Cold One (5e Creature)

Cold One

Large beast, unaligned


Armor Class 16 (natural armor)
Hit Points 58 (9d8+18)
Speed 50 ft., swim 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Saving Throws Str +6, Dex +4
Skills Athletics +6, Stealth +4
Damage Resistances slashing
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 3 (700 XP)


Blood Frenzy. The cold one has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Pack Tactics. The cold one has advantage on an attack roll against a creature if at least one of the cold one's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Multiattack. The cold one makes three attacks: one with its bite and two with its claws

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Warhammer Fantasy Cold Ones... so vicious...

Cold ones are large predatory lizards who live in jungles naturally. When tamed they are still very vicious and the riders of them, when warm-blooded, will cover themselves in its urine in order to disguise themselves. The urine is so acidic that it slowly numbs their nerves and burns them out. The cold ones are most commonly used by dark elves and lizardfolk as shock cavalry against enemy flanks.


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