CN Medium humanoid (adlet, cold)
Init +12; Senses low-light vision, scent; Perception +13
AC 25, touch 20, flat-footed 15 (+8 Dex, +2 dodge, +5 natural)
hp 127 each (15d8+60)
Fort +9, Ref +17, Will +8
Weaknesses vulnerability to fire
Speed 40 ft.
Melee +1 spear +17/+12/+7 (1d8+7/x3), bite +10 (1d6+2 plus 1d6 cold)
Special Attacks frozen breath
Spell-Like Abilities (CL 10th; concentration +11)
Constant—pass without trace, ray of frost*
3/day—fog cloud, sleet storm
1/day—ice storm, wind walk (self only)
Str 18, Dex 26, Con 18, Int 13, Wis 17, Cha 13
Base Atk +11; CMB +15; CMD 35
Feats Diehard, Dodge, Improved Initiative, Multiattack, Power Attack, Run, Self-Sufficient, Weapon Focus (spear)
Skills Acrobatics +13 (+17 when jumping), Climb +12, Handle Animal +9, Heal +5, Perception +13, Stealth +13 (+21 in snow), Survival +20, Swim +9; Racial Modifiers +8 Stealth in snow
Languages Common, Adlet
SQ arctic stride
Arctic Stride (Ex)
An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects an adlet normally.
Frozen Breath (Su)
An adlet's breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as a result. Once every 1d4 rounds as a swift action, it can exhale, filling a 10-foot-radius spread around it with frigid air that deals 2d6 points of cold damage and staggers those in the area with numbing cold. A DC 21 Fortitude save negates the staggered effect but not the cold damage. The save DC is Constitution-based.