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.