Ice Elemental (Homebrew)

Large elemental, neutral

Armor Class

14 (natural armor)

Hit Points

126 (12d10 + 60)

Speed

30 ft., climb 30 ft., swim 30 ft.

STR

19 (+4)

DEX

10 (+0)

CON

20 (+5)

INT

5 (-3)

WIS

10 (+0)

CHA

7 (-2)

Damage Immunities

cold, poison

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, unconscious

Senses

darkvision 60 ft., passive Perception 10

Languages

Aquan, Auran

Challenge

6 (2,300 XP)

Heat Susceptibility. At the end of each hour that the elemental spends in temperatures above freezing, its hit point maximum decreases by 10. The elemental dies if its hit point maximum is reduced to 0. The elemental’s hit point maximum is restored when it spends the course of an entire long rest in sub-freezing temperatures.

Ice Sense. While in icy or snowy terrain, the elemental has tremorsense out to a range of of 60 feet.

Ice Walk. The 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.

Actions

Multiattack. The elemental makes two attacks with its claws.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage.

Icicle Darts (Recharge 4–6). The elemental bristles with countless tiny icicles which it then launches at a 10- foot cube area it can see within 30 feet of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 7 (3d4) piercing damage plus 7 (3d4) cold damage on a failed save, or half as much on a successful one.

large
elemental
cr6
homebrew