Monolith, Ice (CR 17)

Gargantuan Elemental (Air, Cold, and Extraplanar)
Alignment: Usually neutral
Initiative: +9 (Dex); Senses: darkvision 60 ft., Listen +43, and Spot +43
Languages: Aquan, Auran


AC: 35 (-4 size, +9 Dex, +20 natural) touch 15, flat-footed 26; Dodge, Mobility, Spring Attack
Hit Dice: 35d8+216 (378 hp); DR: 15/-
Fort +18, Ref +29, Will +16
Speed: 60 ft.
Space: 20 ft./20 ft.
Base Attack +27; Grapple +50
Attack: 2 icicles +35 melee
Damage: 2 icicles 6d6+11/19-20 plus 4d6 cold
Special Attacks/Actions: chill metal
Abilities: Str 32, Dex 29, Con 22, Int 12, Wis 15, Cha 17
Special Qualities: elemental traits (Immune cold, critical hits, flanking, paralysis, petrification, poison, sleep effects, sneak attacks, stunning), ice walking, vulnerability to fire.
Feats: Ability Focus (chill metal), Alertness,Blind-fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (icicle), Improved Natural Attack (icicle), Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (icicle)
Skills: Balance +11, Diplomacy +5, Intimidate +16, Jump +25, Listen +43, Sense Motive +15, Spot +43, and Tumble +22
Advancement: 37-54 HD (Gargantuan)
Climate/Terrain: Elemental Plane of Air and Elemental Plane of Water
Organization: Solitary
Treasure/Possessions: None

Source: Dragon #347

Chill Metal (Su): As a standard action, an ice monolith can lower the air temperature around it drastically. All creatures and objects within a 60-foot radius are affected by chill metal (as the spell, Will DC 31 negates). As with the spell, it takes 3 rounds for affected metal to reach the freezing stage. Once it does, it remains at that stage until the ice paraelemental takes a standard action to end the effect or the metal leaves the area. The metal returns to its starting temperature 2 rounds later, just as with the spell. The save DC is Charisma-based.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the ice monolith climbs must be icy. It is always in effect.

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.