Page 201 - Monster Manual Expanded III Dragonix
P. 201

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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