Detect Heat. The elemental can magically sense the presence of heat sources, including warm-blooded creatures, up to 5 miles away. It knows the general direction they're in but not their exact locations.
Drain Warmth. When a creature of the elemental's choice starts its turn within 60 feet of the elemental, the elemental can force the creature to make a DC 16 Constitution saving throw if the elemental isn't incapacitated. On a failed save, the creature has vulnerability to cold damage for 1 minute, until it has immunity to cold damage. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elemental's Drain Warmth for the next 24 hours. A lesser restoration spell ends this effect.
Ice Walk. The 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.
Multiattack. The elemental makes two slam attacks, and uses its Freeze Heart if it can.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) cold damage.
Hurl Ice. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage plus 9 (2d8) cold damage.
Freeze Heart (Recharge 5-6). The elemental targets one creature it can see within 60 feet of it that isn't an undead, elemental or construct. The target must make a DC 16 Constitution saving throw, taking 13 (3d8) cold damage on a failed save, or half as much damage on a successful one. On a failure, the creature is cursed with Soul Torment (see Appendix).
Description
Permafrost Elemental
Ice Juggernaut. Permafrost elementals have no qualms about carrying out their destructive purpose. Gifted with incredible strength, they are completely invulnerable to poison, deprived of sensitive organs, hard as permafrost and all in all incredibly difficult opponents. Above all, one should refrain from using against them what might seem their logical bane, fire, for it will fuel the creature's unbridled fury. It is especially true when it comes to fire magic, as they will turn it against its wielder. Beyond that remains only prayer.
Hjarthane Bound. Permafrost elementals are rarely seen joining directly the Wild Hunt. Similarly to ice wraiths and hounds, they follow the pathways opened by the spectral hunt to enter our world but do not hold any influence inside the Wild Hunt. There is a notable exception regarding navigators, that deal closely with the creatures to learn and empower their magic. When a pact is made between the two, the frozen heart of the navigator is placed inside the elemental, encased by the ice of its massive body. The permafrost elemental equally gains from the symbiosis, becoming a Hjarthane.
Soul Torment
Soul Torment is a curse that afflicts a creature whose soul is being slowly torn apart by vile magic. If the target dies out of exhaustion, the target’s soul is destroyed and ceases to exist, preventing any use of resurrection magic on the creature. The curse lasts until removed by the greater restoration spell or other magic.
- For every 24 hours that elapse, the creature must succeed on a DC 19 Wisdom saving throw or suffer one level of exhaustion.
- While cursed, the creature is unable to sleep and the curse prevents the target from gaining any benefit from resting.
- The creature’s emotions become cold and numb; it gains advantage on saving throws against being charmed or frightened but disadvantage on Wisdom and Charisma checks.
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