Sssurrssur, Ice Mephit Sor6 (CR 9)
Sssurrssur: Female ice mephit Sor 6; CR 12; Small outsider (air, cold); HD 3d8 plus 6d4; hp 28; Init +7; Spd 30 ft., fly 50 ft. (perfect); AC 23, touch 14, flat-footed 20; Atk +7 melee (1d3 plus 2 cold, 2 claws), or +8/+3 melee (1d6+1, +1 flaming light mace); SA breath weapon (cone of ice shards), spell-like abilities; SQ cold subtype, DR 5/+1, fast healing 2, outsider traits, summon mephit; AL NE; SV Fort +5, Ref +8, Will +8; Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 19.
Skills and Feats: Bluff +8, Concentration +8, Hide +12, Listen +6, Move Silently +9, Ride (winter wolf) +8, Spot +11; Combat Casting, Improved Initiative, Mounted Combat.
Breath Weapon (Su): Once every 1d4 rounds, Sssurrssur can breathe a 10-foot cone of ice shards. Each living creature within the area takes 1d4 points of damage (Reflex DC 11 half). Upon a failed save, the creature is tormented by frostbitten skin and frozen eyes unless it is immune to or protected from cold. These effects impose a -4 morale penalty to AC and a -2 morale penalty on attack rolls for 3 rounds.
Spell-Like Abilities: 1/hour -- magic missile (caster level 3rd); 1/day -- chill metal (caster level 6th).
Cold Subtype: Sssurrssur is immune to cold damage. She takes double damage from fire unless a saving throw for half damage is allowed, in which case she takes half damage on a success and double damage on a failure.
Fast Healing (Ex): Sssurrssur regains hit points at the rate of 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Sssurrssur to regrow or reattach lost body parts.
Outsider Traits: Sssurrssur has darkvision (60-foot range). She cannot be raised or resurrected (though a wish or miracle spell can restore life).
Summon Mephit (Sp): Once per day, Sssurrssur can summon another ice mephit much as though casting a summon monster spell, but she has only a 25% chance of success. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Spells Known (6/7/6/4; save DC 14 + spell level; 10% chance of arcane spell failure): 0 -- arcane mark, dancing lights, detect magic, flare, light, ray of frost, read magic; 1st -- burning hands, charm person, magic missile, shield; 2nd -- invisibility, mirror image; 3rd -- fireball.
Possessions: +1 mithral shirt, +1 flaming light mace, eyes of the eagle, scroll of dispel magic, 10 gp.
Ice Fang, Half-Fiend Winter Wolf (CR 7)
Ice Fang: Male half-fiend/half-winter wolf; CR 7; Large outsider (cold); HD 6d10+24; hp 57; Init +7; Spd 50 ft., fly 50 ft. (average); AC 19, touch 13, flat-footed 16; Atk +11 melee (1d8+6, bite) and +6 melee (1d6+3, 2 claws); Face/Reach 5 ft. by 10 ft./5 ft.; SA breath weapon (cone of cold), spell-like abilities, trip; SQ acid resistance 20, cold resistance 20, cold subtype, electricity resistance 20, fire resistance 20, low-light vision, outsider traits, poison immunity, scent; AL NE; SV Fort +11, Ref +10, Will +5; Str 22, Dex 17, Con 18, Int 13, Wis 13, Cha 12.
Skills and Feats: Escape Artist +7, Hide +10 (or +17 in areas of snow or ice), Intimidate +2, Listen +12, Move Silently +13, Spot +13, Wilderness Lore +10 (or +14 when tracking by scent); Alertness, Improved Initiative, Power Attack.
Breath Weapon (Su): Once every 1d4 rounds, Ice Fang can breathe a 15-foot cone of cold. The breath weapon deals 4d6 points of cold damage (Reflex DC 16 half).
Spell-Like Abilities: 3/day -- darkness; 1/day -- desecrate, unholy blight. Caster level 6th; save DC 10 + spell level.
Trip (Ex): If Ice Fang hits with a bite attack, he can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Ice Fang.
Cold Subtype: Ice Fang is immune to cold damage. He takes double damage from fire unless a saving throw for half damage is allowed, in which case he takes half damage on a success and double damage on a failure.
Outsider Traits: Ice Fang has darkvision (60-foot range). He cannot be raised or resurrected (though a wish or miracle spell can restore life).
Scent (Ex): Ice Fang can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Ice Fang receives a +1 racial bonus on Hide checks. His natural coloration grants him a +7 racial bonus on Hide checks in areas of snow and ice. Ice Fang also has a +4 racial bonus on Wilderness Lore checks when tracking by scent.
Possessions:Ring of protection +1, collar of resistance +2, 6 silver pearls (150 gp each), custom-made masterwork military saddle.