Frostspike (Corebound Awakening Supplement)

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Frostspike[edit]

Medium mana beast, unaligned


Armor Class 16 (natural armor)
Hit Points 37 (5d8 + 15)
Speed 50 ft, climb 20 ft


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 6 (-2) 14 (+2) 8 (-1)

Proficiency Bonus +3
Senses passive Perception 12
Languages


SHP = 62

MP (Mana Points) = 20

Froststep. The Lynx can move across icy terrain without penalty and never falls prone due to slippery surfaces.

Freezing Trail. After moving 30 ft or more, it leaves behind a trail of frost (10 ft long) for 1 round. Anyone moving through the trail must make a DC 15 Dexterity save or fall prone.

Mana Core: Dormant Ice Aspect. Can spend 1 MP per turn to coat its claws in frost—attacks deal an extra 1d6 cold damage, and the target’s speed is reduced by 10 ft until the end of its next turn.

Actions

Chilling Pounce. Melee Attack: +7 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing + 1d6 cold. If the Lynx moved at least 20 ft before attacking, the target must make a DC 15 Constitution save or be slowed (half movement) until the end of its next turn.

Spike Flurry (Recharge 5–6). The Lynx launches icy spikes in a 15-ft cone. Each creature in the cone must make a DC 16 Dexterity save or take 14 (4d6) cold damage and have disadvantage on their next weapon attack.

Core Drop: 20% for the core to survive the death of the monster, if it does not survive it shatter, it pushes anyone who is in 5 ft of it 5 ft back and makes them prone. Anyone who is in 5 ft from the core on shattering regains half of the max MP the core has and anyone in 10 ft a quarter.



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