DnDChick
Demon Queen of Templates
It's out of season for them but here they are! 
Elf, Arctic
Small Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Dagger +1 melee (1d4-1)
Full Attack: Dagger +1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 8, Dex 12, Con 8, Int 12, Wis 12, Cha 12
Skills: Climb +3, Craft (any three) +5*, Handle Animal +5, Ride +5
Feats: Skill Focus (any craft skill)
Environment: Any cold land
Organization: Solitary, team (2-20), or workshop (20-100)
Challenge Rating: 1/2
Treasure: Standard, double goods
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +0
A gnome-like creature peers out from behind the evergreen, shielded from the driving snow by its branches. It stands about 3 feet tall, and is clad in a green tunic and red breeches. A white beard reaches almost to its knees, spilling out from under its bulbous nose like an avalanche.
Arctic elves, also called “tinker elves,” are a race of diminutive folk that dwell in secluded valleys and underground complexes far to the north. There is some speculation that they may be a rare hybrid race of gnome and elf, but his is strongly disputed by members of both races. They call themselves elves, so there is generally no doubt among sages that arctic elves are an offshoot of that race. Their origin and history unknown, arctic elves are the rarest and most reclusive of all elf races.
Most arctic elves encountered outside of their workshops are warriors. The statistics block above is for one of 1st level.
Combat
Arctic elves rarely have the need for combat, as they are so isolated that potential enemies rarely reach them. They do occasionally have the need to fend off predators, and can do so as fiercely as any other elf tribe.
Skills: *An arctic elf receives a +4 racial bonus on any three Craft skills.
Arctic Elf Society
Arctic elves are industrious and hard working, always busy, and never letting a spare moment go by in which they aren’t working on some plan or craft. They live in a harsh and unforgiving environment, and each elf knows the value of labor—should they stop working and allow themselves to become idle and complacent, their very existence would be threatened by the icy world around them. Because of their ingrained need to remain busy, arctic elf clans have organized themselves into workshops and warehouses, each clan specializing in a different facet of the operation of the community. Their constant labor ensures their survival.
Arctic Elves as Characters
Arctic elves rarely produce members of the combative classes (fighters, barbarians, etc.), and rogues are almost unheard of. An arctic elf character possesses the following racial traits.
—-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those if Medium characters.
—An arctic elf’s base speed is 20 feet.
—Low-light vision.
—+4 racial bonus on any three Craft skills.
—Automatic Languages:[/b] Arctic Elf. Bonus Languages:[/b] Common, Elf, Gnome.
—Favored Class:[/b] Wizard.
Reindeer, Flying
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 40 ft. (8 squares), 60 ft. fly (average)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d4+1)
Full Attack: 2 slams +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Flight
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 13, Dex 15, Con 14, Int 3, Wis 11, Cha 12
Skills: Hide +4, Jump +8, Listen +2, Survival +0 (+4 avoid getting lost)
Feats: Dodge, Mobility
Environment: Any cold land
Organization: Solitary or team (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 4-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: —
Startled, the deer raises its head and sniffs the air. It pauses a moment, stamps once or twice, then suddenly springs into the air and rapidly disappears into the night sky.
Flying reindeer resemble normal reindeer in all respects. They are small deer, approximately 4 feet tall at the shoulder. They have long fur, tawny in color, to keep out the cold of their arctic habitat.
Flying reindeer are very rare, a magical mutation usually appearing in only 1 out of 1,000 normal reindeer. Two flying reindeer always produce flying offspring. Young flying reindeer can fly soon after they can walk, and it becomes as natural a form of locomotion for them as walking and running.
Certain tribes of arctic-dwelling humans herd reindeer in massive numbers, using them as pack animals and as food in leaner times. When a flying reindeer is discovered in a domesticated reindeer herd, it is released to the wild out of respect and awe for its supernatural abilities. There are rumors of arctic elves keeping great herds of flying reindeer in hidden valleys far to the north.
Flying reindeer are strong enough to act as light pack animals, and are also quite useful as draft animals in pulling sleighs, sledges, carts, and wagons. Flying reindeer can only fly when used as draft animals if the vehicle to which they are hitched has also been magically enchanted to allow flight or levitation—the weight is simply too great for them unless somehow countered. These animals can be ridden by any creature of Small size or smaller.
Flying reindeer are exceptionally smart, capable of understanding speech and directions nearly as well as a small child. They cannot speak, however, regardless of their comprehension of language. The arctic elves usually awaken their reindeer to enhance their usefulness.
Combat
Flying reindeer only fight if cornered, or if they are forced to defend their mates or their young. Normally, their first instinct when faced with a potential predator is to take to the air and flee.
Fly (Su): Flying reindeer, as their name implies, are capable of flight with a speed of 60 feet and with average maneuverability.
Skills: Flying reindeer are natural navigators, and receive a +4 racial bonus on Survival checks to avoid getting lost.
Red-Nosed Flying Reindeer
Approximately 1 in 1,000 flying reindeer are born with an unusually bright, red nose. At will, such reindeer can cause their nose to illuminate as per the light spell as cast by a 4th level cleric.
Snow-Man
Medium Elemental (Cold)
Hit Dice: 2d8+4 (15 hp)
Initiative: +2
Speed: 30 ft. (6 squares), 50 ft. on snow or ice
Armor Class: 12 (Dex +2), touch 12, flat-footed 10
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Cold subtype, DR 10/bludgeoning or slashing, elemental traits, snow form, vulnerabilities
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 12, Dex 15, Con 15, Int 7, Wis 10, Cha 8
Skills: Listen +3, Spot +2
Feats: Ability Focus (breath weapon)
Environment: Any cold land
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: —
Moving through the snow, unimpeded by the drifts and hidden patches of ice is a vaguely humanoid form. Its facial features are comprised of lumps of coal, and its nose appears to be an old button. It wears a battered cap on its round head.
A snow-man is an animated mass of snow that has been infused with life by a lesser elemental spirit of cold. Only one such being has been known to exist, but sages postulate as to the certainty of the existence of other beings of this sort. Snow-men are exceedingly rare, if indeed others exist, and all certainly dwell in the extremely cold regions of the north (and possibly) south poles.
A snow-man can be summoned via a summon nature’s ally I spell; this spell requires the material component of a previously crafted humanoid snow sculpture, however.
Snow-men possess the ability to speak and reason approximately on par with children, but their lack of knowledge of customs and habits leads them to be somewhat naive and gullible.
Combat
Due to their inherent weakness and ineffectiveness in combat, most snow-men are used as servants or companions. Snow-men are well aware of their inherent fragility, and are very reluctant to enter combat. They instinctively shy away from all sources of heat.
Breath Weapon (Su): Once every other round; cone of cold air 30 ft. long; 2d6 cold damage; Reflex save (DC 15) for half damage. The save DC is Constitution based and includes a +2 bonus from the Ability Focus feat.
Cold Subtype (Ex): A snow-man 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.
Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, an stunning. Not subject to critical hits or flanking. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elementals. Only a limited wish, wish, miracle, or true resurrection can restore it to life. Darkvision out to 60 ft.
Snow Form (Su): The very nature of a snow-man’s body provides it with DR 10/bludgeoning or slashing. As a full-round action that provokes an attack of opportunity, a snow-man can pack its wounds with fresh snow, thereby gaining fast healing (10) for that round. When moving across snow or ice, a snow-man adds +20 feet to its Speed.
Vulnerabilities (Ex): Being comprised of normal snow, snow-men take 1 hit point of damage per hour per 10 degrees above freezing. Likewise a snow-man can recover from injury at a rate of 1hp per hour per 10 degrees below freezing.
Summoning a Snow-man
Snow-men are quite easily summoned. Some wizards jest that even a child could summon one! Some wizards suggest that some children have already done so.
To summon a snow-man, one need only create a normal snow sculpture in a rudimentary humanoid form. The summoner need only succeed on a DC 10 Craft (Sculpting) check and then cast summon nature’s ally I. Alternately, one could place a hat of animation on the sculpture’s head.
Hat Of Animation
A hat of animation is a magical article of clothing that infuses any humanoid snow sculpture it is placed upon with life by summoning a minor elemental spirit of cold. A hat of animation can be fashioned as any form of clothing or worn gear, such as a scarf or an old silk hat. The exact nature of the article of clothing is left to the desires of the creator and the nature of the snow-man they wish to create. Once made, the creator need simply affix the hat to the previously prepared snow-man in order to bring it to life.
A snow-man can animated by such a hat can be de-animated by simply removing the hat from all contact with the snow from which it is made. See Grabbing Items in the PHB; the hat is considered to be a well-secured item. A snow-man that has lost its hat returns to a simple snow sculpture where it stands.
Caster Level:[/b] 5th; Prerequisites:[/b] Craft Wondrous Item, summon nature’s ally I; Market Price:[/b] 5,000 gp.

Elf, Arctic
Small Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Dagger +1 melee (1d4-1)
Full Attack: Dagger +1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 8, Dex 12, Con 8, Int 12, Wis 12, Cha 12
Skills: Climb +3, Craft (any three) +5*, Handle Animal +5, Ride +5
Feats: Skill Focus (any craft skill)
Environment: Any cold land
Organization: Solitary, team (2-20), or workshop (20-100)
Challenge Rating: 1/2
Treasure: Standard, double goods
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +0
A gnome-like creature peers out from behind the evergreen, shielded from the driving snow by its branches. It stands about 3 feet tall, and is clad in a green tunic and red breeches. A white beard reaches almost to its knees, spilling out from under its bulbous nose like an avalanche.
Arctic elves, also called “tinker elves,” are a race of diminutive folk that dwell in secluded valleys and underground complexes far to the north. There is some speculation that they may be a rare hybrid race of gnome and elf, but his is strongly disputed by members of both races. They call themselves elves, so there is generally no doubt among sages that arctic elves are an offshoot of that race. Their origin and history unknown, arctic elves are the rarest and most reclusive of all elf races.
Most arctic elves encountered outside of their workshops are warriors. The statistics block above is for one of 1st level.
Combat
Arctic elves rarely have the need for combat, as they are so isolated that potential enemies rarely reach them. They do occasionally have the need to fend off predators, and can do so as fiercely as any other elf tribe.
Skills: *An arctic elf receives a +4 racial bonus on any three Craft skills.
Arctic Elf Society
Arctic elves are industrious and hard working, always busy, and never letting a spare moment go by in which they aren’t working on some plan or craft. They live in a harsh and unforgiving environment, and each elf knows the value of labor—should they stop working and allow themselves to become idle and complacent, their very existence would be threatened by the icy world around them. Because of their ingrained need to remain busy, arctic elf clans have organized themselves into workshops and warehouses, each clan specializing in a different facet of the operation of the community. Their constant labor ensures their survival.
Arctic Elves as Characters
Arctic elves rarely produce members of the combative classes (fighters, barbarians, etc.), and rogues are almost unheard of. An arctic elf character possesses the following racial traits.
—-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those if Medium characters.
—An arctic elf’s base speed is 20 feet.
—Low-light vision.
—+4 racial bonus on any three Craft skills.
—Automatic Languages:[/b] Arctic Elf. Bonus Languages:[/b] Common, Elf, Gnome.
—Favored Class:[/b] Wizard.
Reindeer, Flying
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 40 ft. (8 squares), 60 ft. fly (average)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d4+1)
Full Attack: 2 slams +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Flight
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 13, Dex 15, Con 14, Int 3, Wis 11, Cha 12
Skills: Hide +4, Jump +8, Listen +2, Survival +0 (+4 avoid getting lost)
Feats: Dodge, Mobility
Environment: Any cold land
Organization: Solitary or team (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 4-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: —
Startled, the deer raises its head and sniffs the air. It pauses a moment, stamps once or twice, then suddenly springs into the air and rapidly disappears into the night sky.
Flying reindeer resemble normal reindeer in all respects. They are small deer, approximately 4 feet tall at the shoulder. They have long fur, tawny in color, to keep out the cold of their arctic habitat.
Flying reindeer are very rare, a magical mutation usually appearing in only 1 out of 1,000 normal reindeer. Two flying reindeer always produce flying offspring. Young flying reindeer can fly soon after they can walk, and it becomes as natural a form of locomotion for them as walking and running.
Certain tribes of arctic-dwelling humans herd reindeer in massive numbers, using them as pack animals and as food in leaner times. When a flying reindeer is discovered in a domesticated reindeer herd, it is released to the wild out of respect and awe for its supernatural abilities. There are rumors of arctic elves keeping great herds of flying reindeer in hidden valleys far to the north.
Flying reindeer are strong enough to act as light pack animals, and are also quite useful as draft animals in pulling sleighs, sledges, carts, and wagons. Flying reindeer can only fly when used as draft animals if the vehicle to which they are hitched has also been magically enchanted to allow flight or levitation—the weight is simply too great for them unless somehow countered. These animals can be ridden by any creature of Small size or smaller.
Flying reindeer are exceptionally smart, capable of understanding speech and directions nearly as well as a small child. They cannot speak, however, regardless of their comprehension of language. The arctic elves usually awaken their reindeer to enhance their usefulness.
Combat
Flying reindeer only fight if cornered, or if they are forced to defend their mates or their young. Normally, their first instinct when faced with a potential predator is to take to the air and flee.
Fly (Su): Flying reindeer, as their name implies, are capable of flight with a speed of 60 feet and with average maneuverability.
Skills: Flying reindeer are natural navigators, and receive a +4 racial bonus on Survival checks to avoid getting lost.
Red-Nosed Flying Reindeer
Approximately 1 in 1,000 flying reindeer are born with an unusually bright, red nose. At will, such reindeer can cause their nose to illuminate as per the light spell as cast by a 4th level cleric.
Snow-Man
Medium Elemental (Cold)
Hit Dice: 2d8+4 (15 hp)
Initiative: +2
Speed: 30 ft. (6 squares), 50 ft. on snow or ice
Armor Class: 12 (Dex +2), touch 12, flat-footed 10
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Cold subtype, DR 10/bludgeoning or slashing, elemental traits, snow form, vulnerabilities
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 12, Dex 15, Con 15, Int 7, Wis 10, Cha 8
Skills: Listen +3, Spot +2
Feats: Ability Focus (breath weapon)
Environment: Any cold land
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: —
Moving through the snow, unimpeded by the drifts and hidden patches of ice is a vaguely humanoid form. Its facial features are comprised of lumps of coal, and its nose appears to be an old button. It wears a battered cap on its round head.
A snow-man is an animated mass of snow that has been infused with life by a lesser elemental spirit of cold. Only one such being has been known to exist, but sages postulate as to the certainty of the existence of other beings of this sort. Snow-men are exceedingly rare, if indeed others exist, and all certainly dwell in the extremely cold regions of the north (and possibly) south poles.
A snow-man can be summoned via a summon nature’s ally I spell; this spell requires the material component of a previously crafted humanoid snow sculpture, however.
Snow-men possess the ability to speak and reason approximately on par with children, but their lack of knowledge of customs and habits leads them to be somewhat naive and gullible.
Combat
Due to their inherent weakness and ineffectiveness in combat, most snow-men are used as servants or companions. Snow-men are well aware of their inherent fragility, and are very reluctant to enter combat. They instinctively shy away from all sources of heat.
Breath Weapon (Su): Once every other round; cone of cold air 30 ft. long; 2d6 cold damage; Reflex save (DC 15) for half damage. The save DC is Constitution based and includes a +2 bonus from the Ability Focus feat.
Cold Subtype (Ex): A snow-man 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.
Elemental Traits (Ex): Immune to poison, sleep effects, paralysis, an stunning. Not subject to critical hits or flanking. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elementals. Only a limited wish, wish, miracle, or true resurrection can restore it to life. Darkvision out to 60 ft.
Snow Form (Su): The very nature of a snow-man’s body provides it with DR 10/bludgeoning or slashing. As a full-round action that provokes an attack of opportunity, a snow-man can pack its wounds with fresh snow, thereby gaining fast healing (10) for that round. When moving across snow or ice, a snow-man adds +20 feet to its Speed.
Vulnerabilities (Ex): Being comprised of normal snow, snow-men take 1 hit point of damage per hour per 10 degrees above freezing. Likewise a snow-man can recover from injury at a rate of 1hp per hour per 10 degrees below freezing.
Summoning a Snow-man
Snow-men are quite easily summoned. Some wizards jest that even a child could summon one! Some wizards suggest that some children have already done so.
To summon a snow-man, one need only create a normal snow sculpture in a rudimentary humanoid form. The summoner need only succeed on a DC 10 Craft (Sculpting) check and then cast summon nature’s ally I. Alternately, one could place a hat of animation on the sculpture’s head.
Hat Of Animation
A hat of animation is a magical article of clothing that infuses any humanoid snow sculpture it is placed upon with life by summoning a minor elemental spirit of cold. A hat of animation can be fashioned as any form of clothing or worn gear, such as a scarf or an old silk hat. The exact nature of the article of clothing is left to the desires of the creator and the nature of the snow-man they wish to create. Once made, the creator need simply affix the hat to the previously prepared snow-man in order to bring it to life.
A snow-man can animated by such a hat can be de-animated by simply removing the hat from all contact with the snow from which it is made. See Grabbing Items in the PHB; the hat is considered to be a well-secured item. A snow-man that has lost its hat returns to a simple snow sculpture where it stands.
Caster Level:[/b] 5th; Prerequisites:[/b] Craft Wondrous Item, summon nature’s ally I; Market Price:[/b] 5,000 gp.