Kryx RPGThemesMonsters

Large Ice Elemental

Large elemental
Challenge
5 (1,800 XP)

STR
5
DEX
−1
CON
5
INT
−2
WIS
0
CHA
1

126
12d10+60
16
Soak
2
Fort
+5
Ref
+2
Will
+0
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities cold, poison
Condition immunities exhausted, paralyzed, petrified, poisoned, unconscious

Speed 9 m.
Senses darkvision 18 m., passive Perception 10
Skills Primal +3
Languages Aquan

Ice Glide. The elemental can burrow through nonmagical, unworked snow and ice at its normal speed. While doing so, the elemental doesn’t disturb the material it moves through.

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 moment.

Maneuvers. The large ice elemental uses maneuvers (maneuver save DC 16). It has 7 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, glancing blow, hammer through, hammering blow, knockback, rolling stone, spring attack, sturdy stance

2 stamina dice: tremoring strike

Spellcasting. The large ice elemental is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has 2 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, and knows the following spells:

Cantrips (at will): frostbite, frozen trinket, icicle

1 mana: cold snap, cone of cold, freezing weapon, frost armor, frost nova, ice block, ice knife, ice slick, protection from cold, snow storm, winter’s bite

Actions

Multiattack. The elemental makes two slam attacks.

Freezing Slam. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 12 (2d6 + 5) bludgeoning damage plus 1d4 cold damage and the target’s speed is reduced by 3 meters until the end of its next turn.

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