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5ead/monsters/md/tome_of_beasts_2023/frostveil-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.6 KiB

Frostveil

Medium Plant Unaligned

  • Armor Class: 16 (natural armor)
  • Hit Points: 67 (9d8 + 27)
  • Speed: walk 15 ft. fly 10 ft.
  • Challenge Rating: 4 (1,100 XP)
  • Source: Tome of Beasts 2023, page 193
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 1 (-5) 11 (+0) 1 (-5)
  • Skills: Stealth +7
  • Damage Vulnerabilities: fire
  • Damage Immunities: cold
  • Damage Resistances: bludgeoning and piercing from nonmagical attacks
  • Condition Immunities: blinded, charmed, deafened, frightened, prone
  • Senses: blindsight 120 ft., passive Perception 10
  • Languages:

Special Abilities

  • Chilling Acidic Body: A creature that touches the frostveil or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage.
  • Damage Transfer: While engulfing a creature, the frostveil takes only half the damage dealt to it (rounded down), and the engulfed creature takes the other half.
  • False Appearance: While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice.
  • Windborne: In windy conditions, the frostveil's flying speed increases to 30 feet. In a wind of moderate or greater speed (at least 10 miles per hour), its flying speed increases to 60 feet.

Actions

  • Multiattack: The frostveil makes two Frozen Tendril attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the frostveil uses Snowy Engulf on it.
  • Frozen Tendril: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 3 (1d6) cold damage.
  • Snowy Engulf: The frostveil engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, and it must succeed on a DC 15 Constitution saving throw at the start of each of the frostveil's turns or take 4 (1d8) acid damage and 3 (1d6) cold damage. If the frostveil moves, the engulfed target moves with it. The frostveil can have only one creature engulfed at a time.
  • Spirit Spores (Recharge 6): The frostveil releases a puff of psychotropic spores around itself. Each creature within 10 feet of the frostveil must make a DC 15 Constitution saving throw. On a failure, a creature takes 21 (6d6) cold damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't incapacitated. When an incapacitated creature moves, it moves in a random direction. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.