Blood Frenzy. The Cafard has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Amphibious. The Cafard can breathe air and water.
Ice Walk. Cafard can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Water Absorption. Whenever Cafard is subjected to cold damage, it takes no damage and instead regains some hit points equal to the cold damage dealt.
Multiattack. The Cafard makes four attacks: two with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (4d10 + 6) piercing damage.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d8 + 6) bludgeoning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (4d6 + 6) slashing damage.
Cold Breath (Recharge 5-6). Cafard exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Haste (Recharge 5–6). Until the end of its next turn, Cafard magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
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