Snowcloak (CR 4)

Large Aberration (Cold)
Alignment: Usually neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., Listen +10, and Spot +10
Languages: Auran and Common


AC: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Hit Dice: 4d8+12 (30 hp)
Fort +4, Ref +4, Will +6
Speed: 20 ft., fly 60 ft. (average)
Space: 10 ft./5 ft.
Base Attack +3; Grapple +9
Attack: Tail slap +4 melee
Full Attack: Tail slap +4 melee, 2 bites +2 melee, and 2 wing claws +2 melee
Damage: Tail slap 1d6+2, bites 1d4+1, wing claws 1d2+2 plus poison
Special Attacks/Actions: Poison, spell-like abilities
Abilities: Str 14, Dex 16, Con 17, Int 11, Wis 15, Cha 12
Special Qualities: immunity to cold, disease, and poison, regeneration 2, vulnerability to fire
Feats: Alertness; Multiattack
Skills: Hide +5*, Listen +10, Move Silently +9, and Spot +10
Advancement: 5-9 HD (Large); 10-12 HD (Huge)
Climate/Terrain: Cold hills
Organization: Solitary or drift (3-8)
Treasure/Possessions: 1/10 coins; 50% goods, 50% items

Source: Frostburn

Poison (Ex): Wing claws, Fortitude DC IS, initial damage 1d4 Dex, secondary damage paralysis. The duration of the paralysis induced by the snowcloak's venom is 1d4 hours.

Spell-Like Abilities: At will - obscuring snow, blur; 3/day - dimension door, invisibility, magic missile; 1/day - hypnotic pattern (DC 13). Caster level 4th.

Regeneration (Ex): Snowcloaks regenerate 2 points of damage per round. Fire and acid deal normal damage to a snowcloak.

Skills: *Due to their coloration, snowcloaks gain a +4 racial bonus on Hide checks in snowy or icy conditions.

Snowcloaks are cunning, patient hunters, often drifting along after dark to pounce on nocturnal creatures as they emerge from lairs and burrows. Snowcloaks attack by landing atop prey and biting or clubbing with the fearsome bone knobs on their tails, while tearing with their poisonous claws. Snowcloaks often avoid dangerous prey.

If they believe a foe can be overcome, snowcloaks favor an extended hit-and-run battle, slashing quickly among their enemies with flyby attacks and then moving off and using their regeneration to recover, while their intended prey grows weaker and runs out of magic, missile weapons, and the will to resist.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.