Marzanna (CR 6)
Medium Monstrous Humanoid (Cold)
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 90 ft., Listen +14, and Spot +14
AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Hit Dice: 8d8+16 (52 hp)
Fort +6, Ref +7, Will +7
Speed: 30 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +13
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee
Damage: Claw 1d6+5
Special Attacks/Actions: Dreadful eye, rend 2d6+7, spell-like abilities
Abilities: Str 21, Dex 12, Con 14, Int 14, Wis 13, Cha 13
Special Qualities: immunity to cold, SR 15, vulnerability to fire
Feats: Alertness; Blind-fight; Great Fortitude
Skills: Concentration +13, Craft or Knowledge (any one) +7, Hide +7, Listen +14, Spot +14, and Swim +13
Advancement: By character class
Climate/Terrain: Cold forests
Organization: Solitary or covey (3 marzannas plus 1-8 ogres and 1-3 frost giants)
Treasure/Possessions: Standard
Source:
Frostburn
Dreadful Eye (Su): Three times per day a marzanna can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 15 Will save or become panicked for 10 rounds. Creatures that are panicked by a marzanna's dreadful eye must succeed on a DC 15 Fortitude save or die from fright. This is a mind-affecting fear effect. The save DC is Charisma-based.
Rend (Ex): A marzanna that hits with both claw attacks latches onto the opponents body and tears the flesh. This attack automatically deals an extra 2d6+7 points of damage.
Spell-Like Abilities: At will - dancing lights, ghost sound (DC 11), obscuring snow, pass without trace, ray of frost (+9 ranged touch); 3/day - disquise self, bestow curse (+13 melee touch; DC 15), numbing sphere (DC 13), and wall of ice (DC 15); 1/day - ice storm; 1/week - control weather, nightmare (DC 16). Caster level 8th.
A marzanna prefers not to fight if she can convince others to give up without a fight, or if she can convince others to do her fighting for her.
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.