b'Eidolon, Polar \n'b'  Huge   elemental ,  neutral evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  250 (20d12+120)  Speed  40 ft.\n'b' STATS STR: 22 (+6) DEX:  19 (+4)  CON:  23 (+6)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  23 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +9, Con +6,  Wis  +9  Damage Immunities  cold  Damage Vulnerabilities  fire  Senses  passive  Perception  14, tremorsense 120 ft., telepathy 100 ft. (frost corpses only)  Languages  Low Atlantean, Nimothan  Challenge  14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Trapped in Ice  The polar eidolon begins trapped behind a layer of ice. It cannot move or make  melee attacks  (except against the ice itself) until the ice is gone. Its area attacks function normally, and it can see through the ice without difficulty. However, it has total  cover  against enemies until the ice is gone. The ice has 150  hit points , and every  attack  against it automatically hits. \n'b'  Chill Aura  Once the eidolon is no longer trapped in ice, the air around it becomes frigid. At the start of the eidolon\xe2\x80\x99s turn, all creatures within 10 feet take 4d6 cold damage. Those not immune to cold reduce their speed by half for one round. \n'b'  Spell-like Abilities  A polar eidolon can cast the following spells as innate abilities. Its casting ability is  Charisma  (DC 19, +11 to hit).\n'b'\n'b'\n'b'  3/day :  ice storm ,  wall of ice  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The eidolon attacks with two icy thrusts, two polar rays, or one of each. \n'b'  Icy Thrust .  Melee Spell Attack : +11 to hit, reach 10 ft., one target.  Hit : 3d10+10 piercing damage and the target is  restrained  unless it succeeds on a  Str  save (DC 18). A  restrained  target is trapped in ice until the end of its next turn. \n'b'  Polar Ray .  Ranged Spell Attack : +9 to hit, range 100 ft., one target.  Hit : The target loses any  resistance  to cold damage until the end of the eidolon\xe2\x80\x99s next turn and then takes 3d10+5 cold damage. \n'b'  Northern Lights (Recharge 5+) . The polar eidolon unleashes a blast of unnerving cold in a 20-ft. radius from any point within 50 feet. Creatures in the burst take 5d8 cold damage, or half damage on a successful  Dex  save (DC 18). If a creature has half or fewer of its  hit points  remaining after it fails this save, it must then make a  Cha  save (DC 18) or become dominated (as per the  dominate person  spell) for 1d4 rounds. \n'b'\n'b' ABOUT \n'b' A giant spirit trapped in ice, the polar eidolon defends its turf with every fiber of its being. It starts a battle behind a layer of ice, but it doesn\xe2\x80\x99t stay there for long. \n'b' The eidolons are patient if pernicious denizens of colder regions. Content to bide their time meditating within frozen columns of ice or within a glacier itself, they rouse to anger when intruders come near. \n'b' At first, the polar eidolon is safe behind a layer of ice. It can\xe2\x80\x99t move or make melee attacks, but it can blast the PCs with northern lights and its spell-like abilities. The PCs may attack the ice to get at the eidolon. If they don\xe2\x80\x99t the eidolon may eventually start breaking through the ice itself to engage the PCs in melee, at which point it uses Chill Aura and Icy Thrust to make short work of the intruders. \n'b' The polar eidolon can\xe2\x80\x99t speak directly while encased in ice, but it can use a limited form of telepathy to speak through any and all nearby frost corpses. No matter what they\xe2\x80\x99re doing, the frost corpses all raise their quavering, cracked voices in unison, speaking whatever taunts and warnings the eidolon sees fit to utter. \n'b' The eidolons of colder regions are strange exemplars of the polar wastes, part giant, part nature spirit, and all malevolence. They prefer to slumber within the ice of glaciers, but if awakened, they can prove to unfortunate travelers that ice is but a temporary prison. The eidolon lures those who wander too close, subtly pulling them alongside the glacier edges, or into caves and crevices deep inside glaciers, so that it may drain them of the heat it despises. \n'b' Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours. Frost corpses lie unmoving in the snow most of the time, rising only to defend the eidolon or otherwise serve it. At a glance, their bluish-tinted skin and ordinary appearance might fool the unwary into dismissing them as ordinary travelers who died of exposure . . . until they rise, reaching out with frostscarred hands to drag the warm-blooded ever closer to their master.'