Aversion to Fire. If the coffin takes fire damage, it can only launch one icicle with its Icicles attack until the end of its next turn. For this duration, cold damage taken by a creature grappled by the coffin is halved.
Damage Transfer. While it is grappling a creature, unless it is psychic damage, the coffin takes only half the damage dealt to it, and the creature grappled by the coffin takes the other half.
False Appearance. The coffin looks just like a traveller clad in heavy winter gear. From the back, it is indistinguishable from such, but from the front, a creature can make a DC 15 Perception check to notice its lack of a body.
Winter Native. The coffin does not suffer any penalty to its movement caused by snowstorm conditions.
Envelop. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage and the same amount of cold damage.
The creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the coffin can't smother another target. Another creature within 5 ft. can use its action to attempt to pull the grappled creature out. Every time the target attempts to escape or another creature attempts to pull it out, the target takes 9 (2d8) piercing damage, whether it is successful or not. This also applies when the target makes a weapon attack.
The target also takes 14 (4d6) cold damage when it starts its turn inside the coffin. If the target teleports while inside the coffin, the coffin teleports with it. While grappling a creature, the coffin's flying speed is set to 0 and its AC is reduced to 11.
Icicles. The coffin launches three icicles. It does not have to target one creature with all three. It makes a separate attack roll for each icicle. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Weapon Attack. The coffin uses the melee weapon of a creature it is enveloping, using its own Strength/Dexterity. Melee Weapon Attack: +4/7 to hit, reach of the weapon, one target. Hit: The damage dice of the weapon + 1/4.
Whirlwind (recharge 6). The coffin whips up the snow in a 25 ft. diameter, 60 ft. high cylinder around it. Each creature inside except the coffin and a creature it is grappling makes a DC 16 Strength saving throw. On a failure, it falls prone and takes 11 (2d10) bludgeoning damage. On a success, it takes half damage and does not fall prone.
Impeding Wind. When the coffin is targeted with a weapon attack that it can see, the creature can call forth a wind to throw the attacker's aim off, imposing disadvantage on the attack roll.
Unlatch. When the coffin is grappling a creature and is targeted with a weapon attack or spell attack that it can see(that is not by the creature), the coffin can end its grapple and move 10 ft. away from the creature. The creature is the new target of the attack. If the attack would hit the creature, it can use its reaction to make a Dexterity saving throw with a DC equal to the attack roll. On a success, the attack misses.
Description
When travelling in the frigid white expanses of the poles, battling a fierce snowstorm, endurance waning and sanity slipping, you might squint and see it. A humanoid shape a little ways away. Another adventurer. Hope.
You might call out to them, voice barely audible over the howling winds. They don't respond. You decide to catch up to them. They're wearing winter clothes, always a thick fur coat with a large hood. You painstakingly trudge through the snow and eventually get right behind them. They stop. Panting and doubling over, you start to introduce yourself. They turn around...
You scream. Under that hood is nothing at all. The wind seems to laugh at you as the winter coat splits down the middle. It opens out, revealing an inside lined with rows and rows of sharp icicles, a veritable iron maiden. Before you blink, the coat envelops you and snaps shut. You are impaled a hundred times in a hundred different places... you don't know what hurts more, the pierced skin or the intense chill invading your bones... you struggle to escape but every movement digs them in further... it's futile, you gasp for air, the cold is seeping into you... there's nothing to do... but to die.
A devious fiend, taking the form of a set of thick winter wear, that appears during particularly bad blizzards where visibility is poor. It will wait until a hapless adventurer approaches, before springing on them and forcing them inside its deadly interior. From there, it can puppeteer its captured prey, even using its own weapon against its allies.
There can be trouble even without its main attack. It can launch icicles from a distance, and manipulate the wind. It is extremely swift, and it will certainly outmanoeuver its enemies if it feels it needs to. If overwhelmed, it will flee, presumably to prey on travellers another day.
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