CRYONAX (Prince of Evil Cold Creatures)

Gargantuan Elemental (Cold)

Hit Dice: 36d8+180 (342 hp)

Initiative: +5 (+1 Dex, +4 Improved Initiative)

Speed: 30 ft

AC: 28 (-4 size, +1 Dex, +21 natural)

Attacks: 2 tentacles +43 melee

Damage: Tentacle 2d8+10

Face/Reach: 20 ft by 20 ft/20 ft

Special Attacks: Freezing touch, cold aura, spell-like abilities

Special Qualities: Elemental, shatter weapons, damage reduction 15/+3, SR 20, cold subtype

Saves: Fort +25, Ref +15, Will +16

Abilities: Str 30, Dex 12, Con 20, Int 20, Wis 18, Cha 18

Skills: Concentration +10, Intimidate +9, Knowledge (the planes) +10, Listen +28, Spot +28

Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (slam), Whirlwind Attack

 

Climate/Terrain: Any land and underground

Organization: Solitary or troupe (1d2 young white dragons, 1d4 frost giants, or 2d4 yetis)
Challenge Rating:
17

Treasure: Double standard

Alignment: Always neutral evil

Advancement: N/A

 

Cryonax is the Prince of Cold creatures and dwells in a huge castle of ice and glass, situated at the juncture of the Elemental Plane of Air and the Plane of Water. He appears as a 35-foot tall yeti with tentacles in place of arms. Each tentacle is covered with many suction cups.

 

COMBAT

Cronax attacks with his tentacles and spell-like abilities in combat. A frozen character (one hit by his tentacle attack that fails a save) is shattered at the first opportunity.

   Freezing Touch (Ex): A creature hit by Cryonax’s tentacle attack must succeed at a Fortitude save (DC 18) or be frozen in place for 1d6+4 minutes as ice encases the victim’s body. Frozen creatures are considered helpless, and have a hardness of 0. A frozen character brought to 0 hit points, shatters into pieces. If unfrozen, the being has similar damage and deformities.

   Cold Aura (Ex): Cryonax’s body generates intense cold dealing 1d6 points of cold damage to all creatures within 10 feet of him. Creatures attacking Cryonax unarmed or with natural weapons take 1d6 points of additional cold damage each time their attacks hit.

   Spell-Like Abilities: At will—cone of cold, wall of ice; 1/day—summon cold monster (similar to summon monster spell, but allows Cryonax to summon 1 adult white dragon, 1d4 frost giants, or 2d4 yetis). These abilities are as the spells cast by a 15th-level sorcerer (save DC 14 + spell level).

   Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

   Shatter Weapons (Ex): Any weapon that strikes Cryonax must succeed at a Fortitude save (DC 12) or shatter into pieces.

   Cold Subtype (Ex): Cold immunity, double damage from fire, except on a successful save.