Ice Lizard (CR 3)
Alignment: Chaotic Evil
Initiative: +2 (Dex); Senses: Spot +2
AC: 18 (+2 Dex, +1 size, +5 natural), touch 13, flat-footed 16
Hit Dice: 3d12+3 (22 hp)
Fort +4, Ref +5, Will +2
Speed: 20 ft., fly 35 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +3; Grapple -6
Attack: Bite +6, 2 claws +2
Full Attack: Bite +6, 2 claws +2
Damage: Bite 1d6+1, claws 1d3
Special Attacks/Actions: Cold breath, spell-like abilities
Abilities: Str 12, Dex 14, Con 12, Int 6, Wis 8, Cha 12
Special Qualities: SR 26, polymorph, charm susceptibility
Feats: Multiattack; Weapon Finesse (bite)
Skills: Climb +3, Hide +5, Jump +3, Spot +2, and Swim +3
Climate/Terrain: Any cold
Organization: Solitary or family (2-4)
Cold breath (Su): Ice lizards can breath a cone of utter cold three times per day. Those caught within the cone suffer 2d8 points of cold damage, halved if a successful Reflex save (DC 13) is made.
Spell-like abilities (Sp): 2/day each - sleep, cause fear. Where necessary, saves against these powers are made at DC 13.
Polymorph (Sp): Twice per day, ice lizards can polymorph themselves into very young white dragons, for a duration of up to two hours. This ability manifests itself as the spell polymorph self.
Charm susceptibility (Ex): Although ice lizards are highly resistant to most forms of magic, they are particularly susceptible to charm and hold spells. Against such effects, they save with a penalty of -2.