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___ > ## Tribal Ice Warrior >*Medium Humanoid (any race), any alignment* > ___ > - **Armor Class** 16 (Scale mail) > - **Hit Points** 67(9d8 + 27) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|16 (+3)|9 (-1)|10 (+0)|9 (-1)| >___ > - **Condition Immunities** None > - **Senses** passive Perception 10 > - **Languages** any one language (usually Common) > - **Challenge** 2 (450 XP) > ___ > ***Slick Feet. *** While the Tribal Ice Warrior is on a frozen surface they have +10 movement. > > ***Check.*** If the Tribal Ice Warrior moves at least 10 feet straight toward a target and then hits it with a Slash attack on the same turn, the target takes an extra 5 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone. > > ### Actions > ***Multiattack.*** The Tribal Ice Warrior can make two melee attacks or one ranged attack. > > ***Slash.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) slashing damage. > > ***Trip (1/Turn).*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) slashing damage, and the target must succeed on a DC13 Strength saving throw or be knocked prone. > > ***Snap Shot.*** *Ranged Weapon Attack:* +4 to hit, reach 30/120ft., one target. *Hit* 5 (1d4 + 2) bludgeoning damage. \pagebreak ___ > ## Tribal Ice Defender >*Medium Humanoid (any race), any alignment* > ___ > - **Armor Class** 16 (Scale mail) > - **Hit Points** 75(10d8 + 30) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|16 (+3)|11 (0)|13 (+1)|10 (+0)| >___ > - **Skills** Acrobatics +6, Perception +5 > - **Senses** passive Perception 15 > - **Languages** any one language (usually Common) > - **Challenge** 3 (700 XP) > ___ > ***Slick Feet. *** While the Tribal Ice Defender is on a frozen surface they have +10 movement. > > ### Actions > ***Multiattack.*** The Tribal Ice Warrior can make two attacks. > > ***Slash.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d8 + 2) slashing damage. > > ***Slapshot.*** *Ranged Weapon Attack:* +6 to hit, reach 80/320ft., one target. *Hit* 7 (1d6 + 4) bludgeoning damage. > > ***Hobble (1/Turn).*** *Ranged Weapon Attack:* +6 to hit, reach 30/120ft., one target. *Hit* 8 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC14 Constitution saving throw or have their movement reduced by 10ft until the end of their next turn. > > ### Reactions > ***Hip Check.*** If a Hostile creature within 10ft. of the Tribal Ice Defender attemps to move farther away, the Tribal Ice Defender can use their reaction to move 5ft towards the target and perform a hip check. > >Upon doing so the hostile creature must make a DC 14 Dexterity saving throw or be pushed 10ft away and knocked prone. Additionally the Tribal Ice Defender must make a DC 15 Acrobatics check or be knocked prone as well. \pagebreak ___ > ## Tribal Ice Guardian >*Medium Humanoid (any race), any alignment* > ___ > - **Armor Class** 17 (Half Plate) > - **Hit Points** 85 (9d10 + 36) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|18 (+4)|10 (+0)|12 (+1)|10 (+0)| >___ > - **Condition Immunities** None > - **Senses** passive Perception 10 > - **Languages** any one language (usually Common) > - **Challenge** 2 (450 XP) > ___ > ***Focus. *** Meele attacks against the Tribal Ice Guardian do not have advantage while it is prone. Additionally the Tribal Ice Guardian can stand up from being prone without using any movement. > > ### Actions > ***Multiattack.*** The Tribal Ice Warrior can make two attacks. > > ***Hack.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 2) bludgeoning damage. > > ***Volley.*** *Ranged Weapon Attack:* +6 to hit, reach 100/400ft., one target. *Hit* 9 (1d10 + 4) bludgeoning damage. > > ### Reactions > ***Deflect Missiles.*** The Tribal Ice Guardian can deflect or catch the missile when it is hit by a ranged weapon attack. When the tribal Ice Guardian does so, the damage it take from the attack is reduced by 1d10 + 4. >If the damage is reduced to 0 in this way, the Tribal Ice Guardian can make a Volley attack to send the missile back at the attacker as a part of the same reaction. > > ***Missile Catching. *** The Tribal Ice Guardian gains a +2 bonus to AC against ranged attacks. In addition, whenever a hostile creature makes a ranged attack against a allied creature within 5 feet of the Tribal Ice guardian, it can use its reaction to become the target of the attack instead.