Medium Ice Elemental
Medium elemental- Challenge
- STR
- 4
- DEX
- −1
- CON
- 4
- INT
- −3
- WIS
- 0
- CHA
- 0
- Soak
- 2
- Fort
- +5
- Ref
- +2
- Will
- +0
Ice Glide. The medium ice elemental can burrow through nonmagical, unworked snow and ice at its normal speed. While doing so, the medium ice elemental doesn’t disturb the material it moves through.
Ice Walk. The medium ice elemental can move across and climb icy surfaces without needing to make a skill check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.
Maneuvers. The medium ice elemental uses maneuvers (maneuver save Difficulty 14). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: bonecrush, debilitating crush, disorient, hammer through, hammering blow, knockback, rolling stone, spring attack
Spellcasting. The medium ice elemental uses Primal (cha) to cast spells (spell save Difficulty 10, +1 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will): form ice, frostbite
1 mana: chilling strike, cold snap, cone of cold, freezing weapon, frost armor, frost nova, frostburn, ice block, ice knife, ice slick, ice spear, protection from cold, snow storm, winter’s bite
Actions (2)
Freezing Slam. Melee Weapon Attack: +5 to hit. Hit: 6 (1d4 + 4) bludgeoning damage plus 2 (1d4) cold damage and the target is slowed 1 until the end of its next turn.
Maneuvers
As an action, make a melee weapon attack that deals bludgeoning damage to crush the creature’s skeletal structure.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes bludgeoning damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Treat the target’s soak as being 2 less than normal.
Enhance
You can increase the damage and ignore an additional Soak for each additional stamina die expended.
Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
Spells
5 minutes
As an action, you can produce a small amount of snow or ice in your hand or shape an amount of water, ice, or snow within 10 meters and that fits within a 1-meter cube. You can produce one of the following effects:
- A ball of snow or a spike of ice forms in your hand. You can throw the snowball or icicle or stab a creature with the icicle. Make a melee or ranged spell attack against the target.
On a hit, it takes 1d10 bludgeoning or piercing (bludgeoning if it is a snowball, piercing if it is an icicle) damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
- If you target an area of loose snow, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 meter away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
- You cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- You freeze water, provided that there are no creatures in it. The water unfreezes in 1 hour.
- You can melt ice or snow, provided that there are no creatures supported by it.
- You can create an item by freezing water or forming snow or ice. The item created cannot exceed half a cubic meter in volume. It melts early if it is exposed to extreme heat or a flame. Objects created in this manner may be used as tools, but they are too fragile to be extensively used. They are also too fragile to be used as weapons except for arrows, bolts, bullets, and darts (casting this spell will create up to three of such at once).
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).
At higher levels
This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).
As an action, freezing cold afflicts a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 1d3 cold damage and is slowed 1 until the end of its next turn.
On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).
concentration, 1 minute/mana
As an action, make a weapon attack.
On a hit, add 2d8 + your spellcasting ability cold damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the damage by 3d8 for each additional mana expended.
concentration, 1 minute/mana
As an action, you freeze the veins of up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can increase the slowed level by 1 for each additional mana expended.
As an action, a blast of cold air erupts from your hands. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 3d6 cold damage and is slowed 1 until the end of its next turn.
On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
A creature killed by this spell becomes a frozen statue until it thaws.
If the blast of cold air strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over the area. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.
Augment
You can increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.
concentration, 5 minutes/mana
As an action, a weapon you touch becomes frozen. For the duration, the weapon deals an extra 1d4 cold damage.
Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.
Augment
You can increase the damage by 1d4 for each additional mana expended.
You can expend 1 additional mana to cause an additional weapon you touch to become frozen.
3 hours/mana
As an action, you touch a willing creature who isn’t wearing armor, and a protective coating of ice surrounds it until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).
As an action, freezing cold spreads out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.
On a failure, it takes 3d6 cold damage, is immobilized, and can’t take reactions until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d6 for each additional mana expended.
Aura Borealis. You can expend 1 additional mana so the cold around you is continuous. The duration changes to 1 minute/mana, concentration and the cold spreads out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.
concentration, 1 minute/mana
As an action, extreme cold afflicts a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.
On a failure, it takes 3d8 cold damage and is slowed 1 until the end of its next turn.
On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.
On a success, it takes half as much damage and and the effect ends.
On a critical success, it takes no damage and the effect ends.
Augment
You can increase the damage by 3d8 for each additional mana expended.
As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you take fire damage, you can create a block of ice around you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the roll but before any effects of the roll occur.
Additionally, you have resistance to fire damage until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.
Ice Shelter. You can expend 2 additional mana to instead become encased in ice as the damage against you is halved. For 1 minute/mana or until you end this feature on your turn, a non magical dome of solid ice forms around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick.
The dome is an object made of ice that can be damaged and thus breached. It has 12 Defense, 2 Soak, 30 Health, and it is vulnerable to fire damage. Reducing the dome to 0 health destroys it.
As an action, you create a shard of ice and fling it at a creature within 10 meters. Make a ranged spell attack against the target.
On a hit, it takes 2d8 piercing damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
Hit or miss, the shard then explodes around the creature. Each creature within 1 meter of that point must make a Reflex saving throw.
On a failure, it takes 2d6 cold damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
If the knife strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 1 meter in radius. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.
Augment
You can increase the piercing damage by 2d8 and the cold damage by 2d6 for each additional mana expended.
As an action, a thin layer of ice covers the ground in a sphere centered on a point within 10 meters and turns it into difficult terrain.
When the ice appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also make the saving throw.
A 1-meter square of ice has 3 health. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely.
Augment
You can expend 1 additional mana so a number of objects equal to the mana expended within the sphere that aren’t being worn or carried are frozen cold for the same duration as the ice slick. A creature that touches an object covered in this ice takes 4d6 cold damage when it touches the object and at the end of each of its turns while touching the object.
As an action, a giant spear of ice lances up out of the ground within 10 meters. A spear is a stalagmite-like icicle shaped as a cylinder that has a diameter of 1 meter and a height of up to 2 meters. If a spear is created under a creature, it must make a Reflex saving throw.
On a failure, it takes 1d10 cold damage and 1d10 piercing damage and is knocked prone if it is Medium or smaller.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Ice spears created by this spell persist, melting depending on the surrounding environment. They can provide cover. An ice spear has 12 Defense, 2 Soak, and 20 Health.
Augment
You can increase the piercing damage by 2d10 and the cold damage by 1d10, increase the spear’s Defense by 2, and increase the spear’s Health by 15 for each additional mana expended.
You can create an additional spear for each additional mana expended. Additional augments to the damage increase the piercing damage by 1d10, increase the spear’s Defense by 1, and increase the spear’s Health by 7 for each additional mana expended, instead of the normal increase. If a creature succeeds on the saving throw against one spear, it can’t be knocked prone by other spears from this casting of the spell.
1 hour/mana
As an action, ice rimes your body. You have resistance to cold damage, and ignore the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.
Augment
You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Immunity. You can expend 2 additional mana so you are immune to cold damage.
Fire Resistant. You can expend 1 additional mana so you have resistance to fire damage.
Dampen Cold
As a reaction, which you use when you take cold damage, you gain resistance to cold damage until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes cold damage. The creature gains the resistance instead.
concentration, 1 hour/mana
As an action, snow falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured, and exposed flames in the area are doused.
Augment
Sleet Storm. You can expend 1 additional mana so the ground in the area is covered with slick ice, making it difficult terrain. The duration changes to 5 minutes/mana. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw.
On a failure, it falls prone.
If a creature starts its turn in spell’s area and is concentrating on a spell, the creature succeed on a Will saving throw against your spell save Difficulty or lose concentration.
As a reaction, which you use when you are hit by an attack or missed by 4 or less, spectral frost rimes the creature who hit you. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.
On a failure, it takes 2d8 cold damage and is slowed 1 until the end of its next turn.
On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 3d8 for each additional mana expended.