Ice Gargoyle - Monsters

Ice Gargoyle
Medium elemental humanoid (cold)
Level 12 Lurker XP 700

Initiative +14        Senses Perception +15; Darkvision
HP 96; Bloodied 48
AC 26; Fortitude 25, Reflex 23, Will 23
Immune slow; Resist 15 cold; Vulnerable fire (the ice gargoyle is dazed until the end of the attacker's next turn)
Speed 6, fly 8

(⚔) Claw (standard, at-will) ✦ Cold

+17 vs AC; 1d6+5 damage plus 1d6+4 cold damage.

Flyby Grab (standard, recharges after using ice prison)

The ice gargoyle flies 8 squares and makes a melee basic attack at the end of that movement. If the attack hits, the target is grabbed. The ice gargoyle can try to move the grabbed target as part of its next move action. If it succeeds, it can move or fly at full speed, pulling the target with it.

Ice Prison (standard; at-will)

The ice gargoyle encases itself and anyone it is grabbing in ice. In this form, the ice gargoyle and any target it is grabbing gain resist 15 all, except against the cold damage dealt by this power. Both can still see their surroundings, but they cannot use other normal senses. A target the ice gargoyle is grabbing is stunned, restrained, and takes ongoing 20 cold damage (save ends all, ending the grab and the ice prison). Aftereffect: The target is slowed until the end of the ice gargoyle's next turn.
Each time a target the ice gargoyle is grabbing takes the ongoing cold damage, the ice gargoyle regains 5 hit points. The ice gargoyle can take no actions in the ice prison, other than to end the effect (a minor action). If the gargoyle takes damage in this form, the ice prison is broken, freeing the grabbed target and ending the grab.

Alignment Evil        Languages Primordial
Skills Stealth +18
Str 24 (+13)      Dex 23 (+12)      Wis 10 (+6)
Con 20 (+11)      Int 5 (+3)      Cha 17 (+9)


Published in Dungeon Magazine 165, page(s) 39, 46.