Medium Beast, Neutral
Armor Class 16 (natural armor)
Hit Points 40 (12d8 + 2)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +7, CON +5, INT +2
Skills Perception +3, Stealth +4
Damage Vulnerabilities Fire
Damage Immunities Cold
Senses Passive Perception 16
Languages Beast
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Keen Hearing and Smell. The Crystalmain has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Crystalmain has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Jaw's of Dagorond: The Crystalmain clamps his jaws down upon the target, dealing 2d8 points of piercing damage, the target must make a constitution save DC12 or else take 2d4 ice damage

Ice Spikes Great spikes shoot out of the crystalmains body, piercing any targets near it, anyone in a 10 feet radius must make a di13 dex save or take 1d12 point of piercing and frost damage 

Crystal breath: The Crystalmain shoots out a jet of ice at it's foes, if you are in a 10 foot cone radius the foe must make a constitution save of 15 or take half damage from 1d8 ice damage

Bonus Actions

Howl: The Crystalmain emits a howl that is meant to chill it's enemy's and make them tremble, each foe near the Crystalmain must make a di12 charisma save or be terrified for 1 turn.

Reactions

Icy touch: When the Crystalmain is hit by a slashing attack, the foe must succeed on a d10 constitution save or take 2d4 points of ice damage

Lair and Lair Actions

The Crystalmain hides out in glaciers and cold arctic and tundra enviroments, they are normally found in packs of 4 

Monster Tags: beast companion

Habitat: Arctic

Calador_Dragontamer

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