Froslass (3.5e Monster)

Combat
 (Su): Froslass may exhale a cold stream of wind that slows an enemy down. This is a ranged touch attack (+11 to hit) up to 50 feet. If it hits, it deals 1d6 Cold damage per 2 hit dice and forces the target to make a Fort save (DC 20) or be slowed for 1 round. The save DC is Charisma-based.

 (Su): Once per 3 rounds, Froslass may create a column of powdered snow around itself. This cylinder is 30' in radius and 100' high. All in the area take 2d6 Cold per hit die, with a Fortitude save for half (DC 22). If they fail the save, they are frozen solid for 4 rounds. While frozen solid they are unable to move, but being damaged by any physical external source (not ongoing damage) will shatter the ice and end the effect.

 (Su): Froslass can conjure a field of icy spikes in a 30' radius burst, anywhere within 100 feet. The spikes will last for one minute. If anyone steps upon them, they suffer the effects of a spike stones spell. If Froslass casts the spell again on the same area, it gets even worse. The damage is doubled, and those walking on it will continue to take 1d6 Cold damage per round for one minute thereafter. If it is cast three times in succession, it instead deals three times the damage and 4 Dexterity damage, and deals 2d6 ongoing Cold damage per round.

 (Sp): 1/4 rounds: mirror image, ice storm, creeping cold. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Froslass’s Charisma modifier.


 * At 16 HD, Froslass can also use iceburg 1/4 rounds.


 * The sample Froslass has a caster level of 8 and save DC of 16 + spell level.

 (Su): A gust of eerie wind is summoned and sent out, covering two 5' squares per hit die (16 for the sample Froslass). It must start adjacent to Froslass, and the squares must be connected as a single area. All in the area take Cold damage equal to 3d6 + the Froslass's hit dice, double if they have the [Psionic] subtype. A successful Fortitude save (DC 22, Charisma-based) halves this damage. Additionally, all of Froslass's ability scores gain a +1 enhancement bonus for one minute. Multiple uses of the ability will increase the bonus by +1 each time, to a maximum of +6. Ominous Wind may not be used two turns in a row.

 (Su): During snow, hail or fog, Froslass gains even more protection. She gains Total Concealment, as well as DR 10/Iron.