Snow Para-elementals | Monsters for Dungeons & Dragons Fifth Edition

At the point where the Elemental Plane of Water borders the Plane of Air is a cold, wet environment known as the Para-Elemental Plane of Ice. There one can find ice mephits, yetis, remorhazes, frost giants, and white dragons. This is also the home of the large and peaceful snow para-elementals.

Nicknamed “snowmen” by those who come across them, these gentle giants roam the tall mountains that border air and earth. They are the natural enemies of remorhazes and frost giants who also lay claim to the tall, wind-swept peaks.

On the rare ocassion that one is summoned to the prime material, it does not last long. If it is exposed to any amount of sunlight, it immediately begins to melt, leaving behind nothing more than a pool of chilly water.

Elemental Nature. The para-elemental doesn’t require air, food, drink, or sleep.

Snow Para-elemental

Huge elemental, neutral

Armor Class 14 (natural armor)

Hit Points 168 (16d12 + 80)

Speed 30 ft. (60 ft. when rolling, 120 ft. rolling downhill)

Abilities Str 23 (+6), Dex 9 (-1), Con 20 (+5), Int 5 (-3), Wis 10 (+0), Cha 7 (-2)

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 10

Languages Aquan, Auran

Challenge 10 (5,900 XP)

False Appearance. While the para-elemental remains motionless, it is indistinguishable from a pile of snow.

Sunlight Hypersensitivity. The para-elemental takes 20 acid damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Engulf. The para-elemental rolls up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the para-elemental enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the para-elemental. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature’s space and the creature takes 21 (6d6) cold damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) cold damage at the start of each of the para-elemental’s turns. When the para-elemental moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make DC 18 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the para-elemental.


Thanks for reading!

I’m continuing my (new) holiday tradition of creating monsters that align with whatever is happening. If you haven’t already seen them, be sure to check out the Gobble-lin and The Black Friday Horde.

See you next time!

Art by Jakub Casper.

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