Frostveil
Medium Plant, unaligned
Armor Class 16
Hit Points 67 (9d8+27)
Speed fly +30, walk +10
Challenge 4
Skills stealth +7
Damage Vulnerabilities fire
Damage Resistances bludgeoning and piercing from nonmagical attacks
Damage Immunities cold
Condition Immunities blinded, charmed, deafened, frightened, prone
Senses blindsight 100 ft., passive Perception 10
Languages -
Special Abilities
Chilling Acid. The frostveil's frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage.
False Appearance. While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice.
Windborne. While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet.
Actions
Multiattack. The frostveil makes three tendril attacks.
Tendril. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed.
Engulf. When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it's still grappled by the frostveil. A frostveil can't attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil.
Spirit Spores (recharge 6). In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds.
Source: Tome of Beasts · OGL/Open