Coldblooded Template

Coldbloods, living, breathing beings reduced to mindless wanders of the frozen wastes or unreasoning spies of chill towns and outposts. The most powerful however tend to be found within the bosom of a chill scattered, released to do battle with foes who pose a great risk to his master. Automotons utterly, they act as last directed by the creature who took their life, and forced their shell into slavery.

They appear much as they did in life, though covered over with a layer of ice and with eyes that stare blankly from their sockets. Their skin, if visible, seems almost transparent, with a vague blueness beneath forming intricate patterns and shapes that are both fascinating and revolting. Tears in the skin from past battles reflect jeweled brilliance where their was once flesh.


Sample Coldblooded

Coldblooded Annis
Large Construct [augmented monsterous humanoid] (cold, psionic)
Hit Dice: 7d8 (31 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 26 (–1 size, +1 Dex, +16 natural), touch 10, flat-footed 25
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Brain freeze, improved grab, rake 1d6+7, rend 2d6+10
Special Qualities: Chill dependency, cold subtype, construct traits, damage reduction 5/bludgeoning, darkvision 60 ft., tremorsense 40 ft., vulnerability to fire
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 25, Dex 12, Con -, Int -, Wis 13, Cha 1
Skills: Bluff +3, Hide +5, Listen +10, Spot +10
Feats: Alertness, Blind-Fight, Great Fortitude
Environment: Cold marshes
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: -
Level Adjustment: —

A coldblooded annis appears as an enormous woman with long hair stiff with ice and dead, unseeing eyes cloudy with cold. Her thin frame still wears the tatters of her former clothing, revealing blue flesh alike to a frozen corpse's. Upon looking closer one can see thousands of blue lines just under the skin as if her veins had ruptured into delicate jewels.

Combat
Coldblooded annis's are often use as scouts, though are commanded by the scattered chill to do battle with tooth and claw to protect themselves.

Brainfreeze (Su): A coldblooded annis who makes a successful critical attack infects its opponent with a miniscule portion of the crystaline ice within itself. When the blood carrying the ice reaches the brain the crystal imbeds itself within and begins to interupt the subject's mental processes. The victim must success on a Will save every round (DC 13) or take 1d4 points of intelligence damage. If the victim is reduced to 0 Int it dies, and the crystaline matrix begins to take over its nervous system and becomes a Coldblooded itself. It also is given the mental imperative that the chill scattered impressed upon the hag. If the victim survives for a full minute the crystal melts unless the victim has the cold subtype. Creatures with the fire subtype melt the crystal in half this time.

Chill Dependency (Ex): A coldblooded annis in temperatures above freezing begins to thaw, taking 1d6 damage per minute. When reduced to 0 hit points she is destroyed, her crystaline matrix completely melted.

Cold Subtype (Ex): A coldblood has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw was allowed, or if the save is a success or a failure.

Construct Traits: A coldblood has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rake (Ex): Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty.

Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.

Tremorsense (Su):
While in contact with ice or snow a coldblooded annis gains tremorsense out to 40 feet.

Vulnerability to Fire: A coldblooded annis takes half again as much (+50%) damage as normal from a fire effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.

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Creating a Coldblooded

Coldblooded is an aquired template that can be added to any corporeal, non-mindless aberration, animal, dragon, fey, giant, humanoid, magical beast, monsterous humanoid, or plant.
Size and Type: The creature's type changes to construct. It loses all previous subtypes, but gains the augmented, cold, and psionic subtypes. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Speed: The creature's fly speed, if it has one, becomes clumsy.
Armor Class: The creature gains a natural armor bonus based on its size that stacks with any natural armor the base creature possessed.

Code:
Coldblooded Size  Natural Armor Bonus
Tiny or smaller  +1
Small       +2
Medium       +4
Large       +6 
Huge        +8
Gargantuan     +11
Colossal      +15
Attacks: A coldblooded retains all the natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature. A humanoid with no natural attacks gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage based on the coldblood's size.(If the base creature already had a slam attack, use the coldblood's slam attack only if its better).

Code:
Coldblooded Size  Slam Attack Damage
Dimunitive or Fine 1
Tiny        1d2 
Small       1d4
Medium       1d6
Large       1d8 
Huge        2d6
Gargantuan     3d6
Colossal      4d6

Special Attacks: A coldblood retains all extraordinary attacks, though loses its supernatural special attacks, aside from psionics. It gains the following special attacks.
Brainfreeze (Su): A coldblood who makes a successful critical attack infects its opponent with a miniscule portion of the crystaline ice within itself. When the blood carrying the ice reaches the brain the crystal imbeds itself within and begins to interupt the subject's mental processes. The victim must success on a Will save every round(10 + half the coldblood's HD) or take 1d4 points of intelligence damage. If the victim is reduced to 0 Int it dies, and the crystaline matrix begins to take over its body and becomes a Coldblooded itself. It also is given the mental imperative that the chill-scattered impressed upon the original coldblood. If the victim survives for a full minute the crystal melts. Creatures with the fire subtype melt the crystal in half this time, while those with the cold subtype take twice the standard duration to melt the infective ice.
Special Qualities: A coldblood retains all special extraordinary qualities of the base creature, besides resistances or immunities to fire but loses supernatural qualities, besides those that are psionic-based. It gains the construct type and the cold and psionic subtype. It does not gain darkvision unless the base creature already possessed it.
Chill Dependency (Ex): A coldblood in temperatures above freezing begins to thaw, taking 1d6 damage per minute. When reduced to 0 hit points they die, their crystaline matrix completely melted.
Cold Subtype (Ex): A coldblood has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw was allowed, or if the save is a success or a failure.
Construct Traits: A coldblood has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Damage Reduction (Ex): The coldblood gains damage reduction based on its Hit Dice, as shown below:

Code:
Hit Dice  Damage Reduction
1-4 HD   1/bludgeoning
5-9 HD   5/bludgeoning
10-19 HD  10/bludgeoning
20+ HD   15/bludgeoning
Tremorsense (Su): While in contact with ice or snow a coldblood gains tremorsense out to 40 feet.
Vulnerability to Fire: A coldblood takes half again as much (+50%) damage as normal from a fire effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Abilities: Same as the base creature, except that the coldblood has no Constitution or Intelligence score. Its Charisma changes to 1.
Environment: Any cold land.
Organization: Any
Challenge Rating: +1
Treasure: None
Alignment: Always neutral
Advancement: As base creature (or - if creature advances by character class).
Level Adjustment: -