| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +9 |
| DEX | 16 | +3 | +7 |
| CON | 18 | +4 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Frostbite Aura: At the start of its turn, each creature within 10 feet of Arctikorr takes 5 (1d10) Cold Damage and must succeed on a DC 15 Constitution Saving Throw or have their movement speed reduced by 10 feet until the end of their next turn.
Icy Regeneration: Arctikorr regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or fire damage.
MultiAttack: Arctikorr makes three attacks: one with its bite and two with its claws or one attack with its bite and one attack with Icy Shard Barrage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5)) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5)) slashing damage.
Icy Shard Barrage (Recharge 5-6). Arctikorr hurls icy shard in a 30 foot cone. Each creature within the area must make a DC 16 Dexterity Saving Throw, taking 22 (4d10) cold damage on a failed save or half as much on a success.
Icebound Leap (Recharge 4-6). Arctikorr leaps up to 30 feet in a straight line, landing with a thunderous crash. Each creature within 10 feet of its landing spot must make a DC 15 Strength throw or take 14 (3d8) Cold Damage and be knocked prone.
Icy Carapace (Recharge 5-6). A layer of hardened frost forms around Arctikoor. It gains 20 temporary hit points. While these temporary hit points remain, a creature that hits Arctikoor with a melee attack takes 7 ((2d6)) cold damage.
Hunters Persuit: If a creature within 40 feet of Arctikorr moves away from it, Arctikorr can use its reaction to move up to 30 feet toward that creature
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