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: 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

This hunched, winged creature seems to be made of pale ice. It has curving horns, a long tail, and fierce claws, and two large tusks jut from its jaw.

An ice beast is a magical construct of ice and snow created by means of a conjure ice beast spell (or similar effect) in the image of a real creature. It is a mindless automaton that follows its creator's orders. An ice beast resembles whatever creature it is modeled after in general shape and size, but it is composed entirely of pale blue ice.

An ice beast does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Its instructions must always be simple, such as, "Attack that giant" or "Stay close and attack anyone who threatens me."

Combat

An ice beast gargoyle attacks as its creator orders.

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 otis 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.

This is a sample creature derived from a Template.