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Ice Elemental

Large · Elemental · CR 5 · Neutral

Armor Class
15 (natural armor)
Hit Points and Hit Dice
114 (12d10+48)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
9
-1
CON
19
+4
INT
5
-3
WIS
14
+2
CHA
6
-2

Overview

Category Monsters
Size Large
Type Elemental
Alignment Neutral
XP 1800
Initiative Bonus -1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 20 ft (6.1 m)
Burrow 30 ft (9.1 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Strength +7

Languages

Aquan

Resistances & Immunities

Damage Immunities
cold, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities
fire
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, unconscious

Traits

Ice Glide

The elemental can burrow through nonmagical ice. While doing so, the elemental doesn’t disturb the material it moves through.

Ice Walk

The ice 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 movement.

Splinter

A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental’s body.

Actions

Encase in Ice

+7 to hit, reach 10 ft (3 m). Hit: 4d6 fire damage.

Melee Weapon Attack: +7 to hit, reach 10 ft. one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.

Ice Claw

+7 to hit, reach 5 ft (1.5 m). Hit: 4d8+4 slashing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.

Multiattack

The ice elemental makes two ice claw attacks.

About Ice Elemental

Ice Elemental is a large elemental with a Challenge Rating of 5. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 114 hit points (derived from 12d10+48).

Ice Elemental has communication capabilities including Aquan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Ice Elemental

5 tips available

When using Ice Elemental in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Burrowing Tactics: This creature can burrow at 30 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
  • Climbing Advantage: This creature can climb at 20 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.

Player Guide: Facing Ice Elemental

5 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Burrowing Defense: This creature can burrow at 30 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
  • Climbing Defense: This creature can climb at 20 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Ice Elemental?
Ice Elemental has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Ice Elemental?
Ice Elemental is a Large Elemental, which affects how certain spells and abilities interact with it.
What languages does Ice Elemental speak?
Ice Elemental can communicate in Aquan.

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