Ice Elemental, Huge (CR 7)
AC 20, touch 12; flat-footed 16 (+3 dex, +8 natural, -2 size)
hp 112  (10d10+60)
Fort +12, Ref +10, Will +7
DR 5/-; Immune Ice, elemental traits; Strong Wind
Speed 20 ft., Burrow (ice and snow only) 20 ft., Swim 60 ft.
Melee 2 Slams +15 (2d6+7 plus 1d10 ice damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Cold Wave, Ice Block, Numbing Cold (Fort DC 20)
Spells Known (SC CL 10th, Concentration +12)
1st (DC 13) – Blizzard
2nd (DC 14) – Blizzard II
3rd (DC 15) – Blizzara, Blizzard III
4th (DC 16) – Blizzard IV, Ice Spikes, Ice Storm
Str 24, Dex 16, Con 20, Int 15, Wis 14, Cha 8
Base Atk +10; CMB +19; CMD 33 (can’t be tripped)
Feats Cleave, Dodge, Improved Initiative, Iron Will, Power Attack, Toughness*
* Bonus Feat
Skills Escape Artist +17, Intimidate +12, Knowledge (planes) +15, Perception +15, Stealth +8, Swim +15
Languages Auroran + 2 more
SQ Ice Glide, Icewalking
Cold Wave (Su)
Once every 1d4 rounds as a standard action, an ice elemental creating an area of extreme cold extending outward within a 45 ft.-cone-burst. It drains heat, dealing 10d4 points of ice damage, then 1d2 points of Dexterity damage for 5 rounds unless they make a Reflex save (DC 17) for half damage and no stat lost. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
Ice Block (Su)
Once every 1d2 rounds as a standard action, an ice elemental creating an ice encasing around the victims feet in solid ice 5 inch thick within 75 ft. The target of this spell receives the Immobilize status effect and takes 3d6 points of ice damage, if the victim makes the save (Fort DC 17) they take half damage and resist the immobilize status effect. The victim is unable to move for the duration of the spell, until cured, removed with fire, or by smashing through it.
The ice has hardness 0 and 15 hit points; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 20) or Escape Artist skill check (DC 25). Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).
Ice Glide (Ex)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Numbing Cold (Su)
When an ice elemental deals ice damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental’s stat block and is Constitution-based.
Snow Vision (Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception checks while in snow.