"Ice beast" is a template that can be added to any corporeal creature (other than an undead or a creature with the fire subtype), hereafter referred to as the base creature.
Size and Type: The creature?s type changes to construct. It loses all previous subtypes, but gains the cold subtype. It does not gain the augmented subtype. It uses all the base creature?s statistics and special abilities
except as noted here.
Hit Dice and Hit Points: Drop any Hit Dice gained from class levels (to a minimum of 1) and change remaining
Hit Dice to d10s. As a construct, the creature loses any Constitution bonus to hit points, but gains bonus hit points
based on its size, as shown below:
Ice Beast Size Bonus Hit Points
Small 10 bonus hp
Medium 20 bonus hp
Large 30 bonus hp
Huge 40 bonus hp
Gargantuan 60 bonus hp
Colossal 80 bonus hp
Speed: The creature loses any fly speed it formerly possessed. If it had a burrow speed, it keeps its burrow speed
but may only burrow in snow and ice.
Armor Class: The creature's natural armor bonus changes to a number based on its size:
Ice Beast Size Natural Armor Bonus
Tiny or smaller +1
Small +2
Medium +4
Large +6
Huge +8
Gargantuan +11
Colossal +15
Base Attack: An ice beast's base attack bonus is equal to 3/4 of its Hit Dice.
Attacks: An ice beast retains all the natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature. A humanoid with no natural attacks gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage based on the ice beast?s
size. (If the base creature already had a slam attack, use the ice beast?s slam attack only if it?s better.)
Ice Beast Size Slam Attack Damage
Diminutive or Fine 1
Tiny 1d2
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6
Special Attacks: An ice beast loses all special attacks of the base creature. It gains one (and only one) of the following special attacks, chosen by its maker at the time of its creation.
Cold Aura (Su): The ice beast deals 1d6 points of cold damage to all creatures within 10 feet as a free action at the beginning of its turn each round.
Engulf (Su): As a standard action, the ice beast can attempt to engulf a single opponent it threatens. The
opponent must be one size or more smaller than the ice beast, so a Large ice beast can engulf Medium or smaller
creatures. The target is entitled to a Reflex save (DC 10 + 1/2 the ice beast?s Hit Dice + the ice beast?s Str modifier) to avoid being engulfed. A creature engulfed by the ice beast is considered to be pinned and trapped inside its body.
The engulfed creature takes 2d6 points of cold damage per round on its turn, and may begin to drown (although it can hold its breath). An ice beast can only engulf one victim at a time. To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the ice beast. The victim can choose to make Escape Artist checks in place of grapple checks. If the ice beast is killed, any engulfed victims are freed.
Frigid Touch (Su): The ice beast deals an extra 1d6 points of
cold damage with each successful melee attack.
Ice Breath (Su): As a standard action, the ice beast can breathe
cold. Its breath weapon deals 1d6 points of cold damage per 2 HD it possesses (minimum 1d6, maximum 10d6) in a 30-foot
cone (DC 10 + 1/2 the ice beast?s HD, Reflex save half). Once an ice beast uses its ice breath, it must wait 1d4 rounds before it can use its breath weapon again.
Special Qualities: An ice beast loses all special qualities of the base creature. It gains the following special qualities:
Cold Subtype (Ex): An ice beast has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or a failure.
Construct Traits: An ice beast has immunity to poison, sleep effects, paralysis, stunning, disease, death effects,
necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any
effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. It has darkvision out to 60 feet and lowlight
vision.
Damage Reduction (Su): The ice beast gains damage reduction based on its Hit Dice, as shown below:
Hit Dice Damage Reduction
1?4 HD None
5?9 HD 5/magic
10?19 HD 10/magic
20 HD+ 15/magic
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD,
and Will +1/3 HD.
Abilities: An ice beast has no Constitution or Intelligence score. Its Wisdom changes to 10, and its Charisma
changes to 1.
Skills: An ice beast has no skills.
Feats: An ice beast loses all feats except those that improve its attack, such as Improved Natural Attack, Multiattack, or Weapon Finesse.
Environment: Any, usually same as base creature.
Organization: Any.
Challenge Rating: An ice beast?s CR is 1 plus 1/2 its
Hit Dice.
Treasure: None.
Alignment: Always neutral.
Advancement: As base creature (or ? if creature
advances by character class).
Level Adjustment: ?.