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Kilblain

Kilblain CR 18

XP 153,800
NE Large aberration (cold)
Init +7; Senses darkvision 60 ft., scent, Perception +29
Aura frostbite (30 ft., Fort DC 26, 4d6 cold)

DEFENSE

AC 33, touch 13, flat-footed 29 (+3 Dex, +1 dodge, +20 natural, -1 size); +2 deflection vs. fire subtype
hp 300 (24d8+192); fast healing 10
Fort +15, Ref +13, Will +16; +2 resistance vs. fire subtype
DR 15/silver and magic; Immune cold, paralysis, poison; SR 29
Defensive Abilities protection from fire; Weaknesses vulnerable to fire

OFFENSE

Speed 40 ft., fly 80 ft. (perfect); ice jets
Melee 4 claws +26 (1d8+9/19-20), bite +26 (2d6+9), tail slap +25 (4d6+13)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60 ft. cone, 18d6 cold, Ref DC 29 half, 1d4 rounds), frozen stare, powerful blows (tail)
Spell-like Abilities CL 18th, concentration +22

Constant—protection from fire creatures (DC 15)
At willquench (DC 17)
3/daypolar ray (DC 22), quickened wall of ice

STATISTICS

Str 28, Dex 17, Con 24, Int 9, Wis 14, Cha 19
Base Atk +18; CMB +28; CMD 32 (38 vs. trip)
Feats Bleeding Critical, Critical Focus, Dodge, Improved Critical (claw), Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell-like Ability (wall of ice), Skill Focus (Perception), Toughness, Weapon Focus (tail slap)
Skills Fly +27, Intimidate +22, Knowledge (planes) +14, Perception +26, Stealth +17
Languages Auran

ECOLOGY

Environment cold mountains and hills
Organization solitary or pair
Treasure double standard

SPECIAL ABILITIES

Breath Weapon (Su)

A creature that takes damage from a kilblain’s breath weapon must succeed a DC 29 Fortitude save or be blinded for 1d6 rounds. The save DC is Constitution-based.

Frostbite Aura (Su)

All creatures within a 30 foot radius of a kilblain must succeed a DC 26 Fortitude save every round or take 4d6 points of cold damage. A living creature that takes this damage is treated as having frostbite—it is fatigued until all of the damage it has taken from cold has been healed.

Frozen Stare (Su)

As a standard action three times per day, a kilblain can focus its gaze on a creature within 30 feet to turn it into ice. A creature affected must succeed a DC 26 Fortitude save or be petrified, as per flesh to stone, except that the sculpture has hardness 0 and vulnerability to fire. A creature with the fire subtype that fails its save instead takes 180 points of damage, as per a finger of death spell, and still takes 3d6+18 points of damage on a successful save. The save DC is Charisma-based.

Ice Jets (Ex)

A kilblain can fly at a rate of 80 feet with perfect maneuverability, but cannot make claw attacks in the same round it uses its fly speed.

Protection from Fire Creatures (Sp)

Treat this as a protection from evil effect, except that the bonuses are against creatures with the fire subtype instead of an alignment subtype. This is the equivalent of a 1st level spell.

ABOUT

This creature resembles an insane combination of insects and arachnids sculpted out of ice. It scuttles on four legs; four more are held aloft like the arms of a mantis. Its head is tucked within armored plates with a jagged, vertical maw, and its tail ends in a bony club like that of a dinosaur. Frills, spines and ridges decorate its vaguely oval carapace. It radiates cold as a palpable presence.

Kilblains are monstrous creatures that despise elemental fire. They hunt down and kill fire creatures regardless of size, power or alignment, wiping them from the face of the planet. A kilblain typically makes its lair on snowy peaks and strikes out to hunt. Their lairs are caves and caverns, carved by claw if natural caves are unavailable. The joy of murdering azers, salamanders, fire giants, and even gold or red dragons directs their behavior more than food, mating or other basic needs. They collect treasure from these raids, and their dens typically possess trophy halls organized by theme or difficulty of their opponents.

A kilblain is capable of flight despite their ungainly appearance. In order to fly, they retract their eight limbs into their shell and fly on jets of frozen air—this grants them incredible speed and maneuverability, but they cannot attack with their scissoring claws while doing so. They typically focus their energy on creatures with the fire subtype first, but even spellcasters using fire spells or persons carrying torches can be promoted to their primary target. A kilblain is bold in combat to the point of self-destruction. Once blood has been spilled, they usually fight to the death.

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