Ruffum
Ranger 7, Dragonslayer, Dwarf; CR: 6; XP: 2,400; Dwarf ranger 7 Align: LE; Medium humanoid (dwarf)
Init: +2; Senses: Darkvision 60 ft.; Perception +10
DEFENSE: AC: 22; TAC: 13; FFAC: 20 (+7 armor, +2 Shield, +1 ring); HD: 7d10+14+7; HP: 64; Saves: For: +8, Ref: +8, Will: +5; +2 vs. poison, spells, and spell-like abilities; Defensive Abilities: +4 dodge bonus to AC against monsters of the giant subtype
OFFENSE: Speed: 20 ft.; Melee: +2 dwarven waraxe +13/+8 (1d10+4/20x3) or +2 dwarven waraxe +11/+6 (1d10+5/20x3) and +1 hand axe +9/+4 (1d6+4/20 x3); Ranged: heavy crossbow +9 (1d10/19-20 x2);
Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, favored enemy (giant +2, dragon +4);
Ranger Spells Prepared: (CL 4, concentration +6);
2nd (+1) - bear's endurance
1st (1+1) - longstrider, resist energy
Statistics: Str: 17, Dex: 15, Con: 14, Int: 10, Wis: 15, Cha: 6 BAB: +7; CMB +10; CMD 22 (26 vs. bull rush or trip)
Feats: Double Slice, EnduranceB, Hammer the Gap, Improved Two-Weapon Fighting, Two-Weapon Defense (+1 AC when fighting with two weapons), Two-Weapon Fighting, Weapon Focus (dwarven waraxe)
Skills: Ranger (6+Int): Climb (S)(c) +12, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c) +9, Knowledge (Geography) (I*)(c) +9, Knowledge (Nature) (I*)(c) , Perception (W)(c) +11 (+2 to notice unusual stonework), Profession (miner) (W*)(c) +11, Ride (D)(c), Spellcraft (I*)(c), Stealth (D)(c), Survival (W)(c) +11, Swim (S)(c); Racial Modifiers: +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones, +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Special Abilities:
Languages: Common, Dwarven
Special Qualities: favored terrain (mountains, +2), hunter's bond (companions), track +3, wild empathy +5; Dwarf: Slow and Steady (dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance), defensive training (dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype), hardy (Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities), stability (dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground), greed (dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones), stonecunning (dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking), hatred (dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes), weapon familiarity (dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon)
Environment:
Organization:
Treasure: NPC Gear (+1 breastplate, heavy wooden shield, +2 dwarven waraxe, +1 hand axe, heavy crossbow with 20 bolts, potion of cure moderate wounds, potion of bull strength, +1 ring of protection, cloak of resistance +1), 517 gp
Opillersa
White Dragon, Old; CR: 13; XP: 25,600; Align: CE; Huge dragon (cold)
Init: +4; Senses: dragon senses, snow vision; Perception +27; Aura cold (10 ft., 1d6 cold damage), frightful presence (240 ft., DC 20)
DEFENSE: AC: 31; TAC: 8; FFAC: 31(+23 natural, -2 size); HD: 17d12+102; HP: 212; Saves: For: +16, Ref: +12, Will: +13; SR: 24; DR: 10/magic; Immune cold, paralysis, sleep Weaknesses vulnerability to fire:
OFFENSE: Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; Melee: bite +25 (2d8+13/19-20), 2 claws +24 (2d6+9), 2 wings +19 (1d8+4), tail slap +19 (2d6+13); Ranged: ; Space: 15 ft.; Reach 10 ft. (15 ft. with bite);
Special Attacks: breath weapon (50-ft. cone, DC 24, 16d4 cold), crush (DC 24, 2d8+13), freezing fog (3/day, DC 18);
Spell-Like Abilities: (CL 17th; concentration +19);
At will— fog cloud, gust of wind
Spells Known (CL 5th; concentration +7)
2nd - (5/day)— fog cloud, invisibility
1st - (7/day)— grease (DC 14), magic aura, shield, true strike
0 - (at will)— dancing lights, detect magic, ghost sound, mage hand, mending, ray of frost
Statistics: Str: 29; Dex: 10; Con: 23; Int: 14; Wis: 17; Cha: 14; BAB: +17; CMB: +28; CMD: 38 (42 vs. trip)
Feats: Alertness, Flyby Attack, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
Skills: Dragon: (6+Int/HD) Appraise (I)(c), Bluff (Ch)(c), Climb (S)(c), Craft ( ) (I)(c), Diplomacy (Ch)(c), Fly (D)(c) +12, Heal (W)(c), Intimidate (Ch)(c) +22, Knowledge (Arcana) (I*) +22, Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c), Knowledge (Religion) (I*)(c), Linguistics (I*)(c), Perception (W)(c) +27, Sense Motive (W)(c) +27, Spellcraft (I*)(c) +22, Stealth (D)(c) +12, Survival (W)(c), Swim (S)(c) +37, Use Magic Device (Ch*)(c); Racial Modifiers: +8 Swim
Special Abilities:
Freezing Fog (Sp): An old white dragon can use this ability three times per day. It is similar to an acid fog spell but deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 6th-level spell.
Ice Shape (Su): A young white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon’s caster level for this effect is equal to its Hit Dice.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Snow Vision (Ex): A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow.
Languages: Common, Draconic, Giant
Special Qualities: icewalking, ice shape
Environment: cold mountains
Organization: solitary
Treasure: triple, 34,800gp
"This dragon’s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them."
Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon makes up for its lack of cunning with sheer ferocity. White dragons dwell on remote, frozen mountaintops and in arctic lowlands, making their home in glittering caves full of ice and snow. They prefer their meals completely frozen.
15
Ogre; CR: 3; XP: 800; Align: CE; Large humanoid (giant)
Init: -1; Senses: darkvision 60 ft., low-light vision; Perception +5
DEFENSE: AC: 17; TAC: 8; FFAC: 17; HD: 4d8+12; HP: 30; Saves: For: +6, Ref: 0, Will: +3
OFFENSE: Speed: 30 ft. (40 ft. base); Melee: greatclub +7 (2d8+7); Ranged: javelin +1 (1d8 +5); Space: 10 ft.; Reach: 10 ft.
Statistics: Str: 21 ; Dex: 8 ; Con: 15 ; Int: 6 ; Wis: 10 ; Cha: 7 ; BAB: +3 ; CMB: +9 ; CMD: 18
Feats: Iron Will, Toughness
Skills: Climb +7, Perception +5
Languages: Giant
Organization: solitary, pair, gang (3-4), or family (5-16)
Treasure: standard (hide armor, greatclub, 4 javelins, other treasure), 800gp
“This lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.”
Giant, Frost; CR: 9; XP: 6,400; Align: CE; Large humanoid (cold, giant)
Init: -1; Senses: low-light vision, Perception +10
DEFENSE: AC: 21; TAC: 8; FFAC: 21; HD: 14d8+70; HP: 133; Saves: For: +14, Ref: +3, Will: +6; Defensive Abilities: rock catching; Immune: cold, Weaknesses: vulnerability to fire
OFFENSE: Speed: 40 ft.; Melee: greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9); Ranged: rock +9 (1d8+13) ; Space: 10 ft.; Reach: 10 ft.; Special Attacks: rock throwing (120 ft.)
Statistics: Str: 29 ; Dex: 9; Con: 21; Int: 10; Wis: 14; Cha: 11; BAB: +10; CMB: +20; CMD: 29
Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack, Skill Focus (Stealth)
Skills: Climb +13, Craft (any one) +7, Intimidate +7, Perception +10, Stealth +2 (+6 in snow); Racial Modifiers: +4 Stealth in snow
Languages: Common, Giant
Organization: solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th level, 1-4 winter wolves, and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, 13-22 ogres, and 1-2 young white dragons)
Treasure: standard (chain shirt, great axe, other treasure), 4,250gp
"This giant looks like a thick, muscular human. It has frost-white skin and long, light blue hair that it wears braided."
20
Wolf, Winter; CR: 5; XP: 1,600; Align: NE; Large magical beast (cold)
Init: +5; Senses: darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE: AC: 17; TAC: 10; FFAC: 16(+1 Dex, +7 natural, –1 size) ; HD: 6d10+24; HP: 57; Saves: For: +9, Ref: +6, Will: +3; Immune cold, Weaknesses vulnerability to fire:
OFFENSE: Speed: 50 ft.; Melee: bite +10 (1d8+7 plus 1d6 cold and trip); Ranged: ; Space: 10 ft.; Reach: 5 ft,;
Special Attacks: breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 17);
Statistics: Str: 20; Dex: 13; Con: 18; Int: 9; Wis: 13; Cha: 10; BAB: +6; CMB: 23 (27 vs. trip); CMD: 23 (27 vs. trip)
Feats: Improved Initiative, Run, Skill Focus (Perception)
Skills: Magical Beasts: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c) +11, Stealth (D)(c) +4 (+10 in snow), Survival (W) +5, Swim (S)(c); Racial Modifiers: +2 Perception, +2 Stealth (+8 in snow), +2 Survival
Languages: Common, Giant
Special Qualities:
Environment: cold forests and plains
Organization: solitary, pair, or pack (6–11)
Treasure: standard, 1,550gp
"This bear-sized wolf has white fur and a rime of frost around its muzzle. Its eyes are pale blue, almost white in color."
5
Winter Wolf (Advanced); CR: 6; XP: 2,400; Align: NE; Large magical beast (cold)
Init: +7; Senses: darkvision 60 ft., low-light vision, scent; Perception +13
DEFENSE: AC: 21; TAC: 12; FFAC: 18; HD: 6d10+36; HP: 69; Saves: For: +11, Ref: +8, Will: +5; SR: ; DR: ; Immune: cold; Weaknesses vulnerability to fire
OFFENSE: Speed: 50 ft.; Melee: bite +12 (1d8+9 plus 1d6 cold and trip); Ranged: ; Space: 10 ft.; Reach: 5 ft.;
Special Attacks: breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 19);
Spell-Like Abilities: (CL );
Statistics: Str: 24; Dex: 17; Con: 22; Int: 13; Wis: 17; Cha: 14; BAB: +6; CMB: +14; CMD:27 (31 vs. trip)
Feats: Improved Initiative, Run, Skill Focus (Perception)
Skills: Magical Beasts: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c) +13, Stealth (D)(c) +6, Survival (W) +7, Swim (S)(c); Racial Modifiers: +2 Perception, +2 Stealth (+8 in snow), +2 Survival
Special Abilities:
Languages:
Special Qualities:
Environment: cold forests and plains
Organization: solitary, pair, or pack (6-11)
Treasure: standard
"This bear-sized wolf has white fur and a rime of frost around its muzzle. Its eyes are pale blue, almost white in color."
Winter wolves are larger, smarter, more ferocious variants of worgs with white fur and a deadly breath weapon.
A typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the shoulder, and weighs about 450 pounds. Winter wolves will often ally themselves with frost giants, hill giants, and other large humanoids, serving entire tribes of giants as both scouts and guards.
Toolok
Giant, Frost - Hunter; CR: 11; XP: 12,800; Frost giant ranger 2 Align: CE; Large humanoid (cold, giant)
Init: +2; Senses: low-light vision, Perception +22
DEFENSE: AC: 27; TAC: 12; FFAC: 25; HD: 14d8+2d10+96; HP: 170; Saves: For: +18, Ref: +9, Will: +9; Defensive Abilities: rock catching; Immune: cold, Weaknesses: vulnerability to fire
OFFENSE: Speed: 40 ft.; Melee: +1 spear +23/+18/+13 (2d6+17/x3) or 2 slams +18 (1d8+10); Ranged: rock +13 (1d8+16.5) ; Space: 10 ft.; Reach: 10 ft.; Special Attacks: combat style (archery), favored enemy (animals +2), rock throwing (120 ft.)
Statistics: Str: 32 ; Dex: 15; Con: 23; Int: 10; Wis: 16; Cha: 8; BAB: +12; CMB: +24; CMD: 37
Feats: Deadly Aim, Far Shot, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Skill Focus (Stealth)
Skills: Perception +22, Stealth +22 (+26 in snow), Survival +16; Racial Modifiers: +4 Stealth in snow
Special Qualities: track +1, wild empathy +1
Languages: Common, Giant
Organization: solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th level, 1-4 winter wolves, and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, 13-22 ogres, and 1-2 young white dragons)
Treasure: standard (+1 chain shirt, +1 spear, +1 amulet of natural armor, +2 belt of incredible dexterity, boots of the winterlands, +1 ring of protection), 2,298gp
Lox and Grey
Giant, Frost - Raider; CR: 11; XP: 12,800; Frost giant barbarian 2 Align: CE; Large humanoid (cold, giant)
Init: 0; Senses: low-light vision, Perception +22
DEFENSE: AC: 25; TAC: 10; FFAC: 25; HD: 14d8+2d12+114; HP: 195; Saves: For: +20, Ref: +5, Will: +8; Defensive Abilities: rock catching, uncanny dodge; Immune: cold, Weaknesses: vulnerability to fire
When RAGING: AC: 23; TAC: 8; FFAC: 23; HD: 14d8+2d12+146; HP: 227; Saves: For: +22, Ref: +5, Will: +10;
OFFENSE: Speed: 50 ft.; Melee: +1 greataxe +25/+20/+15 (3d6+19/x3) or 2 slams +18 (1d8+9); Ranged: rock +11(1d8+18) ;
When RAGING: Melee:+1 greataxe +27/+22/+17 (3d6+22/x3) or 2 slams +18 (1d8+11); Ranged: rock 11 (1d8+21 ;
Space: 10 ft.; Reach: 10 ft.;
Special Attacks: rock throwing (120 ft.)
Statistics: Str: 35 ; Dex: 11; Con: 24; Int: 10; Wis: 16; Cha: 8; BAB: +12; CMB: +25; CMD: 36
When RAGING: Str: 39 ; Dex: 11; Con: 28; Int: 10; Wis: 16; Cha: 8; BAB: +12; CMB: +27 (+29 bull rush); CMD: 36 (38 vs. bull rush)
Feats: Cleave, Dazzling Display, Great Cleave, Improved Bull Rush, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (greataxe)
Skills: Climb +18, Intimidate +30, Perception +22, Stealth -5 (-1 in snow); Racial Modifiers: +4 Stealth in snow
When RAGING: Climb +20, Intimidate +32
Special Qualities: fast movement
Languages: Common, Giant
Organization: solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th level, 1-4 winter wolves, and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, 13-22 ogres, and 1-2 young white dragons)
Treasure: standard (potions of cure serious wounds (2), potion of displacement, potion of protection from arrows, potion of protection from energy (fire), alchemist's fire (5), +1 chain shirt, +1 greataxe, +1 amulet of natural armor, +2 belt of giant strength, +1 cloak of resistance, +1 ring of protection), 380gp
Naggarrol
Giant, Frost - Ice Mage; CR: 15; XP: 51,200; Frost giant sorcerer 6 Align: CE; Large humanoid (cold, giant)
Init: +4; Senses: low-light vision, Perception +25
DEFENSE: AC: 26; TAC: 10; FFAC: 26; HD: 14d8+6d6+120; HP: 204; Saves: For: +17, Ref: +8, Will: +11; Defensive Abilities: rock catching; Immune: cold, Weaknesses: vulnerability to fire
OFFENSE: Speed: 40 ft.; Melee: masterwork morningstar +21/+16/+11 (2d6+12) or 2 slams +20 (1d8+8 plus 1d6 cold); Ranged: rock +12 (1d8+12 plus 1d6 cold) ; Space: 10 ft.; Reach: 10 ft.; Special Attacks: rock throwing (120 ft.)
Bloodline Spell-like Abilities (CL 6th; concentration +9)
7/day - cold steel (grant weapon or 50 ammunition frost weapon special ability for 3 rounds)
Sorcerer Spells Known (CL 6th; concentration +9)
3rd - (4/day) - dispel magic
2nd - (6/day) - frigid touchUM, ice slick, rage (DC 16)
1st - (7/day) - enlarge person, expeditious retreat, obscuring mist, shield, true strike
0 (at will) - detect magic, ghost sound (DC 13), flare (DC 13), mage hand, message, ray of frost, touch of fatigue (DC 13)
Bloodline: borealAPG
Statistics: Str: 26 ; Dex: 11; Con: 22; Int: 14; Wis: 14; Cha: 16; BAB: +13; CMB: +22; CMD: 33
Feats: Arcane Strike, Born of Frost*, Chilled Rock*, Combat Casting, Eschew Materials, Extend Spell, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
Skills: Bluff +12, Climb +21, Craft (Alchemy) +15, Intimidate +16, Knowledge (arcana) +15, Perception +25, Spellcraft +15, Stealth +12 (+16 in snow) Racial Modifiers: +4 Stealth in snow
Special Qualities: favored terrain (cold +2), hunter's bond (companions), track +2, wild empathy +3
Languages: Abyssal, Auran, Common, Giant
Organization: solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th level, 1-4 winter wolves, and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, 13-22 ogres, and 1-2 young white dragons)
Treasure: standard (potions of cure serious wounds (2), potion of invisibility, potion of protection from energy (fire), wand of ice storm (10 ch), wand of lightning bolt (10 ch), wand of solid fog (5 ch), alchemist's fire (4), masterwork morningstar, +1 amulet of natural armor, +2 bracers of armor, +1 ring of protection), 362 gp