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Iceberg Clam

Though technically neither an iceberg nor clam, the devastating elemental known as an iceberg clam has earned its appropriate name from its natural camouflage and feeding tendencies. This spherical ambush predator exhibits full thermal control over the water that surrounds and comprises its mutable form, luring tired swimmers and adrift vessels with the promise of reprieve before enveloping and boiling them alive.

Unless it has eaten recently enough to still be digesting its meal, a melted iceberg clam is nearly imperceptible in a large body of water. Since it's not expending energy to maintain its frozen exterior, it can wait weeks or even months before feeding again, riding ocean currents until some unlucky creature or vessel next enters its body—and never leaves.

Recall Knowledge - Elemental (Arcana, Nature): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Iceberg ClamCreature 13

Huge Aquatic Elemental Water 
Source Monster Core 2 pg. 197
Perception +10; darkvision, wavesense 120 feet
Languages Thalassic
Skills Athletics +14, Nature +10, Stealth +17 (+11 with a frozen shell), Survival +12
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 18; Fort +13, Ref +10, Will +7
HP 240; Immunities bleed, paralyzed, poison, sleep; Resistances cold 10, fire 10
Ambush Freeze [reaction] 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 [one-action] freezing wave +14 [+9/+4] (cold, reach 15 feet, water), Damage 3d12+10 bludgeoning plus 1d12 coldRanged [one-action] icicle +13 [+8/+3] (cold, range increment 60 feet, water), Damage 3d12+4 piercing plus 1d12 coldPrimal Innate Spells DC 17; 6th ice storm; 5th crashing wave, wall of ice; 4th hydraulic torrent
Boil [one-action] (water, fire) Frequency once per round; Effect All creatures in the iceberg clam's space take 4d10 persistent fire damage (DC 20 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 [one-action] 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 [two-actions] (move, fire, 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 20 basic Reflex save).

Sidebar - Additional Lore A Deadly Difference

Though they appear inhospitable, mundane icebergs often house vibrant ecosystems teeming with life. Jellyfish and other small invertebrates feed on algae that collects along the bottom; small fish make homes in caves that dot the ice; and seabirds, seals, and even whales sometimes utilize them for shelter or as hunting grounds.

Conversely, the sea surrounding an iceberg clam is always devoid of life, as local fauna know to stay away from its ceaseless hunger. While the elemental's cunning camouflage can easily trick the uninformed, canny sailors and marine adventurers know to look for these telltale signs before approaching.

Shelyn's Corner

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