Icewyrm

Creature 10
  • Huge
  • amphibious
  • cold
  • elemental
  • water
Perception
+19; darkvision
Languages
Thalassic
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, burrow 20 feet, swim 60 feet, ice burrow only

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 (cold), Damage 1d6+13 piercing plus 1d6 persistent cold

Breathe Ice Shards ◆◆ (cold, primal) The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold plus 3d12 piercing damage to every creature in the line (DC 29 basic Reflex save). The icewyrm can't use Breathe Ice Shards again for 1d4 rounds.

Ice Burrow The 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.

Source: Pathfinder Monster Core 2

Running this fight? Add the icewyrm 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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