The material below is Open Game Content
Medium Undead (Cold)
Hit Dice: 9d12 (58 hp)
Speed: 20 ft. (can’t run)
Armor Class: 19 (-1 Dex, +10 natural armor), touch 9, flat-footed 19
Base Attack/Grapple: +4/+7
Attack: Claw +10 (1d8+3 plus 1d6 cold)
Full Attack: 2 claws +10 (1d8+3 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Freezing aura, icy touch
Special Qualities: Darkvision 60 ft., arctic allure, heat sense 60 ft., undead traits
Saves: Fort +5, Ref +4, Will +9
Abilities: Str 17, Dex 8, Con –, Int 2, Wis 12, Cha 15
Skills: Jump -3, Listen +7, Spot +7
Feats: Cleave, Improved Bull Rush, Power Attack, Weapon Focus (claw)
Environment: Cold hills, cold mountains, or cold plains
Organization: Solitary, pair, or gang (4-13)
Challenge Rating: 4
Treasure: 1/4 coins
Alignment: Neutral Evil
Advancement: 10-16 HD (Medium), 17-24 HD (Large), 25-32 HD (Huge), 33-40 HD (Gargantuan)
Level Adjustment: —
Exposure to extreme cold regularly kills creatures. Its part of the natural cycle, and it’s a peril known to humanoids who opt to live in the coldest reaches of the world. Sometimes, though, those deaths aren’t natural; sometimes, the corpse of the fallen creature rises as a frost-touched zombie.
A frost-touched zombie appears much like the creature it was in life. Its hands or paws possess sharp, icy claws; its skin or fur takes on a bluish white hue. Sometimes, icicles hang from the creature’s head. The aura of cold that envelops the creature is enough to freeze stagnant or slow-moving water as well as chill living creatures to their very core.
Frost-touched zombies do not know or understand any languages.
Frost-touched zombies attack living creatures on sight, desperately attempting to draw forth their heat. They’re clever enough to make use of their Power Attack feat, adjusting up or down as necessary when attacking.
Heat Sense (Su): A frost-touched zombie can sense sources of heat, including body heat, within 60 feet. This ability otherwise works like blindsight.
Freezing Aura (Su): Frost-touched zombies radiate an aura of icy cold in a 20 foot radius. Any creature in the area at the start of its turn must make a Fortitude saving throw (DC 16). A creature that fails this save is affected as though they were the target of a slow spell. The effect lasts for as long as the creature remains in the area, plus an additional 1d3 rounds. Creatures must save every round they remain within the aura; once a creature successfully saves, it cannot be affected by the freezing aura of the same frost-touched zombie for 24 hours (though the duration of any previous failures runs to its full conclusion). The save DC is Charisma-based.
Icy Touch (Ex): The unnatural cold of a frost-touched zombie imbues its natural attacks with extreme cold, inflicting an additional 1d6 cold damage on any successful attack. In addition, any creature striking a frost-touched zombie with a natural attack (including unarmed strikes) takes 1d6 cold damage.
Arctic Allure (Ex): Powerful waves of negative energy animated the frost-touched zombie, and this power source grants it special defences and stronger attacks. A frosttouched zombie adds its Charisma bonus to all attack rolls and saving throws as an unholy bonus.
This materials originates in a 3PP source.