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IcewyrmCreature 10


HugeAmphibiousColdElementalWater
Source Pathfinder Monster Core 2
Perception +19 (darkvision)
Languages Thalassic
Skills Athletics +21
Str +7, Dex +7, Con +5, Int -1, Wis +5, Cha +3

AC 30; Fort +20; Reflex +21; Will +17;
HP 185
Speed 25 feet (burrow 20 feet, swim 60 feet)
Immunities bleed, cold, paralyzed, poison, sleep
Weaknesses Fire 10

Jaws One Action +23 (+18, +13) to hit (reach 15) 2d12+13 Piercing
Tail One Action +23 (+19, +15) to hit (agile, reach 15) 2d6+13 Slashing + 1d6 Cold
Ice Shard One Action +23 (+18, +13) to hit (cold) 1d6+13 Piercing + 1d6 Cold

Explosion (cold)

When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 reflex save).

Breathe Ice Shards Two Actions (cold, primal)

The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12[cold],3d12 piercing damage to every creature in the line (DC 29 reflex save). The icewyrm can't use Breathe Ice Shards again for 1d4 rounds.

Ice Burrow

The Icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing.


Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within icebergs and enjoy striking out at passing ships or creatures. They're especially common in frigid stretches of ocean in the Plane of Water, where icebergs cluster together into enormous islands of ice.


Water elementals that become infused with cold or mist have increased mobility in regions outside of bodies of water.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

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.