Frost Walker (5e Creature)

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Frost Walker[edit]

Large elemental, neutral evil


Armor Class 16 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 11 (+0)

Saving Throws Dex +3, Con +4
Skills Acrobatics +3, Athletics +5, Intimidation +2, Perception +3, Survival +3
Proficiency Bonus +2
Damage Vulnerabilities bludgeoning, fire
Damage Resistances piercing
Damage Immunities cold
Condition Immunities charmed, frightened
Senses passive Perception 13
Languages Frost Walker
Challenge 4 (1,100 XP)


Frosted Weapons. When the frost walker hits with any melee weapon, the weapon deals an extra 3 (1d6) cold damage (included in the attack).

ACTIONS

Multiattack. The frost walker makes three attacks: two with its slam and one with its freeze.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and 3 (1d6) cold damage.

Freeze. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 10 (2d6 + 3) cold damage and the target must succeed on a DC 15 Constitution saving throw or have its movement speed reduced by 10 feet for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

Uncanny Action. The frost walker takes Dash or Disengage action.


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