Frostveil

Frostveil

Medium plant, unaligned
  • Armor Class 16 ()
  • Hit Points 67 (9d8+27)
  • Speed 10 ft., fly 30ft. (special)
  • STR
    20 (+5)
  • DEX
    20 (+5)
  • CON
    16 (+3)
  • INT
    1 (-5)
  • WIS
    11 (+0)
  • CHA
    1 (-5)
  • Skills Stealth +7
  • Damage Resistances bludgeoning and piercing from nonmagical weapons
  • Damage Immunities cold
  • Condition Immunities blinded, charmed, deafened, frightened, prone
  • Senses blindsight 100 ft., passive Perception 10
  • Languages -
  • Challenge 4 (1,100 XP)
  • Chilling Acid. The frostveil's frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage.
  • False Appearance. While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice.
  • Windborne. While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet.

Actions

  • Multiattack. The frostveil makes three tendril attacks.
  • Tendril. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed.
  • Engulf. When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it's still grappled by the frostveil. A frostveil can't attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil.
  • Spirit Spores (recharge 6). In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.