Medium Aberration, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 65 (10d8 + 20)
Speed 40 ft., Climb 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +7, WIS +5
Skills Acrobatics +7, Stealth +10
Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands, does not speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ambusher: The Cante has advantage on attack rolls against any creature it has surprised.

 

Amorphous: The Cante can move through a space as narrow as 1 inch wide without squeezing.

 

Ice Mimicry: The Cante has advantage on Dexterity (Stealth) checks made to hide in icy terrain or against an icy background.

Actions

Multiattack: The Cante makes two slam attacks.

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Overtake (Recharge 5-6): The Cante attempts to encase and overtake a creature it can see within 10 feet of it. The target must succeed on a DC 15 Dexterity saving throw or become restrained and grappled (escape DC 15). At the start of the target's next turn, if it is still grappled, it must succeed on a DC 15 Constitution saving throw or become an n'divi, under the DM's control, gaining the Cante's resistances, immunities, and condition immunities. The target is freed if the Cante is reduced to 0 hit points.

Description

A Cante is a stealthy, magical creature with an amorphous, ice-like form. It has the ability to ambush and overtake individuals quickly and without warning. Once it overtakes its victims, they become n'divi, a state where they are neither living nor dead, and cannot be reasoned with. The Cante is difficult to detect, blending seamlessly with icy terrain or backgrounds.

Habitat: Arctic

gskrub8

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