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)
Source Monster a Day
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 (). 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.