Huge Elemental, Chaotic Neutral
Armor Class 19 (Frost plate)
Hit Points 188 (17d12 + 61)
Speed 40 ft., (while a warhorse its movement increases to 60 ft.) , Swim 90 ft. (While in warhorse form its swimming speed increases to 110 feet)
STR
21 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
7 (-2)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws STR +9, CON +8
Damage Vulnerabilities Lightning
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 60 ft., Passive Perception 13
Languages Primordial
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Shapechanger (2/Day). The Aquarian Frostmane can use its action to polymorph into a huge Warhorse composed of water and pieces of frostbitten ice, or back into its true form. Anything the Aquarian Frostmane is wearing or carrying is subsumed into the warhorse form during the change, inaccessible until the fathomer returns to its true form. The Aquarian Frostmane reverts to its true form after 4 hours, unless it can expend another use of this trait. If the Aquarian Frostmane is knocked unconscious or dies, it also reverts to its true form.

While in Warhorse form, the fathomer gains an increase to its movement and swimming speed by 20 feet, It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The Warhorse form can enter a hostile creature’s space and stop there. In addition, if water can pass through a space, the Warhorse can do so without squeezing.

Water Form. The Aquarian Frostmane can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freezing Fog. While it is alive, the Aquarian Frostmane projects an aura of freezing cold fog within 15 feet of itself. If the Aquarian Frostmane deals damage to a creature in this area, the creature also takes 11 (2d10) cold damage.  already added. 

Siege Monster. The Aquarian Frostmane deals double damage to objects and structures.

Actions

Multiattack. The Aquarian Frostmane makes three attacks, two with its trident and one slam attack, while in humanoid form. The Frostmane makes three slam attacks while in its Warhorse form.

Trident. Melee or Ranged Weapon Attack: +9 to hit, reach 15 ft. or range 20/60 ft., one target. Hit: 15 (3d6+5) piercing damage, or 18 (3d8+5) piercing damage if used with two hands to make a melee attack. plus an extra 11 (2d10) cold damage. 

Slam. Melee Weapon Attack: + to hit, reach 5 ft., one target. Hit: 23 (4d8+5) bludgeoning damage plus 11 (2d10) cold damage.

Frost Field (Recharge 4–6). 

As an action, the Aquarian Frostmane unleashes an explosion of frost and cold. the Aquarian Frostmane can choose a point within 60 feet, with a radius of 30 feet, must make a Constitution saving throw DC 16. On a failure, a creature takes 27 (5d10) cold damage, and its speed is halved for 1 minute. on success, a creature takes half the damage and its speed isn't halved. a creature can continue to make the saving throw at the end of its turns to regain its normal speed. 

Description

The Aquarian Frostmane is a guardian to the water elemental plane, usually, these creatures can be found within arctic conditions, frozen seas, underground caverns and caves that hold large bodies of water, or places that have tears to the plane of water. these guardians usually take on a bit of a humanoid form but have been known to be mistaken for the Kelpie of the Feywild, as they are able to transform themselves into large watery frost-covered warhorses of quite a huge size. An Aquarian Frostmanne at times if corrupted is a creature that will safeguard a rift outside of its own home plane to another, in the hope to cause areas to flood, become damaged, or freeze over. Sometimes the Aquarian Frostmane is a creature that will lead lesser water elementals in its hopes to preserve the area in which it inhabits. Usually, these creatures seem to be between 16 to 20 ft tall, with long watery hair that might break and freeze over along with a piercing cold trident, and shifting iceberg like full plate armor.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Aquarian Frostmane takes a lair action to cause one of the following effects; the Aquarian Frostmane can’t use the same effect two rounds in a row:

  • Water erupts from the surroundings binding any creature within the force of the ocean's depths that the Aquarian Forstmane can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the water pressure. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The erupting water disperses when the Aquarian Frostmane uses this lair action again or when the Frostmane dies.
  • A wall of glacial ice solidifies into existence on a solid surface within 120 feet of the Aquarian Frostmane. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 35 (10d6) cold damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can break a section of the wall leaving a cold dispersed mist every 10 feet of the wall has an AC 5 and 15 hp, a creature that moves through this space must make a Dc 15 con save or take 14 (4d6) cold damage, vulnerability to fire damage, resistance to slashing and piercing damage, and immunity to psychic damage. The wall disperses when the Aquarian Frostmane uses this lair action again or when the Frostmane dies.
  • a chill runs down the spine of a creature of the Aquarian Frostmanes choice, the creature must make a DC 15 Constitution saving throw or become restrained. The effect disappears when the Aquarian Frostmane uses this lair action again or when the Frostmane dies. 

Regional Effects

The region containing a Aquarian Frostmane’s lair is warped by the Elemental's magic, which creates one or more of the following effects:

  • Sheets of ice and below-freezing temperatures plague the area around 1 mile of the Aquarian Frostmanes domain or the rift that it guards. with this area bodies of water may begin to freeze over creating medium and larger glaciers, each glacier acts as a mirror that the Aquarian Frostmane can see through. each glacier has an AC of 10 and 30 hit points, they have vulnerability to fire and bludgeoning damage, and resistance to piercing and slashing damage, and immunity to psychic damage. 
  • Within 1 mile of its lair, the Aquarian Frostmane attracts the senses and minds of lesser water-based creatures and elementals to serve it.
  • Sea creatures and Water elementals within 1 mile of the Aquarian Frostmane’s lair serve as the Frostmane’s protectors. 

If the Aquarian Frostmane dies, the water elementals and beasts lose their supernatural link to it. The freezing waters and surging waves remain, but within 1d10 days, they become mundane bodies of water and normal difficult terrain.

Monster Tags: NPCElemental

Habitat: CoastalSwampUnderwater

LionSoul378

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