Frost Salamander (CR 7)
Medium Magical Beast (Cold)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +3, and Spot +3
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 12d10+12 (78 hp); DR: 10/magic
Fort +9, Ref +10, Will +5
Speed: 30 ft., climb 30 ft.
Space: 10 ft./5 ft.
Base Attack +12; Grapple +12
Attack: 4 claws +12 melee and bite +10 melee
Full Attack: 4 claws +12 melee and bite +10 melee
Damage: Claw 1d6/19-20, bite 1d6
Special Attacks/Actions: Cold aura
Abilities: Str 11, Dex 15, Con 12, Int 6, Wis 12, Cha 7
Special Qualities: Cold subtype
Feats: Alertness; Blind-fight; Improved Critical (claw); Multiattack; Stealthy
Skills: Climb +8, Hide +12, Listen +3, Move Silently +11, and Spot +3
Advancement: 13-18 HD (Large); 19-24 HD (Huge); 25-36 HD (Gargantuan)
Climate/Terrain: Any cold and underground
Organization: Solitary or pair
Monster Manual II
In combat, a frost salamander rears up on its two hind legs and slashes with all four front legs while biting with its vicious teeth. It might also try bull rushing an enemy backward into a pool of freezing water.
Cold Aura (Ex): A frost salamander emanates such intense cold that each creature within 20 feet takes 1d8 points of cold damage per round (no saving throw). Magical effects that shield against cold work against this aura, but normal measures (such as heavy furs or insulation) do not.
Cold Subtype (Ex): A frost salamander is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.
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.