Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Frost Aura. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage, and if the creature doesn't have resistance or immunity to cold damage, it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At the start of each of the winter spirit's turn, each creature within 5 feet of the spirit is affected by this trait as if it had touched the spirit.
Illumination. The spirit sheds dim light in a 5-foot radius.
Dual Nature. The spirit counts as an elemental of both the air and water sub-types (primary water).
Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Description
Drifting among tranquil snowfields or through frenzied blizzards, snow spirits appear as floating clods of snow that radiate a dim cold light. While many are native to the Frostfell, the icy border realm between the Elemental Planes of Air and Water, there are many places in the other planes with enough ice and cold to spawn them. Some legends claim that when a snow spirit is slain, the length of the next winter is shortened by one day.
Scholars assert that this should result in vanishingly short winters whenever an adventuring group faces many of these creatures, but others claim that without these battles, the season of winter would overtake all other seasons for the entire year!
Elemental Spirits
Smaller than the usual elemental, these spirits can be found not only wandering the Elemental Planes that they spawn from, but also the Feywild, Shadowfell, and Material Planes. While they are plentiful in their native planes, any encounter with these spirits outside of the Elemental Planes is rare and often cherished.
Not Quite Genie. Elemental spirits are usually born when the soul of a sentient living creature melds with the primordial matter of an elemental plane and fails to manifest as a genie. The soul loses all characteristics in this magical rebirth. Since such manifestations are very rare, some say that there are as many as a thousand elemental spirits born for every genie that manifests. Spirits can even be born outside the Elemental Planes in places that resemble those planes, where a genie would never be able to manifest. They may appear in quarries, rivers, campfires, etc.
Capricious and Playful. Elemental spirits adore fun and whimsy. Since they don't need to eat or rest, they spend nearly all their time playing with each other when they aren't hiding from the world around them. These spirits flit from activity to activity, rarely staying still, and they are fascinated by anything they haven't seen before. They often make off with objects from humanoid settlements to entertain themselves. Many an adventuring group have awoken from a rest to find their campsite soaked in water, filled with recently dug holes, on fire, or scattered to the winds by these mischievous spirits.
Unreliable Servants. While they are much easier to summon than normal elementals and especially genies, these spirits are notoriously difficult to control. Their ability to hide and infiltrate small spaces makes them potentially excellent servants for many mages, but these benefits must be balanced against the certainty that some orders will be misunderstood or even willfully ignored. Still, making friends with these spirits can be worthwhile. They are difficult to understand and so they can be a challenge to please, but they form very strong bonds and always remember their friends.
Elemental Nature. Elemental spirits don't require air, food, drink, or sleep.
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