Library / Bestiary

Oni, Ice Yai

CR 14.00 Outsider CE Large
This blue-skinned giant has three eyes, fangs, and claws. Its hair seems to be formed of delicate strands of ice.

The ice yai is a sinister creature that combines the brutality of a frost giant with the grace and style of a skilled martial artist. Although its magical powers are formidable, it prefers to fight in melee using its slam attacks, leading its minions in merciless combat. It uses its mobility to cast combat spells or launch shards of ice from its third eye.

An ice yai is a natural leader among frost giants, tempering their savagery with its own wisdom. A tribe led by an ice yai may still raid settlements of neighboring humanoids, but the tribe soon learns the value of establishing regular tributes and willing sacrifices—the ice yai teach that methods that rely upon the threat of violence are often even more effective than actual violence. Despite this strangely enlightened philosophy, an ice yai never passes up an opportunity to reinforce its capacity for slaughter, and will often demand that its subjects take part in show battles, both for the entertainment of the tribe and to nurture the ice yai's insatiable ego and sense of dominion over its subjects.

STR
29
DEX
14
CON
25
INT
12
WIS
15
CHA
18
HP
200 (16d10+112); regeneration 5 (fire or acid)
AC
27, touch 12, flat-footed 24 (+4 armor, +2 Dex, +1 dodge, +11 natural, -1 size)
Speed
50 ft., fly 60 ft. (good)
Init
+2
Melee
4 slams +24 (2d8+9)
Ranged
icy missile +17 touch (4d6 cold)
Space
10 ft.
Reach
10 ft.
BAB
+16
CMB
+26
CMD
39
Fort
+17
Ref
+7
Will
+12
SR
25
Racial Modifiers
+4 Stealth in snow

Weapons: Martial, Simple

Staggering Strikes — An ice yai can strike twice per round with its two slam attacks. A creature struck by more than two of these slam attacks in a round must make a DC 27 Fortitude save or be staggered for 1 round. The save DC is Strength-based.

change shape (Medium or Large humanoid; alter self or giant form I)

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Great Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Spring Attack from Feat

<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Bluff +23, Disguise +14, Fly +25, Intimidate +23, Knowledge (arcana) +11, Perception +22, Sense Motive +13, Spellcraft +8, Stealth +17 (+21 in snow), Use Magic Device +14

spell-like abilities:
Constant—Fly, Constant—Mage Armor, At will—Darkness, At will—Invisibility, 3/day—Charm Monster, 3/day—Cone Of Cold, 3/day—Deep Slumber, 3/day—Gaseous Form, 1/day—Polar Ray, 1/day—Solid Fog
Details
Type
Outsider
Alignment
CE
Size
Large
Environment
cold mountains
Organization
solitary or gang (1 plus 4-16 frost giants)
Treasure
standard
Senses
darkvision 60 ft., low-light vision; Perception +22
Languages
Common, Giant
Source
Bestiary 3
Sources Used in This Record
18 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spring Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fly (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mage Armor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cone Of Cold (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deep Slumber (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Gaseous Form (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Polar Ray (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Solid Fog (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.