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Icewyrm

CREATURE 10

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.


Perception +19; darkvision
Languages Thalassic
Skills Athletics +21
Str +7, Dex +7, Con +5, Int -1, Wis +5, Cha +3

AC 30; Fort +20, Ref +21, Will +17
HP 185; Immunities bleed, cold, paralyzed, poison, sleep; Weaknesses fire 10
Explosion (cold)

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


Speed 25 feet, burrow 20 feet, swim 60 feet; ice burrow only
Melee Jaws +23 (reach 15), Damage 2d12+13 piercing
Melee Tail +23 (agile, reach 15), Damage 2d6+13 slashing plus 1d6 cold
Ranged Ice Shard +23 (cold, range increment 60 feet), Damage 1d6+13 piercing plus 1d6 cold
Breathe Ice Shards (cold, primal)

The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold plus 3d12 piercing damage to every creature in the line (DC 29 basic 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.

Pathfinder Monster Core 2ORC