I think I came up with this last year. I can't believe it's been a year.


Snowcreature is an inherited template. It can be applied to any creature, hereafter referred to as the base creature.

A snowcreature inherits all Construct traits. Where these traits contradict those of the base creature, use the Construct's trait. Where these traits contradict those given below, use those below.

Abilities: The base creature loses its Intelligence score and its Constitution score.

Size and Type: Type changes to Construct. Subtype changes to Cold. The creature inherits immunity to cold and vulnerability to fire. Size is unchanged. The Creature's Base Attack Bonus becomes ¾ total hit die, all its saves become bad. Also, it loses all skill points. If the base creature was incorporeal, it becomes corporeal.

Hit Die: As per Construct traits, all hit dice become d10. Additionally, it gains bonus Hit Dice based on size according to the Construct traits.

Speed: Same as the base creature, however it cannot fly or swim.

Armor Class: The base creature's natural armor bonus increases according to size.

Size / Increase
Fine / 0
Diminutive / 0
Tiny / +1
Small / +1
Medium / +2
Large / +4
Huge / +6
Gargantuan / +8
Colossal / +12

Attack: A snowcreature retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the snowcreature retains this ability. A creature with natural weapons retains those natural weapons. A snowcreature fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A snowcreature armed with a weapon uses its slam or a weapon, as it desires. The creature loses all spells and spell-like abilities unless it has intelligence. (Which it normally doesn't)

Size / Damage
Fine / 1
Diminutive / 1d2
Tiny / 1d3
Small / 1d4
Medium / 1d6
Large / 1d8
Huge / 2d6
Gargantuan / 2d8
Colossal / 4d6

Damage: Snowcreatures have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the snowcreature’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. Additonally, ½ of all damage dealt by a snowcreature's natural attacks is cold damage.

Special Qualities:

Snow Healing (Ex): A snowcreature does not heal normally, but if it has access to snow, it can take a full round action to heal itself 1d8 + ½ HD (Max +5) damage. Other adjacent creatures may also attempt to heal it for 1d8 damage by making a DC 10 Craft (Sculpture), Craft (Snow) or Craft (Ice) check. An adjacent creature may make a “Quick and Dirty” heal by making a DC 5 check. This applies the Quick and Dirty template to the snowcreature, except they don't gain their bonus hit points immediately. (Only their maximum changes).

Hide in Plain Snow (Ex): A snowcreature gains a +4 bonus when hiding in or against snow.

Resistances (Ex): A snowcreature has Spell Resistance of 10 + ½ HD.

Quick and Dirty Snowcreature

Quick and Dirty is an inherited or acquired template that may be added to any Snowcreature. The following changes are made:

Abilities: -2 Cha (Minimum 3), -4 Dex

Hit Points: They gain an extra 2 HP/ HD, and an extra 2HP for every size category larger than medium it is. (If any)

Armor Class: The snowcreature's natural armor bonus increases by an additional +2

Special Qualities:

Snow Healing (Ex): This remains the same, except the DC for another creature to heal it is only 5.

Hide in Plain Snow (Ex): This remains the same, except the bonus is only +2.

Carvable (Ex): A creature with ranks in Craft (Sculpting), Craft (Snow) or Craft (Ice) may spend 1 hour and make a DC 20 check to remove the Quick and Dirty template from the Quick and Dirty snowcreature. This cannot be done if the Quick and Dirty snowcreature resists.

Northopolis Elves

There was a society of gnomes that sent an exploring party up north, to the icy and arctic area where they believed no one could live. They sent about a dozen brave gnomes, led by Commodore Mathyoo Peary. What these gnomes found, in the frozen tundra, was a tribe of arctic elves, who had apparently been living there for two generations. They lived near a hot spring, and mostly subsided by hunting the animals that fed off the sparse, seasonal vegetation.

After discussing it with the elves at length, the gnomes sent their own colonials to establish a culture of their own, co-inhabiting with the elves. The elves were in agreement, and relations were friendly. The gnomes brought in improved technology, vastly increasing quality of life.

So friendly, in fact, that the gnomes and elves interbred. A new race was born: Half-Gnome/Half-Elf, also called the Northopolis Elves, after the colony established by the gnomes, and the elves who were there first.

Northopolis Elves (Also called Jolly Elves to distinguish between them and the normal elves who live in the city)

+2 Dex, -2 Str

Small: As a Small creature, a Jolly Elf gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Base land speed: 20ft

Lowlight vision: A Jolly Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

+2 racial bonus to resist spells and spell-like effects

+2 racial bonus on Craft checks. Additional +2 bonus when the check involves toys or snowcreatures.

+2 racial bonus on Perform (Singing) Checks.

Favored Class: Bard

Item of Awakening
The Item of Awakening is a garment of some sort, traditionally a silk hat, that, when placed upon a snowcreature, grants it the Intelligence of the base creature.

Strong Transmutation, CL 13, Craft Wondrous Item, Awaken or similar (At DM's discretion: Awaken Construct is suggested),