Frostveil
Tome of Beasts (Third Party)
- Size
- Medium
- Type
- plant
- Alignment
- unaligned
- AC
- 16
- Hit Points
- 67 (9d8+27)
- Speed
- walk 10 ft., fly (varies; see Windborne ability)
- Skills
- Stealth +7
- Resistances
- bludgeoning and piercing from nonmagical weapons
- Immunities
- cold
- Vulnerabilities
- fire
- Condition Immunities
- blinded, charmed, deafened, frightened, prone
- Senses
- blindsight 100 ft.
- Passive Perception
- 10
- Languages
- -
- Challenge
- 4
Traits
Chilling Acid
The frostveil's frozen acidic mist breaks down flesh and organic materials into usable 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.
recharge
D6