Ice Elemental

Large elemental, neutral

Armor Class

15 (natural armor)

Hit Points

114 (12d10 + 48)

Speed

40 ft.

STR

17 (+3)

DEX

10 (+0)

CON

18 (+4)

INT

5 (-3)

WIS

10 (+0)

CHA

8 (-1)

Damage Immunities

poison, cold

Damage Resistances

bludgeoning, piercing, and slashing damage from nonmagical weapons

Damage Vulnerabilities

thunder, fire

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

Aquan

Challenge

5 (1,800 XP)

Frozen Form. The ground within a 15ft. radius sphere centered on the elemental is considered difficult terrain as it becomes lightly frozen. Whenever a creature enters or moves within this area for the first time on a turn, they must succeed on a DC 14 Dexterity saving throw or fall prone.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Ice Shard. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 9 (2d8) cold damage.

Frost Explosion (Recharge 4-6). The elemental sends out a flurry of frozen shards and snow. Each creature within the area of the elemental’s Frozen Form feature must make a DC 14 Constitution saving throw. On a failure, a target takes 22 (5d8) cold damage and its movement speed is reduced to 0 until the end of its next turn. If the saving throw is a success, the target takes no damage and has its speed halved until the end of its next turn.

large
elemental
cr5
nerzugals-extended-bestiary