Small Elemental, Neutral
Armor Class 12 Natural armor
Hit Points 16 (3d6 + 3)
Speed 30 ft., Swim 20 ft.
STR
14 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Immunities Cold, Poison
Senses Darkvision 60ft, Passive Perception 10
Languages Aquan, Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting (Psionics). The arctine’s innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no components:

2/Day each: Scorching Ray (only two rays and instead of fire damage they deal cold damage), Grease, Water Walk. 

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) bludgeoning damage. 

Quench. The arctine quenches all non magical open flames that takes up a space no larger than a 10ft by 10ft cube area. This includes magical flames if they are from a spell of 3rd level or lower. To quench a flame the arctine must touch the area which also gets rid of all connected flame within the allowed area as well. 

Description

Cold vapor steams from the ice-white, translucent body of this little humanoid-shaped elemental. Its enormous eyes appear as large pools of snow-fed water, across which ripples constantly play.

Arctines inhabit the Elemental Plane of Water, where they inhabit naturally occurring icebergs that float through the endless plane of water. They particularly enjoy traveling, though such travel is largely confined to the natural drift of the iceberg they inhabit as it is pushed along by currents.

Monster Tags: Elemental

drdeatheer

Comments

Posts Quoted:
Reply
Clear All Quotes