b'Elemental, Ice \n'b'  Large   elemental ,  neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  114 (12d10 + 48)  Speed  30 ft., burrow 30 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX:  9 (-1)  CON:  19 (+4)  INT:  5 (-3)  WIS:  14 (+2)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Str  +7  Damage Vulnerabilities  fire  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  cold, poison  Condition Immunities   exhaustion ,  paralyzed ,  petrified ,  poisoned , unconscious  Senses   darkvision  60 ft., passive  Perception  12  Languages  Aquan  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Ice Glide . The elemental can burrow through nonmagical ice. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b'  Ice Walk . The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally,  difficult terrain  composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b'  Splinter . A creature that hits the ice elemental with a melee weapon  attack  that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental\xe2\x80\x99s body. \n'b'  Actions \n'b'   Multiattack . The ice elemental makes two ice claw attacks. \n'b'  Ice Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (4d8 + 4) slashing damage. \n'b'  Encase in Ice .  Melee Weapon Attack : +7 to hit, reach 10 ft. one creature.  Hit : 14 (4d6) cold damage, and the target must make a DC 14  Constitution  saving throw. On a failure, ice begins to form around the creature, and it is  restrained . The  restrained  creature must repeat the saving throw at the end of its next turn, becoming  petrified  in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the  restrained  or  petrified  conditions if it takes at least 10 fire damage. \n'b'  About \n'b' A humanoid-shaped block of ice lumbers forward on angular legs. \n'b'  Visitors from Polar Portals . Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. \n'b' Though not inherently malevolent, they enjoy enclosing warm-blooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these \xe2\x80\x9csculptures.\xe2\x80\x9d \n'b'  Rivals to Water Elementals . Water elementals view themselves as creatures formed of a \xe2\x80\x9cpure\xe2\x80\x9d element and look down upon ice elementals, which they see as lesser due to their reliance on cold temperatures. Ice elementals, in turn, believe the water elemental\xe2\x80\x99s susceptibility to cold gives the ice elemental superiority in physical combat. When the two elemental creatures meet, they posture and taunt each other in Aquan before attacking. \n'b'  Elemental Nature . The ice elemental doesn\xe2\x80\x99t require air, food, drink, or sleep.'