Hoarghast (CR 4)

A strange, vaguely humanoid form erupts from the ice. Two frozen claws lunge forward as ice and snow fill the air.

Hoarghast (CR 4)

XP 1,200
CE Medium undead (cold)
Init +5; Senses darkvision 60 ft., snow vision; Perception +7


AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
hp 38 (7d8+7)
Fort +2, Ref +3, Will +4
Immune cold, undead traits
Weaknesses vulnerable to fire


Speed 30 ft.; frost glide
Melee 2 claws +9 (1d8+4)
Special Attacks engulf (DC 17, 1d6 cold), numbing cold


Str 18, Dex 13, Con —, Int 4, Wis 9, Cha 11
Base Atk +5; CMB +9; CMD 21 (can’t be tripped)
Feats Alertness, Dodge, Improved Initiative, Toughness
Skills Acrobatics +2, Perception +7, Sense Motive +1, Stealth +7

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white only).
Engulf (DC 17) (Ex) Move over foes to pin inside body and suffocate. Foe gets and AoO or can move clear (Ref neg).
Snow Vision (Ex) Vision is not hindered by snowy conditions.
Undead Traits Undead have many immunities.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.

Frost Glide (Ex) A hoarghast can pass across nonmagical ice and snow as easily as a fish swims through water. Its movement leaves behind no tracks, nor does it create any ripple or other sign of its passing.

If a hoarghast moves 60ft in a single turn its body begins to blend into the snow and ice that it is gliding upon. For one round, it gains 50% concealment against all attacks and a +10 to all stealth checks.

Inversely, a hoarghast has great difficultly moving over land that it is not frozen. A hoarghast treats any square that is not covered with snow or ice as difficult terrain.

Numbing Cold (DC 13) (Su) Foes hit by a natural or weapon attacks are staggered 1 rd (Fort neg).


Illustration Credit: The Legend of Zelda

Environment any cold
Organization solitary
Treasure none

Yavmir is no stranger to war, and many a great battle has been waged during The Mortal Age. Although countless lives were ended by sword and arrow during the War of Rising Blades and the civil unrest that preceded it, a greater killer lurked behind the lines of every army – the frigid cold of the land itself.

Those soldiers who were unlucky enough to succumb to hypothermia, frostbite, starvation, or worse were often left to rot on the battlefields, bereft of even an impromptu funeral. Many of their spirits simply refused to cross over to the other side, harbouring a deep and bitter resentment for their negligent allies. Possessing and manipulating the very snow they lay shrouded in, these malicious spirits created humanoid forms and became the much-feared Hoarghasts.

Composed entirely of snow and ice, Hoarghasts eagerly attack travelers who possess warmth and food – the two things they craved in life. Being able to draw mass from the snow around them, they can vary greatly in size from relatively small (2 feet) to enormous (10 feet). Hoarghasts favour brutally direct attack methods, enveloping unsuspecting foes in their frozen mass or simply tearing them apart with their icy appendages.

When stealth and speed is required, Hoarghasts abandon their humanoid forms and travel as swirling, snowy masses across the frozen tundra. It takes a keen eye to pick out a traveling Hoarghast from the surrounding environment, allowing them to conceal themselves almost at will.

Although fearsome foes, a Hoarghast does have certain exploitable weaknesses. It is wholly dependent on the frost that sustains its undeath and can only travel through areas covered with a blanket of snow. Hoarghasts will recoil in terror from large fire sources or wizards who have mastered the art of the flame.