Elemental, Ice

Family: Elementals

Large elemental, neutral

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

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 6 (-2) 10 (+0) 7 (-2)

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

Special Traits

  • Ice Form. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage and has disadvantage on Dexterity checks and saving throws until the end of its next turn.
  • Ice Glide. The elemental can burrow through nonmagical ice. While doing so, the elemental doesn’t disturb the material it is moving through.
  • Slippery. Creatures attempting to grapple the elemental have disadvantage on their checks to grapple.
  • Thaw. If the elemental takes fire damage, it becomes partially thawed until the end of its next turn; while partially thawed, its speed is reduced by 20 feet.

Actions

  • Multiattack. The elemental makes two Slam attacks or two Ice Shards attacks.
  • Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it has disadvantage on Dexterity checks and saving throws until the end of its next turn.
  • Ice Shards. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene