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.
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.
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