Huge Elemental, Neutral
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., climb 40 ft., swim 40 ft., burrow 20 ft.
STR
26 (+8)
DEX
11 (+0)
CON
23 (+6)
INT
8 (-1)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws STR +12, CON +10
Damage Resistances Lightning; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Cold, Poison
Senses Darkvision 60 ft., Tremorsense 120 ft., Passive Perception 10
Languages Primordial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Glacial Aura. A creature that touches the elemental, hits it with a melee attack while within 5 feet of it, or ends its turn within 5 feet of it takes 3 (1d6) cold damage, and if the creature doesn't have resistance or immunity to cold damage, its speed is reduced by 10 feet and it has disadvantage on any weapon attack rolls it makes before the end of its next turn.

False Appearance. While the elemental remains motionless, it is indistinguishable a pile of ice-covered rocks and snow.

Magic Weapons. The elemental's weapon attacks are magical.

Siege Monster. The elemental deals double damage to objects and structures.

Thaw. If the elemental takes fire damage, it partially thaws; its speed is reduced by 10 feet and its AC is reduced by 1 until the end of its next turn.

Tri-Nature. The elemental counts as an elemental of the air, earth, and water sub-types (primary earth).

Actions

Multiattack. The elemental makes two smash attacks.

Smash. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 7 (2d6) cold damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Avalanche (Recharge 5–6). The elemental separates into a rolling cloud of icy boulders, muddy snow, swirling dust, and freezing wind, and it moves in a straight line up to 60 feet long to an unoccupied space before it reforms. During this movement, it ignores difficult terrain and it can move through other creature's spaces.

When it enters another creature's space during this movement, that creature must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 21 (3d8 + 8) bludgeoning damage plus 7 (2d6) cold damage and it is knocked prone.

Glacial Breath (Recharge 5–6). The elemental exhales a blast of freezing ice, mud, dust, and chunks of stone in a 60-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and 18 (4d8) cold damage, it is pushed 20 feet away from the elemental, and its speed is reduced by 20 feet until the end of its next turn. On a success, a creature takes half damage and suffers no other effects.

This ability also deals damage to structures and objects in the area that aren't being held or carried. In addition, ground in the area is covered with ice and stone, becoming difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Description

Summit elementals are hulking masses of ice, rock, and slushy mud that appears to have been clumsily molded into a lumpy, headless humanoid shape. They're always surrounded by frigid, glacial winds, and their touch saps heat and vigor from living things. They often wait atop frozen, windswept peaks, anticipating the tremor that will knock them rolling down as a living avalanche, or riding on creeping glaciers in frozen lands.

When faced in combat, summit elementals attempt to face only one foe in melee range at any given time. The elemental will knock away any combatants that attempt to gang up on it, or tumble along the ground like an avalanche to reposition itself when surrounded. When foes are grouped together, it blasts them with glacial wind and dust, making use of the obstacles it creates to avoid facing more than one melee attacker at a time.

Summit elementals are composed of earth, water, and air, with only the element of fire missing. This flaw manifests as a clear weakness to heat and flame. A blast of strong heat such as flame or steam can thaw the frozen outer layer of the elemental's stony body, allowing dust, snow, and cold mud to escape from inside, momentarily weakening its defenses and slowing it down.

Hybrid Elementals

The elemental planes of water, earth, fire, and air align on planar borders where two elements combine to form a new dual-element, such as earth and fire creating lava. These border zones give rise to new hybrid elementals made of these combined elements.

Sometimes a hybrid elemental can be formed when an elemental journeys to an elemental plane that it isn't native to and absorbs its energy. Most elementals are harmed by extended exposure to the other elemental planes, but surviving in one can enable an elemental to absorb its energy. A dual-elemental can even fuse with a third element and be reborn as a more powerful hybrid elemental made of three elements.

Monster Tags: Elemental

Habitat: ArcticMountain

BenevolentEvil

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