Winterspawn (CR 9)
Alignment: Usually lawful evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: Listen +12 and Spot +17
AC: 25 (+5 Dex, +7 +3 ice scale mail, +3 natural), touch 15, flat-footed 20
Hit Dice: 12d12 (78 hp)
Fort +4, Ref +9, Will +10
Speed: 30 ft. (20 ft. in scale mail)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +13
Attack: +2 keen icy burst longsword +15 melee or slam +13 melee or +2 returning icy burst javelin +13 ranged
Full Attack: +2 keen icy burst longsword +15/+10 melee or slam +13 melee or +2 returning icy burst javelin +13 ranged
Damage: +2 keen icy burst longsword 1d8+9/17-20 plus 1d6 or 1d10 cold, slam 1d6+10, +2 returning icy burst javelin 1d6+9 plus 1d6 or 1d10 cold
Special Attacks/Actions: Command undead 5/day (+2, 2d6+14, 12th), frost glance
Abilities: Str 25, Dex 20, Con -, Int 12, Wis 15, Cha 14
Special Qualities: Fire shield, ice arms, undead traits
Feats: Cleave; Craft Magic Arms and Armor; Improved Initiative; Improved Sunder; Power Attack
Skills: Appraise +1 (+3 with ice items), Craft (iceworking) +11, Diplomacy +4, Hide +20, Intimidate +12, Listen +12, Ride +15, Sense Motive +7, and Spot +17
Advancement: 13-24 HD (Medium)
Climate/Terrain: Cold plains
Organization: Solitary, pair, or band (3-8)
Treasure/Possessions: Standard coins, double standard items
Command Undead (Ex): Five times per day, a winterspawn can rebuke or command other undead as a 12th-level cleric. As long as its minions are within 120 feet, a winterspawn need not speak to command its slaves, directing them through mental contact.
Frost Glance (Su): As a free action once per round, a winterspawn can blast a single foe within 60 feet with its frost glance. This deals 4d6 points of cold damage (Fortitude DC 18 half).
Fire Shield (Sp): At will, a winterspawn can create a fire shield on itself (caster level 12th, cold flames only). While the fire shield is in effect, the winterspawn takes only half damage from fire-based attacks (or, if the attack allows a Reflex save for half damage, no damage on a successful save). Any creature striking a winterspawn with its body or a handheld weapon takes 1d6+12 points of cold damage. Creatures wielding reach weapons, such as longspears, are not subject to this damage.
Ice Arms (Ex): A winterspawn's weapons are made of magical ice in razor-sharp crystalline shards. Its sword is a +2 keen icy burst longsword, and its javelin is a +2 returning icy burst javelin. These weapons deal an extra 1d6 points of cold damage with each hit (or an extra 1d10 points of cold damage on a critical hit). A winterspawn also wears +3 scale mail made of ice. A winterspawn's armor and weapons otherwise resemble normal versions of these weapons, but dissipate into vapor 24 hours after the winterspawn who created them is destroyed unless the item succeeds on a DC 20 Fortitude save.
Winterspawns are the officers of undead armies, commanding ghouls, wights, icegaunts, entombed, or other undead. They prefer to remain well behind the lines, using their frost glance and ice javelin to help their troops. If pressed into hand-to-hand combat, they use their icy swords to good effect.
A winterspawn is a frozen undead warrior carrying weapons of crystalline ice. It can command other undead into its service, and its intelligence and canny tactics make it a deadly foe. It often rides white dragons or frost worms that have been pressed into service.
The eyes of a winterspawn are said to be black pits foretelling the doom of its foes, but this is mostly legend. Its eyes are dark blue. The limbs of winterspawns are sometimes deformed by the presence of ice crystals within their flesh; this puts lumps and ripples in their skin, or makes their flesh sag when the crystals expand and contract.