Eternal winter world illustration - Grimdark theme
Grimdark

Eternal winter

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Desolate, endless winter, sweeping across barren land littered with the ruins of times past.


Author's Note: In a frigid, desolate world, howling winds sweep across endless stretches of barren land, littered with the remnants of forgotten civilizations. Crumbling structures peek through layers of ice and snow, their once-vibrant stories silenced. Scavengers roam this frozen wasteland, bartering with salvaged artifacts—rusted machinery, tattered relics, and fragments of history—each a precious currency against the harshness of enduring cold, where survival hinges on the shared memories of a lost age. In a frigid world, the sun is essential for survival. Its rays temporarily melt the harsh chill, awakening life and hope in the barren landscape. Scavengers rely on its warmth to stave off frostbite and navigate their cold expanse. Without the sun's embrace, despair looms—a reminder that each day is a precious gift against the relentless freeze.
Played3 times
Cloned0 times
Created
151 days ago
Last Updated
75 days ago
VisibilityPublic
Water Elemental
CR 5Large Elemental
Water Elemental
HP Range60 - 168 (Avg: 114)
AC14
XP1800
Details
SizeLarge
TypeElemental
CR5
XP1800
LanguagesAquan
Defenses
Armor Class14
HP Range60 - 168 (Avg: 114)
Damage VulnerabilitiesNone
Damage Resistances,
Damage Immunities
Condition Immunities, , , , , , ,
Actions

Multiattack

The elemental makes two slam attacks.

Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm

Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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