View Full Version : D&D 5e/Next Qorrashi (Ice Genie)

2016-03-13, 01:49 PM
Large Elemental, lawful neutral

Armor Class: 18 (natural armor)
Hit Dice: 243 (18d10 +144)
Speed: 30 ft., fly 60 ft.

STR: 20 (+5) DEX: 14 (+2) CON: 26 (+8)
INT: 14 (+2) WIS: 17 (+3) CHA: 18 (+4)

Saving Throws: Dex +6, Wis +7, Cha +8
Damage Immunities: cold
Senses: darkvision 120ft., Passive Perception 15
Languages: Auran, Aquan
Challenge Rating: 11 (7,200 XP)

Elemental Demise: If the qorrashi dies, its body melts into a puddle of water and steam, leaving behind only equipment the qorrashi was wearing or carrying.

Icewalking: This ability works like the spider climb spell but applies to all icy surfaces. A qorrashi can move normally on any icy surface.

Innate Spellcasting: The qorrashi’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, endure elements, invisibility (self only)
3/day: Cone of Cold, Ice Storm
1/day: conjure elemental (ice elemental only), plane shift


Multiattack: The qorrashi makes two unarmed strike attacks

Unarmed Strike: melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4+5) bludgeoning damage plus 6 (2d6) cold damage. Target who it hit must make a DC 20 Constitution saving throw or suffer one level of exhaustion.

Ice Shards: The qorrashi magically shoots ice shards in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (6d6) cold damage and, if it is Huge or smaller, is pushed up to 20 feet away from the qorrashi and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

EDIT: Comments, critiques, rebalancing?