Ice Wanderer (5e Creature)
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Large celestial, neutral good
Saving Throws Con +11, Wis +10, Cha +10
Glacial Weapons. The ice wanderer's weapon attacks are magical. When the ice wanderer hits with any weapon, the weapon deals an extra 5d8 cold damage (included in the attack).
Ice Walk. The ice wanderer can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Innate Spellcasting. The ice wanderer's spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The ice wanderer can innately cast the following spells, requiring only verbal components:
Multiattack. The ice wanderer makes two melee attacks.
Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage, or 25 (3d12 + 6) damage while enlarged, plus 22 (5d8) cold damage.
Enlarge (Recharge 5-6). For 1 minute, the ice wanderer magically increases in size, along with anything it is wearing or carrying. While enlarged, the ice wanderer is Huge, adds one damage die of the weapon's damage die to its damage dice on Strength-based weapon attacks (included in the attack), and makes Strength checks and Strength saving throws with advantage. If the ice wanderer lacks the room to become Huge, it attains the maximum size possible in the space available.
Mighty celestial beings that traverse frigid wastes, ice wanderers are ogre-sized celestials that tend to keep to themselves, but they can grow to the size of a frost giant in moments. They tend to have pale to dark blue flesh covered in thick, icy plates and white or pale blue hair, matted with ice and snow. They are fierce enemies of yetis, slaying them whenever they can. If an ice wanderer happens upon a traveller collapsed in the snow, they will take them to a warm cave before vanishing like melting snow.
Celestial Nature. An ice wanderer doesn't require food, drink, or sleep.