Large elemental, neutral
Armor Class 16 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., burrow 30 ft.
Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 18 (+4) | 6 (–2) | 10 (+0) | 7 (–2) |
Saving Throws (suggested) Str +7, Con +7
Damage Vulnerabilities fire, thunder
Damage Resistances acid, bludgeoning piercing and slashing from non-magical attacks
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Auran
Challenge 5 (1,800 XP)
Ice Form. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage and has disadvantage on Dexterity checks and saving throws until the end of its next turn.
Ice Glide. The elemental can burrow through nonmagical ice. While doing so, the elemental doesn’t disturb the material it is moving through.
Slippery. Creatures attempting to grapple the elemental have disadvantage on their checks to grapple.
Thaw. If the elemental takes fire damage, it becomes partially thawed until the end of its next turn; while partially thawed, its speed is reduced by 20 feet.
ACTIONS
- Multiattack. The elemental makes two Slam attacks or two Ice Shards attacks.
- Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a creature, it has disadvantage on Dexterity checks and saving throws until the end of its next turn.
- Ice Shards. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
Ice Elemental
Ice elementals are beings of pure elemental ice that are formed or summoned in places where cold and magic are abundant. They have humanoid shapes with crystalline bodies that reflect light and sparkle. They are cold and aloof creatures that seek to preserve the balance of nature and protect their icy domains.
DESCRIPTION
Ice elementals have various appearances, depending on their origin and size. Some look like snowmen with coal eyes and carrot noses, while others resemble frost-covered warriors with icy weapons and armor. Some have jagged edges and sharp spikes, while others have smooth curves and elegant patterns. Some have facial features, while others have none. They are usually white, blue, or pale gray in color, but some may have other hues depending on the type of ice they are made of.
Their bodies are not solid, but rather composed of tiny ice crystals that move and shift according to their will. They can change their shape and size to some extent, as well as create or manipulate ice around them. They can also glide through ice and snow without disturbing it, thanks to their ice glide ability. They are about 10 feet tall and weigh around 1,000 pounds, but these measurements can vary greatly.
COMBAT
Ice elementals are formidable foes that use their natural abilities and environment to their advantage. They are immune to cold and resistant to nonmagical physical attacks. They are vulnerable to fire, which can melt their bodies and weaken their power. They are also affected by sonic attacks, which can shatter their crystals and cause them pain.
Ice elementals can create a blast of freezing cold around them, damaging and slowing anyone nearby. They can also hurl ice bolts at their enemies, or use their icy fists or weapons to smash or stab them. They are skilled in melee combat and can parry incoming attacks with ease. They are also intelligent and tactical, and can coordinate with other elementals or allies to gain an advantage.
HABITAT / SOCIETY
Ice elementals are native to the Plane of Ice, a frigid realm where icebergs float in the endless sky and snowflakes fall endlessly. They form in especially cold parts of the Plane of Water and along its border with the Plane of Air, where giant icebergs careen off of world-high waterfalls into the open sky. Ice elementals vary in their exact alignment, but most are neutral or lawful, as they value order and harmony over chaos and conflict.
Some ice elementals serve the frost giants, the rulers of the Plane of Ice. These elementals emulate the giants’ strength and honor, and often act as guards or warriors for their masters. Other ice elementals serve other powerful beings that have an affinity for ice, such as dragons, fey, or cultists. Some ice elementals are independent and form their own societies or kingdoms in the icy realms. They have no culture or language of their own, but can speak Aquan, Auran, or Common if they choose to communicate with others.
ECOLOGY
Ice elementals have a natural role in the ecology of the Plane of Ice, as they help maintain the balance of cold and magic in the realm. They consume no food or water, but need a constant source of cold to sustain themselves. They have no interest in anything other than fulfilling their tasks and protecting their domains. They have no emotions or morals, except for a primal loyalty to their allies and a disdain for their enemies. They have no reproduction or life cycle, as they are formed by magic and destroyed by force.
Ice Elemental is employed as material component to empower the following spells: