Dark Ice Fey
CREATING A DARK ICE FEY "Dark ice fey" is an acquired template that can be added to any fey without the fire subtype. A dark ice fey uses the base creature's stats and abilities except as noted here.
Challenge Rating: +1 Alignment: Any evil Type: The creature's type is unchanged, but it gains the cold subtype. __________________________________ Armor Class: A dark ice fey's natural armor improves by +4, as a layer of thick permafrost toughens its now leathery skin and coats its body with a thin but durable shell of ice. Defensive Abilities: A dark ice fey has fast healing 3 as long as it is in contact with ice or snow. It is immune to cold. Weaknesses: A dark ice fey gains vulnerability to fire. __________________________________ Melee: A dark ice fey grows jagged oversized icicle talons in place of fingers, paws, or hooves, and it gains two vicious claw attacks if it did not already have them. A dark ice fey deals claw damage as for a creature one size category larger (see Bestiary, pg. 302). Special Attacks: A dark ice fey retains the base creature's special attacks and gains the ones listed below. Frigid Touch (Su): Once per day, a dark ice fey may make a touch attack against a foe to deal 1d6 points of Dexterity damage by freezing its blood in its veins and numbing its bones. Frosty Grasp (Su): A dark ice fey's natural attacks, as well as any weapons it wields, deal an additional 1d6 points of cold damage. Ability Scores: Str +2, Con +2 Environment: Any cold
DARK ICE BROWNIE CR: 2 XP: 600 LE Tiny fey (cold) Init: +8; Senses: Low-light vision; Perception +8 Languages: Common, Halfling, Sylvan __________________________________ AC: 22, touch 17, flat-footed 17 (+2 size, +4 Dex, +5 natural, +1 dodge) hp: 7 (1 HD); fast healing 3 Fort +2, Ref +6, Will +4 DR 2/cold iron; Immune: Cold; SR 16 Weakness: Vulnerable to fire __________________________________ Speed: 20 ft. Melee: Shortsword +7 (1d4-1 plus 1d6 cold/19-20) and claw +2 (1d3-1) Space: 2-1/2 ft.; Reach: 0 ft. Special Attacks: Frigid touch, frosty grasp Base Atk: +0; CMB: +3; CMD: 14 Spell-Like Abilities (CL 7th, concentration +10): 1/day - Confusion (DC 16), continual flame, dancing lights, dimension door, magic circle against good, mirror image, ventriloquism __________________________________ Str 9, Dex 18, Con 14, Int 14, Wis 14, Cha 16 Feats: Dodge, Improved InitiativeB, Weapon FinesseB Skills: Bluff +7, Craft (any three) +6, Escape Artist +8, Perception +8, Sense Motive +6, Stealth +16 (+21 in forests); Racial Modifiers: +2 Perception, +5 Stealth in forests __________________________________ Environment: Cold forest Organization: Gang (2-4) or band (5-12) Treasure: Standard __________________________________ Fast Healing (Su): A dark ice brownie's fast healing only functions as long as it is in contact with ice or snow. Frigid Touch (Su): Once per day, a dark ice brownie may make a touch attack against a foe to deal 1d6 points of Dexterity damage by freezing its blood in its veins and numbing its bones. Frosty Grasp (Su): A dark ice brownie's natural attacks, as well as any weapons it wields, deal an additional 1d6 points of cold damage.











