Paraelemental, Ice-Large (CR 5)
Large Elemental (Air and Cold)
Alignment: Usually neutral
Initiative: +5 (Dex); Senses: Listen +12 and Spot +12
Languages: Aquan and Auran
AC: 19 (-1 size, +5 Dex, +5 natural), touch 14, flat-footed 14
Hit Dice: 8d8+24 (60 hp); DR: 10/magic
Fort +5, Ref +11, Will +2
Speed: 30 ft.
Space: 5 ft./10 ft.
Base Attack +6; Grapple +5
Attack: Icicle +10 melee
Full Attack: Icicle +10 melee
Damage: Icicle 2d6+2 and 2d6 cold
Special Attacks/Actions: Chill metal
Abilities: Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Special Qualities: Elemental, cold subtype
Feats: Combat Reflexes; Dodge; Weapon Finesse (icicle)
Skills: Listen +12 and Spot +12
Advancement: 9-15 HD (Large)
Climate/Terrain: Any land and underground
Manual of the Planes
Ice paraelementals are patient combatants, often waiting for foes to come to them. Larger individuals may pretend to be flat-footed, delaying their action in hopes of luring opponents within reach of their many attacks of opportunity. (All ice paraelementals have the Combat Reflexes feat.) In any case, ice paraelementals move to maximize the number of opponents within the radius of their chill metal attack then maneuver to outlast the enemy (who has likely taking damage from freezing weapons and armor).
Chill Metal (Su): The ice paraelemental's chill metal power functions like the druid spell of the same name, except that it affects everything within a 15 ft. radius (DC 14). As with the spell, it takes 3 rounds for affected metal to reach the freezing stage. Once it does, it remains at that stage until the ice paraelemental takes a standard action to end the effect. The metal returns to its starting temperature 2 rounds later, just as with the spell.
Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
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.