee 2 slams +9 (1d6+3 plus 1d6 cold)
Special Attacks (20-ft. cone, 3d6 cold damage, Reflex DC 13 half, usable once every 1d4 rounds), cold (1d6), icy destruction
STATISTICS
Str 16, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +6; +9; CMD 18
ECOLOGY
Environment any cold
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Cold (Ex) An ice golem’s body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.
Icy Destruction (Ex) When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 3d6 points of slashing damage and 2d6 points of cold damage; a DC 13 Reflex save halves the damage. The save DC is Constitution-based.
Immunity to Magic (Ex) An ice golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals electricity damage slows an ice golem (as the slow spell) for 2d6 rounds, with no saving throw.
• A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An ice golem gets no saving throw against cold effects.
Winter Wolf
This bear-sized wolf has white fur and a rime of frost around its muzzle. Its eyes are pale blue, almost white in color.
Winter wolves are larger, smarter, more ferocious variants of worgs with white fur and a deadly breath weapon. A typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the shoulder, and weighs about 450 pounds. Winter wolves will often ally themselves with frost giants, hill giants, and other large humanoids, serving entire tribes of giants as both scouts and guards.
NE Large (cold)
Init +5; Senses 60 ft., , ; Perception +11
DEFENSE
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +6, Will +3
cold
Weaknesses to fire
OFFENSE
Speed 50 ft.
Melee bite +10 (1d8+7 plus 1d6 cold and trip)
Space 10 ft.; Reach 5 ft.
Special Attacks (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 17)
STATISTICS
Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10
Base Atk +6; +12; CMD 23 (27 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Perception +11, Stealth +4 (+10 in snow), Survival +5
Racial Modifiers +2 Perception, +2 Stealth (+8 in snow), +2 Survival
Languages Common, Giant
ECOLOGY
Environment cold forests and plains
Organization solitary, pair, or pack (6–11)
Treasure standard
Remorhaz
An immense centipede-like beast erupts from the snow, rows of chitinous plates on its back glowing red-hot.
In a world of ice and snow, the remorhaz is particularly feared for the terrible fires that burn within its body. These internal fires cause the armor plates along its back to glow red-hot when the creature is particularly angry, excited, or in pain. Creatures adapted to arctic regions are often particularly vulnerable to fire, making the remorhaz’s primary defense an incredibly potent one and securing its role as a dangerous predator in such frozen reaches. Remorhazes dwell in extensive warrens carved into the hearts of glaciers. The beasts use their heat to melt tunnels through ice, tunnels whose smooth glassy sides swiftly refreeze in their wake to create uncommonly stable and numerous mazes. Although the remorhaz has much in common superficially with lesser vermin, the beast is surprisingly intelligent. While not capable of speech, the typical remorhaz has a good grasp of the Giant tongue, and tribes of giants often use this to their advantage to secure allegiances with the great beasts. Frost giants are particularly obsessed with them, for those giants who brave the cruel and deadly burns a remorhaz can inflict to become “worm friends” gain a potent weapon to use against their enemies—an assassin capable of burrowing up through the floor of a glacial keep to strike directly against a frost giant’s greatest weakness: fire. Other giants use the beasts as living forges, for their backs are hot enough to melt metal. A remorhaz is 25 feet long and weighs 10,000 pounds.
N Huge
Init +1; Senses 60 ft., , 60 ft.; Perception +16
DEFENSE
AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, –2 size)
hp 94 (9d10+45)
Fort +11, Ref +7, Will +4
fire, cold
OFFENSE
Speed 30 ft., 20 ft.
Melee bite +13 (3d6+9 plus )
Space 15 ft.; Reach 15 ft.
Special Attacks , (2d6+9 plus 8d6 fire, AC 15, hp 9)
STATISTICS
Str 22, Dex 13, Con 21, Int 5, Wis 12, Cha 10
Base Atk +9; +17 (+21 grapple); CMD 28 (can’t be tripped)
Feats Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Skill Focus (Perception)
Skills Perception +16
Languages Giant (cannot speak)
ECOLOGY
Environment cold deserts and glaciers
Organization solitary
Treasure none
SPECIAL ABILITIES
Heat (Su) An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a DC 19 Fortitude save to avoid taking damage. The save DC is Constitution-based.
Sangoi
Dressed in tattered finery and an animal for a cloak, this small, gaunt humanoid has unnaturally long fingers and nails.
Sometimes mistaken for vampires, sangois are evil nocturnal fey that haunt towns and graveyards, feeding on blood and hunting by the sounds of victims’ hearts. They prefer humanoid blood but settle for animal blood when hungry. Sangoi stand 4 feet tall and weigh 35 to 40 pounds.
NE Small
Init +10; Senses hear heartbeat, ; Perception +15
DEFENSE
AC 21, touch 18, flat-footed 14 (+6 Dex, +1 dodge, +3 natural, +1 size)
hp 82 (11d6+44)
Fort +7, Ref +13, Will +8
5/cold iron
OFFENSE
Speed 30 ft.
Melee bite +12 (1d4+1 plus 1d4 bleed), 2 claws +12 (1d3+1 plus 1d4 bleed)
Ranged dagger +12 (1d3+1/19–20)
Special Attacks (1d4), , curse of misery, horrific critical, sneak attack +2d6
(CL 11th; concentration +15)
Constant—hide from animals (self only), hide from undead (self only), tongues
At will—detect thoughts (DC 16)
3/day—animal trance (DC 16), invisibility (self only), snare (DC 17)
1/day—control weather, dominate animal (DC 17), speak with dead (DC 17)
STATISTICS
Str 13, Dex 23, Con 18, Int 14, Wis 12, Cha 19
Base Atk +5; +5; CMD 22
Feats Dodge, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Finesse
Skills Acrobatics +20, Bluff +18, Craft (traps) +10, Diplomacy +10, Disguise +18, Escape Artist +11, Intimidate +15, Knowledge (local, nature) +10, Perception +15, Sleight of Hand +11, Stealth +24
Languages Aklo, Common, Sylvan; tongues
SQ (Medium or Small land animal or humanoid, polymorph), sideways glance, sunlight transparency
ECOLOGY
Environment any cold or temperate land
Organization solitary or pair
Treasure standard (dagger)
SPECIAL ABILITIES
Curse of Misery (Su) As a full-round action, a sangoi can deliver its curse to an adjacent humanoid as a melee touch attack. If the target fails its save, the sangoi gains the benefit of aid (with a caster level equal to the target’s Hit Dice). A sangoi gains a +2 morale bonus on attack rolls, weapon damage rolls, saving throws, and opposed skill checks against any creature affected by its curse. A creature that successfully saves can’t be affected by the same sangoi’s curse for 24 hours. The save DC is Charisma-based.
Curse of Misery: Touch—contact; save Will DC 19; frequency 1 day; effect permanent crushing despair.
Hear Heartbeat (Ex) A sangoi can hear the beating hearts of living creatures nearby, granting it blindsense 30 feet and blindsight 5 feet. It can locate all creatures taking bleed damage within 30 feet as if it had blindsight. This ability does not reveal the location of creatures without hearts.
Horrific Critical (Ex) When a sangoi enters a blood rage, its claws and teeth elongate and sharpen, threatening a critical hit on a roll of 18–20. If a sangoi reduces a humanoid to –1 or fewer hit points with a critical hit from its claws or teeth, it can tear out the target’s heart and consume it as a free action (Fortitude DC 19 negates), killing the creature instantly. The sangoi gains 1d8 temporary hit points and a +2 enhancement bonus to Strength for 1 hour. When it kills a creature in this way, any humanoid within 30 feet who witnesses this attack must succeed at a DC 19 Will save or become shaken and sickened for 1d4 rounds (this is a mind-affecting fear effect). The save DCs are Charisma-based.
Sideways Glance (Su) Sangois fade from view when in a creature’s peripheral vision. They gain concealment against creatures they flank. They can attempt a Bluff check to feint as a swift action, but only against a foe that can clearly see them.
Sunlight Transparency (Ex) Sunlight causes sangois to partially fade from view. Their bodies become translucent (20% miss chance), and they become fatigued and take a –10 penalty on Disguise checks as long as they remain in direct sunlight.
Cold Rider
Jagged, twisting antlers of dark blue ice crown the helm of this ice-armored humanoid figure.
Cold riders are terrifying armored majesties, clad in cloaks of frost with a pair of large crystal-blue antlers cresting their almost skeletal heads. Their icy armor and weapons are as much a part of them as their frozen flesh. Cold riders delight in perversion, slaughter, and the corruption of other fey. They prefer undead or cold-resistant steeds, but even when they have no access to such, their phantom steed spelllike ability ensures they never go long without a mount. Cold riders are 7 feet tall, though their antlers easily add another 2 feet to their height. They weigh 300 pounds.
CE Medium (cold)
Init +7; Senses 60 ft., ; Perception +18
DEFENSE
AC 22, touch 13, flat-footed 19 (+9 armor, +3 Dex)
hp 97 (13d6+52); 5
Fort +8, Ref +11, Will +10
Defensive Abilities implements of ice; cold; 19
Weaknesses to fire and sonic, susceptible to shatter
OFFENSE
Speed 30 ft.; icewalking
Melee +2 icy burst glaive +12/+7 (1d10+6/×3 plus 1d6 cold), gore +4 (2d6+1 plus 1d6 cold)
(CL 10th; concentration +13)
Constant—pass without trace
At will—chill metal (DC 15), deep slumber (DC 16), ghost sound (DC 13), obscuring mist, phantom steed, ray of frost
1/day—freedom of movement, ice storm
STATISTICS
Str 17, Dex 16, Con 18, Int 14, Wis 15, Cha 17
Base Atk +6; +9; CMD 22
Feats Improved Initiative, Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, Weapon Focus (glaive)
Skills Acrobatics +19, Handle Animal +16, Intimidate +16, Knowledge (nature) +18, Perception +18, Ride +22, Sense Motive +18, Stealth +19
Languages Common, Elven, Sylvan
ECOLOGY
Environment any cold
Organization solitary, pair, or cavalry (3–12)
Treasure standard
SPECIAL ABILITIES
Icewalking (Ex) A cold rider and any creature it rides can move across icy surfaces without penalty and do not need to make Acrobatics checks to run or charge on ice. They may climb icy surfaces as if under the effects of the spider climb spell.
Implements of Ice (Su) A cold rider wears full plate armor and wields a +2 icy burst glaive made of magical ice as hard as steel. Its armor does not restrict it in any way. When a cold rider dies, its armor and glaive melt into water in 1d6 rounds.
Susceptible to Shatter (Ex) A shatter spell deals 3d6 points of damage to a cold rider (no save) and reduces its armor bonus by 2 for 1 minute. Shatter spells automatically overcome a cold rider’s spell resistance.
Yuki-Onna
This beautiful but sad-looking woman wears an ornate robe and is surrounded by a whirling mass of snow.
A yuki-onna is the restless spirit of a woman who froze to death in the snow and was never given a proper burial. She roams the wilderness, constantly searching for intelligent creatures to kill and always appearing surrounded by swirling mists of snow and ice. Eternally jaded by her unjust departure to the afterlife, a yuki-onna seeks to impose the same cruel fate upon those who still live, particularly men and those who sympathize or cooperate with them. Many foolish individuals are lured to their deaths by a yukionna’s unparalleled beauty, which remains even as the evil spirit steadily freezes and kills her victims with her powers over frost. The transition from life to undeath corrupts a yukionna’s soul, and even a well-intentioned, good-hearted individual who freezes in the snow may become a treacherous yuki-onna. Most yuki-onnas immediately seek out those who wronged them in life, after which they reside in an area near what was their home, haunting and killing anyone who dares to come near. Yuki-onnas hardly ever make their presences known in rural areas with larger populations, and they prefer inhabiting the countryside and wilderness. When a yuki-onna is destroyed, her body melts as though ice, leaving only a small pool of water in its stead. A yuki-onna is 5-1/2 feet tall.
LE Medium (cold, )
Init +8; Senses 60 ft.; Perception +17
Aura snowstorm (200 ft.)
DEFENSE
AC 21, touch 21, flat-footed 16 (+6 deflection, +4 Dex, +1 dodge)
hp 94 (9d8+54)
Fort +9, Ref +7, Will +11
Defensive Abilities ; cold,
Weaknesses to fire, snow dependency
OFFENSE
Speed 30 ft. (perfect)
Melee 2 touches +10 (4d6 cold plus chilling touch)
Special Attacks chilling touch, fascinating
(CL 10th; concentration +16)
Constant—blur
3/day—cone of cold (DC 21), eyebite (comatose and panicked only, DC 22), ice storm
STATISTICS
Str —, Dex 18, Con —, Int 17, Wis 21, Cha 22
Base Atk +6; +10; CMD 27
Feats Combat Casting, Dodge, Improved Initiative, Mobility, Spring Attack
Skills Bluff +15, Fly +12, Intimidate +18, Perception +17, Sense Motive +17, Spellcraft +15, Stealth +16, Survival +14
Languages Common
ECOLOGY
Environment any cold
Organization solitary
Treasure standard
SPECIAL ABILITIES
Chilling Touch (Su) A yuki-onna’s touch causes 4d6 cold damage. Whenever a creature takes cold damage in this manner, it must make a DC 20 Fortitude save to avoid being staggered by the supernatural cold for 1 round. This duration stacks. The save DC is Charisma-based.
Fascinating Gaze (Su) Fascinated for 1d4 rounds, 30 feet, Will DC 20 negates. The save DC is Charisma-based.
Snow Dependency (Ex) A yuki-onna is staggered if she is ever in an area without snow while her snowstorm aura is suppressed or otherwise not functioning.
Snowstorm (Su) A yuki-onna is surrounded by whirling blasts of snow, even in areas that wouldn’t allow for such weather, that comprise a 200-foot-radius spread. Within this area, the snowfall and wind gusts cause a –4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation around the yuki-onna, and functions as severe wind. A yuki-onna is unaffected by snowstorms or blizzards of any kind. Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely.
Ursikka
This insectlike creature is covered in downy white fur. A pair of eyes gleams above a three-part mouth that drips viscous fluid.
Ursikka are vicious apex predators that rule vast arctic territories. Held aloft by four slender legs, on which they skitter with unsettling speed, ursikka can reach heights of 25 feet, with a long, lean abdomen accounting for most of their 20-foot length. Their grasping forearms each end in a sharp pincer capable of shearing flesh from bone, and shaggy fur covers the majority of their bodies. The ursikka’s most unusual trait, however, is a three-part maw that can open wide enough to swallow humans whole. Freezing saliva drips constantly from these gnashing mandibles, injuring and trapping prey. With only a bestial intellect, ursikka view all smaller creatures as food, and think nothing of invading and devouring entire humanoid communities.
N Huge
Init +4; Senses 60 ft., , , 30 ft.; Perception +15
DEFENSE
AC 24, touch 8, flat-footed 24 (+16 natural, –2 size)
hp 138 (12d10+72)
Fort +14, Ref +10, Will +5; +4 vs. mind-affecting effects
Defensive Abilities ; cold 20
OFFENSE
Speed 40 ft., 20 ft.
Melee bite +21 (2d6+11 plus freezing saliva), 2 claws +21 (1d8+11)
Space 15 ft.; Reach 15 ft.
Special Attacks coat claws, spit
STATISTICS
Str 32, Dex 11, Con 22, Int 2, Wis 13, Cha 5
Base Atk +12; +25 (+27 bull rush); CMD 35 (37 vs. bull rush, 39 vs. trip)
Feats Awesome Blow, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Snatch
Skills Climb +15, Perception +15
SQ hibernation
ECOLOGY
Environment any cold land
Organization solitary, pair, or hive (3–10)
Treasure none
SPECIAL ABILITIES
Coat Claws (Ex) As a standard action, an ursikka can coat its pincerlike claws with freezing, viscous saliva. This coating lasts for 1 minute. Any creature hit by an ursikka’s coated claws or grappled by an ursikka using the Snatch feat takes an additional 2d6 points of cold damage (Reflex DC 22 half).
Freezing Saliva (Ex) The saliva that drips from an ursikka’s mouth is sticky as well as cold, causing creatures to become entangled for 1d4 rounds (Reflex DC 22 negates). While entangled, creatures take 2d6 points of cold damage each round. An entangled creature can break free before the end of this duration by succeeding at a DC 19 Strength check or by dealing 15 points of damage to the encasing saliva with either a slashing weapon or fire damage. Using fire to remove the saliva damages the entangled creature as well. The save DC is Constitution-based.
Hibernation (Ex) An ursikka can enter a prolonged state of hibernation by surrounding itself with its spittle, which hardens into a cocoon. While hibernating, an ursikka doesn’t need to drink or eat. The cocoon has hardness 10 and 60 hit points, and is immune to fire damage. As long as the cocoon remains intact, the ursikka remains unharmed in its hibernation. An ursikka must use its attacks to break free from its cocoon.
Spit (Ex) As a standard action, an ursikka can spit a 60-foot line of its saliva. Creatures in the area take 8d6 points of cold damage and become entangled. A successful DC 22 Reflex save halves the damage and negates the entangled condition. The save DC is Constitution-based.
Khala
This dragon has broad, ragged wings. Its serpentine body ends in three long, flailing necks with hissing, triangular heads.
It is rumored that khalas were a breed of rare amphibious dragon, warped through evil and wintry magic from proud creatures into voracious and wicked things that delight in the suffering of others. The creature ambulates like a snake, slithering along the ground or through the boughs of trees with its wings drawn close to its body, but it prefers flight whenever possible. All khalas are female, and scholars debate how the creatures procreate. It is believed that the males of the species, known in legend as the zmeys, were wiped out in a war with the khalas.
CE Large (cold)
Init +10; Senses 60 ft., ; Perception +30
DEFENSE
AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, –1 size)
hp 261 (18d12+144)
Fort +19, Ref +17, Will +16
cold, disease, paralysis, sleep; acid 10, electricity 10
Weaknesses to fire
OFFENSE
Speed 30 ft., 90 ft. (good)
Melee 3 bites +27 (2d10+10/19–20 plus disease), tail +25 (2d8+10 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks (60-ft. line, 16d6 cold damage, Reflex DC 27 half, usable every 1d4 rounds), (2d8+10), (2 bites, 2d10+15), tenacious grapple
(CL 16th; concentration +23)
3/day—fire shield (chill shield only), empowered ice storm, incendiary cloud (DC 25, deals cold damage), suggestion (DC 20)
1/day—control weather, polar ray
STATISTICS
Str 30, Dex 22, Con 27, Int 22, Wis 21, Cha 25
Base Atk +18; +29 (+33 grapple); CMD 45 (can’t be tripped)
Feats Alertness, Critical Focus, Empower Spell-Like Ability (ice storm), Flyby Attack, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Staggering Critical, Stunning Critical
Skills Appraise +27, Bluff +28, Diplomacy +28, Fly +29, Intimidate +28, Knowledge (geography) +27, Knowledge (local) +27, Knowledge (nature) +27, Perception +30, Sense Motive +30, Stealth +23, Survival +26
Languages Abyssal, Aquan, Common, Draconic, Giant, Goblin
ECOLOGY
Environment any cold
Organization solitary
Treasure double
SPECIAL ABILITIES
Breath Weapon (Su) A khala can fire a jet of frigid liquid from one of its three mouths, dealing 16d6 points of cold damage (Reflex DC 27 half). Even if they succeed at the Reflex save, creatures caught in the line must succeed at a DC 27 Fortitude save or be encased in ice. A trapped creature must succeed at a DC 25 Strength check or DC 26 Escape Artist check as a full-round action to break free.
Disease (Ex) Chillbane Fever: Bite—injury; save Fortitude DC 27; onset 1 day; frequency 1/day; effect 1d4 Con damage, sickened, and fatigued; cure 2 consecutive saves.
Tenacious Grapple (Ex) A khala does not gain the grappled condition if it grabs a foe with its tail, and it can maintain a grapple with its tail as a swift action.
Wendigo
This hideous shape has the head of a feral elk with jagged teeth and sharp antlers. Its humanoid legs end in blackened, burnt stumps.
Beings of ancient evil, wendigos haunt the minds of mortals, driving them to desperation and, ultimately, cannibalistic madness. They enjoy whittling down prey before they strike, trailing victims for days, even weeks, while plaguing their journeys with nightmares and foul weather. Tribal humanoids sometimes worship wendigos as gods, bringing them live sacrifices or attempting to appease the creatures by engaging in ritual cannibalism. They mark a wendigo’s territory with fetishes and dress in the furs and hides of whatever animal it most closely resembles. Wendigos take little interest in the practices of their worshipers, and view them only as an ample supply of victims.
CE Large (cold, native)
Init +13; Senses 60 ft., 60 ft., ; Perception +26
DEFENSE
AC 32, touch 18, flat-footed 23 (+9 Dex, +14 natural, –1 size)
hp 279 (18d10+180); 15 (fire)
Fort +21, Ref +22, Will +11
15/cold iron and magic; cold, fear; 28
Weaknesses to fire
OFFENSE
Speed 120 ft. (perfect)
Melee bite +26 (2d8+9/19–20 plus 4d6 cold and ), 2 claws +26 (2d6+9/19–20 plus 4d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks dream haunting, howl, (2 claws, 1d8+13 plus 4d6 cold plus 1d4 Cha damage), wendigo psychosis
(CL 18th; concentration +25)
At will—wind walk (DC 23; see below)
1/day—control weather (as druid), nightmare (DC 22)
STATISTICS
Str 29, Dex 29, Con 31, Int 26, Wis 20, Cha 24
Base Atk +18; +28 (+32 grapple); CMD 47
Feats Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite, claws), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
Skills Acrobatics +30, Bluff +28, Diplomacy +9, Fly +36, Intimidate +32, Knowledge (arcana, geography, nature, religion) +26, Knowledge (planes) +29, Perception +26, Sense Motive +26, Spellcraft +29, Stealth +26, Survival +26
Languages Aklo, Common, Giant; 1 mile
SQ
ECOLOGY
Environment any cold
Organization solitary
Treasure none
SPECIAL ABILITIES
Dream Haunting (Su) When a wendigo uses its nightmare spell-like ability, the victim is also exposed to wendigo psychosis.
Howl (Ex) Three times per day as a standard action, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 28 Will save to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Wendigo Psychosis (Su) Curse—Nightmare or wind walk; save Will DC 26; onset 1 minute; frequency 1/day; effect 1d4 Wis drain (minimum Wis 1); cure 3 consecutive saves. When a victim’s Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, the victim is effectively dead, replaced by a new wendigo. True resurrection, miracle, or wish can restore such a victim to life, yet doing so does not harm the new wendigo. The save is Charisma-based.
Wind Walk (Sp) If a wendigo pins a grappled foe, it can attempt to wind walk with the target by using its spell-like ability—it automatically succeeds on all concentration checks made to use wind walk. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. Each round, a victim can make a new DC 23 Will save to turn solid again, but at this point he falls if he cannot fly. Eventually, the wendigo strands the victim in some rural area, usually miles from where it began. A creature that wind walks with a wendigo is exposed to wendigo psychosis. The save DC is Charisma-based.