Drake, Ice (CR 7)
Large Dragon (Air, Cold, and Water)
Alignment: Usually chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +13, and Spot +15
Languages: Draconic and either Auran or Aquan (50% chance of either)
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Hit Dice: 8d12+32 (86 hp)
Fort +10, Ref +8, Will +9
Speed: 30 ft., fly 110 ft. (average), swim 20 ft.
Space: 10 ft./5 ft.
Base Attack +8; Grapple +17
Attack: Bite +12 melee
Full Attack: Bite +12 melee and 2 claws +10 melee and tail slap +10 melee
Damage: Bite 2d6+5, claws 1d8+2 plus 1d6 cold, tail slap 1d8+7
Special Attacks/Actions: Freezing touch
Abilities: Str 21, Dex 14, Con 19, Int 10, Wis 16, Cha 13
Special Qualities: immunity to cold, magic sleep effects, and paralysis, vulnerability to fire
Feats: Alertness; Flyby Attack; Multiattack
Skills: Balance +15, Climb +15, Escape Artist +12, Hide +9*, Listen +13, Search +8, Spot +15, and Swim +5
Advancement: 9-19 HD (Large); 20-24 HD (Huge)
Climate/Terrain: Cold deserts
Organization: Solitary, pair, or cluster (3-6)
Freezing Touch (Su): Anyone hit by an ice drake's claw attack takes an extra 1d6 points of cold damage and must succeed on a DC 18 Reflex save or also take 1 point of Strength damage.
Skills: An ice drake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Ice drakes have a +2 racial bonus on Balance checks and on Climb checks. *They have a +4 racial bonus on Hide checks in icy environments.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.