CREATURE 5
Perception +9; darkvision
Skills Athletics +15
Str +5 Dex +0 Con +4 Int -5 Wis +0 Cha -5
AC 21; Fort +15, Ref +11, Will +9
HP 80; Immunities bleed, cold, electricity, death effects, disease, doomed, drained, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 5 (except adamantine and slashing)
Golem Antimagic harmed by fire (4d6, 1d10 from areas or persistent damage); healed by cold (area 1d6 HP); slowed by water.
Icy Demise (arcane, cold, evocation) When an ice golem is destroyed, its body explodes in a blast of frigid air and razor-sharp ice, dealing 2d6 slashing damage and 2d6 cold damage to creatures in a 20-foot emanation, with a DC 19 basic Reflex save.
Vulnerable to Endure Elements An ice golem can be targeted with endure elements even if it's not willing. If it is targeted, for 1 round it can't use Breath Weapon or benefit from creeping cold, and its fist attack doesn't deal cold damage.
Speed 25 feet
Melee fist +15 (magical, versatile p), Damage 2d6+7 bludgeoning plus 1d6 cold
Breath Weapon (arcane, cold, evocation) The ice golem exhales a blast of freezing mist that deals 6d6 cold damage in a 30-foot cone (DC 22 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Creeping Cold (arcane, cold, evocation) When the ice golem gets a critical hit with a fist Strike, the target also takes 2d6 persistent cold damage and is slowed 1 for 1 round.
Bestiary 2, page 129. Expanded in LOIL.
Open Ice Golem in the interactive creatures list or browse all creatures starting with I.