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.