Ice Elemental

Large Elemental, Neutral
DDB

Ice elementals are native to the Para-elemental Plane of Ice, where the Plane of Air and Plane of Water collide. The ice that makes up an ice elemental ranges in color from pale blue to frosty white to gray, although some are transparent. Sharp icicles protrude from their angular forms. The ice elementals can fire these icicles at enemies or use them to pierce foes.
Ice elementals sometimes cross into mortal worlds where cold winds blow across even colder waters. These conditions most often occur in a world's polar regions or where the connections between the world and the Elemental Planes are particularly strong.

Ice Elemental Compositions

1d6The Ice Elemental's Body Features...
1Internal pockets of liquid water.
2Misty patches puffing from it.
3Ice tinted in shifting colors.
4Slushy patches throughout its form.
5Swirling patterns of snowflakes.
6Tiny frozen fish trapped within.

Between the Elemental Planes of Air, Earth, Fire, and Water, which exemplify the elements that make up the multiverse, lie the Para-elemental Planes: regions where Elemental Planes collide and their elements mingle. These Para-elemental Planes are the Plane of Ash, the Plane of Ice, the Plane of Magma, and the Plane of Ooze. These planes are home to the para-elementals: ice elementals, magma elementals, mud elementals, and smoke elementals.

AC 15

Initiative +0 (10)

HP 102 (12d10 + 36)

Speed 30 ft., Swim 30 ft.

STR

18 (+4)

Save +4

DEX

10 (+0)

Save +0

CON

16 (+3)

Save +3

INT

8 (-1)

Save -1

WIS

12 (+1)

Save +1

CHA

6 (-2)

Save -2

Resistances Bludgeoning, Piercing, Slashing

Immunities Cold, Poison

Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses Darkvision 60 ft., Passive Perception 11

Languages Primordial (Aquan, Auran)

CR 6

Traits

Aversion to Fire. If the elemental takes Fire damage, its Piercing Form trait doesn't function on its next turn, and it has Disadvantage on attack rolls and ability checks until the end of its next turn.

Piercing Form. At the start of each of its turns, the elemental deals 5 (1d10) Piercing damage to any creature within 5 feet of it.

Actions

Multiattack. The elemental makes two Ice Claw attacks.

Ice Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Cold damage.

Shard Spray (Recharge 4-6). Dexterity Saving Throw: DC 14, each creature in a 60-foot Cone. Failure: 11 (2d10) Piercing damage plus 10 (3d6) Cold damage, and the creature's Speed is reduced by 10 feet until the end of its next turn. Success: Half damage only.