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Frostveil 2014

CR 4 plant

Medium plant, unaligned


Armor Class
16
Hit Points
67 (9d8+27)
Speed
10 ft., fly 30 ft.

STR20 (+5)
DEX20 (+5)
CON16 (+3)
INT1 (-5)
WIS11 (+0)
CHA1 (-5)

Saving Throws
Skills
Stealth +7
Vulnerabilities
fire
Resistances
bludgeoning and piercing from nonmagical attacks
Damage Immunities
cold
Condition Immunities
blinded, charmed, deafened, frightened, prone
Senses
blindsight 100 ft., passive Perception 10
Languages
-
Challenge
4 (1,100 XP) · Proficiency Bonus +2

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.

Environments: Grassland or Plains, Hills

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details