Trollhound

Foul-smelling fluids ooze from weeping sores across the scaly skin of this squat, powerful, and vaguely canine beast.

Slavering and voracious, trollhounds seem to be trolls in smaller canine form, and indeed, are often found as pets among gangs and tribes of trolls. Requiring vast amounts of food to fuel their regenerative metabolisms, packs of wild trollhounds range far and wide through the mountains of the north, their ravenous hunger driving them to hunt and consume any prey they can track down and kill. A typical trollhound stands 4 feet tall at the shoulder, has short but powerful legs, and weighs around 350 pounds. A trollhound’s skin is somewhat scaly, with patches of rough, greenish-black fur. It has oversized jaws with a pronounced underbite, and its eyes are normally a dull, hateful orange. Trollhounds are believed to be the outcome of infusing particularly ferocious worgs with alchemically prepared troll blood. The resulting beast loses the worg’s wicked intelligence but gains the ability to regenerate even the most grievous wounds, except those inf licted by fire or acid. Whatever their origin, trollhounds breed true and are often raised by trolls. Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts are too dull to recognize the danger it poses. Nevertheless, fire is one of the most effective tools in combating trollhounds, and canny hunters know to burn every last remnant of a slain trollhound, for as is true of trolls, even the smallest piece of trollhound flesh can eventually regrow back into a full-sized beast. Trollhounds are most often found in the company of trolls, who breed the beasts as hunters, guards, pets, and food. Trollhounds seem to have an affinity for their savage masters, and tamed trollhounds always regard trolls as alpha members of the pack. A trollhound will never attack a troll without cause—although trolls often enjoy violent roughhousing with these creatures nonetheless.

CR 3 XP 800
N
Medium magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC
15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d10+8); regeneration 3 (acid or fire)
Fort +6, Ref +5, Will +1
OFFENSE
Speed
40 ft.
Melee bite +8 (1d10+6 plus disease and trip)
STATISTICS
Str
18, Dex 13, Con 15, Int 2, Wis 11, Cha 6
Base Atk +4; CMB +8; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Perception +8, Stealth +5, Survival +1 (+5 scent tracking)
Racial Modifiers +4 Survival when tracking by scent
ECOLOGY
Environment
cold mountains
Organization solitary, pair, or pack (3–8)
Treasure incidental
SPECIAL ABILITIES
Disease (Ex)
A trollhound’s saliva is an infectious brew of contagion. Creatures bitten by a trollhound are often afflicted with bloodfire fever, a disease characterized by deep internal pain, as if the victim’s blood were on fire. Additional symptoms include loss of muscular coordination, pus-filled blisters, and overall lethargy and fatigue. Trolls and trollhounds alike are immune to bloodfire fever, even though trollhounds often exhibit the pus-filled blisters that come with the disease.
Bloodfire fever: Bite—injury; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d3 Str damage, 1d3 Dex damage, and target is fatigued; cure 2 consecutive saves. The save DC is Constitution-based.
 

Urhag

This bat-like creature’s body is mostly a large, toothy maw, held aloft by leathery wings. Its whip-thin tail ends in a slender stinger.

Urhags are unnatural creatures that flop and scuttle through ancient ruins and barren canyon-lands. Originally native to the nightmare Plateau of Leng, they can slip into the waking world via an infected dreamer’s flesh.  Urhags crave the meat of sapient beings and enjoy infesting such hosts, even though urhags are barely capable of cohesive thought. Once an urhag’s victim dies, the urhag wears it like armor for a time while slowly consuming its flesh. Strangely, urhags avoid eating creatures incapable of dreaming, as they find their taste repellent. An urhag is about 4 feet long and weighs roughly 50 pounds.

CR 3 XP 800
NE
Medium aberration
Init +5; Senses blindsense 30 ft., see in darkness; Perception +10
DEFENSE
AC
15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d8+12)
Fort +4, Ref +2, Will +7
Defensive Abilities all-around vision; Immune disease
OFFENSE
Speed
20 ft., fly 30 ft. (good)
Melee bite +6 (1d6+3 plus grab), sting +6 (1d4+3 plus red plague)
Special Attacks gnaw into flesh (2d6+6 and 2 Str damage), grab (Huge), infest flesh
STATISTICS
Str
16, Dex 12, Con 17, Int 4, Wis 13, Cha 7
Base Atk +3; CMB +6; CMD 17
Feats Improved Initiative, Iron Will
Skills Fly +9, Perception +10, Stealth +9
Racial Modifiers +4 Perception, +4 Stealth
Languages Aklo (cannot speak)
ECOLOGY
Environment
cold mountains
Organization solitary, pair, or coven (3–10)
Treasure incidental
SPECIAL ABILITIES
Gnaw into Flesh (Ex)
When the urhag grapples a creature, it gnaws into that creature’s flesh, eventually hollowing it out to serve as a host. An urhag that grapples a foe and chooses to damage the foe with an additional grapple check deals twice its normal bite damage (2d6+6 for most urhags) plus 2 points of Strength damage as it consumes the victim’s muscle and sinew. 
Infest Flesh (Su) If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature’s body as a free action, sliding its tendrils into the victim’s limbs and controlling the body like a puppet. This functions similarly to a greater possession spell, except that the creature uses the urhag’s Strength, Dexterity, and hit points instead of its own, and the urhag’s tail emerges from the host’s mouth like a blistered tongue, allowing it to make sting attacks. If the host body is slain, the urhag emerges as a free action but is staggered for 1 round. Otherwise, this effect lasts for 3 days or until the urhag emerges as a standard action. When the effect ends or the urhag emerges, the corpse collapses into rotten scraps of infected flesh. Anyone who touches these scraps is exposed to red plague. An urhag can infest a recently dead body (one killed within an hour) with 3 full rounds of gnawing. 
Red Plague (Ex) Whenever an urhag hits with its sting attack, it inflicts a hideous infection. Creatures suffering from red plague quickly develop large, red, pus-leaking blisters across their bodies; when a creature dies of red plague, all of these blisters pop at once, each releasing a tadpole-sized larval urhag. Red plague is a disease effect.
Red Plague: Sting—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con damage and 1d3 Int damage; cure 2 consecutive saves. The save DC is Constitution-based.
 

Ice Troll

This large creature has light blue-green skin and cold, piercing eyes. Dressed in rough furs, its tusked jaw juts forth in a long underbite.

Ice trolls are somewhat smaller than normal trolls, but they possess greater intelligence and cunning and are just as voraciously hungry. They display the typical hunched posture of trolls, combined with long arms tipped with sharp claws and the distinctive troll underbite. Like normal trolls, ice trolls possess amazing regenerative powers that enable them to recover from almost any wound. Unlike most trolls, ice trolls often use weapons in battle, but in the heat of combat, they often cast aside weapons in favor of their rending claws. An ice troll stands about 10 feet tall and weighs up to 900 pounds. Because of their greater intellects, ice trolls sometimes work as mercenaries, and often serve as soldiers in monstrous armies. They frequently ally with frost giants, and may even be found among northern barbarian tribes, as long as they are well fed and well paid. Ice trolls enjoy the taste of human flesh, and those not working with humans frequently set traps near civilized areas to catch their favorite prey. They will also raid isolated settlements for food, often bringing captured humans back to their icy lairs, where the unfortunate victims are caged and fattened up before finally being devoured by the voracious trolls. In combat, ice trolls are more cautious than normal trolls. They do not normally rush headlong into battle, instead focusing on weaker foes or those bearing fire. They do not hesitate to attack opponents armed with fire, but work together to defeat such enemies before they can bring their dangerous weapons to bear. Ice troll society is more patriarchal than normal troll society, and while males may form gangs to hunt or raid, most ice trolls live in small family groups comprised of a male, a female, and their offspring.

CR 4 XP 1,200
CE
Large humanoid (cold, giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC
17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
hp 45 (6d8+18); regeneration 5 (acid or fire)
Fort +8, Ref +8, Will +2
Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed
30 ft.
Melee battleaxe +7 (2d6+4), bite +2 (1d6+2), claw +2 (1d4+2) or bite +7 (1d6+4), 2 claws +7 (1d4+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+6)
STATISTICS
Str
19, Dex 18, Con 16, Int 9, Wis 10, Cha 7
Base Atk +4; CMB +9; CMD 23
Feats Intimidating Prowess, Lightning Reflexes, Skill Focus (Perception)
Skills Intimidate +7, Perception +9, Survival +4
Languages Giant
ECOLOGY
Environment
cold mountains or underground
Organization solitary or band (3–6)
Treasure standard
 

Shobhad

This gray-skinned goliath is lean and muscled. Its four powerful arms carry weapons, and it wears a leather chest harness.

These fabled four-armed giants are native to a low-gravity planet and renowned across several worlds for their ferocity in battle. Most shobhads are born and come of age in fierce tribal clans known collectively as the Shobhad-neh, and disdain the “soft living” practiced by many other humanoid races—they believe the abandonment of nomadic culture is a slippery slope that leads away from individual honor and into marginalization. Whether with flashing swords and lances or mysterious longrifles capable of picking off targets on faraway horizons, the clans of the Shobhad-neh constantly vie for resources in the hard deserts and mountains where they live, their need to survive trumped only by a still greater desire for honor. Though considered barbaric by many, the Shobhad-neh operate under strict codes of conduct that dictate how a warrior may gain status via ritualistic challenges or daring coups in territorial squabbles. Unfortunately for other races, these rules almost always apply exclusively to interactions with other shobhads, and the Shobhad-neh see “lesser” races as little more than sheep to be culled. Typical shobhad warriors stand 12 feet tall and weigh 500 pounds, and their lean bodies are corded with ropes of muscle. Most shobhads prefer to go naked save for loincloths and the leather harnesses that crisscross their chests and secure their weapons in place. When they wear clothing, its either practical such as hide armor and wrappings that protect against biting sandstorms, or ceremonial like the brightly colored skins and feathers chieftains and shamans wear. Though shobhads can be found on occasion working as lone mercenaries in cities, such urban individuals are the exception rather than the rule. Shobhad shamans preach that in human cities, an individual is little more than a faceless cog in a machine, remembered by no one. Yet a shobhad warrior who rides heroically into battle atop her armored reptilian steed is never forgotten—neither by her own kin, nor by the families of those she defeats. Thus, in battle, a shobhad is made truly immortal.

CR 4 XP 1,200
N
Large monstrous humanoid
Init +5; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC
18, touch 10, flat-footed 17 (+4 armor, +1 Dex, +4 natural, –1 size)
hp 47 (5d10+20)
Fort +5, Ref +5, Will +4
Defensive Abilities ferocity; Resist cold 5
OFFENSE
Speed
40 ft. (30 ft. in armor)
Melee longsword +5 (2d6+5/19–20), longsword +5 (2d6+2/19–20), 2 slams +4 (1d6+2)
Ranged shobhad longrifle +6 (2d6/×4) or 2 javelins +5 (1d8+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str
20, Dex 13, Con 18, Int 10, Wis 11, Cha 13
Base Atk +5; CMB +11; CMD 22
Feats Combat Reflexes, Improved Initiative, Multiweapon Fighting, Weapon Focus (shobhad longrifle)
Skills Intimidate +9, Perception +8, Stealth +2, Survival +8
Languages Giant
ECOLOGY
Environment
cold deserts or mountains
Organization solitary, pair, raiding party (3–19), or clan (20 or more plus 1 sergeant of 3rd–4th level per 10 adults and 1 leader of 5th–7th level), plus mounts (use statistics for ankylosaurus.
Treasure NPC gear (hide armor, 2 longswords, 2 javelins, shobhad longrifle with 20 bullets, other treasure)

SHOBHAD LONGRIFLE
A shobhad longrifle is treated as a Large rifle with a range increment of 200 feet, but it functions only on low-gravity worlds.

 

Wikkawak

This thick-bodied, white-furred bugbear wears bearskins and carries an axe made of ice and bone.

The goblinoid race of bugbears infests all regions of the world, and these cruel creatures have adapted to the various climes where they make their homes. In the icy wastes, a race of albino bugbears called wikkawaks stalk the windswept glaciers and frozen mountaintops. Well adapted to the cold, wikkawaks are masters of stealth and arctic survival, and they have the ability to quell lanterns, torches, and campfires with a thought. Wikkawaks leave no trail in even the heaviest of snows, though salt sprinkled on snow can supposedly reveal a wikkawak’s tracks. Of course, by the time one has discovered a wikkawak’s trail, it could already be too late. Like most bugbears, wikkawaks normally lead a solitary existence, preying on isolated settlers and hunters like pale arctic serial killers. Their powerful noses can sniff out a humanoid or animal over great distances. The rank smell of fear is a powerful stimulant to wikkawaks, and an individual wikkawak hunter might stalk and terrorize a potential victim for several nights, “steeping” its prey in dread and terror before finally pouncing. Wikkawaks consider humanoid flesh a great delicacy, and one might freeze a dead humanoid in a remote area, only to return to its grisly cache again and again to savor the taste of the victim for weeks on end. Wikkawaks enjoy keeping mementos of their victims, and prefer fingers as trophies. Wikkawaks occasionally congregate in larger groups, either to find mates or to better terrorize a large settlement. Wikkawak pairings seldom last longer than a winter, and young wikkawaks are pushed out into the cold to fend for themselves as soon as they’ve grown their fur. Wikkawaks don’t enjoy the company of other goblinoids, and are just as likely to kill and eat a tribe of snow goblins as they are to rule their lesser kin. A wikkawak is covered in a thick pelt of insulating white fur, and its beady eyes are a dead white color. A typical wikkawak stands just over 7 feet tall and weighs around 450 pounds.

CR 4 XP 1,200
CE
Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft., scent; Perception +11
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 armor, +3 Dex, +3 natural)
hp 39 (6d8+12)
Fort +4, Ref +8, Will +3
Resist cold 5
OFFENSE
Speed
30 ft.
Melee battleaxe +9 (1d8+7/×3)
Ranged javelin +7 (1d6+5)
Spell-Like Abilities (CL 4th; concentration +5)
3/day—quench
STATISTICS
Str
20, Dex 17, Con 15, Int 12, Wis 13, Cha 12
Base Atk +4; CMB +9; CMD 22
Feats Martial Weapon Proficiency (battleaxe), Nimble Moves, Power Attack
Skills Climb +11, Intimidate +11, Perception +11, Stealth +16, Survival +7
Racial Modifiers +4 Intimidate, +4 Perception, +4 Stealth
Languages Common, Giant, Goblin
SQ thuggery, trackless step
ECOLOGY
Environment
cold mountains
Organization solitary, pair, gang (3–6), or warband (7–12 plus 3 warriors of 1st level and 1 chieftain of 3rd–5th level)
Treasure NPC gear (mwk studded leather armor, battleaxe, 3 javelins, other treasure)
SPECIAL ABILITIES
Thuggery (Ex)
Intimidate and Perception are class skills for wikkawaks.
 

Yeti

This creature stands like a man, yet is half again the height of most men and covered with a coat of thick white fur.

Mysterious and rarely seen (save by victims), the yeti is a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of “abominable snowmen” who come down from the heights to raid, taking livestock or even humans as prey and leaving behind only monstrous barefoot tracks in the bloodstained snow. Although yeti stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures, they are not when it comes to ascribing the yeti’s temperament and source. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe such yeti are often driven to raiding lowlander settlements, thus perpetuating the myth of the yeti as a demon made flesh. The source of such cruel madness can often be traced to a singular source—proximity to strange, eldritch dimensions. The yetis’ mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the yeti are invaders from these dimensions or Material Plane natives influenced by otherworldly realms, but it seems certain that whatever their origins, the yeti are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.

CR 4 XP 1,200
N
Large monstrous humanoid (cold)
Init +1; Senses darkvision 60 ft., scent; Perception +10
DEFENSE
AC
17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +6
Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed
40 ft., climb 30 ft.
Melee 2 claws +9 (1d6+4 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks cold, frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold)
STATISTICS
Str
19, Dex 12, Con 15, Int 9, Wis 12, Cha 10
Base Atk +6; CMB +11; CMD 22
Feats Cleave, Great Fortitude, Power Attack
Skills Climb +21, Intimidate +9, Perception +10, Stealth +1 (+9 in snow)
Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
ECOLOGY
Environment
cold mountains
Organization solitary, pair, or tribe (3–8)
Treasure standard
SPECIAL ABILITIES
Cold (Su)
A yeti’s body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its claws or rend attack.
Frightful Gaze (Su) Creatures within 30 feet that meet a yeti’s gaze must succeed on a DC 13 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day. The save DC is Charisma-based.
 

Troll

This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.

Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. They are stooped, fantastically ugly, and astonishingly strong—combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. An adult troll weighs around 1,000 pounds. A troll’s appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a troll’s advance. Those who commonly battle with trolls know to locate and burn any pieces after a fight, for even the smallest scrap of flesh can regrow a full-size troll given enough time. Fortunately, only the largest part of a troll regrows in this way. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. While these are usually nonlethal, trolls are aware of each others’ weaknesses and will use such knowledge to kill their own kind if food is scarce.

CR 5 XP 1,600
CE
Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC
16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
hp 63 (6d8+36); regeneration 5 (acid or fire)
Fort +11, Ref +4, Will +3
OFFENSE
Speed
30 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)
STATISTICS
Str
21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +9, Perception +8
Languages Giant
ECOLOGY
Environment
cold mountains
Organization solitary or gang (2–4)
Treasure standard
 

Frost Drake

This two-legged dragon has dull blue scales tinged with bright blue ice. A freezing mist issues from between its powerful jaws.

Degenerate cousins of white dragons, frost dragons are ferocious predators. They are larger than other drakes, reaching heights of up to 16 feet and weighing upward of 2,500 pounds. Their wide, clawed feet enable them to easily burrow through snow, though not through dirt or clay. Young frost drakes form adolescent hunting packs divided along gender lines, but older frost drakes are usually encountered in mated pairs. Frost drakes mate for life, leaving their packs when they find a suitable mate. Mated pairs make a nest together, and the female lays a clutch of two to five eggs. Both parents care for their offspring when they hatch, and families usually form small packs until the young reach maturity at 5 years of age. At this point, the parents abandon their offspring, usually laying a new clutch of eggs in a new nest elsewhere, and leaving the fledgling drakes to find their own adolescent packs to join.

CR 7 XP 3,200
CE
Large dragon (cold)
Init +5; Senses darkvision 60 ft., low-light vision, scent, snow vision; Perception +10
DEFENSE
AC
20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
84 (8d12+32)
Fort +10, Ref +7, Will +5
Immune cold, paralysis, sleep
Weaknesses vulnerability to fire
OFFENSE
Speed
20 ft., burrow 20 ft. (snow only), fly 60 ft. (average)
Melee bite +13 (2d6+6 plus 1d6 cold), tail slap +8 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks freezing mist breath
STATISTICS
Str
22, Dex 13, Con 18, Int 8, Wis 9, Cha 13
Base Atk +8; CMB +15; CMD 26
Feats Flyby Attack, Improved Initiative, Power Attack, Vital Strike
Skills Climb +17, Fly +10, Intimidate +12, Perception +10, Stealth +8
Languages Draconic
SQ speed surge, icewalking
ECOLOGY
Environment
cold mountains
Organization solitary, pair, or rampage (3–12)
Treasure standard
SPECIAL ABILITIES
Freezing Mist Breath (Su)
A frost drake can, as a standard action, spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals 7d6 points of cold damage (DC 18 Reflex half) to all creatures in a 20-foot-radius spread. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds, after which the ice cracks or melts enough to revert to the normal terrain features in the area. Once a frost drake has used its freezing mist breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.
Icewalking (Ex) This ability works like spider climb, but the surfaces the drake climbs must be icy. It can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Speed Surge (Ex) Three times per day as a swift action, a frost drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
Snow Vision (Ex) A frost drake can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snow.
 

Frost Giant

This giant looks like a thick, muscular human with curved horns. It has frost-white skin and long, light blue hair worn loose.

A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors also don chain shirts and metal helmets decorated with horns or feathers. An adult male stands about 15 feet tall and weighs approximately 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants can live to be 250 years old. Frost giants are among the most feared giants, as their wanton destruction, battle lust, and fearless demeanor push them to ever-increasing displays of brutality. Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous greataxes. A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them, and then starting an avalanche before leaping into battle. Frost giants can hide well in snowy environments and are masters of stealth in their domain. Frost giants survive on hunting and raiding alone, as they live in desolate, frigid environments. Frost giant groups are split almost evenly between those that live in makeshift settlements or abandoned castles and those that roam the frozen north as nomads in search of spoils and provisions. Frost giant leaders call themselves jarls and demand absolute obedience from their followers. At any time a jarl may be challenged by combat for leadership of the tribe. These challenges typically result in the death of one of the combatants. A single jarl can often count a dozen or more smaller frost giant tribes as part of his extended tribe. In such a situation, the leaders of the lesser tribes are known simply as chieftains or warlords. Frost giants love to take captives, and use them for food as well as slaves and commodities. Every group of frost giants typically has 1–2 humanoid slaves shackled to a slave handler— usually the meanest and cruelest non-jarl in the group. They are also quite fond of monstrous pets— white dragons and winter wolves are popular choices, but remorhazes, yetis, and even linnorms can be found dwelling in a frost giant lair.

CR 9 XP 6,400
CE
Large humanoid (cold, giant)
Init –1; Senses low-light vision; Perception +10
DEFENSE
AC
21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
hp 133 (14d8+70)
Fort +14, Ref +3, Will +6
Defensive Abilities rock catching; Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed
40 ft.
Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9)
Ranged rock +9 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
STATISTICS
Str
29, Dex 9, Con 20, Int 10, Wis 14, Cha 11
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack, Skill Focus (Stealth)
Skills  Climb +13, Craft (any one) +7, Intimidate +7, Perception +10, Stealth +2 (+6 in snow)
Racial Modifiers +4 Stealth in snow
Languages Common, Giant
ECOLOGY
Environment
cold mountains
Organization solitary, gang (3–5), band (6–12 plus 35% noncombatants and 1 adept or cleric of 1st–2nd level), raiding party (6–12 plus 35% noncombatants, 1 adept or sorcerer of 3rd–5th level, 1–4 winter wolves, and 2–3 ogres), or tribe (21–30 plus 1 adept, cleric, or sorcerer of 6th–7th level; 1 barbarian or ranger jarl of 7th–9th level; and 15–36 winter wolves, 13–22 ogres, and 1–2 young white dragons)
Treasure standard (chain shirt, greataxe, other treasure)
 

White Dragon

This dragon’s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.

Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon makes up for its lack of cunning with sheer ferocity. White dragons dwell on remote, frozen mountaintops and in arctic lowlands, making their home in glittering caves full of ice and snow. They prefer their meals completely frozen.

WYRMLINGVERY YOUNGYOUNGJUVENILEYOUNG ADULTADULTMATURE ADULTOLDVERY OLDANCIENTWYRMGREAT WYRM
CR
CE
dragon (cold)
Init +; Senses dragon senses, snow vision; Perception +
DEFENSE
AC

hp
Fort +, Ref +, Will +
Immune paralysis, poison, sleep
Weaknesses vulnerability to fire
OFFENSE
Speed 60 ft., burrow 30 ft., fly , swim 60 ft., icewalking
Melee
Space ft.; Reach
Special Attacks breath weapon
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB +; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment
cold mountains
Organization solitary
Treasure triple
SPECIAL ABILITIES
Icewalking (Ex) This ability works like spider climb, but the surfaces the dragon climbs must be icy. White dragons can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
 

Sleipnir

This mighty horse has eight powerful legs. Its hooves leave shimmering hoofprints that quickly fade to mist.

Sleipnirs are a legendary breed of magical, eightlegged horses. Most sleipnirs have jet-black coats and long, flowing manes and tails, though occasionally a sleipnir foal is born with a white or shimmering silver coat. Such rare sleipnirs sometimes display additional abilities beyond those of their darker kin. A typical sleipnir stands 6 to 7 feet tall at the shoulder, measures about 12 feet long, and weighs upward of 1,600 pounds. Believed to be descended from the mystical steeds of gods, sleipnirs have spread throughout the Material Plane. While sleipnirs cannot actually fly, they are able to walk on air as easily as on land, and spend much of their time galloping across the skies of their homes. Although sleipnirs lack the ability to travel between planes themselves, riders have brought them as mounts far beyond the Material Plane, and populations of sleipnirs can be found on several of the more hospitable Outer Planes as well. Sleipnirs are highly prized as steeds, but as intelligent magical beasts, they cannot be trained using the Handle Animal skill, and those trying to do so find them intractable and even violent. Although they cannot speak, sleipnirs understand Auran, and one seeking a sleipnir as a mount must convince the creature to serve using Diplomacy, Intimidate, or other means. Sleipnirs are generally indifferent to most creatures, meaning they can be found serving as steeds to creatures of all alignments, from good to evil. Riding a sleipnir requires no equipment other than a normal saddle, and they are well trained in combat from birth. A rider does not need to make a Ride check to control a sleipnir in battle, but must make a Ride check to attack in the same round that the sleipnir attacks. A sleipnir can carry 519 pounds as a light load, 1,038 pounds as a medium load, and 1,560 pounds as a heavy load.

CR 11 XP 12,800
N
Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC
25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size)
hp 147 (14d10+70)
Fort +14, Ref +15, Will +9
Immune electricity; Resist cold 10
OFFENSE
Speed
80 ft.; air walk
Melee bite +19 (1d8+6), 4 hooves +17 (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (DC 22), powerful charge (hoof, 2d8+12), trample (1d8+9, DC 23)
Spell-Like Abilities (CL 11th; concentration +12)
Constant—air walk
STATISTICS
Str
22, Dex 18, Con 21, Int 10, Wis 17, Cha 13
Base Atk +14; CMB +21; CMD 35 (47 vs. trip)
Feats Endurance, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run, Weapon Focus (hoof)
Skills Acrobatics +18 (+38 when jumping), Perception +16, Swim +16
Languages Auran (cannot speak)
ECOLOGY
Environment
cold mountains
Organization solitary, pair, or herd (3–10)
Treasure none
SPECIAL ABILITIES
Breath Weapon (Su)
As a standard action, a sleipnir can exhale a 30- foot cone of shimmering, rainbowcolored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC 22 half or negates). The sleipnir may use this ability once every 1d6 rounds, up to 3 times per day. The save DC is Constitution-based.
 

Frost Worm

This immense white worm has a single circular eye in the center of its head. Wisps of icy fog waft up from between its mandibles.

With armor-crushing jaws, flesh that radiates cold, and a terrible keening cry capable of holding creatures fascinated, frost worms are apex predators of the frozen tundra and glaciers. In the frost worms’ far-reaching hunting grounds, they fear only the remorhaz, for the heat generated by an enraged remorhaz causes intense pain to a frost worm. This extreme aversion to heat, as well as its freezing touch and devastating breath weapon, stems from an unusual facet of frost worm physiology—veins that run with magically cold blood. This creature’s ichor is clear, but infused with such sub-freezing temperatures that the monster’s flesh can freeze water in the skin of creatures that touch it. When a frost worm dies, this magical energy dissipates, and both blood and muscle immediately freeze solid and then explode into a catastrophic barrage of icy shrapnel. As a result, even those predators that might legitimately prey upon the burrowing monstrosities tend to leave frost worms well enough alone. An adult frost worm measures 35 feet long and weighs 8,000 pounds.

CR 12 XP 19,200
N
Huge magical beast (cold)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +17
DEFENSE
AC
27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
hp 168 (16d10+80)
Fort +15, Ref +13, Will +10
Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed
30 ft., burrow 10 ft.
Melee bite +25 (4d10+15 plus 4d6 cold)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (60-ft. cone, 15d6 cold damage, Reflex DC 23 half, usable once per hour), death throes, trill
STATISTICS
Str
31, Dex 16, Con 21, Int 2, Wis 16, Cha 11
Base Atk +16; CMB +28; CMD 41 (can’t be tripped)
Feats Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Stand Still, Weapon Focus (bite)
Skills Perception +17, Stealth +6 (+14 in ice and snow)
Racial Modifiers +8 Stealth in ice and snow
SQ cold
ECOLOGY
Environment
cold plains or mountains
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Cold (Su)
A frost worm’s body generates intense cold, allowing it to deal an additional 4d6 cold damage with its bite attack. Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes 1d6 points of cold damage per successful hit. A creature that grapples or is grappled by a frost worm takes 4d6 points of cold damage per round the grapple is maintained.
Death Throes (Su) When killed, a frost worm explodes in a 100-foot-radius burst that deals 12d6 cold damage and 8d6 piercing damage (DC 23 Reflex half). The save DC is Constitution-based.
Trill (Su) As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a DC 18 Will save or be fascinated for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
 

Ice Yai

This blue-skinned giant has three eyes, fangs, and claws. Its hair seems to be formed of delicate strands of ice.

The ice yai is a sinister creature that combines the brutality of a frost giant with the grace and style of a skilled martial artist. Although its magical powers are formidable, it prefers to fight in melee using its slam attacks, leading its minions in merciless combat. It uses its mobility to cast combat spells or launch shards of ice from its third eye. An ice yai is a natural leader among frost giants, tempering their savagery with its own wisdom. A tribe led by an ice yai may still raid settlements of neighboring humanoids, but the tribe soon learns the value of establishing regular tributes and willing sacrifices—the ice yai teach that methods that rely upon the threat of violence are often even more effective than actual violence. Despite this strangely enlightened philosophy, an ice yai never passes up an opportunity to reinforce its capacity for slaughter, and will often demand that its subjects take part in show battles, both for the entertainment of the tribe and to nurture the ice yai’s insatiable ego and sense of dominion over its subjects.

CR 14 XP 38,400
CE
Large outsider (cold, oni, giant, native, shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
DEFENSE
AC
27, touch 12, flat-footed 24 (+4 armor, +2 Dex, +1 dodge, +11 natural, –1 size)
hp 200 (16d10+112); regeneration 5 (fire or acid)
Fort +17, Ref +7, Will +12
Immune cold; SR 25
Weaknesses vulnerability to fire
OFFENSE
Speed
50 ft., fly 60 ft. (good)
Melee 4 slams +24 (2d8+9)
Ranged icy missile +17 touch (4d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks staggering strikes
Spell-Like Abilities (CL 18th; concentration +22)
Constant—fly, mage armor
At will—darkness, invisibility (self only)
3/day—charm monster (DC 18), cone of cold (DC 19), deep slumber (DC 17), gaseous form (self only)
1/day—polar ray, solid fog
STATISTICS
Str
29, Dex 14, Con 25, Int 12, Wis 15, Cha 18
Base Atk +16; CMB +26; CMD 39
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Vital Strike
Skills Bluff +23, Disguise +14, Fly +25, Intimidate +23, Knowledge (arcana) +11, Perception +22, Sense Motive +13, Spellcraft +8, Stealth +17 (+21 in snow), Use Magic Device +14
Racial Modifiers +4 Stealth in snow
Languages Common, Giant
SQ change shape (Medium or Large humanoid; alter self or giant form I)
ECOLOGY
Environment
cold mountains
Organization solitary or gang (1 plus 4–16 frost giants)
Treasure standard
SPECIAL ABILITIES
Icy Missile (Su)
As a swift action, the ice yai can fire a dart of ice from its third eye. This dart is a ranged touch attack (+20 attack bonus), dealing 4d6 points of cold damage on a hit. This attack has a range of 180 feet with no range increment.
Staggering Strikes (Ex) An ice yai can strike twice per round with its two slam attacks. A creature struck by more than two of these slam attacks in a round must succeed at a DC 27 Fortitude save or be staggered for 1 round. The save DC is Strength-based.
 

Stormghost

This menacing creature stands on four pointed legs like those of an insect. A conical head sits atop its humanoid torso.

Cunning hunters, stormghosts prowl lonely arctic tors, so named by their victims for their ability to conjure malignant weather and attack unseen. Stormghosts search constantly for food, tracking animals and intelligent creatures alike, and their appearances vary depending on the season, allowing them to blend into any environment. While stormghosts are thankfully rare, their regeneration mitigates the effects of aging, allowing them to live for more than 2,000 years. A typical stormghost stands 8 feet tall in its regular posture, but can extend its legs to reach up to 14 feet, with its muscled flesh and hardened chitin armor making it weigh roughly 1,500 pounds.

CR 15 XP 51,200
CE
Large monstrous humanoid
Init +12; Senses all-around vision, darkvision 90 ft., low-light vision, mistsight, scent, see in darkness; Perception +22
Aura static aura (5 ft., 2d6 electricity)
DEFENSE
AC
30, touch 18, flat-footed 21 (+8 Dex, +1 dodge, +12 natural, –1 size)
hp 212 (17d10+119); regeneration 5 (acid)
Fort +12, Ref +18, Will +12 
Immune disease, electricity, poison; Resist cold 10, fire 10
OFFENSE
Speed
50 ft., climb 30 ft.
Melee bite +24 (1d8+8), 2 claws +24 (1d8+8/19–20 plus 1d6 electricity)
Space 10 ft.; Reach 5 ft. (10 ft. with claws)
Special Attacks impaling leap, sneak attack +3d6, static blast
Spell-Like Abilities (CL 11th; concentration +14)
At will—alter winds, fog cloud, jump
3/day—deeper darkness, greater invisibility, gust of wind (DC 15), ice storm
1/day—control weather, plague storm (DC 19), sirocco (DC 19)
STATISTICS
Str
27, Dex 27, Con 24, Int 11, Wis 14, Cha 16
Base Atk +17; CMB +26; CMD 43 (47 vs. trip)
Feats Acrobatic Steps, Combat Reflexes, Dodge, Improved Critical (claws), Improved Initiative, Mobility, Nimble Moves, Power Attack, Spring Attack
Skills Acrobatics +22, Climb +24, Perception +22, Stealth +24 (+28 in icy or snowy areas), Survival +20
Racial Modifiers +4 Stealth in icy or snowy areas
Languages Auran
SQ adaptive camouflage
ECOLOGY
Environment
cold mountains
Organization solitary
Treasure none
SPECIAL ABILITIES
Adaptive Camouflage (Ex)
A stormghost’s hide shifts coloration over time to match its environment, granting it +4 racial bonus on Stealth checks within the ranger favored terrain type matching its current terrain. A stormghost moving to a different terrain must stay 1d4 weeks to gain the bonus. 
Impaling Leap (Ex) As a standard action, a stormghost can leap onto a target at least one size category smaller than itself and impale the victim. The target suffers 6d8+16 points of piercing damage and is pinned (DC 26 Reflex negates). The stormghost must maintain the pin as normal. Pinned foes take impaling leap damage each round. The save DC is Dexterity-based. 
Static Aura (Su) A stormghost can surround itself with crackling electricity that leaps from its body. All creatures within 5 feet of the stormghost take 2d6 points of electricity damage at the beginning of the stormghost’s turn. A stormghost can suppress or resume this ability as a free action. 
Static Blast (Su) As a standard action, a stormghost can focus its static charge into a bolt, releasing it in a 40-foot line that deals 15d6 points of electricity damage. A successful DC 25 Reflex save halves this damage. A stormghost can use its static blast once every 1d4 rounds. The save DC is Constitution-based.
 

Tundra Blight

This churning mound of snow-like material has several large red eyes and four tentacles tipped with icy stingers.

Tundra blights dwell in the frozen reaches of the world, bringing their freezing domains to borderland settlements Tundra blights are 7 feet across and weight 450 pounds.

CR 16 XP 76,800
NE
Medium ooze (blight, cold)
Init +14; Senses blindsight 120 ft.; Perception +24
DEFENSE
AC
32, touch 21, flat-footed 21 (+10 Dex, +1 dodge, +11 natural)
hp 243 (18d8+162); fast healing 15
Fort +15, Ref +18, Will +14
Defensive Abilities rejuvenation; Immune acid, cold, ooze traits
Weaknesses vulnerability to fire
OFFENSE
Speed
30 ft., burrow 30 ft. (snow and ice only), climb 30 ft.
Melee 4 stings +26 (1d8+13 plus 1d6 cold and curse)
Space 5 ft.; Reach 15 ft.
Special Attacks creeping cold, curse of winter, frozen domain
Spell-Like Abilities (CL 16th; concentration +23)
1/day—blight (DC 22), command plants (DC 21), cone of cold (DC 22), dominate monster (animals and magical beasts only, DC 26), greater curse terrain, hallucinatory terrain (DC 21)
STATISTICS
Str
36, Dex 30, Con 29, Int 17, Wis 23, Cha 24
Base Atk +13; CMB +26; CMD 47 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack
Skills Climb +39, Intimidate +25, Knowledge (geography) +21, Perception +24, Stealth +28 (+36 in ice or snow)
Racial Modifiers +8 Stealth in ice or snow
Languages Aklo, Auran; domain telepathy
SQ cursed domain, favored terrain (cold), icewalking
ECOLOGY
Environment
cold plains or glaciers
Organization solitary
Treasure standard
SPECIAL ABILITIES
Creeping Cold (Su)
A tundra blight’s stings deal an additional 1d6 points of cold damage. In addition, this cold clings to the target and continues to deal an additional 1d6 points of cold damage each round at the start of the affected creature’s turn. This creeping cold effect can be stopped by a successful DC 15 Heal check or through the application of any magical healing. This additional cold damage does not stack with multiple stings. 
Curse of Winter (Su) A creature struck by a tundra blight’s sting attack must succeed at a DC 26 Will save or gain vulnerability to cold. Creatures immune to cold damage that fail this save do not become vulnerable, but are instead no longer immune to cold (they cannot then be made vulnerable to cold from this curse, as its effects do not stack in this manner). This curse persists until it is removed. This is a cold curse effect. The save DC is Charisma-based. 
Frozen Domain (Su) A tundra blight’s domain is always treated as being one category colder than the region would otherwise dictate. If a region is normally treated as extreme cold, it deals 1d6 points of lethal damage per round of exposure instead of per minute. Anyone attempting a saving throw against the effects of these cold temperatures or a saving throw against cold effects takes a –4 penalty on the save within a tundra blight’s frozen domain. When a character attempts to cast any spell with the fire descriptor in this domain, she must succeed at a DC 30 caster level check or the spell is negated when it is cast. 
Icewalking (Ex) A tundra blight can navigate icy surfaces as if under the effect of spider climb. It can move across icy surfaces without penalty and does not need to attempt Acrobatics checks to run or charge on ice.
 

Ice Linnorm

A snake-like, dragon-headed monster of tremendous size rises up, drifts of snow and ice tumbling from its coiling flanks.

The ice linnorm dwells amid glacial crevasses and atop wind-blasted mountain peaks—tales speak of climbers unwittingly clambering over the flanks of a particularly immense ice linnorm coiled around a mountain, only to find death at its furious fangs and claws at the summit of their goal. During the fiercest winters, ice linnorms are said to slither down to the lowlands to eat entire villages. An ice linnorm is 90 feet long and weighs 18,000 pounds.

CR 17 XP 102,400
CE
Colossal dragon
Init +10; Senses darkvision 120 ft., low-light vision, scent, true seeing; Perception +26
DEFENSE
AC
32, touch 8, flat-footed 26 (+6 Dex, +24 natural, –8 size)
hp 279 (18d12+162); regeneration 10 (cold iron)
Fort +20, Ref +19, Will +16
Defensive Abilities freedom of movement; DR 15/cold iron; Immune cold, curse effects, mind-affecting effects, paralysis, poison, sleep; SR 28
OFFENSE
Speed
40 ft., climb 40 ft., fly 100 ft. (average), swim 40 ft.
Melee bite +24 (3d8+14/19–20 plus poison), 2 claws +24 (2d6+14), tail +19 (3d6+7 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, constrict (tail, 3d6+21), death curse
STATISTICS
Str
38, Dex 22, Con 29, Int 5, Wis 20, Cha 23
Base Atk +18; CMB +40 (+44 grapple); CMD 56 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Climb +43, Fly +19, Perception +26, Swim +22
Languages Aklo, Draconic, Sylvan
ECOLOGY
Environment
cold hills and mountains
Organization solitary
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su)
Once every 1d4 rounds as a standard action, an ice linnorm can expel a 60-foot cone of freezing, viscous ooze, dealing 18d8 points of cold damage to all creatures struck (Reflex DC 28 halves). The freezing ooze clings to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can break free with a DC 25 Strength, Escape Artist, or combat maneuver check. Each round a creature remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don’t have supernatural flight fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feetper round. The save DC is Constitution-based.
Death Curse (Su) When a creature slays an ice linnorm, the slayer is affected by the curse of frost. Curse of Frost: save Will DC 25; effect creature gains vulnerability to cold. The save DC is Charisma-based.
Freedom of Movement (Ex) An ice linnorm is under the constant effect of freedom of movement, as per the spell of the same name. This effect cannot be dispelled.
Poison (Su) Bite—injury; save Fort DC 28; frequency 1/round for 10 rounds; effect 4d6 cold damage and 1d6 Con drain; cure 3 consecutive saves. The save DC is Constitution-based.
True Seeing (Ex) An ice linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled.
 

Rune Giant

This giant’s skin is black and pitted, like roughly cast iron, and etched with glowing red runes.

Magically crafted and crossbred from taiga and fire giant slaves by ancient wizards, rune giants are anathema to their own kind. Given power to command and magically control other giants, the rune giants themselves served their even more powerful masters, and in so doing granted ancient empires armies of giants to command. In the eons since these ancient empires collapsed, rune giants have persisted as a race of their own, little more than bogeymen, horrors whispered of late at night by superstitious giants. Rune giants’ charcoal flesh is decorated by dozens of runes—manifestations of their eldritch powers. Rune giants are 40 feet tall and weigh 25,000 pounds.

CR 17 XP 102,400
LE
Gargantuan humanoid (giant)
Init +0; Senses low-light vision; Perception +29
DEFENSE
AC
30, touch 6, flat-footed 30 (+9 armor, +15 natural, –4 size)
hp 270 (20d8+180)
Fort +15, Ref +6, Will +20
Immune cold, electricity, fire
OFFENSE
Speed
35 ft. (50 ft. without armor); air walk
Melee mwk longsword +27/+22/+17 (4d6+22/17–20) or 2 slams +26 (2d6+15)
Ranged mwk spear +12/+7/+2 (4d6+15/×3)
Space 20 ft.; Reach 20 ft.
Special Attacks command giants, runes, spark shower
Spell-Like Abilities (CL 20th; concentration +24)
Constant—air walk
At will—charm person (DC 15), suggestion (DC 17)
3/day—mass charm monster (DC 22), dominate person (DC 19)
1/day—demand (DC 22), true seeing
STATISTICS
Str
41, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; CMB +34; CMD 44
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (longsword), Improved Vital Strike, Iron Will, Power Attack, Quick Draw, Staggering Critical, Vital Strike
Skills Acrobatics +15 (+23 jump), Craft (any one) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
ECOLOGY
Environment
cold mountains
Organization solitary, pair, patrol (3–6), squad (7–12), or company (13–30 plus 2–4 fighters or rogues of 2nd–4th level, 1 oracle or sorcerer of 5th–8th level, 1 ranger or monk commander of 5th–6th level, 10–20 yetis, 1–4 cloud giants, 8–12 frost giants, 10–16 stone giants, 4–8 lamia matriarchs, and 1–2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
SPECIAL ABILITIES
Command Giant (Su)
A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Runes (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be blinded for 1 round. The saving throw is Charisma-based.
Spark Shower (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 rounds). The save DC is Constitution-based.
 

Norn

This towering, stern woman wears her long blonde hair in braids. She carries a reel of golden thread and a pair of shears.

Ancient beyond imagining, the norns are a race of powerful women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon or with a vengeance when the strands of fate are twisted and abused by lesser beings. Worshiped as gods by some, the norns do little to discourage this veneration. A norn stands 14 feet tall and weighs 800 pounds.

CR 18 XP 153,600
LN
Large fey
Init +16; Senses all-around vision, blindsight 120 ft., low-light vision, greater arcane sight, true seeing; Perception +30
DEFENSE
AC
33, touch 21, flat-footed 31 (+7 armor, +2 Dex, +10 insight, +5 natural, –1 size)
hp 270 (20d6+200); regeneration 10 (cold iron)
Fort +18, Ref +18, Will +21; +8 vs. mind-affecting spells and effects; +4 vs. death spells and effects
Defensive Abilities fated, foresight, mind blank, never surprised or flat-footed; DR 15/cold iron; Immune cold, energy drain, negative energy; Resist acid 30, electricity 30, fire 30; SR 29
OFFENSE
Speed
40 ft. (30 ft. with armor)
Melee shears +21/+21/+16 (1d8+12/15–20 plus energy drain), touch +11 (energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain (2 levels, DC 30), shift fate, snip thread
Spell-Like Abilities (CL 18th; concentration +28)
Constant—death ward, foresight, greater arcane sight, mind blank, tongues, true seeing
At will—bestow curse (DC 23), divination, greater dispel magic, geas/quest, vision, wind walk (self only)
1/day—maze, moment of prescience, quickened phantasmal killer (DC 24), power word kill, time stop, weird (DC 29)
STATISTICS
Str
25, Dex 14, Con 30, Int 21, Wis 24, Cha 31
Base Atk +10; CMB +18; CMD 40
Feats Combat Expertise, Combat Reflexes, Diehard, Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (phantasmal killer)
Skills Bluff +23, Craft (cloth) +18, Heal +11, Intimidate +30, Knowledge (all) +18, Perception +30, Perform (oratory) +18, Sense Motive +30, Use Magic Device +23
Languages Common, Giant, Sylvan; tongues
SQ
change shape (humanoid; alter self or giant form II)
ECOLOGY
Environment
cold mountains
Organization solitary, pair, or trio
Treasure double (+3 hide armor, shears, golden thread worth 500 gp, other treasure)
SPECIAL ABILITIES
Fated (Su)
A norn adds her Charisma modifier as an insight bonus to AC and on initiative checks.
Shears (Su) A norn’s shears function as a +5 mithral keen speed scimitar, but only for a norn.
Shift Fate (Su) As an immediate action, a norn can force any one target within 120 feet to reroll a saving throw—this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll.
Snip Thread (Su) As a standard action up to three times per day but no more often than once every 1d4 rounds, a norn may produce a golden thread linked to a creature’s fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the norn’s line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 30 half). If the target dies from this damage, the norn has cut through the thread—in this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The Save DC is Charisma-based.
 

Tor Linnorm

This gigantic, wingless, four-armed dragon has rivulets of bright red magma coursing through its serpentine body.

Tor linnorms epitomize the raw and untempered power of their kin. They dwell in the tallest volcanic mountains, either in naturally formed caverns or in the craters themselves, and rain destruction down upon nearby mountain villages whenever the urge strikes them. Tor linnorms are brutes, but as far as linnorms go are relatively intelligent. With this intelligence comes an overwhelming vanity—unlike other linnorms, tor linnorms enjoy being adored and worshiped by lesser creatures, and have been known to delay eating prisoners who seem to be particularly cowed by their presence, simply basking in their victims’ fear. A tor linnorm is 50 feet long and weighs 15,000 pounds.

CR 21 XP 409,600
CE
Colossal dragon
Init +14; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +34
DEFENSE
AC
37, touch 12, flat-footed 27 (+10 Dex, +25 natural, –8 size)
hp 420 (24d12+264); regeneration 20 (cold iron)
Fort +25, Ref +26, Will +21
Defensive Abilities freedom of movement; DR 20/cold iron; Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep; SR 32
OFFENSE
Speed
40 ft., climb 40 ft., fly 100 ft. (average), swim 60 ft.
Melee bite +34 (3d8+18/19–20 plus poison), 4 claws +34 (2d6+18), tail +29 (3d6+9 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, constrict (tail, 3d6+27), death curse
STATISTICS
Str
46, Dex 30, Con 33, Int 7, Wis 25, Cha 28
Base Atk +24; CMB +50 (+54 grapple); CMD 70 (can’t be tripped)
Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Climb +26, Fly +29, Perception +34, Stealth +21, Swim +53
Languages Aklo, Draconic, Sylvan
SQ lava affinity
ECOLOGY
Environment
cold volcanic mountains
Organization solitary
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su)
Once every 1d4 rounds as a standard action, a tor linnorm can expel a 60- foot cone of flame and ash, dealing 24d8 points of fire damage to all creatures struck (Reflex DC 33 half). One round after this breath weapon is used, the area affected by the attack becomes covered in a cloud of thick, scorching smoke that burns both the lungs and eyes, dealing an additional 8d8 points of fire damage to all creatures in the area. Each creature that begins its turn in the smoke-covered area and breathes must make a DC 33 (+ 1 per previous check) Fortitude save each round or spend that round choking and coughing. Creatures that keep their eyes open for more than 1 round while in the area of the smoke must make a DC 33 Fortitude save or go blind for 1d3 hours. The smoke dissipates after 2d4 rounds. This duration is halved in strong winds and quartered in more powerful winds. The save DC is Constitution-based.
Death Curse (Su) Curse of Boiling Blood: save Will DC 31; effect creature gains vulnerability to fire and is permanently staggered from the pain of its boiling blood. The save DC is Charisma-based.
Lava Affinity (Ex) A tor linnorm can breathe and swim while submerged in lava and magma.
Poison (Ex) Bite—injury; save Fort DC 33; frequency 1/round for 10 rounds; effect 8d6 fire damage and 1d8 Con drain; cure 3 consecutive saves.