Winter Elemental

Winter elmentals are a type of water elemental that has been subjected to cold and windy weather conditions, causing their physicality to consist of an amalgamation of ice cold water and snow. They are often encountered on snowy mountain tops and in arctic conditions.   Frigid Presence. The most notable characteristic of Winter Elementals is their ability to cause a sudden drop in temperature, making the air around them shimmer with frost. Any creature venturing too close to a Winter Elemental might find themselves engulfed in a biting cold that seeps deep into their bones.   Icy and Isolated. Unlike some of their more temperamental elemental cousins, Winter Elementals often exhibit a quiet, almost contemplative demeanor. They are quite sluggish and seem to be solitary by nature. Their white, glistening forms blend seamlessly with the icy landscapes they roam in, making them almost invisible in their natural habitat. This camouflage allows them to avoid detection so that they can be left alone. Winter elementals are typically not a hostile type of elemental, preferring to give anyone bothering them the cold shoulder.
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Winter Elemental

Large Elemental, chaotic neutral

Armor Class 14 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 30ft., burrow 30ft.


20 (+4)


10 (+0


18 (+4)


5 (-3)


10 (+0)


8 (-1)

Saving Throws Constitution +7
Damage Vulnerabilities Fire
Damage Resistances Non-magical Bludgeoning, Piercing and Slashing, Poison
Damage Immunities Cold
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses Darkvision 60ft., Passive Perception 10
Languages Aquan
Challenge 5 (1800 xp)
Snow Glide. The elemental can burrow through nonmagical snow and ice. While doing so, the elemental doesn’t disturb the material it moves through.


Multiattack. The elemental makes two slam attacks.   Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) Bludgeoning damage.   Flash Freeze (Recharge 4–6). Each creature within 5ft. of the elemental has to make a Strength saving throw (DC 14). On a failed save a creature takes 14 (4d6) Cold damage and their movement speed is reduced by 10ft. until the end of their next turn. On a successful save a creature takes half damage and does not have its movement reduced.



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Jan 6, 2024 14:04 by Tillerz

"Do you want to build a... winter elemental?" X-D

Jan 6, 2024 23:32 by Dr Emily Vair-Turnbull

Awww, so cute! <3 I will stay far away, though, I don't like being cold.

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