Iceberg Clam

Creature 13
  • Huge
  • aquatic
  • elemental
  • water
Perception
+23; darkvision, wavesense (imprecise) 120 feet
Languages
Thalassic
Skills
Athletics +27, Nature +23, Stealth +30, Survival +25
Str +6, Dex +5, Con +8, Int −2, Wis +4, Cha +3

Watery Body The iceberg clam can occupy the same space as other creatures and is considered difficult terrain to other creatures.

AC
31; Fort +26, Ref +23, Will +20
HP
240; Immunities bleed, paralyzed, poison, sleep; Resistances cold 10, fire 10

Ambush Freeze ⟲ Requirements The iceberg clam does not have a frozen shell

Trigger An enemy enters or attempts to leave the clam's space

Effect The iceberg clam uses Frozen Shell.

Speed
5 feet, swim 30 feet

Melee ◆ freezing wave +27 (cold, reach 15 feet, water), Damage 1d12 cold plus 3d12+10 bludgeoning

Ranged ◆ icicle +26 (cold, water), Damage 1d12 cold plus 3d12+4 piercing

Primal Innate Spells DC 30; 6th ice storm; 5th wall of ice, crashing wave; 4th hydraulic torrent

Boil ◆ (fire, water) Frequency once per round

Effect All creatures in the iceberg clam's space take 4d10 persistent fire damage (DC 33 basic Fortitude save) and if the iceberg clam has a frozen shell, the shell takes 20 fire damage that bypasses Hardness. A creature can't recover from this persistent fire damage while in the iceberg clam's space.

Frozen Shell ◆ The iceberg clam covers itself with a frozen shell. All creatures in the iceberg clam's space can't leave those squares for as long as the frozen shell is in place. The shell has AC 10, Hardness 10, and 60 Hit Points, and it's immune to critical hits and precision damage. If the iceberg clam moves, all creatures trapped within its shell move with the clam. While an iceberg clam has a frozen shell, any attacks originating from outside the iceberg clam's space must target the shell. The iceberg clam can Dismiss its shell. If the iceberg clam does so or the shell is reduced to 0 Hit Points, the iceberg clam can't use Ambush Freeze or Frozen Shell again for 1d4 rounds.

Heated Jet ◆◆ (fire, move, water) Requirements The iceberg clam does not have a frozen shell

Effect The iceberg clam surges along a jet of superheated water, moving up to 60 feet in a straight line and dealing 4d10 fire damage to creatures along its path (DC 33 basic Reflex save).

Source: Pathfinder Monster Core 2

Running this fight? Add the iceberg clam to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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