# 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.