Icewyrm

Level 10
Creature· amphibiousHugeRemaster
AC 30
HP 185
Speed 25 ft.
Fort +20
Ref +21
Will +17
Perc +19
Size Huge
Common
Immunities bleed, cold, paralyzed, poison, sleep
Weaknesses fire 10
Languages thalassic
Senses darkvision
Speeds 25 ft., burrow 20 ft., swim 60 ft.
Skills athletics +21
Recall Knowledge nature DC 27

Attacks

Melee Jaws +23/+18/+13(reach 15 ft.)
Damage: 2d12+13 piercing
Melee Tail +23/+19/+15(agile, reach 15 ft.)
Damage: 2d6+13 slashing + 1d6 persistent cold
Ranged Ice Shard +23/+18/+13 (range 60 ft.)(cold)
Damage: 1d6+13 piercing + 1d6 persistent cold

Abilities

Explosiondefensive(cold)

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

Breathe Ice Shards◆◆offensive(cold, primal)

The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold,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 Burrowoffensive

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.

Description

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.