Icewyrm

Level 10
Creature· amphibiousHugeRemaster
AC
30
HP
185
Speed
25 ft.
Perception
+19
Fort
+20
Ref
+21
Will
+17
Immunities bleed, cold, paralyzed, poison, sleep
Weaknesses fire 10
Languages thalassic
Senses darkvision
Skills athletics +21
Other Speeds burrow 20 ft., swim 60 ft.
Recall Knowledge DC 27 (nature)

Attacks

Melee Jaws +23 (reach 15 ft.), Damage 2d12+13 piercing
Melee Tail +23 (agile, reach 15 ft.), Damage 2d6+13 slashing plus 1d6 cold
Melee Ice Shard +23 (cold), Damage 1d6+13 piercing plus 1d6 cold

Abilities

Explosion

When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 reflex save).

Breathe Ice Shards◆◆

The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold 3d12 piercing damage to every creature in the line (DC 29 reflex save). The icewyrm can't use Breathe Ice Shards again for .

Ice Burrow

The Icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing.

Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within icebergs and enjoy striking out at passing ships or creatures. They're especially common in frigid stretches of ocean in the Plane of Water, where icebergs cluster together into enormous islands of ice.


Water elementals that become infused with cold or mist have increased mobility in regions outside of bodies of water.