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Icewyrm

Creature 10 — amphibious, cold, elemental, water

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.

Source: pathfinder-monster-core-2

Perception +19
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
Speed 25 feet, burrow 20 feet, swim 60 feet

Offense

Melee Jaws +23, Damage 2d12+13 piercing
Melee Tail +23, Damage 2d6+13 slashing plus 1d6 cold
Ranged Ice Shard +23, Damage 1d6+13 piercing plus 1d6 cold

Abilities

Explosion (cold) — When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot type:emanation (DC 27 Reflex save).
Breathe Ice Shards (cold, primal) — The icewyrm breathes a 60-foot type:line of freezing shards of razor-sharp ice, dealing 3d12 cold plus 3d12 piercing damage to every creature in the line (DC 29 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.

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