IcewyrmCreature 10
Source Pathfinder Bestiary 2
Perception +19 (darkvision)
Languages Aquan
Skills Athletics +21
Str +7, Dex +7, Con +5, Int -1, Wis +5, Cha +3
AC 30; Fort +20; Reflex +21; Will +17;
HP 185
Speed 25 feet (ice-burrow 20 feet, swim 60 feet)
Immunities bleed, cold, paralyzed, poison, sleep
Weaknesses Fire 10
Jaws +23 (+18, +13) to hit (reach 15) 2d12+13 Piercing
Tail +23 (+19, +15) to hit (agile, reach 15) 2d6+13 Slashing
Ice Shard +23 (+18, +13) to hit (range increment 60) 1d6+13 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
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).
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 BurrowThe Icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing.
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.