Species | Human |
Subspecies | Frost, Savage |
Size | Medium |
Type | Monstrous Humanoid (Chaotic, Cold, Human) |
Hit Dice | 4d8+12 (77 hp) |
Speed | 40 ft. |
Abilities | Str 19, Dex 12, Con 17, Int 4, Wis 11, Cha 8 |
Special Qualities | Acid Resistance 10, Afflicted, Darkvision 90', Immunites (cold, disease, exhaustion, fatigue, mind effects, and stunning), Snowsight, Vulnerable to Fire |
Environment | Infinite Layers of the Abyss |
Organization | Solitary, family (3-6 plus 1-2 winter wolves), clan (10-30 plus 2-8 winter wolves) or village (20-400 plus 4-24 winter wolves) |
Treasure | Standard (plus Battleaxe, Composite Longbow (+2 Str), Studded Leather, and Heavy Wooden Shield) |
Alignment | CE |
Advancement | By character class |
Level Adjustment | - |
Skills |
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Climb +3, Disguise -5, Diplomacy -5, Escape Artist +5, Intimidate +3, Perception +6, Stealth +1, Survival +2 *All frost folk gain a +8 racial bonus on Stealth checks in snow and ice terrain. |
Feats |
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Great Fortitude, Weapon Focus (battleaxe) |
Combat | |
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Initiative | +1 |
Armor Class (AC) | 15 (35) [+4 base, +1 dex, +2 shield] |
Base Attack | +20%/+40% [+4] |
Full Attack | Battleaxe +45% [+4] OR Composite Longbow +25% [+2] OR Bite +40% [+4] (max Large) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Death Throes, Ice Blast, Savage Fever |
Saves | Fort +6, Ref +5, Will +4 |
Description |
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Afflicted (Ex): Once transformed into a savage creature, a greater restoration spell causes the victim to revert to normal, provided the caster succeeds on a caster level check (DC 10 + ½ the savage creature’s Hit Dice + the savage creature’s Charisma modifier). A miracle or wish spell automatically restores a savage creature to normal. A savage creature that is killed and then brought back to life loses the effects of this template. Death Throes (Su): When a savage frost folk dies, it can immediately make a bite attack, snapping at any one creature in reach just before it succumbs. A savage frost folk can make this bite attack only after an attack kills it outright. Once this bite attack is resolved, the savage frost folk’s body melts into a puddle of acidic goo, leaving behind only its gear and its skeleton. Any living creature within a five foot radius of a melting savage frost folk takes (1st Level Spell +75%, Acid Crit). This acid only affects living flesh. A pool of acid remains on the ground, taking up a space equal to the savage frost folk’s space while living - it deals acid damage to any creature that moves through the area. The acid dries to a harmless green powder over the course of one minute. Ice Blast (Su): Savage frost folk can produce a 20-foot cone of icy mist from their left eye. This effect does as follows... 1st Level Spell +75% (Cold Crit). The save DC is Constitution-based. Once a savage frost folk uses his ice blast, he must wait 1d4 rounds before he can use this ability again. Savage Fever (Su): Bite - injury; save Fort DC 15; onset 1 minute; frequency 1/day; effect 1d6 Int damage; cure 1 save. A victim’s flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area and its mind grows more bestial. Once a victim’s Intelligence score becomes 0, it collapses into a coma-like state and transforms into a savage creature. Its Intelligence score now heals (up to its new maximum adjusted by the savage creature template) at the normal rate; when it awakens, it immediately seeks out fresh prey. Snowsight (Ex): All frost folk have innate snowsight, as the spell. No snowstorm can obscure their vision. |