# Ice Elemental, Medium >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claw: 1d4 (×2) > >Melee/Ranged: +5/+7 > >Secondary: +0/+2 > >Multiattack: +3/+5 > >M/R_PA: +5/+7 > >2nd/PA: +0/+2 > >MA_PA: +3/+5 > >Itterative: 1 > > xDmg:: Str: +1; Str2: +1; StrOH: +0; StrPA: +1; StrPA2H: +1; StrPAOH: +0 > > xDCs:: Str: 13; Dex: 15; Con: 14; Int: 9; Wis: 12; Cha: 12 > > xFeat:: 2/2 (0) > > xClasSkil:: Bluff, Climb, Perception > > SaveDiff:: +/- 3 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Medium Ice Elemental</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Manual of the Planes</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Medium Outsider (air, cold, elemental) **Init** +3 **Perception** +7 **Aura** chill metal (DC 12 Will, 10 ft.) #### defense **AC** 17, 13 touch, 14 flat-footed (+3 Dex, +4 natural) **hp** 28 (4d10+8) **Fort** +3, **Refl** +7, **Will** +4 **Feint** 14, **Demoralize** 14 #### offense **Speed** 30 ft. **Melee** claw +4 (1d3 plus 1d4 cold) **Space** 5 ft., **Reach** 10 ft. **Special Attacks** chill metal aura #### statistics **Str** 12, **Dex** 17, **Con** 14, **Int** 4, **Wis** 11, **Cha** 11 **BAB** +4, **CMB** +5, **CMD** 18, **TA** +5, **RTA** +7 **Feats** [[Combat Reflexes]], [[Weapon Finesse]] **Skills** Bluff +7, Climb +5, Perception +7 **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 10 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 12 will save negates the effect, but objects or creature that remain in the aura must continue to make Will saves.