Ice Elemental

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 t

Armor class
15
Hit points
114
Challenge
5
Creature type
Elemental
Size
Large
Alignment
neutral

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 warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”
Rivals to Water Elementals. Open Game License

Stat block

Cha
6
Con
19
Dex
9
Int
5
Str
18
Wis
14
Speed
Walk: 30; Climb: 20; Burrow: 30
Senses
darkvision 60 ft., passive Perception 12
Skills
Actions
  • 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.
Languages
Aquan
Saving throws
Strength: 7
Damage immunities
cold, poison
Special abilities
  • 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.
Damage resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities
exhaustion, paralyzed, petrified, poisoned, unconscious
Damage vulnerabilities
fire

Source and licence

From Tome of Beasts 2.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.