Ice Glide. The elemental can pass through and walk on Ice. While doing so, the elemental doesn't suffer from difficult terrain caused by ice and can end it's turn inside ice without disturbing it.
Frost Aura. The elemental constantly sheds a freezing cold aura from their body which has a 10ft radius. The ground inside this aura becomes difficult terrain as the ground freezes over. A creature who enters this area or ends their turn inside the aura must make a DC 18 Dexterity saving throw. On a fail they take 5(1d10) Cold damage and fall prone, on a success they take half damage and do not fall prone.
Spellcasting. The Elemental is a 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It knows the following spells:
Cantrips (at will): Thaumaturgy, Ray of Frost, Frostbite, Guidance, Minor Illusion
1st level (4 slots): Create or Destroy Water, Expeditious Retreat, Feather Fall, Ice Knife
2nd level (3 slots): Snilloc's Snowball Swarm, Misty Step, Mirror Image
3rd level (3 slots): Haste, Protection from energy, Wind Wall
4th level (3 slots): Freedom of Movement, Ice Storm
5th level (2 slots): Cone of Cold, Antilife Shell
6th level (1 slots): Freezing Sphere, Wall of Ice
Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead.
Touch. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 10 (2d6 + 3) Cold damage.
Diamond Dust (Recharge 5-6). The Elemental freezes everything within 30ft radius. All creatures in that radius must make a DC 18 Constitution saving throw. On a fail the creature takes 24 (8d6) Cold damage and are restrained till the end of their next turn as ice freezes over them. On a success they take half damage and are not restrained.
The Elemental can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Elemental regains spent legendary actions at the start of its turn
Cantrip. The Elemental casts a cantrip.
Move. The Elemental moves up to its speed without provoking opportunity attacks.
Description
Found wandering frozen abandoned labs or castles standing as the last remnant of their masters work. These are creatures who live lonely existences with their masters long dead now just acting out their last orders.
Ancient Mymridon's are very rare creatures. For first they require a master to cast the spell keeping them in the material plane enough times it becomes permanent. After this they must exist in the material plane for a very long time. As result the few that exist no longer have masters, having out lived them, now living alone in the remains of their masters lodgings.
With their long existences they no longer wear the armour they were summoned into. For one the magic holding them is strong enough without it. But also after all the years alone the armour often falls into disrepair breaking away. Though they maintain their humanoid appearance. No one knows if this is because they are familiar with the form or something to do with missing their masters.
But these creatures show so unique traits for elementals. These mainly being higher wisdom and intelligence than natural elementals. Most people believe this is because of the large amount of time they have spent around intelligent creatures, very slowly learning over the years.
The Anicent Ice Mymridon though generally exist far away in abandoned castles now surrounded in a constant blizzard of their own creation. For they simply follow their masters last orders of protecting the place, now having turned it into a ice palace through the freezing cold temperatures they constantly exude. As through intelligence comes power which these creatures hold a lot of. Though not quick to anger and wise in their age they will attack at a moment if their home is attacked or on following order from a long dead master.
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