b'Elemental, Icestorm \n'b'  Gargantuan   elemental ,  chaotic neutral  \n'b'  Armor Class  19 (natural armor) \n'b' Hit Points  350 (20d20+140) \n'b' Speed  60 ft., swim 80 ft.\n'b' STATS STR: 25 (+7) DEX:  21 (+5)  CON:  25 (+7)  INT:  20 (+5)  WIS:  23 (+6)  CHA:  24 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +12,  Nature  +12,  Perception  +13 \n'b' Damage Resistances  acid, fire, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities  cold, lightning, poison \n'b' Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  stunned ,  unconscious  \n'b' Senses   darkvision  240 ft., blindsight 30 ft., passive  Perception  23 \n'b' Languages  Aquan, Auran, Common, Primordial \n'b' Challenge  24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Chilling Aura . At the start of each of the  elemental\xe2\x80\x99s  turns, each creature within 10 feet of it takes 9 (2d8) cold damage. A creature that touches the  elemental  or hits it with a  melee attack  while within 10 feet of it takes 9 (2d8) cold damage. \n'b'  Creeping Cold . When a creature takes 30 or more cold damage from the  elemental  in a single round, the creature\xe2\x80\x99s speed is reduced by 15 feet and it can\xe2\x80\x99t take  reactions  until the end of the  elemental\xe2\x80\x99s  next turn. \n'b'  Elemental Concentration . The elemental does not need to concentrate on  conjure elemental  spells that it casts. \n'b'  Innate Spellcasting . The  elemental\xe2\x80\x99s  innate spellcasting ability is  Charisma  (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b'  At will :  control water ,  create food and water  (water only),  ice storm ,  sleet storm  \n'b'  5/day :  conjure elemental  (air or water only) \n'b'  3/day :  cone of cold ,  freezing sphere ,  wall of ice  \n'b'  2/day : planeshift \n'b'\n'b'  Legendary Resistance (3/Day) . If the  elemental  fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The elemental has advantage on saving throws made against spells and other magical effects. \n'b'  Magic Weapons . The  elemental\xe2\x80\x99s  weapon attacks are magical. \n'b'  Mixed Tongue . The elemental prefers to speak in a hybrid of Aquan and Auran. Creatures that know both languages have advantage on  Wisdom  ( Insight ) and  Charisma  checks made against the  elemental . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elemental attacks twice. \n'b'  Slam .  Melee Weapon Attack : +14 to hit, reach 15 ft., one target.  Hit : 20 (3d8+7) slashing damage plus 9 (2d8) cold damage. \n'b'  Ice Shard .  Ranged Weapon Attack : +14 to hit, range 200/800 ft., one target.  Hit : 21 (4d6+7) piercing damage plus 9 (2d8) cold damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' 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\xe2\x80\x99s turn. The elemental regains spent legendary actions at the start of its turn. \n'b'\n'b'  Exploding Form . The elemental sends shards on its body exploding outward in a 30-foot radius sphere. Creatures in the area make a DC 22  Dexterity  saving throw, taking 18 (4d8) piercing damage plus 9 (2d8) cold damage on a failure, or half as much on a success. \n'b'  Snowstorm . Until the start of its next turn, the  elemental  is surrounded by a 20-foot-radius sphere of ice and snow, and creatures have disadvantage on ranged weapon attacks against the  elemental . A creature can use a bonus action aiming to negate this trait\xe2\x80\x99s effects for the next ranged weapon  attack  it makes against the  elemental  so long as the  attack  is made immediately after aiming and before moving or taking a  reaction . \n'b'  Casts a Spell (Costs 2 Actions) . The elemental casts a spell. \n'b'  Ice Boulder (Costs 2 Actions) . The elemental condenses and flash freezes the water from a vast area above a creature it can see within 100 feet, creating a massive boulder of ice to drop down with immense force. The creature makes a DC 22  Dexterity  saving throw, taking 27 (6d8) bludgeoning damage and 27 (6d8) cold damage on a failed save, or half as much on a successful one. Creatures within 5 feet of the creature make a DC 22  Dexterity  saving throw, taking half as much damage on a failed save, or none on a successful one. In addition, the area in a 20-foot radius around the creature becomes  difficult terrain  for 1 minute. \n'b'\n'b' ABOUT \n'b' Cold emanates where the Plane of Air and Plane of Water border each other, and in that chill strange circumstances result as zephyrs dart and some become frozen in place. Eventually living gusts of wind are trapped within icy prisons and ultimately fuse together. After centuries pass it gradually grows not only in  size  but also intelligence, power, and autonomy with every foot gained yet not without sacrifice for the process is grueling, painful, and infuriating. When an icestorm finally breaks free it metes out the rage built up from its long  imprisonment , spreading the chill of death to every mortal it can reach. Once one of these epic elementals discovers a place from which to unleash its anger it climbs up to the highest heights it can find, making it seem as though the land itself has turned hostile\xe2\x80\x94boulders of ice roll down from the mountaintop to crush settlements below, dams of ice suddenly appear holding back snowmelt until they break to flood a whole region at once, and creatures are found by the dozens all frozen in place in macabre ice graveyards. \n'b' No matter what it is offered, its onslaught and goals can only be delayed as an icestorm\xe2\x80\x99s aims can never be altered once it has chosen what to do. Myths told within isolated wintry villages warn that these monsters are not unlike the glaciers they resemble for they cannot be moved, pushed back, or destroyed\xe2\x80\x94only avoided. \n'b'  Winter Step . The elemental ignores  difficult terrain  created by ice or snow.'