Small Magical Beast (Cold)
Hit Dice:
3d10 (16hp)
Initiative: +3 (Dex)
Speed: 20ft. (4 squares), climb 20ft., swim 20ft.
Armor Class: 17 (size +1, Dex +3, natural +3), touch 14, flat-footed 14
Base Attack/Grapple: +3/-3
Attack: Bite +7 melee (1d6-2 plus special)
Full Attack: Bite +7 melee (1d6-2 plus special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hypothermic bite
Special Qualities: Darkvision 60ft, immunity to cold, fire vulnerability, low-light vision
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 6, Dex 17, Con 11, Int 4, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +14, Listen +5, Move Silently +10, Spot +5
Feats: Improved Natural Attack (Bite), Weapon Finesse
Environment: Cold plains
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6HD (Medium)
Level Adjustment: -

This creature looks like a pale beige snake about four feet in length. Its eyes and flickering tongue are a deep red.

Frostbites are carnivorous reptiles, similar to vipers, native to tundra environments. Naturally, this places them at a marked disadvantage: reptiles are exothermic, requiring the heat of the sun to regulate their body temperature. To remedy this evolutionary shortcoming, frostbites have developed the supernatural ability to siphon the warmth from prey. This is almost as nourishing as meat or water to them and usually comes as a natural consequence of feeding on small birds or rodents; but sometimes when food is scarce the frostbite is desperate enough to attack larger prey, such as humanoids. Frostbites mate each spring but unlike most snakes, retain their young inside their body to better maintain the body temperature of the offspring. Due to their natural coloration and near-silent locomotion, frostbites are practically undetectable in the rugged, tall grass of the tundra.

Frostbites are stealthy and try to sneak up on or set an ambush for prey, regardless of size; they prefer to wait until prey is adjacent or within charging distance and attack in the surprise round. After draining sufficient warmth from their victims (see below, equaling 1d4 points of Strength damage), frostbites withdraw from combat up to their maximum movement and attempt to hide.

Hypothermic Bite (Su): A frostbite drains the warmth of its victims to sustain its own life. Upon a successful bite the target takes 1 Strength damage; in addition, the target must succeed at a Fortitude save (DC11) or suffer a -1 penalty to saving throws to resist nonlethal damage from exposure to cold temperatures. This effect is cumulative for each bite and lasts for six hours. Lesser restoration dispels both the ability damage and penalty to saves. See page 302 of the Dungeon Master’s Guide for more information on nonlethal damage from exposure and hypothermia.

Skills: Frostbites have a +4 racial bonus on Hide, Listen, Move Silently and Spot checks and a +8 racial bonus on Balance and Climb checks. A frostbite can always choose to take 10 on a Climb check, even if rushed or threatened. Frostbites use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A frostbite has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.