Fire-Ice Elemental (5e Creature)

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Fire-Ice Elemental[edit]

Large elemental, neutral

Armor Class 18 (natural armor)
Hit Points 218 (23d10 + 92)
Speed 40 ft., fly 40 ft.

18 (+4) 17 (+3) 18 (+4) 10 (+0) 10 (+0) 8 (-1)

Saving Throws Str +8, Con +8
Proficiency Bonus +4
Damage Immunities cold, fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Auran, Ignan
Challenge 9 (5,000 XP)

Investiture of Ice and Fire. The ground in a 15-foot radius around the elemental is icy and considered difficult terrain for creatures other than it. The radius moves with the elemental. Additionally, any creature that moves within 5 feet of the elemental for the first time on a turn or ends its turn there takes 5 (1d10) fire damage.

Fire and Ice Form. The elemental can enter a hostile creature’s space and stop there. The first time the elemental enters a creature’s space on a turn and when a creature ends its turn in the elemental’s space, that creature takes 5 (1d10) cold damage and 5 (1d10) fire damage.

Formed Weapons. When the elemental dies, its Flame Whip and Ice Spear disappear.

Legendary Resistances (3/Day). If the elemental fails a saving throw, it can choose to succeed instead.


Multiattack. The elemental makes two attacks: one with its Flame Whip and one with its Ice Spear.

Flame Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) fire damage

Ice Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) cold damage

Elemental Attacks (Recharge 5-6). The elemental uses one of the following attacks:

Fire Blast. The elemental exhales fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
Freezing Wind. The elemental exhales ice in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 14 (4d6) cold damage on a failed save and its movement speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage and its speed isn't halved.


The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn.

Attack. The elemental makes an attack with either its Flame Whip or Ice Spear.
Move. The elemental moves up to its speed without provoking opportunity attacks.
Elemental Attack (Costs 2 Actions). The elemental recharges and uses its Elemental Attack.

This elemental is a powerful combination of fire and ice, normally two warring forces. It is normally split into two, sometimes straight up and down or at the hip, rarely, though it happens, on a diagonal. Either way, half of the monster is fire and the other half is ice, making it a very strange creature. This mostly happens when a fire elemental gets trapped in a frigid zone like the poles. Between the fire and the ice is a thin layer of steam. Everywhere the elemental goes, a thin soup of steam and fog follows it.

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