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- Life: 4
- Move: 5
- Range: 1
- Attack: 6
- Defense: 4
- Point Value: 130
- Ice Cold:
While a Greater Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces. Figures do not have to stop their movement on normal ice spaces
- Ice Spikes 15:
If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponent's figure recieves 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.
- Cold Healing:
After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card
As a construct, the Greater Ice Elemental is not affected by the Werewolf Lord's Lycanthropy power.
With his ability to turn water into ice, the Greater Ice Elemental may aid the Ice Troll Berserker with his Ice Troll Charge and Cold Regenerate powers.
The Greater Ice Elemental is an interesting unit that you want to get into the water. Once in the water Ice Cold kicks in, turning all adjacent water spaces into ice that units can use as a land bridge. Not only that, but the water under the elemental counts as ice spaces, boosting Ice Spikes and allowing Cold Healing to kick in. Few units would be foolhardy to fight an ice elemental near the water, as it merely needs to step into the water to heal at the end of its turn. If at all possible, try to keep the elemental near the water to take advantage of these abilities.