Ice elementals are creatures made of animated snow and ice. They form in glacilm, where giant icebergs and endless snowfields devour the landscape.
Physical Description: Ice elementals vary in their exact appearance. Due to the different compositions of the ice that make up these elementals, they can commonly be of different colours, hardness, and overall temper. Some being more reminiscent of large cascading green icebergs, while others are a more opaque white or blue ice, and very rarely are there pristine ice sculpture-esque elementals who have abandoned everything for purity of mind, but lack individuality. Humanoid elementals often try to stylize themselves to avoid a featureless body, often intentionally sculpting icicles or formations to maintain individuality in comparison even while seeing to remove impurities in their structure.
| Adulthood | Intuitive | Self-Taught | Trained |
| 15 Years |
+1d4 years
(16 – 19 years) |
+1d6 years
(16 – 21 years) |
+2d6 years
(17 – 27 years) |
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male |
5 ft. |
+3d12 in.
(5 ft. 3 in. – 8 ft.) |
180 lbs. |
+(3d10×5 lbs.)
(195 – 330 lbs.) |
| Female |
5 ft. |
+3d12 in.
(5 ft. 3 in. – 8 ft.) |
180 lbs. |
+(3d10×5 lbs.)
(195 – 330 lbs.) |
Society: Ice Elementals value cleanliness and purity, and view those with no impurities in their icy construction as stronger or more deep in their convictions then others. Though this does not mean they belittle others who they view as more divided, and instead commonly build upon eachother to improve each other's composition and remove minerals and other materials from each other to help prevent sickness. This extends to ice elementals that look humanoid, who often prefer to stay with their brethren reminiscent of animals to care for them.
Relations: Ice Elementals often avoid dealings with other races, but they commonly have to deal with northerners and ursine in the northern reaches they commonly reside in on malbaar, whom they aggressively get into conflict with due to their common differences. Due to this, they prefer smaller races due to the immediate identification of them as not a northerner.
Belief and Religion: Commonly worshiping en'zavao and other gods of ice and snow as their preferred deity. Ice Elementals can commonly be seen as rigid in their position and relatively orderly, having views of such as the importance of being pristine.
Adventurers: Ice Elementals often prefer to stay in their frozen domains, but some do sometimes choose to move away and explore, whether alone or within a party, though an ice elementals's distant personality can often come off as cold. Despite this, those that take to the adventuring life see distinct advantages as specialized rangers and warriors.
Standard Racial Traits
- Ability Score Racial Traits: Ice Elementals surprisingly strong, but lack mental acuity like most elementals. They gain +2 Strength, and -4 Intelligence.
- Type: Ice Elementals are elementals with the cold subtype.
- Size: Ice Elementals are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Ice Elementals have a base speed of 20 feet and a swim speed of 30 feet.
- Languages: Ice Elementals begin play speaking Glaciat. Ice Elementals with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Offense Racial Traits
- Natural Attack: Ice Elementals gain a slam attack as primary natural attack that deal 1d6 points of damage and 1d4 points of cold damage.
Defense Racial Traits
- Hard Ice: Ice Elementals's icy bodies are incredibly sturdy, granting them a +2 natural armor bonus.
- Ice Immunity: Ice Elementals are immune to cold damage.
Sense Racial Traits
- Darkvision: Ice Elementals have darkvision and so can see perfectly in the dark up to 60 feet.
- Snow Vision (Ex): Ice Elementals can see perfectly well in snowy conditions and do not take any penalties on Perception checks while in snow.
Movement Racial Traits
- Cold Burrow: Ice Elementals have a burrow speed of 20 feet in ice and snow only.
- Icewalking (Ex): Ice Elementals can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. They can also climb and travel on vertical surfaces or even traverse ceilings. The ice elemental must have its hands free to climb in this manner. This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy.
Magical Racial Traits
- Ice Glide (Su): A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Their burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning them for 1 round unless they succeed on a DC 15 Fortitude save.
- Numbing Cold (Su): Ice Elementals mastery over cold is unmatched, allowed them to further hinder others with the cold. When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The DC of this save is equal to 5 + 1/2 your character level + your Constitution modifier.
Weakness Racial Traits
- Vulnerability to Fire: Ice Elementals are made of pure ice and thrive in cold, but proportionally hate the heat. Ice Elementals take 150% as much damage as normal from fire attacks.