Winterling (CR 5)
AC: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Hit Dice: 7d6 (24 hp); DR: 10/cold iron
Fort +2, Ref +9, Will +6
Speed: 20 ft., fly 30 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +2
Attack: Short sword +8 melee or longbow +8 ranged
Full Attack: Short sword +8 melee or longbow +8 ranged
Damage: short sword 1d4-1, long bow 1d6-1/x3
Special Attacks/Actions: Spell-like abilities
Abilities: Str 8, Dex 18, Con 11, Int 12, Wis 13, Cha 17
Special Qualities: immunity to cold, SR 18, vulnerability to fire
Feats: Dodge; Improved Initiative; Weapon Finesse
Skills: Bluff +13, Escape Artist +9, Hide +18*, Knowledge (nature) +11, Listen +11, Move Silently +14, Spot +11, and Tumble +9
Advancement: 8-10 HD (Small)
Climate/Terrain: Cold hills and mountains
Organization: Solitary, gang (2-5), or band (6-15)
Treasure/Possessions: No coins, 50% goods, 50% items
Spell-Like Abilities: 3/day - chill metal (DC 15), fog cloud, gust of wind (DC 15), quench (DC 16), sleet storm, warp wood (DC 15); 1/day - ice storm (DC 17); Caster level 8th. The save DC's are Charisma-based.
Skills: *In frigid areas of snow and ice a winterling's Hide bonus increases to +26.
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.