Polar Manzardill (5e Creature)
Polar Manzardill[edit]
Medium beast, unaligned Armor Class 18 (natural armor)
Saving Throws Con +8, Cha +5 Frost Skin. A creature that touches the manzardill or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage. Water Walk. The mazandrill freezes over water when in contact with it, this allows them to walk on water as it freezes beneath them. If submerged in water the manzardill rises to the surface of the water at a rate of 60 feet per turn. Gas Immunity. The manzardill is immune to the effects of any gas or cloud-based attacks. In addition, Polar Manzardills do not need to breath. ACTIONSSlam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage. Ice Cannon. Ranged Weapon Attack: +2 to hit, range 80 ft., one target. Hit: 14 (4d6) cold damage. Frost Flight. The manzardill gains a flying speed of 15 feet until the end of its turn. Any creature directly under the manzardill as it flies must succeed on a DC 16 Dexterity saving throw or take 11 (2d10) cold damage. REACTIONSWall of Ice. As an reaction manzardill makes a wall of ice, increasing its AC by 4 and any allies within a 15-foot radius of the mazandrill, this last until the beginning of the manzardill's next turn. |
Evolved polar manzardills are much larger than normal polar manzardills, and have what appears to be armor. They have three growths dangling from their chin, and their teeth are now sticking out of the bottom jaw. They have ice covering sections of their back and shoulders, with large cannons sticking out. The black markings on their face have changed. |
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