FROST
Tiny Fey (cold)
Hit Dice: 1/2 d6+1 (2 hp)
Initiative: +4 (Dex)
Speed: 20 ft., fly 60 ft.
AC: 16 (+2 size, +4 Dex)
Attacks: Dagger +6 melee
Damage: Dagger 1d4-3
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft
Special Attacks: Spell-like abilities
Special Qualities: Immunity to cold, SR 17
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 5, Dex 18, Con 12, Int 15, Wis 14, Cha 15
Skills: Craft (any one) +5, Escape Artist +8, Hide +9, Jump +8, Listen +7, Move Silently +9, Search +7, Sense Motive +5, Spot +7
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Climate/Terrain: Cold forest
Organization: Solitary, tribe (1-6)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items, 150% gems
Alignment: Usually neutral good
Advancement: 1-3 HD (Tiny)
Often called snow-faeries, snow sprites, or winter folk, these small, mischievous beings inhabit dense forests, migrating to cooler regions as the seasons dictate. Frosts are tiny elfin creatures that stand about 1' tall, and have whirring, beelike wings. Their skin is a pale blue, though some from subarctic regions are a darker blue. Their hair is white or silvery, their eyes are a silvery blue or green, and their clothing tends to be white or silvery with patches of gray, black, blue, and green.
Frosts speak Common, Sylvan, Elf, and up to three other languages of allied beings in their vicinity. They cannot read or write, and have no interest in doing so.
COMBAT
Frosts, like their cousins the sprites and pixies, are prone to playing pranks on travelers, but they keep their tricks to a minimum. "Clever" pranks usually involve shaking snow down on burly fighters, creating ice patches, or changing the temperature abruptly.
If patently evil or destructive beings (such as trolls and orcs) annoy the frosts, however, they must be prepared for retaliation. Frosts never attack larger beings in hand-to-hand combat, but always flee and use their spells at a distance. They save their weapons skills for hunting small monsters or animals their own size. Their dagger-like weapons are actually hard, sharp icicles. Initial attacks are made using the natural environment. For example, if large foes cross ice-covered lakes or ponds, frosts might use control temperature spells to cause the ice to crack under their foes' boots. Then they use spells to cause the water to refreeze if a being falls through the ice and is submerged or swimming. If the chance to use an avalanche trap presents itself, frosts try this against massed groups of their foes. If this doesn't work, frosts use cone of cold, or another spell-like ability.
Because frosts are so light, they suffer only 1-2 points of damage from falling from any height over 10 feet, but suffer no damage if they land in a snowbank.
Spell-like abilities:
* Invisibility, at will.
* Control temperature, 10' radius at will, as a 10th-level druid. The temperature surrounding the frost is altered by up to +10 or -10 degrees per caster level.
* Cone of Cold, 3 times per day, as a 3rd-level sorceror.
* Ice Hands, touch, at will, as a 12th-level sorceror. This power works just like burning hands, and causes 1-2 points of cold damage to living beings, and can freeze up to one gallon of liquid per round, including potions and holy/unholy water.
* Cold Ray, once per day. One frost in six can cast this ray from his hands. This ray is 90 feet long, one inch wide, and causes 6d4+6 points of cold damage if a Reflex save (DC 14) is unsuccessful, no damage if it succeeds.
* Otilkue's Freezing Sphere, once per day, as 18th-level sorceror. Only one frost in six has this ability.
Immunity to Cold (Ex): Frosts are all immune to cold. They take normal damage from fire- or heat-based spells, and flames causing 1 or more points of damage instantly sear off their wings, which cannot regrow.
SOCIETY
Frosts are nearly always found in small family groups, though some gatherings are exploratory bands out to see the wide world, cause a bit of trouble, or hunt for gems or crystals, which frosts love and hoard. The only frosts that may venture out alone are the community leaders, usually on a specific mission.
Nomadic in nature, frosts make their lairs in hollow trees, rocky shelters, old animal dens, and the like, never staying in one place for more than a year. These sprites inhabit forests and fields during the winter, migrating northward in the spring to the far ice and snow. Frosts manufacture few things, though it is not known how their fine cloth is created. If carefully approached and given gems, frosts can be very helpful to well-behaved beings who don't stay long in the frosts' woodlands, and they are likely to give travelers directions out of their forest.
They like other small woodland fairies best, with elves and dryads running a close second, halflings third, and everyone else somewhere far behind. They war continually with small evil beings such as quicklings. Some frost communities work closely with elven and fairy bands to defend their woods against goblins and other invaders, but they are also likely to attack careless human loggers, hunters, and city-builders.
Frosts have little overall effect on their environment, as their food and material needs are minute at best. Frosts have no known use as spell components, though it is rumored that certain evil wizards have investigated the possibility in the past. A few such wizards are known to have had unfortunate fatal accidents when crossing icy rivers or travelling through dense winter forests, and the losses have probably slowed this research.
The frost first appeared Dragon Magazine #33 (1980, "The Dragon's Bestiary, Roger Moore) Frosts later appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)