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JNAProductions
2016-05-16, 05:44 PM
Ice Minion
Medium Humanoid (Ice), Any Alignment

Armor Class 13 (Ice Armor)
Hit Points 78 (12d8+24)
Speed 30', Swim 60'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


12 (+1)
12 (+1)
14 (+2)
10 (0)
8 (-1)
10 (0)



Skills Athletics +3, Stealth +3
Damage Resistance Cold
Senses Infravision 60', Passive Perception 9
Languages Common
Challenge 1


Icy Aura Any creature within 5' of the Ice Minion takes 2 (1d3) Cold damage at the start of his turn, or upon entering the range of the aura, and must also make a DC 12 Constitution saving throw. On a failure, movement speed is halved until they make a successful saving throw at the end of their turn (with disadvantage if they remain within range of the aura). Creatures with the Ice Subtype are immune to this.

Skate When on an icy surface, the Ice Minion's land speed is doubled.

Icy Camouflage When in a snowy or icy environment, the Ice Minion does not need concealment or cover to hide.

Actions


Icy Sword Melee Weapon Attack: +3 to hit, reach 5', one target. Hit: 4 (1d6+1) slashing damage and 2 (1d3) cold damage.

Extra Attack The Ice Minion makes two Icy Sword attacks, Icicle Blast attacks, or other attack actions.

Icicle Blast Ranged Spell Attack: +2 to hit, range 120', one target. Hit: 4 (1d8) cold damage.