Hoar Ghost

Hoar Ghost
Medium Undead (Cold, Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +3
Speed: 40 ft., fly 60 ft. (good)
Armor Class: 17 (+3 Dex, +2 deflection, +2 concealment), touch 17, flat-footed 14
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +6 melee (1d6 plus Str drain)
Full Attack: Incorporeal touch +6 melee (1d6 plus Str drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drain heat, Strength drain
Special Qualities: Create spawn, cold aura, incorporeal traits, resistance to cold 15, undead traits
Abilities: Str -, Dex 17, Con -, Int 13, Wis 13, Cha 14
Skills: Intimidate +9, Perception +9, Search +10, Stealth +11*
Feats: Blind-fight, Combat Reflexes, Lightning Reflexes
Environment: Any cold
Organization: Solitary or gang (2-5)
ECL: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 7-12 HD (Medium)

Hoar ghosts are the spirits of those who have frozen to death, usually as a result of being stranded on a mountaintop; in very rare cases, hoar ghosts have been known to spawn from those killed by cold-based spells. They appear as translucent white forms with ice-blue eyes. They are usually solitary, though several ghosts acting together have been reported, either a group of travellers who fell victim to the elements, or a single hoar ghost who has created spawn.

Hoar ghosts cannot speak, but often emit a keening moan likened to the wind blowing over a barren ice field.


Hoar ghosts often attack from ambush, camouflaging their forms in windblown snow flurries or (even better) striking in the middle of a blizzard. Often the only warning hapless victims get is their source of heat snuffing itself out as the ghosts drain its energy away.

Cold Aura (Ex): The air in a 10-foot radius around a hoar ghost is always -30 degrees F. Creatures that are not immune to cold or protected from the elements take 1d3 points of cold damage each round they are in this area.

Create Spawn (Su): Any humanoid or monstrous humanoid completely drained of hit points by a hoar ghost's Drain Heat ability rises as a hoar ghost 1d4 hours later. New hoar ghosts are not under the command of the one that created them.

Drain Heat (Su): Hoar ghosts can drain heat from sources of flame and use it to heal themselves, extinguishing the fire in the process. A candle or lantern heals 1 hp; a torch heals 1d3, and a larger fire, like a campfire, heals 1d6. Hoar ghosts cannot drain heat from a fire larger than a campfire.

Hoar ghosts can also drain heat from living beings once the being is reduced to 0 hit points. The hoar ghost must touch the body and remain in contact with it; it can drain 1d4 hit points per round in this manner. A creature killed in this manner rises as a hoar ghost itself.

Strength Drain (Su): The chill touch of a hoar ghost deals 1d4 points of Strength damage to living beings. A creature reduced to Strength 0 by a hoar ghost dies, but does not rise as a hoar ghost.

Skills: Hoar ghosts get a +8 racial bonus to Stealth checks to hide in areas of snow and ice.
