# 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.