Medium Humanoid (Corvum), Any Evil Alignment
Armor Class 11 (14 with mage armor)
Hit Points 35 (7d8 + 7)
Speed 30 ft., Fly 30 ft.
STR
8 (-1)
DEX
12 (+1)
CON
12 (+1)
INT
16 (+3)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws INT +6, WIS +3
Skills Arcana +5, Deception +5, Medicine +3
Damage Vulnerabilities Fire
Damage Resistances Cold
Senses Passive Perception 10
Languages Aquan, Birdfolk Can also understand Sylvan, but cannot speak it.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Glide. When falling at least 10 feet, the necromancer can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement and take no falling damage. They cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction)..

Life Leech. Once per turn, when the cryomancer kills one or more creatures with a spell of 1st level or higher, they can regain hit points equal to twice the level of the spell, or three times the level if it is a necromancy spell.

Spellcasting. The cryomancer is a 5th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The cryomancer has the following wizard spells prepared:

Cantrips (at will): chill touch, light, mage hand, prestidigitation, ray of frost

1st level (4 slots): disguise self, mage armor, magic missile

2nd level (3 slots): misty step, snilloc's snowball swarm, rime's binding ice†

3rd level (3 slots): Animate Snowman, counterspell, fear

 †necromancy spell of 1st level or higher

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if wielded with both hands.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage

Bonus Actions

Hide. Disengage.

Legendary Actions

Swarm of Snowmen (1/day): Summons 1d4-1 Snowmen Swarms (minimum of 1). These use the Swarm of Snowmen statblock. These Snowmen turn into regular unanimated Snowmen when the Necromancer dies or is unconscious or incapacitated.

Description

Crymancers use the power of necromancy to animate Snowmen to do their bidding.

Habitat: Arctic

Treasure:  Arcana

D_M_Baelfire

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