Frozen Ones

Frozen Ones
Medium-Size Undead (Cold)
Hit Dice: 6d12+3 (42 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 18 (+1 Dex, +7 natural)
Attacks: 2 Slams +6 melee
Damage: Slam d8+4 and Frostbite
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Despair, Frostbite
Special Qualities: Undead, Damage Reduction 10/piercing
Saves: Fort +2, Ref +3, Will +7
Abilities: Str 16, Dex 12, Con –, Int 13, Wis 15, Cha 16
Skills: Escape Artist +8, Hide +10*, Listen +12, Move Silently +9, Spot +10
Feats: Improved Initiative, Toughness, Combat Surge
Climate/Terrain: Any cold
Organization: Solitary, pack (5-20), or mob (20-40)
Challenge Rating: 5
Treasure: Varies (None usually)
Alignment: Always lawful evil
Advancement: 7-16 HD (Medium-size)

Frozen ones are undead humans that are frozen solid - hardened snow and ice make up for any lack of flesh. They were first spawned in Hurva at the onset of the Great Storm as the powers of Izmira rushed over the land.

Frozen ones have frost, snow and ice covering them so that they have a white sheen to them. Upon closer inspection, their flesh is icy blue. They are cunning enough to hide themselves in the snow until living creatures get within range to attack.

In battle, a frozen one attacks with its fists and arms, attempting to smash any living creature it encounters. Hitting them is like hitting a boulder. Slashing and blunt weapons (even magic ones) are extremely ineffective against them.

Frozen ones wear what they wore whenever they died or were buried in. They only benefit from armor if it exceeds their natural armor. They never use weapons or tools.

*Skills: A frozen one receives a +7 skill bonus when hiding in snow. (Hide +17)

Despair (Su): At the mere sight of a frozen one, the viewer must succeed at a Will save (DC 16) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that or any other frozen one’s despair ability until the next day.

Frostbite (Su): A creature slammed by a frozen one must make a Fort save (DC 16) or suffer from frostbite. A frostbitten creature suffers 1d6 subdual damage and is considered fatigued (cannot run or charge and suffer an effective penalty of -2 to Strength and Dexterity) until the subdual damage is removed. This is a cold-based effect.

Cold Subtype (Ex): Cold immunity; -10 to saves vs. fire, double damage from fire spells that have no save.

Create Spawn (Su): Any humanoid slain by a frozen one becomes a frozen one themselves in 1d4 days if the victim lies where they fell in the snow or if they are buried without the casting of a Burial Blessing and snow covers the grave for 1d6 days.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.