Icewyrm

Icewyrm

Creature 10

Perception +19; darkvision

Languages Aquan

Skills Athletics +21

Str +7, Dex +7, Con +5, Int –1, Wis +5, Cha +3

AC 30; Fort +20, Ref +21, Will +17

HP 185; Immunities bleed, cold, paralyzed, poison, sleep; Weaknesses fire 10

Explosion (cold) When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 basic Reflex save).

Speed 25 feet, ice burrow 20 feet, swim 60 feet

Melee   jaws +23 (reach 15 feet), Damage 2d12+13 piercing

Melee  tail +23 (agile, reach 15 feet), Damage 2d6+13 slashing plus 1d6 persistent cold

Ranged ice shard +23 (range increment 60 feet), Damage 1d6+13 piercing plus 1d6 persistent cold

Breath Weapon (cold, evocation, primal) The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold damage and 3d12 piercing damage to every creature in the line (DC 29 basic Reflex save). The icewyrm can’t use Breath Weapon again for 1d4 rounds.

Ice Burrow As 

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Icewyrm

Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within icebergs and enjoy striking out at passing ships or creatures. They’re especially common in frigid stretches of ocean in the Plane of Water, where icebergs cluster together into enormous islands of ice.