# Ice Elemental, Large >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claw: 1d6 (×2) > >Melee/Ranged: +9/+12 > >Secondary: +4/+7 > >Multiattack: +7/+10 > >M/R_PA: +9/+12 > >2nd/PA: +4/+7 > >MA_PA: +7/+10 > >Itterative: 2 > > xDmg:: Str: +2; Str2: +3; StrOH: +1; StrPA: +2; StrPA2H: +3; StrPAOH: +1 > > xDCs:: Str: 16; Dex: 19; Con: 17; Int: 12; Wis: 14; Cha: 14 > > xFeat:: 3/4 (1) > > xClasSkil:: Acrobatics, Climb, Escape Artist, Perception > > SaveDiff:: +/- 4 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Large Ice Elemental</div> <div class="CR">CR 5 (1,600 XP)</div> <div class="SOU">Manual of the Planes</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Outsider (air, cold, elemental) **Init** +5 **Perception** +11 **Aura** chill metal (DC 14 Will, 15 ft.) #### defense **AC** 19, 14 touch, 14 flat-footed (+5 Dex, +5 natural, -1 size) **hp** 64 (8d10+24) **Fort** +5, **Refl** +11, **Will** +6 **Feint** 18, **Demoralize** 18 **DR** 10/magic #### offense **Speed** 30 ft. **Melee** claw +7 (1d4+1 plus 1d6 cold) **Space** 5 ft., **Reach** 10 ft. **Special Attacks** chill metal aura #### statistics **Str** 14, **Dex** 21, **Con** 16, **Int** 6, **Wis** 11, **Cha** 11 **BAB** +8, **CMB** +11, **CMD** 26, **TA** +9, **RTA** +12 **Feats** [[Combat Reflexes]], [[Dodge]], [[Weapon Finesse]] **Skills** Acrobatics +13, Climb +10, Escape Artist +13, Perception +11 **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 15 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 14 will save negates the effect, but objects or creature that remain in the aura must continue to make Will saves.