Ability Score Increases: The Thrym Hound gains a +1 to Con at levels 2, 4 and 6 and a +1 to Str at levels 3, 5 and 7.
1 -
Frozen Metabolism (Ex): The Thrym Hound can go 5 weeks without food, and does not have need for water.
1 -
Ice Walker (Ex): The Thrym Hound ignores any penalties to vision, movement and Survival skill in snow or icy terrain, including such magically-altered terrains. Furthermore, it has +10 to Jump and Balance checks in snowy and icy terrain.
1 -
Pierce Resistance (Ex): Damage from any of the Thrym Hound's abilities ignore 10 Cold Resistance of any creature; at level 3, it ignores 20 Cold resistance; at level 5, it can ignore 30 Cold Resistance of any creature.
Frost Giants, Winter Wolves and Thrym Hounds are not affected by this ability.2 -
Aura of Cold (Su): The Thrym Hound radiates cold from its icy fur. It chills the air and ground near it. It leaves icy tracks, turns water and snow to ice, and it freezes all ground in a 10' radius, up to a half-foot of depth per minute (max 5' depth). Furthermore, creatures within 10' of a Thrym Hound that are equipped with metal armor or weapons take 1d8 cold damage / round.
2 -
Sleet Storm (Sp): Once per day per Hit Die, the Thrym Hound can conjure a
Sleet Storm, as the spell, with CL 10+1/2 HD + Con.
3 -
Jump through Ice (Su): Tales of Hounds include their mythical ability to appear in the midst of storms. As long as the Thrym Hound is currently standing on snowy or frozen ground it may transfer itself from its current location to any other icy or snowy terrain it can see up to 1 mile away. This is a Standard action that does not provoke Attacks of opportunity, but it cannot use any other actions until the beginning of its next turn.
Other than these changes, this ability functions like
Dimension Door.
4 -
Growth: At 3rd-level, the Thrym Hound again grows in size, becoming Huge-sized (long).
4 -
Freezing Glare (Sp): The Thrym Hound can stop foes in their tracks by simply focusing its wintery eyes. Four times per day, it can use the following as a Standard action with CL 10+1/2 HD + Con:
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level; see text
Saving Throw: Will negates
Your eyes stop the life in those who meet your glare.
- Each round you may target a single living creature. It must make a Will saving throw or be frozen in place.
- Frozen creatures cannot move, attack, cast spells, or defend themselves; they are considered immobile, losing shield and Dexterity bonuses to Armor Class and taking a further –4 penalty to Armor Class. Frozen creatures are entitled to an additional saving throw if attacked, but this provides no immunity to the gaze. A creature that has been immobilizing with a freezing glance, then restored to motion after an attack, can still be the target of the same freezing glance in a later round.
- Though the gaze attack ends rather quickly, frozen creatures remain immobile for 1 minute per level.
5 -
Frost Fever (Su): An opponent that takes damage from a 5th-level Thrym Hound's
Freezing Bite (See
Winter Wolf) becomes subject to this curse (Will DC 10+The Hound's HD + its Con). A subject that succeeds on its Saving Throw is still much easier to track by any Winter Wolf or Thrym Hound, and cannot obscure or hide its tracks (Such as by Trackless Step or by spells/powers). If the subject fails its save, it loses any immunity to the
Fatigued condition, cannot be cured of
Fatigue, and it also has trouble with Sleep, requiring 1.5 times the normal amount of rest for any of its benefits (4 becomes 6; 8 becomes 12, etc).
This curse may be removed only by a
Remove Curse spell cast by a creature with a CL of least 11 HD.
6 -
Powerful Build (Ex): At 6th-level, the Thrym Hound gains Powerful Build, with all the benefits as described in the
Half-Giant's racial entry.
6 -
Blizzard (Sp): A powerful Thrym Hounds with experience can be deadly. A Thyrm Hound of 6th level can, twice per day, use
Blizzard (see below). Multiple Blizzards do not stack; the one with the longest duration replaces any one in place.
Inspiring Source: Frostburn
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 100 ft.-radius/level spread
Duration: 1 round/level; see text
Saving Throw: Will negates
Your eyes stop the life in those who meet your glare.
- Immediately upon completion of this spell, the temperature drops to below freezing and a powerful blizzard erupts in the area. Visibility is reduced to zero, making Spot, Search, and Listen checks and all ranged attacks impossible. Unprotected flames are automatically extinguished and protected flames have a 75% chance of being doused. Creatures unprotected from the cold must make a Fortitude save or take 2d6 points of cold damage; Creatures protected from the cold still take 1d6 nonlethal damage per turn.
- One foot of new snow falls each round. Movement within the area is impeded, depending on the creature’s size and depth of snow (See Frostburn pg 12)
- A Thrym Hound within 30' of the caster may expend a use of their own Blizzard to double the spell's base duration.
7 -
Pierce Immunity (Ex)At the height of its power, the Thrym Hound's abilities even affect creatures normally immune to cold; such creatures are treated as if they have a base resistance to cold of 40, and are subject to the Thrym Hound's
Pierce Resistance ability (and thus have it reduced to Cold Resist 10).
Frost Giants, Winter Wolves and Thrym Hounds are not affected by this ability.7 -
Freezing Fog (Ex): The following abilities increase all applicable damage dice by one category (As the
SRD's progression of the Longsword): The Winter Wolf's
Frostbite, Freezing Bite, Freezing Breath; damage from the Thrym Hound's
Aura of Cold, damage from
Sleet Storm and damage of
Blizzard. At 15 HD, and again at 20 HD, these damage dice increase by another step.