Cursed Cold One (Gelun) (CR 3)

Medium Aberration
Alignment: Usually neutral
Initiative: +4 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +4
Languages: dialect of Common

AC: 20 (+4 Dex +6 natural) touch 14, flat-footed 16
Hit Dice: 5d8+3 (25 hp)
Fort +1, Ref +5, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Slam +5 melee
Full Attack: Slam +5 melee
Damage: Slam 1d4+3 plus 1d6 cold
Special Attacks/Actions: Heat-sucking claw, icy gaze
Abilities: Str 14, Dex 18, Con 11, Int 7, Wis 12, Cha 14
Special Qualities: heat reliant, immunity to fire, vulnerability to cold
Feats: Dodge; Toughness
Skills: Listen +4, Sense Motive +3, and Spot +4
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary
Treasure: Standard

Source: Sandstorm


Geluns rely on their icy claws and frigid gaze in combat.

Heat Reliant (Ex): Unless a cursed cold one inhabits an environment where the temperature remains above 110° F, it frosts over and freezes solid, entering a state of extreme hibernation. It is extremely vulnerable during such periods, essentially helpless. On the other hand, while enjoying environments of severe hear or hotter, cursed cold ones function normally, gaining all the nutrition and energy they need from the warmth itself.

Heat-Sucking Claw (Ex): The frost-coated nails of a cursed cold one deal an extra 1d6 points of cold damage whenever the creature deals slam damage in melee.

Icy Gaze (Su): Dazed (with cold) for 1 round, 30 feet, Will DC 14 negates. The save DC is Charisma-based. Any creature meeting the gaze of a cursed cold one is subject to its icy gaze attack. A cursed cold one can use a standard action to focus its icy gaze on an opponent and attack with its icy slam at the same time.

Immunity to Fire (Ex): Any magical attack that deals fire damage to a cursed cold one heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would causes cursed cold one to exceed its full normal hit points, it gains any excess as temporary hit points. A cursed cold one can only gain temporary hit points from this ability equal to its full normal hit points (25 extra hit points for an average cursed cold one). Temporary hit points gained in this fashion last for 1 hour. For example, a cursed cold one hit by a fireball gains back 6 hit points if the damage total is 18 points. A cursed cold one gets no saving throw against fire effects.

Vulnerability to Cold (Ex): A cursed cold one takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. If a cursed cold one fails its save against a cold effect, it is also dazed for 1 round.