Zoanoid, Biofreezer

Biofreezer CR 13

XP 25,600
CG Medium aberration (zoanoid)
Init +7; Senses darkvision 60 ft., Perception +24


AC 27, touch 18, flat-footed 19 (+7 Dex, +1 dodge, +9 natural)
hp 178 (17d18+102); fast healing 3
Fort +16, Ref +12, Will +9; +4 vs. mind-influencing effects
Immune cold; Resist acid 10, fire 10; SR 24
Defensive Abilities frost blooded, mental fortitude, zoanid saves


Speed 30 ft.
Melee 2 slams +18 (2d6+6 plus 2d6 cold)
Ranged 2 ice beams +19 touch (6d6 cold plus entrap)
Special Attacks entrap (DC 24, 1d10 minutes, hardness 0, 30 hp, vulnerable to fire), frost burst


Str 22, Dex 24, Con 23, Int 18, Wis 18, Cha 15
Base Atk +12; CMB +18 (+20 sunder), CMD 35 (37 vs. sunder)
Feats Dodge, Improved Sunder, Mobility, Spring Attack, Nimble Moves, Point-Blank Shot, Power Attack, Precise Shot, Wind Stance
Skills Acrobatics +27, Climb +26, Heal +21, Knowledge (arcana) +21, Knowledge (dungeoneering) +24, Perception +24, Sense Motive +24, Stealth +27
Languages Common, Zern
SQ alter ego (Small or Medium humanoid, alter self)


Environment any land or underground
Organization solitary or patrol (1 plus 2-7 other zoanoids)
Treasure standard


Alter Ego (Su)

A biofreezer can assume the form of a specific Small or Medium humanoid. This functions as the change shape special quality, except that the zoanoid cannot choose the form it assumes.

Frost Blooded (Ex)

A creature that strikes a biofreezer in melee must succeed a DC 24 Reflex save or be splashed with its frozen blood, taking 2d6 points of cold damage. A manufactured weapon that strikes a biofreezer must also make a Reflex save—on a failure, it takes no damage, but its hardness is halved for 1d10 minutes. Weapons with the reach property do not endanger their wielders, but still must save against this ability themselves. The save DC is Constitution-based.

Frost Burst (Ex)

Once every 1d4 rounds as a standard action, a biofreezer can release a burst of freezing mist in a 20 foot radius centered on itself. All creatures in the area take 15d6 cold damage (Reflex DC 24 half). The save DC is Constitution-based.

Ice Beam (Ex)

As a standard action, a biofreezer may fire two sprays of freezing fluid from its forearms. Treat these as ranged touch attacks with a range of 60 feet and no range increment. A creature struck takes 6d6 points of cold damage and must save against the biofreezer’s entrap ability.

Mental Fortitude (Su)

A biofreezer gains a resistance bonus to its Will saves versus mind-influencing effects equal to its Intelligence modifier.

Zoanoid Saves (Ex)

A biofreezer treats Fortitude as its good save and Will as a poor save.


This humanoid is a tan color with greenish highlights, its body seemingly composed of a suit of exoskeleton-like armor. A small array of fins and crests grow from its head.

Biofreezers number among the Lost Numbers of the zoanoids, but their origins are unusual. Rather than being a creation of either zoalords or their zern originators, the first biofreezer was created by a human cleric who turned fleshwarping technology on himself in a last-ditch effort to save his life from a zoalord-engineered plague. Although the discovery was reverse engineered by the zoalords, even their biofreezers have a distressing tendency to go rogue, and as such their creation is rarely overseen.

Biofreezers are typically by their nature benevolent and self-sacrificing, fighting against evil in flashy and dramatic fashion. Their body is filled with chambers of super-cooled liquid that circulates around like a second bloodstream, and they can vent this liquid in icy beams or bursts. They often trap enemies in layers of ice, and rarely stop to intentionally finish off a neutralized enemy. Creatures that strike them are sprayed with this liquid as well, and some biofreezers possess a martyr complex, intentionally allowing themselves to be injured in order to weaken their foes.

Section 15: Copyright Notice
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