# 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.