# Winterspawn >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >keen icy burst longswordMelee/Ranged: +16/+14 > >Secondary: +11/+9 > >Multiattack: +14/+12 > >M/R_PA: +13/+11 > >2nd/PA: +8/+6 > >MA_PA: +11/+9 > >Itterative: 2 > > xDmg:: Str: +7; Str2: +10; StrOH: +3; StrPA: +13; StrPA2H: +19; StrPAOH: +6 > > xDCs:: Str: 23; Dex: 21; Con: 16; Int: 17; Wis: 18; Cha: 18 > > xFeat:: 5/6 (1) > > > > > > xLang:: 0/1 (1) <div class="grid-container"><div class="MON">Winterspawn</div> <div class="CR">CR 9 (6,400 XP)</div> <div class="SOU">Frostburn</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Medium Undead **Init** +9 **Perception** +2 #### defense **AC** 25, 15 touch, 20 flat-footed (+7 armor, +5 Dex, +3 natural) **hp** 72 (12d8+24) **Fort** +6, **Refl** +9, **Will** +10 **Feint** 27, **Demoralize** 24 #### offense **Speed** 30 ft. (20 ft. in armor) **Melee** +2 keen icy burst longsword +18/+13 (1d8+9/17-20 plus 1d6 cold) or slam +16 (1d6+10) **Ranged** ă+2 returning icy burst javelin +16 (1d6+9 plus 1d6 cold) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** channel energy, fire shield, frost glance, ice arms **Spell-Like Abilities** (CL 12th; Concentration +14) > **At will**— fire shield (cold flames only) > At will — command (DC 15), message, silence (self only, dismiss as a free action) > 1/day — greater command (DC 17) #### statistics **Str** 25, **Dex** 20, **Con** —, **Int** 12, **Wis** 15, **Cha** 14 **BAB** +9, **CMB** +13, **CMD** 28, **TA** +16, **RTA** +14 **Feats** [[Cleave]], [[Craft Magic Arms and Armor]], [[Improved Initiative]], [[Improved Sunder]], [[Power Attack]] **Skills** Appraise +13, Diplomacy +14, Intimidate +17, Perception +2, Ride +17, Sense Motive +17 **Languages** #### special abilities ### Channel Energy (Ex) A winterspawn can channel negative energy as a 12th-level cleric. ### Fire Shield (Sp) At will, a winterspawn can create a fire shield on itself (caster level 12th, cold flames only). While the fire shield is in effect, the winterspawn takes only half damage from fire-based attacks (or, if the attack allows a Reflex save for half damage, no damage on a successful save). Any creature striking a winterspawn with its body or a handheld weapon takes 1d6+12 points of cold damage. Creatures wielding reach weapons, such as longspears, are not subject to this damage. ### Frost Glance (Su) As a free action once per round, a winterspawn can blast a single foe within 60 feet with its frost glance. This deals 4d6 points of cold damage (Fortitude DC 18 half). ### Ice Arms (Ex) A winterspawn's weapons are made of magical ice in razor-sharp crystalline shards. Its sword is a +2 keen icy burst longsword, and its javelin is a +2 returning icy burst javelin. These weapons deal an extra 1d6 points of cold damage with each hit (or an extra 1d10 points of cold damage on a critical hit). A winterspawn also wears +3 scale mail made of ice. A winterspawn's armor and weapons otherwise resemble normal versions of these weapons, but dissipate into vapor 24 hours after the winterspawn who created them is destroyed unless the item succeeds on a DC 20 Fortitude save. Winterspawns are the officers of undead armies, commanding ghouls, wights, icegaunts, entombed, or other undead. They prefer to remain well behind the lines, using their frost glance and ice javelin to help their troops. If pressed into hand-to-hand combat, they use their icy swords to good effect. A winterspawn is a frozen undead warrior carrying weapons of crystalline ice. It can command other undead into its service, and its intelligence and canny tactics make it a deadly foe. It often rides white dragons or frost worms that have been pressed into service. The eyes of a winterspawn are said to be black pits foretelling the doom of its foes, but this is mostly legend. Its eyes are dark blue. The limbs of winterspawns are sometimes deformed by the presence of ice crystals within their flesh; this puts lumps and ripples in their skin, or makes their flesh sag when the crystals expand and contract. ****