Elemental, Icestorm

Gargantuan elemental, chaotic neutral

Armor Class 19 (natural armor)
Hit Points 350 (20d20+140)
Speed 60 ft., swim 80 ft.

25 (+7) 21 (+5) 25 (+7) 20 (+5) 23 (+6) 24 (+7)

Skills Arcana +12, Nature +12, Perception +13
Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing
Damage Immunities cold, lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 240 ft., blindsight 30 ft., passive Perception 23
Languages Aquan, Auran, Common, Primordial
Challenge 24 (62,000 XP)


  • Chilling Aura. At the start of each of the elemental’s turns, each creature within 10 feet of it takes 9 (2d8) cold damage. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 9 (2d8) cold damage.
  • Creeping Cold. When a creature takes 30 or more cold damage from the elemental in a single round, the creature’s speed is reduced by 15 feet and it can’t take reactions until the end of the elemental’s next turn.
  • Elemental Concentration. The elemental does not need to concentrate on conjure elemental spells that it casts.
  • Innate Spellcasting. The elemental’s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The elemental has advantage on saving throws made against spells and other magical effects.
  • Magic Weapons. The elemental’s weapon attacks are magical.
  • Mixed Tongue. The elemental prefers to speak in a hybrid of Aquan and Auran. Creatures that know both languages have advantage on Wisdom (Insight) and Charisma checks made against the elemental.


  • Multiattack. The elemental attacks twice.
  • Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (3d8+7) slashing damage plus 9 (2d8) cold damage.
  • Ice Shard. Ranged Weapon Attack: +14 to hit, range 200/800 ft., one target. Hit: 21 (4d6+7) piercing damage plus 9 (2d8) cold damage.


The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elemental regains spent legendary actions at the start of its turn.

  • Exploding Form. The elemental sends shards on its body exploding outward in a 30-foot radius sphere. Creatures in the area make a DC 22 Dexterity saving throw, taking 18 (4d8) piercing damage plus 9 (2d8) cold damage on a failure, or half as much on a success.
  • Snowstorm. Until the start of its next turn, the elemental is surrounded by a 20-foot-radius sphere of ice and snow, and creatures have disadvantage on ranged weapon attacks against the elemental. A creature can use a bonus action aiming to negate this trait’s effects for the next ranged weapon attack it makes against the elemental so long as the attack is made immediately after aiming and before moving or taking a reaction.
  • Casts a Spell (Costs 2 Actions). The elemental casts a spell.
  • Ice Boulder (Costs 2 Actions). The elemental condenses and flash freezes the water from a vast area above a creature it can see within 100 feet, creating a massive boulder of ice to drop down with immense force. The creature makes a DC 22 Dexterity saving throw, taking 27 (6d8) bludgeoning damage and 27 (6d8) cold damage on a failed save, or half as much on a successful one. Creatures within 5 feet of the creature make a DC 22 Dexterity saving throw, taking half as much damage on a failed save, or none on a successful one. In addition, the area in a 20-foot radius around the creature becomes difficult terrain for 1 minute.


Cold emanates where the Plane of Air and Plane of Water border each other, and in that chill strange circumstances result as zephyrs dart and some become frozen in place. Eventually living gusts of wind are trapped within icy prisons and ultimately fuse together. After centuries pass it gradually grows not only in size but also intelligence, power, and autonomy with every foot gained yet not without sacrifice for the process is grueling, painful, and infuriating. When an icestorm finally breaks free it metes out the rage built up from its long imprisonment, spreading the chill of death to every mortal it can reach. Once one of these epic elementals discovers a place from which to unleash its anger it climbs up to the highest heights it can find, making it seem as though the land itself has turned hostile—boulders of ice roll down from the mountaintop to crush settlements below, dams of ice suddenly appear holding back snowmelt until they break to flood a whole region at once, and creatures are found by the dozens all frozen in place in macabre ice graveyards.

No matter what it is offered, its onslaught and goals can only be delayed as an icestorm’s aims can never be altered once it has chosen what to do. Myths told within isolated wintry villages warn that these monsters are not unlike the glaciers they resemble for they cannot be moved, pushed back, or destroyed—only avoided.

Winter Step. The elemental ignores difficult terrain created by ice or snow.

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.

This is not the complete section 15 entry - see the full license for this page