D&D 3e (3.0/3.5) Rules
This is a man-sized mass of snow and ice, with a strange, pulsating, reddish-orange light radiating out from within it's body as it's strange, featureless face turns towards you.
Frost Wretch CR 4
Always CE Medium Outsider (cold, chaotic, extraplanar, wretch)
Init +4; Senses Darkvision 60 ft.; Listen +6, Spot +6
Language Abyssal, Common
AC 20, touch 14, flat-footed 16
Hp 36 (5 HD)
Immune paralysis, petrification, polymorph, poison, stunning, disease, death effects, mind-affecting effects (charms, compulsions, phantasms, patterns, morale effects), critical hits, non-lethal damage, ability drain, energy drain, ability damage (Strength, Dexterity & Constitution), fatigue and exhaustion.
Resist acid 5, cold 5, electricity 5, sonic 5
Fort +7, Ref +8, Will +3
Weakness vulnerability to fire
Speed 30 ft. Burrow 20 ft.
Melee Slam +7 (1d4+2)
Ranged Ice missile +9 (1d4+2)
Ranged Ice missile +7/+7 (1d4+2) with Rapid Shot
Space 5 ft.; Reach 5ft.
Base Atk +5; Grp +7
Attack Options Aligned Strike (chaotic), Point Blank Shot, Rapid Shot
Special Actions Flash Freeze, Smite Law 1/day (+5 damage)
Abilities> Str 14, Dex 19, Con 17, Int 6, Wis 8, Cha 6
Feats Combat Reflexes, Point Blank Shot, Rapid Shot
Skills Balance +11, Climb +9, Escape Artist +8, Hide +11, Intimidate +5, Jump +9, Knowledge (the planes) +2, Listen +6, Move Silently +11, Spot +6, Survival +7
Advancement 6 – 11 HD (Medium), 12 – 17 HD (Large)
Flash Freeze (Su): When an arctic wretch is slain by a magical effect (spells, spell-like abilities or supernatural ability), it rapidly is consumed in a frigid wave of preternatural cold and ice. The death throes of an arctic wretch deals 2d6 points of bludgeoning damage and 3d6 points of cold damage to everything within 10ft. of the creature. A creature caught in the death throe is allowed a DC 15 Reflex save halves the damage. The save is Constitution-based.
Ice Missile (Ex): Arctic wretches can create and launch a ball of ice as a standard ranged attack. Such ice missiles have a range increment of 30ft. and deals 1d4+2 points of bludgeoning damage on a successful strike.
Strength Drain (Su): An arctic wretch's attacks deal 1d4 points of Strength damage, DC 15 Fortitude save negates this damage. The save is Constitution-based.
Skills: Arctic wretches gain a +10 racial bonus to all Hide, Move Silently and Survival skill checks made in arctic or tundra terrain.
Frost wretches are turbulent and malicious, hateful spirits from born deep in the cold darkness of the within the Abyss, brought to Krynn where they manifest themselves in ice and snow. Brought to Krynn when Chaos was released from his prison, a frost wretch hunts the arctic reaches of Krynn, looking for sentient prey. The frost wretch enjoys draining its victims of their life energy, seeing this as a delightful joke on the gods who granted mortals the gift of life.
Strategy and Tactics
Frost wretches typically hide themselves and lay in wait for their targets to come within range of their icy missiles, typically from higher ground. When intended targets are within range, the wretch reveals itself and begins picking off targets with its icy missiles, before entering closer. In situations where it faces an opponent armed with fire or fire-like abilities, the frost wretch will flee.
Frost wretches roam the frozen wastes, seeking living creatures to torment and kill.
Fell Frost (EL 8): Three frost wretches have spotted the characters moving out over the wastes. They have taken the time to hide themselves (Spot DC 30) and are now waiting for their victims to get to them.
Wretches do not contribute to the environment. The frost wretch, like all other wretches, was brought to Krynn from the Abyss by the Father-of-all-and-Nothing, Chaos. They are driven be negative energy, coming from deep within the Abyss, granting them some semblance of life.
Environment: Frost wretches can be found usually deep within the Abyss. When discovered on the Material Plane, they can usually be found in places of intense cold, ice and snow, such as Southern Ergoth or Icewall Glacier.
Typical Characteristics: Frost wretches are roughly the same size as a human, but it is made out of a mass of featureless snow and ice, meaning that it weighs far more than a human would. An average frost wretch weighs about 900Ibs.
Alignment: Frost wretches are always chaotic evil. They are mad and hateful of warm, things, and always seek an opportunity to freeze living creatures.
Characters with ranks in Knowledge (the planes) or Knowledge (religion) can learn more about the frost wretch. When a character makes a successful skill check, the following information is revealed, including all information from the lower DC's.
DC 15: A frost wretch is a frozen form of wretch. This reveals all outsider and wretch traits.
DC 20: Frost wretches can fire missiles of snow and ice at their targets when at range, or whenever closer, can freeze the strength from living creatures with their touch.
DC 25: If slain by a magical effect, the frost wretch explodes in a soul-chilling wave of abyssal cold and snow.
Frost wretches don't normally have treasure.
Frost Wretches in Ansalon/Taladas
Frost wretches are found primarily in arctic or near arctic regions, such as Icewall Glacier and Southern Ergoth, although they can just as easily be found on the snow-capped tops of many mountain ranges.
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