Vengeful Hoar Spirit CR 11
AC 27, touch 14, flat-footed 23 (+8 armor, +3 Dex, +1 dodge, +5 natural)
hp 137 each (15 HD; 10d8+5d10+65)
Fort +12, Ref +7, Will +10
Immune cold, undead traits
Defensive Abilities cold
Weaknesses vulnerability to fire
Speed 30 ft.
Melee 2 claws +18 (1d6+7/19–20 plus 1d6 cold plus glaciate)
Special Attacks cold (1d6), glaciate (DC 18)
Spell-Like Abilities (CL 10th; concentration +13)
1/day—cone of cold (DC 18)
Str 18, Dex 17, Con —, Int 10, Wis 15, Cha 16
Base Atk +12; CMB +16; CMD 30
Feats Dodge, Great Fortitude, Improved Critical (claws), Improved Initiative, Improved Natural Attack (claws), Mobility, Spring Attack, Step Up, Toughness, Weapon Focus (claws), Weapon Specialization (claws)
Skills Acrobatics +16, Climb +15, Perception +15, Stealth +19
SQ armor training 1, weapon training 1 (natural)
Gear +2 breastplate
A hoar spirit’s body generates intense cold, dealing 1d6 points of cold damage with each claw attack. Creatures attacking a hoar spirit with unarmed or natural attacks take 1d6 points of cold damage each time they hit.
A creature hit by a hoar spirit’s claw must succeed on a DC 18 Fortitude save, or take 1 point of Dexterity damage and be paralyzed by bone numbing cold for 1d4+1 rounds. The save DC is Charisma-based.
Hoar spirits can detect heat (such as that generated by living creatures) within 60 feet, including the heat of invisible creatures. Heatsense functions as blindsense in regard to any nonvisible heat sources within its range.
Section 15: Copyright Notice – Pathfinder Module: The Witchwar Legacy