The New/Redone Monsters Thread
Posted: Mon Jan 06, 2014 1:20 am
Index
[spoiler]
A Summary: While D&D is famous for it's creative and iconic monsters many monsters in D&D are quite underwhelming for their CR, especially those at higher levels. While game balance does tend to break apart in the latter half of D&D, that's no reason to not try and fix it. Therefore, I've decided (mostly for my own amusement) to rewrite several monsters to make them more (or less, in the case of some broken monsters) challenging, as well as create completely new monsters. Others are free (and encouraged) to post their own monster designs and ideas here.
Another goal of this is to make monsters on the whole more interesting. The abilities they possess may not always be directly useful in combat, instead serving a more utility purpose. This serves to make monsters that are able to have more of an effect on the world beyond just things for adventurers to kill. As a side benefit, this serves to make monsters that are more capable as Player Characters. And on that note...
Monsters as PCs: The official sources on rules for monsters are disappointing to say the least. Level Adjustment is a completely non-functioning system. Monsters are charged for their abilities without taking into consideration their hit dice. Even worse, the rules in Savage Species are completely unplayable. Monster progressions are just straight up awful, weaker than player characters at every level. And according to the creators, this was a deliberate choice. Apparently they were afraid of people finding broken combinations of abilities and thus opted to just make everything so weak it's useless. And it worked. Nobody really uses the monster progressions in Savage Species as written. When you set out to fail...
Anyways, the simplest answer here is that a monster suited for play as a character of it's CR thus monsters I've felt are fitting as player characters have a level adjustment of +0 (I'll probably replace that with some sort of playability entry instead going forwards). Roll their treasure or let them spend the gold value of it to purchase magic items. It should be noted, that while this rule is generally true, it can run into probems. Monsters can often have lopsided abilites, powerful in one area, but suffering critical weaknesses in others (closet trolls, ambushers, 1-shtick monsters, some puzzle monsters), thus allowing them to own encounters that play to their strengths, while being near useless or even dying horrible in those outside their narrow set of abilities. Magic items can mitigate this to a degree, though usually not entirely. Other monsters, often those with a good array of spell-likes, spellcasting ability, or other abilities that emulate class features, are easier to make into PCs.
Templates: Though most templates are a straight power increase, that should not be viewed in the wrong light. Instead of becoming some sort of level adjustment, or worse creating an entire prestige class, a better solution would be to cause them to take up one or more magic items slots (going by Tomes 8 magic items rule). The slot value will be edited into template entries at some vague undefined point in the future.
CR 1/2:
Dremora
Eladrin
Fairy
Happy Bunny
Matoran
Planetouched
Prinny
Shadow
CR 1:
Cactoid
Gria
Haunt
Kappa
Leg Eater
Merfolk
Town Guard
Witch
Zenythri
CR 2:
Baaz Draconian
Bandit
Cassisian
Chocobo
Coure Eladrin
Cultist
Formian Worker
Frost Draconian
Ichthon
Lantern Archon
Mining Robot
Monodrone
Mud Slaad
Musteval
Nightlurker
Orc Warrior
Plumach
Small Earth Elemental
Small Ice Paramental
Small Magma Paramental
Small Smoke Paramental
Soldier
Wyrmling Dragon
CR 3:
Bacchae
Chaos Fury
Draugr
Frogzard
Nigawarai
Nupperibo
Positive Mephit
Putto
Spyglass Archon
Very Young Dragon
CR 4:
Blue Horror
Bohrok
Bomb
Dabus
Energy Hound
Flan
Formian Warrior
Hordling, Small
Juggernaut
Kapak Draconian
Medium
Earth Elemental
Medium Ice Paramental
Medium Magma Paramental
Medium Smoke Paramental
Nighthunter
Nui-Jaga
Okubi
Sleipnir
Turaga
Winemaker Genie
Young Dragon
CR 5:
Abiorach
Artist Genie
Battlemage
Barbazu
Bluespawn Stormlizard
Bonnacon
Deathlock
Fader Bull
Juvenile Dragon
Nightcharger
Noviere
Observer
Red Slaad
Salamander, Flamebrother
Thri-Kreen Hunter
Tiefling Warrior
Vahki
Wood Soldier
CR 6:
Bloodletter
Bralani Eladrin
Daemonette
Dryad
Earth Minion
Ferrumach
Hordling, Medium
Hound Archon
Houri
Irda
Janni
Large
Earth Elemental
Large Ice Paramental
Large Magma Paramental
Large Smoke Paramental
Magaav
Malakim
Mezzoloth
Pyromancer
Redspawn Firebelcher
Steel Devil
Thyiades
Vaati
Vapor Draconian
Water Minion
Yuki-on-na
CR 7:
Bozak Draconian
Crypt Horror
Hill Giant
Kenmun
Lynel
Nightmare
Nymph
Phoelarch
Slime
Tuscora
Visorak
Young Adult Dragon
Zoveri
CR 8:
Abishai
Adult Dragon
Blue Slaad
Drowned
Erinyes
Firelasher
Fire Reaver
Flesh Render
Hordling, Large
Huge
Earth Elemental
Huge Ice Paramental
Huge Magma Paramental
Huge Smoke Paramental
Ice Flenser
Justice Archon
Lupinal
Malcubus
Mind Flayer
Movanic Deva
Nightslaver
Ogre Mage
Pink Horror
Salamander
Sky Bison
Vanth
CR 9:
Architect Genie
Avoral Guardinal
Burning Bull
Crypt Warden
Cuprilach
Kikanalo
Lampad
Lightning Draconian
Narzugon
Palrethee
Primatal
Vargheist
Zelekhut
CR 10:
Arrow Demon
Axiomite
Chasme
Coeurl
Dao
Decaton
Dementor
Djinn
Efreeti
Falxugon (Harvester Devil)
Farastu Demodand
Fire Snake
Firre Eladrin
Gazer
Greater
Earth Elemental
Greater Ice Paramental
Greater Magma Paramental
Greater Smoke Paramental
Green Slaad
Holy Dragon
Ice Golem
Incarnate
Khayal
Maelephant
Mature Adult Dragon
Marid
Mercane
Nighthaunter
Osyluth (Bone Devil)
Per
Qorrashi
Rahkshi
Schalris
Shiere
Sibyllic Guardian
Spectral Death
Wood Giant
CR 11:
Arcanaloth
Asura
Deepspawn
Dogai
Excruciarch
Hezrou
Visorak, Kahgarak
Malboro
Reaper
Stone Giant
Sword Archon
Ursinal Guardinal
CR 12:
Amnizu
Aspect of Bahamut
Aspect of Nerull
Astral Deva
Barraki
Elder
Earth Elemental
Elder Ice Paramental
Elder Magma Paramental
Elder Smoke Paramental
Ghaele Eladrin
Glatorian
Hordling, Huge
Kelvezu
Lilitu
Leonal
Leukoloth
Mist Golem
Night Hag
Old Dragon
Oread
Reaper Lord
Sand Giant
Salamander, Noble
Shocker
Slayer Genie
Sun Giant
Treant
CR 13:
Drow Archpriestess
Hound Action Hero
Thanaloth
Wolf of Day
Wolf of Night
CR 14:
Behemoth Brute
Cloud Giant
Codlagh Eladrin
Fire Giant, Muspel
Frost Giant, Jotun
Grey Slaad
Makhai
Morrigna
Shiradi Eladrin
Thunderbird
Trumpet Archon
Very Old Dragon
CR 15:
Baernaloth
Fiend of Sorrow
Invisible
Kanohi Dragon
CR 16:
Ancient Dragon
Bythos Aeon
Brachyurus
Dao, Noble
Djinn, Noble
Efreet, Noble
Gelugon
Goristro
Hegessik
Hellfire Wyrm
Hexton, Modron
Invisible
Justicator
Khayal, Noble
Marid, Noble
Memitim
Planetar
Pyreen
Qorrash, Noble
Sea Giant
Sentinel
Spellbeing
Star Archon
Storm Giant
CR 17:
Death Giant
Nightstalker
Quinton, Modron
Sandworm
Snowhair
CR 18:
Cherubim
Hound Archon Hero
Lilim
Throne Archon
Tulani
War Giant
Wyrm Dragon
CR 19:
Obcisiloth
CR 20:
Behemoth
Bloodthirster
Death Slaad
Great Wyrm Dragon
Hellfire Engine
Lord of Change
Mortai
Phoenix
Pit Fiend
Solar
Ultroloth
CR 22:
Erathaol (AKA Celestial Scholar, The Seer, Bringer of Knowledge, Timereaver)
CR 24:
Queen Morwel (AKA Lady of the Lake, Queen of Stars, Faerie Queen)
Cryonax (AKA Bringer of Endless Winter, Prince of Evil Ice Creatures, The Bleak Monarch)
Imix (AKA Lord of Hellfire, Prince of Evil Fire Creatures, The Eternal Flame)
Tiamat (AKA The Queen of Evil Dragons, Her Dark Majesty, Takhisis)
Templates:
Death Knight
Half-Celestial (Half-Celestial Sword Archon, Half-Celestial Bralani Eladrin)
Half-Fiend/Half-Succubus
Heartless
Ghul
God
Lycanthrope
Otherworldly Creatures
Petitioner
Storm King (Cloud, Rain, Wind, Lightning)
Vampire
Vampire Spawn
Subtypes (Angel, Archon, Baatezu, Eladrin, Guardinal, Rilmani, Slaad, Tanar'ri)
Thanks Radthemad4
[/spoiler]
Frost Giant, Jotun

Size/Type: Large Giant (Cold)
Hit Dice: 14d10+140+14 (250 HP)
Initiative: +2
Speed: 50ft.
Armor Class: 28 (+2 dodge, +17 natural -1 size) Flatfooted: 26 Touch: 11
Base Attack/Grapple: +14/+28
Attack: Large Ice Greatclub +25 (2d8+5d6[cold]+19) or Thrown Object +25 (2d6+5d6(cold)+10, range incr: 50ft.) or Slam +23 (2d6+5d6[cold]+10)
Full Attack: Large Ice Greatclub +25/+20/+20 (2d8+5d6[cold]+19) and Slam +23/+18/+18 (2d6+5d6[cold]+10) or Thrown Object +25/+20/+20 (2d6+5d6(cold)+10)
Space/Reach: 10ft./10ft.
Special Attacks: Ice Make, Sheer Cold, Deep Freeze Spell-Like Abilities
Special Qualities: Immunity to Cold, Vulnerability to Fire, Giant Traits, Monkey Grip, DR5/-, Snowsight, Snow Movement
Saves: Fort +19 Reflex +6 Will +9
Abilities: Str 30 Dex 14 Con 30 Int 10 Wis 20 Cha 20
Skills: Survival +22 Spot +14 Listen +13 Intimidate +22 Craft (Ice) +17
Feats: Weapon Focus Toughness Blood of Stone Diehard Bleeding Strike Power AttackB
IcewalkerB
Environment: Any Cold/Elemental Plane of Ice/Jotunheim
Organization: Solitary, Pair, Party (3-6+1-2 young adult white dragons) or Tribe (20-50+5-10 young adult white dragons)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Class Level (Favored Classes: Barbarian and Snowscaper
Jotun's are a more powerful and ancient form of frost giant. They prefer to reside in lands of eternal whiteout blizzards.
Jotun's speak Giant, Auran and Aquan.
Combat:
A Jotun can see through even the thickest, blinding, blizzard, which it use to it's advantage. It remains hidden in the storm, and attacks unwitting opponents with thrown chunks of ice. If it's opponent learns the giant's location, or the giant has no blizzard to hide in, it moves forwards while throwing rocks until it is close enough to charge.
If it reaches it's opponent, it moves to grapple, and if that is unavailable, then it attacks with melee attacks.
Monkey Grip (Ex): The Jotun may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.
Ice Make (Su): The Jotun may create ice as a free action, forming it into any handheld object, or any melee or thrown weapon they are proficient in. (most create greatclubs and throwing stones [although they are proficient in all simple and martial weapons]). This shatters when it leaves the jotun's hands or on impact in the case of something thrown.
Sheer Cold (Ex): A Jotun deals 1d6 extra cold damage per 3 CR (round up) with any melee or thrown attack. This damage is also dealt to any creature it grapples or that strikes it with unarmed strikes or natural weapons.
Deep Freeze (Su): If a Jotun succeeds on a grapple check it may encase the victim in ice, making them helpless. A successful Fortitude save (DC27) negates this. While encased, the victim takes the Jotun's Sheer Cold damage every round and on it's turns it may make a successful DC27 Strength or Escape Artist check to free itself.
Snowsight (Ex): As the Spell.
Snow Movement (Ex): A Jotun suffers no penalties from blizzards, snow, ice or anything of the like.
So I got bored and decided to make this. Opinions? Proper CR?
[spoiler]
A Summary: While D&D is famous for it's creative and iconic monsters many monsters in D&D are quite underwhelming for their CR, especially those at higher levels. While game balance does tend to break apart in the latter half of D&D, that's no reason to not try and fix it. Therefore, I've decided (mostly for my own amusement) to rewrite several monsters to make them more (or less, in the case of some broken monsters) challenging, as well as create completely new monsters. Others are free (and encouraged) to post their own monster designs and ideas here.
Another goal of this is to make monsters on the whole more interesting. The abilities they possess may not always be directly useful in combat, instead serving a more utility purpose. This serves to make monsters that are able to have more of an effect on the world beyond just things for adventurers to kill. As a side benefit, this serves to make monsters that are more capable as Player Characters. And on that note...
Monsters as PCs: The official sources on rules for monsters are disappointing to say the least. Level Adjustment is a completely non-functioning system. Monsters are charged for their abilities without taking into consideration their hit dice. Even worse, the rules in Savage Species are completely unplayable. Monster progressions are just straight up awful, weaker than player characters at every level. And according to the creators, this was a deliberate choice. Apparently they were afraid of people finding broken combinations of abilities and thus opted to just make everything so weak it's useless. And it worked. Nobody really uses the monster progressions in Savage Species as written. When you set out to fail...
Anyways, the simplest answer here is that a monster suited for play as a character of it's CR thus monsters I've felt are fitting as player characters have a level adjustment of +0 (I'll probably replace that with some sort of playability entry instead going forwards). Roll their treasure or let them spend the gold value of it to purchase magic items. It should be noted, that while this rule is generally true, it can run into probems. Monsters can often have lopsided abilites, powerful in one area, but suffering critical weaknesses in others (closet trolls, ambushers, 1-shtick monsters, some puzzle monsters), thus allowing them to own encounters that play to their strengths, while being near useless or even dying horrible in those outside their narrow set of abilities. Magic items can mitigate this to a degree, though usually not entirely. Other monsters, often those with a good array of spell-likes, spellcasting ability, or other abilities that emulate class features, are easier to make into PCs.
Templates: Though most templates are a straight power increase, that should not be viewed in the wrong light. Instead of becoming some sort of level adjustment, or worse creating an entire prestige class, a better solution would be to cause them to take up one or more magic items slots (going by Tomes 8 magic items rule). The slot value will be edited into template entries at some vague undefined point in the future.
CR 1/2:
Dremora
Eladrin
Fairy
Happy Bunny
Matoran
Planetouched
Prinny
Shadow
CR 1:
Cactoid
Gria
Haunt
Kappa
Leg Eater
Merfolk
Town Guard
Witch
Zenythri
CR 2:
Baaz Draconian
Bandit
Cassisian
Chocobo
Coure Eladrin
Cultist
Formian Worker
Frost Draconian
Ichthon
Lantern Archon
Mining Robot
Monodrone
Mud Slaad
Musteval
Nightlurker
Orc Warrior
Plumach
Small Earth Elemental
Small Ice Paramental
Small Magma Paramental
Small Smoke Paramental
Soldier
Wyrmling Dragon
CR 3:
Bacchae
Chaos Fury
Draugr
Frogzard
Nigawarai
Nupperibo
Positive Mephit
Putto
Spyglass Archon
Very Young Dragon
CR 4:
Blue Horror
Bohrok
Bomb
Dabus
Energy Hound
Flan
Formian Warrior
Hordling, Small
Juggernaut
Kapak Draconian
Medium
Earth Elemental
Medium Ice Paramental
Medium Magma Paramental
Medium Smoke Paramental
Nighthunter
Nui-Jaga
Okubi
Sleipnir
Turaga
Winemaker Genie
Young Dragon
CR 5:
Abiorach
Artist Genie
Battlemage
Barbazu
Bluespawn Stormlizard
Bonnacon
Deathlock
Fader Bull
Juvenile Dragon
Nightcharger
Noviere
Observer
Red Slaad
Salamander, Flamebrother
Thri-Kreen Hunter
Tiefling Warrior
Vahki
Wood Soldier
CR 6:
Bloodletter
Bralani Eladrin
Daemonette
Dryad
Earth Minion
Ferrumach
Hordling, Medium
Hound Archon
Houri
Irda
Janni
Large
Earth Elemental
Large Ice Paramental
Large Magma Paramental
Large Smoke Paramental
Magaav
Malakim
Mezzoloth
Pyromancer
Redspawn Firebelcher
Steel Devil
Thyiades
Vaati
Vapor Draconian
Water Minion
Yuki-on-na
CR 7:
Bozak Draconian
Crypt Horror
Hill Giant
Kenmun
Lynel
Nightmare
Nymph
Phoelarch
Slime
Tuscora
Visorak
Young Adult Dragon
Zoveri
CR 8:
Abishai
Adult Dragon
Blue Slaad
Drowned
Erinyes
Firelasher
Fire Reaver
Flesh Render
Hordling, Large
Huge
Earth Elemental
Huge Ice Paramental
Huge Magma Paramental
Huge Smoke Paramental
Ice Flenser
Justice Archon
Lupinal
Malcubus
Mind Flayer
Movanic Deva
Nightslaver
Ogre Mage
Pink Horror
Salamander
Sky Bison
Vanth
CR 9:
Architect Genie
Avoral Guardinal
Burning Bull
Crypt Warden
Cuprilach
Kikanalo
Lampad
Lightning Draconian
Narzugon
Palrethee
Primatal
Vargheist
Zelekhut
CR 10:
Arrow Demon
Axiomite
Chasme
Coeurl
Dao
Decaton
Dementor
Djinn
Efreeti
Falxugon (Harvester Devil)
Farastu Demodand
Fire Snake
Firre Eladrin
Gazer
Greater
Earth Elemental
Greater Ice Paramental
Greater Magma Paramental
Greater Smoke Paramental
Green Slaad
Holy Dragon
Ice Golem
Incarnate
Khayal
Maelephant
Mature Adult Dragon
Marid
Mercane
Nighthaunter
Osyluth (Bone Devil)
Per
Qorrashi
Rahkshi
Schalris
Shiere
Sibyllic Guardian
Spectral Death
Wood Giant
CR 11:
Arcanaloth
Asura
Deepspawn
Dogai
Excruciarch
Hezrou
Visorak, Kahgarak
Malboro
Reaper
Stone Giant
Sword Archon
Ursinal Guardinal
CR 12:
Amnizu
Aspect of Bahamut
Aspect of Nerull
Astral Deva
Barraki
Elder
Earth Elemental
Elder Ice Paramental
Elder Magma Paramental
Elder Smoke Paramental
Ghaele Eladrin
Glatorian
Hordling, Huge
Kelvezu
Lilitu
Leonal
Leukoloth
Mist Golem
Night Hag
Old Dragon
Oread
Reaper Lord
Sand Giant
Salamander, Noble
Shocker
Slayer Genie
Sun Giant
Treant
CR 13:
Drow Archpriestess
Hound Action Hero
Thanaloth
Wolf of Day
Wolf of Night
CR 14:
Behemoth Brute
Cloud Giant
Codlagh Eladrin
Fire Giant, Muspel
Frost Giant, Jotun
Grey Slaad
Makhai
Morrigna
Shiradi Eladrin
Thunderbird
Trumpet Archon
Very Old Dragon
CR 15:
Baernaloth
Fiend of Sorrow
Invisible
Kanohi Dragon
CR 16:
Ancient Dragon
Bythos Aeon
Brachyurus
Dao, Noble
Djinn, Noble
Efreet, Noble
Gelugon
Goristro
Hegessik
Hellfire Wyrm
Hexton, Modron
Invisible
Justicator
Khayal, Noble
Marid, Noble
Memitim
Planetar
Pyreen
Qorrash, Noble
Sea Giant
Sentinel
Spellbeing
Star Archon
Storm Giant
CR 17:
Death Giant
Nightstalker
Quinton, Modron
Sandworm
Snowhair
CR 18:
Cherubim
Hound Archon Hero
Lilim
Throne Archon
Tulani
War Giant
Wyrm Dragon
CR 19:
Obcisiloth
CR 20:
Behemoth
Bloodthirster
Death Slaad
Great Wyrm Dragon
Hellfire Engine
Lord of Change
Mortai
Phoenix
Pit Fiend
Solar
Ultroloth
CR 22:
Erathaol (AKA Celestial Scholar, The Seer, Bringer of Knowledge, Timereaver)
CR 24:
Queen Morwel (AKA Lady of the Lake, Queen of Stars, Faerie Queen)
Cryonax (AKA Bringer of Endless Winter, Prince of Evil Ice Creatures, The Bleak Monarch)
Imix (AKA Lord of Hellfire, Prince of Evil Fire Creatures, The Eternal Flame)
Tiamat (AKA The Queen of Evil Dragons, Her Dark Majesty, Takhisis)
Templates:
Death Knight
Half-Celestial (Half-Celestial Sword Archon, Half-Celestial Bralani Eladrin)
Half-Fiend/Half-Succubus
Heartless
Ghul
God
Lycanthrope
Otherworldly Creatures
Petitioner
Storm King (Cloud, Rain, Wind, Lightning)
Vampire
Vampire Spawn
Subtypes (Angel, Archon, Baatezu, Eladrin, Guardinal, Rilmani, Slaad, Tanar'ri)
Thanks Radthemad4
[/spoiler]
Frost Giant, Jotun

Size/Type: Large Giant (Cold)
Hit Dice: 14d10+140+14 (250 HP)
Initiative: +2
Speed: 50ft.
Armor Class: 28 (+2 dodge, +17 natural -1 size) Flatfooted: 26 Touch: 11
Base Attack/Grapple: +14/+28
Attack: Large Ice Greatclub +25 (2d8+5d6[cold]+19) or Thrown Object +25 (2d6+5d6(cold)+10, range incr: 50ft.) or Slam +23 (2d6+5d6[cold]+10)
Full Attack: Large Ice Greatclub +25/+20/+20 (2d8+5d6[cold]+19) and Slam +23/+18/+18 (2d6+5d6[cold]+10) or Thrown Object +25/+20/+20 (2d6+5d6(cold)+10)
Space/Reach: 10ft./10ft.
Special Attacks: Ice Make, Sheer Cold, Deep Freeze Spell-Like Abilities
Special Qualities: Immunity to Cold, Vulnerability to Fire, Giant Traits, Monkey Grip, DR5/-, Snowsight, Snow Movement
Saves: Fort +19 Reflex +6 Will +9
Abilities: Str 30 Dex 14 Con 30 Int 10 Wis 20 Cha 20
Skills: Survival +22 Spot +14 Listen +13 Intimidate +22 Craft (Ice) +17
Feats: Weapon Focus Toughness Blood of Stone Diehard Bleeding Strike Power AttackB
IcewalkerB
Environment: Any Cold/Elemental Plane of Ice/Jotunheim
Organization: Solitary, Pair, Party (3-6+1-2 young adult white dragons) or Tribe (20-50+5-10 young adult white dragons)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Class Level (Favored Classes: Barbarian and Snowscaper
Jotun's are a more powerful and ancient form of frost giant. They prefer to reside in lands of eternal whiteout blizzards.
Jotun's speak Giant, Auran and Aquan.
Combat:
A Jotun can see through even the thickest, blinding, blizzard, which it use to it's advantage. It remains hidden in the storm, and attacks unwitting opponents with thrown chunks of ice. If it's opponent learns the giant's location, or the giant has no blizzard to hide in, it moves forwards while throwing rocks until it is close enough to charge.
If it reaches it's opponent, it moves to grapple, and if that is unavailable, then it attacks with melee attacks.
Monkey Grip (Ex): The Jotun may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.
Ice Make (Su): The Jotun may create ice as a free action, forming it into any handheld object, or any melee or thrown weapon they are proficient in. (most create greatclubs and throwing stones [although they are proficient in all simple and martial weapons]). This shatters when it leaves the jotun's hands or on impact in the case of something thrown.
Sheer Cold (Ex): A Jotun deals 1d6 extra cold damage per 3 CR (round up) with any melee or thrown attack. This damage is also dealt to any creature it grapples or that strikes it with unarmed strikes or natural weapons.
Deep Freeze (Su): If a Jotun succeeds on a grapple check it may encase the victim in ice, making them helpless. A successful Fortitude save (DC27) negates this. While encased, the victim takes the Jotun's Sheer Cold damage every round and on it's turns it may make a successful DC27 Strength or Escape Artist check to free itself.
Snowsight (Ex): As the Spell.
Snow Movement (Ex): A Jotun suffers no penalties from blizzards, snow, ice or anything of the like.
So I got bored and decided to make this. Opinions? Proper CR?