Small Elemental, Chaotic Good
Armor Class 13 Ice cream cone
Hit Points 21 (5d6 + 6)
Speed 20 ft., walk 35 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)
Damage Vulnerabilities Fire
Damage Immunities Cold
Senses Passive Perception 12
Languages Can understand the summoner and other ice elementals, telepathy 60 ft.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Ice Glide: The elemental can burrow through Ice and snow. While doing so, the elemental doesn't disturb the material as it moves through.

Pack Tactics: The Ice cream elemental had advantage on an attack roll against a creature if at least one of the Ice cream elementals allies within  5 ft. of the creature and the ally isn't incapacitated.

Actions

Chilling Scream. The elementals let out a blood chilling scream. Every creature in a radius of 30 feet that is not an Ice cream elemental must succeed on a DC11 Wisdom Saving Throw, or be frightened for 1min. A frightened creature must spend its turn getting as far away as possible from the elemental. They can repeat the saving throw as long as they can see an elemental within 20ft.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (2d6 + 2) piercing damage. 

Sugary Tendrils. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 3 (1d6) slashing damage. On hit, the creature is grappled (escape DC10). Until his grapple ends, the creature is restrained. And the Ice cream elemental can't grapple another target.

Bonus Actions

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Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

These little ice cream elementals are fast and chaotic creatures. They charge into battle without second thoughts and swarm the enemies with their powerful bites and sticky caramel tentacles. While they are not particularly strong or intelligent, they are quite fast and agile.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Elementalbeast companion

Habitat: MountainUrban

Hyperhawk20

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