Creating a Winter Fey
System: Pathfinder | SRD
Creating a Winter Fey
CR As base creature +1.
XP 3200
Any evil.
The base creature’s type remains fey, but it gains the cold subtype.
Init +8
;
Senses low-light vision; Perception +12
Defense
AC Natural armor improves by +2.
hp 68 (8d6+40); fast healing 3 (when in contact with snow or ice)
Fort +7,
Ref +10,
Will +7
DR 10/cold iron
Immune cold
Weaknesses irreligious, vulnerable to fire
Offense
Speed A winter fey retains the base creature’s normal movement and gains the following.
Melee Medium scythe +11 (1d6+11/×4 plus 1d6 cold), kick +5 (1d4+7 plus 1d6 cold) or 2 claws +10 (1d4+5 plus 1d6 cold)
Special Attacks A winter fey retains the base creature’s special attacks and gains the ones listed below.
CMB +8
CMD 22
Statistics
Str 20,,
Dex 19,,
Con 20,,
Int 16,,
Wis 13,,
Cha 15
Base Atk +4
Feats Cleave , Improved Initiative , Power Attack , Weapon Focus (scythe)
Skills A winter fey gains a +4 racial bonus on Survival checks when in cold environments.
Languages Aklo, Common, Giant, Sylvan
SQ boot stomp, heavy weapons, ice walking, red cap
Special Abilities
Boot Stomp (Ex) A winter redcap wears heavy iron boots with spiked soles that it uses to deadly effect in combat. These boots give the winter redcap a kick attack that it can make as a secondary attack, either as part of a full-attack action or as part of its movement, just as if it had the Spring Attack feat.
Heavy Weapons (Ex) A winter redcap can wield weapons sized for Medium creatures without penalty.
Irreligious (Ex) Bitter and blasphemous, winter redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any winter redcap that can see the creature must succeed at a DC 15 Will save or become frightened for 1 minute and attempt to flee. A winter redcap who successfully saves is shaken for 1 minute.
Red Cap (Su) A winter redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its victims. While wearing this cap, a winter redcap gains a +4 bonus on damage rolls (included in the above totals) and fast healing 3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable, even between other redcaps. A winter redcap can create a new cap to replace a lost cap with 10 minutes of work, but until the winter redcap takes a standard action to dip the cap in the blood of a foe the winter redcap helped to kill, the cap does not grant its bonuses.