Ice Wizzrobe (5e Creature)

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Ice Wizzrobe[edit]

Medium humanoid, lawful evil


Armor Class 15 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 17 (+3) 16 (+3) 14 (+2)

Saving Throws Int +6, Wis +6
Skills Arcana +6, Stealth +5
Proficiency Bonus +3
Damage Vulnerabilities fire
Damage Immunities cold
Senses passive Perception 13
Languages Blin, Common
Challenge 5 (1,800 XP)


Conjured Rod. The wizzrobe may create a ice rod when it rolls initiative. The wizzrobe may dismiss the rod as a bonus action, and the rod disappears if the wizzrobe is incapacitated. A wizzrobe may only create one ice rod with this trait at a time.

ACTIONS

Multiattack. The wizzrobe makes two attacks with its Ice Rod.

Ice Rod. Melee Weapon Attack or Ranged Spell Attack: +3 to hit in melee or +6 to hit at range, reach 5 ft. or range 90 ft., one target. Hit: 2 (1d4) bludgeoning damage plus 1 cold damage in melee or 13 (3d6 + 3) cold damage at range.

BONUS ACTIONS

Wizzwarp. The wizzrobe casts misty step. Intelligence is its spellcasting ability.


TotK_Ice_Wizzrobe_Model.png
Ice and yellow wizzrobes are no stranger to working in tandem. Source

Ice wizzrobes are malicious mages that channel the element of ice into their attacks and magic. They are typically found in places where elemental frost or cold temperatures are a common occurrence.


See also[edit]

  • Blizzrobe, a much more powerful variant of this creature.
  • Electric Wizzrobe, another form of wizzrobe, but empowered by the element of lightning.
  • Fire Wizzrobe, another form of wizzrobe, but empowered by the element of fire.
  • Orange Wizzrobe, a powerful wizzrobe with the pyromancy of a fire wizzrobe and the conjuration prowess of a yellow wizzrobe.
  • Yellow Wizzrobe, another form of wizzrobe, but with the magical ability to summon allies in the midst of combat.
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