# Icegaunt >[!rimg]+ > ![[Placeholder2.png]] *This aged human has deeply tanned skin furrowed by countless wrinkles. He wears weather-beaten furs, and his eyes are dark and cold.* <div class="grid-container"><div class="MON">Icegaunt</div> <div class="CR">CR 6 (2,400 XP)</div> <div class="SOU">Frostburn pg. 141</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Medium Undead (cold) **Init** +0 **Senses** darkvision 60 ft.; **Perception** +12 #### defense **AC** 17, 10 touch, 17 flat-footed (+7 natural) **hp** 46 (7d8+14) **Fort** +3, **Refl** +2, **Will** +7 **Feint** 22, **Demoralize** 19 **DR** 10/magic **Immune** cold, undead traits **Weakness** vulnerable to fire #### offense **Speed** 30 ft. **Melee** slam +10 (1d4+7 plus 1d6 cold plus 1d4 Con drain) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** constitution drain, create spawn, frost touch **Druid Spells Prepared** (CL 5th, Concentration +7) > **0 (at-will)—** _create water_, _detect magic_, _guidance_, _light_, _resistance_ > **1st —** _conjure ice beast I_, _detect snares and pits_, _longstrider_, _obscuring mist_ > **2nd —** _chill metal_, _fog cloud_, _numbing sphere_ > **3rd —** _column of ice_ #### statistics **Str** 20, **Dex** 11, **Con** —, **Int** 11, **Wis** 14, **Cha** 12 **BAB** +5, **CMB** +8, **CMD** 18, **TA** +10, **RTA** +5 **Feats** [[Cleave]], [[Power Attack]], [[Silent Spell]], [[Toughness]] **Skills** Knowledge (nature) +7, Perception +12, Sense Motive +12, Stealth +10 **Languages** Common **SQ** create spawn #### special abilities ### Constitution Drain (Su) Creatures hit by an icegaunt's slam attack must succeed on a DC 16 Fortitude save or take 1d4 points of Constitution drain. On each successful attack, the icegaunt gains 5 temporary hit points. The save DC is Charisma-based. ### Create Spawn (Su) Any humanoid slain by an icegaunt rises as an icegaunt at the next midnight. Spawn are under the command of the icegaunt that created them and remain enslaved until its destruction. An icegaunt can have a number of enslaved spawn totaling at most double its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. Icegaunts do nor possess any of the abilities they had in life. ### Frost Touch (Su) An icegaunt deals an extra 1d6 points of cold damage with each successful slam attack. #### tactics In combat, icegaunts prefer to attack by surprise, lurching up from shallow pits dug in snow or ice, or appearing out of a summoned storm of obscuring snow. Like mummies, they are intelligent and fear fire. #### ecology **Terrain** Cold mountains **Organization** Solitary, pair, or tomb (3–8) **Treasure** Standard **Advancement** 11–20 HD (Medium) Over long winters or on high mountain peaks, human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. When animated, these corpses become icegaunts, intelligent undead tied to alpine glaciers and vast polar ice caps. An icegaunt is a weathered, wrinkled creature with tanned skin and a cold, bony handshake. It can speak, though only haltingly and in a harsh rasp common to frostbite victims. Its clothes are sometimes covered with frost or ice, but otherwise normal for the terrain. Careful observers will notice that icegaunts do not breathe. Icegaunts are commonly the result of sacrifices to mountain gods. In a few cases, icegaunts are created from the bodies of polar explorers, who then wander endlessly, seeking to lead others astray in a frozen death. Because their well-preserved flesh makes them appear more aged than withered, icegaunts can sometimes fool others into following them. As false guides, they inevitably lead others into glacial crevasses or avalanches, or onto dangerously thin ice.