Blizzard Form. The cold elemental 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. Any creature, other than another cold elemental, that starts its turn within 5 feet of a cold elemental must succeed on a DC 13 Constitution saving throw or take 5 (1d6 + 2) cold damage.
All non-magical liquids within 10 ft. of a cold elemental freeze.
Multiattack. The elemental makes two attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, 5 (1d6 + 2) cold damage.
Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and 5 (1d6 + 2) cold damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Engulf. The cold elemental moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cold elemental enters a creature's space, the creature must make a DC 13 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cold elemental. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cold elemental enters the creature's space and the creature is engulfed in a cloud of whirling snow. The engulfed creature is restrained, blinded, and takes 8 (2d6+1) cold damage at the start of each of the cold elemental's turns. When the cold elemental moves, the engulfed creature moves with it.
Any non-magical liquid carried by the target is frozen.
An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cold elemental.
The cold elemental can only engulf up to one medium or two small creatures at a time.
Description
A cold elemental is a malevolent living blizzard, a cloud of whirling, freezing snow and ice crystals with a vague semblance of a face. It can turn itself into a screaming cyclone, creating a whirlwind that batters and freezes creatures even as it flings them away.
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