Quote Originally Posted by Danu View Post
Aura of Cold (Su): Blackice shadows radiate cold energy to a radius of 60 feet, lowering the immediate temperature around the around a blackice shadow by 2. For example, if the area is currently Warm it is instead treated as Cold, while if the area is currenly Cold, it is instead treated as Extreme Cold. (Refer to page 302 of the Dungeon Master's Guide, or page 9 of Frostburn for information on temperature bands.)
You might want to add the words "temperature bands" after "2," just to avoid confusion.
Dissolution Aura (Su): Blackice shadows radiate a sickening aura out to 10 ft. that causes metal to weaken and snap. Non-magical metal items brought within this aura instantly disintegrate. Magical items made of metal or creatures with the construct type made with metal components must make a DC 19 Fort save every round or take 10d6 points of damage. This effect ignores hardness and damage reduction. The save DC is Con based.
10d6 per round is far, far too much, even for a CR 12 creature.

Quote Originally Posted by Danu View Post
Fighter feats: An ocanthicite creature may select fighter feats it qualifies for, as if it were a fighter of equivalent HD. An ocanthicite creature does not gain the bonus feat progression of the fighter. An ocanthicite creature’s HD stack with any levels it has as a fighter for determining which feats it may select.
Why is this ability part of this subtype?

Ocanthicite Weapon: All ocanthicite creatures possess some form of weapon constructed from the black ice of the infamous Ocanthus barrier. This weapon usually takes the form of a one-handed or two-handed blade of a size appropriate to the ocanthicite creature. This black ice is much colder then normal ice. When an ocanthicite creature handles it, the substance becomes strong enough to be forged like steel.
If the ocanthicite creature is destroyed, its weapon is also destroyed unless the weapon succeeds on a DC 19 Fortitude save. If the weapon is destroyed while the ocanthicite creature still lives (such as through a successful sunder attempt, or the disintegration spell), the ocanthicite creature may attempt to reform it as a full-round action, which provokes attacks of opportunity. Doing so imposes a –4 penalty to the creature’s Constitution for 1 hour, as it must sacrifice of its own essence to rebuild the weapon. An ocanthicite creature may only have a limited number of ocanthicite weapons, according to its entry. Any attempt to create more beyond this number automatically fail, but the ocanthicite creature still suffers the Constitution penalty for attempting to do so.
Any item made of ocanthicite is supernaturally cold. Any creature struck by an ocanthicite weapon is dealt 1d6 points of cold damage and 2 points of Wisdom damage each round it remains in contact with the ore. A successful DC 12 Will save negates the Wisdom damage. Creatures with the Cold subtype are unaffected by the Wisdom damage. Ocanthicite has hardness 10 and 20 hit points per inch of thickness.
Creatures with at least 6 points of cold resistance may ignore the cold damage, but only creatures with the Cold subtype may ignore the 2 points of Wisdom damage. An ocanthicite weapon, regardless of that weapon’s source, can never harm an ocanthicite creature.
Ocanthicite responds especially well to magical enhancements (such as frost and icy burst) that increase its ability to deal cold damage. It costs 10% less to apply such enhancements to an ocanthicite weapon.
What about creatures who are immune to cold damage?

— Telepathy.
What range?