Ice Elemental, Medium (CR 3)
AC 16, touch 10; flat-footed 16 (+6 natural)
hp 38  (4d10+16)
Fort +7, Ref +4, Will +5
Immune Ice, elemental traits; Strong Wind
Speed 20 ft., Burrow (ice and snow only) 20 ft., Swim 60 ft.
Melee Slam +7 (1d6+4 plus 1d6 ice damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Frostbolt, Numbing Cold (Fort DC 15)
Spells Known (SC CL 4th, Concentration +6)
1st (DC 13) – Blizzard
Str 16, Dex 10, Con 16, Int 12, Wis 14, Cha 8
Base Atk +4; CMB +7; CMD 17 (can’t be tripped)
Feats Iron Will, Power Attack, Toughness*
* Bonus Feat
Skills Escape Artist +11, Intimidate +6, Knowledge (planes) +7, Perception +9, Stealth +7, Swim +11
Languages Auroran + 1 more
SQ Ice Glide, Icewalking
Once every 1d4 rounds, an ice elemental can shoot out a bolt of ice towards a single target within 30 feet. The ice elemental must make a ranged touch attack (+4), if it hits, the attack deals 1d6+5 points of ice damage. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
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.