Back to home.

Here's a link to the mini I use for this monster. Dai'Re-Coon (Pincered Frost Demon)

Large Outsider
Hit Dice: 6d8 (39 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 21 (-1 size, +10 natural, +2 Dex)
Attacks: 2 pincers +11 melee
Damage: Pincer 1d8+5
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Breath weapon, improved grab
Special Qualities: Acid resistance 10, DR 10/+1, cold immunity, electricity resistance 10, enhanced pincers, icewalking, outsider traits
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 20, Dex 15, Con 15, Int 8, Wis 10, Cha 10
Skills: Climb +13, Hide –2*, Intimidate +9, Jump +14, Listen +8, Spot +8
Feats: Power Attack, Sunder, Weapon Focus (pincers)
Climate/Terrain: Cold land and underground
Organization: Solitary or pack (2d4)
Challenge Rating: 6
Treasure: None
Alignment: Chaotic Evil
Advancement: By character class

Dai're-coons are ferocious brutish ice demons that serve in fiendish armies. Their great pincers are well adapted to destroying enemy weapons, and their icy breath can kill many lesser foes.
    A dai're-coon (or pincered frost demon) has the build of an ogre, although they stand more upright. Its body coloration alternates between the pale blue of frozen seawater and the dusty white of tundra snow. It appears to be made of snow and ice but its flesh is as hard and unyielding as any demon's. Its toes end in claws to better help walk in snow and ice, its face are a mass of icy spikes and teeth, and its great arms end in a pair of very sharp pincers. These fiends hail from the frozen demonic planes, rarely staying long in any place much above freezing temperature.
    Pincered frost demons understand Abyssal, but the shape of their bestial mouths means theyhave trouble speaking anything but the simplest of words, even in their native language. Their language difficulty and lack of true hands prevents them from achieving any sort of civilization, and so the dai're-coons remain in a state of savagery common to their less intelligent kin.

A dai're-coon usually starts combat with its breath weapon, then follows up with pincer attacks, enjoying the surprised looks when they slice through their enemies' magical weapons.
    Breath Weapon (Su): A dai're-coon can use its breath weapon once per day, a 15 ft. cone of cold that deals 6d6 damage (Reflex half DC 15).
    Enhanced Pincers (Ex): A dai're-coon's pincers are treated as having a +1 enhancement bonus for the purpose of being able to harm magical objects. (This is only in here for those people that feel a creature's DR doesn't count toward attacking magic objects ... so, since breaking magic objects is what these guys do, I wanted to make sure their DR 10/+1 counts as a +1 enhancement bonus no matter what.)
    Icewalking (Ex):
This ability works like the spider climb spell, but the surfaces the demon climbs must be icy. It is always in effect, and allows it to travel at normal speed (or even run or charge) across ice without slipping.
    Improved Grab (Ex): If the demon hits a Medium or smaller opponent with a pincer attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +15).
    Skills: *A pincered ice demon gains a +8 bonus to Hide checks when in an area of snow or ice.