Icegaunt (CR 6)
AC: 17 (+7 natural), touch 10, flat-footed 17
Hit Dice: 10d12+3 (68 hp); DR: 10/magic
Fort +3, Ref +3, Will +9
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +10
Attack: Slam +10 melee
Full Attack: Slam +10 melee
Damage: Slam 1d6+7 plus 1d6 cold plus 1d4 Constitution drain
Special Attacks/Actions: Constitution drain, create spawn, frost touch, spells
Abilities: Str 20, Dex 11, Con -, Int 11, Wis 14, Cha 12
Special Qualities: immunity to cold, undead traits, vulnerability to fire
Feats: Cleave; Power Attack; Silent Spell; Toughness
Skills: Concentration +14, Hide +13, Move Silently +13, and Spot +15
Advancement: 11-20 HD (Medium)
Climate/Terrain: Cold mountains
Organization: Solitary, pair, or tomb (3-8)
Constitution Drain (Su): Living creatures hit by an icegaunt's slam attack must succeed on a DC 16 Fortitude save or take 1d4 points of Constitution drain. The save DC is Charisma-based. On each successful drain, the icegaunt gains 5 temporary hit points. Temporary hit points gained in this manner last for up to 1 hour.
Create Spawn (Su): Any humanoid slain by an icegaunt rises as an icegaunt at the next midnight. Spawn are under the command of the icegaunt that created them and remain enslaved until its death. They do nor possess any of the abilities they had in life.
Frost Touch (Su): An icegaunt deals an extra 1d6 points of cold damage with each successful slam attack.
Spells: Icegaunts cast spells as 5th-level druids, They can never prepare or cast fire spells.
Typical Druid Spells Prepared: 0 - detect magic (2), guidance, light, resistance; 1st - conjure ice beast I, detect snares and pits, longstrider, obscuring mist; 2nd - chill metal (DC 12), fog cloud, numbing sphere (DC 14); 3rd - column of ice (DC 15).
In combat, icegaunts prefer to attack by surprise, lurching up from shallow pits dug in snow or ice, or appearing out of a summoned storm of obscuring snow. Like mummies, they are intelligent and fear fire.
Over long winters or on high mountain peaks, human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. When animated, these corpses become icegaunts, intelligent undead tied to alpine glaciers and vast polar ice caps.
An icegaunt is a weathered, wrinkled creature with tanned skin and a cold, bony handshake. It can speak, though only haltingly and in a harsh rasp common to frostbite victims. Its clothes are sometimes covered with frost or ice, but otherwise normal for the terrain. Careful observers will notice that icegaunts do not breathe.
Icegaunts are commonly the result of sacrifices to mountain gods. In a few cases, icegaunts are created from the bodies of polar explorers, who then wander endlessly, seeking to lead others astray in a frozen death. Because their well-preserved flesh makes them appear more aged than withered, icegaunts can sometimes fool others into following them. As false guides, they inevitably lead others into glacial crevasses or avalanches, or onto dangerously thin ice.
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.