Demon, Ice (CR 6)
AC: 22 (+3 Dex, +8 natural, +1 shield), touch 13, flat-footed 18
Hit Dice: 10d8 (45 hp); DR: 10/lawful
Fort +7, Ref +10, Will +7
Speed: 30 ft., fly 60 ft. (average)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +12
Attack: Ice blade +13 melee
Full Attack: Ice blade +11/6 melee and Ice blade +11 melee
Damage: Ice blade 1d6+2 plus ice shards (primary hand), ice blade 1d6+1 plus ice shards (off hand)
Special Attacks/Actions: Ice blades, ice shards
Abilities: Str 15, Dex 17, Con 11, Int 8, Wis 10, Cha 6
Special Qualities: Cold immunity, outsider traits, SR 16, outsider traits, vulnerable to fire
Feats: Improved Two-Weapon Fighting; Improved Natural Attack; Two-Weapon Fighting; Weapon Focus (short sword)
Skills: Climb +15, Listen +13, Move Silently +16, Search +12, Spot +13, Survival +13, and Tumble +16
Advancement: 11-20 HD (Medium-size); 17-24 HD (Large)
Climate/Terrain: Any arctic and underground
Organization: Solitary, pair, hunting party (3-8), or flock (9-24)
Dragon Compendium Vol. 1
Ice Blades (Su): The twin weapons wielded by an ice demon resemble short swords with barbed blades made entirely of ice. In an ice demon's hands, each such ice blade functions as a +2 short sword. In the hands of any other creature, it functions as a normal short sword until it melts away, which occurs after it has been outside the possession of an ice demon for 1 hour. An ice demon can make new ice blades as a full-round action that provokes attacks of opportunity.
Ice Shards (Su): With each successful hit, an ice blade in the hands on an ice demon deposits small, razor-sharp slivers of ice in the wound. These bits of abyssal ice remain dormant for 2d6 rounds, then surge to life, digging into the victim's flesh and dealing 3d6 points of cold damage (Fort DC 18 half) in a single round before melting away. This damage is not cumulative for multiple hits from an ice blade; the effect consumes all ice shards embedded in the victim upon its first activation. Once the effect has activated, however, the creature is vulnerable to shards embedded by later attacks. A Heal check (DC 20) removes the ice shards from a creature
Cold Subtype (Ex): An ice demon 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.
Outsider Traits: An elemental demon has darkvision (60-foot range). It cannot be raised or resurrected.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
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 usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).