Small Monstrosity, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 25 (10d6 - 10)
Speed 40 ft.
STR
7 (-2)
DEX
14 (+2)
CON
8 (-1)
INT
5 (-3)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws DEX +5
Skills Deception +0, Stealth +0
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Passive Perception 10
Languages the last word its host spoke
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Incorporeal Movement. The Chill can move through an object or another creature, but can’t stop there.

From Shadows. If the Chill is in a shadow and not moving, it is impossible to detect naturally.

Grimm Sense. The Chill knows the exact location of any other creature that is frightened within 60 ft. and the direction of any other creature that is frightened within 500 ft.

Grimm Nature. Due to its nature as a machine of destruction, creatures of grimm do not need to eat, drink, or sleep, but can if they choose to. If a creature of grimm dies, it and anything it was wearing or carrying turns to ash.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic damage.

Possession (Recharge 4+). One creature that the Chill can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the Chill; the Chill then disappears, and the target is incapacitated and loses control of its body. The Chill now controls the body but doesn’t deprive the target of awareness. The Chill can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, and Charisma. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the Chill is turned or forced out by an effect like the Dispel Evil and Good spell or by the target taking radiant damage, or after one minute has passed since the start of the possession. If the possession ends because one minute has passed or because the target has dropped to 0 hit points, the target of possession begins dying, has disadvantage on Death saving throws for one hour, and is unable to regain hit points for one hour. When the possession ends, the Chill reappears in an unoccupied space within 5 feet of the body. The target is immune to this Chill’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Description

Very few people have encountered a Chill. Of those that have fewer have lived to tell about it fewer have survived their encounter. None of them have ever seen the Chill itself.

Perhaps you have played the old party game The Chill, in which players must attempt to discover the Grimm in their midst before it is too late, the idea being that a person possessed by the Chill is indistinguishable from an unpossessed person. However, you may be relieved to know that a Chill in a host cannot speak or act normally, the way that Poppy does. If someone has been taken over by a Chill, you would know it immediately; they cannot speak or perhaps they will only repeat the same word, over and over again-the last word the person spoke.

Moreover, Chills cannot control a body for more than a few minutes, making it impossible for them to kill an entire town in one night. They rely on the element of surprise and the unwillingness of most people to kill a friend or loved one until they are certain they are already lost.

Small comfort perhaps, for if you are ever unfortunate enough to encounter one, you likely will not survive to tell the tale.

-Professor Ozpin, Headmaster of Beacon Huntsman Academy

True_pein

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