Winterhaunt of Iborighu

(Frostburn variant, p. 72)

As minions of the Frozen King, the winterhaunts of Iborighu lust for nothing less than eternal winter.

#### Requirements

**Alignment:** Chaotic neutral, chaotic evil, or neutral evil

**Skills:** Knowledge (arcana) 2 ranks , Knowledge (religion) 5 ranks

**Feats:** Chosen of Iborighu , Craft Wondrous Item , Piercing Cold

**Spells**: Able to cast 1st-level divine spells.

**Patron Deity**: Iborighu.

**Special**: The character must successfully create an iceheart. This can be either a minor iceheart or a major iceheart; most prospective cultists opt to create a minor iceheart, naturally. The iceheart, once created, serves as the winterhaunt's badge of office in the cult; if it is lost or destroyed, he must replace it with a new one within a week. Failure to do so results in the loss of all spellcasting and supernatural abilities granted by this prestige class. Regaining these abilities is possible only if the winterhaunt gains a new iceheart and then receives an atonement spell.

#### Class Features

**Weapon and Armor Proficiency**: Winterhaunts of Iborighu gain proficiency with all simple weapons, as well as proficiency with the scythe (the favored weapon of Iborighu). Winterhaunts are proficient with light armor, but not shields.

**Spells per Day/Spells Known**: When a new winterhaunt level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class she belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a winterhaunt, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.

**Cloak ofWinter's Chill (Su)**: As a free action, a winterhaunt can shroud himself in a sphere of cold a number of times per day equal to 3 + his Charisma modifier. This cloak of winter's chill lasts for a number of rounds equal to the winterhaunt's class level + his Charisma modifier. While cloaked in winter's chill, the winterhaunt gleams with a frosty radiance that is both alluring and terrifying. He gains a +2 profane bonus on Will saving throws and all Charisma-based checks, including all Charisma-based skills and rebuke or command undead checks.

**Resistance to Cold (Ex)**: A winterhaunt gains resistance to cold 5 at 2nd level. This increases to resistance to cold 10 at 5th level. This resistance to cold granted to this ability stacks with a character's natural cold resistance, if any.

**Frozen Skin (Su)**: At 3rd level, the winterhaunt's skin becomes as hard (and cold) as frozen flesh, while retaining its flexibility. His skin appears to be coated with a fine layer of frost, and flecks of snow seem to float from his flesh at times. He gains a +2 natural armor bonus to his Armor Class, which increases to +4 while he is cloaked in his winter's chill ability.

**Coldstrike (Su)**: Starting at 4th level, every time a winter haunt deals cold damage with a spell, spell-like ability, or supernatural ability (including an uldra's icy touch or a white dragon's breath weapon), he deals an additional 1d6 points of cold damage. Magic weapons that deal cold damage (such as frost weapons) do not trigger this additional cold damage, since the source of the cold damage is the weapon itself, not the winterhaunt. The winterhaunt's coldstrike damage increases to +2d6 points of cold damage at 8th level. When his cloak of winter's chill is active, he adds an additional 1d6 points of damage with his coldstrike ability (to a total of +2d6 at 4th level and +3d6 at 8th level).

**Constant Piercing Cold (Su)**: At 6th level, all spells with the cold descriptor cast by the winterhaunt are automatically enhanced by the Piercing Cold feat, with no change to the spell's actual level.

**Cold Subtype (Ex)**: At 7th level, the winterhaunt gains the cold subtype. He gains immunity to cold, but also has a vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.

**Summon the Entombed (Sp)**: At 9th level, a winterhaunt gains the spell-like ability to summon one of the entombed to do his bidding. Treat this as a *summon monster IX* spell, except that the winterhaunt can only summon entombed with it. The caster level of this ability is equal to the winterhaunt's class level plus his Charisma modifier. The winterhaunt may use this spell-like ability once per day. For more information on entombed, see page 128.

**Wintry Apotheosis (Su)**: At 10th level, the winterhaunt undergoes a powerful and unholy transformation as his flesh and bones become consumed by the frozen wrath of Iborighu, only to be replaced by snowy flesh and icy bones. The winterhaunt has become a powerful supernatural servant of Iborighu. Once this apotheosis takes place, the winterhaunt's type changes to elemental, and he gains the evil subtype. As a being composed of living, profane ice and snow, he is immune to poison, sleep effects, paralysis, and stunning. He is also not subject to extra damage from critical hits or flanking. The winter haunt cannot be *raised*, *reincarnated* or *resurrected* (though a *limited wish*, *wish*, *miracle*, or *true resurrection* spell can restore life). The winterhaunt also gains dark vision out to 60 feet. The winterhaunt's natural weapons, as well as any weapons he wields, are treated as evil-aligned for the purpose of overcoming damage reduction.