Drake, Frost (CR 10/MR 4)

This two-legged dragon has dull blue scales tinged with bright blue ice. A freezing mist issues from between its powerful jaws.

Mythic Frost Drake (CR 10/MR 4)
XP 9,600
Pathfinder Roleplaying Game Bestiary 2
CE Huge dragon (cold, mythic)
Init +4; Senses darkvision 60 ft., low-light vision, snow vision; Perception +10

Defense

AC 25, touch 8, flat-footed 25 (+17 natural, –2 size)
hp 140 (8d12+88)
Fort +12, Ref +6, Will +5
Defensive Abilities DR 5/epic; Immune cold, dragon traits, paralysis and sleep
Weaknesses vulnerable to fire

Offense

Speed 20 ft., burrow 20 ft., fly 60 ft. (average); icewalking
Melee bite +16 (2d6+10), tail slap +11 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks blizzard breathMA, freezing mist breath, hypothermic mistMA, icy prisonMA, lingering breathMA (2d8 cold, 4 rounds), mythic power (4/day, surge 1d8)

Statistics

Str 30, Dex 11, Con 22, Int 8, Wis 9, Cha 13
Base Atk +8; CMB +20; CMD 30
Feats Flyby Attack, Improved Initiative, Power AttackMF, Vital StrikeMF
Skills Climb +21, Fly +7, Intimidate +12, Perception +10, Stealth +3
Languages Draconic
SQ elusive speedMA, speed surge

Ecology

Environment cold mountains
Organization solitary, pair, or rampage (1–4 mythic frost drakes and 2–8 frost drakes)
Treasure standard

Special Abilities

Blizzard Breath (Su) When a mythic frost drake uses its lingering breath ability, it fills the area of its breath with a miniature blizzard lasting 4 rounds. This blocks vision as obscuring mist but cannot be blown away by strong winds.

Elusive Speed (Ex) When a mythic frost drake uses its speed surge, it gains the benefits of the Mobility and Wind Stance feats until the beginning of its next turn, and if in a snowy environment it can make a Stealth check with a +8 bonus as part of this move action, even if under direct observation.

Freezing Mist Breath (Su) A frost drake can, as a standard action, spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals 7d6 points of cold damage (DC 20 Reflex half) to all creatures in a 20-foot-radius spread. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds, after which the ice cracks or melts enough to revert to the normal terrain features in the area. Once a frost drake has used its freezing mist breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

Hypothermic Mist (Su) Creatures failing their save against a mythic frost drake’s freezing mist breath become fatigued. If it expends one use of its mythic power, creatures that fail their save are exhausted and those that save are fatigued. Creatures that take no cold damage from its breath are immune to this effect.

Icewalking (Ex) This ability works like spider climb, but the surfaces the drake climbs must be icy. It can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Icy Prison (Su) A mythic frost drake can spew a concentrated burst of entangling ice at a single target in place of its normal freezing mist breath, affecting a single target as icy prison (DC 20 Reflex partial) instead of affecting an area. The drake treats its Hit Dice as its caster level to determine the effects of the icy prison; however, this is a supernatural ability.

Speed Surge (Ex) Three times per day as a swift action, a frost drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.