# 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.