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Adlet

This humanoid wolf's fur is snowy white and its eyes piercing blue; it grips an ornate spear in its fist.

Adlet CR 10

XP 9,600
CN Medium humanoid (adlet, cold)
Init +12; Senses low-light vision, scent; Perception +13

DEFENSE

AC 25, touch 20, flat-footed 15 (+8 Dex, +2 dodge, +5 natural)
hp 127 each (15d8+60)
Fort +9, Ref +17, Will +8
Immune cold
Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft.
Melee +1 spear +17/+12/+7 (1d8+7/x3), bite +10 (1d6+2 plus 1d6 cold)
Special Attacks frozen breath
Spell-Like Abilities (CL 10th; concentration +11)

Constantpass without trace, ray of frost*
3/dayfog cloud, sleet storm
1/dayice storm, wind walk (self only)

STATISTICS

Str 18, Dex 26, Con 18, Int 13, Wis 17, Cha 13
Base Atk +11; CMB +15; CMD 35
Feats Diehard, Dodge, Improved Initiative, Multiattack, Power Attack, Run, Self-Sufficient, Weapon Focus (spear)
Skills Acrobatics +13 (+17 when jumping), Climb +12, Handle Animal +9, Heal +5, Perception +13, Stealth +13 (+21 in snow), Survival +20, Swim +9; Racial Modifiers +8 Stealth in snow
Languages Common, Adlet
SQ arctic stride

SPECIAL ABILITIES

Arctic Stride (Ex)

An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects an adlet normally.

Frozen Breath (Su)

An adlet's breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as a result. Once every 1d4 rounds as a swift action, it can exhale, filling a 10-foot-radius spread around it with frigid air that deals 2d6 points of cold damage and staggers those in the area with numbing cold. A DC 21 Fortitude save negates the staggered effect but not the cold damage. The save DC is Constitution-based.

Editor's Note
Ray of Frost is listed as constant; we suspect they mean "at will".  GM's are encouraged to treat it as such.
Variants

Adlet Shaman: One in every dozen adlets is a shaman: an adlet with the advanced creature template and the ability to summon a greater ice elemental or 1d4+1 large ice elementals and commune with nature once per day each as spell-like abilities.