Icy Prisoner (CR 5)

Medium Undead (Cold)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +6, and Spot +6

AC: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Hit Dice: 7d12 (45 hp)
Fort +2, Ref +6, Will +6
Speed: 30 ft., burrow 30 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +11
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee and bite +2 melee
Damage: Claws 1d6+4 plus 1d6 cold plus frostbite, and bite 1d4+2 plus 1d6 cold plus frostbite
Special Attacks/Actions: Cold, create spawn, frostbite, improved grab
Abilities: Str 18, Dex 14, Con -, Int 10, Wis 13, Cha 15
Special Qualities: immunity to cold, undead traits, vulnerability to fire
Feats: Improved Initiative; Lightning Reflexes; Power Attack
Skills: Balance +12, Hide +12, Listen +6, Move Silently +12, and Spot +6
Advancement: 8-10 HD (Medium)
Climate/Terrain: Cold aquatic
Organization: Solitary or pack (2-9)
Treasure/Possessions: None

Source: Dragon #324

Cold (Ex): An icy prisoner generates intense cold, causing opponents to take an extra 1d6 points of cold damage every time the creature succeeds on a slam attack. Creatures attacking an icy prisoner unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Create Spawn (Su): Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds. Spawn are not under the control of the icy prisoner that created them. They do not possess any of the abilities they had in life.

Frostbite (Ex): A creature that sustains cold damage from an icy prisoner's melee attacks must make a DC 15 Fortitude save or become frostbitten. Creatures suffering from frostbite are fatigued (cannot run or charge, suffer a -2 penalty to Strength and Dexterity). These penalties end when the cold damage is healed. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, an icy prisoner must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

An icy prisoner lies in wait until it sees a target, then pounds on the ice above it in mock-death throes, hoping to draw the target closer to investigate. It then bursts through the ice and attempts to grapple the unfortunate soul. If successful, the icy prisoner tries to pull the victim into the freezing water and holds him until he drowns.

An icy prisoner can burrow only through ice and snow.

Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams. These creatures spend most of their existences morbidly bobbing below the ice of their watery tombs, waiting to ambush and drown passersby who come too near.

Icy prisoners appear as grotesque, humanoid forms entombed in ice-covered bodies of water. The dead, frostbitten skin of these forms lies pallid beneath the useless tatters of their remaining winter clothing. From a face sickly discolored by extreme cold, an icy prisoner's eyes glow with a pale, watery blue illumination, and their lingering hair hangs down frozen to their sallow faces.

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.