Small Ice Elemental (3.5e Creature)

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Small Ice Elemental
Size/Type: Small Elemental (Cold, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, –1 Dex, +7 natural),, touch 10, flat-footed 17
Base Attack/Grapple: +1/+0
Attack: Slam +5 melee (1d6+4) plus 1d4 cold
Full Attack: Slam +5 melee (1d6+4) plus 1d4 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 +4, Ref –1, Will +0
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack
Environment: Glacius
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment:


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.

COMBAT

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.

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.

Creatures hitting an ice elemental with natural weapons or unarmed attacks take cold damage as though hit by the elemental’s attack, and also be chilled unless they succeed on a Fortitude save.


Size Height Weight Freeze Save DC
Small 4 ft. 80 lb. 11



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