Steaming Soldier (CR 4)

Medium Undead (Cold)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +9

AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 4d12+3 (29 hp)
Fort +1, Ref +3, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Claw +5 melee
Full Attack: 2 claws +5 melee
Damage: Claw 1d4+3 plus 116 cold plus paralysis
Special Attacks/Actions: Cold, create spawn, drain heat, paralysis
Abilities: Str 16, Dex 15, Con -, Int 11, Wis 14, Cha 16
Special Qualities: immunity to cold, steam cloud, undead traits, vulnerability to fire
Feats: Combat Reflexes; Toughness
Skills: Hide +9, Listen +9, Move Silently +9, and Spot +9
Advancement: 5-8 HD (Medium)
Climate/Terrain: Any cold
Organization: Solitary, gang (2-5), or pack (6-11)
Treasure: None

Source: Dragon #324

A ghostly shape appears through the dense fog, awkwardly ambling in your direction. As it nears, you can see that it is a shambling humanoid body, riddled with wicked lesions. These gory wounds perpetually steam the fog that surrounds you.

Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth. Their name comes from their open wounds that fill the areas around them with clouds of steam. These creatures seek the natural warmth drained from them in death, and they terrorize travelers and small settlements in cold areas.

Steaming soldiers are difficult to see due to the roiling mists that surround them, and they are usually only glimpsed as indistinct shapes in the fog. Behind their grim veil of fog, they are horrible creatures to behold, their undead nature evident from their deathly blue skin, luminous red eyes, and great gaping wounds that seep billowing clouds of steam.

Cold Subtype

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.