Freezard

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Similar to Eenos, Freezards are made of living ice, though if they are magically powered or primally powered is unknown. Their piercing red eyes are a common trait among the species, and are unsettling in the deepest of snowstorms.

FREEZARD CR 4


XP 800
N Medium outsider (air, cold, elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft., snow vision; Perception +7

DEFENSE
AC 16, touch 10, flat-footed 16 ( +6 natural)
HP 30 (4d10 +8)
Fort +6, Ref +4, Will +1
Immune cold, elemental traits
Weaknesses vulnerable to fire

OFFENSE
Speed 30 ft.
Melee slam +7 (1d6 +4 plus 1d4 cold)
Special Attacks numbing cold (DC 14), breath weapon (60-ft. line, 4d6 cold damage plus stunned, Reflex DC 20 for half and no stun, usable every 1d4 rounds)

STATISTICS
Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 17 (can’t be tripped)
Feats Cleave, Power Attack
Skills Knowledge (planes) +4, Perception +7, Stealth +7, Swim +11
SQ icewalking

SPECIAL ABILITIES

Icewalking (Ex)
This ability works like the spider climb spell, but the surfaces the Freezard climbs must be icy. The Freezard can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Numbing Cold (su)
When an Freezard deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the Freezard’s stat block and is Constitution-based.

Snow Vision (Ex)
A Freezard can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

FREEZARD, MINI CR 1


XP 400
N Small outsider (air, cold, elemental, extraplanar, water)
Init –1; Senses darkvision 60 ft., snow vision; Perception +5

DEFENSE
AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)
HP 13 (2d10 +2)
Fort +4, Ref +2, Will +0
Immune cold, elemental traits
Weaknesses vulnerable to fire

OFFENSE
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Melee slam +4 (1d4 +1 plus 1d3 cold)
Special Attacks numbing cold (DC 12)

STATISTICS
Str 12, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 11 (can’t be tripped)
Feats Power Attack
Skills Knowledge (planes) +2, Perception +5, Stealth +8, Swim +9
Special Qualities ice glide, icewalking

SPECIAL ABILITIES

Ice Glide (Su)
A burrowing Freezard can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing Freezard flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking (Ex)
This ability works like the spider climb spell, but the surfaces the Freezard climbs must be icy. The Freezard can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Numbing Cold (su)
When an Freezard deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the Freezard’s stat block and is Constitution-based.

Snow Vision (Ex)
A Freezard can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

FREEZARD, GIANT CR 8


XP 2400
N Large outsider (air, cold, elemental, extraplanar, water)
Init +7; Senses darkvision 60 ft., snow vision; Perception +13

DEFENSE
AC 21, touch 12, flat-footed 18 ( +3 Dex, +9 natural, -1 size)
HP 84 (8d10 +40)
Fort +11, Ref +9, Will +4;
DR 5 / -; Immune cold, elemental traits;
Weaknesses vulnerable to fire

OFFENSE
Speed 20 ft.
Melee 2 slams +14 (1d8 +7 plus 1d6 cold)
Space 10 ft.Reach 10 ft.
Special Attacks numbing cold (DC 19), breath weapon (40-ft. cone, 8d6 cold damage plus stunned, Reflex DC 20 for half and no stun, usable every 1d4 rounds)

STATISTICS
Str 24, Dex 16, Con 21, Int 10, Wis 15, Cha 15;
Base Atk 8; CMB 16; CMD 29
Feats Cleave, Great Cleave, Improved Initiative, Power Attack
Skills Intimidate +13, Knowledge (planes) +11, Perception +13, Stealth +10, Swim +15
Special Qualities icewalking

SPECIAL QUALITIES

Icewalking (Ex)
This ability works like the spider climb spell, but the surfaces the Freezard climbs must be icy. The Freezard can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Numbing Cold (su)
When an Freezard deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the Freezard’s stat block and is Constitution-based.

Snow Vision (Ex)
A Freezard can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

Freezard

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