Lesser Icespike Hide. At the start of each of the cryosaurus's turns, it deals 4 (1d6) piercing damage and 2 (1d4) cold damage to any creature grappling it that does not have natural armor that is more than 3.
Electricity Charging Scales. Whenever the cryosaurus takes 12 or less lightning damage, it instead absorbs the lightning and gains hit points equal to the damage dealt.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 9 (1d10+3) piercing damage and 4 (1d6) cold damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d8+3) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 12 (2d6+3) bludgeoning damage.
Headbutt. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 7 (2d4+3) bludgeoning damage and 4 (1d6) piercing damage.
Ice Spit. RangedWeapon Attack: +7 to hit, range 10/100 ft., 1 target. Hit: 12 (2d6+3) cold damage.
Icy Mist (Recharge after Short or Long Rest). The ccryosaurus releases a cold mist from its nostrils and underside. All creatures within 25 feet of the cryosaur must make a DC 16 Constitution saving throw, taking 10 (2d6) cold damage and gain 1 level of exhaustion on a fail, or half as much damage and be paralyzed until the start of the next round.
Ice Breath (Recharge 5-6). The cryosaurus exhales an icy blast of hail in a 20-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Comments