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Eidolon, Polar

Huge elemental, neutral evil

Armor Class 20 (natural armor)
Hit Points 250 (20d12+120)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 23 (+6) 12 (+1) 18 (+4) 23 (+6)

Saving Throws Dex +9, Con +6, Wis +9
Damage Immunities cold
Damage Vulnerabilities fire
Senses passive Perception 14, tremorsense 120 ft., telepathy 100 ft. (frost corpses only)
Languages Low Atlantean, Nimothan
Challenge 14 (11,500 XP)

SPECIAL TRAITS

  • Trapped in Ice The polar eidolon begins trapped behind a layer of ice. It cannot move or make melee attacks (except against the ice itself) until the ice is gone. Its area attacks function normally, and it can see through the ice without difficulty. However, it has total cover against enemies until the ice is gone. The ice has 150 hit points, and every attack against it automatically hits.
  • Chill Aura Once the eidolon is no longer trapped in ice, the air around it becomes frigid. At the start of the eidolon’s turn, all creatures within 10 feet take 4d6 cold damage. Those not immune to cold reduce their speed by half for one round.
  • Spell-like Abilities A polar eidolon can cast the following spells as innate abilities. Its casting ability is Charisma (DC 19, +11 to hit).

ACTIONS

  • Multiattack. The eidolon attacks with two icy thrusts, two polar rays, or one of each.
  • Icy Thrust. Melee Spell Attack: +11 to hit, reach 10 ft., one target. Hit: 3d10+10 piercing damage and the target is restrained unless it succeeds on a Str save (DC 18). A restrained target is trapped in ice until the end of its next turn.
  • Polar Ray. Ranged Spell Attack: +9 to hit, range 100 ft., one target. Hit: The target loses any resistance to cold damage until the end of the eidolon’s next turn and then takes 3d10+5 cold damage.
  • Northern Lights (Recharge 5+). The polar eidolon unleashes a blast of unnerving cold in a 20-ft. radius from any point within 50 feet. Creatures in the burst take 5d8 cold damage, or half damage on a successful Dex save (DC 18). If a creature has half or fewer of its hit points remaining after it fails this save, it must then make a Cha save (DC 18) or become dominated (as per the dominate person spell) for 1d4 rounds.

ABOUT

A giant spirit trapped in ice, the polar eidolon defends its turf with every fiber of its being. It starts a battle behind a layer of ice, but it doesn’t stay there for long.

The eidolons are patient if pernicious denizens of colder regions. Content to bide their time meditating within frozen columns of ice or within a glacier itself, they rouse to anger when intruders come near.

At first, the polar eidolon is safe behind a layer of ice. It can’t move or make melee attacks, but it can blast the PCs with northern lights and its spell-like abilities. The PCs may attack the ice to get at the eidolon. If they don’t the eidolon may eventually start breaking through the ice itself to engage the PCs in melee, at which point it uses Chill Aura and Icy Thrust to make short work of the intruders.

The polar eidolon can’t speak directly while encased in ice, but it can use a limited form of telepathy to speak through any and all nearby frost corpses. No matter what they’re doing, the frost corpses all raise their quavering, cracked voices in unison, speaking whatever taunts and warnings the eidolon sees fit to utter.

The eidolons of colder regions are strange exemplars of the polar wastes, part giant, part nature spirit, and all malevolence. They prefer to slumber within the ice of glaciers, but if awakened, they can prove to unfortunate travelers that ice is but a temporary prison. The eidolon lures those who wander too close, subtly pulling them alongside the glacier edges, or into caves and crevices deep inside glaciers, so that it may drain them of the heat it despises.

Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours. Frost corpses lie unmoving in the snow most of the time, rising only to defend the eidolon or otherwise serve it. At a glance, their bluish-tinted skin and ordinary appearance might fool the unwary into dismissing them as ordinary travelers who died of exposure . . . until they rise, reaching out with frostscarred hands to drag the warm-blooded ever closer to their master.

Section 15: Copyright Notice
Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert