Ability Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 10 +0 10 +0 Fort: 3 = 1 + 2 + 0 + 0
Dex: 16 +3 18 +4 Ref: 7 = 3 + 4 + 0 + 0
Con: 14 +2 14 +2 Will: 5 = 1 + 4 + 0 + 0
Int: 10 +0 10 +0 Initiative
Wis: 19 +4 21 +5 Total = Dex + Misc
Cha: 10 +0 10 +0 4 = 4 + 0
Special:As a swift action can glow blue, shedding light as a torch.
Darkvision 120 ft
Scent
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Cannot be to subject to nonlethal damage, precision damage, or extra damage from critical hits.
DR 3/Magic
Immune to cold damage (heals half of cold damage that would normally be taken)
Combat
Total Armor Shield Dex Size Nat Defl Misc
AC : 23 = 10 + 4 + 0 + 4 + 0 + 5 + 0 + 0
Touch: 15 Flat-Footed: 19
Total Base Dex Misc Total Base Dex Misc
Melee : 7 = 3 + 4 + 0 Ranged : 7 = 3 + 4 + 0
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
2 Claws 8 1d6 19-20(X2) - - - S Claws count as +1 Ghost Touch weapons
Frigid Touch* 7 2d6 X2 - - - C Cold damage, standard action touch attack
Ice Lance 7 6d6 X2 100 ft - - P/C Cold damage, standard action ranged touch attack, can pin enemies (See Improved Ice Lance ice power)
Breath Weapon: 6d6 points of cold damage in a 30-foot cone (DC 10 + 1/2 HD + Wis mod, Reflex save half). 1d4 round cooldown
*Deal Frigid Touch damage as extra cold damage with each successful melee attack.
All cold damage deals an extra +2 fire damage per die of cold damage (NOT INCLUDED IN DAMAGE LISTINGS).
ARMOR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
+1 Studded Leather Light +4 - 5 - Full - Ghost Ward
Notes: Against creatures resistant to cold, cold resistance is reduced by two times HD. Creatures immune to cold still take cold damage up to two times HD (damage must still be rolled normally).