not so New Races

Dwarf, Elfkin, Half-Ogre

Half-Ogres

Children of ogres and humans, half-ogres often embody the best and worst of both lineages. Larger than men and menacing to other Medium humanoids, they are feared and distrusted even when they seek honest lives. Their ogre blood grants them terrifying strength, but also stunts their wits.

Physical Description

Half-ogres typically stand between 7 and 8 feet tall, with broad, brutish builds. Their features reflect their monstrous heritage — jutting jaws, small eyes, and heavy brows that make them appear perpetually angry. Skin tones range from pallid gray to earthy brown, they have coarse hair, and many have different-sized eyes, feet, hands, or ears, adding to their monstrous appearance.

Society

Most half-ogres live at the bottom of both human and ogre society. Among ogres, they are used as food or slaves or both; among humans, they are distrusted for their monstrous looks and size. As a result, half-ogres form small bands, serve as mercenaries, or wander as loners. Their culture is one of survival and intimidation, but those who strive for more become warriors to prove their worth, even becoming leaders among ogres, if they survive.

Relations

Humans, gnomes, halflings, elves, and dwarves fear half-ogres, while half-elves openly despise them. Half-orcs, however, respect their strength and tend to sympathize with their struggles, seeing in them the same constant battle for belonging.

Alignment & Religion

Most half-ogres lean toward chaotic alignments, following impulses rather than laws, but not all are evil. Their survival often depends on selfishness and violence, but some embrace neutrality or even chaotic good in rare cases. Deities of strength, war, and destruction — such as Gorum or Rovagug — attract many half-ogres, though some seek redemption under Cayden Cailean or Desna.

Adventurers

The life of an adventurer offers half-ogres what few societies can: freedom, coin, and the chance to prove themselves.

Names

Half-ogre names among ogres are rarely kind — most are insults or reminders of their low status, such as Slave, Dog, Worm, or Winter Snack. Among humans, names are usually tied to size, deeds, or appearance, such as Tiny Thom, Braswell’s Big Un, Rolin Rock Breaker, Granny’s Guard, or Baal Big-Eye. Many half-ogres adopt nicknames given by others, especially among humans, whether meant as insults or badges of honor, and often wear them with pride.

Half-Ogre Racial Traits

+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Half-ogres are immensely strong but slow-witted, stubborn, and uncouth.
Medium: Half-ogres are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Half-ogres have a base speed of 30 feet.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Powerful Build (Ex): Half-ogres are treated as one size category larger whenever it is advantageous (such as for combat maneuvers, weapon size, and carrying capacity). They do not gain the space or reach of a Large creature.
Languages: Half-ogres begin play speaking Common and Giant. Half-ogres with high Intelligence scores can choose from the following languages: Goblin, Gnoll, Orc, Undercommon.

Favored Class Options

The following options are available to all half-ogres who have the listed favored class.

  • Barbarian: Add +1/3 to the half-ogre’s damage reduction.

  • Fighter: Add +1 to the half-ogre’s CMD when resisting bull rush and trip attempts.

Half-Ogre Feats

Too Stupid to Die [Racial]
Prerequisite: Half-Ogre, Int ≤ 6 or Wis ≤ 6 (alternatively Int ≤ 8 and Wis ≤ 8), Con 13+
Benefit: When reduced to 0 or fewer hit points, you remain conscious and continue fighting as if disabled. You never fall unconscious from hit point loss. You still die when your hit points reach a negative number equal to your Constitution score.

Too Dumb to Run Away [Racial]
Prerequisite: Half-Ogre, Int ≤ 6 or Wis ≤ 6 (alternatively Int ≤ 8 and Wis ≤ 8), Con 13+
Benefit:

  • When shaken, you gain a +2 bonus on attack rolls against the source of the fear instead of taking a –2 penalty.

  • When frightened, you must move to engage and attack the source of your fear each round if possible.

  • When panicked, you drop held items but must attack the source of your fear if it is within reach (even unarmed, provoking attacks of opportunity as normal). If not within reach, you flee as normal.

Too Ugly to Charm [Racial]
Prerequisite: Half-Ogre, Cha ≤ 6; or Cha, Int, and Wis all ≤ 8
Benefit: When you fail a saving throw against a charm effect, you do not become friendly or follow commands. Instead, you immediately attempt to grapple the caster, treating them as your “closest companion,” referring to them as “George.” This grapple provokes attacks of opportunity if you are not trained. While grappling, you refuse to follow the caster’s instructions.

Elfkin (Race)

Agile as foxes and quiet as leaves, Elfkin are the halfling-gnome-elf folk of WartWood: root-wise, branch-born, and a little bit fey. They move like wind through boughs, vanish like moles in loam, and treat treants as elder kin.

Physical Description

Small and fine-boned, Elfkin average 3'10" tall (females typically ~2" shorter) and 35–45 lbs. Hair and eye colors run woodland hues; skin tones range from bark-brown to moss-pale. Females bear semi-translucent wings that fold neatly along the back.

Society

Families dwell in tree-houses coaxed from living wood; elders “go to the roots,” tending burrows woven between ancient oak roots. Youth roam the forest floor as scouts and messengers. Treants are honored as elder cousins.

Relations

Elfkin get on well with dwarves (craft), humans (trade), gnomes and halflings (kin-humor), and druids of any folk. They’re wary of fire-happy goblins and axe-happy loggers.

Alignment & Religion

Most are CG, NG, or N. Devotions favor nature spirits, treant mysteries, and old fey pacts.

Adventurers

Elfkin wander to guard green roads, repay boons to treants, or follow migrating bird paths and wolf-songs.

Elfkin Racial Traits (Pathfinder 1e)

Ability Scores: +4 Dexterity, –2 Strength, –2 Constitution.
Type: Fey and Humanoid (elf). For spells and effects, an elfkin counts as both (use the less favorable result if a difference matters).
Size: Small. +1 size bonus to AC, +1 size bonus on attack rolls, –1 penalty on CMB and CMD, +4 size bonus on Stealth.
Speed: 30 ft. (despite being Small).
Vision: Low-Light Vision.
Languages: Common, Elven. Bonus Languages: Sylvan, Dwarven, Orc, Terran. (Druidic remains restricted.)

Skilled: Elfkin gain a +4 racial bonus on Fly and a +4 racial bonus on Stealth checks.
Fey Build (Ex): Elfkin are exceptionally light and elusive. They take an additional –2 racial penalty on CMB and CMD and gain an additional +1 dodge bonus to AC (on top of the Small size bonus).
Forest Bond (Sp): Once per day, an elfkin may cast pass without trace (self only). In addition, choose one at character creation (permanent):

  • Root-tongue: speak with animals (burrowing mammals only) 1/day.

  • Branch-tongue: speak with plants (trees only) 1/day.
    Caster level equals character level; save DCs are Charisma-based.

Weapon Familiarity: Elfkin are proficient with longbows, shortbows, longswords, scimitars, and daggers, and treat weapons with “elven” in the name as martial weapons.

Sexual Dimorphism — Wings (Female Only)

Wings (Ex): Female elfkin possess semi-translucent wings. When unarmored and in loose clothing, a female elfkin can glide: she falls safely from any height (as feather fall on herself) and may move 5 ft. laterally per 20 ft. fallen. A DC 15 Fly check allows directional control and chosen landing. (This trait does not grant a fly speed.)

Racial Feat

Fey Wings (Elfkin)
Prerequisites: Female elfkin, Dex 15+, Fly 5 ranks, character level 5th.
Benefit: Once per day, you may manifest your wings to gain a fly speed 30 ft. (average) for 10 minutes/level (Su); activating or dismissing is a move action. At 10th level, your wings become constant while unarmored, granting a fly speed equal to your base land speed (good); in medium/heavy armor you lose this benefit.

Age, Height & Weight

  • Adulthood: 20 years; Lifespan: similar to elves (long-lived).

  • Average Height: 3'10" (females ~3'8").

  • Average Weight: 35–45 lbs.

Favored Class Options

  • Elfkin (race-as-class): +½ to caster level for duration only of pass without trace or your chosen “tongue” SLA (max +5 minutes or equivalent), or to Stealth checks made in natural terrain (max +5).

Elfkin Racial Traits

Ability Scores: +4 Dexterity, –2 Strength, –2 Constitution.
Type: Fey and Humanoid (elf). For spells and effects, an elfkin counts as both (use the less favorable result if a difference matters).
Size: Small. +1 size bonus to AC, +1 size bonus on attack rolls, –1 penalty on CMB and CMD, +4 size bonus on Stealth.
Speed: 30 ft. (despite being Small).
Vision: Low-Light Vision.
Languages: Common, Elven. Bonus Languages: Sylvan, Gnome, Halfling, Dwarven, Orc, Terran. (Druidic remains restricted.)

Skilled: Elfkin gain a +4 racial bonus on Fly and a +4 racial bonus on Stealth checks.
Fey Build (Ex): Elfkin are exceptionally light and elusive. They take an additional –2 racial penalty on CMB and CMD and gain an additional +1 dodge bonus to AC (on top of the Small size bonus).
Forest Bond (Sp): Once per day, an elfkin may cast pass without trace (self only). In addition, choose one at character creation (permanent):

  • Root-tongue: speak with animals (burrowing mammals only) 1/day.

  • Branch-tongue: speak with plants (trees only) 1/day.
    Caster level equals character level; save DCs are Charisma-based.

Weapon Familiarity: Elfkin are proficient with longbows, shortbows, longswords, scimitars, and daggers, and treat weapons with “elven” in the name as martial weapons.

Sexual Dimorphism — Wings (Female Only)

Wings (Ex): Female elfkin possess semi-translucent wings. When unarmored and in loose clothing, a female elfkin can glide: she falls safely from any height (as feather fall on herself) and may move 5 ft. laterally per 20 ft. fallen. A DC 15 Fly check allows directional control and chosen landing. (This trait does not grant a fly speed.)

Racial Feat

Fey Wings (Elfkin)
Prerequisites: Female elfkin, Dex 15+, Fly 5 ranks, character level 5th.
Benefit: Once per day, you may manifest your wings to gain a fly speed 30 ft. (average) for 10 minutes/level (Su); activating or dismissing is a move action. At 10th level, your wings become constant while unarmored, granting a fly speed equal to your base land speed (good); in medium/heavy armor you lose this benefit.

Age, Height & Weight

  • Adulthood: 20 years; Lifespan: similar to elves (long-lived).

  • Average Height: 3'10" (females ~3'8").

  • Average Weight: 35–45 lbs.

Favored Class Options

  • Elfkin (race-as-class): +½ to caster level for duration only of pass without trace or your chosen “tongue” SLA (max +5 minutes or equivalent), or to Stealth checks made in natural terrain (max +5).

🌿 Elfkin (Race-as-Class)

Agile as foxes and quiet as leaves, the Elfkin are children of the forest canopy and the ancient roots below. Half rogue, half druid, they blend cunning and reverence, moving unseen where the mortal and fey worlds intertwine. To outsiders, an Elfkin may seem whimsical or unpredictable — but to the forest, they are its watchful eyes and silent blades.

Role

Elfkin are hunters, scouts, healers, and spies — forest-born tricksters who rely on keen senses, speed, and primal magic.
They sneak, strike, and vanish like ghosts among the trees, wielding both steel and spell in equal measure.

Alignment

Any non-evil.
Most Elfkin lean toward chaotic good or neutral good, though many reclusive groves hold true neutral traditions devoted solely to balance.

Hit Die

d8

Starting Wealth

As Rogue.

Class Skills

The Elfkin’s class skills are:
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

LevelBABFortRefWillSneak AttackSpecial / Spellcasting
1+0+0+2+0+1d6Trapfinding
2+1+0+3+0Spellcasting (1st)
3+2+1+3+1+2d6Trap Sense +1
4+3+1+4+1Spellcasting (2nd), Woodland Stride
5+3+1+4+1+3d6Uncanny Dodge
6+4+2+5+2Spellcasting (3rd), Trackless Step
7+5+2+5+2+4d6Trap Sense +2
8+6/+1+2+6+2Spellcasting (4th)
9+6/+1+3+6+3+5d6Improved Uncanny Dodge
10+7/+2+3+7+3Spellcasting (5th)
11+8/+3+3+7+3+6d6Trap Sense +3
12+9/+4+4+8+4Spellcasting (6th)
13+9/+4+4+8+4+7d6Trap Sense +4
14+10/+5+4+9+4Spellcasting (7th)
15+11/+6/+1+5+9+5+8d6Trap Sense +5
16+12/+7/+2+5+10+5Spellcasting (8th)
17+12/+7/+2+5+10+5+9d6Trap Sense +6
18+13/+8/+3+6+11+6Spellcasting (9th)
19+14/+9/+4+6+11+6+10d6Trap Sense +7
20+15/+10/+5+6+12+6Spellcasting (10th)

Weapon and Armor Proficiency

Elfkin are proficient with all simple weapons, plus the longsword, scimitar, shortbow, longbow, and dagger.
They are proficient with light armor and bucklers.
Elfkin can cast their spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance.

Class Features

All of the following are class features of the Elfkin.

  • Hit Die: d8

  • Base Attack Bonus: Medium progression (+¾ per level)

  • Saves: Good Reflex; Poor Fortitude and Will

Spellcasting

Beginning at 2nd level, an Elfkin gains the ability to cast a limited number of divine spells drawn from the Druid spell list.

  • Caster Level: Equal to ½ Elfkin level (maximum 10 at level 20).

  • Spells per Day: Equivalent to a 10th-level Druid when at 20th level Elfkin (see Druid progression).

  • Spell Preparation: Elfkin prepare spells as Druids do.

  • Spellcasting Ability: Wisdom determines spell DCs and bonus spells.

Elfkin cannot prepare or cast spells with an alignment descriptor opposed to their own.

Elfkin Spells per Day
Elfkin Level 0-Level 1st 2nd 3rd 4th 5th
231
442
6421
8532
105321
125432
1464321
1664432
18654321
20654432

🌿 Wolf Brother (Elfkin Race-as-Class Archetype)

Some Elfkin don’t feel the pulse of nature’s magic as their kin do — instead, they feel the blood of wolves in their veins, the moon in their bones, and the pull of the hunt in their hearts.

Instead of learning druidic magic, these Elfkin channel their primal bond inward, transforming into beast-like hybrid wolves and running with the packs that answer their call.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Sneak Attack
1st+0+2+2+0+1d6
2nd+1+3+3+0Wolf Companion, Pack Bond
3rd+2+3+3+1+2d6
4th+3+4+4+1Wild Hunt Form I, Uncontrolled Howl
5th+3+4+4+1+3d6
6th+4+5+5+2Wild Hunt Form II, Instinctive Howl
7th+5+5+5+2+4d6
8th+6/+1+6+6+2Wild Hunt Form III, Chosen Howl, Huff & Puff (1/day)
9th+6/+1+6+6+3+5d6
10th+7/+2+7+7+3Wild Hunt Form IV, Howl of Fear
11th+8/+3+7+7+3+6d6
12th+9/+4+8+8+4Wild Hunt Form V, The Wild Hunt
13th+9/+4+8+8+4+7d6
14th+10/+5+9+9+4Wild Hunt Form VI, Greater Wild Hunt, Breath of the North Wind
15th+11/+6/+1+9+9+5+8d6
16th+12/+7/+2+10+10+5Wild Hunt Form VII (indefinite), Spectral Pack, Winter Wolf’s Breath
17th+12/+7/+2+10+10+5+9d6
18th+13/+8/+3+11+11+6Wild Hunt Form VIII, Moonlit Hunt
19th+14/+9/+4+11+11+6+10d6
20th+15/+10/+5+12+12+6Wild Hunt Form IX, The Eternal Hunt

Class Skills

The Wolf Brother’s class skills are slightly different:
Lose Fly (Dex), gain Ride (Dex)

Wolf Companion (Ex)

At 2nd level, a Brother Wolf forms a bond with a loyal wolf that serves as his hunting companion and spiritual sibling. This wolf functions as a druid’s animal companion, using half the Brother Wolf’s class level as his effective Druid level (Minimum 1) to determine its abilities and progression.

The companion is always a wolf by default, though rare individuals may form similar bonds with dire wolves, worgs, or spectral wolves as the character advances in level.

If the companion dies, the Brother Wolf may perform a moonlit vigil lasting 24 hours to call a new one. The new companion arrives at full strength but carries faint echoes of the lost packmate’s spirit — its eyes may glow faintly, or its fur shimmer under moonlight.

Pack Bond (Ex)

At 2nd level, a Brother Wolf and his companion learn to move and fight as one. The Brother Wolf gains a +2 circumstance bonus on Handle Animal and Ride checks made with his wolf companion.

When flanking the same target as his wolf companion, the Brother Wolf gains an additional +1 bonus on attack rolls (this stacks with the normal +2 bonus for flanking).

At 4th level, this bond deepens — the Wolf Brother gains Speak with Animals (wolf only).

Wild Hunt Form (Su)

Beginning at 4th level, a Brother Wolf learns to answer the call of the wild that runs through his blood. This transformation is both physical and spiritual — a merging of Elfkin and wolf that grows stronger as he embraces his nature.

Entering or leaving the Wild Hunt Form is a standard action (later improving to faster actions as noted below). While transformed, the Brother Wolf gains the benefits listed for his current level; unless otherwise stated, these bonuses do not stack with similar effects from spells or magic items.

4th Level – The First Change (Wild Hunt Form I):
The transformation is painful and slow, taking 1 full round to complete and dealing 1d6 points of damage to the Brother Wolf. His body partially shifts toward a wolfish hybrid form.

  • Gains +2 Strength, +2 Constitution, and a bite attack (1d4).

  • Gains low-light vision (if he does not already have it) and the scent ability.

  • The transformation lasts 1 round per class level.

6th Level – Wild Hunt Form II:
The Brother Wolf’s body adapts more easily to the call.

  • Transformation becomes a standard action and no longer deals damage.

  • Bite attack improves to 1d6 and gains a free trip attempt when used.

  • While transformed, he gains +10 feet enhancement bonus to base speed.

  • Duration increases to 2 rounds per level.

8th Level – Wild Hunt Form III:

  • Transformation becomes a move action.

  • Gains +1 natural armor while transformed.

  • Movement bonus applies in all forms (wolf or hybrid).

  • Duration remains 2 rounds per level.

10th Level – Wild Hunt Form IV:

  • Bite attack gains magic quality for the purpose of overcoming damage reduction.

  • Gains +2 Strength (total +4 while transformed).

  • Duration increases to 3 rounds per level.

12th Level – Wild Hunt Form V:

  • Brother Wolf may now assume a full wolf form instead of the hybrid.

  • Gains +1 additional natural armor and +10 feet base speed (total +20 ft).

  • Duration increases to minutes per level.

14th Level – Wild Hunt Form VI:

  • Transformation becomes a swift action.

  • Duration increases to 1 minute per level.

  • Gains +2 additional Strength (total +6).

  • May speak normally in hybrid form.

16th Level – Wild Hunt Form VII (Indefinite Form):
The Brother Wolf’s mastery of his nature is complete.

  • He may remain in any chosen form as long as he wishes, reverting or changing form as a swift action.

  • While in wolf or hybrid form, he retains all extraordinary and supernatural abilities of this feature.

  • Gains +1 natural armor (total +3).

18th Level – Wild Hunt Form VIII:
The line between mortal and spirit blurs.

  • The Brother Wolf’s bite and trip attacks are treated as cold iron and silver for the purpose of overcoming damage reduction.

  • Gains darkvision 60 ft. (if not already present).

20th Level – Wild Hunt Form IX: The Eternal Hunt
When a Brother Wolf dies, his spirit joins the Wild Hunt that roams beneath the moon. Once per campaign, after death, his spectral form may manifest for a single night as a colossal wolf leading a pack of spectral hounds — a final farewell run before vanishing into legend.

  • Any living creature that witnesses this event must make a Will save (DC 20 + the Brother Wolf’s Charisma modifier) or be compelled to join the spectral run.

  • Allies who willingly join gain +10 feet to movement speed during the run and a permanent +2 morale bonus on Will saves vs. fear thereafter.

Howl (Su)

The voice of the Brother Wolf carries the power of the wild and the call of the pack. At first it erupts unbidden, a raw instinct the Brother Wolf cannot control — but with experience, he learns to master it, to use it to rally allies, terrify foes, and even summon spectral hounds from beyond.

4th Level – Uncontrolled Howl:
When first learning to assume the Wild Hunt Form, the Brother Wolf cannot fully control the beast within.
Each time he transforms, he must make a Will save (DC 10 + ½ level) or release an involuntary howl.
This howl alerts all creatures within 300 feet, causing herbivorous or domesticated animals to panic or flee.

6th Level – Instinctive Howl:
The Brother Wolf begins to understand his call. Whenever he transforms, he may choose to howl as a free action.
When he howls, all allies within 30 feet gain a +2 morale bonus on attack rolls and saving throws vs. fear for 1 round.
However, predators within earshot may answer the call — at the GM’s discretion, nearby wolves, dire wolves, or worgs might appear, curious or stirred by instinct.

8th Level – Chosen Howl:
The Brother Wolf now controls his voice completely, choosing when and how to release it.
He may howl once per encounter as a move action to grant allies within 60 feet the same morale bonus for 1d4 rounds.
Enemies that can hear the howl must make a Will save (DC 10 + ½ level + Cha modifier) or become shaken for 1 round.

10th Level – Howl of Fear:
The Brother Wolf’s cry now embodies primal terror.
Once per day as a standard action, he may unleash a howl that acts as cause fear against all enemies within 60 feet (Will negates, same DC as above).
Creatures that fail their save by 5 or more are frightened for 1d4 rounds instead.

12th Level – The Wild Hunt:
The Brother Wolf’s howl calls across worlds. Once per day, he may howl to summon a wolf as per Summon Nature’s Ally II (caster level equals his Brother Wolf level).
At 14th level, this summons two wolves, and at 16th level, the summoned creatures gain the fiery eyes and ghostly forms of spectral packmates.

16th Level – Spectral Pack:
Whenever the Brother Wolf howls, faint luminous shapes of wolves appear and run beside him for 1d4 rounds.
These spectral wolves are insubstantial and deal no damage but grant him a +2 circumstance bonus on Intimidate and Stealth checks during that time.

18th Level – Moonlit Hunt:
Once per night under an open sky, the Brother Wolf may release a haunting call that echoes across the land.
All allies within 1 mile gain +10 feet to their movement speed and low-light vision for 1 hour.
Enemies that hear the howl must succeed at a Will save (DC 10 + ½ level + Cha modifier) or be frightened for 1d6 rounds as visions of spectral wolves surround them.

20th Level – The Eternal Hunt:
The Brother Wolf’s final howl transcends life itself. When he dies, his spirit leads a spectral hunt beneath the moon, calling forth every wolf he has ever run beside.
(See Wild Hunt Form IX: The Eternal Hunt for full effects.)

Huff & Puff (Su)

At 8th level, a Brother Wolf learns to exhale the wind itself — a trick whispered of in old campfire tales. What begins as a harmless gust becomes, over time, a weapon of winter and fury.

8th Level – Huff & Puff (1/day):
Once per day as a standard action, the Brother Wolf may release a mighty exhalation of wind in a 15-foot cone.
This functions as gust of wind (caster level equal to Brother Wolf’s level), except the saving throw DC is 10 + ½ class level + Constitution modifier.
He may use this ability an additional time per day at 12th and 16th level.

14th Level – Breath of the North Wind:
The Brother Wolf’s breath grows cold enough to frost steel and sap strength.
He may choose to exhale icy wind instead of air.
This functions as a 15-foot cone of cold wind, dealing 4d6 cold damage +1d6 per 2 levels above 14th (Reflex half, same DC as above).
Creatures that fail their save are slowed for 1 round as frost clings to their limbs.
The Brother Wolf may use this ability once per day, or twice per day at 18th level.

16th Level – Winter Wolf’s Breath:
The icy spirit of the Wild Hunt flows fully through the Brother Wolf.
His cold breath becomes an extension of his fury:

  • The damage of his Breath of the North Wind increases to 6d6 +1d6 per level above 16th.

  • Creatures that fail their Reflex save are slowed for 1d4 rounds and take –2 penalty to attack rolls from the numbing chill.

  • His breath recharges in 1d4 rounds, functioning as a supernatural breath weapon.