# Ice Elemental, Small
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slam: 1d3 (×2)
> >Melee/Ranged: +3/+4
> >Secondary: -2/-1
> >Multiattack: +1/+2
> >M/R_PA: +3/+4
> >2nd/PA: -2/-1
> >MA_PA: +1/+2
> >Itterative: 1
> > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0
> > xDCs:: Str: 11; Dex: 12; Con: 11; Int: 8; Wis: 11; Cha: 11
> > xFeat:: 1/1 (0)
> > xClasSkil:: Bluff, Climb, Perception
> > SaveDiff:: +/- 3
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Small Ice Elemental</div>
<div class="CR">CR 1 (400 XP)</div>
<div class="SOU">Manual of the Planes</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Small Outsider (air, cold, elemental)
**Init** +1
**Perception** +5
**Aura** chill metal (DC 11 Will, 5 ft.)
#### defense
**AC** 16, 12 touch, 15 flat-footed (+1 Dex, +4 natural, +1 size)
**hp** 10 (2d10)
**Fort** +0, **Refl** +4, **Will** +3
**Feint** 12, **Demoralize** 12
#### offense
**Speed** 30 ft.
**Melee** slam +33 (1d8+16 plus burn)
**Space** 5 ft., **Reach** 10 ft.
**Special Attacks** chill metal aura
#### statistics
**Str** 10, **Dex** 13, **Con** 10, **Int** 4, **Wis** 11, **Cha** 11
**BAB** +2, **CMB** +1, **CMD** 12, **TA** +3, **RTA** +4
**Skills** Bluff +5, Climb +2, Perception +5
**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 5 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 11 will save negates the effect, but objects or creature that remain in the aura must continue to make Will saves.