Innate Spellcasting. The anchorite’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
1/day each: ice storm (2d8 + 4d6 damage), revivify
3/day: frost fingers (2d8 damage), misty step
Cold Regeneration. If the temperature around the anchorite is 0 degrees Fahrenheit or lower, it regains 5 hit points at the start of its turn. If the anchorite takes fire damage it doesn't regain hit points at the start of its turn. The anchorite only dies if it is reduced to 0 hit points and doesn't regenerate.
Shapechanger. The anchorite can use its action to polymorph into a snowy owl or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Maul (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage, plus 5 (2d4) cold damage.
Talons (Snowy Owl Form Only). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 2 (1d4) cold damage.
Stone’s Endurance (Recharges after a Short or Long Rest). When the anchorite takes damage, it reduces the damage taken by 8 (1d12 + 2).
Description
These religious recluses are granted spellcasting power by Auril the Frost Maiden. They are possessed or lured from their goliath barbarian tribes to be in servitude of Auril.
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