Incorporeal Movement. Big Chill can move through other creatures and objects as if they were difficult terrain. If Big Chill moves through the space of a creature, the creature must make a DC 14 Constitution saving throw or take 5 (1d10) Cold damage. It takes 5 (1d10) force damage if it ends its turn inside an object.
Chilling Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) cold damage.
Cold Breath (Recharge 5–6). Big Chill exhales a wave of frost in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Intangibility. Big Chill temporary becomes intangible until the start of its next turn, appearing partially transparent. During this time, Big Chill cannot be affected by anything on this plane of existence and it cannot affect anything on this plane.
Ice Structure. Big Chill expends a use of its Cold Breath in order to create a wall of solid ice on a solid surface within 60 feet of itself. It can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or it can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts up to 1 minute before spontaneously melting. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 14 (4d6) cold damage on a faield save, or half as much damage on a successful one.
Comments