Magical Beast (Cold)
6d10+30 (63 hp)
+5 (+1 Dex, +4 Improved Initiative)
20 ft.; fly 40 ft. (average)
18 (+1 Dex, +7 natural)
Bite +10 melee, 2 claws +5 melee
Bite 1d4 and numb; claw 2d4+2
5 ft. by 5 ft./ 5 ft.
Blindsight, Cold Subtype, Sonic
Fortitude+11, Reflex +4, Willpower
Strength 18; Dexterity 13; Constitution 20; Intelligence 8; Wisdom
10; Charisma 15
Handle Animal +2; Hide +1;
Intimidate +2; Knowledge (Geography) +4; Listen +10; Move Silently
+1; Search +3; Spot +2
Alertness; Improved Critical (bite); Improved Initiative
any Arctic or Sub-Arctic
Usually Neutral Evil
7-12 (large); 13-18 (huge); 19-25 (gargantuan)
The fiendish creation of Frostine that has terrorized
the races of Icefia since it was first settled; the Icepyre has
replaced the vampire in the nightmares of Icefia’s inhabitants.
It hunts at night with the aid of its Ice Bats, its keen hearing,
and its uncanny ability to find warm blood. The nations of the
continent of Icefia have tried on many occasions to destroy all of
the Icepyres, but through the influence of the deity Frostine,
enough always survive to keep the species going.
Icepyres are large humanoid creatures. They are white
to gray in color, blending in well with the snow and ice of their
surroundings. They have large leathery wings that are separate
from their powerful fore limbs. Icepyres walk on two legs, but
often crouch when not walking. They have needle like fangs that
are capable of draining blood and other liquids from a creature.
The claws on their hands are thin and also needle like, while the
claws on their feet are thick and meant for holding a creature in
place. Its head is the most disturbing part of the Icepyre to all
those that see it. It has the face of an oversized bat with an
extended skull that protrudes to the top and back.
Icepyres are never seen together, and reports say that
when two meet, they will fight to the death for control of the
brood of Ice Bats each keeps. It is from those broods that future
Icepyres will come. A new Icepyre is bound to the Icepyre that
kept it as an Ice Bat. Although they will not travel together,
the younger will obey the commands sent by its sire.
Cold Subtype: Cold immunity, double damage
from fire except on a successful save.
Numb (Ex): Every time the Icepyre successfully
bites an opponent, the target must make a Fortitude saving throw
at DC 18. If the save is successful, nothing happens. If the
save fails, the target takes three points of Dexterity damage.
Screech (Ex): Once per minute, the Icepyre may
screech as an attack. Anyone within 50 feet of the Ice bat must
make a Fortitude saving throw at DC 20 of be deafened for five
Skills: Icepyres receive a +8 racial bonus to
all Listen skill checks.
Sonic Vulnerability: Whenever the Icepyre is
the target of a sonic-based attack, it receives a –4 penalty to
its saving throw.