[Index]
ICE ELEMENTAL4 (12)
Cypher Bestiary
Magic, a blizzard, or even an unexpected cold snap could summon an entity of frost, taking the shape of an animate ice sculpture, a massive icicle, or some other shape of ice. Ice elementals seek to freeze that which moves or flows, stopping it forever in cold stasis.
Health: 18
Damage Inflicted: Moderate wound
Armor: 2
Movement: Short
Modifications: Disguise (when immobile, appears as ordinary ice) as level 8
Combat: Ice elementals attack with claws like icicles, inflicting damage and dealing 2 additional Speed damage to a touched target (ignores armor) from the penetrating cold.
An ice elemental is immune to cold (and gains 1 point of health for each 1 point of cold damage they would have otherwise taken), but every time they take fire damage (which ignores their Armor), they take 1 additional point of damage.
Individual ice elementals may also attack with one of the following abilities.
- Winter's Breath: The elemental exhales a freezing wind (no more than once each minute), attacking up to three creatures within short range, but otherwise as if using their touch attack, as their action.
- Encase: A creature damaged by the ice elemental's touch attack is immobilized in a layer of frozen water on a failed Might defense roll. Affected targets 5 Speed damage (ignores armor) from the penetrating cold each round until they can escape with a successful Might roll as their action. If a target somehow manages to survive being encased for an extended period, they smother from lack of air, taking a major wound every few minutes.
- Freeze: The ice elemental causes the surface of an adjacent area of water up to a long distance in diameter to freeze solid (no more than once per hour). The ice is frozen to a depth of 6 inches (15 cm), and breaking through requires a difficulty 6 Might roll.
- Skewer: The elemental flings a supernaturally cold and sharp icicle at a target within long range, inflicting damage from the cold and, on a failed Might defense roll, pins the target against the ground or wall. A pinned target takes 4 Speed damage (ignores armor) each round, can't move, and is hindered on physical tasks until they can escape with a successful Might roll as their action. The icicle melts after about a minute.
GM Intrusion: The elemental destabilizes the structure, causing a portion of it to fall on the character, trapping them until they escape with a successful Might roll as their action.
Adventure Seed: A sea captain of an icebreaker complains that "spirits" have followed them back from their last voyage to the north, attacking them when they least expect it.