Don't breathe. Immune to suffocation.
Cold Aura - Every creature that starts its turn at 15 feets of the Ice Herald takes 5 (1D10) of cold.
Water regeneration - .The ice herald has regeneration 10 when in contact with running water (rain, streams, plumbing, etc.). In case of contact with a static source, regeneration destroys 10 square feet (1.5 m2) every turn. (dry a small pool or water tank in 1D6 + 1 turns). In case of destruction of the Herald if its parts are not removed from running water, regeneration continues.
Water attack. Melee weapon attack +5 to hit. Reach 10 feet (3m). 1 target. hit: 10 (2D6 + 3) bludgeoning damage and the target is GRAPPLED (frozen around the body - Escape 13). Until GRAPPLED finishes the target is RESTRAINED and the ARAUTO cannot attack another target
ICE COCCON - Melee Weapon Attack: +5 reach 10feet / 3m, 1 medium or small target that ARAUTO FROZEN. Hit: 10 (2D6 + 3) piercing damage and the target is frozen inside a cocoon. The target gains BLIND and RESTRICTED (Blind and RESTRAINED) condition and has full coverage against other attacks outside the cocoon. The target receives 3d6 of piercing damage and 2D10 of COLD at the start of each ARAUTO turn. The ARAUTO cannot attack other targets while maintaining the cocoon. If ARAUTO interrupts the cocoon, it remains until the start of its next turn, when it breaks giving 2D10 cold damage to the frozen one.
Description
Created by minds disturbed by the emergence of magic, heralds are generally agents of torment for their creators and their victims, usually incarnating their master's psychotic hallucinations and persecuting those who approach them.
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