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Ice Paraelemental in Dungeons & Dragons 5e

Ice Paraelemental

Large elemental, neutral
Armor Class 13 (Natural Armor)
Hit Points 85hp (10d10 + 30)
Speed 30ft

STR
16 +3
DEX
13 +1
CON
16 +3
INT
5 -3
WIS
10 0
CHA
5 -3

Damage Vulnerabilities fire
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Aquan, Auran
Challenge 3


Cold Aura. The paraelemental continually emits a harmful aura in a 15ft. radius of itself. All non-magical flames within this radius are instantly extinguished. Any creature that enters the aura for the first time on its turn or begins its turn within the aura must make a DC 13 Constitution saving throw. On a failed save, the creature takes 2d12 cold damage and its speed is reduced by 10 feet until the end of its next turn. On a successful save, it takes half as much damage and its speed is not reduced.


Actions

Multiattack. The paraelemental makes two icy touch attacks.   Icy Touch. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 10 2d6+3 cold damage. If the target is an uncovered liquid, it is instantly frozen in an area up to 10 square feet. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become restrained for one minute. The target can re-attempt its saving throw and the end of each of its turns, ending the effect on a success. If the creature is brought to 0 hit points by this attack, it becomes a frozen statue until thawed.   Frozen Daggers(Recharge 5-6).. Ranged Weapon Attack: +5 to hit, range 20ft./60ft., three targets. Hit: 14 3d8+3 piercing damage.


 

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