TEXT: Fat Goblin Travel Guide to
  The Frozen Tomb 
  of the Dwarf Lord 
   Rick Hershey   
  
  Written by: Rick Hershey   
  Art & Design by: Rick Hershey
  Edited by: Jason Stoffa   
  Published by: Fat Goblin Games
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinder-
  RPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo 
  are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  Fat Goblin Travel Guide To The Frozen Tomb of the Dwarf Lord ©2013 Fat Goblin Games. All rights reserved. www.fatgoblingames.com 
  Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, and new class 
  descriptions—is Product Identity. All other content is considered Open Game Content.
  Fat Goblin Travel Guide to
  Fat Goblin Travel Guide to
  The Frozen Tomb 
  of the Dwarf Lord
  The Frozen Tomb 
  of the Dwarf Lord
  About Fat Goblin Games
  Fat Goblin Games is operated by Rick Hershey and Jason Stoffa, as well as 
  the Fat Goblin team! We aim to bring you high end production design and art 
  merged together with exciting rules systems and roleplaying options.
  Join the Fat Goblin Games team on Facebook 
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  and follow us on Twitter @fatgoblingames.
  
  Tomb Basic Information 
  4
  Tomb Key 
  5
  Adventure Hooks 
  6
  New Hazards 
  6
  New Trap 
  6
  New Treasures 
  7
  Hoarfrost Hound 
  8
  Icewisp 
  9
  Winter Wight 
  10
  Tomb Map 
  11
  Contents
  The lost arctic tomb of the Dwarven Lord awaits you! 
  Welcome to the Fat Goblin Travel Guide to the Frozen Tomb of the Dwarf 
  Lord! 
  Presented here is a location adventure toolbox to quickly and easily place in 
  your next adventure. This location adventure provides an overview of the for-
  gotten tomb, natural hazards, traps, and even creatures you can choose to use 
  against your players. However, this location can be outfitted to fit your groups 
  unique quests.
  Designed to be used as a sidetrek along a larger adventure, the Frozen Tomb of 
  the Dwarf Lord    makes a great spot for adventures to find needed treasure, gain 
  experience, and much more!
  ~ Use it as a sidetrek in a larger adventure.
  ~ Tie it in to a larger location in your campaign world.
  ~ Characters missed a specific item they really need, it now rests in the tomb.
  ~ Introduce new npc’s, creatures, and hazards to your players.
  ~ Add your own descriptions to the map, heck . . . you can change it all!
  
  4
  Fat Goblin Travel Guide to
  Tomb Basic 
  Information
  BACKGROUND
  Among the snow-mantled peaks of the Winterscarred 
  Mountains, just above the permanent frostline, stands a 
  field of ice that stretches as far as the eye can see. Once, 
  several centuries ago, a lively and profitable dwarven 
  silver mine stood in these mountains. Led by Olaf 
  Stonesinger, the dwarves working this silver mine prof-
  ited for years, transporting tons of silver to their home.
  Disaster struck the silver mine when a remorhaz of 
  gargantuan size burrowed into the silver mine, killing 
  dozens of dwarves and driving the survivors to the 
  surface. Intent on reclaiming the mine, Olaf Stonesinger 
  and his bodyguards led dwarven warriors into battle 
  against the creature and after suffering terrible losses, 
  and himself being mortally injured, Stonesinger claimed 
  victory over the beast.
  With his dying words, Stonesinger requested that a 
  tomb be built above the silver mine. For decades work 
  in the mines continued and dwarves felt a sense of secu-
  rity from the nearby tomb of Stonesinger. This all ended 
  when a climatic shift unleashed blizzard after blizzard 
  and snow and ice from the highest peaks of the moun-
  tains crashed to earth, burying the silver mine along 
  with dozens of dwarves. Additionally, Stonesinger’s 
  tomb was lost beneath the avalanche of ice and snow. 
  Within two years of the event, the beating winds and 
  constantly shifting snows had completely covered any 
  trace of the mine or tomb’s existence.
  ICE CAVES
  The following information applies to the ice caves and 
  passageways (areas 1-3). Unless otherwise noted in the 
  text for the individual areas, the following conditions 
  apply:
  General Conditions: It is severely cold (approxi-
  mately 30° F during the day, and 10° F at night). Every 
  hour spent in the wintry conditions requires a Fortitude 
  save (DC 15, +1 per previous check) to avoid taking 1d6 
  points of nonlethal damage. Those who have taken non-
  lethal damage from exposure suffer from hypothermia 
  (treat as fatigued), and if this condition is not remedied, 
  they also suffer from frostbite.
  The walls, floors, and ceilings within these three 
  areas are natural stone covered under a foot of solid ice 
  (hardness 8, hp 540, break DC 50). It is possible to dig 
  through the ice to the natural rock beneath.
  Lighting: There is no indigenous source of illumina-
  tion within the ice caves beyond any light that might 
  come through the crack in the entry cavern’s ceiling.
  Ceilings: The ceilings in the caves and passageways 
  range from 13 feet to 24 feet with an average height of 
  16 ft. If the exact height of the ceiling in a particular 
  location is need- ed, the DM can roll 1d12+12.
  Walls: Successfully climbing the walls require a suc-
  cessful DC 30 Climb check to scale.
  TOMB
  The following information applies to the tomb (areas 
  4-7). Unless otherwise noted in the text for the individu-
  al areas, the following conditions apply:
  General Conditions: It is considered cold (approxi-
  mately 30° F during the day, and 10° F at night). Every 
  hour spent in the wintry conditions requires a Fortitude 
  save (DC 15, +1 per previous check) to avoid taking 1d6 
  points of nonlethal damage. Those who have taken non-
  lethal damage from exposure suffer from hypothermia 
  (treat as fatigued), and if this condition is not remedied, 
  they also suffer from frostbite. 
  If the PCs secure cold-weather outfits, they receive 
  a +5 bonus on Fortitude saves against exposure to the 
  weather while adventuring in the Winterscarred Moun-
  tains.
  The walls and ceilings within this area are constructed 
  of a permanent wall of ice (CL 9th) 9 inches thick seam-
  lessly connecting to the otherwise mundane ice walls 
  of the tomb (hardness o, hp 27, break DC 24). Anyone 
  smashing through the wall or passing through a breach 
  takes id6+9 points of cold damage (no save).
  Lighting: There are a number of continual flame spells 
  in effect, each of which provides bright illumination in 
  a 20-foot radius and shadowy illumination out to a 40-
  foot radius.
  Ceilings: The ceiling in the tomb is a uniform 20 feet 
  high.
  
  5
  The Frozen Tomb of the Dwarf Lord
  Walls: Successfully climbing the walls requires a suc-
  cessful DC 30 Climb check to scale, though if a rope is 
  affixed to the top of the wall, the DC drops to 10.
  Floors: The floors in the tomb are almost perfectly flat, 
  the flagstones having maintained their careful align-
  ment and placement; the floor has no negative effects on 
  movement.
  Tomb Key
  The key describes the suggested fixed conditions and 
  effects that are present in the Frozen Tomb of the Dwarf 
  Lord; the DM is free to modify these conditions and 
  effects based on the capabilities of the party. No actual 
  monsters are listed for the rooms; the DM is encouraged 
  to determine the actual population of monsters (type, 
  number, demeanor, etc.) based on the needs of his or her 
  campaign and the flow of the adventure.
  1- ENTRANCE CAVE
  The crack in the ice is located in the ceiling of this 
  cave some twenty feet off the ground. Depending on 
  how easy (or difficult) of a time the DM wants the PCs 
  to have in getting into and out of the tomb (and also 
  depending on whether they have access to levitate, fly 
  or other such spells) the crack can be located in several 
  different locations:
  Locating the crack at the edge of the cave al-
  lows the PCs to use the ice walls, slippery as 
  they are, to climb in and out of the cave; if they 
  use ropes to rappel down or climb up, the task 
  is actually relatively easy.
  Locating the crack near the pillar allows the 
  PCs to use the pillar in the same way as they 
  use the walls. 
  Locating the crack away from the walls makes 
  things a bit trickier, not only for the PCs, but 
  also for the monsters if they are supposed to 
  be able to move in and out of the cave; while 
  the monsters are not affected by the ice in their 
  Climb checks, they still cannot cling to the ceil-
  ing (unless the DM wants them to). Obviously, 
  if the crack is located away from the walls, the 
  only ways into the cave are to use magic, climb 
  down a rope, or simply drop the 20 feet to the 
  ground (the last option not being available for 
  getting back out).
  Also, the entire cave except for the southeast corner 
  is covered in frigid fog, obscuring all sight beyond 5 
  feet, including darkvision. Creatures 5 feet away have 
  concealment (attacks by or against them have a 20% 
  miss chance).
  2- OpEN pOOl
  PCs should notice right away that having an open 
  pool of water in such a frigid location is quite unusual. 
  And unusual it is. The water in the pool is not actu-
  ally water, but the result of a growing rift between the 
  Material Plane and the coldest portion of the Elemental 
  Plane of Water (or some other cold plane or demiplane); 
  the water itself is actually just as cold as the ice caves 
  and any PC foolish enough to wade in (or fall in because 
  they weren’t looking down while moving in the fog) 
  suffers the Planefrost Hazard (see Hazards below).
  While the planar rift has not opened far enough to al-
  low travel between the two planes (it will in the future), 
  it is the source of the frigid fog.
  3- TOMB ENTRANCE
  This is the entrance to the tomb. The light from the 
  continual flames is visible for some distance into the 
  various passages. The tomb itself is under a hallow spell 
  (caster level 13); no additional spell effect is tied to the 
  hallow spell since such effects have to be renewed every 
  year and it has obviously been some time since that was 
  done.
  Because of the hallow effect, neither of the creatures 
  will enter the tomb willingly; they sense that something 
  unusual is there and, like all simpleminded creatures, 
  avoid that which makes them uncomfortable.
  4- NEST
  This large cave should serve as the nest for whatever 
  creature(s) the DM chooses to populate the site with.
  5- SARCOphAGUSES
  These sarcophaguses hold the remains of Lord Olaf 
  Stonesinger’s bodyguards. Due to the extreme cold, the 
  corpses are perfectly preserved.
  6- pIllAR
  This pillar, which stretches to the ceiling, contains a 
  detailed account of Stonesinger’s death and his dying 
  words are also inscribed here.
  
  6
  Fat Goblin Travel Guide to
  7- SARCOphAGUSES
  The central of these three sarcophaguses holds the 
  remains of Lord Olaf Stonesinger while those to its left 
  and right hold the remains of his wife and eldest son 
  respectively.
  Adventure Hooks
  ThE CRACK IN ThE ICE
  One way to introduce the tomb to a party of adven-
  turers is to simply have them discover it while they are 
  exploring some snow-covered mountain range in the 
  DM’s campaign world. While it is easiest to simply have 
  them come across a crack in the ice, perhaps by having 
  one of the party fall through a recent dusting of snow 
  that is covering the crack in Area 1, it might be more fun 
  to have them encounter an avalanche that in its wake 
  reveals the opening.
  Having them stumble across the tomb in this manner 
  is especially effective if the tomb is used as an interlude 
  while the PCs are on some other mission (i.e. the PCs 
  are moving to reinforce an isolated village that is under 
  siege by humanoids or giants); the surprise of the tomb 
  is much greater if the PCs’ minds are on something else.
  ThE NEST
  The creatures are roaming from the tomb into a 
  nearby village in search of food. The villagers, unable to 
  deal with the threat themselves, have put out a call for 
  brave adventurers to slay these beasts that are killing 
  their livestock and invading their homes. It shouldn’t be 
  too hard for the PCs to track the creatures’ origin back 
  to a mysterious crack in the ice.
  REClAIMING ThAT WhICh IS lOST
  A dwarf claiming to be a direct descendant of Olaf 
  Stonesinger hires (or persuades) the party to help him 
  locate the lost tomb. While the dwarf is indeed a le-
  gitimate heir to the throne, he actually has no rights to 
  the tomb’s riches since he is not the oldest remaining 
  male heir. Naturally, once the tomb has been reclaimed, 
  the dwarf’s older brother, who has been following his 
  younger brother, will arrive (along with help). Unfortu-
  nately for everyone involved, neither dwarf is willing to 
  compromise since the leadership of clan Stonesinger is 
  also indirectly at stake.
  NEW HAZARDs
  ICE (SLICK)   
  A frozen lake, a sheen of thick ice on a dungeon or 
  cavern floor, or some other cold and slick surface, slick 
  ice can be hard to traverse, but can also increase the 
  speed of creatures that are agile or foolhardy enough to 
  utilize its surface’s lack of friction.
  A creature traversing slick ice at more than half speed 
  is required to make a DC 15 Acrobatic check at the start 
  of the movement. Failure causes the creature to fall 
  prone at the start of the movement. Running or charging 
  on slick ice increases the DC by 5, with the same effect 
  on a failed skill check. A creature that succeeds at this 
  check by 5 or more can increase its move across the ice 
  by 10 feet, but is considered flat-footed until the start of 
  its next turn. Creatures (like those with enough levels 
  of barbarian or rogue) that can’t be caught flat-footed at 
  the start of combat are immune to this flat-footed effect 
  as well.
  PLAINFROST
  This weird blue sludge oozes below the surface of 
  unnaturally cold water that has been tainted by planar 
  magic. 
  Type poison, contact; Save Fortitude DC 15
  Onset 1 minute; Frequency 1/minute for 6 minutes
  Initial Effect 2d6 hp damage (half acid, half cold); 
  Secondary Effect 1d2 Con damage; Cure 2 consecutive 
  saves
  NEW TRAP
  FREEZING  WARD  TRAP   
   
  CR 2
  XP 600
  Type magical; Perception DC 26; 
  Disable Device DC 26
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +5 melee touch.  On a hit, the target takes 
  1d8 cold damage and is restrained as chains of ice mani-
  fest around his arms and legs. The chains are as impres-
  sively strong and require a DC 19 Escape Artist check to 
  break out of or must be shattered (20 hp, 4 hardness).
  
  7
  The Frozen Tomb of the Dwarf Lord
  NEW 
  TREASURES
  Cloak of the Yeti
  Shoulder
  5 lbs.
  4,000 gp
  Aura: Faint Abjuration
  CL 3rd
  This heavy cloak is crafted from shaggy white yeti fur. 
  When the cloak’s hood is pulled up over the wearer’s head, 
  it takes on a semblance of its arctic name sake’s fearsome 
  visage. Northern warriors value its ability to ward against 
  the chill of  winter, as well as the protection it provides in 
  combat. 
  SPECIAL: The cloak of the yeti provides
  a constant endure elements effect in cold weather 
  (it has no effect in hot weather). In battle, the cloak 
  wraps around the wearer, granting a +1 natural armor 
  bonus . In addition, with the hood drawn over the 
  wearer’s head,  the cloak grants a +2 competence 
  bonus on Intimidate skill checks.
  CONSTRUCTION
  COST: 2,000 gp
  Craft Wondrous Item, barkskin, cause fear, endure elements.
  Mammoth Lance
  Slot None
  10 lbs.
  32,310 gp
  Aura: Moderate Enchantment
  CL 9th
  This  +2 lance is made out of white spruce wood with a 
  handle carved from mammoth tusk. Its shaft is decorated 
  with images of charging  mammoths or running wolves.
  SPECIAL: While mounted on a creature with the 
  animal type, a mammoth lance uses the mount’s 
  Strength modifier on damage rolls rather than the 
  wielder’s Strength modifier. When  its wielder is not 
  mounted, or is mounted on a creature without the 
  animal type, a mammoth lance functions as a normal 
  +2 lance. 
  CONSTRUCTION
  COST: 16,310 gp
  Craft Magic Arms and Armor, animal growth, bull’s strength.
  Shards of Winter
  Slot None
  1 lbs.
  26,302 gp
  Aura: Faint Enchantment
  CL 9th
  This  small   knife  has a bone handle  and a blade that 
  seems to be made of clear  blue ice. Commonly found in the 
  hands of an winter witch, a shard of winter is  a +1  frost 
  dagger.. 
  SPECIAL: Once per day, a witch can use a shard of 
  winter to cast any one spell with the cold descriptor 
  that the witch has stored in her familiar and is ca-
  pable of casting, even if the spell is not prepared. This 
  spell  is treated like any other spell  cast by the witch, 
  including casting time, duration, and other effects 
  dependent on the witch’s  level. This spell can’t be 
  modified by metamagic feats or other abilities.
  CONSTRUCTION
  COST: 13,302 gp
  Craft Magic Arms and Armor, ice storm, telepathic bond, creator must  be a 
  winter witch.
  Seal of Winter
  Neck
  — lbs.
  3,800 gp
  Aura: Faint Conjuration
  CL 7th
  This silver inlay cold-iron amulet is made of a dull gray 
  metal and is always unnaturally cold to the touch. 
  SPECIAL: Suspended from a leather cord, the 
  wearer of this amulet gains cold resistance 10. Once 
  the amulet has absorbed 100 points of cold damage, 
  the amulet becomes brittle and ceases to function in 
  it’s usual way. Anytime during the next minute, the 
  amulet’s owner may choose to shatter the amulet and 
  summon forth a large ice elemental. Similar to the 
  effects of a a summon monster III spell, the elemental 
  loyally servers the creature which released it for the 
  next 10 rounds before either being destroyed or being 
  dismissed.
  CONSTRUCTION
  COST: 19,000 gp
  Craft Wondrous Item, summon monster III, resist energy
  
  8
  Fat Goblin Travel Guide to
  Hoarfrost Hound
  Amid the howling wind and driving snow you hear the soft 
  voice of a person. Through the blizzard there appears a crea-
  ture of unnatural shape. Resembling a strange mix of beast, 
  the head of a skeletal wolf, the body of a lean predatory cat, it’s 
  body is covered in a matted fur of purple hues.
  hOARfROST hOUND  
   
   
  CR 6
  XP 1,600
  NE Large magical beast (extraplanar, cold)
  Init +13; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +13
  DEfENSE 
  AC 22, touch 14, flat-footed 19 (+3 Dex, +10 natural, –1 
  size)
  hp 82 (8d10+36)
  Fort +12, Ref +9, Will +5
  DR 10/good; Immune cold; SR 16
  Resist 10 fire
  OffENSE
  Speed 30 ft.
  Melee 2 claws +14 (2d4+6 plus grab), bite +14 (2d6+9 
  plus grab) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +14, 2d4+6)
  Breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 
  cold damage, see below), Lure 
  STATISTICS
  Str 24, Dex 17, Con 22, Int 13, Wis 17, Cha 14
  Base Atk +8; CMB +18; CMD 29 (33 vs. trip)
  Feats Improved Initiative, Run, Skill 
  Focus (Perception)
  Skills Bluff + 13, Perception +13, Stealth +12 (+16 in 
  snow), Survival +9; Racial Modifiers +4 Perception, 
  +4 Stealth (+8 in snow), +2 Survival (while in cold 
  climates)
  Languages Common, Infernal
  ECOlOGY
  Environment cold forests and plains
  Organization solitary or pair
  Treasure standard
  SpECIAl ABIlITIES
  Breath Weapon (Ex) Once every 1d4 rounds, a hoar-
  frost hound may unleash a blast of supernatural cold 
  as a breath weapon dealing 6d6 cold damage. Those 
  caught within the cone must succeed on a DC 17 
  Fortitude save or be blinded by frozen eyes for 1d6 
  rounds. The DC is Constitution-based.
  Lure (Su) At any point that a hoarfrost hound’s tar-
  gets are unaware of it (for example, if the creature is 
  concealed in darkness), the hoarfrost hound can call 
  out to the targets, who must be in line of sight and 
  within 60 feet. When the hoarfrost hound calls out, 
  the targets must make a DC 16 Will save or fall under 
  the effects of a suggestion to approach the sound of 
  the hoarfrost hound’s voice. This effect functions 
  identically to a mass suggestion spell with a caster level 
  equal to the hound’s Hit Dice. A creature that saves 
  cannot be affected again by the same hound’s lure for 
  24 hours. The lure is a language-dependent effect, and 
  if the hoarfrost hound uses the victim’s name during 
  the lure, the victim takes a –4 penalty on its saving 
  throw. This is a sonic mind-affecting charm effect. The 
  save DC is Charisma-based.
  These wicked beasts roam the frozen lands in search 
  of humanoid pray in which to feast upon, as they savor 
  the taste of flesh. Haunting the outskirts of poorly 
  guarded settlements and roads by night, they wait for 
  the chance to devourer those unaware of their pres-
  ence. Extremely inventive in their murderous 
  techniques, they enjoy the 
  fear created by stalking pray, 
  savoring the terror that their 
  presence brings almost as 
  much as hearing the shrill, 
  pleading voices of its 
  victims as they are eaten 
  alive.
  
  9
  The Frozen Tomb of the Dwarf Lord
  Icewisp
  You watch these small glowing spheres of rolling blue flame 
  dance slowly through the air, periodically phasing in and out 
  of sight. With alarming speed, the creature dashes towards you. 
  As its draws near, you can feel the “fire” which surrounds its 
  form, shedding a bone-chilling cold.
  ICEWISp  
   
   
   
   
  CR 5
  XP 1,600
  CE Small cold aberration (air)
  Init +13; Senses darkvision 60 ft.; Perception +13
  DEfENSE
  AC 23, touch 23, flat-footed 14; (+5 deflection, +7 Dex, 
  +1 size)
  hp 32 (7d8)
  Fort +3, Ref +10, Will +9
  Defensive Abilities natural invisibility; Immune magic, 
  cold
  OffENSE
  Speed fly 50 ft. (perfect)
  Melee ice burn +16 touch (2d4 cold plus frostburn)
  STATISTICS
  Str 1, Dex 25, Con 10, Int 15, Wis 16, Cha 14
  Base Atk +6; CMB +0; CMD 22
  Feats Alertness, Blind-Fight, Dodge, Improved Initia-
  tive, Weapon Finesse
  Skills Acrobatics +19, Bluff +10, Escape Artist +20, Fly 
  +28, Perception +13, Stealth +25
  Languages Aklo, Common
  SQ frostburn
  ECOlOGY
  Environment any arctic
  Organization solitary, pair, or string (3–6)
  Treasure incidental
  SpECIAl ABIlITIES
  Frostburn (Su) Frostburn (injury); save Fort DC 14; onset 
  immediate; frequency 1/round for 4 rounds; effect 1d4 
  Dex damage; cure 2 consecutive saves. 
  Immunity to Magic (Ex) An icewisp is immune to all 
  spells and spell-like abilities that allow spell resis-
  tance, except magic missile and maze.
  Natural Invisibility (Ex) An icewisp has the ability to 
  extinguish their natural glow as a move action, effec-
  tively becoming invisible, as per the spell.
  Sages and scholars have grown to understand that 
  these small apparitions are spiteful elementals  which 
  have forced their way into the prime material plane 
  in places where the barriers between our worlds have 
  grown thin. Whatever an individual decides as to the 
  truth of their origins, these creatures prove to be a con-
  stant danger to those who encounter them in the frozen 
  places of the world. 
  Hateful and evil, an icewisp is drawn to the things 
  they most despise — light and heat — and will attempt 
  to kill any who posses them within the large trackless 
  regions of snow which they dwell. Often times, adven-
  turers and others mistake the luminosity which these 
  creatures shed as the images of a far off fire, lights from 
  a camp, or other shelter which could offer a reprieve 
  from the driving cold of a blizzard.
  
  10
  Fat Goblin Travel Guide to
  Winter Wight
  The face of this undead creature is a twisted reflection that 
  displays the fear or sorrow it felt during the moment of its 
  death. With eyes that burn with an unquenchable hate and 
  malevolence, it’s tortured cry can be heard echoing across the 
  frozen tundra.  
  WINTER WIGhT    
   
   
  CR 4
  XP 1,200
  LE Medium undead (cold)
  Init +1; Senses darkvision 60ft.; Perception +12
  DEfENSE 
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 36 (5d8+15)
  Fort +4, Ref +2, Will +5
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  OffENSE
  Speed 30 ft.
  Melee slam +6 (1d6+2 plus 1d6 cold plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 
  15), hypothermia touch
  STATISTICS
  Str 15, Dex 12, Con —, Int 11, Wis 13, Cha 17
  Base Atk +3; CMB +5; CMD 16
  Feats Ability Focus (Hypothermia Touch), Weapon 
  Focus (Slam), Lunge 
  Skills Intimidate +11, Knowledge (religion) +8, Percep-
  tion +9, Stealth +16; Racial Modifier +8 Stealth
  Languages Common
  SQ create spawn
  ECOlOGY
  Environment any
  Organization solitary, pair, gang (3–6), or pack (7–12)
  Treasure standard
  SpECIAl ABIlITIES
  Hypothermia Touch (Su) Once every 1d4 rounds, as 
  part of a full round attack action, a winter wight may 
  choose to make an attack that confers freezing cold 
  to the target of it’s slam. A living creature hit by this 
  slam attack must succeed at a Fortitude save (DC 16) 
  or suffer the effects of hypothermia.
  Hypothermia (Ex) slam—injury; save DC 14; frequency 
  1/round for 6 rounds; effect fatigue; cure 3 consecutive 
  saves. The save DC is Constitution-based.
  Create Spawn (Su) Any humanoid creature that is slain 
  by a winter wight becomes a lesser wight itself in only 
  1d4 rounds. Spawn so created are less powerful than 
  typical wights, and suffer a –2 penalty on all d20 rolls 
  and checks, as well as –2 hp per HD. Spawn are under 
  the command of the wight that created them and 
  remain enslaved until its death, at which point they 
  lose their spawn penalties and become full-fledged 
  and free-willed wights. They do not possess any of the 
  abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar 
  spell cast on a wight destroys it (Will negates). Us-
  ing the spell in this way does not require a material 
  component.
  Over long winters or on high mountain peaks, these 
  human remains become freeze-dried husks with per-
  fectly preserved hair, clothes, and skin, but without any 
  liquid remaining in their flesh.    
  These creatures arise to wander the reaches of the 
  frozen north in search of victims, seeking any way to 
  relieve the pain of their frozen existence through acts of 
  cruelty and violence.  
  
  11
  The Frozen Tomb of the Dwarf Lord
  3
  2
  1
  4
  5
  6
  7
  Tomb Map
  
  12
  Fat Goblin Travel Guide to
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  Island at the Axis of the World. Copyright 2011, EN Publishing; Author: Ryan Nock.
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  creaturedaily.com. Copyright 2012, Fat Goblin Games. All rights reserved.
  Fat Goblin Travel Guide To Frozen Tomb of the Dwarf Lord © 2013 Fat Goblin Games; Authors; Jason 
  Stoffa and Rick Hershey
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Fat Goblin - Travel Guide To The Frozen Tomb of the Dwarf Lord.pdf