Chilblain (CR 18)

Large Aberration (Cold)
Alignment: Usually neutral evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 120 ft., Listen +10, and Spot +10


AC: 35 (-1 size, +3 Dex, +23 natural), touch 12, flat-footed 32
Hit Dice: 20d8+140 (230 hp); DR: 15/silver
Fort +13, Ref +9, Will +14
Speed: 30 ft., fly 60 ft.
Space: 10 ft./10 ft.
Base Attack +15; Grapple +28
Attack: Tail slap +23 melee or claw +23 melee
Full Attack: Tail slap +23 melee and 4 claws +21 melee
Damage: Tail slap 4d6+9 plus 4d6 cold, claws 1d8+4 plus 2d6 cold
Special Attacks/Actions: Breath weapon, cold aura, frost touch, frozen stare, spell-like abilities
Abilities: Str 28, Dex 17, Con 24, Int 5, Wis 14, Cha 19
Special Qualities: fast healing 10, immunity to cold, paralysis, and poison, SR 29, vulnerability to fire.
Feats: Alertness; Cleave; Great Cleave; Improved Initiative; Multiattack; Power Attack; Quicken Spell-Like Ability (wall of ice); Snowrunner
Skills: Concentration +13, Intimidate +9, Listen +10, and Spot +10
Advancement: 21-30 HD (Large); 31-45 HD (Huge)
Climate/Terrain: Cold plains
Organization: Solitary or pair
Treasure: Double standard

Source: Frostburn

Combat

Chilblains keep opponents at a distance, relying on their breath weapon, cold aura, frozen stare, and spell-like abilities to weaken foes before engaging in melee combat.

Breath Weapon (Su): 60-ft. cone of coldfire, once per day, damage 10d6 frostburn, Reflex DC 27 half. Living creatures that fail their saves must attempt a DC 27 Fortitude save or be blinded by frostbitten skin and frozen eyes for 2d6 rounds. The DC is Constitution-based.

Cold Aura (Ex): A chilblain radiates intense cold in a 10-foot radius. Any creature within 10 feet of the chilblain takes 2d6 points of cold damage at the beginning of its turn.

Frost Touch (Ex): The chilblain's natural attacks deal an additional 2d6 points of cold damage with each successful hit.

Frozen Stare (Su): As a standard action, a chilblain can turn a creature within 30 feet to ice permanently with a look. The target must succeed on a DC 24 Fortitude save or be turned to ice (as the spell flesh to ice). The save DC is Charisma-based.

Spell-Like Abilities: At will - detect fire, frost fell slide, lesser frostburn (DC 15), frostburn (DC 18), ice storm, shivering touch (DC 17), wall of ice (DC 18); 3/day - cone of cold (DC 19), wall of coldfire (DC 19). Caster level 20th.

Cold Subtype

A creature with the cold subtype 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 failure.