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Hut of Kolomgus, Outcast of His Kind
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Scout by Air or Land (DC 20 Perception): A vicious snowstorm obscures most of this rocky mountainside. Somewhere deep within the storm, the lights of a residence are barely visible. It looks to be the only shelter in miles.
DC 10 Knowledge Nature: This sort of cold can kill a man in minutes. Wear furs!
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Surrounded by strong winds and blinding snow (treat as a cold environment as per environmental damage rules, and apply wind to projectile attacks), this rickety but oversized shack is home to Kolomgus, a shaman of a tribe of yetis from the far north whom was banished to the river kingdoms when it came to light that he worshiped Sithuud, demon lord of frozen death. Acting on an obsession with frost and ice that has lasted his whole life, Kolomgus has sought out a mated pair of winter wolves to attempt to create a large surrogate family of wolves, which he will drive north to seek revenge upon his former tribe. This arena is fairly open, but the thick snow counts as difficult terrain, and the snow grants 20% concealment (as blur) to creatures outside of 30 feet.

Kolomgus opens up by attempting to immobilize heroes via Black Tentacles, Hold Person, and/or Web, and then has the Winter Wolves open up with their breath weapons before everyone closes in. Kolomgus himself uses his vampiric touches first, then moves on to claws.

Winter Wolves (2)
http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/winter-wolf

Kolomgus (Yeti Winter Witch 7)
CE Large monstrous humanoid (cold)
Init 1; Senses darkvision 60 ft., scent;* Perception* +10
DEFENSE
AC 21, touch 10, flat-footed 20 (
4 armor, 1 Dex, +7 natural, –1 size)
hp 94 (6d10
7d6+33)
Fort 8, Ref +8, Will +11
Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed 40 ft., climb 30 ft.
Melee 2 claws +12 (1d6
4 plus 1d6 cold plus 1d4 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold plus 1d4 cold)
STATISTICS
Str 19, Dex 12, Con 15, Int 16, Wis 12, Cha 10
Base Atk 9; CMB +14; CMD 25
Feats Cleave, Great Fortitude, Power Attack, Ability Focus (Misfortune Hex), Combat Casting, Uncanny Concentration, Improved Familiar
Skills Climb +21, Intimidate +19, Heal +11, Knowledge (the planes) +13, Knowledge (nature) +13, Perception +10, Spellcraft +13, Stealth +1 (
9 in snow), Use Magic Device 10; Racial Modifiers +4 Stealth (12 in snow)
Languages Aklo
SPELLS PREPARED (remember, touch spells also deal 1d6 plus 1d4 cold damage)
Cantrips: Ray of Frost, Touch of Fatigue, Spark, Light, Mending
1st: Chill Touch (1 DC), Cure Light Wounds, Ear Piercing Scream, Frostbite (1 DC), Mage Armor
2nd: See Invisibility, 2*Web, Hold Person,
3rd: 2*Vampiric Touch
4th: Black Tentacles

Unprepared spells: all cantrips, Sleet storm, Glitterdust, Divination
Patron spells (all at +1 DC): _unshakable chill (2nd), resist energy (4th), ice storm (6th)
Staff of Frost spells: 5/10 charges, Ice Storm (1 charge), Wall of Ice (2 charges), _Cone of Cold (3 charges).

HEXES
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Cold Flesh (Ex): At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures.

Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a successful save negates this additional cold damage.

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

SPECIAL ABILITIES
Witch’s Familiar
Kolomgus’ Improved Familiar is a raggedy quasit named Ognogo, which typically stays nestled in Kolomgus’ fur.
Ice Magic
When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.
Cold (Su)
A yeti’s body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its claws or rend attack.
Frightful Gaze (Su)
Creatures within 30 feet that meet a yeti’s gaze must succeed on a DC 13 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day. The save DC is Charisma-based.

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The major reward for this encounter if the Staff of Frost, and otherwise Kolomgus is fairly poor.
A golden holy symbol of Sithuud worth 300 gp
A smattering of small scrimshaws worth 42 gp

G13

Totally Not GG KeenanJones