Image promptmedium ice elemental, gaunt translucent blue-white glacial-ice humanoid, sharp crystalline edges, frost fuming from shoulders, jagged ice-lances forming at outstretched hands hurling frost bolts, ground sheeting to ice, a lone warm campfire glow biting at the frost showing its fire weakness, bleak arctic glacier expanse, blue ice, drifting snow, pale aurora-lit gloom, ranged casting pose, icy-blue palette with a warm firelight accent, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Rime Caller

Medium Elemental, Neutral Evil
CR 9ArtilleryArctic / Glacier
AC 15
HP 133 (14d8 + 70)
Speed 30 ft. (**50 ft.** on ice), Climb 20 ft.
STR
12
+1
save +1
DEX
17
+3
save +7
CON
20
+5
save +9
INT
14
+2
save +2
WIS
16
+3
save +7
CHA
10
+0
save +0
Skills Perception +7, Stealth +7
Resistances Lightning
Immunities Cold, Poison; Exhaustion, Paralyzed, Petrified, Poisoned
Vulnerabilities Fire
Senses Darkvision 60 ft.; Passive Perception 17
Languages Primordial (Aquan)

Traits

Ice Walk. Difficult Terrain caused by ice doesn't affect it, and it has no risk of slipping on icy surfaces.

Frozen Ground. The ground within 20 feet of the Rime Caller is covered in ice and counts as Difficult Terrain (for enemies — its allies are unaffected).

Point Blank Weakness. While an enemy is within 5 feet of the Rime Caller, its ranged attacks are made with Disadvantage.

Actions

Multiattack. Makes three Ice Lance attacks.

Ice Lance. Ranged Attack Roll: +7, range 120 ft. Hit: 14 (2d10 + 3) Cold damage. The target makes a DC 15 Constitution save. Failure: Its Speed is reduced by 10 feet until the end of its next turn.

Frost Nova (Recharge 5–6). Constitution Saving Throw: DC 17, every creature in a 20-foot radius Sphere at a point the Rime Caller can see.

  • Failure: 36 (8d8) Cold damage, and the target becomes Restrained (frozen in ice). A Restrained target can spend an action and make a DC 15 Strength check to break free.
  • Success: Half damage, not Restrained.

Bonus Actions

Glacial Slide. The Rime Caller slides 30 feet across the ice. This movement doesn't provoke Opportunity Attacks.


How to Use

A classic Artillery: deadly at range, helpless up close.

3 × Ice Lance = 42 damage/turn, from 120 feet away. And every hit reduces Speed — meaning the party can't close the distance.

Frozen Ground adds to this: everything within 20 feet is Difficult Terrain. Approaching costs double.

Glacial Slide: if you approach, it slides away 30 feet — you don't even get an Opportunity Attack.

This is a "chase" fight. The party has to reach the Rime Caller, but it keeps fleeing and hitting them.

But its weakness is very clear:

WeaknessEffect
Point Blank WeaknessAttacks have Disadvantage within 5 feet
Vulnerability: FireFire deals double damage
NO melee attackIf you close in, it can't defend itself!

A party that reaches it wins. The problem is reaching it.

How the party wins: Flying, teleport (Misty Step, Dimension Door), closing fast with Dash, or hitting it with their own ranged damage (it has 133 HP, not much).