Rime Sprite (CR 1)
AC: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Hit Dice: 1/2d6 (1 hp)
Fort +0, Ref +7, Will +4
Speed: 40 ft., fly 80 ft. (perfect), swim 60 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -11
Attack: Ray of frost +7 ranged
Full Attack: Ray of frost +7 ranged
Damage: Ray of frost 1d3 cold
Special Attacks/Actions: Snow flurry, spell-like abilities
Abilities: Str 5, Dex 20, Con 11, Int 14, Wis 15, Cha 18
Special Qualities: Cold subtype, SR 5, water walk
Feats: Dodge; Improved Initiative; Mobility
Skills: Balance +9, Bluff +7, Diplomacy +7, Hide +17, Knowledge (nature) +6, Listen +6, Move Silently +9, Spot +6, Survival +6, Swim +9, and Tumble +9
Advancement: 1-3 HD (Tiny)
Climate/Terrain: Arctic coastlines and oceans
Organization: Solitary, pair, gang (2-4), band (6-11), or tribe (12-84)
Treasure/Possessions: No coins, 50% goods (metal or stone only), 50% items (no scrolls)
Snow Flurry (Su): Three times per day, a rime sprite can create a highly localized blast of windblown snowflakes at a range of up to 100 feet. A snow flurry fills a 5-foot cube, and any creature within this area must make a Reflex save (DC 14) or be dazed for 1d4 rounds.
Spell-Like Abilities: At will - create water, dancing lights, ghost sound, open/close, ray of frost; 3/day - entangle, minor image, obscuring mist. Caster level 1st; save DC 14 + spell level.
Cold Subtype (Ex): A rime sprite 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.
Water Walk (Su): A rime sprite can walk on water at will.
Rime sprites are fairly helpless in melee combat, and they know it. They prefer to use their spell-like abilities or ray of frost attacks from the air. They generally reserve their snow flurry ability to cover their retreats.
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.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.