Yuki-on-na (CR 4)

Medium Fey (Cold)
Alignment: Often chaotic evil
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: low-light vision, Listen +15, and Spot +15
Languages: Common and Sylvan


AC: 19 (+1 Dex, +4 deflection, +4 natural), touch 15, flat-footed 18
Hit Dice: 8d6 (28 hp)
Fort +2, Ref +7, Will +8
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +4
Attack: Touch +4 melee
Full Attack: Touch +4 melee
Damage: Touch 1d10 cold
Special Attacks/Actions: Lose the way, paralyzing glance, spell-like abilities
Abilities: Str 10, Dex 13, Con 10, Int 13, Wis 14, Cha 19
Special Qualities: Immunity to cold, vulnerability to fire
Feats: Alertness; Improved Initiative
Skills: Bluff +15, Diplomacy +6, Disguise +4 (+6 acting), Hide +12, Intimidate +15, Listen +15, Move Silently +12, Perform (dance) +15, and Spot +15
Advancement: 9-16 HD (Medium)
Climate/Terrain: Cold forests
Organization: Solitary or family (2-3)
Treasure/Possessions: Standard

Source: Frostburn

Lose the Way (Sp): Once per day, a yuki-on-na can touch a victim and make him other completely unable to find his way anywhere for the next 3d6 hours. The yuki-on-na must succeed on a melee touch attack. The affected character cannot use the intuit direction aspect of the Survival skill to avoid becoming lost. The character cannot even find her way out of a closet without assistance, though she is perfectly capable of following other characters.

Paralyzing Glance (Su): yuki-on-na can paralyze creatures with a look. This is similar to a gaze attack, except that the yuki-on-na must take a standard action, and those merely looking at her are not affected. Anyone the yuki-on-na targets must succeed on a DC 18 Will save or be affected as though by a hold monster spell cast by an 8th-level sorcerer. The ability has a range of 30 feet. The save DC is Charisma-based.

Spell-Like Abilities: At will - disguise self, comprehend languages, detect thoughts (DC 16). Caster level 8th.

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.