Medium Ice Elemental (3.5e Creature)
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|Medium Ice Elemental|
|Size/Type:||Medium Elemental (Cold, Extraplanar)|
|Hit Dice:||4d8+12 (30 hp)|
|Speed:||20 ft. (4 squares) 90 ft (on ice)|
|Armor Class:||19 (+ +1 Dex, +8 natural),, touch 11, flat-footed 18|
|Attack:||Slam +6 melee (1d8+4) plus 1d6 cold|
|Full Attack:||Slam +6 melee (1d8+4) plus 1d6 cold|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Freeze, push|
|Special Qualities:||Darkvision 60 ft., freeze, elemental traits, immunity to cold, vulnerable to fire|
|Saves:||Fort +7, Ref +2, Will +1|
|Abilities:||Str 18, Dex 12, Con 17, Int 4, Wis 11, Cha 11|
|Skills:||Listen +3, Spot +2|
|Advancement:||5-7 HD (Medium)|
When summoned to the Material Plane, an ice elemental consists ice frozen water drawn from surrounding bodies and the air itself.
Ice elementals speak Aquan.
Though an ice elemental moves slowly, it is a relentless opponent. It cannot swim, but it can move along the bottom of a body of water as long as it is not too warm and can move over frozen water very fast.
Push (Ex): An ice elemental can start a bull rush maneuver without provoking an attack of opportunity.
Freeze (Ex): An ice elemental’s slam attack deals bludgeoning damage plus cold damage from the elemental’s frozen body. Those hit by a Ice elemental‘s slam attack also must succeed on a Fortitude save or be chilled and take a -4 Dexterity penalty for 1d4 rounds. A chilled creature can take a move action to warm themselves up. The save DC is Consitution- based. The dexterity penalties from multiple Freeze attacks do not stack, but will extend the duration of the effect.
|Size||Height||Weight||Freeze Save DC|