Ice Elemental
2014Large elemental, neutral evil
Armor Class 16
Hit Points 187 ()
Speed 20 ft.
Initiative
Damage Vulnerabilities fire
Damage Resistances acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses passive Perception 10
Languages Aquan, Auran
Challenge 8 (3,900 XP)
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: , reach 5 ft., one target. Hit: bludgeoning damage plus cold damage, and the target must succeed on a DC 14 Constitution saving throw or become restrained until the end of its next turn.
Sleetstorm (Recharge 5-6). Freezing rain and sleet fall on the elemental and the area around it. Each creature within the elemental's space or 30 feet of it must make a DC 14 Dexterity saving throw, taking bludgeoning damage and cold damage on a failed save, or half as much damage on a successful one. Additionally, the ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 14 Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the area, the creature must make a DC 14 Constitution saving throw. On a failed save, it loses concentration.