This is just a combination of the Dire,
Rabid, and Horrid templates, with a tweak or two
Frostheart Beast Frostheart Beast is an inherited template that may be applied to Animals and Vermin.
Size and Type: A Frostheart Beast gains one size category or becomes Small, whichever is larger. Their type changes to Magical Beast, and they gain the [Cold] subtype.
Hit Dice: A Frostheart Beast gains three additional HD; if they had a Fractional HD before, they have three HD.
Speed: Their base land speed increases by 20ft.
Armor Class: The creature's natural armor bonus increases by ten; if they do not have a natural armor bonus, they gain a +10 natural armor bonus instead.
Special Attacks: A Frostheart Beast retains all of their Special Attacks, and gains the following:
Frostbite (Su): A Frostheart Beast's primary natural attack deals an additional 1d6 Cold damage, plus 1d6 for every 4 HD they have, rounded down (to a maximum of 6d6).
Special Qualities: A Frostheart Beast retains all of their Special Qualities, and gains the following:
A Blizzard's Heart (Ex): A Frostheart Beast is continually under the effects of a Barbarian's Rage; the bonus to their ability scores is already factored into the bonuses from this template. In addition, the temperature band within 100ft of a Frostheart Beast is one lower than the surrounding environment.
Ill-Tempered (Ex): Any Handle Animal or Wild Empathy rolls made with a Frostheart Beast take a -4 penalty on top of any others they would normally take.
Rapid Healer (Ex): A Frostheart Beast's natural healing rate is tripled.
Abilities: +12 Str, +2 Dex, +16 Con, +4 Wis, and +4 Cha. Frostheart Beasts never have an Intelligence score below two.
Feats: A Frostheart Beast gains
Frozen BerserkerFB and
Improved Natural Attack as bonus feats.
Environment: Any arctic.
Challenge Rating: As base creature +4
Alignment: Always Evil.
Caterwaul (Frostheart Cat)Small Magical Beast
Hit Dice: 3d10 + 24 (40 hp)
Initiative: +3
Speed: 50 ft. (6 squares)
Armor Class: 22 (+1 size, +3 Dex, +10 Natural, -2 Rage), touch 12, flat-footed 19
Base Attack/Grapple: +3/–2
Attack: Claw +6 melee (1d4 + 1d6 Cold)
Full Attack: 2 claws +6 melee(1d4 + 3 + 1d6 Cold) and bite +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frostbite
Special Qualities: A Blizzard's Heart, ill-tempered, low-light vision, rapid healer, scent
Saves: Fort +8, Ref +6, Will +8
Abilities: Str 15, Dex 17, Con 26, Int 2, Wis 16, Cha 11
Skills: Balance +11, Climb +7, Hide +17*, Jump +11, Listen +5, Move Silently +9, Spot +5
Feats: Frozen Berserker
B, Improved Natural Attack (Claws)
B, Martial Study (
Chilling Strike), Stealthy, Weapon Finesse
BEnvironment: Arctic plains
Organization: Solitary
Challenge Rating: 3
Advancement: —
Level Adjustment: —
Caterwauls are arctic predators that look like oversized white cats; what appears to be fur at first glance is actually a layer of ice that acts like platemail. Vicious and cruel, they prefer to ambush prey and tear at them with their claws, which are cold enough to cause frostbite. They prefer to stay near icestorms and blizzards, where their supernatural cold seems less out of place.
Combat
Caterwauls aren't tactical geniuses, and are practically incapable of patience when prey is within the reach of their claws. They have been known to attack anything from mice up to caribou, depending on their natural magic to weaken and help drop their meals.
Skills: Caterwauls have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Caterwauls have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In snowfields, the Hide bonus rises to +8.