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Frost Fiend

D&D 3e (3.0/3.5) Rules

by Ogre Bane

Medium Outsider (Cold, Evil, Extraplanar, Tanar'ri)
Hit Dice: 10d8+50 (95 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 30 ft. (6 squares)
AC: 28 (+18 natural), touch 10, flat-footed 28
Base Attack/Grapple: +10/+19
Attack: Claw +20 melee (2d6+9 and 2d8 cold and 1d4 Strength drain)
Full Attack: 2 Claws +20 melee (2d6+9 and 2d8 cold and 1d4 Strength drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength drain, rend, spell-like abilities
Special Qualities: Chilling aura, ice walking, DR 10/good, darkvision 60ft., fast healing 5, SR 22, vulnerable to fire, immune to cold, electricity and poison, resist acid 10, telepathy
Saves: Fort +12, Ref +7, Will +9
Abilities: Str 28, Dex 10, Con 20, Int 12, Wis 14, Cha 18
Skills: Balance +11, Bluff +15, Concentration +16, Hide +7, Intimidate +15, Knowledge (the planes) +12, Listen +13, Move Silently +11, Sense Motive +13, Spellcraft +12, Spot +13
Feats: Cleave, Dodge(B), Improved Initiative(B), Improved Natural Attack (claw), Power Attack, Weapon Focus (claw)
Environment: The Infinite Layers of the Abyss
Organization: Solitary, Pair, Brood (2-5), or Pack (5-20)
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: -

This humanoid creature appears to be made completely of ice. Its rigid, angular body has two long arms that end in vicious curved claws resembling icicles. Its eyes stare at you with chilling blue flame.

Frost fiends are similar to their cousins, the flame fiends, except they are connected with cold. Also found as support troops in the evil armies of the tanar'ri, frost fiends prefer to tear apart their enemies rather than focus fire with spell or supernatural abilities. Frost fiends encountered on the Material Plane are most often employed by a powerful demon or in the service of an evil wizard or cleric. No matter who they are working for, they are always found in the cold climates, such as frozen tundra, high mountain peaks, or ice flows.

A typical frost fiend is about 6 feet tall and weighs about 250 pounds. Frost fiends can speak Abyssal, Common, Draconic, Dwarven, Infernal, and Undercommon.


Frost fiends will use a few of their spell-like abilities to confuse or weaken opponents, before closing to melee with the weakest-looking enemy. Opponents that seem to be immune or resistant to cold are ignored by the frost fiend. A frost fiend has no problems fleeing combat with teleporting or simply walking away.

Frost fiends' natural attacks, as well as any weapons wielded, are treated as evil, magic and chaotic for the purposes of bypassing damage reduction.

Strength Drain (Su): The cold emanating from the frost fiend is so great that a mere touch of the beast's claws will drain strength away from enemies. A living opponent hit by the frost fiend's claw attack must succeed at a Fortitude save (DC 20) or take 1d4 points of Strength drain. Creatures immune to cold are not subject to this attack. This save is Constitution-based.

Rend (Ex): If a frost fiend hits with both claw attacks, it immediately rends and tears the flesh, dealing an additional 2d6+13 damage.

Ice Walking (Sp): This ability is identical to the spider climb spell except it is always in effect and only works on objects that are frozen or made of ice.

Chilling Aura (Su): The frost fiend is made completely of unholy ice from the furthest depths of the Abyss. Any creature within 5 feet of the frost fiend takes 1d8 cold damage per round as long as it remains within 5 feet of the monster. All water sources within 5 feet are frozen solid. Unattended potions within 5 feet must succeed a Fortitude save (DC 20) or be frozen solid and become useless. This ability also adds 2d8 cold damage to the frost fiend's claw attack.

Spell-like Abilities (Sp): At will - cone of cold, confusion, detect good, detect magic, dispel good, dispel magic, greater teleport (self plus 50 pounds of objects only), hold person, slow. 1/day - Otiluke's freezing sphere. Caster level 13th. Save DC is 14 + spell level. These saves are Charisma-based.

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