Freeze
Feats
A water elemental's attack deals additional 1d8 cold damage on hit. After that the target must make a successful Fortitude saving throw, or start freezing, taking 1d8 cold damage per turn for the next 1d4 rounds. Whenever an enemy hits the elemental with a melee touch attack or a melee weapon without the Reach special ability, they take 1d8 cold damage and must make a successful Reflex saving throw, or start freezing the same way.