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Iceberg Clam

CREATURE 13

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 body—and never leaves.


Perception +23; darkvision, wavesense (imprecise) 120 feet
Languages Thalassic
Skills Athletics +27, Nature +23, Stealth +30 (+24 with a frozen shell), Survival +25
Str +6, Dex +5, Con +8, Int -2, Wis +4, Cha +3
Watery Body

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


AC 31; Fort +26, Ref +23, Will +20
HP 240; Immunities bleed, paralyzed, poison, sleep; Resistances cold 10, fire 10
Ambush Freeze
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.

Speed 5 feet, swim 30 feet
Melee Freezing Wave +27 (cold, reach 15, water), Damage 1d12 cold plus 3d12+10 bludgeoning
Ranged Icicle +26 (cold, water, range increment 60 feet), Damage 1d12 cold plus 3d12+4 piercing
Primal Innate Spells DC 30; 6th Ice Storm; 5th Wall of Ice, Crashing Wave; 4th Hydraulic Torrent
Boil (fire, water)
Frequency once per round

Effect All creatures in the iceberg clam's space take 4d10 persistent fire damage (DC 33 basic 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

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 (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 basic Reflex save).
Pathfinder Monster Core 2ORC