Frost Elemental

by Sonixerse

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Frost Elementals

Frost elementals are believed to be distantly related to the water elemental. Unlike others of their kind, frost elementals do not originate on the Elemental Planes. Instead, frost elementals are believed to be a variant of elemental that has acclimated to arctic regions of the Material Plane. The liquid body of these water elementals has been replaced with layers of elemental frost. Despite being made completely of ice, only the strongest flames are able to cause its form to melt.

Elemental Adaptations

Despite not originating on the elemental planes, frost elementals are quite common throughout the multiverse. They can be found throughout all the planes, especially in locations that experience extreme cold. Despite their alternate origins, frost elementals are still able to be bound and summoned like the rest of their kind due to their primordial essence.

Frozen Terraforming

Just like the rest of their kin, frost elementals are attracted to regions with concentrated elemental energy. As a result, frost elementals are drawn to extremely cold temperatures. Although these creatures prefer to avoid contact with humanoids, their presence in a region can prove to be indirectly detrimental to nearby settlements. Their primordial instincts drive them to magically transform their surroundings into a frigid wasteland suitable to their liking. Because of this, many druidic circles seek to keep these entities in check to prevent them from destroying nearby ecosystems.

Battle Tactics

In combat, frost elementals prefer to engage in close quarters. This strategy allows them to make full use of their frozen aura that covers their foes in a thin layer of ice. Creatures in melee range of these elementals are at a severe disadvantage due to the elementals ability to inflict lethargy into their opponents. If an adventurer is not careful, they can quickly find themselves unable to escape these elementals as their frozen aura and attacks can quickly hinder one's ability to move.

Icy Ambushers

These elementals are also notorious ambush fighters making full use of their snowy surroundings. They have the unique ability to merge their form into solid ice to lunge out at unsuspecting foes. Their favorite tactics is to lie unseen within an ice shelf before emerging to blast their foes with a burst of frost, freezing their foes on sight. The appearance of life-like ice statues is usually a hint that a frost elemental is lurking nearby.

Fire Vulnerability

However, these elementals possess a slight weakness to extreme heat. When exposed to fire, the frost elemental's armor begins to crack and melt. Extreme heat also severely hampers their frozen aura, temporarily disabling its effects.



Frost Elemental

Large Elemental, chaotic neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 102(12d10+36)
  • Speed 30ft., climb. 30ft., burrow. 30ft.(ice only)

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17(+3) 6 (-2) 10 (+0) 17 (+3)

  • Skills Perception +3
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Damage Immunities Poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60ft., passive Perception 13
  • Languages Aquan, Primordial
  • Proficiency Bonus +3
  • Challenge 6 (2300 xp)

Elemental Nature The frost elemental doesn't require air, food, drink, or sleep

False Appearance While motionless, the frost elemental is indistinguishable from ice.

Frost Armor When the frost elemental takes cold damage, it takes no damage. Instead, it gains a number of temporary hitpoints equal to the damage dealt. For the duration of these temporary hitpoints, it gains a +3 bonus to its AC.

Frozen Aura At the start of its turn, any creature that starts its turn within 10ft. of the frost elemental takes 9(2d8) cold damage and have their movement speed reduced by 10ft until the end of its next turn. All nonmagical flames within range is immediately extinguished and any water in range immediately freezes for the duration that is * At within this aura. If the frost elemental takes fire damage on its turn, it is unable to benefit from this feature until the end of its next turn.

Ice Glide The frost elemental can burrow throw ice and doesn't disturb the material it moves through.

Ice Stride The frost 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.

Melting Point When the frost elemenatl takes fire damage, its AC is decreased by 3 until the end of its next turn.

Snow Sight The frost elemental's vision is not obscured by fog or snowfall.

Actions

Multiattack. The frost elemental can make two attacks with either its choice of a Freezing Touch or Ice Spike

Freezing Touch. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit 12 (2d8+3) cold damage. On a hit, the target must succeed a DC 14 Constitution saving throw. On a failed saving throw, the target suffers disadvantage on attack rolls that rely on Strength or Dexterity until the end of its next turn.

Ice Spike. Ranged Weapon Attack: +6 to hit, 90ft., one target. Hit 12 (2d8+3) cold damage. On a hit, the target's movement speed is reduced by 10ft until the end of its next turn

Flash Freeze (Recharge 5-6) Creatures within 30ft. of the frost elemental must succeed a DC 14 Constitution saving throw. On a failed saving throw, the target takes 27 (6d8) cold damage and is restrained until the end of its next turn. On a successful saving throw, the creature takes half damage and is not restrained. If this ability reduces a creature to 0 hitpoints, that creature is immediately turned to ice.

Bonus Actions

Frozen Dash While in icy terrain, the frost elemental can use its bonus action to Dash

Snow Camouflage While lightly obscured by snowfall or ice, the frost elemental can use its bonus action to Hide.

 

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