Icy creatures are elemental beings of deadly cold, but unlike cold creatures they are physical beings. Ice replaces muscle and bone in their bodies, and frost forms where normal creatures would have hair or feathers. Icy creatures exude a deathly chill that freezes small creatures solid in an instant and wards away more powerful beings. Icy creatures are masters of ice and never slip or lose purchase on an icy surface.
Icy creatures often mirror the forms and powers of other beings, particularly those native to the Elemental Planes of Air and Water and any cold climes. They often settle in the same areas as the creatures they mimic, eventually driving the original creatures out of their normal habitats. Those creatures that do not leave are eradicated or enslaved, but never befriended, since icy creatures view them as lesser reflections of themselves.
“Icy” is an inherited template that can be added to any living corporeal creature that does not have the fire subtype (hereafter to referred to as the base creature). An icy creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Type: The creature’s type changes to outsider and gains the cold, elemental, extraplanar, and water subtypes if the base creature did not already have them. Do not recalculate base attack bonuses, saves, or skill points.
Aura: An icy creature gains the following aura:
An icy creature emits an aura of cold that can wound nearby creatures. Any creature within 10 feet of it takes 2d6 points of cold damage per round that it remains within range. A successful Fortitude save halves the damage for that round. An icy creature can suppress or resume the use of this ability as a free action. The save is Constitution-based.
Hit Dice: Change all of the base creature’s racial HD to d10s.
Special Attacks: The icy creature retains all the base creature’s special attacks and gains those described here.
At will as a full-round action, an icy creature can exude a circle of slippery ice in a 20-foot-diameter spread centered on its body. This ice remains in the affected area, melting away as normal for the ambient temperature. Creatures walking on the ice must spend 2 squares of movement to enter any square covered by it. The DC for any Acrobatics check made in the area increases by +5.
An icy creature gains a +1 morale bonus on attack and damage rolls if its foe is touching ice.
An icy creature is chilling to the touch. Each of the icy creature’s natural melee attacks (including successful grapple checks made during its turn) and attacks with metallic melee weapons deals +1d6 points of cold damage. Any creature damaged by the icy creature’s icy touch must succeed on a Fortitude save or be paralyzed for 1d4 rounds. The save is Constitution-based.
Abilities: Dex -2 (minimum 1), Con +4.
Languages: If the icy creature can speak, it gains the ability to speak Aquan and Auran in addition to any other languages the base creature knows.
Special Qualities: The icy creature retains all the base creature’s special qualities and gains those described here.
An icy creature is chilling to the touch. Any creature that makes a natural or unarmed attack against it takes 1d6 points of cold damage. Creatures grappling an icy creature also take this damage in addition to the damage from its cold aura.