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Iceberg ClamCreature 13


Huge​Aquatic​Elemental​Water​
Source Pathfinder Monster Core 2
Perception +23 (darkvision, wavesense (imprecise) 120 feet)
Languages Thalassic
Skills Athletics +27, Nature +23, Stealth +30, Survival +25
Str +6, Dex +5, Con +8, Int -2, Wis +4, Cha +3

AC 31; Fort +26; Reflex +23; Will +20;
HP 240
Speed 5 feet (swim 30 feet)
Immunities bleed, paralyzed, poison, sleep
Resistances Cold 10, Fire 10

Freezing Wave One Action +27 (+22, +17) to hit (cold, reach 15, water) 1d12 Cold + 3d12+10 Bludgeoning
Icicle One Action +26 (+21, +16) to hit (cold, water) 1d12 Cold + 3d12+4 Piercing

Watery Body

The iceberg clam can occupy the same space as other creatures and is considered difficult terrain to other creatures.

Ambush Freeze Reaction

Requirements The iceberg clam does not have a frozen shell

Trigger An enemy enters or attempts to leave the clam's space


Effect The iceberg clam uses Frozen Shell.

Boil One Action (fire, water)

Frequency once per round


Effect All creatures in the iceberg clam's space take 4d10 persistent,fire damage (DC 33 fortitude save) and if the iceberg clam has a frozen shell, the shell takes 20 fire damage that bypasses Hardness. A creature can't recover from this persistent fire damage while in the iceberg clam's space.

Frozen Shell One Action

The iceberg clam covers itself with a frozen shell. All creatures in the iceberg clam's space can't leave those squares for as long as the frozen shell is in place. The shell has AC 10, Hardness 10, and 60 Hit Points, and it's immune to critical hits and precision damage. If the iceberg clam moves, all creatures trapped within its shell move with the clam. While an iceberg clam has a frozen shell, any attacks originating from outside the iceberg clam's space must target the shell. The iceberg clam can Dismiss its shell. If the iceberg clam does so or the shell is reduced to 0 Hit Points, the iceberg clam can't use Ambush Freeze or Frozen Shell again for 1d4 rounds.

Heated Jet Two Actions (fire, move, water)

Requirements The iceberg clam does not have a frozen shell


Effect The iceberg clam surges along a jet of superheated water, moving up to 60 feet in a straight line and dealing 4d10 fire damage to creatures along its path (DC 33 reflex save).


Primal Innate Spells (DC 30, +0 to hit)

3rd Level: Crashing Wave
4th Level: Hydraulic Torrent, Ice Storm
5th Level: Wall of Ice


Though technically neither an iceberg nor clam, the devastating elemental known as an iceberg clam has earned its appropriate name from its natural camouflage and feeding tendencies. This spherical ambush predator exhibits full thermal control over the water that surrounds and comprises its mutable form, luring tired swimmers and adrift vessels with the promise of reprieve before enveloping and boiling them alive.

Unless it has eaten recently enough to still be digesting its meal, a melted iceberg clam is nearly imperceptible in a large body of water. Since it's not expending energy to maintain its frozen exterior, it can wait weeks or even months before feeding again, riding ocean currents until some unlucky creature or vessel next enters its bodyβ€”and never leaves.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.