Fear of Fire. If the Burrrilla takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Snow Camouflage. The Burrrilla has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Multiattack. The Burrrilla can use two claw attacks. And can use one or both claw attacks to instead attempt a Chilling Grip
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage
Ice Ball. As an action Burrrilla can throws an Ice ball for 60ft in a straight. Everyone in the way must make a DC 14 DEX save or take 2d10 Cold damage and be knocked prone. If they succeed they take half damage and are not knocked prone.\
Chilling Grip. The Burrrilla can use one of its claw attacks to instead grapple the target. the target must make a DC 14 STR save or be grappled. On the target's next turn they immediately take 1d6 + 4 cold damage and must make a DC 12 CON save or have their movement dropped to zero for their turn even if they escape the Burrrilla's grasp
Frozen Hull. The Burrrilla can use its Subzero breathe to instantly freeze all the sweat that builds up in its fur making it's AC 16 and removing its vulnerability to fire for 1 min. (Once per day)
Description
Burrrilla's are the link between apes and the mysterious Yeti. They do not have the anger tendency of their evolved brother-en but they still have the strength and cold essence that makes them fierce fighters. Popular guard animals, for they have a tendency to get attached easily to other creatures they deem lesser, which is most other creatures, even humanoids.