Sssurrssur, Ice Mephit Sor16 (CR 19)
Sssurrssur: Female ice mephit Sor 16; CR 22; Small outsider (air, cold); HD 3d8 plus 16d4; hp 53; Init +7; Spd 30 ft., fly 50 ft. (perfect); AC 30, touch 17, flat-footed 27; Atk +12 melee (1d3 plus 2 cold, 2 claws), or +13/+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 +11, Ref +14, Will +16; Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 21.
Skills and Feats: Bluff +10, Concentration +18, Diplomacy +12, Hide +12, Intimidate +7, Listen +8, Move Silently +9, Ride (winter wolf) +12, Spot +13; Alertness, Combat Casting, Improved Initiative, Mounted Combat, Ride-By Attack, Silent Spell.
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 (6/8/7/7/7/7/6/5/3; save DC 15 + spell level; 10% chance of spell failure): 0 -- arcane mark, dancing lights, detect magic, disrupt undead, flare, light, mending, ray of frost, read magic; 1st -- burning hands, charm person, magic missile, shield, true strike; 2nd -- cat's grace, invisibility, mirror image, see invisibility, web; 3rd -- displacement, fireball, haste, protection from elements; 4th -- confusion, phantasmal killer, polymorph other, wall of ice; 5th -- animate dead, shadow evocation, summon monster V, wall of force; 6th -- chain lightning, mass suggestion, true seeing; 7th -- control undead, plane shift; 8th -- etherealness.
Possessions: +5 mithral shirt, ring of protection +3, +1 flaming light mace, staff of frost, cloak of resistance +3, ring of elemental resistance (major), wands of bull's strength (10 charges), wand ofgreater magic weapon (15-level caster; 12 charges), wand ofsilence (10 charges), wand ofstoneskin (12 charges), potion of cure moderate wound, potion ofcure serious wounds, 125 gp.
Ice Fang, Half-Fiend Winter Wolf Bbn5/Ftr5 (CR 17)
Ice Fang: Male half-fiend/half-winter wolf Bbn 5/Ftr 5; CR 17; Large outsider (cold); HD 6d10+48 plus 5d12+40 plus 5d10+40; hp 220; Init +7; Spd 60 ft., fly 50 ft. (average); AC 21, touch 15, flat-footed 21; Atk +25 melee (1d8+11, bite) and +20 melee (1d6+6, 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, fast movement, fire resistance 20, low-light vision, outsider traits, poison immunity, rage 2/day, scent, uncanny dodge; AL NE; SV Fort +23, Ref +12, Will +7; Str 28, Dex 17, Con 27, Int 13, Wis 13, Cha 12.
Skills and Feats: Escape Artist +10, Hide +10 (or +17 in areas of snow or ice), Intimidate +11, Jump +10, Listen +19, Move Silently +14, Spot +13, Wilderness Lore +18 (or +22 when tracking by scent); Alertness, Blind-Fight, Cleave, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Weapon Specialization (bite), Weapon Specialization (claw).
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 21 half).
Spell-Like Abilities: 3/day -- darkness, poison, unholy aura; 1/day -- blasphemy, contagion, desecrate, horrid wilting, unhallow, unholy blight. Caster level 16th; 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+60 plus 5d12+50 plus 5d10+50; hp 252; AC 19, touch 13, flat-footed 19; Atk +27 melee (1d8+13, bite) and +22 melee (1d6+7, 2 claws); SA breath weapon (cone of cold, Reflex DC 23); SV Fort +25, Will +9; Str 32, Con 31. His fit of rage lasts for 13 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 twice 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 +3, ring of blinking,collar of resistance +2, belt of giant strength +6, bracers of health +6, clear ioun stone, eversmoking bottle, 6 silver pearls (150 gp each), custom-made masterwork military saddle.