Ice Bro (5e Creature)

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Ice Bro[edit]

Medium humanoid, lawful neutral


Armor Class 18 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 35 ft.


STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 10 (+0) 10 (+0) 18 (+4)

Saving Throws Dex +7, Con +6
Skills Acrobatics +7
Damage Resistances cold
Senses passive Perception 10
Languages common
Challenge 5 (1,800 XP)


Brave. The ice bro has advantage on saving throws against being frightened.

Evasion. When the ice bro is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

High Jumper. The ice bro can cover three times the height on a high jump, and can do so without expending any movement before the jump.

Innate Spellcasting. The ice bro's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At-will: manipulate snow and ice

3/Day: frostball

1/Day: fire shield (chill only), wall of ice

ACTIONS

Multiattack. The ice bro makes three attacks.

Iceball. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d6 + 4) cold damage.


Ice bros are troops of the Koopa Kingdom of the elite bro line. Like the other bros, they were once regular koopa troopas before being altered by special koopa magic. While they can no longer hide in their shells, they have far greater agility, strength, and toughness than before.

Ice bros are one of the newest bro variants, created as icy counterparts to the fire bros. Their powers over ice are emphasized by their bright blue shells and helmets. They can throw iceballs like a fire bro can throw fireballs and instinctually know various ice spells. They are considered equally dangerous as fire bros.

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