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
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
Hide. Disengage.
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.
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