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Iceberg Clam

Creature 13 — aquatic, elemental, water

SnareAnvilAQUATICLANDelementalwatercold

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 iceb

Source: pathfinder-monster-core-2

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
AC 31 Fort +26 Ref +23 Will +20
HP 240
Immunities bleed, paralyzed, poison, sleep
Resistances cold 10, fire 10
Speed 5 feet, swim 30 feet

Offense

Melee Freezing Wave (cold, reach-15, water) +27, Damage 1d12 cold plus 3d12+10 bludgeoning
Ranged Icicle (cold, water) +26, range increment 60 feet, Damage 1d12 cold plus 3d12+4 piercing

Abilities

Watery Body — The iceberg clam can occupy the same space as other creatures and is considered difficult terrain to other creatures.
Ambush Freeze
Boil (fire, water) — Frequency once per round
Effect All creatures in the iceberg clam's space take 4d10 persistent fire damage (DC 33 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) —
Primal Innate Spells DC 30
5th Wall of Ice
4th Hydraulic Torrent, Ice Storm
3rd Crashing Wave

WORKS WELL WITH

CrasherAQUATIC / LANDA heavy striker focuses a target the Frozen Shell has already trapped in place.
WeaverAQUATIC / LANDA caster adding cold or fire pressure compounds the persistent damage from Boil while foes are stuck in the clam's space.
SniperAQUATIC / LANDA ranged attacker stays clear of the clam's difficult Watery Body terrain while trapped foes cannot easily disengage.

PUNISHES

✖ standing still✖ clumping✖ low Fortitude✖ melee reliance
This creature moves very slowly on land, so pairing it with fast-roaming allies away from water leaves it unable to keep up.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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