Frost Man

This creature appears to be a human dressed in loosely fitting animal skins and furs. It wears a patch over one eye and its hair is long and unkempt. A short, rough beard of dark hair covers its jaw.
 

Frost Man (CR 2)

Medium Humanoid (Cold)
Alignment: Lawful Evil
Initiative: +1
Senses: Darkvision 60 feet; Perception +3
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 natural)
Hit Points: 22 (4d8+4)
Saving Throws: Fort +5, Ref +2, Will +1
Immunity: cold
Weaknesses: vulnerability to fire
 

Offense

Melee: morningstar +3 (1d8)
Reach: 5 feet
Ranged: longbow +4 (1d8/x3)
  Special Attacks: ice blast 3/day (30 ft. cone, DC 13 half, 3d6 cold)
 

Statistics

StrDexConIntWisCha
10 (+0) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 11 (+0)
Base Attack Bonus: +3
CMB +3
CMD 14
  Feats: Blind-Fight, Skill Focus (Survival)
  Skills: Perception +3, Stealth +5, Survival +7
  Languages: Common, Frost Man
 

Special Abilities

Ice Blast (Su)

Three times per day as a standard action, a frost man can release a blast of freezing mist in a 30-foot cone from the eye underneath its eye patch. A frost man can remove its eye patch as a free action. A creature in the area takes 3d6 points of cold damage (DC 13 Reflex for half). The save DC is Constitution-based.
 

Ecology

Environment: Cold Hills or Underground
Organization: solitary
Treasure: standard

  Frost men are hunters that make their home in the cold regions of the world. Each carries his personal belongings in small sacks and takes them wherever he goes. A frost man's body radiates cold out to 30 feet, though not enough to deal damage. There is much speculation on the society of frost men. Other beings only encounter them as lone males. Speculation suggests that there must be villages somewhere with women and children, perhaps buried deep in cold mountain caves. Tribes that are aware of frost men fear them greatly for their deadly talent and refer to them as \"ice demons.\"
  Frost men appear in the outside world occasionally and wish only to go about their unknown business undisturbed. Anyone bothering them can expect to be attacked. A frost man usually opens combat with its ice blast before moving in to kill off anything not subsequently frozen to death.
  Frost Man Characters Most frost man leaders are fighters or fighter/rogues. Sorcerers, rogues, and clerics are not uncommon among frost men. Frost men clerics can choose any two of the following domains: Earth, Evil, Law, Water. Frost men characters possess the following racial traits. +2 Dex, +2 Con: Frost men have good balance and are quite hardy. Darkvision: A frost man can see in the dark out to 60 feet. Immune: Cold. Weakness: Vulnerability to fire. Armor: Frost men have a +2 natural armor bonus. Racial Hit Dice: A frost man begins with four levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. Special Attacks (see above): Ice blast. Racial Skills: A frost man's humanoid levels give it skill points equal to 4 x (2 + Int modifier). Racial Feats: A frost man's humanoid levels give it two feats. Automatic Languages: Common, Frost Man. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  Credit The Frost Man originally appeared in the First Edition Fiend Folio (© TSR/Wizards of the Coast, 1981) and is used by permission. Copyright Notice Author Scott Greene, based on original material by Julian Lawrence.

Contents


Comments

Please Login in order to comment!
Powered by World Anvil