Icegaunt CR 6

XP 2,400
NE Medium undead (cold)
Init +6; Senses darkvision 60 ft., snow sight, Perception +14


AC 21, touch 12, flat-footed 19 (+4 armor, +2 Dex, +5 natural)
hp 75 (10d8+30)
Fort +5, Ref +5, Will +10
DR 5/-; Immune cold, undead traits; Weaknesses vulnerable to fire


Speed 20 ft. (30 ft. unarmored)
Melee slam +13 (1d6+7 plus 1d6 cold plus ability drain) or shillelagh +13/+8 (2d6+7)
Spells CL 5th, concentration +8 (+12 casting defensively)

3rdprotection from energy, sleet storm
2ndbarkskin, bull’s strength, chill metal (DC 15), frigid touch
1stfrostbite, longstrider, magic fang, shillelagh
0thdetect magic, guidance, mending, resistance


Str 20, Dex 15, Con -, Int 11, Wis 16, Cha 14
Base Atk +7; CMB +12; CMD 24
Feats Combat Casting, Improved Initiative, Power Attack, Toughness, Weapon Focus (slam)
Skills Climb +13, Disguise +12, Knowledge (nature) +7, Perception +13, Stealth +14, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Common, Druidic
SQ icewalking


Environment any cold
Organization solitary or ritual (2-5)
Treasure standard (masterwork hide armor, club, other treasure)


Ability Drain (Su)

A creature struck by an icegaunt’s slam attack must succeed a DC 17 Fortitude save or take 1d4 points of Constitution drain. The save DC is Charisma-based.

Icewalking (Su)

An icegaunt’s movement is not impeded by ice or snow of any kind.

Snow Sight (Su)

An icegaunt’s vision is not impeded by natural or magical snow, rain or other weather.


An icegaunt casts spells as a 5th level druid. It does not gain the other class abilities of a druid, such as domains or an animal companion.


This humanoid has deeply wrinkled, leathery skin and hollow, sunken eyes. They are clad in furs and other heavy clothing.

The sacrifice of sentient beings is a common religious practice, and in icy lands, such sacrifices are often conducted via exposure. A humanoid slain in this manner may rise as an icegaunt, sometimes called a frost mummy. Such creatures look almost as they did in life, as they are freeze-dried, but their lack of visible breath or shivering can give them away to the observant. Perhaps as a compensation for their ritualized deaths, the crueler powers of nature have granted them druidic powers.

Icegaunts are xenophobic and territorial, patrolling the area where they died and lashing out at intruders. Sometimes this is done with mere physical violence, but more patient icegaunts may disguise themselves as guides or explorers. These may pretend to befriend travelers, only to lure them into an avalanche, crevasse or simply a thin spot in the ice. Their touch drains both heat and life, and those they kill with their bare hands are as freeze-dried as they are. Most icegaunts keep a stout stick as a backup weapon, as adventurers all too often have spells to resist the cold.

Icegaunts sometimes form from humanoids of other sizes. An icegaunt formed from a halfling, goblin or other Small humanoid is treated as having the young simple template. Those formed from ogres or giants are treated as having the giant simple template. Icegaunts that advance do so with druid levels—they never take the Fire domain or fire spells, and only rarely will an icegaunt druid choose an animal companion.

Section 15: Copyright Notice
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