# Weird, Ice
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 1d6 (×2)
> >Melee/Ranged: +19/+16
> >Secondary: +14/+11
> >Multiattack: +17/+14
> >M/R_PA: +19/+16
> >2nd/PA: +14/+11
> >MA_PA: +17/+14
> >Itterative: 3
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2
> > xDCs:: Str: 22; Dex: 19; Con: 20; Int: 22; Wis: 23; Cha: 23
> > xFeat:: 6/8 (2)
> > xClasSkil:: Acrobatics, Appraise, Climb, Diplomacy, Knowledge (arcana), Knowledge (planes), Knowledge (religion), Perception, Sense Motive, Spellcraft, Swim
> > SaveDiff:: +/- 4
> > xLang:: 0/5 (5)
<div class="grid-container"><div class="MON">Ice Weird</div>
<div class="CR">CR 15 (51,200 XP)</div>
<div class="SOU">Frostburn</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Large Outsider (cold, elemental, water)
**Init** +6
**Senses** darkvision 60 ft., heat sense; **Perception** +28
#### defense
**AC** 21, 13 touch, 17 flat-footed (+2 Dex, +2 insight, +8 natural, -1 size)
**hp** 120 (15d10+45); regeneration 10
**Fort** +10, **Refl** +13, **Will** +15
**Feint** 38, **Demoralize** 31
**DR** 15/magic; **SR** 26
**Immune** cold
**Weakness** vulnerable to fire
#### offense
**Speed** 30 ft., swim 30 ft.
**Melee** 2 slams +19 (2d6+5 plus 1d6 cold)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** chill, detect heat, elemental command, elemental ice pool, ice mastery, prescience, searching gaze
Sorcerer Spells Known (CL 18th, Concentration +24)
> 0 (at-will)— 0
> 1st (8/Day)— 1
> 2nd (8/Day)— 2
> 3rd (7/Day)— 3
> 4th (7/Day)— 4
> 5th (7/Day)— 5
> 6th (7/Day)— 6
> 7th (6/Day)— 7
> 8th (5/Day)— 8
> 9th (3/Day)— 9
#### statistics
**Str** 21, **Dex** 14, **Con** 17, **Int** 20, **Wis** 23, **Cha** 22
**BAB** +15, **CMB** +21, **CMD** 35, **TA** +19, **RTA** +16
**Feats** [[Alertness]], [[Dodge]], [[Empower Spell]], [[Great Fortitude]], [[Improved Initiative]], [[Lightning Reflexes]]
**Skills** Acrobatics +17, Appraise +20, Climb +20, Diplomacy +21, Knowledge (arcana) +20, Knowledge (planes) +23, Knowledge (religion) +20, Perception +28, Sense Motive +28, Spellcraft +20, Swim +28
**Languages**
#### special abilities
### Chill (Ex)
An ice wierd's body deals 1d6 points of cold damage whenever it hits in melee, or in each round it grapples.
### Detect Heat (Su)
An ice weird can automatically sense heat sources within 60 feet, as the spell detect fire. It senses only the presence or absence of heat, but if it chooses to use a standard action to concentrate on this ability, it can establish the number and location of heat auras and the strength of each in the second and third rounds of concentration. Invisible creatures whose location is pinpointed by heat sense still have total concealment from an ice weird.
### Elemental Command (Su)
An ice weird can attempt to gain control over any elemental with the cold or water subtype within 100 feet. The elemental must make a successful DC 23 Will save or succumb to the ice weird's control. An elemental that saves against this attack is immune to that weird's elemental command ability for 24 hours. A weird has no limit to the number of elementals it can control. The save DC is Charisma-based. Once under the weird's command, an elemental serves the ice weird until either it or the weird dies, until the weird dismisses it, or until the duration for its summoning expires. It obeys the ice weird explicitly, even if ordered to attack the being who originally summoned it. The weird does not need to concentrate to maintain control over any elemental it commands.
### Elemental Ice Pool (Su)
An ice weird dwells within a large patch or pool of churning, grinding elemental ice, anything from a frozen pool to an iceberg or even a glacier. Any non-elemental creature entering a weird's pool without the weird's permission must succeed on a DC 23 Fortitude save each round or be irrevocably transformed into ice. Creatures granted access to the pool by the weird are nor subject to transformation. However, creatures allowed to enter a pool must still provide their own protection from cold and ice, as well as the means to breathe and move normally. Otherwise, they take 2d6 points of damage and 2d6 points of cold damage per round from the churning blocks of ice, and may drown. Weirds are physically tied to magic pools or patches of their native substance, and cannot leave except to return to their native plane, either the Elemental Plane of Air or Water. Each elemental pool has a portal to the elemental planes at its bottom. An elemental pool is always at least 40 feet in diameter and 20 feet deep, although a pool can be up to ten times that size. A weird may rise up to a height of 10 feet above the surface of its ice pool, but the lower part of its body must always remain in contact with the elemental pool. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special properties.
### Ice Mastery (Ex)
An ice weird gains a +1 bonus on attack and damage rolls if its foe is touching ice.
### Prescience (Sp)
At will and as a free action, a weird can duplicate the effect of any of the following divination spells: clairaudience/clairvoyance, contact other plane, detect thoughts (DC 18), discern location, find the path, foresight, greater scrying (DC 23), legend lore, locate creature, locate object, tongues, vision. Caster level 18th.
### Searching Gaze (Su)
A weird continually has the benefits of the analyze dweomer and true seeing spells.