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Ice Elemental

Size
Large
Type
Elemental
Challenge Rating
5
Source
Tome of Beasts 2
Alignment
Neutral
Armor Class
15
Speeds
30, climb 20, burrow 30
Walking Speed
30
Climbing Speed
20
Burrowing Speed
30
Strength Score
18
Dexterity Score
9
Constitution Score
19
Intelligence Score
5
Wisdom Score
14
Charisma Score
6
Saving Throws
Strength
Vision
Darkvision (60ft)
Languages Ref
Aquan
Hit Points
114
Condition Immunities
Exhaustion 1, Paralyzed, Petrified, Poisoned, Unconscious
Resistances
Vulnerable to Fire Damage, Resistant to Non-Magical Damage, Immune to Cold Damage, Immune to Poison Damage
Languages
Aquan

Large elemental, neutral


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

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 Aquan

Challenge 5 (1,800 XP)

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.

Ice Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.

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.

Description

A humanoid-shaped block of ice lumbers forward on angular legs._
Visitors from Polar Portals. Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”
Rivals to Water Elementals. Open Game License

Stat block from Tome of Beasts 2 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 2. Copyright 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham. It is not Geminaea material. See Legal.