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Empowered Ice Elemental

  An empowered Ice elemental and a fierce foe. Far more ill-tempered than unempowered ice elementals, these chilly bastards will throw fists at a moments notice. Seeking only peaceful silence and meditative slumber in the hearts of glaciers, empowered Ice Elementals move deftly and quickly to snuff out any disturbance of their peace.  

Stats

    Large elemental, chaotic neutral
Armor Class: 15 (natural armor)
Hit Points: 134 (12d10 + 78)
Speed: 30 ft., burrow 30 ft., climb 20 ft.        
Str Dex Con
18 (+4) 9 (-1) 19 (+4)
Int Wis Cha
5 (-3) 14 (+2) 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, Primordial
Challenge: 5 (1,800 XP)      

Special Traits:

    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,
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.   Innate spellcasting:   Ice Knife: 2nd level, Hit (+2)   Recharge 9-10, or instant recharge when hit by fire damage.   ---------------------------  

Lair Actions:

    Ice Over, 10' Radius Ground is covered in slippery ice, making it difficult terrain. DC 11 Dex check to move through ice or fall prone   Ice Candles, 10' Square, Stalagmites of ice rise up from ground, making it difficult terrain. DC11 while moving through to avoid 2d4 Cold damage Once per round, recharge 5-6

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