Ice Beast Gargoyle* (CR 3)

Medium Construct (Cold)
Alignment: Always neutral
Initiative: +2 (Dex)
Languages: Cannot speak

AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 4d10+20 (42 hp)
Fort +1, Ref +3, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Claw +5 melee
Full Attack: 2 claws +5 melee and bite +3 melee and gore +3 melee
Damage: Claws 1d4+2 plus 1d6 cold, bite 1d6+1 plus 1d6 cold, gore 1d6+1 plus 1d6 cold
Special Attacks/Actions: Frigid touch
Abilities: Str 15, Dex 14, Con -, Int -, Wis 10, Cha 1
Special Qualities: Construct traits, immunity to cold, vulnerability to fire
Feats: Multiattack
Skills: -
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Climate/Terrain: Any
Organization: Solitary, pair, or wing (5-16)
Treasure/Possessions: None

Source: Frostburn

Frigid Touch (Su): An ice beast gargoyle deals an extra 1d6 points of cold damage with each successful melee attack. Construct Traits: An ice beast has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. It has darkvision out to 60 feet and low-light vision.

An ice beast gargoyle attacks as its creator orders.

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.