Frost Genie
Genie, Frost
Large Outsider (Air, Chaotic, Cold)
Hit Dice: 10d8+30 (70 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft.; fly 60 ft. (perfect)
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Slam +15/+10 melee
Damage: Slam 1d8+9 and 1d6 cold
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, chill
Special Qualities: Plane shift, telepathy
Saves: Fort +10, Ref +9 , Will +9
Abilities: Str 23, Dex 15, Con 16, Int 12, Wis 15, Cha 15
Skills: Concentration +17, Escape Artist +12, Intimidate +11, Listen +12, Move Silently +12, Sense Motive +11, Spellcraft +11, Spot +12, Wilderness Lore +11
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Climate/Terrain: Any land
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Although they dwell on the Elemental Plane of Air and Elemental Plane of Water, frost genies find neither place well suited to their particular tastes. Instead, they can most often be found wandering the tundra and arctic wastes of the Prime, seeking only to prolong their own survival and well-being, often at the expense of others.
Often mistaken for frost giants in sparse furs or leathers, frost genies are almost never without a large, mobile collection of precious metals and valuable art, not to mention the hoard of magical items they steal from unlucky travelers through their domains. Often, they go disguised with alter self to reluctantly trade their possessions or lure adventurers into range for an attack.
Frost genies are almost exclusively nomadic, preferring to keep to themselves so as not to share their plunder. A scant few have mobilized small clans, lead by a khan, and areas with two or more of these clans are witness to frequent turf battles.
Frost genies speak Aquan, Auran, and Common.
COMBAT
A frost genie mainly concerns himself with travelers who, by means of detect magic, seem to have the largest amount of valuable or powerful goods. It then puts its ambush skills to good use, either turning invisible and calling out to the victim, or using alter self to imitate a person in need. When the opponent comes close, assuming they're fooled, the frost genie either cuts off their escape or seals them in with wall of ice, and employs any means necessary to part the owner of his possessions. If the battle goes badly, the frost genie is most likely to think of his own preservation, turn invisible, and flee by air. They will, however, viciously attack any fire-based creatures (especially other genies), preferably en masse, without less regard to their safety.
Spell-Like Abilities: At will - alter self, chill touch, detect magic, detect law, invisibility (self only), and ray of frost; 1/day - cone of cold, enlarge, persistent image, polymorph self, and wall of ice; 1/week - wish (to non-genies only). These abilities are as the spells cast by an 18th-level sorcerer (save DC = 12 + spell level).
Chill (Ex): A frost genie's ice-cold body deals 1d6 points of additional cold damage whenever it hits in melee, or when grappling, each round it maintains a hold.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.