Ice Urchin
Large Monstrosity, unaligned (CR 1)Armor Class 14 natural armor
Hit Points 45 (6d10+12)
Speed 20 ft.
15 (+2)
12 (+1)
14 (+2)
5 (-3)
11 (+0)
5 (-3)
Skills perception 0
Senses passive Perception 10
Languages understands Aquan but canât speak
Challenge Rating 1
Actions
Ice Spine.
Melee Weapon Attack: +4 to hit reach 5 ft. one target 9 (2d6+2) piercing damage + 2 (1d4) cold
Venomous Spine.
Ranged Weapon Attack: +3 to hit range 20/60' one target 3 (1d4+1) piercing damage + 2 (1d4) cold and 7 (2d6) poison.
sizeLarge
typeMonstrosity
group
alignmentunaligned
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception0
damage_vulnerabilities
damage_resistances
damage_immunitiescold
condition_immunities
cr1
reactions
legendary_desc
legendary_actions
special_abilitiesname: Fear of Fire,desc: An ice urchin is inherently fearful of fire. If presented forcefully with fire or if it is dealt fire the ice urchin must make DC 13 Wis save or become frightened until the end of its next turn. Once it has been frightened by a specific source of fire (such as a torch) the ice urchin canât be frightened by that same source again for 24 hrs.,name: Ice Slide,desc: Its speed increases to 60' when it moves on snow or ice. Additionally difficult terrain composed of ice or snow doesnât cost it extra movement.,name: Melting Away,desc: If it takes fire damage its AC is reduced by 2 and it has disadvantage on attack rolls until the end of its next turn.,name: Spiny Defense,desc: A creature that touches the ice urchin or hits it with melee attack while within 5 ft. of it takes 3 (1d6) piercing damage and 2 (1d4) cold.,name: Venomous Spine Regrowth,desc: An ice urchin has twelve venomous spines. Used spines regrow when the ice urchin finishes a long rest.
spell_list
page_no239
document__license_urlhttp://open5e.com/legal
document__slugtob3
document__titleTome of Beasts 3
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 3, page no. 239