Frost Folk (CR 2)
Medium Monstrous Humanoid (Cold)
Alignment: Often neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., snowsight, Listen +2, and Spot +2
Languages: Common
AC: 18 (+1 Dex, +2 natural, +3 studded leather armor, +2 heavy wooden shield), touch 11, flat-footed 17
Hit Dice: 4d8+4 (22 hp)
Fort +4, Ref +5, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +6
Attack: Battleaxe +7 melee or composite longbow (+2 Str bonus) +5 ranged
Full Attack: Battleaxe +7 melee or composite longbow (+2 Str bonus) +5 ranged
Damage: Battleaxe 1d8+2/x3, composite longbow (+2 Str bonus) 1d8+2/x3
Special Attacks/Actions: Ice blast
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 11, Cha 8
Special Qualities: frost folk traits, immunity to cold, vulnerability to fire
Feats: Great Fortitude; Weapon Focus (battleaxe)
Skills: Climb +1, Hide +1*, Listen +2, Move Silently +1, Spot +2, and Survival +2
Advancement: By character class
Climate/Terrain: Cold mountains
Organization: Solitary, family (3-6 plus 1-2 winter wolves), clan (10-30 and 2-8 winter wolves), or village (20-400 and 4-24 winter wolves)
Treasure/Possessions: Standard
Source:
Frostburn
Ice Blast (Su): Frost folk can produce a 20-foot cone of icy mist from their left eye. This deals 2d6 points of cold damage to all creatures within the area (Reflex save DC 13 half). The save DC is Constitution-based. Once a frost folk uses his ice blast, he must wait 1d4 rounds before he can use this ability again.
Snowsight (Ex): All frost folk have innate snowsight, as the spell. No snowstorm can obscure their vision.
Skills: *All frost folk gain a +8 racial bonus on Hide checks in snow and ice terrain.
Frost folk are disciplined fighters with a keen sense of tactics. They enjoy bloody slaughter and often set ambushes in deep snow, where axe fighters hide beneath the powder and archers can fire their bows at opponents whose movement is hindered.
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.