Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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.
Ability
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).
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +23 [+18/+13] (reach 15 feet), Damage 2d12+13 piercing
Offense
Ranged
Circumstance: combat round (ranged)
ice shard +23 [+18/+13] (range increment 60 feet), Damage 1d6+13 piercing plus 1d6 persistent cold
Trait
Amphibious
An 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.
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Water
Effects 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. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
bleed
paralyzed
poison
sleep
Language
Aquan
Perception
darkvision
Weakness
fire 10