Huge Elemental, Lawful Evil
Armor Class 16 Natural Armor
Hit Points 118 (4d12 + 92)
Speed 30 ft., (40ft on snow or ice) , Swim 30 ft., Burrow 10 ft. (Can only burrow in ice or snow)
STR
16 (+3)
DEX
8 (-1)
CON
14 (+2)
INT
18 (+4)
WIS
18 (+4)
CHA
11 (+0)
Skills Athletics +15, Intimidation +14, Perception +16
Damage Vulnerabilities Fire
Damage Immunities Cold
Senses Darkvision 80ft, Passive Perception 16
Languages Aquan, Common, Winter Wolf
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Made of Snow. This creature gains 1d6+2 hit points if it ends its turn in snow. It also gains hit points equal to any cold damage it take

Spellcasting. The Chillion is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Chillion has following spells prepared and does not need components to cast them:
Cantrips (at will): Ray of Frost (2d8), Prestidigitation
1st level (# slots): Chromatic Orb (cold), Create or Destroy Water (can create frozen water)

Actions

Multiattack. The Chillion tries to use Summon Snowmen (if it can't it uses Ice Ball). It also uses Ice Claw or Ice Ball.

Summon Snowmen (Recharge 5-6). The Chillion summons 1d4-1 Evil Snowmen.

Ice Claw. Melee Weapon Attack: +5 to hit, reach # ft., 1 target. Hit: 11 (2d8 + 3) slashing damage plus 6 (1d8 + 2) cold damage.

Ice Ball. Thrown Melee Weapon Attack: +5 to hit, range 60/100 ft., 1 target. Hit: 9 (1d8 + 5) bludgeoning damage plus 6 (1d8 + 2) cold damage. 

 

Description

Chillions live near the sea of ice in the plane of water. They are smart and strong but are not the most agile. They created the Evil Snowmen and the Snowmonsters.

Dungeon_Master_999

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