Scion of darkness ruling and protecting those who live in the underworld, in opposition to Lahabrea the Abyssal Celebrant and scion of light. In the course of his rule, he submitted to avarice, and the darkness took his heart, transforming him until he was both evil and corrupt. Then in his cowardice did he bind a Goddess of the Demesne of Ice, and using her as a living shield, he challenged the gods. Defeated before their might, he fell screaming into the depths of hell, there to be imprisoned for eternity. – KenjiGoombah
CE Large Outsider (Boss, Demon, Extraplanar, Ice, Primal)
Init +9; Senses Darkvision 60 ft.; Perception +32
AC 25, touch 14; flat-footed 20 (-1 size, +5 dex, +11 natural)
hp 450  (18d12+126)
Fort +17, Ref +16, Will +20
Immune ice, blind, curse, death effects, disease, frog, mind-affecting, mini, petrification, poison, sap, silence, sleep;
Resist Wind 15, Water 15, Earth 10;
Speed 40 ft.
Melee +2 Frost Trident +25/+20/+15/+10 (2d6+7 plus 1d6 ice damage)
Space 10 ft.; Reach 10 ft.
Special Attack Black Ice, Fimbulwinter, Frostwave
Burst Mode Flash Freeze
Spells Known (FC CL 14th, Concentration +23) [+2 DC on Ice spells]
1st (DC 20) – Blizzard, Icicle Dagger, Reflect, Slick
2nd (DC 21) – Blizzard II, Elemental Weapon, Frigid Touch, Frost Fall, Icy Breath, Slick II
3rd (DC 22) – Blizzara, Blizzard III, Dispel, Slick III
4th (DC 23) – Blizzard IV, Ice Spikes, Ice Storm, Wall of Ice
5th (DC 24) – Blizzaga, Cone of Cold, Freeze, Slow
Str 20, Dex 20, Con 22, Int 18, Wis 29, Cha 26
Base Atk +18; CMB +24; CMD 39
Feats Combat Reflexes, Elemental Focus (Ice), Greater Elemental Focus (Ice), Vital Strike, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Weapon Focus (Trident), Chain Spell
Skills Bluff +32, Intimidate +32, Knowledge (geography) +25, Knowledge (history) +25, Knowledge (nature) +25, Knowledge (planes) +28, Knowledge (religion) +28, Spellcraft +33, Swim +26, Use Magic Device +32
SQ Does not Eat, Does not Sleep
Equipment +2 Frost Trident
This Burst Mode lets the air grows cold around Mateus, as a strong hail storm rolls in. For a number of rounds equal to 1 + 1 round for every four HD, Mateus adds an additional dice to his Ice spells, and an additional 1d6 points of ice damage per weapon attack, and every physical attack inflicts frozen for 1d4 rounds (Fort DC 28 negates). This limit break requires only a swift action to activate.
Once every 1d3 rounds as a standard action, Mateus uses water to freeze into a column of solid ice that bursts. All creatures in a 50-ft.-line that is 30-ft.-wide take 12d6 points of Ice damage and are inflicted with the frozen status effect for 2d6 rounds unless they make a successful Reflex save (DC 28) for half the damage and negating the status effect. Blue Mages may learn this ability as a 6th level spell (Knowledge: Planes DC26).
As a swift action, Mateus unleashes a chilling wind from his trident in a 30 ft.-cone that deals 4d6 points of ice damage and freezes the ground below them for 2d4 rounds that causes the ground to become a slippery surface. Blue Mages may learn this ability as a 4th level spell (Knowledge: Planes DC 24).
As a swift action, Mateus unleashes a hail storm in a 200 ft.- radius around himself for 10 rounds. The hailstorm deals 5d6 ice damage every turn and a successful Reflex save (DC 25) halves the damage on each instance of damage.