Archives of Nethys

Pathfinder | Starfinder

All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


Elemental (Ice)

Source Bestiary 2 pg. 114
From the waist up, this icy creature’s features are humanoid, but below its body is a snake-like, slithering tail.

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.
  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.
Languages Aquan

Ecology

Environment any land or water (Plane of Water)
Organization solitary, pair, or gang (3–8)
Treasure none

Special Abilities

Ice Glide (Su) A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.
Snow Vision (Ex) An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

Creatures in "Elemental (Ice)" Category

NameCR
Elder Ice Elemental11
Greater Ice Elemental9
Huge Ice Elemental7
Large Ice Elemental5
Medium Ice Elemental3
Small Ice Elemental1

Elemental (Ice), Medium Ice Elemental

Medium Ice Elemental CR 3

Source Bestiary 2 pg. 114
XP 800
N Medium outsider (air, cold, elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft., snow vision; Perception +7

Defense

AC 16, touch 10, flat-footed 16 (+6 natural)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +1
Immune cold, elemental traits
Weaknesses vulnerable to fire

Offense

Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Melee slam +7 (1d6+4 plus 1d4 cold)
Special Attacks numbing cold (DC 14)

Statistics

Str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +7; CMD 17 (can’t be tripped)
Feats Cleave, Power Attack
Skills Knowledge (planes) +4, Perception +7, Stealth +7, Swim +11
SQ ice glide, icewalking

Ecology

Environment any land or water (Plane of Water)
Organization solitary, pair, or gang (3–8)
Treasure none

Ice elementals are creatures made of animated snow and ice. They form in especially cold parts of the Plane of Water and along its border with the Plane of Air, where giant icebergs careen off of world-high waterfalls into the open sky. Ice elementals vary in their exact appearance.