Chraal (CR 6)
AC: 21 (-1 size, +8 natural, +4 deflection), touch 13, flat-footed 21
Hit Dice: 9d8+45 (85 hp); DR: 5/-
Fort +11, Ref +3, Will +5
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Claw +10 melee
Full Attack: 2 claws +10 melee and bite +8 melee
Damage: Claws 1d8+5 plus 1d6 cold, bite 2d6+2 plus 1d6 cold
Special Attacks/Actions: Breath weapon, death throes, freeze
Abilities: Str 21, Dex 11, Con 20, Int 9, Wis 10, Cha 14
Special Qualities: deflecting cold, elemental traits, immunity to cold, vulnerability to fire
Feats: Improved Natural Attack (bite); Improved Natural Attack (claw); Iron Will; Multiattack
Skills: Listen +4, Search +3, and Spot +4
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Climate/Terrain: Elemental Plane of Water
Monster Manual III
Breath Weapon (Su): 60-foot cone, 3/day, 6d6 cold, Reflex DC 19 half. The save DC is Constitution-based.
Death Throes (Ex): When killed, a chraal explodes in an immense blast of cold energy that deals 10 points of cold damage and 10 points of piercing damage to anything within 30 feet (Reflex DC 19 half). The save DC is Constitution-based.
Freeze (Ex): A chraal generates so much cold that its mere touch, including all its attacks, deals an additional +1d6 points of cold damage. Any metallic weapon a chraal might wield in combat also conducts this cold.
Deflecting Cold (Su): The magical cold radiance that shines from the cracks in a chraal's black ice gives it a measure of defense, providing it with a +4 deflection bonus to Armor Class.
A chraal is a ruthless killer, relishing the shed blood of its enemies. It rarely retreats from a fight, attacking until it or its opponent is slain. A chraal nearly always begins a battle with its breath weapon. It focuses its attacks on any creature that exhibits signs that it might have fire (magic or otherwise) at its disposal. A chraal is too impatient to rely on its breath weapons for long, however. It would rather wade into melee, tearing its enemies to pieces with its sharp claws.
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.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.