Homebrew

ice elemental CR: 12

Large to Huge elemental, neutral
Armor Class: 18 (natural armor)
Hit Points: 240hp (21d10+132) 21d10+1
Speed: 30 ft

STR

12 +1

DEX

13 +1

CON

19 +4

INT

11 +0

WIS

20 +5

CHA

8 -1

Saving Throws: wisdom, constitution
Damage Vulnerabilities: fire
Damage Resistances: slashing damage from non-magical sources
Damage Immunities: cold, poison
Condition Immunities: poisoned, prone, exhaustion, paralyzed, unconscious
Senses:

Darkvision 60ft, Tremoresense 60ft (while on snow or ice)

Languages: primordial
Challenge Rating: 12 ( 8,400 XP)
Proficiency Bonus: +4

At will:

Ice Shard

Range: 120ft, Spell Attack: +9, launch a shard of ice at an entity you can see. Deals 31 (4d10 cold + 2d8 piercing) damage. On a hit reduce the targets speed by 10ft.

Avalanche (5-6 recharge)

45ft cone deals 45 (10d8) cold damage. creatures within range make a DC 17 Dex save and take half damage on a success. Failed save: creature is restrained in ice until the end of its next turn

1/day:

blizzard

create a blizzard in a 90ft radius around the elemental. This blizzard adds 1d8 to cold damage delt inside. The Ice elemental regains 20hp (3d10+4) at the beginning of its turn while active. The Ice elemental has half cover while active.

Actions

Multi Attack

The ice elemental make two Slam attacks

Slam

Melee Attack Roll: +5, reach 10 ft. Hit: 11 (2d8 +2) bludgeoning damage and 6 (1d6 +3) cold damage

Bonus Actions

Frost Form

The Ice Elemental changes to a cloud of frost moving up to 15ft without provoking opportunity attacks

Usual Tactics

Stays at range using frost form and ranged attacks at the beginning. activates its blizzard ability around half health. attacks in melee when there are no other options.

Suggested Environments

Arctic


Created by

sleepysnake7.

Statblock Type

Monster / Creature (2020)

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