Elemental, Ice

Large elemental, neutral

Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., burrow 30 ft., climb 20 ft.

18 (+4) 9 (-1) 19 (+4) 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
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.


  • 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.


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 warm-blooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”

Rivals to Water Elementals. Water elementals view themselves as creatures formed of a “pure” element and look down upon ice elementals, which they see as lesser due to their reliance on cold temperatures. Ice elementals, in turn, believe the water elemental’s susceptibility to cold gives the ice elemental superiority in physical combat. When the two elemental creatures meet, they posture and taunt each other in Aquan before attacking.

Elemental Nature. The ice elemental doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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