Large Elemental, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 80 (9d8 + 44)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
8 (-1)
Damage Vulnerabilities Radiant
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned, Unconscious
Senses Blindsight 15 ft., Darkvision 60 ft., Passive Perception 11
Languages Abyssal, Aquan, Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blackfrost Absorption. Whenever the elemental is subjected to either cold or necrotic damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

False Appearance. While the elemental remains motionless, it is indistinguishable from an ordinary shard of black ice.

Light Weakness. While in bright light, the elemental has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Multiattack. The elemental makes two slam attacks, then uses its Ice Tomb or Strength Drain.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) cold damage and the target's speed is reduced by 10 ft. until the end of its next turn. This reduction can only be applied once per turn, per target.

Ice Tomb (Recharge 4–6).  The elemental can force one creature within a 60 ft. line of it to make a DC 16 Strength saving throw. On a fail the target is restrained by ice, and takes 1 cold damage at the start of each of its turns. As an action, the restrained target can make a DC 11 Strength saving throw, bursting the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage).

Strength Drain (Recharge 5–6). The elemental can force one creature within a 60 ft. line of it to make a DC 16 Constitution saving throw. On a fail, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.

Habitat: Arctic

Isolationer

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