This humanoid wolf’s fur is snowy white and its eyes piercing blue; it grips an ornate spear in its fist.
The Adlet are monsters that drink blood. They are the offspring a woman and a red dog. Five of the woman’s ten children were dogs who crossed the seas to engender the European races. The other five children were the monstrous Adlet. The offspring of the Adlet are known as the Erqigdlit.
They are cunning hunters of the arctic wilds. Tall, sinewy, nimble, and very quick, they see themselves as the true heritors of untamed arctic lands, and are offended by any other humanoid species that attempts to settle in such regions. Although not normally evil, adlets are very aggressive and warlike. They also have no social taboo against cannibalism, and their practice of eating their dead rather than burying them only further builds misconceptions about their morality.
Deeply religious, they worship the power and cruelty of nature, seeing divinity in the lash of the blizzard’s wind, the ferocity of the polar bear, and the immensity of the towering iceberg. Many become oracles or druids, but all adlets know their place in the natural world.
An adlet is 6 feet tall and weighs 250 pounds.
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.
|Adlet CR 10|
CN Medium humanoid (adlet, cold)
Init +12; Senses Low-Light Vision, Scent; Perception +13
|AC 25, touch 20, flat-footed 15 (+8 Dexterity, +2 Dodge, +5 natural)|
hp 127 each (15d8+60)
Fort +9, Ref +17, Will +8
Weaknesses vulnerability to fire
|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) Constant – pass without trace, At will – ray of frost3/day – fog cloud, sleet storm1/day – ice storm, wind walk (self only)
|Strength 18, Dexterity 26, Constitution 18, Intelligence 13, Wisdom 17, Charisma 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
|Arctic Stride (Ex)|
They 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.
|Environment cold plains, hills, or mountains|
Organization solitary, pair, or pack (3-18 plus 1 shaman)
Treasure standard (+1 spear, other treasure)
Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.