Arctic Ambusher (Ex): The Ice Beast gains the ability to hide in plain sight while standing on snow and/or ice. It also ignores any penalties to vision and movement in snow or icy terrain/weather, including such magically-altered terrain/weather.
Improved Arctic Ambusher (Ex): (Requires Arctic Ambusher) The Ice Beast can burrow through snow and ice at a speed equal to its base land speed. A tunnel is never left behind while burrowing through snow, however the Ice Beast may choose to leave a tunnel when burrowing through ice. It also gains the effects of the Spider Climb spell but only when climbing icy surfaces.
Cold Aura (Su): The Ice Beast can deal (1d4/3 HD, minimum 1d4) points of cold damage to all creatures within 10 feet as a swift action each round.
Improved Cold Aura (Ex): (Requires Cold Aura) Each morning the Ice Beast can choose up to its Wisdom modifier in targets that are protected from the damage of its Cold Aura. In addition, its Cold Aura also extinguishes all non-magical flames within its area of effect.
Crystalline Camouflage (Ex): The Ice Beast learns to reshape itself. It gains the
Amorphous Disguise feat (even though it normally couldn't qualify).
Improved Crystalline Camouflage (Ex): (Requires Crystalline Camouflage) When using the
Amorphous Disguise the Ice Beast can also use the feat to take the form of any inanimate object (such as a wall, column, door, etc) made of ice that fits within the size limitations of the disguise self spell. When disguised as an inanimate object this way the Ice Beast cannot be detected as anything but the inanimate object that it is disguised as if the observer is more than 10 feet away. Turning into an inanimate object and back into the Ice Beast's normal form takes a standard action.
Engulf (Ex): As a standard action, the Ice Beast can attempt to engulf a single opponent it threatens. The opponent must be one size or more smaller than the Ice Beast, so a large Ice Beast can engulf medium or smaller creatures. The target is entitled to a Reflex save (DC 10 + 1/2 HD + Str mod) to avoid being engulfed. A creature engulfed by the Ice Beast is considered to be pinned and trapped inside its body. The engulfed creature takes 2d6 points of cold damage per round on its turn, and may begin to drown (although it can hold its breath). An Ice Beast can only engulf one victim at a time. To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the Ice Beast. The victim can choose to make Escape Artist checks in place of grapple checks. If the Ice Beast is killed, any engulfed victims are freed.
Improved Engulf (Ex): (Requires Engulf) The Ice Beast can now engulf creatures up to its size category, and can engulf multiple creatures as long as the total size of the creatures do not exceed the Ice Beast's size. (1 Colossal creature is equivalent to 2 Gargantuan, 1 Gargantuan is equivalent to 2 Huge, 1 Huge is equivalent to 2 Large, 1 Large is equivalent to 2 Medium, 1 Medium is equivalent to 2 Small, 1 Small is equivalent to 2 Tiny, 1 Tiny is equivalent to 2 Diminutive, 1 Diminutive is equivalent to 2 Fine). Example: A large Ice Beast could engulf 1 medium creature and 2 small creatures as that adds up to 1 large which is the Ice Beast's size. In addition, the Ice Beast's Engulf ability now ignores Freedom and Movement and similar effects. At 10 HD, engulfed creatures are blocked from any sort of extradimensional travel as per the Dimensional Lock spell.
Frigid Touch (Su): The Ice Beast deals an extra (1d6/3 HD, minimum 1d6) points of cold damage with each successful melee attack. As a standard action the Ice Beast can use this as a touch attack.
Improved Frigid Touch (Su): (Requires Frigid Touch) Any creature who attacks the Ice Beast with an unarmed strike/natural attack/non-reach melee weapon takes damage as per Frigid Touch.
Ice Breath (Su): As a standard action, the Ice Beast can exhale intense cold. It gains a breath weapon that deals (1d6/ HD) points of cold damage in a 30-foot cone (DC 10 + 1/2 HD + Wis mod, Reflex save half). Once an Ice Beast uses its Ice Breath, it must wait 1d4 rounds before it can use its breath weapon again.
Improved Ice Breath (Su): (Requires Ice Breath) The Ice Beast's breath weapon can now be a 60 foot line or a 45 foot cone. In addition, any creature that fails its saving throw versus the breath weapon is sickened for 1 round.
Ice Crafter (Su): Twice per HD per day, the Ice Beast is able to create small mundane items, such as tools or weapons, of 15 pounds or lighter and with a value of no more than 10 gp/HD as a swift action by forming it out of the ice of its body. Items that require moving or flexible parts, ammunition, or are consumable cannot be created by this ability. Any weapon created by this ability counts as masterwork as long as it is wielded by the Ice Beast. These items last for 2 rounds/HD and will melt into nothingness one round after they leave contact with the Ice Beast.
Improved Ice Crafter (Su): (Requires Ice Crafter, Ice Beast 10) The Ice Beast learns to create other Ice Beasts. During an 8 hour ritual, the Ice Beast can expend 2 uses of Ice Crafter per HD of the target on a willing or helpless creature in order to turn it into another Ice Beast. At the end of the ritual the target must make a Fortitude save (DC 10+ 1/2 HD+ Wis mod) or be turned into ice, replacing the latest level it gained with a level in Ice Beast.
As part of this process, the Ice Beast can choose to turn the target into nothing more than a mindless automaton that follows the Ice Beast's orders. The target's Intelligence score is reduced to 0, it loses all feats except for those that improve its attack (such as Weapon Finesse or Multiattack), it loses all skill points, and it does not gain a Frozen Faculty choice. It also cannot be leveled up or have its Hit Dice permanently advanced in any way. The total HD of all automatons cannot exceed that of the Ice Beast, if a new automaton would go past this limit the oldest automaton(s) melt into normal water until the HD limit is no longer exceeded.
Ice Lance (Su): As a standard action the Ice Beast creates a lance of ice and throws it at an enemy as a ranged touch attack for (1d6/ HD) points of piercing and cold damage, this has a range of 50 feet.
Improved Ice Lance (Su): (Requires Ice Lance) The Ice Beast's Ice Lance grows more powerful. It now has a range of 100 feet and any creature hit is stuck and unable to move for 1 round as it is effectively pinned to the ground (Fortitude save DC 10 + 1/2 HD + Wis mod to resist being pinned). Flying creatures have their wings temporarily damaged and become unable to fly for 1 round (can make Fortitude save to resist), if currently flying they fall 50 feet before being able to recovery. If this causes them to fall to the ground (or another solid surface) they take appropriate falling damage. The glacial lance melts after one round, if the target fails the fortitude save they count as being damaged during the action for the purposes of Concentration checks for spellcasting or other abilities that require concentration checks. (Concentration DC = 10 + damage dealt).
Ice Magic: The Ice Beast gains the following spell-like abilities (all have a save DC of 10 + 1/2 HD + Wis mod). Caster level = HD.
- At 4 HD gain Grease, 1/day/ 2 HD (This spell-like ability creates a thin layer of ice instead of grease and gains the [Cold] descriptor.)
- At 8 HD gain Sleet Storm, 1/day/ 2 HD
- At 12 HD gain Wall of Ice, 1/day/ 2 HD
- At 16 HD gain Freezing Sphere, 1/day/ 2HD
- At 20 HD gain Control Weather, 1/day/ 2HD (The Ice Beast always treats the current season as if it was winter for the purposes of this spell-like ability.)
Improved Ice Magic: (Requires Ice Magic and Ice Beast 5) The spell-like abilities gained from Ice Magic are now usable 1/day/HD and as a swift action the Ice Beast can spend an additional use of a spell-like ability to gain a +2 to bypass spell resistance for that use of the spell-like ability. This can be done multiple times per casting for a maximum bonus of its HD. Lastly, damage caused by spell-like abilities granted by Ice Magic is now uncapped.
Leeching Cold (Su): Any time the Ice Beast deals cold damage with an Ice Power (including Ice Magic), the target must make a Fortitude save (DC 10 + 1/2 HD + Wis mod) or be entangled for one round per 2 Ice Beast levels (minimum 1). The target only needs to make this saving throw the first time they take cold damage from the Ice Beast each round from an Ice Power.
Improved Leeching Cold (Su): (Requires Leeching Cold and Ice Beast 5) Leeching Cold improves and now applies once per Ice Power used (so if a target is affected by Cold Aura and then Ice Breath they will have to make two saves). The longest remaining duration takes precedence, they do not stack. In addition, the Ice Beast can now entangle creatures who would normally be immune to the effect but they gain a +5 to their saving throw.
Rimefire Infusion (Ex): The Ice Beast is made of Rimefire Ice. As a swift action the Ice Beast can glow blue, shedding light as a torch. In addition, for each die of cold damage the Ice Beast does with an Ice Power, it deals an additional +1 fire damage per die (this damage is applied after all other multipliers and is not multiplied on a critical hit).
Improved Rimefire Infusion (Ex): (Requires Rimefire Infusion) The Ice Beast loses its vulnerability to fire. The Ice Beast now deals an additional +2 fire damage per die of cold damage (replacing the +1 from Rimefire Infusion), and this additional damage is added to all cold damage the Ice Beast does such as with a spell, maneuver, or a weapon with the Frost enchantment.