Elemental, Frost

Large elemental, neutral

Armor Class 16 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (0) 8 (-1)

Damage Resistances acid; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive perception 10
Languages Aquan
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Icy Form. The area around the elemental is slick ice. Any time a creature comes within 5 ft. of the elemental or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or fall prone.

ACTIONS

  • Multiattack. The elemental makes two slam attacks.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  • Brisk Exhalation (Recharge 4–6). The elemental releases a gust of frigid air. Each creature in a 60-ft. cone must make a DC 16 Constitution saving throw. A creature takes 36 (8d8) cold damage on a failed save or half as much damage on a successful one. A creature killed by this gust becomes a frozen statue until it thaws.
Section 15: Copyright Notice

The Game Master’s Book of Traps, Puzzles and Dungeons, Copyright 2022, Topix Media Lab. Authors: Jeff Ashworth with Jasmine Kalle, Tim Baker, Jasmine Bhullar, Jeremy Brown, Jasper William Cartwright, Jeremy Cobb, Trevor Courneen, Ben Egloff, Alexander LeFort, Luyanda Unati Lewis-Nyawo, Phil Sexton, Juliana Sharaf, Colby Whittaker.

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