Page 201 - Monster Manual Expanded III Dragonix
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Paraelementals Ice Paraelemental
Large elemental, neutral
Paraelementals
Armor Class 14 (natural armor)
A paraelemental is an amalgamation of two elemental Hit Points 90 (12d10 + 24)
energies bound within a single life force. Because it is a Speed 40 ft.
combination of two elemental forces, a paraelemental can be
volatile and dangerous. While extremely rare in the Material STR DEX CON INT WIS CHA
Plane, they dwell in regions where their respective Elemental 16 (+3) 13 (+1) 14 (+2) 5 (-3) 10 (+0) 7 (-2)
Planes overlap.
Elemental Nature. A paraelemental doesn’t require air, food, Damage Vulnerabilities fire
drink, or sleep. Damage Resistances acid; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities cold, poison
Ice Elemental Condition Immunities exhaustion, paralyzed, petrified, poisoned,
unconscious
The ice paraelemental appears as a 9-foot tall statue of a
Senses darkvision 60 ft., passive Perception 10
humanoid with a serpentine-like lower body, made of translucent
Languages Aquan, Auran
ice crystals. Two piercing blue eyes glow from its sockets. Its long
Challenge 5 (1,800 XP) Proficiency Bonus +3
forelimbs end in clawed hands that look like icicle spearheads,
and its lower body undulates like a crawling snake. Crackling Cold Aura. While it's alive, the paraelemental generates an aura
sounds come from the ice paraelemental's body as it moves, as the of bitter cold that fills the area within 10 feet of it. At the start of
ice on its body constantly shifts to adjust to the paraelemental's the paraelemental's turn, all nonmagical flames in the aura are
movement. extinguished. Any creature that starts its turn within 10 feet of the
Frost Horror. The paraelemental's frigid body generates intense paraelemental takes 7 (2d6) cold damage.
cold, freezing the water it touches and leaving frost on the surface Actions
it treads. Mortal creatures unfortunate enough to get caught
within this chilling aura quickly find it difficult to breathe, their Multiattack. The paraelemental makes two Claw attacks.
warmth drained, and their bodies frozen in a matter of seconds.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
Those who survive long enough are finished off by the ice (2d8 + 3) slashing damage plus 7 (2d6) cold damage.
paraelemental's vicious claw strikes and dreaded breath attack.
Winter's Breath (Recharge 5-6). The paraelemental exhales icy
Cold Companions. In the Material Plane, ice paralementals
shards in a 15-foot cone. Each creature in the area must succeed on
are sometimes encountered wandering in glaciers, ice caps, icy
a DC 13 Dexterity saving throw. On a failed save, a creature takes 7
caverns, and areas where icebergs and ice floes are plentiful. A
(2d6) piercing damage and 7 (2d6) cold damage. If a creature fails
few have been discovered in the company of bheur hags, frost
its saving throw by 5 or more, it also suffers 1 level of exhaustion.
giant shamans, frost salamanders, ice mephits, and white dragons.
On a successful save, a creature takes half as much damage.
Followers of Auril, Olhydra, Thrym, Ulutiu, and Yan-C-Bin
summon them as well to serve as guardians.
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Bestiary

