Oni, Ice Yai

This blue-skinned giant has three eyes, fangs, and claws. Its hair seems to be formed of delicate strands of ice.

Ice Yai CR 14

XP 38,400
CE Large outsider (cold, oni, giant, native, shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +22

DEFENSE

AC 27, touch 12, flat-footed 24 (+4 armor, +2 Dex, +1 dodge, +11 natural, -1 size)
hp 200 (16d10+112); regeneration 5 (fire or acid)
Fort +17, Ref +7, Will +12
Immune cold; SR 25
Weaknesses vulnerability to fire

OFFENSE

Speed 50 ft., fly 50 ft. (perfect)
Melee 4 slams +24 (2d8+9)
Ranged icy missile +17 (4d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks staggering strikes
Spell-Like Abilities (CL 18th; concentration +22)

Constantfly, mage armor
At willdarkness, invisibility (self only)
3/daycharm monster (DC 18), cone of cold (DC 19), deep slumber (DC 17), gaseous form (self only)
1/daypolar ray, solid fog

STATISTICS

Str 29, Dex 14, Con 25, Int 12, Wis 15, Cha 18
Base Atk +16; CMB +26; CMD 39
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Vital Strike
Skills Bluff +23, Disguise +13, Fly +20, Intimidate +23, Knowledge (arcana) +11, Perception +22, Sense Motive +13, Spellcraft +8, Stealth +17 (+21 in snow), Use Magic Device +14; Racial Modifiers +4 Stealth in snow
Languages Common, Giant
SQ change shape (Medium or Large humanoid; alter self or giant form I)

SPECIAL ABILITIES

Icy Missile (Su)

As a swift action, the ice yai can fire a dart of ice from its third eye. This dart is a ranged touch attack (+20 attack bonus), dealing 4d6 points of cold damage on a hit. This attack has a range of 180 feet with no range increment.

Staggering Strikes (Ex)

An ice yai can strike twice per round with its two slam attacks. A creature struck by more than two of these slam attacks in a round must make a DC 28 Fortitude save or be staggered for 1 round. The save DC is Strength-based.

ECOLOGY

Environment cold mountains
Organization solitary or gang (1 plus 4-16 frost giants)
Treasure standard

The ice yai is a sinister creature that combines the brutality of a frost giant with the grace and style of a skilled martial artist. Although its magical powers are formidable, it prefers to fight in melee using its slam attacks, leading its minions in merciless combat. It uses its mobility to cast combat spells or launch shards of ice from its third eye.

An ice yai is a natural leader among frost giants, tempering their savagery with its own wisdom. A tribe led by an ice yai may still raid settlements of neighboring humanoids, but the tribe soon learns the value of establishing regular tributes and willing sacrifices—the ice yai teach that methods that rely upon the threat of violence are often even more effective than actual violence. Despite this strangely enlightened philosophy, an ice yai never passes up an opportunity to reinforce its capacity for slaughter, and will often demand that its subjects take part in show battles, both for the entertainment of the tribe and to nurture the ice yai’s insatiable ego and sense of dominion over its subjects.

Variant: Ice Yai, Metal (CR 14)

[Source]

This white haired giant has intricately detailed etchings and scrollwork on its steel-grey skin. It has jeweled eyes like the well-crafted ones in a nobleman’s sword. Metal yai express their prowess loudly to any who might present a challenge. They are cold and aggressive creatures with a strong sense of self discipline. They won’t hesitate to conquer and destroy any obstacle in their way.

DR 10/-, this replaces an ice yai’s immunity to cold.

Melee longsword +26/+21/+16/+11 (2d6+11), 3 longswords +26 (2d6+6) or 1 slam +24 (2d8+9), this replaces an ice yai’s normal melee attacks.

Affinity for Metal (Ex)

The metal yai gains a +2 competence bonus to damage rolls made with attacks with weapons made primarily of metal. Further, if a foe attacks him with a weapon primarily made of metal, the metal yai gains a +2 dodge bonus to Armor Class. A condition that makes him lose his Dexterity bonus to Armor Class (if any) also makes him lose dodge bonuses.

The metal yai must be aware of the attack to gain this bonus.

This replaces an ice yai’s darkness spell-like ability.

Blade Barrier (Sp)

1/day, this replaces an ice yai’s polar ray spell-like ability.

Manipulate Metal (Su)

The metal yai can change the temperature of a creature’s metal equipment. This acts as either the chill metal or the heat metal spell, (CL 18th, DC 22, swift action to activate at will). Upon a successful save, a creature cannot be the target of this metal yai’s manipulate metal again for 24 hours. The save DC is Charisma-based. This replaces an ice yai’s icy missile special attack and its ranged attacks.

Metal Multiweapon Mastery (Ex)

A metal yai never takes penalties to its attack roll when fighting with multiple weapons that are composed primarily of metal.

This replaces an ice yai’s staggering strikes special attack.

Iron Grenade (Su)

Three times per day as a standard action, a metal yai can create a sphere of iron, about the size of a walnut in its hand, which it can use to make a melee touch attack (+24) or throw as a splash weapon, making a ranged touch attack (+20) with a maximum range of 120 ft. When the sphere hits (either as a ranged or melee attack), it breaks and discharges a flash of iron splinters driven by magical force which deals 15d6 points of magical cold iron piercing damage to the target struck (creatures with damage reduction not overcome by magic, cold iron, piercing damage, reduce the damage by their listed amount per die). All other creatures and objects in adjacent squares take 15 points of splash damage per die. All the metal possessions and objects they carry (whether ferrous or not) become magnetized for 2d4 rounds. A creature wearing metal armor is entangled while the effect lasts, while a creature using metal weapons takes a –2 penalty on attack and damage rolls so long as there is at least 10 lb. of metal on its person or within 5 ft. of it (these penalties stack). A successful Fortitude saving throw (DC 25) negates the magnetism effect and reduces the damage by half. The save DC is Constitution-based.

This replaces an ice yai’s cone of cold spell-like ability.

Non-Metal Vulnerability (Ex)

Weapons not primarily made of metal ignore a metal yai’s damage reduction and deal +50% damage.

This replaces an ice yai’s vulnerability to fire weakness

Environment Any; this replaces an ice yai’s cold mountains.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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