[Rise of the Rime Reaper] Spring Elementals (Patreon)
Content
Hoarfrost Spring
Large Elemental, Unaligned
Armour Class 16 (natural armour)
Hit Points 136 (13d10 + 65)
Speed 30 ft., burrow 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 12 (+1) 8 (-1)
Damage Vulnerabilities thunder
Damage Resistances cold, fire, slashing
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious, wet
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
Languages Primordial
Challenge 6 (7,200 XP) Proficiency Bonus +3
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Endotherm. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 4 (1d8) cold damage. At the start of the elemental’s turn, any unheated water within 5 feet of it freezes. A wet creature that starts its turn within 5 feet of the elemental must succeed on a DC 13 Strength saving throw or become restrained by the ice that solidifies around it. A creature restrained in this way that takes 5 or more fire damage in a single instance, or that uses its action to make a DC 13 Strength check and succeeds, is freed.
Elemental Nature. The elemental doesn't require air, food, or water.
False Appearance. If the elemental is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the elemental move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the elemental isn't an ordinary rock and ice geyser.
Glacier Glide. The elemental can burrow through nonmagical, unworked earth, ice, snow, and stone. While doing so, the elemental doesn't disturb the material it moves through. The elemental ignores difficult terrain caused by ice.
Stored Steam. Whenever the elemental takes 6 or more damage in a single instance, it emits gouts of scalding steam and each other creature within 5 feet of it takes 3 (1d6) fire damage.
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Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) cold damage.
Steam Eruption (Recharge 6). The elemental exhales scalding steam in a 30-foot cone, heavily obscuring the area until the end of the next turn. Each creature in the area when it uses this action must make a DC 16 Constitution saving throw, taking 22 (4d10) fire damage on a failure, or half as much damage on a success.
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Frozen Fount (CR 3 Variant)
Large Elemental, Unaligned
Armour Class 14 (natural armour)
Hit Points 66 (7d10 + 28)
Speed 30 ft., burrow 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 19 (+4) 5 (-3) 10 (+0) 6 (-2)
Damage Vulnerabilities thunder
Damage Resistances cold, fire, slashing
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious, wet
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Primordial
Challenge 3 (700 XP) Proficiency Bonus +2
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Endotherm. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage. At the start of the elemental’s turn, any unheated water within 5 feet of it freezes. A wet creature that starts its turn within 5 feet of the elemental must succeed on a DC 12 Strength saving throw or become restrained by the ice that solidifies around it. A creature restrained in this way that takes 2 or more fire damage in a single instance, or that uses its action to make a DC 14 Strength check and succeeds, is freed.
Elemental Nature. The elemental doesn't require air, food, or water.
False Appearance. If the elemental is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the elemental move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the elemental isn't an ordinary rock and ice geyser.
Glacier Glide. The elemental can burrow through nonmagical, unworked earth, ice, snow, and stone. While doing so, the elemental doesn't disturb the material it moves through. The elemental ignores difficult terrain caused by ice.
Stored Steam. Whenever the elemental takes 3 or more damage in a single instance, it emits gouts of scalding steam and each other creature within 5 feet of it takes 2 (1d4) fire damage.
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Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 3 (1d6) cold damage.
Steam Eruption (Recharge 6). The elemental exhales scalding steam in a 20-foot cone, heavily obscuring the area until the end of the next turn. Each creature in the area when it uses this action must make a DC 14 Constitution saving throw, taking 11 (2d10) fire damage on a failure, or half as much damage on a success.
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Glacial Geyser (CR 11 Variant)
Large Elemental, Unaligned
Armour Class 17 (natural armour)
Hit Points 195 (17d10 + 102)
Speed 30 ft., burrow 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 22 (+6) 5 (-3) 14 (+2) 10 (+0)
Damage Vulnerabilities thunder
Damage Resistances cold, fire, slashing
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious, wet
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
Languages Primordial
Challenge 11 (7,200 XP) Proficiency Bonus +4
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Endotherm. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 9 (2d8) cold damage. At the start of the elemental’s turn, any unheated water within 5 feet of it freezes. A wet creature that starts its turn within 5 feet of the elemental must succeed on a DC 14 Strength saving throw or become restrained by the ice that solidifies around it. A creature restrained in this way that takes 10 or more fire damage in a single instance, or that uses its action to make a DC 14 Strength check and succeeds, is freed.
Elemental Form. The elemental doesn't require air, food, or water.
False Appearance. If the elemental is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the elemental move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the elemental isn't an ordinary rock and ice geyser.
Glacier Glide. The elemental can burrow through nonmagical, unworked earth, ice, snow, and stone. While doing so, the elemental doesn't disturb the material it moves through. The elemental ignores difficult terrain caused by ice.
Stored Steam. Whenever the elemental takes 10 or more damage in a single instance, it emits gouts of scalding steam and each other creature within 5 feet of it takes 7 (2d6) fire damage.
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Actions
Multiattack. The elemental makes two Slam attacks
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) cold damage.
Steam Eruption (Recharge 6). The elemental exhales scalding steam in a 40-foot cone, heavily obscuring the area until the end of the next turn. Each creature in the area when it uses this action must make a DC 17 Constitution saving throw, taking 33 (6d10) fire damage on a failure, or half as much damage on a success.