Paraelemental, Ice-Greater (CR 9)
AC: 25 (-2 size, +8 Dex, +9 natural), touch 16, flat-footed 17
Hit Dice: 21d8+84 (178 hp); DR: 10/magic
Fort +11, Ref +20, Will +7
Speed: 30 ft.
Space: 5 ft./15 ft.
Base Attack +15; Grapple +19
Attack: Icicle +19 melee
Full Attack: Icicle +19 melee
Damage: Icicle 2d8+5 and 2d8 cold
Special Attacks/Actions: Chill metal
Abilities: Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Special Qualities: Elemental, cold subtype
Feats: Combat Reflexes; Dodge; Mobility; Spring Attack; Weapon Finesse (icicle)
Skills: Listen +23 and Spot +23
Advancement: 22-23 HD (Huge)
Climate/Terrain: Any land and underground
Manual of the Planes
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 25 ft. radius (DC 20). 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.
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).
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.