Amphibious. The chillmarrow can breathe air and water.
Freezing Gaze. When a creature that can see the chillmarrow’s eyes starts its turn within 30 feet of the chillmarrow, Chillmarrow can force it to make a DC 13 Constitution saving throw if the chillmarrow isn’t incapacitated and can see the creature. On a failed save, the creature takes 3 (1d6) cold damage, and it is dazed until the end of its next turn. A dazed creature can only do one of the following things on its turn: move, use an action, or use a bonus action.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the chillmarrow until the start of its next turn, when it can avert its eyes again. If the creature looks at the chillmarrow in the meantime, it must immediately make the save.
Regeneration. The chillmarrow regains 5 hit points at the start of its turn if it is submerged in frigid water. If the chillmarrow takes fire damage, this trait doesn't function at the start of the its next turn.
Multiattack. The drakon makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 7 (2d4) cold damage.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Cold Breath (Recharge 5–6). The chillmarrow exhales freezing vapors in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
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