Frostveil

Medium Plant, Unaligned

Armor Class 16 (natural armor)

Hit Points 67 (9d8 + 27)

Speed fly +10, walk +15

Challenge 4

STR
20
+5
DEX
20
+5
CON
16
+3
INT
1
-5
WIS
11
+0
CHA
1
-5

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 120 ft., passive Perception 10

Languages

Special Abilities

Chilling Acidic Body. A creature that touches the frostveil or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage.

Damage Transfer. While engulfing a creature, the frostveil takes only half the damage dealt to it (rounded down), and the engulfed creature takes the other half.

False Appearance. While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice.

Windborne. In windy conditions, the frostveil's flying speed increases to 30 feet. In a wind of moderate or greater speed (at least 10 miles per hour), its flying speed increases to 60 feet.

Actions

Multiattack. The frostveil makes two Frozen Tendril attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the frostveil uses Snowy Engulf on it.

Frozen Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 3 (1d6) cold damage.

Snowy Engulf. The frostveil engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, and it must succeed on a DC 15 Constitution saving throw at the start of each of the frostveil's turns or take 4 (1d8) acid damage and 3 (1d6) cold damage. If the frostveil moves, the engulfed target moves with it. The frostveil can have only one creature engulfed at a time.

Spirit Spores (Recharge 6). The frostveil releases a puff of psychotropic spores around itself. Each creature within 10 feet of the frostveil must make a DC 15 Constitution saving throw. On a failure, a creature takes 21 (6d6) cold damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't incapacitated. When an incapacitated creature moves, it moves in a random direction. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Source: Tome of Beasts 2023 · OGL/Open