# Ice Elemental, Huge
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claw: 1d8 (×2)
> >Melee/Ranged: +18/+21
> >Secondary: +13/+16
> >Multiattack: +16/+19
> >M/R_PA: +18/+21
> >2nd/PA: +13/+16
> >MA_PA: +16/+19
> >Itterative: 4
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +4; StrPA2H: +6; StrPAOH: +2
> > xDCs:: Str: 22; Dex: 25; Con: 22; Int: 16; Wis: 18; Cha: 18
> > xFeat:: 4/8 (4)
> > xClasSkil:: Acrobatics, Climb, Escape Artist, Perception
> > SaveDiff:: +/- 5
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Huge Ice Elemental</div>
<div class="CR">CR 7 (3,200 XP)</div>
<div class="SOU">Manual of the Planes</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Huge Outsider (air, cold, elemental)
**Init** +7
**Perception** +19
**Aura** chill metal (DC 18 Will, 20 ft.)
#### defense
**AC** 20, 15 touch, 13 flat-footed (+7 Dex, +5 natural, –2 size)
**hp** 144 (16d10+64)
**Fort** +9, **Refl** +17, **Will** +10
**Feint** 26, **Demoralize** 26
**DR** 10/magic
#### offense
**Speed** 30 ft.
**Melee** claw +12 (1d6+3 plus 2d6 cold)
**Space** 5 ft., **Reach** 15 ft.
**Special Attacks** chill metal aura
#### statistics
**Str** 18, **Dex** 25, **Con** 18, **Int** 6, **Wis** 11, **Cha** 11
**BAB** +16, **CMB** +22, **CMD** 39, **TA** +18, **RTA** +21
**Feats** [[Combat Reflexes]], [[Dodge]], [[Mobility]], [[Weapon Finesse]]
**Skills** Acrobatics +23, Climb +20, Escape Artist +23, Perception +19
**Languages**
#### special abilities
### Chill Metal Aura (Su)
An ice paraelemental's chill metal aurafunctions like the druid spell of the same name, except that it affects everything within a 20 ft. radius. 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. A DC 18 will save negates the effect, but objects or creature that remain in the aura must continue to make Will saves.