Ice Moblin (5e Creature)

From D&D Wiki

Jump to: navigation, search

Ice Moblin[edit]

Large humanoid (moblin), chaotic evil

Armor Class 14 (hide)
Hit Points 93 (11d10 + 33)
Speed 30 ft.

18 (+4) 14 (+2) 17 (+3) 7 (-2) 11 (+0) 10 (+0)

Saving Throws Wis +3
Skills Athletics +7, Intimidation +3
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 10
Languages Blin
Challenge 7 (2,900 XP)

Brute. A melee weapon deals one extra die of its damage when the moblin hits with it (included in the attack).

Keen Smell. The moblin has advantage on Wisdom (Perception) checks that rely on smell.

Chilling Body. A creature that touches the moblin or hits it with a melee attack while within 5 feet of the moblin takes 3 (1d6) cold damage.

Chilling Weapons. Any metal melee weapon the moblin wields deals an extra 3 (1d6) cold damage on a hit (included in the attack).

Illumination. The moblin sheds bright light in a 20-foot radius and dim light for an additional 20 feet.


Multiattack. The moblin makes two melee attacks.

Moblin Spear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) piercing damage plus 3 (1d6) cold damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 14 (3d6 + 4) piercing damage if used to make a melee attack, plus 3 (1d6) cold damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) cold damage.

Ice Shot (Recharge 5-6). The moblin channels its icy energy, shooting a bolt of magical frost in a 60 ft long, 5 ft. wide line. Each creature in that area must make a DC 14 Dexterity saving throw, taking 27 (6d6 + 6) cold damage on a failed save, or half as much damage on a successful one.

An ice moblin is easily identified by its black skin, glowing eyes, and its cloak of magical frost, surrounded by spectral pale blue runes. The primordial magic that is interwoven into the physical being of this type of moblin is ever-present, and is usually gifted to them by a powerful being such as Calamity Ganon.

See also[edit]

  • Moblin, the race to which this creature belongs
  • Big moblin, the subrace to which this creature belongs
  • Silver moblin, an potent moblin that wields even more power and influence than an ice moblin
  • Golden moblin, an exceptionally rare and mighty form of moblin, rumored to be the greatest among them
  • Fire Moblin, a flaming counterpart to the ice moblin.
  • Electric Moblin, an electric counterpart to the ice moblin.

Back to Main Page5e Homebrew5e Creatures
Back to Main Page5e HomebrewCampaign SettingsHyruleBestiaryMoblinBig Moblin

This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!