Ice Elemental
Tome of Beasts 2
(1,800 XP)
Robinloft Estimated
CR
7
Armor Class
15 (natural armor)
Hit Points
114 (12d10+48)
Speed
30 ft., burrow 30 ft., climb 20 ft.
STR
18
(+4)
DEX
9
(-1)
CON
19
(+4)
INT
5
(-3)
WIS
14
(+2)
CHA
6
(-2)
Saving Throws
Str +7
Skills
—
Damage Vulnerabilities
fire
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
cold, poison
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, unconscious
Senses
darkvision 60 ft., passive Perception 12
Languages
Primordial (Aquan)
Environments
Ice Glide.
The elemental can burrow through nonmagical ice. While doing so, the elemental doesn’t disturb the material it moves through.
Ice Walk.
The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.
Splinter.
A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental’s body.
Actions
Multiattack.
The ice elemental makes two ice claw attacks.
Encase in Ice.
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.
Ice Claw.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.
Ice Elemental
Not yet described
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