Glacierdrak (CR 28)
Alignment: Usually neutral evil
Initiative: +3; Senses: darkvision 60 ft., low-light vision, Listen +50, and Spot +50
Languages: Knows a few words of Draconic
AC: 34 (-8 size, -1 Dex, +33 natural), touch 1, flat-footed 34
Hit Dice: 44d12+572 (858 hp); DR: 20/-
Fort +37, Ref +23, Will +27
Speed: 40 ft., burrow 40 ft., climb 40 ft.
Space: 30 ft./20 ft. (30 ft. with bite)
Base Attack +44; Grapple +78
Attack: Bite +56 melee (2d8+18)
Full Attack: Bite +56 melee (2d8+18/19-20/plus 1d6) and 2 claws +52 (4d6+9)
Damage: Bite 2d8+18 or (Full) Bite 2d8+18/19-20/plus 1d6 and 2 claws 4d6+9
Special Attacks/Actions: Freezing gaze, frightful presence, stunning strike
Abilities: Str 47, Dex 8, Con 36, Int 4, Wis 16, Cha 20
Special Qualities: ice glide, immunities (cold, mind-affecting effects, sleep, paralysis), SR 36
Feats: Awesome Blow; Blind-fight; Cleave; Great Cleave; Greater Weapon Focus (bite); Improved Bull Rush; Improved Critical (bite); Improved Initiative; Improved Overrun; Improved Sunder; Multiattack; Overwhelming Critical (bite); Power Attack; Track; Weapon Focus (bite)
Skills: Climb +26, Hide +30, Listen +50, and Spot +50
Advancement: 45-132 HD (Colossal)
Climate/Terrain: Cold mountains
Freezing Gaze (Su): A glacierdrak's gaze has the terrible power to freeze opponents solid. This gaze weapon has a range of 120 feet, and any creature that succumbs to it immediately takes 6d6 points of temporary Dexterity damage as its limbs and muscles freeze. A successful Fortitude save (DC 37) negates the Dexterity damage for that round. The save DC is Charisma-based.
When a creature with 0 Dexterity (or no Dexterity) is subjected to the gaze again, it takes temporary Constitution damage instead of Dexterity damage. Creatures killed in this manner are permanently frozen solid; even application of fire cannot thaw them. A frozen creature cannot be brought back to life by raise dead. Creatures that are immune to cold are immune to this attack, but those with resistance to cold are affected fully. Creatures with cold vulnerability take a -4 penalty on the saving throw.
Frightful Presence (Ex): Whenever a glacierdrak attacks, charges, or flies overhead, each creature in a 500-foot radius that has fewer HD than it does must make a DC 37 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD).
Stunning Strike (Ex): Any creature that is critically hit by a glacierdrak's bite or claw attack must make a DC 50 Fortitude saving throw or be stunned for 2d6 rounds. The save DC is Strength-based.
Ice Glide (Su): A glacierdrak can move through frozen liquid as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and it does not create any ripple or other signs of its presence. A glacierdrak cannot burrow through other solid materials.