Small Humanoid
Armor Class 17 (splint)
Hit Points 179 (13d20 + 39)
Speed 25 ft.
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
20 (+5)
WIS
12 (+1)
CHA
18 (+4)
Skills Perception +4
Damage Vulnerabilities Psychic
Damage Resistances Thunder
Damage Immunities Cold
Senses Passive Perception 14
Languages Common, Goblin
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Explosive Master. Chill Bill cannot be harmed by his own explosives.

Actions

Multiattack. Chill Bill makes three attacks. Two with Point Blank Ice BOMB and one with Freeze Ray

Point Blank Ice BOMB. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) cold damage. 

Freeze Ray. RangedWeapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 15 (2d10 + 5) cold damage and the target must succeed on a DC 16 Constitution Saving Throw or be restrained. They can repeat this save as an action on their turn.

Ice Kamikaze. Special ability: All creatures within 30 feet of Chill Bill must make a DC 18 Dexterity Saving Throw or take 6d10 cold damage and be restrained. After this attack, Chill Bill takes one quarter of the damage he dealt.

Bonus Actions

Freeze Stomp. Everything within 10 feet of Chill Bill becomes difficult terrain.

Legendary Actions

Chill Bill has 2 legendary actions. He can never regain spent legendary actions. His only legendary action requires a full action to preform.

Ice Kamikaze. Special ability: All creatures within 30 feet of Chill Bill must make a DC 18 Dexterity Saving Throw or take 1d100 cold damage and be restrained. After this attack, Chill Bill takes one quarter of the damage he dealt.

Description

Small gumpy blue ice goblin

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