Frost DrakeCreature 7
Source Pathfinder Bestiary
Perception +14 (darkvision, scent (imprecise) 30 feet, snow vision)
Languages Draconic
Skills Acrobatics +15, Athletics +17, Intimidation +14, Stealth +15
Str +6, Dex +2, Con +4, Int -1, Wis +3, Cha +1
AC 25; Fort +17; Reflex +15; Will +14;
HP 115
Speed 20 feet (burrow 20 feet, climb 20 feet, fly 50 feet)
Immunities cold, paralyzed, unconscious
Weaknesses Fire 10
Fangs +17 (+12, +7) to hit 1d6 Cold + 2d12+8 Piercing
Tail +17 (+12, +7) to hit (reach 10) 2d10+8 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Scent (Imprecise) 30 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Snow VisionSnow doesn't impair a frost drake's vision; it ignores Concealment from snowfall.
Retaliatory StrikeTrigger A creature within reach of the frost drake's tail successfully damages the frost drake with a Strike.
Effect The frost drake attempts to Strike with its tail. If the Strike hits, it deals an additional 1d6 damage.
Draconic FrenzyThe frost drake makes two Fangs Strikes and one Tail Strike in any order.
Freezing Mist Breath (arcane, cold, evocation)The frost drake spits a ball of liquid up to 60 feet that explodes into a 20-foot burst cloud of freezing mist. Those in the burst take 8d6 cold damage (DC 25 basic reflex save). The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds.
It can't use Freezing Mist Breath again for 1d6 rounds.
Ice ClimbA frost drake can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice.
Speed Surge (move)The frost drake moves up to twice its Speed. It can do this three times per day.
Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, small bears, and tundra-dwelling people. Related as they are to white dragons, these drakes share many habits and facets of their disposition with their draconic cousins. Indeed, just as white dragons are among the most bestial and craven of dragonkind, frost drakes are among the most depraved and openly malicious of the drakes. They are also especially insolent, and are less likely to back down from a flight compared to other drakes. Many frost drakes have met their ends trying to enact cruelties beyond their means, such as singly taking on an entire castle or well-fortified township. Although a frost drake can wreak much destruction on its own, tales of village-dwelling northerners banding together to defend their homes from these rogue menaces are fairly common.
A frost drake's hunting grounds are quite large. Those frost drakes that live upon the permanently frozen peaks of high mountains have been known to swoop down to snatch up prey from the lowlands, leaving frozen swaths of earth from their breath as the only sign of their passing. Their frost-covered scales range from deep royal blue to crisp cyan and sometimes feature sporadic patches of violet. Their hides are thinner than most drakes'; when a frost drake is inhaling in preparation to launch its signature frozen breath, the monster's ice-blue blood can be seen beneath its scales.
Ravenous, bestial, and driven by instinct-drakes are primitive draconic monsters who bear a fraction of the terrifying might of their larger cousins but little (if any) of the cunning. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties-small social groups fittingly called "rampages"-makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.
Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them only their formidable jaws and thick-scaled tails with which to attack if engaged at melee range. Most drakes would rather avoid close combat, however, preferring to use their breath weapons to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.