Urskan (CR 5)

Large Magical Beast (Cold)
Alignment: Often neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +5, and Spot +5


AC: 22 (+1 Dex, -1 size, +5 natural, +7 half-plate armor) touch 10, flat-footed 21
Hit Dice: 5d10+25 (52 hp)
Fort +9, Ref +5, Will +2
Speed: 40 ft. (30 ft. in half-plate armor), swim 40 ft. (swim 30 ft. in half-plate armor)
Space: 10 ft./5 ft.
Base Attack +5; Grapple +16
Attack: Steelclaw +11 melee or claw +11 melee
Full Attack: 2 steelclaws +11 melee and bite +6 melee, or 2 claws +11 melee and bite +6 melee
Damage: Steelclaws 1d12+7, bite 2d6+3, claw 1d8+7
Special Attacks/Actions: Powerful charge, rend
Abilities: Str 25, Dex 12, Con 21, Int 12, Wis 12, Cha 12
Special Qualities: immunity to cold, surefooted, vulnerability to fire
Feats: Improved Overrun; Power Attack
Skills: Balance -6 (-2 on ice or snow), Climb +4, Craft (armorsmithing) +5, Hide -10*, Intimidate +5, Listen +5, Spot +5, Survival +5, and Swim +1
Advancement: By class
Climate/Terrain: Cold hills
Organization: Solitary or patrol (2-8)
Treasure: Standard plus half-plate armor

Source: Frostburn

Combat

Urskans are carnivores that depend on a diet of seal, walrus, and fish to keep them going through the long winters. As a result, they are astounding predators, and are especially dangerous in pack ice, where their swimming and ice abilities come into play. When on land, they often don heavy iron plate armor for battles to defend their territory, and add steel tips to their already deadly claws.

Urskans are proficient with simple weapons, their deadly steelclaws, and all forms of armor, but not shields.

Powerful Charge (Ex): An urskan often begins a battle by charging at an opponent, hurling its powerful body at a foe. In addition to the benefits and hazards of a charge, this allows the urskan to make a single slam attack at a +11 attack bonus that deals 2d8+10 points of damage.

Rend (Ex): If an urskan hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d8+10 points of damage.

Scent (Ex): An urskan can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

Surefooted (Ex): Urskans ignore all movement penalties associated with snow on the ground. They also receive a +4 racial bonus on Balance checks when walking on ice or snow.

Skills: *An urskan's white fur gives it a +8 racial bonus on Hide attempts while unarmored in snow or icy terrain (thus an unarmored urskan has a Hide check modifier of +5 in suitable terrain). An urskan gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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.