Sssurrssur, Ice Mephit Sor8 (CR 11)
Sssurrssur: Female ice mephit Sor 8; CR 14; Small outsider (air, cold); HD 3d8 plus 8d4; hp 33; Init +7; Spd 30 ft., fly 50 ft. (perfect); AC 23, touch 14, flat-footed 20; Atk +8 melee (1d3 plus 2 cold, 2 claws); or +9/+4 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 +9; Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 19.
Skills and Feats: Bluff +9, Concentration +10, Diplomacy +6, Hide +12, Intimidate +6, Listen +6, Move Silently +9, Ride (winter wolf) +9, 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 (6/7/7/6/4; save DC 14 + spell level; 10% chance of arcane spell failure): 0 -- arcane mark, dancing lights, detect magic, disrupt undead, flare, light, ray of frost, read magic; 1st -- burning hands, charm person, magic missile, shield, true strike; 2nd -- invisibility, mirror image, see invisibility; 3rd -- fireball, protection from elements; 4th -- confusion.
Possessions: +1 mithral shirt, +1 flaming light mace, eyes of the eagle, potion of cure moderate wounds, scroll of dispel magic, wand of web (5 charges), wand ofhaste (10 charges), wand ofwall of ice (7 charges), wand ofwall of fire (5 charges),70 gp.
Ice Fang, Half-Fiend Winter Wolf Bbn2(CR 9)
Ice Fang: Male half-fiend/half-winter wolf Bbn 2; CR 9; Large outsider (cold); HD 6d10+24 plus 2d12+8; hp 78; Init +7; Spd 60 ft., fly 50 ft. (average); AC 19, touch 13, flat-footed 19; Atk +13 melee (1d8+6, bite) and +8 melee (1d6+3, 2 claws); Face/Reach 5 ft. x 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, fast movement, fire resistance 20, low-light vision, outsider traits, poison immunity, rage 1/day, scent, uncanny dodge (Dex bonus to AC); AL NE; SV Fort +14, Ref +10, Will +5; Str 22, Dex 17, Con 19, Int 13, Wis 13, Cha 12.
Skills and Feats: Escape Artist +7, Hide +10 (or +17 in areas of snow or ice), Intimidate +7, Listen +15, Move Silently +13, Spot +13, Wilderness Lore +12 (or +16 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 17 half).
Spell-Like Abilities: 3/day -- darkness, poison; 1/day -- desecrate, unholy blight. Caster level 8th; save DC 11 + 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).
Rage: While Ice Fang rages, the following changes to the above statistics are in effect: HD 6d10+36 plus 2d12+12; hp 94; AC 17, touch 11, flat-footed 17; Atk +15 melee (1d8+8, bite) and +10 melee (1d6+4, 2 claws); SA breath weapon (cone of cold, Reflex DC 19); SV Fort +16, Will +7; Str 26, Con 23. His fit of rage lasts for 9 rounds, but he may voluntarily end the rage prematurely. After raging, Ice Fang is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of that encounter. He can fly into a rage only once per encounter and only once per day.
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, clear ioun stone, 6 silver pearls (150 gp each), custom-made masterwork military saddle.