Summon Ice Beast
Conjuration (Summoning)  [Cold]
Level: Sor/Wiz 5, Ice 5
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area/Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Ice Beast
Large Elemental
Hit Dice:8d8+32 (68 hit points)
Initiative:-1 (Dex)
Speed:20 ft.
AC:18 (-1 size, -1 Dex, +10 natural)
Attacks:Slam +12/+7 melee
Damage:Slam 2d8+10
Face/Reach:5 ft. by 5 ft./10 ft.
Special Attacks:Cold aura, push
Special Qualities:  Cold subtype, elemental, damage reduction 10/+1
Saves:Fort +10, Ref +1, Will +2
Abilities:Str 25, Dex 8, Con 19, Int 6, Wis 11, Chr 11
Skills:Listen +11, Spot +11
Feats:Cleave, Power Attack
CR:5
Cold Aura (Ex): Creatures touched by elemental must make a Fortitude save (DC 17) or be slowed for 1 round.
Push (Ex): An ice beast can start a bull rush maneuver without provoking an attack of opportunity.
Elemental: Immune to poison, sleep, paralysis,a nd stunning. Not subject to critical hits.
Cold subtype:Cold immunity; double damage from fire except on a successful save.
This spell summons an elemental from the para-elemental plane of ice that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks to the best of its ability. If you can communicate with the outsider, you can direct it to not attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.
    Focus: A stone taken from a glacier and placed in a cloth sack.